sergiu_ciuhnenco Posted November 30, 2022 Posted November 30, 2022 I need your help in creating a lisp that solves the following problems: 1) the lines must be reconstructed from the point on the left to the point on the right, or from the bottom point to the top point. 2) with 3dfaces I think it's a bit more problematic, depending on the 3dface orientation: a) if horizontal -> the top view is required b) if vertical in the Y direction -> the view from the right is required c) if vertical in the X direction -> the front view is required The solid should be constructed exactly like I POINTED, this is important , beacause I supose to import all of this to an analitical program , and this are important for the local axes of the " e LeeM. ent " Of course, Thanks in advance for your HELP !!!! Experiment1.dxf Quote
ReMark Posted November 30, 2022 Posted November 30, 2022 When you say lines are you actually referring to the edges? Quote
sergiu_ciuhnenco Posted November 30, 2022 Author Posted November 30, 2022 Yes, edges : (colomns and beams){red lines} with blue arrow I mentioned, needed direction Quote
ReMark Posted November 30, 2022 Posted November 30, 2022 Are you aware that the XEDGES command will extract edges from a solid as lines? Specifically, XEDGES creates wireframe geometry from the edges of a 3D solid, surface, mesh, region, or subobject. Wouldn't this work? 1 Quote
sergiu_ciuhnenco Posted November 30, 2022 Author Posted November 30, 2022 I allready tried all af this, and when I import dxf file back in analitycal software , the local axes of the elements are mixed, when elements are modeled like I mentioned , everything is good . Quote
BIGAL Posted November 30, 2022 Posted November 30, 2022 (edited) Just another idea make a surface using say TriangV0.6.7.lsp from the end pts, this will make 3 sided 3dfaces. The points to generate the surface could be from selecting the lines in correct ucs and taking into account the elevation. It may then need to use rotate3d to stand up the vertical faces. So would get 3d sort of boxes made. Need to make 3 UCS X number of walls. Civ3d has a make surface from lines as a inbuilt function. Have to go now maybe later will do something. Edited November 30, 2022 by BIGAL Quote
sergiu_ciuhnenco Posted December 1, 2022 Author Posted December 1, 2022 (edited) Hi, BIGAL , I learned by myself easier lisp to do , but this one is much harder that I can , So I hope for yours GURU's help , when you will have time ofcourse. THANKS IN ADVANCE !!! Edited December 1, 2022 by sergiu_ciuhnenco Quote
BIGAL Posted December 10, 2022 Posted December 10, 2022 (edited) Wow started real well then went to ucs world and that is when my world fell apart, the outside walls are not vertical, I started getting the common points based on planes that when I checked world. The only way to do this maybe is to set a UCS for every plane and get points in that plane. it becomes tricky working in 3d picking correct 3 points. I unfortunately am going to walk away at this point, just pointing out the difficulties. How did you make the shaded planes ? Is there some underlying data file that you have not told us about ? Edited December 10, 2022 by BIGAL Quote
lrm Posted December 10, 2022 Posted December 10, 2022 I get the following error message when trying to open the file. It is not clear to me what the goal is. You list the following: Quote 2) with 3dfaces I think it's a bit more problematic, depending on the 3dface orientation: a) if horizontal -> the top view is required b) if vertical in the Y direction -> the view from the right is required c) if vertical in the X direction -> the front view is required When you state "a) if horizontal?" Does this refer to a 3dface parallel to the WCS XY plane? What does "b) if vertical in the Y direction" mean? Does it refer to a 3dface that is viewed in true shape from the right view? Can it be assumed that the 3dfaces are limited to 3 vertices so that they are flat and that the 4th optional vertex does not have to be checked to see it it lies in the same plane as the other 3 vertices? An easy way to check for a) is to take the dot product of the 3dface normal with the vector 0,0,1 and if its absolute value is equal to 1 then it is "horizontal". Similarly, a check for b) would examine the dot product of the 3dface normal with the vector 1,0,0. Quote
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