QT C++ graphics display WIDGET

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27 Dec 2021 10:34 - 27 Dec 2021 10:35 #230054 by Grotius
Hi,

I think i understand your question.
You are drawing a toolpath. And this is stacking up huge ammounts of points or segments to draw.
Yes, this is a problem if it's done a few times a second.

I think when you do it a little different, the result is better, like:

If you have a point to push back. You monitor how far the tcp has moved by a function like:

double dist=sqrt(pow(x,2)+pow(y,2)+pow(z,2);
if(dist>3){
   path.push_back(Point)
}

for(double i=0; i<pathpoints.size(); i++){
    Construct a linestrip or segments.
}

In above way, it only add's a new item if the distance to previous point has a minimal value. It will not pile up a unlimited
ammount of points related to the qui refresh rate.

 
Last edit: 27 Dec 2021 10:35 by Grotius.

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27 Dec 2021 10:47 #230056 by udoS
Replied by udoS on topic QT C++ graphics display WIDGET
@Grotius
Yes, you are right, but that only reduces the problem. It doesn't solve it.
Plus, e.g. small holes look ugly. Corners too.
Any other idea ?

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27 Dec 2021 12:50 #230063 by Grotius
Hi Udo,

Indeed it doen't solve the problem. It just hurt's less.

I did not try this before, but drawing just a pixel at the toolpath could be the best way.
Avoiding making shapes with opencascade.

Try to find a function that draws a pixel in the occ screen at a certain xyz point. This should be possible somehow.
If you construct a std::vector<PIXEL> for this. You can empty the toolpath at once.










 

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07 Jan 2022 07:12 #231015 by udoS
Replied by udoS on topic QT C++ graphics display WIDGET
@Grotius
For now my solution is to display just the last 1000 edges. That is just around 50 msec update-time.


 
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10 Jan 2022 05:06 #231281 by Grotius
Hi,

Nice video. You made progress !!

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