Also see How to create a Box TopoDS_Solid in OpenCASCADE and How to create a Cube TopoDS_Solid in OpenCASCADE
Using my OCCUtils library, you can easily create a cylinder of user-defined diameter and length:
#include <occutils/Primitive.hxx> using namespace OCCUtils; TopoDS_Solid myCube = Primitive::MakeCylinder(5.0 /* mm diameter */, 25.0 /* mm length */);
You can also define the orientation of the cylinder using Primites::Orientation::X
, Primites::Orientation::Y
or Primites::Orientation::Z
:
#include <occutils/Primitive.hxx> #include <vector> using namespace OCCUtils; TopoDS_Solid myCube = Primitive::MakeCylinder(5.0 /* mm diameter */, 25.0 /* mm length */, Primitive::Orientation::X);
You can also center this cylinder on the length axis. The origin point (default: (0,0,0)
) always lies on the cylinder’s main axis (i.e. along its length.
#include <occutils/Primitive.hxx> #include <vector> using namespace OCCUtils; /* * Make a cube that is centered on the X- and Y axes */ TopoDS_Solid myCube = Primitive::MakeCylinder(5.0 /* mm diameter */, 25.0 /* mm length */, Primitive::Orientation::X, Primitive::CenterL);
Also you can use a specific point of origin as the third argument (gp_Pnt
).
If you want to do it manually without OCCUtils, have a look at the OCC class BRepPrimAPI_MakeBox
which you can use like this:
gp_Ax2 ax = /* Define origin point and direction of the cylinder here */; BRepPrimAPI_MakeCylinder cyl(ax, diameter / 2.0, length); cyl.Build(); TopoDS_Solid mySolid = cyl.Solid();
In this case, you have to center the object manually by computing the correct point of origin. In OCCUtils this is done using
// Compute offsets based on centering if(center & CenterX) { origin.SetX(origin.X() - xSize / 2.0); } if(center & CenterY) { origin.SetY(origin.Y() - ySize / 2.0); } if(center & CenterZ) { origin.SetZ(origin.Z() - zSize / 2.0); }