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Home / Developer Corner / Forums / Usage issues / Local Sewing with OpenCascade

Local Sewing with OpenCascade

Local Sewing with OpenCascade
Game Milky 2012/12/12 17:26

Dear OpenCasacde supervisors and users!

It is informed that local sewing is possible in OCCT?
I went through documentations and forum! Couldn't find any clue how to start with?
I am using already global sewing for OCC shape, it works well for me! But for local sewing no idea!

Any ideas?
and thank you in advance!

With Best Regards

Game
Forum supervisor 2012/12/12 18:53
Dear Game Milky,
See class BRepBuilderAPI_Sewing.
First you should Load() a context shape
and after use Add() for sub-shapes which should be locally sewed.
Regards
Timo 2012/12/13 14:29
I wasn't aware of local sewing until now.

Does it mean that using it you can get better performance?
E.g. could you specifiy the edges where two faces should be sewed and then the algorithm doesn't have to analyse all edges?

Regards,
Timo
Forum supervisor 2012/12/13 15:47
Dear Timo,
Q1: theoretically - yes.
Q2: Your understanding is not correct.
If you want to sew faces, than add the faces to be sewed only.
Regards
Timo 2012/12/13 16:53
Dear Forum supervisor and others,

it would be nice if someone could explain a use case for local sewing or how it can be used to get better performance than with global sewing.

Regards
Forum supervisor 2012/12/13 17:09
Dear Timo,
Unfortunately this feature still is not documented.
Therefore I suggest you to register the corresponding issue in Mantis Bug Tracker.
Regards
Timo 2012/12/13 18:46
OK, I've registered it in the bug tracker:
http://tracker.dev.opencascade.org/view.php?id=23640
 
 
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