论文部分内容阅读
在产品虚拟设计过程中 ,齿轮作为一形状复杂的零件 ,其生成比较困难。本文针对圆柱直齿轮在OpenGL图形软件接口中齿廓曲面的分段点选择、齿廓曲面、过渡曲面的拟合等问题进行了分析。对齿廓分段点按实际啮合情况取其啮合起点 ,并进行了理论上的论证 ,给出了相应的计算公式。确定了齿廓曲面拟合的控制点个数和坐标转换公式。对过渡曲面采用了圆弧曲面相拼接的方法来拟合 ,以减少失真。经过上述处理 ,生成了符合实际啮合运动规律的齿轮。
In the virtual product design process, gear as a complex shape parts, its generation is more difficult. In this paper, we analyze the problems of segment point selection, tooth profile surface and transition surface fitting of cylindrical spur gears in OpenGL graphics software interface. According to the actual meshing situation of tooth profile segment, the starting point of meshing is taken and theoretically demonstrated. The corresponding formulas are given. Determine the number of control points and the coordinate transformation formula fitting the tooth profile surface. To the transition surface using arc surface splicing methods to fit, in order to reduce distortion. After the above-mentioned processing, the gear that accords with the law of actual meshing motion is generated.