Rip Feature Sample

Description

Demonstrates creating a new sheet metal rip feature.

Code Samples

import adsk.core, adsk.fusion, traceback

def run(context):
    ui = None
    try:
        app = adsk.core.Application.get()
        ui  = app.userInterface
       
        # get active design        
        product = app.activeProduct
        design = adsk.fusion.Design.cast(product)
         
        # get the root component
        rootComp = design.rootComponent

        # get features
        features = rootComp.features
        ripFeatures = features.ripFeatures

        # get geometry from body to create a rip
        brepBodies = rootComp.bRepBodies
        body = brepBodies.item(0)
        edges = body.edges
        vertices = body.vertices

        # create a between points rip
        gapDistance = adsk.core.ValueInput.createByReal(1.23)
        offset1 = adsk.core.ValueInput.createByReal(2.34)
        ripFeatureInput = ripFeatures.createRipFeatureInput()
        edge = edges.item(40)
        vertex = vertices.item(9)
        ripFeatureInput.setBetweenPoints(edge, vertex, gapDistance, offset1)
        ripFeature = ripFeatures.add(ripFeatureInput)
           
    except:
        if ui:
            ui.messageBox('Failed:\n{}'.format(traceback.format_exc()))
#include <Core/Application/Application.h>
#include <Core/Application/Document.h>
#include <Core/Application/ValueInput.h>
#include <Core/UserInterface/UserInterface.h>

#include <Fusion/Components/Component.h>
#include <Fusion/BRep/BRepBodies.h>
#include <Fusion/BRep/BRepBody.h>
#include <Fusion/BRep/BRepEdge.h>
#include <Fusion/BRep/BRepEdges.h>
#include <Fusion/BRep/BRepFace.h>
#include <Fusion/BRep/BRepFaces.h>
#include <Fusion/BRep/BRepVertex.h>
#include <Fusion/BRep/BRepVertices.h>
#include <Fusion/Features/Features.h>
#include <Fusion/SheetMetal/RipFeature.h>
#include <Fusion/SheetMetal/RipFeatureInput.h>
#include <Fusion/SheetMetal/RipFeatures.h>
#include <Fusion/Fusion/Design.h>


using namespace adsk::core;
using namespace adsk::fusion;

Ptr<UserInterface> ui;

extern "C" XI_EXPORT bool run(const char* context)
{
    Ptr<Application> app = Application::get();
    if (!app)
        return false;

    ui = app->userInterface();
    if (!ui)
        return false;


    // Get active design
    Ptr<Product> product = app->activeProduct();
    if (!product)
        return false;

    Ptr<Design> design = product;
    if (!design)
        return false;

    // Get root component in this design
    Ptr<Component> rootComp = design->rootComponent();
    if (!rootComp)
        return false;

    // Get rip features
    Ptr<Features> features = rootComp->features();
    if (!features)
        return false;

    Ptr<RipFeatures> ripFeatures = features->ripFeatures();
    if (!ripFeatures)
        return false;

    Ptr<BRepBodies> bodies = rootComp->bRepBodies();

    Ptr<BRepBody> body = bodies->item(0);

    Ptr<BRepEdges> edges = body->edges();

    Ptr<BRepVertices> vertices = body->vertices();

    // Create a between points rip
    Ptr<ValueInput> gapDistance = ValueInput::createByReal(1.23);

    Ptr<ValueInput> offset1 = ValueInput::createByReal(2.34);

    Ptr<RipFeatureInput> ripFeatureInput = ripFeatures->createRipFeatureInput();

    Ptr<BRepEdge> edge = edges->item(40);

    Ptr<BRepVertex> vertex = vertices->item(9);


    // Create the feature
    Ptr<RipFeature> ripFeature = ripFeatures->add(ripFeatureInput);


    return true;
}