Licensing |
|||
This information page illustrates the
concepts of filtering and relative swept volumes.
|
|||
About Filtering |
|||
This option can be used to simplify the swept
volume computation when the replay object contains many positions or when
you know the precision level you need to obtain. Filtering precision
defines the maximum distance allowed between the simplified trajectory and
the initial one |
|||
What follows is an illustration of the impact on the final result of selecting the Filter Positions check box. | |||
|
|||
|
|||
|
|||
|
|||
About Relative Swept Volume
|
|||
You can compute the swept volume of a moving part in the system axis of another moving part. You can use this option when you need to analyze the swept volume of a product versus another product (moving or not). The part whose system axis is being used for the calculation is the Reference product. | |||
The illustrations below show two moving parts: a circle and a square. | |||
The first illustration shows swept volumes created without a product defined as the Reference product. Although the swept volumes clash, the two objects may not be in the clash area at the same time, therefore the swept volumes do not yield relevant information. | |||
|
|||
If you select the circle as the Reference product,
you can compute the square swept volume in the circle system axis. |
|||
The result can now be relevant for clash analysis. |