import Vector from '../../math/vector' import {Triangulate} from '../../3d/triangulation' import {SceneSolid, SceneFace} from './scene-object' export class BREPSceneSolid extends SceneSolid { constructor(shell, type, skin) { super(type, undefined, skin); this.shell = shell; this.createGeometry(); } createGeometry() { const geometry = new THREE.Geometry(); geometry.dynamic = true; this.mesh = new THREE.Mesh(geometry, this.material); this.cadGroup.add(this.mesh); this.createFaces(); this.createEdges(); this.createVertices(); } createFaces() { const geom = this.mesh.geometry; const groups = triangulateToThree(this.shell, geom); for (let g of groups) { const sceneFace = new BREPSceneFace(g.brepFace, this); this.sceneFaces.push(sceneFace); for (let i = g.groupStart; i < g.groupEnd; i ++) { const face = geom.faces[i]; sceneFace.registerMeshFace(face); } } geom.mergeVertices(); } createEdges() { const visited = new Set(); for (let face of this.shell.faces) { for (let halfEdge of face.outerLoop.halfEdges) { if (!visited.has(halfEdge.edge)) { visited.add(halfEdge.edge); this.addLineToScene(halfEdge.vertexA.point.three(), halfEdge.vertexB.point.three(), halfEdge.edge); } } } } createVertices() { } } class BREPSceneFace extends SceneFace { constructor(brepFace, solid) { super(solid, brepFace.id); brepFace.id = this.id; this.brepFace = brepFace; } normal() { return this.brepFace.surface.normal; } depth() { return this.brepFace.surface.w; } getBounds() { const bounds = []; for (let loop of this.brepFace.loops) { bounds.push(loop.asPolygon().map(p => new Vector().setV(p))); } return bounds; } } function triangulate(face) { function csgVert(data) { return new Vector(data[0], data[1], data[2]); } function data(v) { return [v.x, v.y, v.z]; } const triangled = []; const contours = []; for (let loop of face.loops) { contours.push(loop.asPolygon().map(point => data(point))); } let vertices = Triangulate(contours, data(face.surface.normal)); for (let i = 0; i < vertices.length; i += 3 ) { var a = csgVert(vertices[i]); var b = csgVert(vertices[i + 1]); var c = csgVert(vertices[i + 2]); triangled.push([a, b, c]); } return triangled; } export function triangulateToThree(shell, geom) { const result = []; let off = 0; let gIdx = 0; for (let brepFace of shell.faces) { const polygons = triangulate(brepFace); const groupStart = geom.faces.length; for (let p = 0; p < polygons.length; ++p) { const poly = polygons[p]; const vLength = poly.length; if (vLength < 3) continue; const firstVertex = poly[0]; geom.vertices.push(threeV(firstVertex)); geom.vertices.push(threeV(poly[1])); const normal = threeV(brepFace.surface.normal); for (let i = 2; i < vLength; i++) { geom.vertices.push(threeV(poly[i])); const a = off; const b = i - 1 + off; const c = i + off; const face = new THREE.Face3(a, b, c); face.normal = normal; face.materialIndex = gIdx ++; geom.faces.push(face); } //view.setFaceColor(sceneFace, utils.isSmoothPiece(group.shared) ? 0xFF0000 : null); off = geom.vertices.length; } result.push(new FaceGroup(brepFace, groupStart, geom.faces.length)); } return result; } class FaceGroup { constructor(brepFace, groupStart, groupEnd) { this.brepFace = brepFace; this.groupStart = groupStart; this.groupEnd = groupEnd; } } function threeV(v) {return new THREE.Vector3( v.x, v.y, v.z )}