import libtess from 'libtess' import {Point} from '../brep/geom/point' import {Vertex} from '../brep/topo/vertex' function initTesselator() { // function called for each vertex of tesselator output function vertexCallback(data, polyVertArray) { polyVertArray.push(data); } // callback for when segments intersect and must be split function combinecallback(coords, data, weight) { // console.log('combine callback'); return [coords[0], coords[1], coords[2]]; } function edgeCallback(flag) { // don't really care about the flag, but need no-strip/no-fan behavior // console.log('edge flag: ' + flag); } var tessy = new libtess.GluTesselator(); // tessy.gluTessProperty(libtess.gluEnum.GLU_TESS_WINDING_RULE, libtess.windingRule.GLU_TESS_WINDING_POSITIVE); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_VERTEX_DATA, vertexCallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_BEGIN, begincallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_ERROR, errorcallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_COMBINE, combinecallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_EDGE_FLAG, edgeCallback); return tessy; } function begincallback(type) { if (type !== libtess.primitiveType.GL_TRIANGLES) { console.log('expected TRIANGLES but got type: ' + type); } } function errorcallback(errno) { console.log('error callback'); console.log('error number: ' + errno); } export function Triangulate(contours, normal) { const tessy = initTesselator(); // libtess will take 3d verts and flatten to a plane for tesselation // since only doing 2d tesselation here, provide z=1 normal to skip // iterating over verts only to get the same answer. // comment out to test normal-generation code //tessy.gluTessNormal(0, 0, 1); tessy.gluTessNormal(normal[0], normal[1], normal[2]); const triangleVerts = []; tessy.gluTessBeginPolygon(triangleVerts); for (let contour of contours) { tessy.gluTessBeginContour(); for (let coords of contour) { tessy.gluTessVertex(coords, coords); } tessy.gluTessEndContour(); } // finish polygon (and time triangulation process) tessy.gluTessEndPolygon(); return triangleVerts; } export function TriangulateFace(face) { function arr(v) { return [v.x, v.y, v.z]; } function vertexCallback(data, out) { out.push(data); } let edge = false; function combinecallback(coords, data, weight) { throw 'should never happen cuz brep is non-manifold' //const point = new Point(coords[0], coords[1], coords[2]); //if (edge) { // const vertex = new Vertex(point); // data.edge.split(vertex); // return { // edge: data.edge.next, // point // } //} else { // return { // edge: null, // point // } //} } function edgeCallback(flag) { edge = flag; } var tessy = new libtess.GluTesselator(); // tessy.gluTessProperty(libtess.gluEnum.GLU_TESS_WINDING_RULE, libtess.windingRule.GLU_TESS_WINDING_POSITIVE); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_VERTEX_DATA, vertexCallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_BEGIN, begincallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_ERROR, errorcallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_COMBINE, combinecallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_EDGE_FLAG, edgeCallback); const normal = arr(face.surface.normal); tessy.gluTessNormal(normal[0], normal[1], normal[2]); const vertices = []; tessy.gluTessBeginPolygon(vertices); for (let loop of face.loops) { tessy.gluTessBeginContour(); for (let e of loop.halfEdges) { tessy.gluTessVertex(arr(e.vertexA.point), e.vertexA); } tessy.gluTessEndContour(); } tessy.gluTessEndPolygon(); const triangled = []; for (let i = 0; i < vertices.length; i += 3 ) { var a = vertices[i]; var b = vertices[i + 1]; var c = vertices[i + 2]; triangled.push([a, b, c]); } return triangled; }