jsketcher/web/app/3d/triangulation.js
2017-03-16 00:34:08 -07:00

131 lines
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4 KiB
JavaScript

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;
}