feat(scene): integrate standard DWG data
This commit is contained in:
parent
731df4a725
commit
eb23715605
38 changed files with 8365 additions and 607 deletions
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@ -2,10 +2,10 @@ use acadrust::entities::{mesh::Mesh, polygon_mesh::PolygonMesh, Face3D, Polyface
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use glam::Vec3;
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use crate::command::EntityTransform;
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use crate::entities::common::{ro_prop as ro, square_grip};
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use crate::entities::common::{parse_f64, ro_prop as ro, square_grip};
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use crate::entities::traits::{Grippable, PropertyEditable, Transformable, TruckConvertible};
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use crate::scene::convert::acad_to_truck::{TruckEntity, TruckObject};
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use crate::scene::model::object::{GripApply, GripDef, PropSection};
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use crate::scene::model::object::{GripApply, GripDef, PropSection, PropValue, Property};
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use crate::scene::model::wire_model::SnapHint;
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/// Triangulate a planar (possibly concave) polygon into a flat triangle-soup
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@ -319,63 +319,13 @@ impl TruckConvertible for PolygonMesh {
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return None;
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}
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let closed_m = self
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.flags
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.contains(acadrust::entities::PolygonMeshFlags::CLOSED_M);
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let closed_n = self
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.flags
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.contains(acadrust::entities::PolygonMeshFlags::CLOSED_N);
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let pt = |i: usize, j: usize| -> [f64; 3] {
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let v = &self.vertices[i * n + j];
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[v.location.x, v.location.y, v.location.z]
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};
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let mut pts: Vec<[f64; 3]> = Vec::new();
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let mut fill_tris: Vec<[f64; 3]> = Vec::new();
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// Rows (M direction).
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for i in 0..m {
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pts.push([f64::NAN; 3]);
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for j in 0..n {
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pts.push(pt(i, j));
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}
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if closed_n {
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pts.push(pt(i, 0));
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}
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}
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// Columns (N direction).
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for j in 0..n {
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pts.push([f64::NAN; 3]);
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for i in 0..m {
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pts.push(pt(i, j));
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}
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if closed_m {
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pts.push(pt(0, j));
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}
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}
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// Fill: triangulate each grid quad (two triangles per cell).
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let mi = if closed_m { m } else { m - 1 };
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let ni = if closed_n { n } else { n - 1 };
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for i in 0..mi {
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for j in 0..ni {
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let p00 = pt(i, j);
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let p10 = pt((i + 1) % m, j);
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let p01 = pt(i, (j + 1) % n);
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let p11 = pt((i + 1) % m, (j + 1) % n);
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fill_tris.extend_from_slice(&[p00, p10, p11, p00, p11, p01]);
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}
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}
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Some(TruckEntity {
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pick_tris: Vec::new(),
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object: TruckObject::Lines(pts),
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object: TruckObject::Lines(Vec::new()),
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snap_pts: vec![],
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tangent_geoms: vec![],
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key_vertices: vec![],
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fill_tris,
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fill_tris: vec![],
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})
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}
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}
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@ -491,47 +441,13 @@ impl TruckConvertible for PolyfaceMesh {
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return None;
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}
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let get_v = |idx: i16| -> Option<[f64; 3]> {
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let i = (idx.abs() as usize).checked_sub(1)?;
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let v = self.vertices.get(i)?;
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Some([v.location.x, v.location.y, v.location.z])
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};
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let mut pts: Vec<[f64; 3]> = Vec::new();
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let mut fill_tris: Vec<[f64; 3]> = Vec::new();
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for face in &self.faces {
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// Indices: 0 means unused. Negative = invisible edge (still render for wireframe).
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let indices = [face.index1, face.index2, face.index3, face.index4];
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let verts: Vec<[f64; 3]> = indices
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.iter()
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.filter(|&&i| i != 0)
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.filter_map(|&i| get_v(i))
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.collect();
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if verts.len() < 2 {
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continue;
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}
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pts.push([f64::NAN; 3]);
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for &p in &verts {
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pts.push(p);
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}
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// Close the face polygon.
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pts.push(verts[0]);
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// Ear-clip the face for solid fill (handles concave faces).
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if verts.len() >= 3 {
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fill_tris.extend(triangulate_planar(&verts));
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}
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}
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Some(TruckEntity {
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pick_tris: Vec::new(),
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object: TruckObject::Lines(pts),
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object: TruckObject::Lines(Vec::new()),
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snap_pts: vec![],
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tangent_geoms: vec![],
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key_vertices: vec![],
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fill_tris,
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fill_tris: vec![],
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})
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}
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}
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@ -637,53 +553,527 @@ impl Transformable for PolyfaceMesh {
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// ── Mesh (SubD mesh) ──────────────────────────────────────────────────────────
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//
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// Modern subdivision mesh — distinct from PolygonMesh. The render path emits
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// the file's per-edge wireframe and triangulates each face into fill_tris so
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// solid views still draw a shaded surface. Subdivision-level smoothing is
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// honoured only as metadata; we don't run a Catmull-Clark refinement pass
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// here yet.
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// the refined per-edge wireframe and triangulates each face into fill_tris so
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// solid views draw the same Catmull-Clark surface described by the DWG.
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#[derive(Clone)]
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struct RefinedMesh {
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vertices: Vec<[f64; 3]>,
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faces: Vec<Vec<usize>>,
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creases: std::collections::HashMap<(usize, usize), f64>,
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}
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fn edge_key(a: usize, b: usize) -> (usize, usize) {
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if a < b { (a, b) } else { (b, a) }
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}
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fn add3(a: [f64; 3], b: [f64; 3]) -> [f64; 3] {
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[a[0] + b[0], a[1] + b[1], a[2] + b[2]]
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}
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fn mul3(a: [f64; 3], scale: f64) -> [f64; 3] {
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[a[0] * scale, a[1] * scale, a[2] * scale]
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}
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fn mix3(a: [f64; 3], b: [f64; 3], amount: f64) -> [f64; 3] {
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add3(mul3(a, 1.0 - amount), mul3(b, amount))
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}
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fn mean_points<'a>(points: impl Iterator<Item = &'a [f64; 3]>) -> [f64; 3] {
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let mut sum = [0.0; 3];
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let mut count = 0usize;
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for point in points {
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sum = add3(sum, *point);
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count += 1;
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}
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if count == 0 {
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sum
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} else {
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mul3(sum, 1.0 / count as f64)
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}
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}
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fn base_refined_mesh(mesh: &Mesh) -> RefinedMesh {
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let vertices: Vec<[f64; 3]> = mesh.vertices.iter().map(|v| [v.x, v.y, v.z]).collect();
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let faces = mesh
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.faces
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.iter()
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.filter_map(|face| {
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let valid: Vec<usize> = face
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.vertices
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.iter()
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.copied()
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.filter(|&index| index < vertices.len())
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.collect();
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(valid.len() >= 3).then_some(valid)
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})
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.collect();
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let creases = mesh
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.edges
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.iter()
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.filter_map(|edge| {
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let sharpness = edge.crease?;
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(edge.start < vertices.len() && edge.end < vertices.len() && sharpness > 0.0)
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.then_some((edge_key(edge.start, edge.end), sharpness))
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})
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.collect();
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RefinedMesh {
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vertices,
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faces,
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creases,
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}
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}
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fn subdivide_catmull_clark(mesh: &RefinedMesh, blend_crease: bool) -> RefinedMesh {
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use std::collections::{HashMap, HashSet};
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if mesh.faces.is_empty() {
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return mesh.clone();
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}
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let face_points: Vec<[f64; 3]> = mesh
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.faces
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.iter()
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.map(|face| mean_points(face.iter().filter_map(|&index| mesh.vertices.get(index))))
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.collect();
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let mut edge_faces: HashMap<(usize, usize), Vec<usize>> = HashMap::new();
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let mut vertex_faces: Vec<Vec<usize>> = vec![Vec::new(); mesh.vertices.len()];
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let mut vertex_edges: Vec<HashSet<(usize, usize)>> = vec![HashSet::new(); mesh.vertices.len()];
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for (face_index, face) in mesh.faces.iter().enumerate() {
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for &vertex in face {
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if let Some(faces) = vertex_faces.get_mut(vertex) {
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faces.push(face_index);
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}
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}
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for corner in 0..face.len() {
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let a = face[corner];
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let b = face[(corner + 1) % face.len()];
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if a == b {
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continue;
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}
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let key = edge_key(a, b);
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edge_faces.entry(key).or_default().push(face_index);
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if let Some(edges) = vertex_edges.get_mut(a) {
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edges.insert(key);
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}
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if let Some(edges) = vertex_edges.get_mut(b) {
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edges.insert(key);
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}
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}
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}
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let mut vertex_points = Vec::with_capacity(mesh.vertices.len());
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for (vertex_index, &point) in mesh.vertices.iter().enumerate() {
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let incident_edges = &vertex_edges[vertex_index];
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let incident_faces = &vertex_faces[vertex_index];
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if incident_edges.is_empty() || incident_faces.is_empty() {
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vertex_points.push(point);
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continue;
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}
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let face_average =
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mean_points(incident_faces.iter().filter_map(|&index| face_points.get(index)));
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let edge_midpoints: Vec<[f64; 3]> = incident_edges
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.iter()
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.filter_map(|&(a, b)| {
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let other = if a == vertex_index { b } else { a };
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mesh.vertices
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.get(other)
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.map(|&p| mul3(add3(point, p), 0.5))
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})
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.collect();
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let edge_average = mean_points(edge_midpoints.iter());
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let n = incident_faces.len() as f64;
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let smooth = mul3(
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add3(add3(face_average, mul3(edge_average, 2.0)), mul3(point, n - 3.0)),
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1.0 / n,
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);
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let mut sharp_neighbours: Vec<(f64, [f64; 3])> = incident_edges
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.iter()
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.filter_map(|&key| {
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let boundary = edge_faces.get(&key).is_some_and(|faces| faces.len() == 1);
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let sharpness = if boundary {
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f64::INFINITY
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} else {
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mesh.creases.get(&key).copied().unwrap_or(0.0)
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};
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if sharpness <= 0.0 {
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return None;
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}
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let other = if key.0 == vertex_index { key.1 } else { key.0 };
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mesh.vertices.get(other).copied().map(|p| (sharpness, p))
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})
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.collect();
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sharp_neighbours.sort_by(|a, b| b.0.total_cmp(&a.0));
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let crease_point = match sharp_neighbours.as_slice() {
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[(_, first), (_, second), ..] => mul3(
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add3(add3(mul3(point, 6.0), *first), *second),
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1.0 / 8.0,
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),
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_ => smooth,
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};
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let corner_point = if sharp_neighbours.len() >= 3 {
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point
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} else {
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crease_point
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};
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let sharpness = sharp_neighbours
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.get(1)
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.map(|item| item.0)
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.unwrap_or(0.0);
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let amount = if blend_crease {
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sharpness.clamp(0.0, 1.0)
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} else if sharpness > 0.0 {
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1.0
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} else {
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0.0
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};
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vertex_points.push(mix3(smooth, corner_point, amount));
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}
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let mut edge_point_indices = HashMap::with_capacity(edge_faces.len());
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let mut vertices = vertex_points;
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for (&key, adjacent_faces) in &edge_faces {
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let Some((&a, &b)) = mesh.vertices.get(key.0).zip(mesh.vertices.get(key.1)) else {
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continue;
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};
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let midpoint = mul3(add3(a, b), 0.5);
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let smooth = if adjacent_faces.len() == 2 {
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let f0 = face_points[adjacent_faces[0]];
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let f1 = face_points[adjacent_faces[1]];
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mul3(add3(add3(a, b), add3(f0, f1)), 0.25)
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} else {
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midpoint
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};
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let boundary = adjacent_faces.len() != 2;
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let sharpness = mesh.creases.get(&key).copied().unwrap_or(0.0);
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let amount = if boundary {
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1.0
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} else if blend_crease {
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sharpness.clamp(0.0, 1.0)
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} else if sharpness > 0.0 {
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1.0
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} else {
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0.0
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};
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edge_point_indices.insert(key, vertices.len());
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vertices.push(mix3(smooth, midpoint, amount));
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}
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let face_point_start = vertices.len();
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vertices.extend(face_points.iter().copied());
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let mut faces = Vec::new();
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let mut creases = HashMap::new();
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for (face_index, face) in mesh.faces.iter().enumerate() {
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for corner in 0..face.len() {
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let vertex = face[corner];
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let next_key = edge_key(vertex, face[(corner + 1) % face.len()]);
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let prev_key = edge_key(face[(corner + face.len() - 1) % face.len()], vertex);
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let (Some(&next_edge), Some(&prev_edge)) = (
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edge_point_indices.get(&next_key),
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edge_point_indices.get(&prev_key),
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) else {
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continue;
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};
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faces.push(vec![
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vertex,
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next_edge,
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face_point_start + face_index,
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prev_edge,
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]);
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}
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}
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for (&key, &sharpness) in &mesh.creases {
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let Some(&edge_point) = edge_point_indices.get(&key) else {
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continue;
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};
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let child_sharpness = (sharpness - 1.0).max(0.0);
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if child_sharpness > 0.0 {
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creases.insert(edge_key(key.0, edge_point), child_sharpness);
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creases.insert(edge_key(edge_point, key.1), child_sharpness);
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}
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}
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RefinedMesh {
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vertices,
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faces,
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creases,
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}
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}
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fn display_mesh(mesh: &Mesh) -> RefinedMesh {
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let mut refined = base_refined_mesh(mesh);
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for _ in 0..mesh.subdivision_level.clamp(0, 4) {
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refined = subdivide_catmull_clark(&refined, mesh.blend_crease);
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}
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refined
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}
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fn face_triangle_indices(
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vertices: &[[f64; 3]],
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faces: &[Vec<usize>],
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) -> (Vec<u32>, Vec<usize>) {
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let mut indices = Vec::new();
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let mut triangle_faces = Vec::new();
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for (face_index, face) in faces.iter().enumerate() {
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let polygon: Vec<[f64; 3]> = face
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.iter()
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.filter_map(|&index| vertices.get(index).copied())
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.collect();
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if polygon.len() < 3 {
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continue;
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}
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for triangle in triangulate_planar(&polygon).chunks_exact(3) {
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let mut mapped = [0u32; 3];
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let mut valid = true;
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for corner in 0..3 {
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let Some(local) = polygon.iter().position(|point| *point == triangle[corner]) else {
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valid = false;
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break;
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};
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mapped[corner] = face[local] as u32;
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}
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if valid && mapped[0] != mapped[1] && mapped[1] != mapped[2] && mapped[2] != mapped[0] {
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indices.extend(mapped);
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triangle_faces.push(face_index);
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}
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}
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}
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(indices, triangle_faces)
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}
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fn vertex_normals(vertices: &[[f64; 3]], indices: &[u32]) -> Vec<[f32; 3]> {
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let mut normals = vec![[0.0f64; 3]; vertices.len()];
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for triangle in indices.chunks_exact(3) {
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let (Some(&a), Some(&b), Some(&c)) = (
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vertices.get(triangle[0] as usize),
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vertices.get(triangle[1] as usize),
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vertices.get(triangle[2] as usize),
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) else {
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continue;
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};
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let ab = [b[0] - a[0], b[1] - a[1], b[2] - a[2]];
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let ac = [c[0] - a[0], c[1] - a[1], c[2] - a[2]];
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let normal = [
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ab[1] * ac[2] - ab[2] * ac[1],
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ab[2] * ac[0] - ab[0] * ac[2],
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ab[0] * ac[1] - ab[1] * ac[0],
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];
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for &index in triangle {
|
||||
if let Some(sum) = normals.get_mut(index as usize) {
|
||||
*sum = add3(*sum, normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
normals
|
||||
.into_iter()
|
||||
.map(|normal| {
|
||||
let length =
|
||||
(normal[0] * normal[0] + normal[1] * normal[1] + normal[2] * normal[2]).sqrt();
|
||||
if length > 1e-15 {
|
||||
[
|
||||
(normal[0] / length) as f32,
|
||||
(normal[1] / length) as f32,
|
||||
(normal[2] / length) as f32,
|
||||
]
|
||||
} else {
|
||||
[0.0, 0.0, 1.0]
|
||||
}
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
fn append_feature_edge(
|
||||
edge_verts: &mut Vec<[f32; 3]>,
|
||||
edge_verts_low: &mut Vec<[f32; 3]>,
|
||||
vertices: &[[f64; 3]],
|
||||
a: usize,
|
||||
b: usize,
|
||||
) {
|
||||
for index in [a, b] {
|
||||
let Some(&[x, y, z]) = vertices.get(index) else {
|
||||
continue;
|
||||
};
|
||||
let high = [x as f32, y as f32, z as f32];
|
||||
edge_verts.push(high);
|
||||
edge_verts_low.push([
|
||||
(x - high[0] as f64) as f32,
|
||||
(y - high[1] as f64) as f32,
|
||||
(z - high[2] as f64) as f32,
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
fn make_mesh_lod_set(
|
||||
name: String,
|
||||
color: [f32; 4],
|
||||
vertices: Vec<[f64; 3]>,
|
||||
faces: Vec<Vec<usize>>,
|
||||
visible_edges: std::collections::HashSet<(usize, usize)>,
|
||||
face_colors: &[Option<[f32; 4]>],
|
||||
) -> Option<crate::scene::model::mesh_model::MeshLodSet> {
|
||||
let (indices, triangle_faces) = face_triangle_indices(&vertices, &faces);
|
||||
if indices.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let normals = vertex_normals(&vertices, &indices);
|
||||
let triangle_colors = triangle_faces
|
||||
.iter()
|
||||
.map(|&face| face_colors.get(face).copied().flatten())
|
||||
.collect();
|
||||
let model = crate::scene::convert::solid3d_tess::finalize_mesh(
|
||||
name,
|
||||
vertices.clone(),
|
||||
normals,
|
||||
indices,
|
||||
Vec::new(),
|
||||
triangle_colors,
|
||||
color,
|
||||
None,
|
||||
);
|
||||
let mut set = crate::scene::model::mesh_model::MeshLodSet::from_lods(vec![model]);
|
||||
for (a, b) in visible_edges {
|
||||
append_feature_edge(
|
||||
&mut set.edge_verts,
|
||||
&mut set.edge_verts_low,
|
||||
&vertices,
|
||||
a,
|
||||
b,
|
||||
);
|
||||
}
|
||||
Some(set)
|
||||
}
|
||||
|
||||
/// Convert every standard DWG mesh family to the material-aware shaded mesh
|
||||
/// pipeline. The retained wire entity carries snaps/grips only; fill, normals,
|
||||
/// depth, materials and face colours live in `MeshLodSet`.
|
||||
pub(crate) fn tessellate_shaded_mesh(
|
||||
entity: &acadrust::EntityType,
|
||||
color: [f32; 4],
|
||||
) -> Option<crate::scene::model::mesh_model::MeshLodSet> {
|
||||
use std::collections::HashSet;
|
||||
|
||||
match entity {
|
||||
acadrust::EntityType::Mesh(mesh) => {
|
||||
let display = display_mesh(mesh);
|
||||
let mut edges = HashSet::new();
|
||||
for face in &display.faces {
|
||||
for corner in 0..face.len() {
|
||||
edges.insert(edge_key(face[corner], face[(corner + 1) % face.len()]));
|
||||
}
|
||||
}
|
||||
make_mesh_lod_set(
|
||||
mesh.common.handle.value().to_string(),
|
||||
color,
|
||||
display.vertices,
|
||||
display.faces,
|
||||
edges,
|
||||
&[],
|
||||
)
|
||||
}
|
||||
acadrust::EntityType::PolygonMesh(mesh) => {
|
||||
let m = mesh.m_vertex_count.max(0) as usize;
|
||||
let n = mesh.n_vertex_count.max(0) as usize;
|
||||
if m == 0 || n == 0 || mesh.vertices.len() < m.saturating_mul(n) {
|
||||
return None;
|
||||
}
|
||||
let vertices: Vec<[f64; 3]> = mesh
|
||||
.vertices
|
||||
.iter()
|
||||
.take(m * n)
|
||||
.map(|vertex| {
|
||||
[
|
||||
vertex.location.x,
|
||||
vertex.location.y,
|
||||
vertex.location.z,
|
||||
]
|
||||
})
|
||||
.collect();
|
||||
let closed_m = mesh.is_closed_m();
|
||||
let closed_n = mesh.is_closed_n();
|
||||
let m_cells = if closed_m { m } else { m.saturating_sub(1) };
|
||||
let n_cells = if closed_n { n } else { n.saturating_sub(1) };
|
||||
let mut faces = Vec::with_capacity(m_cells.saturating_mul(n_cells));
|
||||
let mut edges = HashSet::new();
|
||||
for i in 0..m_cells {
|
||||
for j in 0..n_cells {
|
||||
let face = vec![
|
||||
i * n + j,
|
||||
((i + 1) % m) * n + j,
|
||||
((i + 1) % m) * n + (j + 1) % n,
|
||||
i * n + (j + 1) % n,
|
||||
];
|
||||
for corner in 0..4 {
|
||||
edges.insert(edge_key(face[corner], face[(corner + 1) % 4]));
|
||||
}
|
||||
faces.push(face);
|
||||
}
|
||||
}
|
||||
make_mesh_lod_set(
|
||||
mesh.common.handle.value().to_string(),
|
||||
color,
|
||||
vertices,
|
||||
faces,
|
||||
edges,
|
||||
&[],
|
||||
)
|
||||
}
|
||||
acadrust::EntityType::PolyfaceMesh(mesh) => {
|
||||
let vertices: Vec<[f64; 3]> = mesh
|
||||
.vertices
|
||||
.iter()
|
||||
.map(|vertex| {
|
||||
[
|
||||
vertex.location.x,
|
||||
vertex.location.y,
|
||||
vertex.location.z,
|
||||
]
|
||||
})
|
||||
.collect();
|
||||
let mut faces = Vec::new();
|
||||
let mut face_colors = Vec::new();
|
||||
let mut edges = HashSet::new();
|
||||
for face in &mesh.faces {
|
||||
let raw = [face.index1, face.index2, face.index3, face.index4];
|
||||
let indices: Vec<usize> = raw
|
||||
.iter()
|
||||
.filter(|&&index| index != 0)
|
||||
.filter_map(|&index| (index.unsigned_abs() as usize).checked_sub(1))
|
||||
.filter(|&index| index < vertices.len())
|
||||
.collect();
|
||||
if indices.len() < 3 {
|
||||
continue;
|
||||
}
|
||||
for corner in 0..indices.len() {
|
||||
if raw[corner] > 0 {
|
||||
edges.insert(edge_key(indices[corner], indices[(corner + 1) % indices.len()]));
|
||||
}
|
||||
}
|
||||
faces.push(indices);
|
||||
face_colors.push(face.color.as_ref().map(crate::scene::convert::tess_util::aci_to_rgba));
|
||||
}
|
||||
make_mesh_lod_set(
|
||||
mesh.common.handle.value().to_string(),
|
||||
color,
|
||||
vertices,
|
||||
faces,
|
||||
edges,
|
||||
&face_colors,
|
||||
)
|
||||
}
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
impl TruckConvertible for Mesh {
|
||||
fn to_truck(&self, _document: &acadrust::CadDocument) -> Option<TruckEntity> {
|
||||
if self.vertices.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let get = |i: usize| -> Option<[f64; 3]> { self.vertices.get(i).map(|v| [v.x, v.y, v.z]) };
|
||||
|
||||
let mut pts: Vec<[f64; 3]> = Vec::new();
|
||||
if !self.edges.is_empty() {
|
||||
for edge in &self.edges {
|
||||
if let (Some(a), Some(b)) = (get(edge.start), get(edge.end)) {
|
||||
pts.push([f64::NAN; 3]);
|
||||
pts.push(a);
|
||||
pts.push(b);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for face in &self.faces {
|
||||
if face.vertices.len() < 2 {
|
||||
continue;
|
||||
}
|
||||
pts.push([f64::NAN; 3]);
|
||||
for &vi in &face.vertices {
|
||||
if let Some(p) = get(vi) {
|
||||
pts.push(p);
|
||||
}
|
||||
}
|
||||
if let Some(first) = face.vertices.first().and_then(|&i| get(i)) {
|
||||
pts.push(first);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ear-clip each face into fill_tris so shaded views render the mesh as
|
||||
// a solid surface (fan triangulation spills outside concave faces).
|
||||
let mut fill_tris: Vec<[f64; 3]> = Vec::new();
|
||||
for face in &self.faces {
|
||||
let verts: Vec<[f64; 3]> = face.vertices.iter().filter_map(|&vi| get(vi)).collect();
|
||||
if verts.len() >= 3 {
|
||||
fill_tris.extend(triangulate_planar(&verts));
|
||||
}
|
||||
}
|
||||
|
||||
// Per-vertex snap tables cost ~56 B/vertex and are retained in every
|
||||
// copy of the wire set. On NWD-scale imports (#358: tens of millions
|
||||
|
|
@ -705,11 +1095,11 @@ impl TruckConvertible for Mesh {
|
|||
|
||||
Some(TruckEntity {
|
||||
pick_tris: Vec::new(),
|
||||
object: TruckObject::Lines(pts),
|
||||
object: TruckObject::Lines(Vec::new()),
|
||||
snap_pts,
|
||||
tangent_geoms: vec![],
|
||||
key_vertices,
|
||||
fill_tris,
|
||||
fill_tris: vec![],
|
||||
})
|
||||
}
|
||||
}
|
||||
|
|
@ -761,12 +1151,36 @@ impl PropertyEditable for Mesh {
|
|||
vec![PropSection {
|
||||
title: "Geometry".into(),
|
||||
props: vec![
|
||||
ro(
|
||||
"Level of Smoothness",
|
||||
"msh_subdiv",
|
||||
self.subdivision_level.to_string(),
|
||||
),
|
||||
Property {
|
||||
label: "Level of Smoothness".into(),
|
||||
field: "msh_subdiv_edit",
|
||||
value: PropValue::EditText(self.subdivision_level.to_string()),
|
||||
},
|
||||
Property {
|
||||
label: "Blend Creases".into(),
|
||||
field: "msh_blend_crease",
|
||||
value: PropValue::BoolToggle {
|
||||
field: "msh_blend_crease",
|
||||
value: self.blend_crease,
|
||||
},
|
||||
},
|
||||
ro("Number of Faces", "msh_f", self.faces.len().to_string()),
|
||||
ro("Number of Vertices", "msh_v", self.vertices.len().to_string()),
|
||||
ro("Number of Edges", "msh_e", self.edges.len().to_string()),
|
||||
ro(
|
||||
"Creased Edges",
|
||||
"msh_creased",
|
||||
self.edges
|
||||
.iter()
|
||||
.filter(|edge| edge.crease.is_some_and(|value| value > 0.0))
|
||||
.count()
|
||||
.to_string(),
|
||||
),
|
||||
ro(
|
||||
"Override Option",
|
||||
"msh_override",
|
||||
self.override_option.to_string(),
|
||||
),
|
||||
ro("Number of Grips", "msh_grips", self.vertices.len().to_string()),
|
||||
ro(
|
||||
"Watertight",
|
||||
|
|
@ -777,7 +1191,24 @@ impl PropertyEditable for Mesh {
|
|||
}]
|
||||
}
|
||||
|
||||
fn apply_geom_prop(&mut self, _field: &str, _value: &str) {}
|
||||
fn apply_geom_prop(&mut self, field: &str, value: &str) {
|
||||
match field {
|
||||
"msh_subdiv_edit" => {
|
||||
if let Some(value) = parse_f64(value) {
|
||||
self.subdivision_level = (value.round() as i32).clamp(0, 4);
|
||||
}
|
||||
}
|
||||
"msh_blend_crease" => {
|
||||
self.blend_crease = match value {
|
||||
"toggle" => !self.blend_crease,
|
||||
"On" | "Yes" | "true" | "1" => true,
|
||||
"Off" | "No" | "false" | "0" => false,
|
||||
_ => self.blend_crease,
|
||||
};
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Transformable for Mesh {
|
||||
|
|
@ -789,40 +1220,3 @@ impl Transformable for Mesh {
|
|||
});
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod triangulate_tests {
|
||||
use super::triangulate_planar;
|
||||
|
||||
fn poly_area2d(p: &[[f64; 2]]) -> f64 {
|
||||
let n = p.len();
|
||||
let mut a = 0.0;
|
||||
for i in 0..n {
|
||||
let b = p[(i + 1) % n];
|
||||
a += p[i][0] * b[1] - b[0] * p[i][1];
|
||||
}
|
||||
(a * 0.5).abs()
|
||||
}
|
||||
fn tri_area(a: [f64; 3], b: [f64; 3], c: [f64; 3]) -> f64 {
|
||||
// area in XY plane (test polygons are in Z=0)
|
||||
(((b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0])) * 0.5).abs()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn concave_l_shape_no_spillover() {
|
||||
// L-shaped hexagon (concave at the inner corner).
|
||||
let poly: Vec<[f64; 3]> = vec![
|
||||
[0.0, 0.0, 0.0], [4.0, 0.0, 0.0], [4.0, 2.0, 0.0],
|
||||
[2.0, 2.0, 0.0], [2.0, 4.0, 0.0], [0.0, 4.0, 0.0],
|
||||
];
|
||||
let p2: Vec<[f64; 2]> = poly.iter().map(|p| [p[0], p[1]]).collect();
|
||||
let want = poly_area2d(&p2); // = 12.0
|
||||
let tris = triangulate_planar(&poly);
|
||||
assert_eq!(tris.len() % 3, 0);
|
||||
assert_eq!(tris.len() / 3, poly.len() - 2, "expected n-2 triangles");
|
||||
let got: f64 = tris.chunks(3).map(|t| tri_area(t[0], t[1], t[2])).sum();
|
||||
eprintln!("concave L: want_area={want} got_area={got} tris={}", tris.len() / 3);
|
||||
// Fan would overshoot (triangles outside the L). Ear clip = exact.
|
||||
assert!((got - want).abs() < 1e-6, "triangle area {got} != polygon area {want} (spillover)");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue