// Unified tessellation for all truck topology levels. // // Vertex → TruckTessResult::Point // Edge → TruckTessResult::Lines (curve sampled with tolerance) // Wire → TruckTessResult::Lines (edges joined, no duplicate junctions) // Face / Shell / Solid → TruckTessResult::Mesh (triangle mesh via truck-meshalgo) // // The caller (acad_to_truck / tessellate) decides which function to call based on // the truck topology level of the object. use truck_meshalgo::tessellation::{MeshableShape, MeshedShape}; use truck_modeling::base::{BoundedCurve, ParameterDivision1D}; use truck_modeling::{Edge, Shell, Solid, Vertex, Wire}; use truck_polymesh::PolygonMesh; use crate::scene::mesh_model::MeshModel; // Chord-height tolerance used for adaptive curve sampling (world units). const CURVE_TOL: f64 = 0.005; // Triangle mesh tolerance (world units). pub const MESH_TOL: f64 = 0.01; // ── Public result type ──────────────────────────────────────────────────── /// Output of any truck topology tessellation. #[allow(dead_code)] pub enum TruckTessResult { /// A single world-space point (from Vertex). Point([f32; 3]), /// An ordered sequence of points forming a polyline (from Edge or Wire). Lines(Vec<[f32; 3]>), /// A triangle mesh (from Face, Shell, or Solid). Mesh { verts: Vec<[f32; 3]>, normals: Vec<[f32; 3]>, indices: Vec, }, } // ── Vertex ──────────────────────────────────────────────────────────────── pub fn tessellate_vertex(v: &Vertex) -> TruckTessResult { let p = v.point(); TruckTessResult::Point([p.x as f32, p.y as f32, p.z as f32]) } // ── Edge ────────────────────────────────────────────────────────────────── pub fn tessellate_edge(e: &Edge) -> TruckTessResult { // oriented_curve() respects the edge direction (inverts if needed). let curve = e.oriented_curve(); let (t0, t1) = curve.range_tuple(); // parameter_division samples adaptively: fewer points on straight segments, // more on tight curves, all within CURVE_TOL chord-height error. let (_, pts) = curve.parameter_division((t0, t1), CURVE_TOL); let lines = pts .iter() .map(|p| [p.x as f32, p.y as f32, p.z as f32]) .collect(); TruckTessResult::Lines(lines) } // ── Wire ────────────────────────────────────────────────────────────────── pub fn tessellate_wire(w: &Wire) -> TruckTessResult { let mut pts: Vec<[f32; 3]> = Vec::new(); for edge in w.edge_iter() { if let TruckTessResult::Lines(ep) = tessellate_edge(edge) { if pts.is_empty() { pts = ep; } else { // Skip the first point of each continuation edge to avoid // duplicating the shared junction vertex. pts.extend_from_slice(&ep[1..]); } } } TruckTessResult::Lines(pts) } // ── Shell ───────────────────────────────────────────────────────────────── #[allow(dead_code)] pub fn tessellate_shell(s: &Shell) -> TruckTessResult { let meshed = s.triangulation(MESH_TOL); polygon_to_result(meshed.to_polygon()) } // ── Solid ───────────────────────────────────────────────────────────────── #[allow(dead_code)] pub fn tessellate_solid(s: &Solid) -> TruckTessResult { let meshed = s.triangulation(MESH_TOL); polygon_to_result(meshed.to_polygon()) } // ── MeshModel helper ────────────────────────────────────────────────────── /// Convert a TruckTessResult::Mesh into a MeshModel (fills name/color later). pub fn tess_to_mesh_model( result: TruckTessResult, name: String, color: [f32; 4], selected: bool, ) -> Option { match result { TruckTessResult::Mesh { verts, normals, indices, } => Some(MeshModel { name, verts, normals, indices, color, selected, }), _ => None, } } // ── Internal ───────────────────────────────────────────────────────────── fn polygon_to_result(mesh: PolygonMesh) -> TruckTessResult { let verts: Vec<[f32; 3]> = mesh .positions() .iter() .map(|p| [p.x as f32, p.y as f32, p.z as f32]) .collect(); // Per-vertex normals: if the mesh has normals, map each triangle vertex's // normal index back to the normals array. Fall back to empty if absent. let mesh_normals = mesh.normals(); let indices: Vec = mesh .tri_faces() .iter() .flat_map(|tri| [tri[0].pos as u32, tri[1].pos as u32, tri[2].pos as u32]) .collect(); // Build a per-position normal by averaging normals of all faces that share it. // If mesh has no normals, leave the Vec empty. let normals: Vec<[f32; 3]> = if !mesh_normals.is_empty() { let n = verts.len(); let mut acc = vec![[0.0_f32; 3]; n]; let mut cnt = vec![0u32; n]; for tri in mesh.tri_faces() { for sv in tri { let pos_idx = sv.pos; if let Some(nor_idx) = sv.nor { if let Some(nv) = mesh_normals.get(nor_idx) { acc[pos_idx][0] += nv.x as f32; acc[pos_idx][1] += nv.y as f32; acc[pos_idx][2] += nv.z as f32; cnt[pos_idx] += 1; } } } } acc.iter() .zip(cnt.iter()) .map(|(s, &c)| { if c == 0 { [0.0, 1.0, 0.0] } else { let inv = 1.0 / c as f32; let nx = s[0] * inv; let ny = s[1] * inv; let nz = s[2] * inv; let len = (nx * nx + ny * ny + nz * nz).sqrt().max(1e-9); [nx / len, ny / len, nz / len] } }) .collect() } else { vec![] }; TruckTessResult::Mesh { verts, normals, indices, } }