add surface selection and angle preference

This commit is contained in:
Stewart Allen 2022-03-31 15:24:11 -04:00
commit a9939a4b51
7 changed files with 202 additions and 58 deletions

View file

@ -28,6 +28,9 @@ const { client, worker } = moto;
const { util } = mesh;
const cache = {};
// add scoped access to cache
mesh.work = { cache };
// compensation for space/world/platform rotation
const core_matrix = new Matrix4().makeRotationX(Math.PI / 2);
@ -57,15 +60,33 @@ function translate_encode(id, matrix) {
}
function analyze(id, opt = {}) {
log(`${id} | analyzing...`);
let geo = cache[id].geo;
let tool = new mesh.tool({
vertices: geo.attributes.position.array,
debug: false
});
log(`${id} | patching...`);
tool.patch(opt);
dbug.log(tool);
let rec = cache[id];
let { geo, tool } = rec;
if (!tool) {
tool = rec.tool = new mesh.tool();
}
if (tool.faces) {
log(`${id} | analysis cached`);
} else {
log(`${id} | analyzing...`);
tool.generateFaces(geo.attributes.position.array);
log(`${id} | patching...`);
tool.patch(opt);
}
return tool;
}
function mapFaces(id, opt = {}) {
let rec = cache[id];
let { geo, tool } = rec;
if (!tool) {
tool = rec.tool = new mesh.tool();
}
const vertices = geo.attributes.position.array;
if (!tool.normals) {
log(`${id} | generating face map`);
tool.generateFaceMap(vertices);
}
return tool;
}
@ -74,7 +95,7 @@ let model = {
let { vertices, name, id } = data;
let geo = new BufferGeometry();
geo.setAttribute('position', new BufferAttribute(vertices, 3));
cacheUpdate(id, { name, geo, xmatrix: core_matrix.clone(), trans: undefined });
cacheUpdate(id, { name, geo, xmatrix: core_matrix.clone(), trans: undefined, tool: undefined });
},
// return new vertices in world coordinates
@ -253,20 +274,27 @@ let model = {
};
},
mapFaces(data) {
let { id, opt } = data;
let tool = mapFaces(id, opt);
return { mapped: true };
},
// given model and point, locate matching vertices, lines, and faces
select(data) {
let { id, x, y, z, a, b, c, matrix } = data;
let { id, x, y, z, a, b, c, matrix, radians } = data;
// translate point into mesh matrix space
let v3 = new Vector3(x,y,z).applyMatrix4(
core_matrix.clone().multiply(new Matrix4().fromArray(matrix)).invert()
);
x = v3.x; y = v3.y; z = v3.z;
let arr = cache[id].geo.attributes.position.array;
const rec = cache[id];
const arr = rec.geo.attributes.position.array;
// distance tolerance for click to vertex (rough distance)
let eps = 0.25;
let faces = [];
let verts = [];
let edges = [];
const eps = 0.25;
const faces = [];
const verts = [];
const edges = [];
let point;
for (let i=0, l=arr.length; i<l; ) {
// matches here are within radius of a vertex
@ -295,6 +323,11 @@ let model = {
if (faces.length === 0) {
faces.push(Math.min(a,b,c) / 3);
}
const tool = rec.tool;
if (tool && tool.sides && radians) {
const surface = tool.findConnectedSurface(faces, radians);
// console.log({surface});
}
return { faces, edges, verts, point };
},