grid-apps-cmms/src/mesh/work.js

506 lines
17 KiB
JavaScript

/** Copyright Stewart Allen <sa@grid.space> -- All Rights Reserved */
"use strict";
// dep: moto.license
// dep: ext.clip2
// dep: ext.three
// dep: ext.three-bgu
// dep: add.three
// dep: add.array
// dep: moto.client
// dep: moto.worker
// dep: mesh.util
// dep: geo.base
// dep: geo.line
// dep: geo.point
// dep: geo.polygon
// dep: geo.polygons
// dep: geo.bounds
// dep: geo.slicer
// dep: geo.csg
// dep: mesh.tool
gapp.main("mesh.work", [], (root) => {
const { Matrix4, Vector3, BufferGeometry, BufferAttribute, computeFaceNormal } = THREE;
const { mesh, moto } = root;
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);
// start worker pool (disabled for now with *0)
client.start(`/code/mesh_pool?${gapp.version}`, client.max() * 0);
function log(msg) {
return worker.publish("mesh.log", msg);
}
function cacheUpdate(id, data) {
Object.assign(cache[id], data);
}
// translate original mesh vertices into UI world view (PI/2 rotation on X)
function translate_encode(id, matrix) {
let rec = cache[id];
let mkey = matrix.map(v => v.round(6)).join('-');
if (!rec || !rec.trans || rec.mkey !== mkey) {
let geo = rec.geo.clone();
let mat = core_matrix.clone().multiply(new Matrix4().fromArray(matrix));
geo.applyMatrix4(mat);
rec.mkey = mkey;
rec.trans = geo.attributes.position.array
}
return rec.trans;
}
function analyze(id, opt = {}) {
let rec = cache[id];
let { geo, tool } = rec;
if (!tool) {
tool = rec.tool = new mesh.tool();
}
if (tool.faces) {
log(`${id} | analysis cached`);
} else {
log(`${id} | analyzing...`);
tool.generateFaces(geo.attributes.position.array);
log(`${id} | patching...`);
tool.patch(opt);
}
return tool;
}
function isolateBodies(id) {
let tool = indexFaces(id);
log(`${id} | isolating bodies`);
return tool.isolateBodies();
}
function indexFaces(id) {
let rec = cache[id];
let { geo, tool } = rec;
if (!tool) {
tool = rec.tool = new mesh.tool();
}
if (!tool.indexed) {
log(`${id} | indexing mesh`);
tool.index(geo.attributes.position.array);
}
return tool;
}
let model = {
load(data) {
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, tool: undefined });
},
// return new vertices in world coordinates
duplicate(data) {
let { id, matrix, opt } = data;
let array = translate_encode(id, matrix);
if (opt.mirror) {
array = array.slice();
// find max z and invert z
let maxz = -Infinity;
for (let i=2, l=array.length; i<l; i += 3) {
maxz = Math.max(maxz, array[i]);
array[i] = -array[i];
}
for (let i=0, l=array.length; i<l; i += 9) {
// swap first two vertices in face to invert normals
let v1 = array.slice(i, i+3);
for (let j=0; j<3; j++) {
array[i+j] = array[i+j+3];
array[i+j+3] = v1[j];
}
// move part up by maxz to compensate for z inversion
array[i+2] += maxz;
array[i+5] += maxz;
array[i+8] += maxz;
}
}
return array;
},
// merge several model vertices into a single array
merge(recs) {
let arrays = recs.map(rec => translate_encode(rec.id, rec.matrix));
let length = arrays.map(a => a.length).reduce((v,a) => v + a);
let data = new Float32Array(length);
for (let i=0, l=arrays.length, p=0; i<l; ) {
data.set(arrays[i], p);
p += arrays[i++].length;
}
return data;
},
union(recs) {
let arrays = recs.map(rec => translate_encode(rec.id, rec.matrix));
let solids = arrays.map(a => base.CSG.fromPositionArray(a));
let union = base.CSG.union(...solids);
return base.CSG.toPositionArray(union);
},
subtract(recs) {
let bases = recs.filter(rec => !rec.tool)
.map(rec => translate_encode(rec.id, rec.matrix))
.map(a => base.CSG.fromPositionArray(a));
let tools = recs.filter(rec => rec.tool)
.map(rec => translate_encode(rec.id, rec.matrix))
.map(a => base.CSG.fromPositionArray(a));
let subs = [];
for (let obj of bases) {
subs.appendAll(base.CSG.subtract(obj, ...tools));
}
return base.CSG.toPositionArray(subs);
},
// used to generate a list for split snapping
zlist(data) {
let { id, matrix, round } = data;
let zlist = {};
let pos = translate_encode(id, matrix);
for (let i=0, l=pos.length; i<l; ) {
let v1 = new Vector3(pos[i++], pos[i++], pos[i++]);
let z = v1.z.round(round || 2);
zlist[z] = '';
}
return Object.keys(zlist).map(v => parseFloat(v));
},
// split a model along an axis at a given point
// return two arrays of vertices for each resulting object
split(data) {
let { id, matrix, z } = data;
let o1 = []; // new bottom
let o2 = []; // new top
let pos = translate_encode(id, matrix);
let split = [];
let on = [];
let over = [];
let under = [];
function sort(v) {
if (v.z < z) return under.push(v);
if (v.z > z) return over.push(v);
on.push(v);
}
function lerp(v1, v2) {
let zd = Math.abs(v1.z - v2.z);
let z1 = Math.abs(v1.z - z);
return v1.clone().lerp(v2, z1/zd);
}
for (let i=0, l=pos.length; i<l; ) {
let v1 = new Vector3(pos[i++], pos[i++], pos[i++]);
let v2 = new Vector3(pos[i++], pos[i++], pos[i++]);
let v3 = new Vector3(pos[i++], pos[i++], pos[i++]);
sort(v1);
sort(v2);
sort(v3);
let onl = on.length;
let overl = over.length;
let underl = under.length;
let isover = (overl === 3 || underl === 0);
let isunder = (underl === 3 || overl === 0);
let split = !(isover || isunder);
if (isover) {
o2.appendAll([...v1, ...v2, ...v3]);
}
if (isunder) {
o1.appendAll([...v1, ...v2, ...v3]);
}
if (split) {
let g1, g2, oa, ua;
if (overl === 2) {
g1 = o2;
g2 = o1;
oa = over;
ua = under;
} else if (underl === 2) {
g1 = o1;
g2 = o2;
oa = under;
ua = over;
} else if (onl === 1) {
let p1 = over[0];
let p2 = on[0];
let p3 = under[0];
let p4 = lerp(p1, p3);
let cw = (v1 === p1 && v2 === p2)
|| (v1 === p2 && v2 === p3)
|| (v1 === p3 && v2 === p1);
// clockwise vs counter-clockwise
if (cw) {
o1.appendAll([ ...p2, ...p3, ...p4 ]);
o2.appendAll([ ...p1, ...p2, ...p4 ]);
} else {
o1.appendAll([ ...p3, ...p2, ...p4 ]);
o2.appendAll([ ...p2, ...p1, ...p4 ]);
}
on.length = over.length = under.length = 0;
continue;
}
let [ p1, p2 ] = oa;
let p3 = ua[0] || on[0]; // under or on
let m1 = lerp(p1, p3);
let m2 = lerp(p2, p3);
if (v2 === ua[0]) {
// reverse when the mid point gap
g1.appendAll([ ...m1, ...p2, ...p1 ]);
g1.appendAll([ ...m1, ...m2, ...p2 ]);
g2.appendAll([ ...p3, ...m2, ...m1 ]);
} else {
g1.appendAll([ ...p1, ...p2, ...m1 ]);
g1.appendAll([ ...p2, ...m2, ...m1 ]);
g2.appendAll([ ...m1, ...m2, ...p3 ]);
}
}
on.length = over.length = under.length = 0;
}
let mi4 = core_matrix.clone().multiply(new Matrix4().fromArray(matrix)).invert();
let b1 = new BufferAttribute(o1.toFloat32(), 3);
let b2 = new BufferAttribute(o2.toFloat32(), 3);
o1 = b1.applyMatrix4(mi4).array;
o2 = b2.applyMatrix4(mi4).array;
return { o1, o2 };
},
analyze(data) {
let { id, opt } = data;
let tool = analyze(id, { mapped: true, ...opt });
let { stats, mapped } = tool;
let { cull, dups, faces } = stats;
log(`${id} | face count=${faces} cull=${cull} dup=${dups}`);
log(`${id} | open loops=${tool.loops.length} edges=${tool.edges.length}`);
return { stats, mapped };
},
heal(data) {
let { id, opt } = data;
let tool = analyze(id, opt);
log(`${id} | unrolling...`);
let unrolled = tool.unrolled();
return {
vertices: unrolled.toFloat32(),
};
},
indexFaces(data) {
let { id, opt } = data;
let tool = indexFaces(id);
return { mapped: true };
},
isolate(data) {
let { id } = data;
return isolateBodies(id);
},
// given model and point, locate matching vertices, lines, and faces
select(data) {
let { id, x, y, z, a, b, c, matrix, surface } = data;
let { radians, radius, filterZ } = surface;
// 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;
const rec = cache[id];
const arr = rec.geo.attributes.position.array;
// distance tolerance for click to vertex (rough distance)
const eps = radius || 0.2;
const faces = [];
const verts = [];
const edges = [];
let point;
if (!radians)
for (let i=0, l=arr.length; i<l; ) {
// matches here are within radius of a vertex
// select all faces that share a matched vertex
let vert = i/3; // vertex index
let face = (i/9) | 0; // face index
let ax = arr[i++];
let ay = arr[i++];
let az = arr[i++];
let dx = Math.abs(ax - x);
let dy = Math.abs(ay - y);
let dz = Math.abs(az - z);
if (dx < eps && dy < eps && dz < eps) {
faces.addOnce(face);
verts.push(vert);
// console.log(`match @ ${i-3} = ${face}`, ax, ay, az);
}
}
// no matches and we look at the line segments from the provided face
// to see if x,y,z point was on or near that line. then select the
// two faces shared by that line
if (faces.length === 0) {
// todo or not todo
}
// if no lines match, select the provided face (from min vertex index)
if (faces.length === 0) {
faces.push(Math.min(a,b,c) / 3);
}
// if the geometry has indexed faces and radians are set, find surface
const tool = rec.tool;
if (tool && tool.indexed && radians) {
const match = tool.findConnectedSurface(faces, radians, filterZ);
return { faces: match, edges, verts, point };
}
return { faces, edges, verts, point };
},
rebuild(data, send) {
let { id, matrix } = data;
log(`${id} | rebuilding...`);
let points = translate_encode(id, matrix);
log(`${id} | ${points.length} points`);
send.async();
let layers = [];
base.slice(points, {
autoDim: true,
flat: true,
both: true,
debug: true,
minstep: 0.25,
}).then(output => {
let { points, slices } = output;
log(`${id} | ${slices.length} slices Z`);
for (let slice of slices) {
for (let line of slice.lines) {
layers.appendAll(util.extract(line.p1));
layers.appendAll(util.extract(line.p2));
}
}
for (let p of points) p.swapXZ();
return base.slice(points, {
autoDim: true,
both: true,
debug: true,
minstep: 0.25,
}).then(output => {
let { points, slices } = output;
log(`${id} | ${slices.length} slices X`);
for (let slice of slices) {
for (let line of slice.lines) {
if (!line.p1.swapped) { line.p1.swapXZ().swapped = true }
if (!line.p2.swapped) { line.p2.swapXZ().swapped = true }
layers.appendAll(util.extract(line.p1));
layers.appendAll(util.extract(line.p2));
}
}
});
}).finally(() => {
log(`${id} | rebuild complete`);
send.done({ lines: layers });
});;
}
};
let group = {
add(data) {
let { id, model } = data;
},
remove(data) {
let { id, model } = data;
}
};
let object = {
create(data) {
let { id, type } = data;
cache[id] = { id, type };
},
destroy(data) {
delete cache[data.id];
}
};
let file = {
export(data, send) {
let header = `# Generated By Mesh:Tool @ https://grid.space/mesh (units = millimeters)`;
let { format, recs } = data;
let vtot = 0;
for (let rec of recs) {
let { id, matrix, file } = rec;
let vs = rec.varr = Array.from(translate_encode(id, matrix)).map(v => v.round(5));
vtot += (vs.length / 3);
}
switch (format) {
case "obj":
let p = 1;
let obj = [header];
for (let rec of recs) {
let { id, matrix, file, varr } = rec;
obj.push(`g ${file}`);
for (let i=0; i<varr.length; p += 3) {
obj.push(`v ${varr[i++]} ${varr[i++]} ${varr[i++]}`);
obj.push(`v ${varr[i++]} ${varr[i++]} ${varr[i++]}`);
obj.push(`v ${varr[i++]} ${varr[i++]} ${varr[i++]}`);
obj.push(`f ${p} ${p+1} ${p+2}`);
}
}
return obj.join('\n');
case "stl":
let stl = new Uint8Array(80 + 4 + vtot/3 * 50);
let dat = new DataView(stl.buffer);
let pos = 84;
header.split('').forEach((c,i) => {
dat.setUint8(i, c.charCodeAt(0));
});
// todo put Kiri:Moto info in header
dat.setInt32(80, vtot/3, true);
for (let rec of recs) {
let { id, matrix, file, varr } = rec;
for (let i=0, l=varr.length; i<l;) {
let p0 = new Vector3(varr[i++], varr[i++], varr[i++]);
let p1 = new Vector3(varr[i++], varr[i++], varr[i++]);
let p2 = new Vector3(varr[i++], varr[i++], varr[i++]);
let norm = computeFaceNormal(p0, p1, p2);
dat.setFloat32(pos + 0, norm.x, true);
dat.setFloat32(pos + 4, norm.y, true);
dat.setFloat32(pos + 8, norm.z, true);
dat.setFloat32(pos + 12, p0.x, true);
dat.setFloat32(pos + 16, p0.y, true);
dat.setFloat32(pos + 20, p0.z, true);
dat.setFloat32(pos + 24, p1.x, true);
dat.setFloat32(pos + 28, p1.y, true);
dat.setFloat32(pos + 32, p1.z, true);
dat.setFloat32(pos + 36, p2.x, true);
dat.setFloat32(pos + 40, p2.y, true);
dat.setFloat32(pos + 44, p2.z, true);
pos += 50;
}
}
return stl;
default:
throw `invalid format "${format}"`;
}
}
};
function debug() {
console.log({work_cache: cache});
}
worker.bindObject({
debug,
model,
group,
object,
file
});
worker.ready();
});