846 lines
16 KiB
C
846 lines
16 KiB
C
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/** \file
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* Render a hidden wireframe version of an STL file.
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <stdarg.h>
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#include <unistd.h>
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#include <math.h>
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#include <err.h>
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#include <assert.h>
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#include "v3.h"
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#include "camera.h"
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#ifndef M_PI
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#define M_PI 3.1415926535897932384
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#endif
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static int debug = 0;
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static int draw_labels = 0;
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typedef struct
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{
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char header[80];
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uint32_t num_triangles;
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} __attribute__((__packed__))
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stl_header_t;
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typedef struct
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{
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v3_t normal;
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v3_t p[3];
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uint16_t attr;
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} __attribute__((__packed__))
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stl_face_t;
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#if 0
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typedef struct face face_t;
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typedef struct poly poly_t;
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struct face
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{
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float sides[3];
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face_t * next[3];
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int next_edge[3];
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int coplanar[3];
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int used;
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};
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// once this triangle has been used, it will be placed
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// in a polygon group and fixed in a position relative to that group
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struct poly
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{
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int start_edge;
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int printed;
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// local coordinates of the triangle vertices
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float a;
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float x2;
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float y2;
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float rot;
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// absolute coordintes of the triangle vertices
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float p[3][2];
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// todo: make this const and add backtracking
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face_t * face;
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poly_t * next[3];
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poly_t * work_next;
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};
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/* Compare two edges in two triangles.
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*
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* note that if the windings are all the same, the edges will
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* compare in the opposite order (for example, the edge from 0 to 1
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* compares to the edge from 2 to 1 in the other triangle).
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*/
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static int
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edge_eq2(
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const stl_face_t * const t0,
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const stl_face_t * const t1,
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int e0,
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int e1
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)
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{
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const v3_t * const v00 = &t0->p[e0];
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const v3_t * const v01 = &t0->p[(e0+1) % 3];
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const v3_t * const v10 = &t1->p[e1];
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const v3_t * const v11 = &t1->p[(e1+1) % 3];
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if (v3_eq(v00, v11) && v3_eq(v01, v10))
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return 1;
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return 0;
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}
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#endif
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void
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svg_line(
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const char * color,
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const float * p1,
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const float * p2,
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int dash
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)
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{
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if (!dash)
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{
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printf("<line x1=\"%f\" y1=\"%f\" x2=\"%f\" y2=\"%f\" stroke=\"%s\" stroke-width=\"0.1px\"/>\n",
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p1[0],
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p1[1],
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p2[0],
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p2[1],
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color
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);
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return;
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}
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// dashed line, split in the middle
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const float dx = p2[0] - p1[0];
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const float dy = p2[1] - p1[1];
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const float h1[] = {
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p1[0] + dx*0.45,
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p1[1] + dy*0.45,
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};
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const float h2[] = {
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p1[0] + dx*0.55,
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p1[1] + dy*0.55,
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};
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svg_line(color, p1, h1, 0);
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svg_line(color, h2, p2, 0);
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}
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#if 0
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void
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rotate(
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float * p,
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const float * origin,
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float a,
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float x,
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float y
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)
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{
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p[0] = cos(a) * x - sin(a) * y + origin[0];
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p[1] = sin(a) * x + cos(a) * y + origin[1];
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}
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/* Rotate and translate a triangle */
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void
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poly_position(
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poly_t * const g,
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const poly_t * const g_src,
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float rot,
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float trans_x,
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float trans_y
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)
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{
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const face_t * const f = g->face;
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const int start_edge = g->start_edge;
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float a = f->sides[(start_edge + 0) % 3];
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float c = f->sides[(start_edge + 1) % 3];
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float b = f->sides[(start_edge + 2) % 3];
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float x2 = (a*a + b*b - c*c) / (2*a);
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float y2 = sqrt(b*b - x2*x2);
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// translate by trans_x/trans_y in the original ref frame
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// to get the origin point
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float origin[2];
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rotate(origin, g_src->p[0], g_src->rot, trans_x, trans_y);
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g->rot = g_src->rot + rot;
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g->a = a;
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g->x2 = x2;
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g->y2 = y2;
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//fprintf(stderr, "%p %d %f %f %f %f => %f %f %f\n", f, start_edge, g->rot*180/M_PI, a, b, c, x2, y2, rot);
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rotate(g->p[0], origin, g->rot, 0, 0);
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rotate(g->p[1], origin, g->rot, a, 0);
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rotate(g->p[2], origin, g->rot, x2, y2);
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}
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static void
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enqueue(
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poly_t * g,
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poly_t * const new_g,
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int at_head
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)
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{
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if (at_head)
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{
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new_g->work_next = g->work_next;
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g->work_next = new_g;
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return;
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}
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// go to the end of the line
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while (g->work_next)
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g = g->work_next;
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g->work_next = new_g;
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}
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static poly_t * poly_root;
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static float poly_min[2], poly_max[2];
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static inline int
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v2_eq(
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const float p0[],
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const float p1[]
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)
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{
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const float dx = p0[0] - p1[0];
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const float dy = p0[1] - p1[1];
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// are the points within epsilon of each other?
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if (-EPS < dx && dx < EPS
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&& -EPS < dy && dy < EPS)
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return 1;
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// nope, not equal
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return 0;
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}
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// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
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// intersect the intersection point may be stored in the floats i_x and i_y.
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int
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get_line_intersection(
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float p0_x,
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float p0_y,
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float p1_x,
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float p1_y,
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float p2_x,
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float p2_y,
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float p3_x,
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float p3_y,
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float *i_x,
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float *i_y
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)
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{
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float s1_x = p1_x - p0_x;
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float s1_y = p1_y - p0_y;
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float s2_x = p3_x - p2_x;
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float s2_y = p3_y - p2_y;
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float s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y))
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/ (-s2_x * s1_y + s1_x * s2_y);
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float t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x))
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/ (-s2_x * s1_y + s1_x * s2_y);
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if (s > EPS && s < 1-EPS && t > EPS && t < 1-EPS)
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{
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if(debug) fprintf(stderr, "collision: %f,%f->%f,%f %f,%f->%f,%f == %f,%f\n",
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p0_x, p0_y,
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p1_x, p1_y,
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p2_x, p2_y,
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p3_x, p3_y,
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s,
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t
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);
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// Collision detected
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if (i_x != NULL)
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*i_x = p0_x + (t * s1_x);
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if (i_y != NULL)
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*i_y = p0_y + (t * s1_y);
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return 1;
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}
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return 0; // No collision
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}
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int
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intersect(
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const float p00[],
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const float p01[],
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const float p10[],
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const float p11[]
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)
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{
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// special case; if this is the same line, it does not intersect
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if (v2_eq(p00, p10) && v2_eq(p01, p11))
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return 0;
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if (v2_eq(p01, p10) && v2_eq(p00, p11))
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return 0;
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return get_line_intersection(
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p00[0],
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p00[1],
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p01[0],
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p01[1],
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p10[0],
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p10[1],
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p11[0],
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p11[1],
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NULL,
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NULL
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);
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}
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/** Check to see if two triangles overlap */
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int
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overlap_poly(
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const poly_t * const g1,
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const poly_t * const g2
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)
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{
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if (intersect(g1->p[0], g1->p[1], g2->p[0], g2->p[1]))
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return 1;
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if (intersect(g1->p[0], g1->p[1], g2->p[1], g2->p[2]))
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return 1;
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if (intersect(g1->p[0], g1->p[1], g2->p[2], g2->p[0]))
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return 1;
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if (intersect(g1->p[1], g1->p[2], g2->p[0], g2->p[1]))
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return 1;
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if (intersect(g1->p[1], g1->p[2], g2->p[1], g2->p[2]))
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return 1;
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if (intersect(g1->p[1], g1->p[2], g2->p[2], g2->p[0]))
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return 1;
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if (intersect(g1->p[2], g1->p[0], g2->p[0], g2->p[1]))
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return 1;
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if (intersect(g1->p[2], g1->p[0], g2->p[1], g2->p[2]))
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return 1;
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if (intersect(g1->p[2], g1->p[0], g2->p[2], g2->p[0]))
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return 1;
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return 0;
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}
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/** Check to see if any triangles overlap */
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int
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overlap_check(
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const poly_t * g,
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const poly_t * const new_g
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)
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{
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// special case -- if the root is the same as the one that we
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// are checking, then it does not overlap
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if (g == new_g)
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return 0;
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while (g)
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{
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if (overlap_poly(g, new_g))
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return 1;
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g = g->work_next;
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}
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return 0;
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}
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/** recursively try to fix up the triangles.
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*
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* returns the maximum number of triangles added
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*/
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int
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poly_build(
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poly_t * const g
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)
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{
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face_t * const f = g->face;
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const int start_edge = g->start_edge;
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f->used = 1;
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// update the group's bounding box
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for (int i = 0 ; i < 3 ; i++)
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{
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const float px = g->p[i][0];
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const float py = g->p[i][1];
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if (px < poly_min[0]) poly_min[0] = px;
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if (px > poly_max[0]) poly_max[0] = px;
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if (py < poly_min[1]) poly_min[1] = py;
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if (py > poly_max[1]) poly_max[1] = py;
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}
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if (debug) fprintf(stderr, "%p: adding to poly\n", f);
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for(int pass = 0 ; pass < 2 ; pass++)
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{
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// for each edge, find the triangle that matches
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for (int i = 0 ; i < 3 ; i++)
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{
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const int edge = (i + start_edge) % 3;
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face_t * const f2 = f->next[edge];
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assert(f2 != NULL);
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if (f2->used)
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continue;
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if (pass == 0 && f->coplanar[edge] == 0)
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continue;
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// create a group that translates and rotates
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// such that it lines up with this edge
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float trans_x, trans_y, rotate;
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if (i == 0)
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{
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trans_x = g->a;
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trans_y = 0;
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rotate = M_PI;
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} else
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if (i == 1)
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{
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trans_x = g->x2;
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trans_y = g->y2;
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rotate = -atan2(g->y2, g->a - g->x2);
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} else
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if (i == 2)
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{
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trans_x = 0;
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trans_y = 0;
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rotate = atan2(g->y2, g->x2);
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} else {
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errx(EXIT_FAILURE, "edge %d invalid?\n", i);
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}
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// position this one translated and rotated
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poly_t * const g2 = calloc(1, sizeof(*g2));
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g2->face = f2;
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g2->start_edge = f->next_edge[edge];
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poly_position(
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g2,
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g,
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rotate,
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trans_x,
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trans_y
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);
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if (overlap_check(poly_root, g2))
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{
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free(g2);
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continue;
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}
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// no overlap, add it to the current group
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g->next[i] = g2;
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g2->next[0] = g;
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f2->used = 1;
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// if g2 is a coplanar triangle, process it now rather than
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// defering the work.
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if (f->coplanar[edge] == 0)
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enqueue(g, g2, 1);
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else
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||
|
enqueue(g, g2, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
void
|
||
|
svg_text(
|
||
|
float x,
|
||
|
float y,
|
||
|
float angle,
|
||
|
const char * fmt,
|
||
|
...
|
||
|
)
|
||
|
{
|
||
|
|
||
|
printf("<g transform=\"translate(%f %f) rotate(%f)\">",
|
||
|
x,
|
||
|
y,
|
||
|
angle
|
||
|
);
|
||
|
|
||
|
printf("<text x=\"-2\" y=\"1.5\" style=\"font-size:1.5px;\">");
|
||
|
|
||
|
va_list ap;
|
||
|
va_start(ap, fmt);
|
||
|
vprintf(fmt, ap);
|
||
|
va_end(ap);
|
||
|
|
||
|
printf("</text></g>\n");
|
||
|
}
|
||
|
|
||
|
void
|
||
|
poly_print(
|
||
|
poly_t * const g
|
||
|
)
|
||
|
{
|
||
|
const face_t * const f = g->face;
|
||
|
const int start_edge = g->start_edge;
|
||
|
|
||
|
g->printed = 1;
|
||
|
|
||
|
// draw this triangle;
|
||
|
// if the edge is an outside, which means that the group
|
||
|
// has no next element, draw a cut line. If there is an
|
||
|
// adjacent neighbor and it is not coplanar, draw a score line
|
||
|
printf("<g><!-- %p %d %f %f->%p %f->%p %f->%p -->\n",
|
||
|
f,
|
||
|
g->start_edge, g->rot * 180/M_PI,
|
||
|
f->sides[0],
|
||
|
f->next[0],
|
||
|
f->sides[1],
|
||
|
f->next[1],
|
||
|
f->sides[2],
|
||
|
f->next[2]
|
||
|
);
|
||
|
|
||
|
int cut_lines = 0;
|
||
|
const uintptr_t a1 = (0x7FFFF & (uintptr_t) f) >> 3;
|
||
|
|
||
|
for (int i = 0 ; i < 3 ; i++)
|
||
|
{
|
||
|
const int edge = (start_edge + i) % 3;
|
||
|
poly_t * const next = g->next[i];
|
||
|
|
||
|
if (!next)
|
||
|
{
|
||
|
// draw a cut line
|
||
|
const float * const p1 = g->p[i];
|
||
|
const float * const p2 = g->p[(i+1) % 3];
|
||
|
const float cx = (p2[0] + p1[0]) / 2;
|
||
|
const float cy = (p2[1] + p1[1]) / 2;
|
||
|
const float dx = (p2[0] - p1[0]);
|
||
|
const float dy = (p2[1] - p1[1]);
|
||
|
const float angle = atan2(dy, dx) * 180 / M_PI;
|
||
|
|
||
|
svg_line("#FF0000", p1, p2, 0);
|
||
|
cut_lines++;
|
||
|
|
||
|
// use the lower address as the label
|
||
|
if (draw_labels)
|
||
|
{
|
||
|
uintptr_t a2 = (0x7FFFF & (uintptr_t) f->next[edge]) >> 3;
|
||
|
if (a2 > a1)
|
||
|
a2 = a1;
|
||
|
svg_text(cx, cy, angle, "%04x", a2);
|
||
|
}
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if (next->printed)
|
||
|
continue;
|
||
|
|
||
|
if (f->coplanar[edge] < 0)
|
||
|
{
|
||
|
// draw a mountain score line since they are not coplanar
|
||
|
svg_line("#00FF00", g->p[i], g->p[(i+1) % 3], 1);
|
||
|
} else
|
||
|
if (f->coplanar[edge] > 0)
|
||
|
{
|
||
|
// draw a valley score line since they are not coplanar
|
||
|
svg_line("#00FF00", g->p[i], g->p[(i+1) % 3], 0);
|
||
|
} else {
|
||
|
// draw a shadow line since they are coplanar
|
||
|
//svg_line("#F0F0F0", g->p[i], g->p[(i+1) % 3]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
// only draw labels if requested and if there are any cut-edges
|
||
|
// on this polygon.
|
||
|
const float tx = (g->p[0][0] + g->p[1][0] + g->p[2][0]) / 3.0;
|
||
|
const float ty = (g->p[0][1] + g->p[1][1] + g->p[2][1]) / 3.0;
|
||
|
if (draw_labels && cut_lines > 0)
|
||
|
svg_text(tx, ty, 0, "%04x",
|
||
|
(0x7FFFF & (uintptr_t) f) >> 3);
|
||
|
*/
|
||
|
|
||
|
printf("</g>\n");
|
||
|
|
||
|
for (int i = 0 ; i < 3 ; i++)
|
||
|
{
|
||
|
poly_t * const next = g->next[i];
|
||
|
if (!next || next->printed)
|
||
|
continue;
|
||
|
|
||
|
poly_print(next);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/* Returns the 0 for coplanar, negative for mountain, positive for valley.
|
||
|
* (approximates the angle between two triangles that share one edge).
|
||
|
*/
|
||
|
int
|
||
|
coplanar_check(
|
||
|
const stl_face_t * const f1,
|
||
|
const stl_face_t * const f2
|
||
|
)
|
||
|
{
|
||
|
// find the four distinct points
|
||
|
v3_t x1 = f1->p[0];
|
||
|
v3_t x2 = f1->p[1];
|
||
|
v3_t x3 = f1->p[2];
|
||
|
v3_t x4;
|
||
|
|
||
|
for (int i = 0 ; i < 3 ; i++)
|
||
|
{
|
||
|
x4 = f2->p[i];
|
||
|
if (v3_eq(&x1, &x4))
|
||
|
continue;
|
||
|
if (v3_eq(&x2, &x4))
|
||
|
continue;
|
||
|
if (v3_eq(&x3, &x4))
|
||
|
continue;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// (x3-x1) . ((x2-x1) X (x4-x3)) == 0
|
||
|
v3_t dx31 = v3_sub(x3, x1);
|
||
|
v3_t dx21 = v3_sub(x2, x1);
|
||
|
v3_t dx43 = v3_sub(x4, x3);
|
||
|
v3_t cross = v3_cross(dx21, dx43);
|
||
|
float dot = v3_dot(dx31, cross);
|
||
|
|
||
|
int check = -EPS < dot && dot < +EPS;
|
||
|
if (debug) fprintf( stderr, "%p %p %s: %f\n", f1, f2, check ? "yes" : "no", dot);
|
||
|
return (int) dot;
|
||
|
}
|
||
|
|
||
|
|
||
|
/** Translate a list of STL triangles into a connected graph of faces.
|
||
|
*
|
||
|
* If there are any triangles that do not have three connected edges,
|
||
|
* the first error will be reported and NULL will be returned.
|
||
|
*/
|
||
|
face_t *
|
||
|
stl2faces(
|
||
|
const stl_face_t * const stl_faces,
|
||
|
const int num_triangles
|
||
|
)
|
||
|
{
|
||
|
face_t * const faces = calloc(num_triangles, sizeof(*faces));
|
||
|
|
||
|
// convert the stl triangles into faces
|
||
|
for (int i = 0 ; i < num_triangles ; i++)
|
||
|
{
|
||
|
const stl_face_t * const stl = &stl_faces[i];
|
||
|
face_t * const f = &faces[i];
|
||
|
|
||
|
f->sides[0] = v3_len(&stl->p[0], &stl->p[1]);
|
||
|
f->sides[1] = v3_len(&stl->p[1], &stl->p[2]);
|
||
|
f->sides[2] = v3_len(&stl->p[2], &stl->p[0]);
|
||
|
if (debug) fprintf(stderr, "%p %f %f %f\n",
|
||
|
f, f->sides[0], f->sides[1], f->sides[2]);
|
||
|
}
|
||
|
|
||
|
// look to see if there is a matching point
|
||
|
// in the faces that we've already built
|
||
|
for (int i = 0 ; i < num_triangles ; i++)
|
||
|
{
|
||
|
const stl_face_t * const stl = &stl_faces[i];
|
||
|
face_t * const f = &faces[i];
|
||
|
|
||
|
for (int j = 0 ; j < num_triangles ; j++)
|
||
|
{
|
||
|
if (i == j)
|
||
|
continue;
|
||
|
|
||
|
const stl_face_t * const stl2 = &stl_faces[j];
|
||
|
face_t * const f2 = &faces[j];
|
||
|
|
||
|
for (int edge = 0 ; edge < 3 ; edge++)
|
||
|
{
|
||
|
if (f->next[edge])
|
||
|
continue;
|
||
|
|
||
|
for (int edge2 = 0 ; edge2 < 3 ; edge2++)
|
||
|
{
|
||
|
if (f2->next[edge2])
|
||
|
continue;
|
||
|
|
||
|
if (!edge_eq2(stl, stl2, edge, edge2))
|
||
|
continue;
|
||
|
|
||
|
f->next[edge] = f2;
|
||
|
f->next_edge[edge] = edge2;
|
||
|
f2->next[edge2] = f;
|
||
|
f2->next_edge[edge2] = edge;
|
||
|
|
||
|
f->coplanar[edge] =
|
||
|
f2->coplanar[edge2] = coplanar_check(stl, stl2);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// all three edges should be matched
|
||
|
if (f->next[0] && f->next[1] && f->next[2])
|
||
|
continue;
|
||
|
fprintf(stderr, "%d missing edges?\n", i);
|
||
|
free(faces);
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
return faces;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
int main(void)
|
||
|
{
|
||
|
const size_t max_len = 1 << 20;
|
||
|
uint8_t * const buf = calloc(max_len, 1);
|
||
|
|
||
|
ssize_t rc = read(0, buf, max_len);
|
||
|
if (rc == -1)
|
||
|
return EXIT_FAILURE;
|
||
|
|
||
|
const stl_header_t * const hdr = (const void*) buf;
|
||
|
const stl_face_t * const stl_faces = (const void*)(hdr+1);
|
||
|
const int num_triangles = hdr->num_triangles;
|
||
|
|
||
|
fprintf(stderr, "header: '%s'\n", hdr->header);
|
||
|
fprintf(stderr, "num: %d\n", num_triangles);
|
||
|
|
||
|
|
||
|
// looking at (0,0,0)
|
||
|
const camera_t * const cam = camera_new(400, 0, M_PI/2, M_PI);
|
||
|
|
||
|
// translate each face into lines
|
||
|
printf("<svg xmlns=\"http://www.w3.org/2000/svg\">\n");
|
||
|
printf("<g>\n");
|
||
|
|
||
|
// convert the stl triangles into faces
|
||
|
for (int i = 0 ; i < num_triangles ; i++)
|
||
|
{
|
||
|
const stl_face_t * const stl = &stl_faces[i];
|
||
|
|
||
|
v3_t s[3];
|
||
|
|
||
|
for(int j = 0 ; j < 3 ; j++)
|
||
|
camera_project(cam, &stl->p[j], &s[j]);
|
||
|
|
||
|
// draw each of the three lines
|
||
|
for(int j = 0 ; j < 3 ; j++)
|
||
|
{
|
||
|
if (s[j].p[2] <= 0)
|
||
|
continue;
|
||
|
if (s[(j+1) % 3].p[2] <= 0)
|
||
|
continue;
|
||
|
svg_line("#FF0000", s[j].p, s[(j+1) % 3].p, 0);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
face_t * const faces = stl2faces(stl_faces, num_triangles);
|
||
|
|
||
|
// we now have a graph that shows the connection between
|
||
|
// all of the faces and their sizes. start trying to build
|
||
|
// non-overlapping groups of them
|
||
|
|
||
|
poly_t origin = { };
|
||
|
|
||
|
float last_x = 0;
|
||
|
float last_y = 0;
|
||
|
|
||
|
srand48(getpid());
|
||
|
|
||
|
int offset;
|
||
|
|
||
|
const char * const poly_offset = getenv("POLY");
|
||
|
if (poly_offset)
|
||
|
offset = atoi(poly_offset);
|
||
|
else
|
||
|
offset = lrand48();
|
||
|
fprintf(stderr, "Starting at poly %d\n", offset % num_triangles);
|
||
|
int group_count = 0;
|
||
|
|
||
|
for (int i = 0 ; i < num_triangles ; i++)
|
||
|
{
|
||
|
face_t * const f = &faces[(i+offset) % num_triangles];
|
||
|
if (f->used)
|
||
|
continue;
|
||
|
poly_t g = {
|
||
|
.face = f,
|
||
|
.start_edge = 0,
|
||
|
};
|
||
|
poly_position(&g, &origin, 0, 0, 0);
|
||
|
|
||
|
// set the root of the new group
|
||
|
poly_root = &g;
|
||
|
poly_min[0] = poly_min[1] = 0;
|
||
|
poly_max[0] = poly_max[1] = 0;
|
||
|
|
||
|
poly_t * iter = &g;
|
||
|
int poly_count = 0;
|
||
|
group_count++;
|
||
|
|
||
|
if (debug) fprintf(stderr, "****** %d: New group %p\n",
|
||
|
group_count, poly_root);
|
||
|
|
||
|
while (iter)
|
||
|
{
|
||
|
poly_build(iter);
|
||
|
iter = iter->work_next;
|
||
|
poly_count++;
|
||
|
}
|
||
|
|
||
|
fprintf(stderr, "group %d: %d triangles\n",
|
||
|
group_count, poly_count);
|
||
|
|
||
|
// todo: walk the generated polygon and attempt to add tabs
|
||
|
// to edges where they fit
|
||
|
|
||
|
|
||
|
// offset the poly so that it doesn't overlap the ones
|
||
|
// we've already generated. only shift in Y.
|
||
|
float off_x = last_x - poly_min[0];
|
||
|
float off_y = last_y - poly_min[1];
|
||
|
last_y = off_y + poly_max[1];
|
||
|
|
||
|
// \todo: generate lots of poly sets before we print
|
||
|
// to find a minimal set. perhaps vary the search rules?
|
||
|
|
||
|
printf("<g transform=\"translate(%f %f)\">\n", off_x, off_y);
|
||
|
poly_print(&g);
|
||
|
printf("</g>\n");
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
printf("</g>\n");
|
||
|
printf("</svg>\n");
|
||
|
|
||
|
return 0;
|
||
|
}
|