generate cylinders around each corner
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20c000492f
commit
95a03c11fc
89
corners.c
89
corners.c
@ -48,21 +48,35 @@ print_multmatrix(
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static void
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static void
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make_faces(
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print_normal(
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const stl_3d_t * const stl,
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const v3_t * normal
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const stl_vertex_t * const v,
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const double thickness,
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const double translate,
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const double inset_dist,
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const double hole_dist,
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const double hole_rad,
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const double hole_height
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)
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)
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{
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{
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int * const face_used = calloc(sizeof(*face_used), stl->num_face);
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const float x = normal->p[0];
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const float y = normal->p[1];
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const float z = normal->p[2];
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const double length = sqrt(x*x+y*y+z*z);
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const double b = acos(z / length);
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const double c = x == 0 ? sign(y)*90 : atan2(y,x);
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printf("rotate([%f,%f,%f])\n", 0.0, b * 180 / M_PI, c * 180 / M_PI);
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}
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static void
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find_normal(
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const stl_3d_t * const stl,
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const stl_vertex_t * const v,
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const float inset_dist,
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v3_t * const avg
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)
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{
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int * const face_used
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= calloc(sizeof(*face_used), stl->num_face);
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// generate all of the coplanar polygons at this vertex
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// generate all of the coplanar polygons at this vertex
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const stl_vertex_t ** const vertex_list = calloc(sizeof(**vertex_list), stl->num_vertex);
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const stl_vertex_t ** const vertex_list
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= calloc(sizeof(**vertex_list), stl->num_vertex);
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for (int j = 0 ; j < v->num_face; j++)
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for (int j = 0 ; j < v->num_face; j++)
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{
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{
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@ -80,17 +94,29 @@ make_faces(
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start_vertex
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start_vertex
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);
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);
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refframe_t ref;
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// find this vertex in the vertex list
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refframe_init(&ref,
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// and compute the vector that subdivides the
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f->vertex[(start_vertex+0) % 3]->p,
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// two outbound edges
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f->vertex[(start_vertex+1) % 3]->p,
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for (int k = 0 ; k < vertex_count ; k++)
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f->vertex[(start_vertex+2) % 3]->p
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{
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);
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if (vertex_list[k] != v)
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continue;
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avg_x = v3_add(avg_x, ref.x);
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v3_t p1 = vertex_list[(k+vertex_count-1) % vertex_count]->p;
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avg_y = v3_add(avg_y, ref.y);
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v3_t p2 = vertex_list[k % vertex_count]->p;
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avg_z = v3_add(avg_z, ref.z);
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v3_t p3 = vertex_list[(k+2) % vertex_count]->p;
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*avg = v3_add(*avg, v3_norm(v3_sub(p2, p1)));
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*avg = v3_add(*avg, v3_norm(v3_sub(p2, p3)));
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//avg_x = v3_add(avg_x, ref.x);
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//avg_y = v3_add(avg_y, ref.y);
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//*avg = v3_add(*avg, p);
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break;
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}
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}
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#if 0
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// use the transpose of the rotation matrix,
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// use the transpose of the rotation matrix,
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// which will rotate from (x,y) to the correct
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// which will rotate from (x,y) to the correct
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// orientation relative to this connector node.
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// orientation relative to this connector node.
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@ -139,6 +165,7 @@ make_faces(
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printf("}\n");
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printf("}\n");
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}
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}
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#endif
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free(face_used);
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free(face_used);
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free(vertex_list);
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free(vertex_list);
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@ -182,12 +209,13 @@ main(
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const double hole_dist = 5;
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const double hole_dist = 5;
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const double hole_rad = 1.25;
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const double hole_rad = 1.25;
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// for face, generate the set of coplanar points that go with it
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int * const face_used
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int * const face_used
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= calloc(sizeof(*face_used), stl->num_face);
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= calloc(sizeof(*face_used), stl->num_face);
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const stl_vertex_t ** const vertex_list
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const stl_vertex_t ** const vertex_list
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= calloc(sizeof(*vertex_list), stl->num_vertex);
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= calloc(sizeof(*vertex_list), stl->num_vertex);
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// for face, generate the set of coplanar points that go with it
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// and "drill" holes in the model for those corners.
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for (int i = 0 ; i < stl->num_face ; i++)
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for (int i = 0 ; i < stl->num_face ; i++)
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{
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{
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if (face_used[i])
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if (face_used[i])
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@ -252,21 +280,24 @@ main(
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printf("}\n}\n");
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printf("}\n}\n");
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printf("model();\n");
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printf("model();\n");
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#if 0
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// For each vertex, extract a small region around the corner
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for(int i = 0 ; i < stl->num_vertex ; i++)
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for(int i = 0 ; i < stl->num_vertex ; i++)
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{
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{
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const stl_vertex_t * const v = &stl->vertex[i];
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const stl_vertex_t * const v = &stl->vertex[i];
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const v3_t origin = v->p;
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const v3_t origin = v->p;
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// generate screw holes for each face connecting to this corner
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v3_t avg = { 0, 0, 0};
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find_normal(stl, v, inset_dist, &avg);
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printf("%%translate([%f,%f,%f])",
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origin.p[0], origin.p[1], origin.p[2]);
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print_normal(&avg);
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printf("cylinder(r=15,h=20, center=true);\n");
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printf("//translate([%f,%f,%f])\n"
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}
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"module vertex_%d() {\n"
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"render() difference()\n"
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"{\n",
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origin.p[0], origin.p[1], origin.p[2], i);
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#if 0
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avg_x.p[0] = avg_x.p[1] = avg_x.p[2] = 0;
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avg_x.p[0] = avg_x.p[1] = avg_x.p[2] = 0;
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avg_y.p[0] = avg_y.p[1] = avg_y.p[2] = 0;
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avg_y.p[0] = avg_y.p[1] = avg_y.p[2] = 0;
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avg_z.p[0] = avg_z.p[1] = avg_z.p[2] = 0;
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avg_z.p[0] = avg_z.p[1] = avg_z.p[2] = 0;
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