/** \file * Render a hidden wireframe version of an STL file. * */ #include #include #include #include #include #include #include #include #include "v3.h" #include "camera.h" #ifndef M_PI #define M_PI 3.1415926535897932384 #endif static int debug = 0; static int draw_labels = 0; typedef struct { char header[80]; uint32_t num_triangles; } __attribute__((__packed__)) stl_header_t; typedef struct { v3_t normal; v3_t p[3]; uint16_t attr; } __attribute__((__packed__)) stl_face_t; #if 0 typedef struct face face_t; typedef struct poly poly_t; struct face { float sides[3]; face_t * next[3]; int next_edge[3]; int coplanar[3]; int used; }; // once this triangle has been used, it will be placed // in a polygon group and fixed in a position relative to that group struct poly { int start_edge; int printed; // local coordinates of the triangle vertices float a; float x2; float y2; float rot; // absolute coordintes of the triangle vertices float p[3][2]; // todo: make this const and add backtracking face_t * face; poly_t * next[3]; poly_t * work_next; }; /* Compare two edges in two triangles. * * note that if the windings are all the same, the edges will * compare in the opposite order (for example, the edge from 0 to 1 * compares to the edge from 2 to 1 in the other triangle). */ static int edge_eq2( const stl_face_t * const t0, const stl_face_t * const t1, int e0, int e1 ) { const v3_t * const v00 = &t0->p[e0]; const v3_t * const v01 = &t0->p[(e0+1) % 3]; const v3_t * const v10 = &t1->p[e1]; const v3_t * const v11 = &t1->p[(e1+1) % 3]; if (v3_eq(v00, v11) && v3_eq(v01, v10)) return 1; return 0; } #endif void svg_line( const char * color, const float * p1, const float * p2, int dash ) { if (!dash) { printf("\n", p1[0], p1[1], p2[0], p2[1], color ); return; } // dashed line, split in the middle const float dx = p2[0] - p1[0]; const float dy = p2[1] - p1[1]; const float h1[] = { p1[0] + dx*0.45, p1[1] + dy*0.45, }; const float h2[] = { p1[0] + dx*0.55, p1[1] + dy*0.55, }; svg_line(color, p1, h1, 0); svg_line(color, h2, p2, 0); } #if 0 void rotate( float * p, const float * origin, float a, float x, float y ) { p[0] = cos(a) * x - sin(a) * y + origin[0]; p[1] = sin(a) * x + cos(a) * y + origin[1]; } /* Rotate and translate a triangle */ void poly_position( poly_t * const g, const poly_t * const g_src, float rot, float trans_x, float trans_y ) { const face_t * const f = g->face; const int start_edge = g->start_edge; float a = f->sides[(start_edge + 0) % 3]; float c = f->sides[(start_edge + 1) % 3]; float b = f->sides[(start_edge + 2) % 3]; float x2 = (a*a + b*b - c*c) / (2*a); float y2 = sqrt(b*b - x2*x2); // translate by trans_x/trans_y in the original ref frame // to get the origin point float origin[2]; rotate(origin, g_src->p[0], g_src->rot, trans_x, trans_y); g->rot = g_src->rot + rot; g->a = a; g->x2 = x2; g->y2 = y2; //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); rotate(g->p[0], origin, g->rot, 0, 0); rotate(g->p[1], origin, g->rot, a, 0); rotate(g->p[2], origin, g->rot, x2, y2); } static void enqueue( poly_t * g, poly_t * const new_g, int at_head ) { if (at_head) { new_g->work_next = g->work_next; g->work_next = new_g; return; } // go to the end of the line while (g->work_next) g = g->work_next; g->work_next = new_g; } static poly_t * poly_root; static float poly_min[2], poly_max[2]; static inline int v2_eq( const float p0[], const float p1[] ) { const float dx = p0[0] - p1[0]; const float dy = p0[1] - p1[1]; // are the points within epsilon of each other? if (-EPS < dx && dx < EPS && -EPS < dy && dy < EPS) return 1; // nope, not equal return 0; } // Returns 1 if the lines intersect, otherwise 0. In addition, if the lines // intersect the intersection point may be stored in the floats i_x and i_y. int get_line_intersection( float p0_x, float p0_y, float p1_x, float p1_y, float p2_x, float p2_y, float p3_x, float p3_y, float *i_x, float *i_y ) { float s1_x = p1_x - p0_x; float s1_y = p1_y - p0_y; float s2_x = p3_x - p2_x; float s2_y = p3_y - p2_y; float s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y); float t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y); if (s > EPS && s < 1-EPS && t > EPS && t < 1-EPS) { if(debug) fprintf(stderr, "collision: %f,%f->%f,%f %f,%f->%f,%f == %f,%f\n", p0_x, p0_y, p1_x, p1_y, p2_x, p2_y, p3_x, p3_y, s, t ); // Collision detected if (i_x != NULL) *i_x = p0_x + (t * s1_x); if (i_y != NULL) *i_y = p0_y + (t * s1_y); return 1; } return 0; // No collision } int intersect( const float p00[], const float p01[], const float p10[], const float p11[] ) { // special case; if this is the same line, it does not intersect if (v2_eq(p00, p10) && v2_eq(p01, p11)) return 0; if (v2_eq(p01, p10) && v2_eq(p00, p11)) return 0; return get_line_intersection( p00[0], p00[1], p01[0], p01[1], p10[0], p10[1], p11[0], p11[1], NULL, NULL ); } /** Check to see if two triangles overlap */ int overlap_poly( const poly_t * const g1, const poly_t * const g2 ) { if (intersect(g1->p[0], g1->p[1], g2->p[0], g2->p[1])) return 1; if (intersect(g1->p[0], g1->p[1], g2->p[1], g2->p[2])) return 1; if (intersect(g1->p[0], g1->p[1], g2->p[2], g2->p[0])) return 1; if (intersect(g1->p[1], g1->p[2], g2->p[0], g2->p[1])) return 1; if (intersect(g1->p[1], g1->p[2], g2->p[1], g2->p[2])) return 1; if (intersect(g1->p[1], g1->p[2], g2->p[2], g2->p[0])) return 1; if (intersect(g1->p[2], g1->p[0], g2->p[0], g2->p[1])) return 1; if (intersect(g1->p[2], g1->p[0], g2->p[1], g2->p[2])) return 1; if (intersect(g1->p[2], g1->p[0], g2->p[2], g2->p[0])) return 1; return 0; } /** Check to see if any triangles overlap */ int overlap_check( const poly_t * g, const poly_t * const new_g ) { // special case -- if the root is the same as the one that we // are checking, then it does not overlap if (g == new_g) return 0; while (g) { if (overlap_poly(g, new_g)) return 1; g = g->work_next; } return 0; } /** recursively try to fix up the triangles. * * returns the maximum number of triangles added */ int poly_build( poly_t * const g ) { face_t * const f = g->face; const int start_edge = g->start_edge; f->used = 1; // update the group's bounding box for (int i = 0 ; i < 3 ; i++) { const float px = g->p[i][0]; const float py = g->p[i][1]; if (px < poly_min[0]) poly_min[0] = px; if (px > poly_max[0]) poly_max[0] = px; if (py < poly_min[1]) poly_min[1] = py; if (py > poly_max[1]) poly_max[1] = py; } if (debug) fprintf(stderr, "%p: adding to poly\n", f); for(int pass = 0 ; pass < 2 ; pass++) { // for each edge, find the triangle that matches for (int i = 0 ; i < 3 ; i++) { const int edge = (i + start_edge) % 3; face_t * const f2 = f->next[edge]; assert(f2 != NULL); if (f2->used) continue; if (pass == 0 && f->coplanar[edge] == 0) continue; // create a group that translates and rotates // such that it lines up with this edge float trans_x, trans_y, rotate; if (i == 0) { trans_x = g->a; trans_y = 0; rotate = M_PI; } else if (i == 1) { trans_x = g->x2; trans_y = g->y2; rotate = -atan2(g->y2, g->a - g->x2); } else if (i == 2) { trans_x = 0; trans_y = 0; rotate = atan2(g->y2, g->x2); } else { errx(EXIT_FAILURE, "edge %d invalid?\n", i); } // position this one translated and rotated poly_t * const g2 = calloc(1, sizeof(*g2)); g2->face = f2; g2->start_edge = f->next_edge[edge]; poly_position( g2, g, rotate, trans_x, trans_y ); if (overlap_check(poly_root, g2)) { free(g2); continue; } // no overlap, add it to the current group g->next[i] = g2; g2->next[0] = g; f2->used = 1; // if g2 is a coplanar triangle, process it now rather than // defering the work. if (f->coplanar[edge] == 0) enqueue(g, g2, 1); else enqueue(g, g2, 0); } } return 0; } void svg_text( float x, float y, float angle, const char * fmt, ... ) { printf("", x, y, angle ); printf(""); va_list ap; va_start(ap, fmt); vprintf(fmt, ap); va_end(ap); printf("\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("\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("\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("\n"); printf("\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("\n", off_x, off_y); poly_print(&g); printf("\n"); } #endif printf("\n"); printf("\n"); return 0; }