/** \file * Generate an OpenSCAD with cubes for each edge * */ #include #include #include #include #include #include #include #include #include "v3.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; #define MAX_VERTEX 32 typedef struct stl_vertex stl_vertex_t; struct stl_vertex { v3_t p; int num_edges; stl_vertex_t * edges[MAX_VERTEX]; }; 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[3]; }; // 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; } /* 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; } static inline float sign( const float x ) { if (x < 0) return -1; if (x > 0) return +1; return 0; } stl_vertex_t * stl_vertex_find( stl_vertex_t ** const vertices, int * num_vertex_ptr, const v3_t * const p ) { const int num_vertex = *num_vertex_ptr; for (int x = 0 ; x < num_vertex ; x++) { stl_vertex_t * const v = vertices[x]; if (v3_eq(&v->p, p)) return v; } if (debug) fprintf(stderr, "%d: %f,%f,%f\n", num_vertex, p->p[0], p->p[1], p->p[2] ); stl_vertex_t * const v = vertices[(*num_vertex_ptr)++] = calloc(1, sizeof(*v)); v->p = *p; return v; } 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; const float thick = 1; const int do_square = 0; fprintf(stderr, "header: '%s'\n", hdr->header); fprintf(stderr, "num: %d\n", num_triangles); // generate the unique list of vertices and their // correponding edges stl_vertex_t ** const vertices = calloc(3*num_triangles, sizeof(*vertices)); int num_vertex = 0; for(int i = 0 ; i < num_triangles ; i++) { stl_vertex_t * vp[3] = {}; for (int j = 0 ; j < 3 ; j++) { const v3_t * const p = &stl_faces[i].p[j]; vp[j] = stl_vertex_find(vertices, &num_vertex, p); } // all three vertices are mapped; generate the // connections for (int j = 0 ; j < 3 ; j++) { stl_vertex_t * const v = vp[j]; stl_vertex_find(v->edges, &v->num_edges, &vp[(j+1) % 3]->p); stl_vertex_find(v->edges, &v->num_edges, &vp[(j+2) % 3]->p); } } fprintf(stderr, "%d unique vertices\n", num_vertex); for (int i = 0 ; i < num_vertex ; i++) { stl_vertex_t * const v = vertices[i]; printf("translate([%f,%f,%f]) {\n", v->p.p[0], v->p.p[1], v->p.p[2] ); printf("sphere(r=4); // %p\n", v); for (int j = 0 ; j < v->num_edges ; j++) { stl_vertex_t * const v2 = v->edges[j]; const v3_t d = v3_sub(v2->p, v->p); const float len = v3_len(&v2->p, &v->p); const float b = acos(d.p[2] / len) * 180/M_PI; const float c = d.p[0] == 0 ? sign(d.p[1]) * 90 : atan2(d.p[1], d.p[0]) * 180/M_PI; // printf("%%rotate([0,%f,%f]) cylinder(r=1, h=%f); // %p\n", b, c, len/3, v2 ); } printf("}\n"); } #if 0 face_t * const faces = stl2faces(stl_faces, num_triangles); for (int i = 0 ; i < num_triangles ; i++) { //if (i > 20) break; const stl_face_t * const raw = &stl_faces[i]; face_t * const f = &faces[i]; for (int j = 0 ; j < 3 ; j++) { // if this edge is coplanar with the other // triangle, do not output it. if (f->coplanar[j] == 0) continue; // if we have already transited this edge if (f->used[j]) continue; // flag that we have used this vertex on the adjacent f->used[j] = 1; const v3_t * const p1 = &raw->p[(j+0) % 3]; const v3_t * const p2 = &raw->p[(j+1) % 3]; const float len = v3_len(p1,p2); const v3_t d = v3_sub(*p2, *p1); if (len == 0) continue; printf("translate([%f,%f,%f]) sphere(r=%f);\n", p1->p[0], p1->p[1], p1->p[2], 4*thick ); const float b = acos(d.p[2] / len) * 180/M_PI; const float c = d.p[0] == 0 ? sign(d.p[1]) * 90 : atan2(d.p[1], d.p[0]) * 180/M_PI; // // generate a cube that goes from // p1 to p2. printf("%%translate([%f,%f,%f]) rotate([%f,%f,%f]) ", p1->p[0], p1->p[1], p1->p[2], 0.0, b, c ); if (do_square) { printf("translate([0,0,%f]) cube([%f,%f,%f], center=true);\n", len/2, thick, thick, len ); } else { printf("cylinder(r=%f, h=%f);\n", thick, len ); } } } #endif return 0; }