@es3d/es3d 1.0.0 → 1.0.1

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Files changed (79) hide show
  1. package/LICENSE +201 -201
  2. package/README.md +86 -86
  3. package/docs/SPEC.md +417 -417
  4. package/package.json +1 -1
  5. package/scripts/es3d-cli.mjs +377 -377
  6. package/src/cache/geometry-store.js +392 -392
  7. package/src/cache/mesh-bundle.js +123 -123
  8. package/src/cache/sha256.js +73 -73
  9. package/src/format/ast.js +238 -238
  10. package/src/format/colors.js +93 -93
  11. package/src/format/compact-parser.js +171 -171
  12. package/src/format/compact-tokenizer.js +165 -165
  13. package/src/format/errors.js +247 -247
  14. package/src/format/json.js +55 -55
  15. package/src/format/limits.js +14 -14
  16. package/src/format/parse.js +92 -92
  17. package/src/format/schema.js +617 -617
  18. package/src/format/serializer.js +333 -333
  19. package/src/format/validator.js +330 -330
  20. package/src/format/value-error.js +12 -12
  21. package/src/format/value-format.js +314 -314
  22. package/src/format/values.js +459 -459
  23. package/src/format/xml-parser.js +136 -136
  24. package/src/format/xml-tokenizer.js +237 -237
  25. package/src/geometry/contour.js +86 -86
  26. package/src/geometry/extrude.js +175 -175
  27. package/src/geometry/gear.js +85 -85
  28. package/src/geometry/geometry-cache.js +159 -159
  29. package/src/geometry/lod-error.js +178 -178
  30. package/src/geometry/mesh.js +458 -458
  31. package/src/geometry/primitives.js +299 -299
  32. package/src/geometry/registry.js +645 -645
  33. package/src/geometry/revolve.js +136 -136
  34. package/src/geometry/sweep.js +441 -441
  35. package/src/index.js +47 -47
  36. package/src/io/compression.js +67 -67
  37. package/src/io/convert.js +236 -236
  38. package/src/io/download.js +13 -13
  39. package/src/io/external-scene.js +127 -127
  40. package/src/io/file-loader.js +28 -28
  41. package/src/io/gltf.js +630 -630
  42. package/src/io/mesh-import.js +104 -104
  43. package/src/io/obj.js +352 -352
  44. package/src/io/step-brep.js +439 -439
  45. package/src/io/step-exact.js +1149 -1149
  46. package/src/io/step.js +1418 -1418
  47. package/src/io/stl.js +193 -193
  48. package/src/io/svg-import.js +787 -787
  49. package/src/material/materials.js +154 -154
  50. package/src/math/mat4.js +475 -475
  51. package/src/math/random.js +30 -30
  52. package/src/math/trig.js +65 -65
  53. package/src/math/vec3.js +81 -81
  54. package/src/optimize/optimizer.js +579 -579
  55. package/src/path/path-flatten.js +322 -322
  56. package/src/path/path-parser.js +332 -332
  57. package/src/path/shapes.js +129 -129
  58. package/src/path/triangulate.js +517 -517
  59. package/src/pipeline.js +74 -74
  60. package/src/render/camera.js +168 -168
  61. package/src/render/frame-builder.js +362 -362
  62. package/src/render/geometry-pool.js +149 -149
  63. package/src/render/lighting.js +149 -149
  64. package/src/render/orbit-controls.js +237 -237
  65. package/src/render/renderer.js +258 -249
  66. package/src/render/scroll-timeline.js +104 -104
  67. package/src/render/shaders/glsl.js +285 -285
  68. package/src/render/shaders/wgsl.js +252 -252
  69. package/src/render/stage.js +364 -352
  70. package/src/render/texture-cache.js +40 -40
  71. package/src/render/textures.js +223 -223
  72. package/src/render/webgl2/webgl2-backend.js +586 -532
  73. package/src/render/webgpu/webgpu-backend.js +482 -480
  74. package/src/scene/flatten.js +754 -754
  75. package/src/scene/picking.js +161 -161
  76. package/src/scene/scene-graph.js +320 -320
  77. package/src/transform/transform.js +211 -211
  78. package/src/wasm/kernels-binary.js +3 -3
  79. package/src/wasm/kernels.js +385 -385
@@ -1,136 +1,136 @@
1
- // Revolution (lathe) of a 2D profile around the Y axis.
2
- //
3
- // The profile lives in the XY plane: x is the distance from the axis, y the
4
- // height. Open profiles are oriented automatically so their normals face away
5
- // from the axis region they enclose; closed profiles become solids of
6
- // revolution and get end caps when the angle is below 360 degrees.
7
-
8
- import { MeshBuilder } from './mesh.js';
9
- import { signedArea, reverseContour } from '../path/path-flatten.js';
10
- import { contourFrames } from './contour.js';
11
- import { triangulate } from '../path/triangulate.js';
12
-
13
- /** Orient an open profile so that (profile + axis) forms a counter-clockwise loop. */
14
- function orientOpen(c) {
15
- const p = c.points;
16
- const n = p.length / 2;
17
- const loop = new Float64Array(p.length + 4);
18
- loop.set(p);
19
- loop[p.length] = 0;
20
- loop[p.length + 1] = p[(n - 1) * 2 + 1];
21
- loop[p.length + 2] = 0;
22
- loop[p.length + 3] = p[1];
23
- return signedArea(loop) >= 0 ? c : reverseContour(c);
24
- }
25
-
26
- /**
27
- * @param {object[]} contours flattened 2D contours
28
- * @param {{angle:number, segments:number}} o angle in degrees
29
- * @returns {{mesh: import('./mesh.js').Mesh, doubleSided: boolean}}
30
- */
31
- export function revolveMesh(contours, o, report) {
32
- const full = o.angle >= 360 - 1e-9;
33
- const A = (Math.min(o.angle, 360) * Math.PI) / 180;
34
- const S = Math.max(2, o.segments);
35
- let open = false;
36
-
37
- // profiles first, so the mesh can be allocated once at its final size
38
- const profiles = [];
39
- for (const raw of contours) {
40
- const pts0 = raw.points;
41
- for (let i = 0; i < pts0.length; i += 2) {
42
- if (pts0[i] < -1e-9) {
43
- if (report) report('error', 'E_REVOLVE_AXIS', `The revolve profile crosses the axis: point (${pts0[i]}, ${pts0[i + 1]}) has x < 0. Profiles must stay at x ≥ 0.`);
44
- break;
45
- }
46
- }
47
- const closed = raw.closed;
48
- if (!closed) open = true;
49
- const c = closed ? (signedArea(raw.points) > 0 ? raw : reverseContour(raw)) : orientOpen(raw);
50
- const pts = c.points;
51
- const n = pts.length / 2;
52
- if (n < 2) continue;
53
- const f = contourFrames(pts, c.smooth, closed);
54
- const total = f.length || 1;
55
- // profile entries (x, y, nx, ny, v): per vertex, entryIn (end of the
56
- // previous edge) and entryOut (start of the next edge)
57
- const entries = [];
58
- const entryIn = new Int32Array(n).fill(-1);
59
- const entryOut = new Int32Array(n).fill(-1);
60
- const add = (x, y, nx, ny, v) => entries.push(x, y, nx, ny, v) / 5 - 1;
61
- for (let i = 0; i < n; i++) {
62
- const pe = closed ? (i - 1 + n) % n : i - 1;
63
- const ne = closed || i < n - 1 ? i : -1;
64
- const x = Math.max(0, pts[i * 2]), y = pts[i * 2 + 1];
65
- const v = f.arc[i] / total;
66
- if (pe >= 0 && ne >= 0 && f.corner[i]) {
67
- entryIn[i] = add(x, y, f.edgeN[pe * 2], f.edgeN[pe * 2 + 1], v);
68
- entryOut[i] = add(x, y, f.edgeN[ne * 2], f.edgeN[ne * 2 + 1], v);
69
- } else {
70
- const e = ne >= 0 ? ne : pe;
71
- const k = f.corner[i] ? add(x, y, f.edgeN[e * 2], f.edgeN[e * 2 + 1], v) : add(x, y, f.vertN[i * 2], f.vertN[i * 2 + 1], v);
72
- entryIn[i] = k;
73
- entryOut[i] = k;
74
- }
75
- }
76
- const tri = !full && closed ? triangulate(pts) : null;
77
- profiles.push({ closed, pts, n, entries, entryIn, entryOut, tri });
78
- }
79
- let vertices = 0, indices = 0;
80
- for (const p of profiles) {
81
- vertices += (p.entries.length / 5) * (S + 1);
82
- indices += (p.closed ? p.n : p.n - 1) * S * 6;
83
- if (p.tri) {
84
- vertices += 2 * p.n;
85
- indices += 2 * p.tri.length;
86
- }
87
- }
88
- const b = new MeshBuilder('triangles', vertices, indices);
89
- // the angle of each column is the same for every profile entry
90
- const cosCol = new Float64Array(S + 1), sinCol = new Float64Array(S + 1);
91
- for (let j = 0; j <= S; j++) {
92
- const th = (A * j) / S;
93
- cosCol[j] = Math.cos(th);
94
- sinCol[j] = Math.sin(th);
95
- }
96
-
97
- for (const { closed, pts, n, entries, entryIn, entryOut, tri } of profiles) {
98
- // closing seam of closed contours: v wraps to 1 at the last edge end
99
- const base = b.vertexCount;
100
- const cols = S + 1;
101
- for (let k = 0; k < entries.length; k += 5) {
102
- const x = entries[k], y = entries[k + 1], nx = entries[k + 2], ny = entries[k + 3], v = entries[k + 4];
103
- for (let j = 0; j <= S; j++) {
104
- const ct = cosCol[j], st = sinCol[j];
105
- b.vertex(x * ct, y, -x * st, nx * ct, ny, -nx * st, j / S, v);
106
- }
107
- }
108
- const edges = closed ? n : n - 1;
109
- for (let e = 0; e < edges; e++) {
110
- const s0 = entryOut[e];
111
- const t0 = entryIn[(e + 1) % n];
112
- for (let j = 0; j < S; j++) {
113
- const a = base + s0 * cols + j;
114
- const d = base + t0 * cols + j;
115
- b.quad(a, a + 1, d + 1, d);
116
- }
117
- }
118
- // caps for partial revolutions of closed profiles
119
- if (tri) {
120
- for (const [th, sign] of [[0, 1], [A, -1]]) {
121
- const ct = Math.cos(th), st = Math.sin(th);
122
- // start cap faces +Z (against the sweep); the end cap faces the sweep direction (-sin A, 0, -cos A)
123
- const cb = b.vertexCount;
124
- for (let i = 0; i < n; i++) {
125
- const x = Math.max(0, pts[i * 2]), y = pts[i * 2 + 1];
126
- b.vertex(x * ct, y, -x * st, sign > 0 ? 0 : -st, 0, sign > 0 ? 1 : -ct, x, y);
127
- }
128
- for (let i = 0; i < tri.length; i += 3) {
129
- if (sign > 0) b.tri(cb + tri[i], cb + tri[i + 1], cb + tri[i + 2]);
130
- else b.tri(cb + tri[i], cb + tri[i + 2], cb + tri[i + 1]);
131
- }
132
- }
133
- }
134
- }
135
- return { mesh: b.build(), doubleSided: open };
136
- }
1
+ // Revolution (lathe) of a 2D profile around the Y axis.
2
+ //
3
+ // The profile lives in the XY plane: x is the distance from the axis, y the
4
+ // height. Open profiles are oriented automatically so their normals face away
5
+ // from the axis region they enclose; closed profiles become solids of
6
+ // revolution and get end caps when the angle is below 360 degrees.
7
+
8
+ import { MeshBuilder } from './mesh.js';
9
+ import { signedArea, reverseContour } from '../path/path-flatten.js';
10
+ import { contourFrames } from './contour.js';
11
+ import { triangulate } from '../path/triangulate.js';
12
+
13
+ /** Orient an open profile so that (profile + axis) forms a counter-clockwise loop. */
14
+ function orientOpen(c) {
15
+ const p = c.points;
16
+ const n = p.length / 2;
17
+ const loop = new Float64Array(p.length + 4);
18
+ loop.set(p);
19
+ loop[p.length] = 0;
20
+ loop[p.length + 1] = p[(n - 1) * 2 + 1];
21
+ loop[p.length + 2] = 0;
22
+ loop[p.length + 3] = p[1];
23
+ return signedArea(loop) >= 0 ? c : reverseContour(c);
24
+ }
25
+
26
+ /**
27
+ * @param {object[]} contours flattened 2D contours
28
+ * @param {{angle:number, segments:number}} o angle in degrees
29
+ * @returns {{mesh: import('./mesh.js').Mesh, doubleSided: boolean}}
30
+ */
31
+ export function revolveMesh(contours, o, report) {
32
+ const full = o.angle >= 360 - 1e-9;
33
+ const A = (Math.min(o.angle, 360) * Math.PI) / 180;
34
+ const S = Math.max(2, o.segments);
35
+ let open = false;
36
+
37
+ // profiles first, so the mesh can be allocated once at its final size
38
+ const profiles = [];
39
+ for (const raw of contours) {
40
+ const pts0 = raw.points;
41
+ for (let i = 0; i < pts0.length; i += 2) {
42
+ if (pts0[i] < -1e-9) {
43
+ if (report) report('error', 'E_REVOLVE_AXIS', `The revolve profile crosses the axis: point (${pts0[i]}, ${pts0[i + 1]}) has x < 0. Profiles must stay at x ≥ 0.`);
44
+ break;
45
+ }
46
+ }
47
+ const closed = raw.closed;
48
+ if (!closed) open = true;
49
+ const c = closed ? (signedArea(raw.points) > 0 ? raw : reverseContour(raw)) : orientOpen(raw);
50
+ const pts = c.points;
51
+ const n = pts.length / 2;
52
+ if (n < 2) continue;
53
+ const f = contourFrames(pts, c.smooth, closed);
54
+ const total = f.length || 1;
55
+ // profile entries (x, y, nx, ny, v): per vertex, entryIn (end of the
56
+ // previous edge) and entryOut (start of the next edge)
57
+ const entries = [];
58
+ const entryIn = new Int32Array(n).fill(-1);
59
+ const entryOut = new Int32Array(n).fill(-1);
60
+ const add = (x, y, nx, ny, v) => entries.push(x, y, nx, ny, v) / 5 - 1;
61
+ for (let i = 0; i < n; i++) {
62
+ const pe = closed ? (i - 1 + n) % n : i - 1;
63
+ const ne = closed || i < n - 1 ? i : -1;
64
+ const x = Math.max(0, pts[i * 2]), y = pts[i * 2 + 1];
65
+ const v = f.arc[i] / total;
66
+ if (pe >= 0 && ne >= 0 && f.corner[i]) {
67
+ entryIn[i] = add(x, y, f.edgeN[pe * 2], f.edgeN[pe * 2 + 1], v);
68
+ entryOut[i] = add(x, y, f.edgeN[ne * 2], f.edgeN[ne * 2 + 1], v);
69
+ } else {
70
+ const e = ne >= 0 ? ne : pe;
71
+ const k = f.corner[i] ? add(x, y, f.edgeN[e * 2], f.edgeN[e * 2 + 1], v) : add(x, y, f.vertN[i * 2], f.vertN[i * 2 + 1], v);
72
+ entryIn[i] = k;
73
+ entryOut[i] = k;
74
+ }
75
+ }
76
+ const tri = !full && closed ? triangulate(pts) : null;
77
+ profiles.push({ closed, pts, n, entries, entryIn, entryOut, tri });
78
+ }
79
+ let vertices = 0, indices = 0;
80
+ for (const p of profiles) {
81
+ vertices += (p.entries.length / 5) * (S + 1);
82
+ indices += (p.closed ? p.n : p.n - 1) * S * 6;
83
+ if (p.tri) {
84
+ vertices += 2 * p.n;
85
+ indices += 2 * p.tri.length;
86
+ }
87
+ }
88
+ const b = new MeshBuilder('triangles', vertices, indices);
89
+ // the angle of each column is the same for every profile entry
90
+ const cosCol = new Float64Array(S + 1), sinCol = new Float64Array(S + 1);
91
+ for (let j = 0; j <= S; j++) {
92
+ const th = (A * j) / S;
93
+ cosCol[j] = Math.cos(th);
94
+ sinCol[j] = Math.sin(th);
95
+ }
96
+
97
+ for (const { closed, pts, n, entries, entryIn, entryOut, tri } of profiles) {
98
+ // closing seam of closed contours: v wraps to 1 at the last edge end
99
+ const base = b.vertexCount;
100
+ const cols = S + 1;
101
+ for (let k = 0; k < entries.length; k += 5) {
102
+ const x = entries[k], y = entries[k + 1], nx = entries[k + 2], ny = entries[k + 3], v = entries[k + 4];
103
+ for (let j = 0; j <= S; j++) {
104
+ const ct = cosCol[j], st = sinCol[j];
105
+ b.vertex(x * ct, y, -x * st, nx * ct, ny, -nx * st, j / S, v);
106
+ }
107
+ }
108
+ const edges = closed ? n : n - 1;
109
+ for (let e = 0; e < edges; e++) {
110
+ const s0 = entryOut[e];
111
+ const t0 = entryIn[(e + 1) % n];
112
+ for (let j = 0; j < S; j++) {
113
+ const a = base + s0 * cols + j;
114
+ const d = base + t0 * cols + j;
115
+ b.quad(a, a + 1, d + 1, d);
116
+ }
117
+ }
118
+ // caps for partial revolutions of closed profiles
119
+ if (tri) {
120
+ for (const [th, sign] of [[0, 1], [A, -1]]) {
121
+ const ct = Math.cos(th), st = Math.sin(th);
122
+ // start cap faces +Z (against the sweep); the end cap faces the sweep direction (-sin A, 0, -cos A)
123
+ const cb = b.vertexCount;
124
+ for (let i = 0; i < n; i++) {
125
+ const x = Math.max(0, pts[i * 2]), y = pts[i * 2 + 1];
126
+ b.vertex(x * ct, y, -x * st, sign > 0 ? 0 : -st, 0, sign > 0 ? 1 : -ct, x, y);
127
+ }
128
+ for (let i = 0; i < tri.length; i += 3) {
129
+ if (sign > 0) b.tri(cb + tri[i], cb + tri[i + 1], cb + tri[i + 2]);
130
+ else b.tri(cb + tri[i], cb + tri[i + 2], cb + tri[i + 1]);
131
+ }
132
+ }
133
+ }
134
+ }
135
+ return { mesh: b.build(), doubleSided: open };
136
+ }