@es3d/es3d 1.0.0 → 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -201
- package/README.md +86 -86
- package/docs/SPEC.md +417 -417
- package/package.json +1 -1
- package/scripts/es3d-cli.mjs +377 -377
- package/src/cache/geometry-store.js +392 -392
- package/src/cache/mesh-bundle.js +123 -123
- package/src/cache/sha256.js +73 -73
- package/src/format/ast.js +238 -238
- package/src/format/colors.js +93 -93
- package/src/format/compact-parser.js +171 -171
- package/src/format/compact-tokenizer.js +165 -165
- package/src/format/errors.js +247 -247
- package/src/format/json.js +55 -55
- package/src/format/limits.js +14 -14
- package/src/format/parse.js +92 -92
- package/src/format/schema.js +617 -617
- package/src/format/serializer.js +333 -333
- package/src/format/validator.js +330 -330
- package/src/format/value-error.js +12 -12
- package/src/format/value-format.js +314 -314
- package/src/format/values.js +459 -459
- package/src/format/xml-parser.js +136 -136
- package/src/format/xml-tokenizer.js +237 -237
- package/src/geometry/contour.js +86 -86
- package/src/geometry/extrude.js +175 -175
- package/src/geometry/gear.js +85 -85
- package/src/geometry/geometry-cache.js +159 -159
- package/src/geometry/lod-error.js +178 -178
- package/src/geometry/mesh.js +458 -458
- package/src/geometry/primitives.js +299 -299
- package/src/geometry/registry.js +645 -645
- package/src/geometry/revolve.js +136 -136
- package/src/geometry/sweep.js +441 -441
- package/src/index.js +47 -47
- package/src/io/compression.js +67 -67
- package/src/io/convert.js +236 -236
- package/src/io/download.js +13 -13
- package/src/io/external-scene.js +127 -127
- package/src/io/file-loader.js +28 -28
- package/src/io/gltf.js +630 -630
- package/src/io/mesh-import.js +104 -104
- package/src/io/obj.js +352 -352
- package/src/io/step-brep.js +439 -439
- package/src/io/step-exact.js +1149 -1149
- package/src/io/step.js +1418 -1418
- package/src/io/stl.js +193 -193
- package/src/io/svg-import.js +787 -787
- package/src/material/materials.js +154 -154
- package/src/math/mat4.js +475 -475
- package/src/math/random.js +30 -30
- package/src/math/trig.js +65 -65
- package/src/math/vec3.js +81 -81
- package/src/optimize/optimizer.js +579 -579
- package/src/path/path-flatten.js +322 -322
- package/src/path/path-parser.js +332 -332
- package/src/path/shapes.js +129 -129
- package/src/path/triangulate.js +517 -517
- package/src/pipeline.js +74 -74
- package/src/render/camera.js +168 -168
- package/src/render/frame-builder.js +362 -362
- package/src/render/geometry-pool.js +149 -149
- package/src/render/lighting.js +149 -149
- package/src/render/orbit-controls.js +237 -237
- package/src/render/renderer.js +258 -249
- package/src/render/scroll-timeline.js +104 -104
- package/src/render/shaders/glsl.js +285 -285
- package/src/render/shaders/wgsl.js +252 -252
- package/src/render/stage.js +364 -352
- package/src/render/texture-cache.js +40 -40
- package/src/render/textures.js +223 -223
- package/src/render/webgl2/webgl2-backend.js +586 -532
- package/src/render/webgpu/webgpu-backend.js +482 -480
- package/src/scene/flatten.js +754 -754
- package/src/scene/picking.js +161 -161
- package/src/scene/scene-graph.js +320 -320
- package/src/transform/transform.js +211 -211
- package/src/wasm/kernels-binary.js +3 -3
- package/src/wasm/kernels.js +385 -385
package/src/geometry/revolve.js
CHANGED
|
@@ -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
|
+
}
|