@es3d/es3d 1.0.0 → 1.0.2

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.
Files changed (80) hide show
  1. package/LICENSE +201 -201
  2. package/README.md +95 -86
  3. package/docs/SPEC.md +426 -417
  4. package/package.json +1 -1
  5. package/scripts/es3d-cli.mjs +390 -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 +132 -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-pack.js +1461 -0
  42. package/src/io/gltf.js +630 -630
  43. package/src/io/mesh-import.js +104 -104
  44. package/src/io/obj.js +352 -352
  45. package/src/io/step-brep.js +439 -439
  46. package/src/io/step-exact.js +1149 -1149
  47. package/src/io/step.js +1418 -1418
  48. package/src/io/stl.js +193 -193
  49. package/src/io/svg-import.js +787 -787
  50. package/src/material/materials.js +154 -154
  51. package/src/math/mat4.js +475 -475
  52. package/src/math/random.js +30 -30
  53. package/src/math/trig.js +65 -65
  54. package/src/math/vec3.js +81 -81
  55. package/src/optimize/optimizer.js +604 -579
  56. package/src/path/path-flatten.js +322 -322
  57. package/src/path/path-parser.js +332 -332
  58. package/src/path/shapes.js +129 -129
  59. package/src/path/triangulate.js +517 -517
  60. package/src/pipeline.js +74 -74
  61. package/src/render/camera.js +168 -168
  62. package/src/render/frame-builder.js +362 -362
  63. package/src/render/geometry-pool.js +149 -149
  64. package/src/render/lighting.js +149 -149
  65. package/src/render/orbit-controls.js +237 -237
  66. package/src/render/renderer.js +258 -249
  67. package/src/render/scroll-timeline.js +104 -104
  68. package/src/render/shaders/glsl.js +285 -285
  69. package/src/render/shaders/wgsl.js +252 -252
  70. package/src/render/stage.js +365 -352
  71. package/src/render/texture-cache.js +40 -40
  72. package/src/render/textures.js +223 -223
  73. package/src/render/webgl2/webgl2-backend.js +586 -532
  74. package/src/render/webgpu/webgpu-backend.js +482 -480
  75. package/src/scene/flatten.js +754 -754
  76. package/src/scene/picking.js +161 -161
  77. package/src/scene/scene-graph.js +320 -320
  78. package/src/transform/transform.js +211 -211
  79. package/src/wasm/kernels-binary.js +3 -3
  80. package/src/wasm/kernels.js +385 -385
@@ -1,441 +1,441 @@
1
- // Sweeping a 2D profile along a 3D spine.
2
- //
3
- // Frames along the spine are rotation minimising (double reflection method,
4
- // Wang et al. 2008), so tubes do not twist unexpectedly; closed spines get the
5
- // residual twist distributed evenly so the seam matches. Sharp spine corners
6
- // are mitered (the profile is stretched along the bend so the tube keeps its
7
- // thickness). Optional twist and taper are applied along the arc length.
8
-
9
- import { Mesh, MeshBuilder } from './mesh.js';
10
- import { triangulateRegions, reportTriangulation } from './extrude.js';
11
- import { contourFrames } from './contour.js';
12
- import { flattenPath } from '../path/path-flatten.js';
13
- import { perpendicular } from '../math/vec3.js';
14
- import { sweepWasm, catmullRomWasm } from '../wasm/kernels.js';
15
-
16
- const TAU = Math.PI * 2;
17
-
18
- /** Helix around +Y starting at (r, 0, 0). */
19
- export function helixPoints(radius, pitch, turns, segmentsPerTurn) {
20
- const n = Math.max(2, Math.ceil(turns * segmentsPerTurn));
21
- const pts = new Float64Array((n + 1) * 3);
22
- const total = turns * TAU;
23
- for (let i = 0; i <= n; i++) {
24
- const t = (i / n) * total;
25
- pts[i * 3] = radius * Math.cos(t);
26
- pts[i * 3 + 1] = (pitch * t) / TAU;
27
- pts[i * 3 + 2] = -radius * Math.sin(t);
28
- }
29
- return pts;
30
- }
31
-
32
- /** Centripetal Catmull-Rom spline through 3D points. */
33
- export function catmullRom(points, closed, subdivisions) {
34
- const n = points.length / 3;
35
- if (n < 2) return Float64Array.from(points);
36
- const fast = catmullRomWasm(points, closed, subdivisions);
37
- if (fast) return fast;
38
- const P = (i) => {
39
- if (closed) {
40
- const k = ((i % n) + n) % n;
41
- return [points[k * 3], points[k * 3 + 1], points[k * 3 + 2]];
42
- }
43
- if (i < 0) {
44
- const a = P(0), b = P(1);
45
- return [2 * a[0] - b[0], 2 * a[1] - b[1], 2 * a[2] - b[2]];
46
- }
47
- if (i > n - 1) {
48
- const a = P(n - 1), b = P(n - 2);
49
- return [2 * a[0] - b[0], 2 * a[1] - b[1], 2 * a[2] - b[2]];
50
- }
51
- return [points[i * 3], points[i * 3 + 1], points[i * 3 + 2]];
52
- };
53
- const out = [];
54
- const segs = closed ? n : n - 1;
55
- const knot = (a, b) => Math.max(Math.sqrt(Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2])), 1e-6);
56
- for (let s = 0; s < segs; s++) {
57
- const p0 = P(s - 1), p1 = P(s), p2 = P(s + 1), p3 = P(s + 2);
58
- const t0 = 0;
59
- const t1 = t0 + knot(p0, p1);
60
- const t2 = t1 + knot(p1, p2);
61
- const t3 = t2 + knot(p2, p3);
62
- for (let k = 0; k < subdivisions; k++) {
63
- const u = t1 + ((t2 - t1) * k) / subdivisions;
64
- const lerp = (a, b, ta, tb) => {
65
- const w = (u - ta) / (tb - ta);
66
- return [a[0] + (b[0] - a[0]) * w, a[1] + (b[1] - a[1]) * w, a[2] + (b[2] - a[2]) * w];
67
- };
68
- const A1 = lerp(p0, p1, t0, t1);
69
- const A2 = lerp(p1, p2, t1, t2);
70
- const A3 = lerp(p2, p3, t2, t3);
71
- const B1 = lerp(A1, A2, t0, t2);
72
- const B2 = lerp(A2, A3, t1, t3);
73
- const C = lerp(B1, B2, t1, t2);
74
- out.push(C[0], C[1], C[2]);
75
- }
76
- }
77
- if (!closed) {
78
- const last = P(n - 1);
79
- out.push(last[0], last[1], last[2]);
80
- }
81
- return Float64Array.from(out);
82
- }
83
-
84
- /** Spine polylines from a parsed `along` value. Returns [{points, closed}]. */
85
- export function spinePolylines(spine, { tolerance, segmentsPerTurn, smooth, subdivisions }) {
86
- if (spine.kind === 'helix') {
87
- return [{ points: helixPoints(spine.radius, spine.pitch, spine.turns, spine.segmentsPerTurn || segmentsPerTurn), closed: false }];
88
- }
89
- if (spine.kind === 'path') {
90
- return flattenPath(spine.segments, { dim: 3, tolerance }).map((c) => ({ points: c.points, closed: c.closed }));
91
- }
92
- let pts = spine.points;
93
- const n = pts.length / 3;
94
- let closed = false;
95
- if (n > 2 && Math.hypot(pts[0] - pts[(n - 1) * 3], pts[1] - pts[(n - 1) * 3 + 1], pts[2] - pts[(n - 1) * 3 + 2]) < 1e-12) {
96
- closed = true;
97
- pts = pts.slice(0, (n - 1) * 3);
98
- }
99
- if (smooth) pts = catmullRom(pts, closed, subdivisions);
100
- return [{ points: pts, closed }];
101
- }
102
-
103
- function dedupe(points, closed) {
104
- const out = [];
105
- const n = points.length / 3;
106
- for (let i = 0; i < n; i++) {
107
- const x = points[i * 3], y = points[i * 3 + 1], z = points[i * 3 + 2];
108
- const k = out.length;
109
- if (k && Math.hypot(out[k - 3] - x, out[k - 2] - y, out[k - 1] - z) < 1e-9) continue;
110
- out.push(x, y, z);
111
- }
112
- if (closed && out.length > 6) {
113
- const k = out.length;
114
- if (Math.hypot(out[0] - out[k - 3], out[1] - out[k - 2], out[2] - out[k - 1]) < 1e-9) out.length -= 3;
115
- }
116
- return out;
117
- }
118
-
119
- /**
120
- * Stations along a spine: position, tangent T, normal N, binormal B, arc length,
121
- * and miter data (bend axis K and stretch factor) at each point. Vectors are
122
- * flat arrays, x y z per station.
123
- */
124
- export function spineFrames(points, closed) {
125
- const p = dedupe(points, closed);
126
- const n = p.length / 3;
127
- if (n < 2) return null;
128
- const count = closed ? n + 1 : n;
129
- const pos = new Float64Array(count * 3);
130
- for (let i = 0; i < count; i++) {
131
- const k = (i % n) * 3;
132
- pos[i * 3] = p[k];
133
- pos[i * 3 + 1] = p[k + 1];
134
- pos[i * 3 + 2] = p[k + 2];
135
- }
136
- const nd = count - 1;
137
- const dirs = new Float64Array(nd * 3);
138
- for (let i = 0; i < nd; i++) normalizeInto(dirs, i * 3, pos[i * 3 + 3] - pos[i * 3], pos[i * 3 + 4] - pos[i * 3 + 1], pos[i * 3 + 5] - pos[i * 3 + 2]);
139
- const T = new Float64Array(count * 3);
140
- const K = new Float64Array(count * 3);
141
- const stretch = new Float64Array(count);
142
- for (let i = 0; i < count; i++) {
143
- const d0 = 3 * (closed ? (i - 1 + nd) % nd : Math.max(0, i - 1));
144
- const d1 = 3 * (closed ? i % nd : Math.min(nd - 1, i));
145
- const o = i * 3;
146
- normalizeInto(T, o, dirs[d0] + dirs[d1], dirs[d0 + 1] + dirs[d1 + 1], dirs[d0 + 2] + dirs[d1 + 2]);
147
- if (T[o] === 0 && T[o + 1] === 0 && T[o + 2] === 0) {
148
- T[o] = dirs[d1];
149
- T[o + 1] = dirs[d1 + 1];
150
- T[o + 2] = dirs[d1 + 2];
151
- }
152
- const c = Math.max(T[o] * dirs[d1] + T[o + 1] * dirs[d1 + 1] + T[o + 2] * dirs[d1 + 2], 0.25);
153
- normalizeInto(K, o, dirs[d1] - dirs[d0], dirs[d1 + 1] - dirs[d0 + 1], dirs[d1 + 2] - dirs[d0 + 2]);
154
- stretch[i] = 1 / c;
155
- }
156
- // initial normal: the world up direction projected onto the plane of T0
157
- const N = new Float64Array(count * 3);
158
- const tx = T[0], ty = T[1], tz = T[2];
159
- const ux = Math.abs(ty) < 0.99 ? 0 : 1, uy = Math.abs(ty) < 0.99 ? 1 : 0, uz = 0;
160
- const wx = ty * uz - tz * uy, wy = tz * ux - tx * uz, wz = tx * uy - ty * ux;
161
- normalizeInto(N, 0, wy * tz - wz * ty, wz * tx - wx * tz, wx * ty - wy * tx);
162
- if (N[0] === 0 && N[1] === 0 && N[2] === 0) N.set(perpendicular([tx, ty, tz]));
163
- // rotation minimising frames: double reflection
164
- for (let i = 0; i < count - 1; i++) {
165
- const o = i * 3;
166
- const v1x = pos[o + 3] - pos[o], v1y = pos[o + 4] - pos[o + 1], v1z = pos[o + 5] - pos[o + 2];
167
- const c1 = v1x * v1x + v1y * v1y + v1z * v1z;
168
- let rx = N[o], ry = N[o + 1], rz = N[o + 2];
169
- let lx = T[o], ly = T[o + 1], lz = T[o + 2];
170
- if (c1 > 0) {
171
- const sr = (2 / c1) * (v1x * rx + v1y * ry + v1z * rz);
172
- rx = rx - v1x * sr;
173
- ry = ry - v1y * sr;
174
- rz = rz - v1z * sr;
175
- const st = (2 / c1) * (v1x * lx + v1y * ly + v1z * lz);
176
- lx = lx - v1x * st;
177
- ly = ly - v1y * st;
178
- lz = lz - v1z * st;
179
- }
180
- const v2x = T[o + 3] - lx, v2y = T[o + 4] - ly, v2z = T[o + 5] - lz;
181
- const c2 = v2x * v2x + v2y * v2y + v2z * v2z;
182
- if (c2 > 1e-20) {
183
- const s2 = (2 / c2) * (v2x * rx + v2y * ry + v2z * rz);
184
- rx = rx - v2x * s2;
185
- ry = ry - v2y * s2;
186
- rz = rz - v2z * s2;
187
- }
188
- normalizeInto(N, o + 3, rx, ry, rz);
189
- }
190
- if (closed) {
191
- // distribute the residual rotation so the last frame matches the first
192
- const o = (count - 1) * 3;
193
- const ax = N[o + 1] * N[2] - N[o + 2] * N[1], ay = N[o + 2] * N[0] - N[o] * N[2], az = N[o] * N[1] - N[o + 1] * N[0];
194
- const ang = Math.atan2(ax * T[0] + ay * T[1] + az * T[2], N[o] * N[0] + N[o + 1] * N[1] + N[o + 2] * N[2]);
195
- for (let i = 0; i < count; i++) {
196
- // Rodrigues rotation of N[i] around T[i]
197
- const angle = (ang * i) / (count - 1);
198
- const c = Math.cos(angle), s = Math.sin(angle);
199
- const k = i * 3;
200
- const vx = N[k], vy = N[k + 1], vz = N[k + 2];
201
- const kx = T[k], ky = T[k + 1], kz = T[k + 2];
202
- const cx = ky * vz - kz * vy, cy = kz * vx - kx * vz, cz = kx * vy - ky * vx;
203
- const kd = (kx * vx + ky * vy + kz * vz) * (1 - c);
204
- N[k] = vx * c + cx * s + kx * kd;
205
- N[k + 1] = vy * c + cy * s + ky * kd;
206
- N[k + 2] = vz * c + cz * s + kz * kd;
207
- }
208
- N[o] = N[0];
209
- N[o + 1] = N[1];
210
- N[o + 2] = N[2];
211
- }
212
- const B = new Float64Array(count * 3);
213
- for (let i = 0; i < count * 3; i += 3) {
214
- B[i] = T[i + 1] * N[i + 2] - T[i + 2] * N[i + 1];
215
- B[i + 1] = T[i + 2] * N[i] - T[i] * N[i + 2];
216
- B[i + 2] = T[i] * N[i + 1] - T[i + 1] * N[i];
217
- }
218
- const arc = new Float64Array(count);
219
- for (let i = 1; i < count; i++) arc[i] = arc[i - 1] + Math.hypot(pos[i * 3] - pos[i * 3 - 3], pos[i * 3 + 1] - pos[i * 3 - 2], pos[i * 3 + 2] - pos[i * 3 - 1]);
220
- return { count, pos, T, N, B, K, stretch, arc, length: arc[count - 1], closed };
221
- }
222
-
223
- /** Unit vector of (x, y, z) into out[o..o+2] (zero when degenerate), as vec3 normalize. */
224
- function normalizeInto(out, o, x, y, z) {
225
- const l = Math.hypot(x, y, z);
226
- if (l > 1e-20) {
227
- out[o] = x / l;
228
- out[o + 1] = y / l;
229
- out[o + 2] = z / l;
230
- } else out[o] = out[o + 1] = out[o + 2] = 0;
231
- }
232
-
233
- /** Position of profile point (px, py) at station i, written to out[o..o+2]. */
234
- function placeAt(out, o, i, px, py, ks, cas, sas, Nf, Bf, Pf, Kf, stretch) {
235
- const k = ks[i], ca = cas[i], sa = sas[i];
236
- const x = (px * ca - py * sa) * k;
237
- const y = (px * sa + py * ca) * k;
238
- const i3 = i * 3;
239
- let ox = Nf[i3] * x + Bf[i3] * y, oy = Nf[i3 + 1] * x + Bf[i3 + 1] * y, oz = Nf[i3 + 2] * x + Bf[i3 + 2] * y;
240
- // miter stretch along the bend axis
241
- const st = stretch[i];
242
- if (st > 1.0001) {
243
- const d = (ox * Kf[i3] + oy * Kf[i3 + 1] + oz * Kf[i3 + 2]) * (st - 1);
244
- ox = ox + Kf[i3] * d;
245
- oy = oy + Kf[i3 + 1] * d;
246
- oz = oz + Kf[i3 + 2] * d;
247
- }
248
- out[o] = Pf[i3] + ox;
249
- out[o + 1] = Pf[i3 + 1] + oy;
250
- out[o + 2] = Pf[i3 + 2] + oz;
251
- }
252
-
253
- /** Normal at station i of profile point (px, py) whose 2D normal is (nx, ny), into out[0..2]. */
254
- function stationNormal(out, i, px, py, nx, ny, cas, sas, Nf, Bf, Tf, dScale) {
255
- const ca = cas[i], sa = sas[i];
256
- const qx = nx * ca - ny * sa;
257
- const qy = nx * sa + ny * ca;
258
- const i3 = i * 3;
259
- let n0 = Nf[i3] * qx + Bf[i3] * qy, n1 = Nf[i3 + 1] * qx + Bf[i3 + 1] * qy, n2 = Nf[i3 + 2] * qx + Bf[i3 + 2] * qy;
260
- if (dScale !== 0) {
261
- // taper tilts the surface along the spine
262
- const slope = dScale * (px * nx + py * ny);
263
- const a0 = n0 - Tf[i3] * slope, a1 = n1 - Tf[i3 + 1] * slope, a2 = n2 - Tf[i3 + 2] * slope;
264
- const l = Math.hypot(a0, a1, a2);
265
- if (l > 1e-20) {
266
- n0 = a0 / l;
267
- n1 = a1 / l;
268
- n2 = a2 / l;
269
- } else n0 = n1 = n2 = 0;
270
- }
271
- out[0] = n0;
272
- out[1] = n1;
273
- out[2] = n2;
274
- }
275
-
276
- /** Positions of every profile point at every station (station-major), into ring. */
277
- function sweepRing(ring, pts, n, count, ks, cas, sas, Nf, Bf, Pf, Kf, stretch) {
278
- for (let s = 0; s < count; s++) {
279
- for (let j = 0; j < n; j++) placeAt(ring, (s * n + j) * 3, s, pts[j * 2], pts[j * 2 + 1], ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
280
- }
281
- }
282
-
283
- /**
284
- * Wall of one contour along one spine: for each profile edge, a strip of
285
- * quads from the first station to the last. The hot loop of a sweep, in a
286
- * function of its own so the engine optimizes it early and on its own.
287
- */
288
- function sweepWalls(b, ring, f, pts, count, arc, cas, sas, Nf, Bf, Tf, dScale, out) {
289
- const n = f.n;
290
- const perim = f.length || 1;
291
- for (let e = 0; e < n; e++) {
292
- const i0 = e, i1 = (e + 1) % n;
293
- const c0 = f.corner[i0], c1 = f.corner[i1];
294
- const n0x = c0 ? f.edgeN[e * 2] : f.vertN[i0 * 2], n0y = c0 ? f.edgeN[e * 2 + 1] : f.vertN[i0 * 2 + 1];
295
- const n1x = c1 ? f.edgeN[e * 2] : f.vertN[i1 * 2], n1y = c1 ? f.edgeN[e * 2 + 1] : f.vertN[i1 * 2 + 1];
296
- const u0 = f.arc[e] / perim, u1 = f.arc[e + 1] / perim;
297
- const p0x = pts[i0 * 2], p0y = pts[i0 * 2 + 1], p1x = pts[i1 * 2], p1y = pts[i1 * 2 + 1];
298
- let prevA = -1, prevB = -1;
299
- for (let s = 0; s < count; s++) {
300
- const v = arc[s] / perim;
301
- stationNormal(out, s, p0x, p0y, n0x, n0y, cas, sas, Nf, Bf, Tf, dScale);
302
- let o = (s * n + i0) * 3;
303
- const a = b.vertex(ring[o], ring[o + 1], ring[o + 2], out[0], out[1], out[2], u0, v);
304
- stationNormal(out, s, p1x, p1y, n1x, n1y, cas, sas, Nf, Bf, Tf, dScale);
305
- o = (s * n + i1) * 3;
306
- const c2 = b.vertex(ring[o], ring[o + 1], ring[o + 2], out[0], out[1], out[2], u1, v);
307
- if (prevA >= 0) b.quad(prevA, prevB, c2, a);
308
- prevA = a;
309
- prevB = c2;
310
- }
311
- }
312
- }
313
-
314
- /**
315
- * Sweep a profile along spines.
316
- * @param {object} profile {kind:'circle', radius, segments} | {kind:'shape', regions, walls}
317
- * @param {{points:Float64Array, closed:boolean}[]} spines
318
- * @param {{twist?:number, taper?:number, caps?:boolean}} o twist in degrees
319
- */
320
- export function sweepMesh(profile, spines, o, report) {
321
- const twist = ((o.twist || 0) * Math.PI) / 180;
322
- const taper = o.taper === undefined ? 1 : o.taper;
323
- const caps = o.caps !== false;
324
- let open = false;
325
-
326
- // profile contours with per-vertex normals (2D)
327
- let contours;
328
- let capTris = null;
329
- if (profile.kind === 'circle') {
330
- const m = Math.max(3, profile.segments);
331
- const pts = new Float64Array(m * 2);
332
- for (let j = 0; j < m; j++) {
333
- const a = (j / m) * TAU;
334
- pts[j * 2] = Math.cos(a) * profile.radius;
335
- pts[j * 2 + 1] = Math.sin(a) * profile.radius;
336
- }
337
- contours = [{ points: pts, smooth: new Uint8Array(m).fill(1), closed: true }];
338
- capTris = { circle: true, pts };
339
- } else contours = profile.walls;
340
- const w = spines.every((sp) => sp.points.length % 3 === 0) ? sweepWasm(spines, contours, capTris && capTris.pts, profile.regions, twist, taper, caps) : null;
341
- if (w) {
342
- for (const e of w.errors) reportTriangulation(e, report);
343
- for (const d of w.degenerate) if (d && report) report('error', 'E_DEGENERATE_SPINE', 'The sweep spine needs at least two distinct points.');
344
- return { mesh: new Mesh({ positions: w.positions, normals: w.normals, uvs: w.uvs, indices: w.indices, kind: 'triangles' }), doubleSided: w.open };
345
- }
346
- if (!capTris) capTris = triangulateRegions(profile.regions, report);
347
- const contourInfo = contours.map((c) => ({ pts: c.points, f: contourFrames(c.points, c.smooth, true) }));
348
-
349
- // frames first, so the mesh can be allocated once at its final size
350
- const frames = [];
351
- let vertices = 0, indices = 0;
352
- for (const sp of spines) {
353
- const fr = spineFrames(sp.points, sp.closed);
354
- if (!fr) {
355
- if (report) report('error', 'E_DEGENERATE_SPINE', 'The sweep spine needs at least two distinct points.');
356
- continue;
357
- }
358
- frames.push(fr);
359
- for (const { f } of contourInfo) {
360
- vertices += f.n * fr.count * 2;
361
- indices += f.n * (fr.count - 1) * 6;
362
- }
363
- if (!fr.closed && caps) {
364
- if (capTris.circle) {
365
- const m = capTris.pts.length / 2;
366
- vertices += 2 * (m + 1);
367
- indices += 2 * m * 3;
368
- } else {
369
- for (const t of capTris) {
370
- vertices += t.positions.length;
371
- indices += 2 * t.indices.length;
372
- }
373
- }
374
- }
375
- }
376
- const b = new MeshBuilder('triangles', vertices, indices);
377
- const out = new Float64Array(3);
378
-
379
- for (const fr of frames) {
380
- const count = fr.count;
381
- const L = fr.length || 1;
382
- const dScale = (taper - 1) / L;
383
- const Nf = fr.N, Bf = fr.B, Tf = fr.T, Pf = fr.pos, Kf = fr.K;
384
- const stretch = fr.stretch, arc = fr.arc;
385
- // twist and taper only depend on the station
386
- const ks = new Float64Array(count), cas = new Float64Array(count), sas = new Float64Array(count);
387
- for (let i = 0; i < count; i++) {
388
- const s = arc[i] / L;
389
- ks[i] = 1 + (taper - 1) * s;
390
- const ang = twist * s;
391
- cas[i] = Math.cos(ang);
392
- sas[i] = Math.sin(ang);
393
- }
394
-
395
- for (const { pts, f } of contourInfo) {
396
- // every profile point at every station, computed once for both of its edges
397
- const ring = new Float64Array(count * f.n * 3);
398
- sweepRing(ring, pts, f.n, count, ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
399
- sweepWalls(b, ring, f, pts, count, arc, cas, sas, Nf, Bf, Tf, dScale, out);
400
- }
401
-
402
- if (!fr.closed) {
403
- if (!caps) open = true;
404
- else {
405
- for (const [s, dir] of [[0, -1], [count - 1, 1]]) {
406
- const nx = Tf[s * 3] * dir, ny = Tf[s * 3 + 1] * dir, nz = Tf[s * 3 + 2] * dir;
407
- if (capTris.circle) {
408
- placeAt(out, 0, s, 0, 0, ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
409
- const ci = b.vertex(out[0], out[1], out[2], nx, ny, nz, 0.5, 0.5);
410
- const m = capTris.pts.length / 2;
411
- const first = b.vertexCount;
412
- for (let j = 0; j < m; j++) {
413
- placeAt(out, 0, s, capTris.pts[j * 2], capTris.pts[j * 2 + 1], ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
414
- b.vertex(out[0], out[1], out[2], nx, ny, nz, 0.5 + Math.cos((j / m) * TAU) / 2, 0.5 + Math.sin((j / m) * TAU) / 2);
415
- }
416
- for (let j = 0; j < m; j++) {
417
- const a = first + j, c2 = first + ((j + 1) % m);
418
- if (dir > 0) b.tri(ci, a, c2);
419
- else b.tri(ci, c2, a);
420
- }
421
- } else {
422
- for (const t of capTris) {
423
- const base = b.vertexCount;
424
- const p = t.positions;
425
- for (let k = 0; k < p.length; k += 2) {
426
- placeAt(out, 0, s, p[k], p[k + 1], ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
427
- b.vertex(out[0], out[1], out[2], nx, ny, nz, p[k], p[k + 1]);
428
- }
429
- const idx = t.indices;
430
- for (let k = 0; k < idx.length; k += 3) {
431
- if (dir > 0) b.tri(base + idx[k], base + idx[k + 1], base + idx[k + 2]);
432
- else b.tri(base + idx[k], base + idx[k + 2], base + idx[k + 1]);
433
- }
434
- }
435
- }
436
- }
437
- }
438
- }
439
- }
440
- return { mesh: b.build(), doubleSided: open };
441
- }
1
+ // Sweeping a 2D profile along a 3D spine.
2
+ //
3
+ // Frames along the spine are rotation minimising (double reflection method,
4
+ // Wang et al. 2008), so tubes do not twist unexpectedly; closed spines get the
5
+ // residual twist distributed evenly so the seam matches. Sharp spine corners
6
+ // are mitered (the profile is stretched along the bend so the tube keeps its
7
+ // thickness). Optional twist and taper are applied along the arc length.
8
+
9
+ import { Mesh, MeshBuilder } from './mesh.js';
10
+ import { triangulateRegions, reportTriangulation } from './extrude.js';
11
+ import { contourFrames } from './contour.js';
12
+ import { flattenPath } from '../path/path-flatten.js';
13
+ import { perpendicular } from '../math/vec3.js';
14
+ import { sweepWasm, catmullRomWasm } from '../wasm/kernels.js';
15
+
16
+ const TAU = Math.PI * 2;
17
+
18
+ /** Helix around +Y starting at (r, 0, 0). */
19
+ export function helixPoints(radius, pitch, turns, segmentsPerTurn) {
20
+ const n = Math.max(2, Math.ceil(turns * segmentsPerTurn));
21
+ const pts = new Float64Array((n + 1) * 3);
22
+ const total = turns * TAU;
23
+ for (let i = 0; i <= n; i++) {
24
+ const t = (i / n) * total;
25
+ pts[i * 3] = radius * Math.cos(t);
26
+ pts[i * 3 + 1] = (pitch * t) / TAU;
27
+ pts[i * 3 + 2] = -radius * Math.sin(t);
28
+ }
29
+ return pts;
30
+ }
31
+
32
+ /** Centripetal Catmull-Rom spline through 3D points. */
33
+ export function catmullRom(points, closed, subdivisions) {
34
+ const n = points.length / 3;
35
+ if (n < 2) return Float64Array.from(points);
36
+ const fast = catmullRomWasm(points, closed, subdivisions);
37
+ if (fast) return fast;
38
+ const P = (i) => {
39
+ if (closed) {
40
+ const k = ((i % n) + n) % n;
41
+ return [points[k * 3], points[k * 3 + 1], points[k * 3 + 2]];
42
+ }
43
+ if (i < 0) {
44
+ const a = P(0), b = P(1);
45
+ return [2 * a[0] - b[0], 2 * a[1] - b[1], 2 * a[2] - b[2]];
46
+ }
47
+ if (i > n - 1) {
48
+ const a = P(n - 1), b = P(n - 2);
49
+ return [2 * a[0] - b[0], 2 * a[1] - b[1], 2 * a[2] - b[2]];
50
+ }
51
+ return [points[i * 3], points[i * 3 + 1], points[i * 3 + 2]];
52
+ };
53
+ const out = [];
54
+ const segs = closed ? n : n - 1;
55
+ const knot = (a, b) => Math.max(Math.sqrt(Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2])), 1e-6);
56
+ for (let s = 0; s < segs; s++) {
57
+ const p0 = P(s - 1), p1 = P(s), p2 = P(s + 1), p3 = P(s + 2);
58
+ const t0 = 0;
59
+ const t1 = t0 + knot(p0, p1);
60
+ const t2 = t1 + knot(p1, p2);
61
+ const t3 = t2 + knot(p2, p3);
62
+ for (let k = 0; k < subdivisions; k++) {
63
+ const u = t1 + ((t2 - t1) * k) / subdivisions;
64
+ const lerp = (a, b, ta, tb) => {
65
+ const w = (u - ta) / (tb - ta);
66
+ return [a[0] + (b[0] - a[0]) * w, a[1] + (b[1] - a[1]) * w, a[2] + (b[2] - a[2]) * w];
67
+ };
68
+ const A1 = lerp(p0, p1, t0, t1);
69
+ const A2 = lerp(p1, p2, t1, t2);
70
+ const A3 = lerp(p2, p3, t2, t3);
71
+ const B1 = lerp(A1, A2, t0, t2);
72
+ const B2 = lerp(A2, A3, t1, t3);
73
+ const C = lerp(B1, B2, t1, t2);
74
+ out.push(C[0], C[1], C[2]);
75
+ }
76
+ }
77
+ if (!closed) {
78
+ const last = P(n - 1);
79
+ out.push(last[0], last[1], last[2]);
80
+ }
81
+ return Float64Array.from(out);
82
+ }
83
+
84
+ /** Spine polylines from a parsed `along` value. Returns [{points, closed}]. */
85
+ export function spinePolylines(spine, { tolerance, segmentsPerTurn, smooth, subdivisions }) {
86
+ if (spine.kind === 'helix') {
87
+ return [{ points: helixPoints(spine.radius, spine.pitch, spine.turns, spine.segmentsPerTurn || segmentsPerTurn), closed: false }];
88
+ }
89
+ if (spine.kind === 'path') {
90
+ return flattenPath(spine.segments, { dim: 3, tolerance }).map((c) => ({ points: c.points, closed: c.closed }));
91
+ }
92
+ let pts = spine.points;
93
+ const n = pts.length / 3;
94
+ let closed = false;
95
+ if (n > 2 && Math.hypot(pts[0] - pts[(n - 1) * 3], pts[1] - pts[(n - 1) * 3 + 1], pts[2] - pts[(n - 1) * 3 + 2]) < 1e-12) {
96
+ closed = true;
97
+ pts = pts.slice(0, (n - 1) * 3);
98
+ }
99
+ if (smooth) pts = catmullRom(pts, closed, subdivisions);
100
+ return [{ points: pts, closed }];
101
+ }
102
+
103
+ function dedupe(points, closed) {
104
+ const out = [];
105
+ const n = points.length / 3;
106
+ for (let i = 0; i < n; i++) {
107
+ const x = points[i * 3], y = points[i * 3 + 1], z = points[i * 3 + 2];
108
+ const k = out.length;
109
+ if (k && Math.hypot(out[k - 3] - x, out[k - 2] - y, out[k - 1] - z) < 1e-9) continue;
110
+ out.push(x, y, z);
111
+ }
112
+ if (closed && out.length > 6) {
113
+ const k = out.length;
114
+ if (Math.hypot(out[0] - out[k - 3], out[1] - out[k - 2], out[2] - out[k - 1]) < 1e-9) out.length -= 3;
115
+ }
116
+ return out;
117
+ }
118
+
119
+ /**
120
+ * Stations along a spine: position, tangent T, normal N, binormal B, arc length,
121
+ * and miter data (bend axis K and stretch factor) at each point. Vectors are
122
+ * flat arrays, x y z per station.
123
+ */
124
+ export function spineFrames(points, closed) {
125
+ const p = dedupe(points, closed);
126
+ const n = p.length / 3;
127
+ if (n < 2) return null;
128
+ const count = closed ? n + 1 : n;
129
+ const pos = new Float64Array(count * 3);
130
+ for (let i = 0; i < count; i++) {
131
+ const k = (i % n) * 3;
132
+ pos[i * 3] = p[k];
133
+ pos[i * 3 + 1] = p[k + 1];
134
+ pos[i * 3 + 2] = p[k + 2];
135
+ }
136
+ const nd = count - 1;
137
+ const dirs = new Float64Array(nd * 3);
138
+ for (let i = 0; i < nd; i++) normalizeInto(dirs, i * 3, pos[i * 3 + 3] - pos[i * 3], pos[i * 3 + 4] - pos[i * 3 + 1], pos[i * 3 + 5] - pos[i * 3 + 2]);
139
+ const T = new Float64Array(count * 3);
140
+ const K = new Float64Array(count * 3);
141
+ const stretch = new Float64Array(count);
142
+ for (let i = 0; i < count; i++) {
143
+ const d0 = 3 * (closed ? (i - 1 + nd) % nd : Math.max(0, i - 1));
144
+ const d1 = 3 * (closed ? i % nd : Math.min(nd - 1, i));
145
+ const o = i * 3;
146
+ normalizeInto(T, o, dirs[d0] + dirs[d1], dirs[d0 + 1] + dirs[d1 + 1], dirs[d0 + 2] + dirs[d1 + 2]);
147
+ if (T[o] === 0 && T[o + 1] === 0 && T[o + 2] === 0) {
148
+ T[o] = dirs[d1];
149
+ T[o + 1] = dirs[d1 + 1];
150
+ T[o + 2] = dirs[d1 + 2];
151
+ }
152
+ const c = Math.max(T[o] * dirs[d1] + T[o + 1] * dirs[d1 + 1] + T[o + 2] * dirs[d1 + 2], 0.25);
153
+ normalizeInto(K, o, dirs[d1] - dirs[d0], dirs[d1 + 1] - dirs[d0 + 1], dirs[d1 + 2] - dirs[d0 + 2]);
154
+ stretch[i] = 1 / c;
155
+ }
156
+ // initial normal: the world up direction projected onto the plane of T0
157
+ const N = new Float64Array(count * 3);
158
+ const tx = T[0], ty = T[1], tz = T[2];
159
+ const ux = Math.abs(ty) < 0.99 ? 0 : 1, uy = Math.abs(ty) < 0.99 ? 1 : 0, uz = 0;
160
+ const wx = ty * uz - tz * uy, wy = tz * ux - tx * uz, wz = tx * uy - ty * ux;
161
+ normalizeInto(N, 0, wy * tz - wz * ty, wz * tx - wx * tz, wx * ty - wy * tx);
162
+ if (N[0] === 0 && N[1] === 0 && N[2] === 0) N.set(perpendicular([tx, ty, tz]));
163
+ // rotation minimising frames: double reflection
164
+ for (let i = 0; i < count - 1; i++) {
165
+ const o = i * 3;
166
+ const v1x = pos[o + 3] - pos[o], v1y = pos[o + 4] - pos[o + 1], v1z = pos[o + 5] - pos[o + 2];
167
+ const c1 = v1x * v1x + v1y * v1y + v1z * v1z;
168
+ let rx = N[o], ry = N[o + 1], rz = N[o + 2];
169
+ let lx = T[o], ly = T[o + 1], lz = T[o + 2];
170
+ if (c1 > 0) {
171
+ const sr = (2 / c1) * (v1x * rx + v1y * ry + v1z * rz);
172
+ rx = rx - v1x * sr;
173
+ ry = ry - v1y * sr;
174
+ rz = rz - v1z * sr;
175
+ const st = (2 / c1) * (v1x * lx + v1y * ly + v1z * lz);
176
+ lx = lx - v1x * st;
177
+ ly = ly - v1y * st;
178
+ lz = lz - v1z * st;
179
+ }
180
+ const v2x = T[o + 3] - lx, v2y = T[o + 4] - ly, v2z = T[o + 5] - lz;
181
+ const c2 = v2x * v2x + v2y * v2y + v2z * v2z;
182
+ if (c2 > 1e-20) {
183
+ const s2 = (2 / c2) * (v2x * rx + v2y * ry + v2z * rz);
184
+ rx = rx - v2x * s2;
185
+ ry = ry - v2y * s2;
186
+ rz = rz - v2z * s2;
187
+ }
188
+ normalizeInto(N, o + 3, rx, ry, rz);
189
+ }
190
+ if (closed) {
191
+ // distribute the residual rotation so the last frame matches the first
192
+ const o = (count - 1) * 3;
193
+ const ax = N[o + 1] * N[2] - N[o + 2] * N[1], ay = N[o + 2] * N[0] - N[o] * N[2], az = N[o] * N[1] - N[o + 1] * N[0];
194
+ const ang = Math.atan2(ax * T[0] + ay * T[1] + az * T[2], N[o] * N[0] + N[o + 1] * N[1] + N[o + 2] * N[2]);
195
+ for (let i = 0; i < count; i++) {
196
+ // Rodrigues rotation of N[i] around T[i]
197
+ const angle = (ang * i) / (count - 1);
198
+ const c = Math.cos(angle), s = Math.sin(angle);
199
+ const k = i * 3;
200
+ const vx = N[k], vy = N[k + 1], vz = N[k + 2];
201
+ const kx = T[k], ky = T[k + 1], kz = T[k + 2];
202
+ const cx = ky * vz - kz * vy, cy = kz * vx - kx * vz, cz = kx * vy - ky * vx;
203
+ const kd = (kx * vx + ky * vy + kz * vz) * (1 - c);
204
+ N[k] = vx * c + cx * s + kx * kd;
205
+ N[k + 1] = vy * c + cy * s + ky * kd;
206
+ N[k + 2] = vz * c + cz * s + kz * kd;
207
+ }
208
+ N[o] = N[0];
209
+ N[o + 1] = N[1];
210
+ N[o + 2] = N[2];
211
+ }
212
+ const B = new Float64Array(count * 3);
213
+ for (let i = 0; i < count * 3; i += 3) {
214
+ B[i] = T[i + 1] * N[i + 2] - T[i + 2] * N[i + 1];
215
+ B[i + 1] = T[i + 2] * N[i] - T[i] * N[i + 2];
216
+ B[i + 2] = T[i] * N[i + 1] - T[i + 1] * N[i];
217
+ }
218
+ const arc = new Float64Array(count);
219
+ for (let i = 1; i < count; i++) arc[i] = arc[i - 1] + Math.hypot(pos[i * 3] - pos[i * 3 - 3], pos[i * 3 + 1] - pos[i * 3 - 2], pos[i * 3 + 2] - pos[i * 3 - 1]);
220
+ return { count, pos, T, N, B, K, stretch, arc, length: arc[count - 1], closed };
221
+ }
222
+
223
+ /** Unit vector of (x, y, z) into out[o..o+2] (zero when degenerate), as vec3 normalize. */
224
+ function normalizeInto(out, o, x, y, z) {
225
+ const l = Math.hypot(x, y, z);
226
+ if (l > 1e-20) {
227
+ out[o] = x / l;
228
+ out[o + 1] = y / l;
229
+ out[o + 2] = z / l;
230
+ } else out[o] = out[o + 1] = out[o + 2] = 0;
231
+ }
232
+
233
+ /** Position of profile point (px, py) at station i, written to out[o..o+2]. */
234
+ function placeAt(out, o, i, px, py, ks, cas, sas, Nf, Bf, Pf, Kf, stretch) {
235
+ const k = ks[i], ca = cas[i], sa = sas[i];
236
+ const x = (px * ca - py * sa) * k;
237
+ const y = (px * sa + py * ca) * k;
238
+ const i3 = i * 3;
239
+ let ox = Nf[i3] * x + Bf[i3] * y, oy = Nf[i3 + 1] * x + Bf[i3 + 1] * y, oz = Nf[i3 + 2] * x + Bf[i3 + 2] * y;
240
+ // miter stretch along the bend axis
241
+ const st = stretch[i];
242
+ if (st > 1.0001) {
243
+ const d = (ox * Kf[i3] + oy * Kf[i3 + 1] + oz * Kf[i3 + 2]) * (st - 1);
244
+ ox = ox + Kf[i3] * d;
245
+ oy = oy + Kf[i3 + 1] * d;
246
+ oz = oz + Kf[i3 + 2] * d;
247
+ }
248
+ out[o] = Pf[i3] + ox;
249
+ out[o + 1] = Pf[i3 + 1] + oy;
250
+ out[o + 2] = Pf[i3 + 2] + oz;
251
+ }
252
+
253
+ /** Normal at station i of profile point (px, py) whose 2D normal is (nx, ny), into out[0..2]. */
254
+ function stationNormal(out, i, px, py, nx, ny, cas, sas, Nf, Bf, Tf, dScale) {
255
+ const ca = cas[i], sa = sas[i];
256
+ const qx = nx * ca - ny * sa;
257
+ const qy = nx * sa + ny * ca;
258
+ const i3 = i * 3;
259
+ let n0 = Nf[i3] * qx + Bf[i3] * qy, n1 = Nf[i3 + 1] * qx + Bf[i3 + 1] * qy, n2 = Nf[i3 + 2] * qx + Bf[i3 + 2] * qy;
260
+ if (dScale !== 0) {
261
+ // taper tilts the surface along the spine
262
+ const slope = dScale * (px * nx + py * ny);
263
+ const a0 = n0 - Tf[i3] * slope, a1 = n1 - Tf[i3 + 1] * slope, a2 = n2 - Tf[i3 + 2] * slope;
264
+ const l = Math.hypot(a0, a1, a2);
265
+ if (l > 1e-20) {
266
+ n0 = a0 / l;
267
+ n1 = a1 / l;
268
+ n2 = a2 / l;
269
+ } else n0 = n1 = n2 = 0;
270
+ }
271
+ out[0] = n0;
272
+ out[1] = n1;
273
+ out[2] = n2;
274
+ }
275
+
276
+ /** Positions of every profile point at every station (station-major), into ring. */
277
+ function sweepRing(ring, pts, n, count, ks, cas, sas, Nf, Bf, Pf, Kf, stretch) {
278
+ for (let s = 0; s < count; s++) {
279
+ for (let j = 0; j < n; j++) placeAt(ring, (s * n + j) * 3, s, pts[j * 2], pts[j * 2 + 1], ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
280
+ }
281
+ }
282
+
283
+ /**
284
+ * Wall of one contour along one spine: for each profile edge, a strip of
285
+ * quads from the first station to the last. The hot loop of a sweep, in a
286
+ * function of its own so the engine optimizes it early and on its own.
287
+ */
288
+ function sweepWalls(b, ring, f, pts, count, arc, cas, sas, Nf, Bf, Tf, dScale, out) {
289
+ const n = f.n;
290
+ const perim = f.length || 1;
291
+ for (let e = 0; e < n; e++) {
292
+ const i0 = e, i1 = (e + 1) % n;
293
+ const c0 = f.corner[i0], c1 = f.corner[i1];
294
+ const n0x = c0 ? f.edgeN[e * 2] : f.vertN[i0 * 2], n0y = c0 ? f.edgeN[e * 2 + 1] : f.vertN[i0 * 2 + 1];
295
+ const n1x = c1 ? f.edgeN[e * 2] : f.vertN[i1 * 2], n1y = c1 ? f.edgeN[e * 2 + 1] : f.vertN[i1 * 2 + 1];
296
+ const u0 = f.arc[e] / perim, u1 = f.arc[e + 1] / perim;
297
+ const p0x = pts[i0 * 2], p0y = pts[i0 * 2 + 1], p1x = pts[i1 * 2], p1y = pts[i1 * 2 + 1];
298
+ let prevA = -1, prevB = -1;
299
+ for (let s = 0; s < count; s++) {
300
+ const v = arc[s] / perim;
301
+ stationNormal(out, s, p0x, p0y, n0x, n0y, cas, sas, Nf, Bf, Tf, dScale);
302
+ let o = (s * n + i0) * 3;
303
+ const a = b.vertex(ring[o], ring[o + 1], ring[o + 2], out[0], out[1], out[2], u0, v);
304
+ stationNormal(out, s, p1x, p1y, n1x, n1y, cas, sas, Nf, Bf, Tf, dScale);
305
+ o = (s * n + i1) * 3;
306
+ const c2 = b.vertex(ring[o], ring[o + 1], ring[o + 2], out[0], out[1], out[2], u1, v);
307
+ if (prevA >= 0) b.quad(prevA, prevB, c2, a);
308
+ prevA = a;
309
+ prevB = c2;
310
+ }
311
+ }
312
+ }
313
+
314
+ /**
315
+ * Sweep a profile along spines.
316
+ * @param {object} profile {kind:'circle', radius, segments} | {kind:'shape', regions, walls}
317
+ * @param {{points:Float64Array, closed:boolean}[]} spines
318
+ * @param {{twist?:number, taper?:number, caps?:boolean}} o twist in degrees
319
+ */
320
+ export function sweepMesh(profile, spines, o, report) {
321
+ const twist = ((o.twist || 0) * Math.PI) / 180;
322
+ const taper = o.taper === undefined ? 1 : o.taper;
323
+ const caps = o.caps !== false;
324
+ let open = false;
325
+
326
+ // profile contours with per-vertex normals (2D)
327
+ let contours;
328
+ let capTris = null;
329
+ if (profile.kind === 'circle') {
330
+ const m = Math.max(3, profile.segments);
331
+ const pts = new Float64Array(m * 2);
332
+ for (let j = 0; j < m; j++) {
333
+ const a = (j / m) * TAU;
334
+ pts[j * 2] = Math.cos(a) * profile.radius;
335
+ pts[j * 2 + 1] = Math.sin(a) * profile.radius;
336
+ }
337
+ contours = [{ points: pts, smooth: new Uint8Array(m).fill(1), closed: true }];
338
+ capTris = { circle: true, pts };
339
+ } else contours = profile.walls;
340
+ const w = spines.every((sp) => sp.points.length % 3 === 0) ? sweepWasm(spines, contours, capTris && capTris.pts, profile.regions, twist, taper, caps) : null;
341
+ if (w) {
342
+ for (const e of w.errors) reportTriangulation(e, report);
343
+ for (const d of w.degenerate) if (d && report) report('error', 'E_DEGENERATE_SPINE', 'The sweep spine needs at least two distinct points.');
344
+ return { mesh: new Mesh({ positions: w.positions, normals: w.normals, uvs: w.uvs, indices: w.indices, kind: 'triangles' }), doubleSided: w.open };
345
+ }
346
+ if (!capTris) capTris = triangulateRegions(profile.regions, report);
347
+ const contourInfo = contours.map((c) => ({ pts: c.points, f: contourFrames(c.points, c.smooth, true) }));
348
+
349
+ // frames first, so the mesh can be allocated once at its final size
350
+ const frames = [];
351
+ let vertices = 0, indices = 0;
352
+ for (const sp of spines) {
353
+ const fr = spineFrames(sp.points, sp.closed);
354
+ if (!fr) {
355
+ if (report) report('error', 'E_DEGENERATE_SPINE', 'The sweep spine needs at least two distinct points.');
356
+ continue;
357
+ }
358
+ frames.push(fr);
359
+ for (const { f } of contourInfo) {
360
+ vertices += f.n * fr.count * 2;
361
+ indices += f.n * (fr.count - 1) * 6;
362
+ }
363
+ if (!fr.closed && caps) {
364
+ if (capTris.circle) {
365
+ const m = capTris.pts.length / 2;
366
+ vertices += 2 * (m + 1);
367
+ indices += 2 * m * 3;
368
+ } else {
369
+ for (const t of capTris) {
370
+ vertices += t.positions.length;
371
+ indices += 2 * t.indices.length;
372
+ }
373
+ }
374
+ }
375
+ }
376
+ const b = new MeshBuilder('triangles', vertices, indices);
377
+ const out = new Float64Array(3);
378
+
379
+ for (const fr of frames) {
380
+ const count = fr.count;
381
+ const L = fr.length || 1;
382
+ const dScale = (taper - 1) / L;
383
+ const Nf = fr.N, Bf = fr.B, Tf = fr.T, Pf = fr.pos, Kf = fr.K;
384
+ const stretch = fr.stretch, arc = fr.arc;
385
+ // twist and taper only depend on the station
386
+ const ks = new Float64Array(count), cas = new Float64Array(count), sas = new Float64Array(count);
387
+ for (let i = 0; i < count; i++) {
388
+ const s = arc[i] / L;
389
+ ks[i] = 1 + (taper - 1) * s;
390
+ const ang = twist * s;
391
+ cas[i] = Math.cos(ang);
392
+ sas[i] = Math.sin(ang);
393
+ }
394
+
395
+ for (const { pts, f } of contourInfo) {
396
+ // every profile point at every station, computed once for both of its edges
397
+ const ring = new Float64Array(count * f.n * 3);
398
+ sweepRing(ring, pts, f.n, count, ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
399
+ sweepWalls(b, ring, f, pts, count, arc, cas, sas, Nf, Bf, Tf, dScale, out);
400
+ }
401
+
402
+ if (!fr.closed) {
403
+ if (!caps) open = true;
404
+ else {
405
+ for (const [s, dir] of [[0, -1], [count - 1, 1]]) {
406
+ const nx = Tf[s * 3] * dir, ny = Tf[s * 3 + 1] * dir, nz = Tf[s * 3 + 2] * dir;
407
+ if (capTris.circle) {
408
+ placeAt(out, 0, s, 0, 0, ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
409
+ const ci = b.vertex(out[0], out[1], out[2], nx, ny, nz, 0.5, 0.5);
410
+ const m = capTris.pts.length / 2;
411
+ const first = b.vertexCount;
412
+ for (let j = 0; j < m; j++) {
413
+ placeAt(out, 0, s, capTris.pts[j * 2], capTris.pts[j * 2 + 1], ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
414
+ b.vertex(out[0], out[1], out[2], nx, ny, nz, 0.5 + Math.cos((j / m) * TAU) / 2, 0.5 + Math.sin((j / m) * TAU) / 2);
415
+ }
416
+ for (let j = 0; j < m; j++) {
417
+ const a = first + j, c2 = first + ((j + 1) % m);
418
+ if (dir > 0) b.tri(ci, a, c2);
419
+ else b.tri(ci, c2, a);
420
+ }
421
+ } else {
422
+ for (const t of capTris) {
423
+ const base = b.vertexCount;
424
+ const p = t.positions;
425
+ for (let k = 0; k < p.length; k += 2) {
426
+ placeAt(out, 0, s, p[k], p[k + 1], ks, cas, sas, Nf, Bf, Pf, Kf, stretch);
427
+ b.vertex(out[0], out[1], out[2], nx, ny, nz, p[k], p[k + 1]);
428
+ }
429
+ const idx = t.indices;
430
+ for (let k = 0; k < idx.length; k += 3) {
431
+ if (dir > 0) b.tri(base + idx[k], base + idx[k + 1], base + idx[k + 2]);
432
+ else b.tri(base + idx[k], base + idx[k + 2], base + idx[k + 1]);
433
+ }
434
+ }
435
+ }
436
+ }
437
+ }
438
+ }
439
+ }
440
+ return { mesh: b.build(), doubleSided: open };
441
+ }