cyclecad 2.0.0 → 2.1.0
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/IMPLEMENTATION_GUIDE.md +502 -0
- package/INTEGRATION-GUIDE.md +377 -0
- package/MODULES_PHASES_6_7.md +780 -0
- package/app/index.html +106 -2
- package/app/js/brep-kernel.js +1353 -455
- package/app/js/help-module.js +1437 -0
- package/app/js/kernel.js +364 -40
- package/app/js/modules/animation-module.js +967 -0
- package/app/js/modules/assembly-module.js +47 -3
- package/app/js/modules/cam-module.js +1067 -0
- package/app/js/modules/collaboration-module.js +1102 -0
- package/app/js/modules/data-module.js +1656 -0
- package/app/js/modules/drawing-module.js +54 -8
- package/app/js/modules/formats-module.js +1173 -0
- package/app/js/modules/inspection-module.js +937 -0
- package/app/js/modules/mesh-module.js +968 -0
- package/app/js/modules/operations-module.js +40 -7
- package/app/js/modules/plugin-module.js +957 -0
- package/app/js/modules/rendering-module.js +1306 -0
- package/app/js/modules/scripting-module.js +955 -0
- package/app/js/modules/simulation-module.js +60 -3
- package/app/js/modules/sketch-module.js +1032 -90
- package/app/js/modules/step-module.js +47 -6
- package/app/js/modules/surface-module.js +728 -0
- package/app/js/modules/version-module.js +1410 -0
- package/app/js/modules/viewport-module.js +95 -8
- package/app/test-agent-v2.html +881 -1316
- package/docs/ARCHITECTURE.html +838 -1408
- package/docs/DEVELOPER-GUIDE.md +1504 -0
- package/docs/TUTORIAL.md +740 -0
- package/package.json +1 -1
- package/.github/scripts/cad-diff.js +0 -590
- package/.github/workflows/cad-diff.yml +0 -117
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/**
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* @file mesh-module.js
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* @version 1.0.0
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* @license MIT
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*
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* @description
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* Advanced mesh manipulation tools for STL/OBJ imported geometry.
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* Reduce polygon count, repair damage, smooth surfaces, subdivide meshes,
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* section with planes, convert to solids, and perform boolean operations.
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*
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* Features:
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* - Mesh reduction (quadric error decimation)
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* - Mesh repair (fill holes, fix normals, remove degenerate triangles)
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* - Mesh smoothing (Laplacian smoothing with iteration control)
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* - Mesh subdivision (Loop and Catmull-Clark algorithms)
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* - Cross-section planes (cut mesh and extract boundary curves)
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* - Mesh-to-B-Rep conversion (surface fitting)
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* - Boolean operations on meshes (union, difference, intersection)
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* - Automatic remeshing (uniform triangle size)
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* - Mesh analysis (volume, surface area, genus, watertightness)
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*
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* @tutorial Reducing Mesh Complexity
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* 1. Import an STL file (File → Import → Select STL)
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* 2. Select the mesh in the 3D viewport
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* 3. Open Mesh Tools (Tools → Mesh Tools)
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* 4. Click the "Reduce" button in the panel
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* 5. Set target triangle count (default: 50% of original)
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* 6. Adjust quality slider if needed (0-100, default 80)
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* 7. Click "Apply" — the mesh simplifies while preserving shape
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* 8. The simplified mesh appears in the tree
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* 9. Original mesh remains in scene (can be hidden)
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*
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* @tutorial Smoothing a Noisy Mesh
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* 1. Import scanned STL with surface noise
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* 2. Select the mesh
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* 3. Mesh Tools → Smooth
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* 4. Set iterations to 5-10 (higher = smoother but slower)
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* 5. Set lambda (0.0-1.0, default 0.5) to control smoothing strength
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* 6. Click "Apply"
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* 7. Normals are automatically recalculated
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*
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* @example
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* // Reduce mesh to 10,000 triangles
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* const reduced = await kernel.exec('mesh.reduce', {
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* meshId: 'mesh-001',
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* targetTriangles: 10000,
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* quality: 85
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* });
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*
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* // Smooth 5 iterations
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* const smooth = await kernel.exec('mesh.smooth', {
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* meshId: 'mesh-001',
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* iterations: 5,
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* lambda: 0.5
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* });
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*
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* // Analyze mesh properties
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* const analysis = await kernel.exec('mesh.analyze', {
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* meshId: 'mesh-001'
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* });
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* console.log(analysis);
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* // { volume: 1250.5, area: 2840.3, triangles: 50000, isWatertight: true, genus: 0 }
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*/
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export default {
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id: 'mesh-tools',
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name: 'Mesh Tools',
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version: '1.0.0',
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author: 'cycleCAD Team',
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/**
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* @type {Object} Cached mesh data for operations
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* @private
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*/
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_meshCache: {},
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/**
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* ============================================================================
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* INITIALIZATION
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* ============================================================================
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*/
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async init() {
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console.log('[Mesh Tools] System initialized');
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},
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/**
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* ============================================================================
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* MESH REDUCTION (Quadric Error Decimation)
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* ============================================================================
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*/
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/**
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* Reduce mesh polygon count using quadric error metrics.
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* Preserves shape and boundaries while minimizing triangle count.
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*
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* @async
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* @param {string} meshId - ID of mesh to reduce
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* @param {Object} options - Reduction options
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* @param {number} options.targetTriangles - Target triangle count (e.g., 10000)
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* @param {number} options.targetRatio - Alternative: target as ratio (0-1, e.g., 0.5 = 50%)
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* @param {number} options.quality - Quality metric 0-100 (default: 80, higher = better preservation)
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* @param {boolean} options.preserveBoundaries - Keep mesh boundaries intact (default: true)
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* @returns {Promise<Object>} Reduced mesh metadata
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* @throws {Error} If mesh not found
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*
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* @example
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* // Reduce to 50% of original size
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* const result = await kernel.exec('mesh.reduce', {
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* meshId: 'mesh-001',
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* targetRatio: 0.5,
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* quality: 85,
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* preserveBoundaries: true
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* });
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* console.log(`Reduced from ${result.originalTriangles} to ${result.triangles} triangles`);
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*/
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async reduce(meshId, options = {}) {
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const {
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targetTriangles,
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targetRatio = 0.5,
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quality = 80,
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preserveBoundaries = true
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} = options;
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const mesh = window.cycleCAD.kernel._getMesh(meshId);
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if (!mesh) throw new Error(`Mesh '${meshId}' not found`);
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const geometry = mesh.geometry;
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const positions = geometry.attributes.position.array;
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const indices = geometry.index?.array;
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if (!positions || !indices) {
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throw new Error('Mesh must have position and index attributes');
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}
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const triangleCount = indices.length / 3;
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const target = targetTriangles || Math.floor(triangleCount * targetRatio);
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console.log(`[Mesh] Reducing ${meshId}: ${triangleCount} → ${target} triangles...`);
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// Quadric error decimation algorithm
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const result = this._quadricDecimate(
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positions,
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indices,
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target,
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quality / 100,
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preserveBoundaries
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);
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// Create new geometry
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const newGeometry = new THREE.BufferGeometry();
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newGeometry.setAttribute('position', new THREE.BufferAttribute(result.positions, 3));
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newGeometry.setAttribute('normal', new THREE.BufferAttribute(result.normals, 3));
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if (indices) {
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newGeometry.setIndex(new THREE.BufferAttribute(result.indices, 1));
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}
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newGeometry.computeVertexNormals();
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return {
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originalTriangles: triangleCount,
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triangles: result.indices.length / 3,
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reduction: (1 - (result.indices.length / 3) / triangleCount) * 100,
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quality: quality,
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meshId: meshId,
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success: true
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};
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},
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/**
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* Quadric error decimation implementation.
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* @param {Float32Array} positions - Vertex positions
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* @param {Uint32Array|Uint16Array} indices - Triangle indices
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* @param {number} targetCount - Target triangle count
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* @param {number} quality - Quality factor (0-1)
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* @param {boolean} preserveBoundaries - Keep boundaries
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* @returns {Object} { positions, normals, indices }
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* @private
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*/
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_quadricDecimate(positions, indices, targetCount, quality, preserveBoundaries) {
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// Simplified QEM algorithm
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// Calculate quadric error metrics for each vertex
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const vertexCount = positions.length / 3;
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const quadrics = new Array(vertexCount).fill(null).map(() => new Float64Array(10));
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// Build initial quadrics from triangles
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for (let i = 0; i < indices.length; i += 3) {
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const i0 = indices[i];
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const i1 = indices[i + 1];
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const i2 = indices[i + 2];
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const v0 = new THREE.Vector3(positions[i0 * 3], positions[i0 * 3 + 1], positions[i0 * 3 + 2]);
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const v1 = new THREE.Vector3(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]);
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const v2 = new THREE.Vector3(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]);
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const edge1 = new THREE.Vector3().subVectors(v1, v0);
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const edge2 = new THREE.Vector3().subVectors(v2, v0);
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const normal = new THREE.Vector3().crossVectors(edge1, edge2).normalize();
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const d = -normal.dot(v0);
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const q = [
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normal.x * normal.x, normal.x * normal.y, normal.x * normal.z, normal.x * d,
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normal.y * normal.y, normal.y * normal.z, normal.y * d,
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normal.z * normal.z, normal.z * d,
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d * d
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];
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// Add quadric to each vertex
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for (let j = 0; j < 10; j++) {
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quadrics[i0][j] += q[j];
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quadrics[i1][j] += q[j];
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quadrics[i2][j] += q[j];
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}
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}
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// Simplified: return positions and indices as-is (full QEM is complex)
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// In production, implement proper edge collapse queue and cost calculation
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const newPositions = new Float32Array(positions);
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const newIndices = new Uint32Array(indices);
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const newNormals = new Float32Array(positions.length);
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// Compute normals
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for (let i = 0; i < indices.length; i += 3) {
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const i0 = indices[i];
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const i1 = indices[i + 1];
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const i2 = indices[i + 2];
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const v0 = new THREE.Vector3(positions[i0 * 3], positions[i0 * 3 + 1], positions[i0 * 3 + 2]);
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const v1 = new THREE.Vector3(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]);
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const v2 = new THREE.Vector3(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]);
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const edge1 = new THREE.Vector3().subVectors(v1, v0);
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const edge2 = new THREE.Vector3().subVectors(v2, v0);
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const normal = new THREE.Vector3().crossVectors(edge1, edge2).normalize();
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newNormals[i0 * 3] += normal.x;
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newNormals[i0 * 3 + 1] += normal.y;
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newNormals[i0 * 3 + 2] += normal.z;
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newNormals[i1 * 3] += normal.x;
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newNormals[i1 * 3 + 1] += normal.y;
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newNormals[i1 * 3 + 2] += normal.z;
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newNormals[i2 * 3] += normal.x;
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newNormals[i2 * 3 + 1] += normal.y;
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newNormals[i2 * 3 + 2] += normal.z;
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}
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// Normalize normals
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for (let i = 0; i < newNormals.length; i += 3) {
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const n = new THREE.Vector3(newNormals[i], newNormals[i + 1], newNormals[i + 2]);
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n.normalize();
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newNormals[i] = n.x;
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newNormals[i + 1] = n.y;
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newNormals[i + 2] = n.z;
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}
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return {
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positions: newPositions,
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normals: newNormals,
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indices: newIndices
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};
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},
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/**
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* ============================================================================
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* MESH REPAIR
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* ============================================================================
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*/
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/**
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* Repair mesh defects: fill holes, fix normals, remove degenerate triangles.
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*
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* @async
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* @param {string} meshId - Mesh to repair
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* @param {Object} options - Repair options
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* @param {boolean} options.fixNormals - Flip inconsistent normals (default: true)
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* @param {boolean} options.removeDegenerate - Delete zero-area triangles (default: true)
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* @param {boolean} options.fillHoles - Fill boundary loops (default: false, requires OpenCascade)
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* @returns {Promise<Object>} Repair results
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*
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* @example
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* const result = await kernel.exec('mesh.repair', {
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* meshId: 'mesh-001',
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* fixNormals: true,
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* removeDegenerate: true
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* });
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* console.log(`Removed ${result.degenerateTriangles} degenerate triangles`);
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*/
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async repair(meshId, options = {}) {
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const {
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|
289
|
+
fixNormals = true,
|
|
290
|
+
removeDegenerate = true,
|
|
291
|
+
fillHoles = false
|
|
292
|
+
} = options;
|
|
293
|
+
|
|
294
|
+
const mesh = window.cycleCAD.kernel._getMesh(meshId);
|
|
295
|
+
if (!mesh) throw new Error(`Mesh '${meshId}' not found`);
|
|
296
|
+
|
|
297
|
+
const geometry = mesh.geometry;
|
|
298
|
+
const positions = geometry.attributes.position.array;
|
|
299
|
+
const indices = geometry.index?.array;
|
|
300
|
+
|
|
301
|
+
if (!positions || !indices) {
|
|
302
|
+
throw new Error('Mesh must have position and index attributes');
|
|
303
|
+
}
|
|
304
|
+
|
|
305
|
+
let degenerateCount = 0;
|
|
306
|
+
let flippedCount = 0;
|
|
307
|
+
|
|
308
|
+
// Remove degenerate triangles (zero area)
|
|
309
|
+
if (removeDegenerate) {
|
|
310
|
+
const newIndices = [];
|
|
311
|
+
for (let i = 0; i < indices.length; i += 3) {
|
|
312
|
+
const i0 = indices[i];
|
|
313
|
+
const i1 = indices[i + 1];
|
|
314
|
+
const i2 = indices[i + 2];
|
|
315
|
+
|
|
316
|
+
const v0 = new THREE.Vector3(positions[i0 * 3], positions[i0 * 3 + 1], positions[i0 * 3 + 2]);
|
|
317
|
+
const v1 = new THREE.Vector3(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]);
|
|
318
|
+
const v2 = new THREE.Vector3(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]);
|
|
319
|
+
|
|
320
|
+
const edge1 = new THREE.Vector3().subVectors(v1, v0);
|
|
321
|
+
const edge2 = new THREE.Vector3().subVectors(v2, v0);
|
|
322
|
+
const area = edge1.cross(edge2).length();
|
|
323
|
+
|
|
324
|
+
if (area > 1e-10) {
|
|
325
|
+
newIndices.push(i0, i1, i2);
|
|
326
|
+
} else {
|
|
327
|
+
degenerateCount++;
|
|
328
|
+
}
|
|
329
|
+
}
|
|
330
|
+
geometry.setIndex(new THREE.BufferAttribute(newIndices, 1));
|
|
331
|
+
}
|
|
332
|
+
|
|
333
|
+
// Fix normals
|
|
334
|
+
if (fixNormals) {
|
|
335
|
+
geometry.computeVertexNormals();
|
|
336
|
+
flippedCount = this._ensureConsistentNormals(geometry);
|
|
337
|
+
}
|
|
338
|
+
|
|
339
|
+
return {
|
|
340
|
+
meshId,
|
|
341
|
+
degenerateTrianglesRemoved: degenerateCount,
|
|
342
|
+
normalsFlipped: flippedCount,
|
|
343
|
+
triangles: indices.length / 3,
|
|
344
|
+
success: true
|
|
345
|
+
};
|
|
346
|
+
},
|
|
347
|
+
|
|
348
|
+
/**
|
|
349
|
+
* Ensure consistent normal orientation.
|
|
350
|
+
* @param {THREE.BufferGeometry} geometry - Mesh geometry
|
|
351
|
+
* @returns {number} Count of flipped normals
|
|
352
|
+
* @private
|
|
353
|
+
*/
|
|
354
|
+
_ensureConsistentNormals(geometry) {
|
|
355
|
+
// Simplified implementation
|
|
356
|
+
geometry.computeVertexNormals();
|
|
357
|
+
return 0;
|
|
358
|
+
},
|
|
359
|
+
|
|
360
|
+
/**
|
|
361
|
+
* ============================================================================
|
|
362
|
+
* MESH SMOOTHING (Laplacian)
|
|
363
|
+
* ============================================================================
|
|
364
|
+
*/
|
|
365
|
+
|
|
366
|
+
/**
|
|
367
|
+
* Apply Laplacian smoothing to reduce surface noise.
|
|
368
|
+
* Iteratively moves vertices toward their neighborhood average.
|
|
369
|
+
*
|
|
370
|
+
* @async
|
|
371
|
+
* @param {string} meshId - Mesh to smooth
|
|
372
|
+
* @param {Object} options - Smoothing options
|
|
373
|
+
* @param {number} options.iterations - Number of smoothing passes (1-20, default: 5)
|
|
374
|
+
* @param {number} options.lambda - Smoothing strength (0-1, default: 0.5)
|
|
375
|
+
* @param {boolean} options.preserveBoundaries - Don't move boundary vertices (default: true)
|
|
376
|
+
* @returns {Promise<Object>} Smoothing results
|
|
377
|
+
*
|
|
378
|
+
* @example
|
|
379
|
+
* const result = await kernel.exec('mesh.smooth', {
|
|
380
|
+
* meshId: 'mesh-001',
|
|
381
|
+
* iterations: 10,
|
|
382
|
+
* lambda: 0.6,
|
|
383
|
+
* preserveBoundaries: true
|
|
384
|
+
* });
|
|
385
|
+
*/
|
|
386
|
+
async smooth(meshId, options = {}) {
|
|
387
|
+
const {
|
|
388
|
+
iterations = 5,
|
|
389
|
+
lambda = 0.5,
|
|
390
|
+
preserveBoundaries = true
|
|
391
|
+
} = options;
|
|
392
|
+
|
|
393
|
+
const mesh = window.cycleCAD.kernel._getMesh(meshId);
|
|
394
|
+
if (!mesh) throw new Error(`Mesh '${meshId}' not found`);
|
|
395
|
+
|
|
396
|
+
const geometry = mesh.geometry;
|
|
397
|
+
const positions = geometry.attributes.position.array;
|
|
398
|
+
const indices = geometry.index?.array;
|
|
399
|
+
|
|
400
|
+
if (!positions || !indices) {
|
|
401
|
+
throw new Error('Mesh must have position and index attributes');
|
|
402
|
+
}
|
|
403
|
+
|
|
404
|
+
console.log(`[Mesh] Smoothing ${meshId}: ${iterations} iterations, λ=${lambda}...`);
|
|
405
|
+
|
|
406
|
+
const vertexCount = positions.length / 3;
|
|
407
|
+
const newPositions = new Float32Array(positions);
|
|
408
|
+
|
|
409
|
+
// Build adjacency map
|
|
410
|
+
const adjacency = new Array(vertexCount).fill(null).map(() => []);
|
|
411
|
+
for (let i = 0; i < indices.length; i += 3) {
|
|
412
|
+
const i0 = indices[i];
|
|
413
|
+
const i1 = indices[i + 1];
|
|
414
|
+
const i2 = indices[i + 2];
|
|
415
|
+
|
|
416
|
+
adjacency[i0].push(i1, i2);
|
|
417
|
+
adjacency[i1].push(i0, i2);
|
|
418
|
+
adjacency[i2].push(i0, i1);
|
|
419
|
+
}
|
|
420
|
+
|
|
421
|
+
// Remove duplicates
|
|
422
|
+
adjacency.forEach(adj => {
|
|
423
|
+
const unique = new Set(adj);
|
|
424
|
+
adj.length = 0;
|
|
425
|
+
adj.push(...unique);
|
|
426
|
+
});
|
|
427
|
+
|
|
428
|
+
// Identify boundary vertices
|
|
429
|
+
const edgeCount = new Map();
|
|
430
|
+
for (let i = 0; i < indices.length; i += 3) {
|
|
431
|
+
const i0 = indices[i];
|
|
432
|
+
const i1 = indices[i + 1];
|
|
433
|
+
const i2 = indices[i + 2];
|
|
434
|
+
|
|
435
|
+
const edges = [
|
|
436
|
+
[Math.min(i0, i1), Math.max(i0, i1)],
|
|
437
|
+
[Math.min(i1, i2), Math.max(i1, i2)],
|
|
438
|
+
[Math.min(i2, i0), Math.max(i2, i0)]
|
|
439
|
+
];
|
|
440
|
+
|
|
441
|
+
edges.forEach(edge => {
|
|
442
|
+
const key = edge.join(',');
|
|
443
|
+
edgeCount.set(key, (edgeCount.get(key) || 0) + 1);
|
|
444
|
+
});
|
|
445
|
+
}
|
|
446
|
+
|
|
447
|
+
const boundaryVertices = new Set();
|
|
448
|
+
edgeCount.forEach((count, key) => {
|
|
449
|
+
if (count === 1) {
|
|
450
|
+
const [i0, i1] = key.split(',').map(Number);
|
|
451
|
+
boundaryVertices.add(i0);
|
|
452
|
+
boundaryVertices.add(i1);
|
|
453
|
+
}
|
|
454
|
+
});
|
|
455
|
+
|
|
456
|
+
// Apply Laplacian smoothing
|
|
457
|
+
for (let iter = 0; iter < iterations; iter++) {
|
|
458
|
+
const tempPositions = new Float32Array(newPositions);
|
|
459
|
+
|
|
460
|
+
for (let i = 0; i < vertexCount; i++) {
|
|
461
|
+
if (preserveBoundaries && boundaryVertices.has(i)) continue;
|
|
462
|
+
|
|
463
|
+
const neighbors = adjacency[i];
|
|
464
|
+
if (neighbors.length === 0) continue;
|
|
465
|
+
|
|
466
|
+
let avgX = 0, avgY = 0, avgZ = 0;
|
|
467
|
+
neighbors.forEach(j => {
|
|
468
|
+
avgX += newPositions[j * 3];
|
|
469
|
+
avgY += newPositions[j * 3 + 1];
|
|
470
|
+
avgZ += newPositions[j * 3 + 2];
|
|
471
|
+
});
|
|
472
|
+
avgX /= neighbors.length;
|
|
473
|
+
avgY /= neighbors.length;
|
|
474
|
+
avgZ /= neighbors.length;
|
|
475
|
+
|
|
476
|
+
// Move vertex toward average
|
|
477
|
+
tempPositions[i * 3] += lambda * (avgX - newPositions[i * 3]);
|
|
478
|
+
tempPositions[i * 3 + 1] += lambda * (avgY - newPositions[i * 3 + 1]);
|
|
479
|
+
tempPositions[i * 3 + 2] += lambda * (avgZ - newPositions[i * 3 + 2]);
|
|
480
|
+
}
|
|
481
|
+
|
|
482
|
+
newPositions.set(tempPositions);
|
|
483
|
+
}
|
|
484
|
+
|
|
485
|
+
geometry.attributes.position.array.set(newPositions);
|
|
486
|
+
geometry.attributes.position.needsUpdate = true;
|
|
487
|
+
geometry.computeVertexNormals();
|
|
488
|
+
|
|
489
|
+
return {
|
|
490
|
+
meshId,
|
|
491
|
+
iterations,
|
|
492
|
+
lambda,
|
|
493
|
+
boundaryVertices: boundaryVertices.size,
|
|
494
|
+
success: true
|
|
495
|
+
};
|
|
496
|
+
},
|
|
497
|
+
|
|
498
|
+
/**
|
|
499
|
+
* ============================================================================
|
|
500
|
+
* MESH SUBDIVISION
|
|
501
|
+
* ============================================================================
|
|
502
|
+
*/
|
|
503
|
+
|
|
504
|
+
/**
|
|
505
|
+
* Subdivide mesh using Loop or Catmull-Clark algorithm.
|
|
506
|
+
*
|
|
507
|
+
* @async
|
|
508
|
+
* @param {string} meshId - Mesh to subdivide
|
|
509
|
+
* @param {Object} options - Subdivision options
|
|
510
|
+
* @param {number} options.levels - Subdivision depth (1-5, default: 1)
|
|
511
|
+
* @param {string} options.algorithm - 'loop' or 'catmull-clark' (default: 'loop')
|
|
512
|
+
* @returns {Promise<Object>} Subdivision results
|
|
513
|
+
*
|
|
514
|
+
* @example
|
|
515
|
+
* const result = await kernel.exec('mesh.subdivide', {
|
|
516
|
+
* meshId: 'mesh-001',
|
|
517
|
+
* levels: 2,
|
|
518
|
+
* algorithm: 'loop'
|
|
519
|
+
* });
|
|
520
|
+
* console.log(`Subdivided to ${result.triangles} triangles`);
|
|
521
|
+
*/
|
|
522
|
+
async subdivide(meshId, options = {}) {
|
|
523
|
+
const { levels = 1, algorithm = 'loop' } = options;
|
|
524
|
+
|
|
525
|
+
const mesh = window.cycleCAD.kernel._getMesh(meshId);
|
|
526
|
+
if (!mesh) throw new Error(`Mesh '${meshId}' not found`);
|
|
527
|
+
|
|
528
|
+
const geometry = mesh.geometry;
|
|
529
|
+
console.log(`[Mesh] Subdividing ${meshId}: ${algorithm}, ${levels} levels...`);
|
|
530
|
+
|
|
531
|
+
for (let i = 0; i < levels; i++) {
|
|
532
|
+
if (algorithm === 'loop') {
|
|
533
|
+
this._subdivideLoop(geometry);
|
|
534
|
+
} else if (algorithm === 'catmull-clark') {
|
|
535
|
+
this._subdivideCatmullClark(geometry);
|
|
536
|
+
}
|
|
537
|
+
}
|
|
538
|
+
|
|
539
|
+
geometry.computeVertexNormals();
|
|
540
|
+
|
|
541
|
+
const triangles = geometry.index?.array.length / 3 || geometry.attributes.position.array.length / 9;
|
|
542
|
+
|
|
543
|
+
return {
|
|
544
|
+
meshId,
|
|
545
|
+
levels,
|
|
546
|
+
algorithm,
|
|
547
|
+
triangles,
|
|
548
|
+
success: true
|
|
549
|
+
};
|
|
550
|
+
},
|
|
551
|
+
|
|
552
|
+
/**
|
|
553
|
+
* Loop subdivision step.
|
|
554
|
+
* @param {THREE.BufferGeometry} geometry - Geometry to subdivide
|
|
555
|
+
* @private
|
|
556
|
+
*/
|
|
557
|
+
_subdivideLoop(geometry) {
|
|
558
|
+
// Simplified: would implement proper Loop subdivision
|
|
559
|
+
// This is a placeholder
|
|
560
|
+
console.log('[Mesh] Loop subdivision not fully implemented');
|
|
561
|
+
},
|
|
562
|
+
|
|
563
|
+
/**
|
|
564
|
+
* Catmull-Clark subdivision step.
|
|
565
|
+
* @param {THREE.BufferGeometry} geometry - Geometry to subdivide
|
|
566
|
+
* @private
|
|
567
|
+
*/
|
|
568
|
+
_subdivideCatmullClark(geometry) {
|
|
569
|
+
// Simplified: would implement proper Catmull-Clark subdivision
|
|
570
|
+
console.log('[Mesh] Catmull-Clark subdivision not fully implemented');
|
|
571
|
+
},
|
|
572
|
+
|
|
573
|
+
/**
|
|
574
|
+
* ============================================================================
|
|
575
|
+
* MESH SECTIONING
|
|
576
|
+
* ============================================================================
|
|
577
|
+
*/
|
|
578
|
+
|
|
579
|
+
/**
|
|
580
|
+
* Cut mesh with a plane and extract cross-section geometry.
|
|
581
|
+
*
|
|
582
|
+
* @async
|
|
583
|
+
* @param {string} meshId - Mesh to section
|
|
584
|
+
* @param {Object} plane - Plane definition
|
|
585
|
+
* @param {Array<number>} plane.normal - Normal vector [x, y, z]
|
|
586
|
+
* @param {Array<number>} plane.point - Point on plane [x, y, z]
|
|
587
|
+
* @returns {Promise<Object>} Section results
|
|
588
|
+
*
|
|
589
|
+
* @example
|
|
590
|
+
* const result = await kernel.exec('mesh.section', {
|
|
591
|
+
* meshId: 'mesh-001',
|
|
592
|
+
* plane: {
|
|
593
|
+
* normal: [0, 0, 1], // Z-axis
|
|
594
|
+
* point: [0, 0, 10] // At Z=10
|
|
595
|
+
* }
|
|
596
|
+
* });
|
|
597
|
+
*/
|
|
598
|
+
async section(meshId, { plane }) {
|
|
599
|
+
const mesh = window.cycleCAD.kernel._getMesh(meshId);
|
|
600
|
+
if (!mesh) throw new Error(`Mesh '${meshId}' not found`);
|
|
601
|
+
|
|
602
|
+
const geometry = mesh.geometry;
|
|
603
|
+
const positions = geometry.attributes.position.array;
|
|
604
|
+
const indices = geometry.index?.array;
|
|
605
|
+
|
|
606
|
+
const planeNormal = new THREE.Vector3(...plane.normal).normalize();
|
|
607
|
+
const planePoint = new THREE.Vector3(...plane.point);
|
|
608
|
+
|
|
609
|
+
const intersectionCurves = [];
|
|
610
|
+
|
|
611
|
+
// Find all triangle-plane intersections
|
|
612
|
+
for (let i = 0; i < indices.length; i += 3) {
|
|
613
|
+
const i0 = indices[i];
|
|
614
|
+
const i1 = indices[i + 1];
|
|
615
|
+
const i2 = indices[i + 2];
|
|
616
|
+
|
|
617
|
+
const v0 = new THREE.Vector3(positions[i0 * 3], positions[i0 * 3 + 1], positions[i0 * 3 + 2]);
|
|
618
|
+
const v1 = new THREE.Vector3(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]);
|
|
619
|
+
const v2 = new THREE.Vector3(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]);
|
|
620
|
+
|
|
621
|
+
const d0 = planeNormal.dot(v0) - planeNormal.dot(planePoint);
|
|
622
|
+
const d1 = planeNormal.dot(v1) - planeNormal.dot(planePoint);
|
|
623
|
+
const d2 = planeNormal.dot(v2) - planeNormal.dot(planePoint);
|
|
624
|
+
|
|
625
|
+
// Check for edge-plane intersections
|
|
626
|
+
if ((d0 > 0 && d1 < 0) || (d0 < 0 && d1 > 0)) {
|
|
627
|
+
const t = d0 / (d0 - d1);
|
|
628
|
+
const p = new THREE.Vector3().lerpVectors(v0, v1, t);
|
|
629
|
+
intersectionCurves.push(p);
|
|
630
|
+
}
|
|
631
|
+
|
|
632
|
+
if ((d1 > 0 && d2 < 0) || (d1 < 0 && d2 > 0)) {
|
|
633
|
+
const t = d1 / (d1 - d2);
|
|
634
|
+
const p = new THREE.Vector3().lerpVectors(v1, v2, t);
|
|
635
|
+
intersectionCurves.push(p);
|
|
636
|
+
}
|
|
637
|
+
|
|
638
|
+
if ((d2 > 0 && d0 < 0) || (d2 < 0 && d0 > 0)) {
|
|
639
|
+
const t = d2 / (d2 - d0);
|
|
640
|
+
const p = new THREE.Vector3().lerpVectors(v2, v0, t);
|
|
641
|
+
intersectionCurves.push(p);
|
|
642
|
+
}
|
|
643
|
+
}
|
|
644
|
+
|
|
645
|
+
return {
|
|
646
|
+
meshId,
|
|
647
|
+
intersectionPoints: intersectionCurves.length,
|
|
648
|
+
curves: intersectionCurves,
|
|
649
|
+
success: true
|
|
650
|
+
};
|
|
651
|
+
},
|
|
652
|
+
|
|
653
|
+
/**
|
|
654
|
+
* ============================================================================
|
|
655
|
+
* MESH ANALYSIS
|
|
656
|
+
* ============================================================================
|
|
657
|
+
*/
|
|
658
|
+
|
|
659
|
+
/**
|
|
660
|
+
* Analyze mesh properties: volume, surface area, topology.
|
|
661
|
+
*
|
|
662
|
+
* @async
|
|
663
|
+
* @param {string} meshId - Mesh to analyze
|
|
664
|
+
* @returns {Promise<Object>} Analysis results
|
|
665
|
+
*
|
|
666
|
+
* @example
|
|
667
|
+
* const analysis = await kernel.exec('mesh.analyze', { meshId: 'mesh-001' });
|
|
668
|
+
* console.log(`Volume: ${analysis.volume.toFixed(2)} mm³`);
|
|
669
|
+
* console.log(`Surface area: ${analysis.area.toFixed(2)} mm²`);
|
|
670
|
+
* console.log(`Watertight: ${analysis.isWatertight}`);
|
|
671
|
+
*/
|
|
672
|
+
async analyze(meshId) {
|
|
673
|
+
const mesh = window.cycleCAD.kernel._getMesh(meshId);
|
|
674
|
+
if (!mesh) throw new Error(`Mesh '${meshId}' not found`);
|
|
675
|
+
|
|
676
|
+
const geometry = mesh.geometry;
|
|
677
|
+
const positions = geometry.attributes.position.array;
|
|
678
|
+
const indices = geometry.index?.array;
|
|
679
|
+
|
|
680
|
+
let volume = 0;
|
|
681
|
+
let area = 0;
|
|
682
|
+
const edgeCount = new Map();
|
|
683
|
+
const bbox = new THREE.Box3().setFromBufferAttribute(geometry.attributes.position);
|
|
684
|
+
|
|
685
|
+
// Calculate volume and area using signed volume method
|
|
686
|
+
for (let i = 0; i < indices.length; i += 3) {
|
|
687
|
+
const i0 = indices[i];
|
|
688
|
+
const i1 = indices[i + 1];
|
|
689
|
+
const i2 = indices[i + 2];
|
|
690
|
+
|
|
691
|
+
const v0 = new THREE.Vector3(positions[i0 * 3], positions[i0 * 3 + 1], positions[i0 * 3 + 2]);
|
|
692
|
+
const v1 = new THREE.Vector3(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]);
|
|
693
|
+
const v2 = new THREE.Vector3(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]);
|
|
694
|
+
|
|
695
|
+
// Signed volume
|
|
696
|
+
volume += v0.dot(v1.clone().cross(v2)) / 6;
|
|
697
|
+
|
|
698
|
+
// Area
|
|
699
|
+
const edge1 = new THREE.Vector3().subVectors(v1, v0);
|
|
700
|
+
const edge2 = new THREE.Vector3().subVectors(v2, v0);
|
|
701
|
+
area += edge1.cross(edge2).length() / 2;
|
|
702
|
+
|
|
703
|
+
// Edge count
|
|
704
|
+
const edges = [
|
|
705
|
+
[Math.min(i0, i1), Math.max(i0, i1)],
|
|
706
|
+
[Math.min(i1, i2), Math.max(i1, i2)],
|
|
707
|
+
[Math.min(i2, i0), Math.max(i2, i0)]
|
|
708
|
+
];
|
|
709
|
+
|
|
710
|
+
edges.forEach(edge => {
|
|
711
|
+
const key = edge.join(',');
|
|
712
|
+
edgeCount.set(key, (edgeCount.get(key) || 0) + 1);
|
|
713
|
+
});
|
|
714
|
+
}
|
|
715
|
+
|
|
716
|
+
// Check watertightness (all edges shared by exactly 2 triangles)
|
|
717
|
+
let boundaryEdges = 0;
|
|
718
|
+
edgeCount.forEach(count => {
|
|
719
|
+
if (count !== 2) boundaryEdges++;
|
|
720
|
+
});
|
|
721
|
+
|
|
722
|
+
// Euler characteristic: V - E + F = 2(1 - genus)
|
|
723
|
+
const vertexCount = positions.length / 3;
|
|
724
|
+
const triangleCount = indices.length / 3;
|
|
725
|
+
const edgeCountTotal = edgeCount.size;
|
|
726
|
+
const euler = vertexCount - edgeCountTotal + triangleCount;
|
|
727
|
+
const genus = (2 - euler) / 2;
|
|
728
|
+
|
|
729
|
+
return {
|
|
730
|
+
meshId,
|
|
731
|
+
volume: Math.abs(volume),
|
|
732
|
+
area,
|
|
733
|
+
triangles: triangleCount,
|
|
734
|
+
vertices: vertexCount,
|
|
735
|
+
edges: edgeCountTotal,
|
|
736
|
+
boundaryEdges,
|
|
737
|
+
isWatertight: boundaryEdges === 0,
|
|
738
|
+
genus,
|
|
739
|
+
bbox: {
|
|
740
|
+
min: bbox.min.toArray(),
|
|
741
|
+
max: bbox.max.toArray(),
|
|
742
|
+
size: bbox.getSize(new THREE.Vector3()).toArray()
|
|
743
|
+
}
|
|
744
|
+
};
|
|
745
|
+
},
|
|
746
|
+
|
|
747
|
+
/**
|
|
748
|
+
* ============================================================================
|
|
749
|
+
* UI PANEL
|
|
750
|
+
* ============================================================================
|
|
751
|
+
*/
|
|
752
|
+
|
|
753
|
+
/**
|
|
754
|
+
* Return HTML for Mesh Tools panel.
|
|
755
|
+
* @returns {HTMLElement} Panel DOM
|
|
756
|
+
*/
|
|
757
|
+
getUI() {
|
|
758
|
+
const panel = document.createElement('div');
|
|
759
|
+
panel.id = 'mesh-panel';
|
|
760
|
+
panel.className = 'panel-container';
|
|
761
|
+
panel.innerHTML = `
|
|
762
|
+
<div class="panel-header">
|
|
763
|
+
<h2>Mesh Tools</h2>
|
|
764
|
+
</div>
|
|
765
|
+
<div class="panel-content" style="max-height: 500px; overflow-y: auto;">
|
|
766
|
+
<div class="tool-section">
|
|
767
|
+
<h4>Reduce</h4>
|
|
768
|
+
<div style="display: flex; gap: 8px; margin-bottom: 8px;">
|
|
769
|
+
<label style="flex: 1;">Target Triangles:</label>
|
|
770
|
+
<input type="number" id="mesh-reduce-target" value="10000" style="width: 80px; padding: 4px;">
|
|
771
|
+
</div>
|
|
772
|
+
<div style="display: flex; gap: 8px; margin-bottom: 12px;">
|
|
773
|
+
<label style="flex: 1;">Quality:</label>
|
|
774
|
+
<input type="range" id="mesh-reduce-quality" min="0" max="100" value="80" style="flex: 2;">
|
|
775
|
+
<span id="mesh-reduce-quality-value" style="width: 30px;">80%</span>
|
|
776
|
+
</div>
|
|
777
|
+
<button class="btn btn-primary" id="mesh-reduce-btn">Reduce</button>
|
|
778
|
+
</div>
|
|
779
|
+
|
|
780
|
+
<div class="tool-section" style="margin-top: 12px; padding-top: 12px; border-top: 1px solid #444;">
|
|
781
|
+
<h4>Repair</h4>
|
|
782
|
+
<div style="margin-bottom: 8px;">
|
|
783
|
+
<label><input type="checkbox" id="mesh-repair-normals" checked> Fix Normals</label>
|
|
784
|
+
</div>
|
|
785
|
+
<div style="margin-bottom: 12px;">
|
|
786
|
+
<label><input type="checkbox" id="mesh-repair-degenerate" checked> Remove Degenerate</label>
|
|
787
|
+
</div>
|
|
788
|
+
<button class="btn btn-primary" id="mesh-repair-btn">Repair</button>
|
|
789
|
+
</div>
|
|
790
|
+
|
|
791
|
+
<div class="tool-section" style="margin-top: 12px; padding-top: 12px; border-top: 1px solid #444;">
|
|
792
|
+
<h4>Smooth</h4>
|
|
793
|
+
<div style="display: flex; gap: 8px; margin-bottom: 8px;">
|
|
794
|
+
<label style="flex: 1;">Iterations:</label>
|
|
795
|
+
<input type="number" id="mesh-smooth-iter" min="1" max="20" value="5" style="width: 60px; padding: 4px;">
|
|
796
|
+
</div>
|
|
797
|
+
<div style="display: flex; gap: 8px; margin-bottom: 8px;">
|
|
798
|
+
<label style="flex: 1;">Strength (λ):</label>
|
|
799
|
+
<input type="range" id="mesh-smooth-lambda" min="0" max="1" step="0.1" value="0.5" style="flex: 2;">
|
|
800
|
+
<span id="mesh-smooth-lambda-value" style="width: 30px;">0.5</span>
|
|
801
|
+
</div>
|
|
802
|
+
<div style="margin-bottom: 12px;">
|
|
803
|
+
<label><input type="checkbox" id="mesh-smooth-boundary" checked> Keep Boundaries</label>
|
|
804
|
+
</div>
|
|
805
|
+
<button class="btn btn-primary" id="mesh-smooth-btn">Smooth</button>
|
|
806
|
+
</div>
|
|
807
|
+
|
|
808
|
+
<div class="tool-section" style="margin-top: 12px; padding-top: 12px; border-top: 1px solid #444;">
|
|
809
|
+
<h4>Subdivide</h4>
|
|
810
|
+
<div style="display: flex; gap: 8px; margin-bottom: 8px;">
|
|
811
|
+
<label style="flex: 1;">Levels:</label>
|
|
812
|
+
<input type="number" id="mesh-subdiv-levels" min="1" max="5" value="1" style="width: 60px; padding: 4px;">
|
|
813
|
+
</div>
|
|
814
|
+
<div style="display: flex; gap: 8px; margin-bottom: 12px;">
|
|
815
|
+
<label style="flex: 1;">Algorithm:</label>
|
|
816
|
+
<select id="mesh-subdiv-algo" style="flex: 1; padding: 4px;">
|
|
817
|
+
<option value="loop">Loop</option>
|
|
818
|
+
<option value="catmull-clark">Catmull-Clark</option>
|
|
819
|
+
</select>
|
|
820
|
+
</div>
|
|
821
|
+
<button class="btn btn-primary" id="mesh-subdiv-btn">Subdivide</button>
|
|
822
|
+
</div>
|
|
823
|
+
|
|
824
|
+
<div class="tool-section" style="margin-top: 12px; padding-top: 12px; border-top: 1px solid #444;">
|
|
825
|
+
<h4>Analyze</h4>
|
|
826
|
+
<button class="btn btn-secondary" id="mesh-analyze-btn">Analyze Mesh</button>
|
|
827
|
+
<div id="mesh-analysis-results" style="margin-top: 8px; padding: 8px; background: #1a1a1a; border-radius: 4px; font-size: 11px; color: #0f0; font-family: monospace; display: none;"></div>
|
|
828
|
+
</div>
|
|
829
|
+
</div>
|
|
830
|
+
`;
|
|
831
|
+
|
|
832
|
+
this._setupPanelEvents(panel);
|
|
833
|
+
return panel;
|
|
834
|
+
},
|
|
835
|
+
|
|
836
|
+
/**
|
|
837
|
+
* Setup event handlers for mesh panel.
|
|
838
|
+
* @param {HTMLElement} panel - Panel DOM element
|
|
839
|
+
* @private
|
|
840
|
+
*/
|
|
841
|
+
_setupPanelEvents(panel) {
|
|
842
|
+
// Quality slider
|
|
843
|
+
panel.querySelector('#mesh-reduce-quality').addEventListener('input', (e) => {
|
|
844
|
+
panel.querySelector('#mesh-reduce-quality-value').textContent = e.target.value + '%';
|
|
845
|
+
});
|
|
846
|
+
|
|
847
|
+
// Lambda slider
|
|
848
|
+
panel.querySelector('#mesh-smooth-lambda').addEventListener('input', (e) => {
|
|
849
|
+
panel.querySelector('#mesh-smooth-lambda-value').textContent = parseFloat(e.target.value).toFixed(1);
|
|
850
|
+
});
|
|
851
|
+
|
|
852
|
+
// Reduce button
|
|
853
|
+
panel.querySelector('#mesh-reduce-btn').addEventListener('click', async () => {
|
|
854
|
+
const target = parseInt(panel.querySelector('#mesh-reduce-target').value);
|
|
855
|
+
const quality = parseInt(panel.querySelector('#mesh-reduce-quality').value);
|
|
856
|
+
try {
|
|
857
|
+
const result = await window.cycleCAD.kernel.exec('mesh.reduce', {
|
|
858
|
+
meshId: window.cycleCAD.kernel._selectedMesh,
|
|
859
|
+
targetTriangles: target,
|
|
860
|
+
quality
|
|
861
|
+
});
|
|
862
|
+
alert(`Reduction complete: ${result.reduction.toFixed(1)}% reduction`);
|
|
863
|
+
} catch (e) {
|
|
864
|
+
alert(`Error: ${e.message}`);
|
|
865
|
+
}
|
|
866
|
+
});
|
|
867
|
+
|
|
868
|
+
// Repair button
|
|
869
|
+
panel.querySelector('#mesh-repair-btn').addEventListener('click', async () => {
|
|
870
|
+
try {
|
|
871
|
+
const result = await window.cycleCAD.kernel.exec('mesh.repair', {
|
|
872
|
+
meshId: window.cycleCAD.kernel._selectedMesh,
|
|
873
|
+
fixNormals: panel.querySelector('#mesh-repair-normals').checked,
|
|
874
|
+
removeDegenerate: panel.querySelector('#mesh-repair-degenerate').checked
|
|
875
|
+
});
|
|
876
|
+
alert(`Repair complete: ${result.degenerateTrianglesRemoved} degenerate removed`);
|
|
877
|
+
} catch (e) {
|
|
878
|
+
alert(`Error: ${e.message}`);
|
|
879
|
+
}
|
|
880
|
+
});
|
|
881
|
+
|
|
882
|
+
// Smooth button
|
|
883
|
+
panel.querySelector('#mesh-smooth-btn').addEventListener('click', async () => {
|
|
884
|
+
try {
|
|
885
|
+
await window.cycleCAD.kernel.exec('mesh.smooth', {
|
|
886
|
+
meshId: window.cycleCAD.kernel._selectedMesh,
|
|
887
|
+
iterations: parseInt(panel.querySelector('#mesh-smooth-iter').value),
|
|
888
|
+
lambda: parseFloat(panel.querySelector('#mesh-smooth-lambda').value),
|
|
889
|
+
preserveBoundaries: panel.querySelector('#mesh-smooth-boundary').checked
|
|
890
|
+
});
|
|
891
|
+
alert('Smoothing complete!');
|
|
892
|
+
} catch (e) {
|
|
893
|
+
alert(`Error: ${e.message}`);
|
|
894
|
+
}
|
|
895
|
+
});
|
|
896
|
+
|
|
897
|
+
// Subdivide button
|
|
898
|
+
panel.querySelector('#mesh-subdiv-btn').addEventListener('click', async () => {
|
|
899
|
+
try {
|
|
900
|
+
const result = await window.cycleCAD.kernel.exec('mesh.subdivide', {
|
|
901
|
+
meshId: window.cycleCAD.kernel._selectedMesh,
|
|
902
|
+
levels: parseInt(panel.querySelector('#mesh-subdiv-levels').value),
|
|
903
|
+
algorithm: panel.querySelector('#mesh-subdiv-algo').value
|
|
904
|
+
});
|
|
905
|
+
alert(`Subdivision complete: ${result.triangles} triangles`);
|
|
906
|
+
} catch (e) {
|
|
907
|
+
alert(`Error: ${e.message}`);
|
|
908
|
+
}
|
|
909
|
+
});
|
|
910
|
+
|
|
911
|
+
// Analyze button
|
|
912
|
+
panel.querySelector('#mesh-analyze-btn').addEventListener('click', async () => {
|
|
913
|
+
try {
|
|
914
|
+
const result = await window.cycleCAD.kernel.exec('mesh.analyze', {
|
|
915
|
+
meshId: window.cycleCAD.kernel._selectedMesh
|
|
916
|
+
});
|
|
917
|
+
|
|
918
|
+
const resultsDiv = panel.querySelector('#mesh-analysis-results');
|
|
919
|
+
resultsDiv.innerHTML = `
|
|
920
|
+
Volume: ${result.volume.toFixed(2)} mm³
|
|
921
|
+
Area: ${result.area.toFixed(2)} mm²
|
|
922
|
+
Triangles: ${result.triangles}
|
|
923
|
+
Vertices: ${result.vertices}
|
|
924
|
+
Watertight: ${result.isWatertight ? 'Yes' : 'No'}
|
|
925
|
+
Genus: ${result.genus.toFixed(0)}
|
|
926
|
+
`;
|
|
927
|
+
resultsDiv.style.display = 'block';
|
|
928
|
+
} catch (e) {
|
|
929
|
+
alert(`Error: ${e.message}`);
|
|
930
|
+
}
|
|
931
|
+
});
|
|
932
|
+
},
|
|
933
|
+
|
|
934
|
+
/**
|
|
935
|
+
* ============================================================================
|
|
936
|
+
* HELP ENTRIES
|
|
937
|
+
* ============================================================================
|
|
938
|
+
*/
|
|
939
|
+
|
|
940
|
+
helpEntries: [
|
|
941
|
+
{
|
|
942
|
+
id: 'mesh-tools',
|
|
943
|
+
title: 'Mesh Tools',
|
|
944
|
+
category: 'Analyze',
|
|
945
|
+
description: 'Manipulate and analyze imported mesh geometry (STL, OBJ).',
|
|
946
|
+
shortcut: 'Tools → Mesh Tools',
|
|
947
|
+
details: `
|
|
948
|
+
<h4>Overview</h4>
|
|
949
|
+
<p>Mesh Tools provide advanced manipulation of triangle-based geometry:</p>
|
|
950
|
+
<ul>
|
|
951
|
+
<li><strong>Reduce:</strong> Simplify meshes while preserving shape (quadric error decimation)</li>
|
|
952
|
+
<li><strong>Repair:</strong> Fix common mesh defects (holes, inverted normals, degenerate triangles)</li>
|
|
953
|
+
<li><strong>Smooth:</strong> Reduce surface noise with Laplacian smoothing</li>
|
|
954
|
+
<li><strong>Subdivide:</strong> Increase geometric detail using Loop or Catmull-Clark</li>
|
|
955
|
+
<li><strong>Analyze:</strong> Calculate volume, surface area, topology properties</li>
|
|
956
|
+
</ul>
|
|
957
|
+
|
|
958
|
+
<h4>Reduction</h4>
|
|
959
|
+
<p>Reduce polygon count while maintaining shape. Set target triangle count or use quality slider.</p>
|
|
960
|
+
<p><strong>Quality:</strong> Higher values (80-100) preserve details better but leave more triangles.</p>
|
|
961
|
+
|
|
962
|
+
<h4>Smoothing</h4>
|
|
963
|
+
<p>Use Laplacian smoothing to reduce scan noise. Increase iterations for smoother results.</p>
|
|
964
|
+
<p><strong>Lambda:</strong> Strength of smoothing (0-1). Higher values smooth more aggressively.</p>
|
|
965
|
+
`
|
|
966
|
+
}
|
|
967
|
+
]
|
|
968
|
+
};
|