cyclecad 2.0.1 → 2.1.0

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Files changed (33) hide show
  1. package/IMPLEMENTATION_GUIDE.md +502 -0
  2. package/INTEGRATION-GUIDE.md +377 -0
  3. package/MODULES_PHASES_6_7.md +780 -0
  4. package/app/index.html +106 -2
  5. package/app/js/brep-kernel.js +1353 -455
  6. package/app/js/help-module.js +1437 -0
  7. package/app/js/kernel.js +364 -40
  8. package/app/js/modules/animation-module.js +967 -0
  9. package/app/js/modules/assembly-module.js +47 -3
  10. package/app/js/modules/cam-module.js +1067 -0
  11. package/app/js/modules/collaboration-module.js +1102 -0
  12. package/app/js/modules/data-module.js +1656 -0
  13. package/app/js/modules/drawing-module.js +54 -8
  14. package/app/js/modules/formats-module.js +1173 -0
  15. package/app/js/modules/inspection-module.js +937 -0
  16. package/app/js/modules/mesh-module.js +968 -0
  17. package/app/js/modules/operations-module.js +40 -7
  18. package/app/js/modules/plugin-module.js +957 -0
  19. package/app/js/modules/rendering-module.js +1306 -0
  20. package/app/js/modules/scripting-module.js +955 -0
  21. package/app/js/modules/simulation-module.js +60 -3
  22. package/app/js/modules/sketch-module.js +1032 -90
  23. package/app/js/modules/step-module.js +47 -6
  24. package/app/js/modules/surface-module.js +728 -0
  25. package/app/js/modules/version-module.js +1410 -0
  26. package/app/js/modules/viewport-module.js +95 -8
  27. package/app/test-agent-v2.html +881 -1316
  28. package/docs/ARCHITECTURE.html +838 -1408
  29. package/docs/DEVELOPER-GUIDE.md +1504 -0
  30. package/docs/TUTORIAL.md +740 -0
  31. package/package.json +1 -1
  32. package/.github/scripts/cad-diff.js +0 -590
  33. package/.github/workflows/cad-diff.yml +0 -117
@@ -0,0 +1,968 @@
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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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+
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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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+ /**
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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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+ * ============================================================================
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+ * INITIALIZATION
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+ * ============================================================================
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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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+ * ============================================================================
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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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+ /**
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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 ${result.triangles} triangles`);
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+ */
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+ async reduce(meshId, options = {}) {
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+ const {
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+ targetTriangles,
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+ targetRatio = 0.5,
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+ quality = 80,
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+ preserveBoundaries = true
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+ } = options;
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+
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+ const mesh = window.cycleCAD.kernel._getMesh(meshId);
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+ if (!mesh) throw new Error(`Mesh '${meshId}' not found`);
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+
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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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+
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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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+
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+ const triangleCount = indices.length / 3;
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+ const target = targetTriangles || Math.floor(triangleCount * targetRatio);
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+
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+ console.log(`[Mesh] Reducing ${meshId}: ${triangleCount} → ${target} triangles...`);
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+
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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
148
+ );
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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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+
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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
166
+ };
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+ },
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+
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+ /**
170
+ * 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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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;
244
+ }
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+
246
+ // Normalize normals
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+ for (let i = 0; i < newNormals.length; i += 3) {
248
+ 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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+
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+ return {
256
+ positions: newPositions,
257
+ normals: newNormals,
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+ indices: newIndices
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+ };
260
+ },
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+
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+ /**
263
+ * ============================================================================
264
+ * MESH REPAIR
265
+ * ============================================================================
266
+ */
267
+
268
+ /**
269
+ * Repair mesh defects: fill holes, fix normals, remove degenerate triangles.
270
+ *
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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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+ *
279
+ * @example
280
+ * const result = await kernel.exec('mesh.repair', {
281
+ * meshId: 'mesh-001',
282
+ * fixNormals: true,
283
+ * removeDegenerate: true
284
+ * });
285
+ * console.log(`Removed ${result.degenerateTriangles} degenerate triangles`);
286
+ */
287
+ async repair(meshId, options = {}) {
288
+ const {
289
+ fixNormals = true,
290
+ removeDegenerate = true,
291
+ fillHoles = false
292
+ } = options;
293
+
294
+ const mesh = window.cycleCAD.kernel._getMesh(meshId);
295
+ if (!mesh) throw new Error(`Mesh '${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];
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+ const i2 = indices[i + 2];
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+
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
+
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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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+
396
+ const geometry = mesh.geometry;
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+ 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 => {
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+ 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];
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+ const i2 = indices[i + 2];
434
+
435
+ const edges = [
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+ [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
+ };