okgeometry-api 1.2.0 → 1.2.1

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Files changed (65) hide show
  1. package/dist/Line.d.ts +10 -1
  2. package/dist/Line.d.ts.map +1 -1
  3. package/dist/Line.js +11 -0
  4. package/dist/Line.js.map +1 -1
  5. package/dist/Mesh.d.ts +82 -9
  6. package/dist/Mesh.d.ts.map +1 -1
  7. package/dist/Mesh.js +329 -26
  8. package/dist/Mesh.js.map +1 -1
  9. package/dist/MeshSurface.d.ts +32 -0
  10. package/dist/MeshSurface.d.ts.map +1 -0
  11. package/dist/MeshSurface.js +51 -0
  12. package/dist/MeshSurface.js.map +1 -0
  13. package/dist/NurbsCurve.d.ts +24 -2
  14. package/dist/NurbsCurve.d.ts.map +1 -1
  15. package/dist/NurbsCurve.js +34 -2
  16. package/dist/NurbsCurve.js.map +1 -1
  17. package/dist/NurbsSurface.d.ts +9 -1
  18. package/dist/NurbsSurface.d.ts.map +1 -1
  19. package/dist/NurbsSurface.js +12 -3
  20. package/dist/NurbsSurface.js.map +1 -1
  21. package/dist/PolyCurve.d.ts +21 -3
  22. package/dist/PolyCurve.d.ts.map +1 -1
  23. package/dist/PolyCurve.js +82 -38
  24. package/dist/PolyCurve.js.map +1 -1
  25. package/dist/Polygon.d.ts +13 -2
  26. package/dist/Polygon.d.ts.map +1 -1
  27. package/dist/Polygon.js +21 -3
  28. package/dist/Polygon.js.map +1 -1
  29. package/dist/Polyline.d.ts +19 -2
  30. package/dist/Polyline.d.ts.map +1 -1
  31. package/dist/Polyline.js +38 -6
  32. package/dist/Polyline.js.map +1 -1
  33. package/dist/Surface.d.ts +17 -0
  34. package/dist/Surface.d.ts.map +1 -0
  35. package/dist/Surface.js +2 -0
  36. package/dist/Surface.js.map +1 -0
  37. package/dist/index.d.ts +4 -2
  38. package/dist/index.d.ts.map +1 -1
  39. package/dist/index.js +1 -0
  40. package/dist/index.js.map +1 -1
  41. package/dist/types.d.ts +13 -0
  42. package/dist/types.d.ts.map +1 -1
  43. package/dist/wasm-base64.d.ts +1 -1
  44. package/dist/wasm-base64.d.ts.map +1 -1
  45. package/dist/wasm-base64.js +1 -1
  46. package/dist/wasm-base64.js.map +1 -1
  47. package/dist/wasm-bindings.d.ts +65 -2
  48. package/dist/wasm-bindings.d.ts.map +1 -1
  49. package/dist/wasm-bindings.js +100 -2
  50. package/dist/wasm-bindings.js.map +1 -1
  51. package/package.json +1 -1
  52. package/src/Line.ts +38 -20
  53. package/src/Mesh.ts +538 -184
  54. package/src/MeshSurface.ts +72 -0
  55. package/src/NurbsCurve.ts +80 -26
  56. package/src/NurbsSurface.ts +28 -13
  57. package/src/PolyCurve.ts +157 -85
  58. package/src/Polygon.ts +34 -4
  59. package/src/Polyline.ts +74 -24
  60. package/src/Surface.ts +18 -0
  61. package/src/index.ts +5 -0
  62. package/src/types.ts +15 -0
  63. package/src/wasm-base64.ts +1 -1
  64. package/src/wasm-bindings.d.ts +43 -2
  65. package/src/wasm-bindings.js +105 -2
package/dist/Mesh.js CHANGED
@@ -7,6 +7,7 @@ import { Line } from "./Line.js";
7
7
  import { Circle } from "./Circle.js";
8
8
  import { Arc } from "./Arc.js";
9
9
  import { Polygon } from "./Polygon.js";
10
+ import { MeshSurface } from "./MeshSurface.js";
10
11
  import { NurbsCurve } from "./NurbsCurve.js";
11
12
  import { PolyCurve } from "./PolyCurve.js";
12
13
  import { pointsToCoords, parsePolylineBuffer as parsePolylineBuf } from "./BufferCodec.js";
@@ -34,6 +35,10 @@ export class Mesh {
34
35
  this._indexBuffer = null;
35
36
  this._vertices = null;
36
37
  this._faces = null;
38
+ this._planarFaces = null;
39
+ this._planarFacesByTriangleIndex = null;
40
+ this._surfaces = null;
41
+ this._surfacesByTriangleIndex = null;
37
42
  this._edgeVertexPairs = null;
38
43
  this._topologyMetricsCache = null;
39
44
  this._isClosedVolumeCache = null;
@@ -117,6 +122,55 @@ export class Mesh {
117
122
  const diag = Math.hypot(dx, dy, dz);
118
123
  return Number.isFinite(diag) && diag > 0 ? diag : 1;
119
124
  }
125
+ static computeSignedVolumeFromBuffer(buffer) {
126
+ const vertexCount = Math.max(0, Math.floor(buffer[0] ?? 0));
127
+ if (vertexCount <= 0)
128
+ return 0;
129
+ const indexStart = 1 + vertexCount * 3;
130
+ let signedVolume = 0;
131
+ for (let i = indexStart; i + 2 < buffer.length; i += 3) {
132
+ const ia = Math.floor(buffer[i] ?? -1);
133
+ const ib = Math.floor(buffer[i + 1] ?? -1);
134
+ const ic = Math.floor(buffer[i + 2] ?? -1);
135
+ if (ia < 0 || ib < 0 || ic < 0 || ia >= vertexCount || ib >= vertexCount || ic >= vertexCount)
136
+ continue;
137
+ const ax = buffer[1 + ia * 3];
138
+ const ay = buffer[1 + ia * 3 + 1];
139
+ const az = buffer[1 + ia * 3 + 2];
140
+ const bx = buffer[1 + ib * 3];
141
+ const by = buffer[1 + ib * 3 + 1];
142
+ const bz = buffer[1 + ib * 3 + 2];
143
+ const cx = buffer[1 + ic * 3];
144
+ const cy = buffer[1 + ic * 3 + 1];
145
+ const cz = buffer[1 + ic * 3 + 2];
146
+ signedVolume += ax * (by * cz - bz * cy)
147
+ - ay * (bx * cz - bz * cx)
148
+ + az * (bx * cy - by * cx);
149
+ }
150
+ return signedVolume / 6;
151
+ }
152
+ static reverseTriangleWinding(buffer) {
153
+ const flipped = new Float64Array(buffer);
154
+ const vertexCount = Math.max(0, Math.floor(flipped[0] ?? 0));
155
+ const indexStart = 1 + vertexCount * 3;
156
+ for (let i = indexStart; i + 2 < flipped.length; i += 3) {
157
+ const tmp = flipped[i + 1];
158
+ flipped[i + 1] = flipped[i + 2];
159
+ flipped[i + 2] = tmp;
160
+ }
161
+ return flipped;
162
+ }
163
+ static normalizeClosedVolumeOrientation(mesh) {
164
+ if (mesh.faceCount === 0 || mesh._vertexCount <= 0)
165
+ return mesh;
166
+ const topology = mesh.topologyMetrics();
167
+ if (topology.boundaryEdges !== 0 || topology.nonManifoldEdges !== 0)
168
+ return mesh;
169
+ const signedVolume = Mesh.computeSignedVolumeFromBuffer(mesh._buffer);
170
+ if (!Number.isFinite(signedVolume) || signedVolume >= 0)
171
+ return mesh;
172
+ return new Mesh(Mesh.reverseTriangleWinding(mesh._buffer), mesh._trustedBooleanInput);
173
+ }
120
174
  static booleanContactTolerance(a, b) {
121
175
  const scale = Math.max(Mesh.boundsDiag(a), Mesh.boundsDiag(b));
122
176
  return Math.min(1e-4, Math.max(1e-9, scale * 1e-6));
@@ -532,7 +586,7 @@ export class Mesh {
532
586
  get vertexCount() {
533
587
  return this._vertexCount;
534
588
  }
535
- /** Number of triangular faces in this mesh */
589
+ /** Number of triangular faces in this mesh. Use `planarFaceCount` for logical planar faces. */
536
590
  get faceCount() {
537
591
  const start = 1 + this._vertexCount * 3;
538
592
  if (this._buffer.length <= start)
@@ -558,6 +612,7 @@ export class Mesh {
558
612
  /**
559
613
  * Get all faces as arrays of vertex indices.
560
614
  * Each face is [i0, i1, i2] for the three triangle vertices.
615
+ * For coplanar edge-connected logical faces, use `planarFaces`.
561
616
  * Lazy-computed and cached.
562
617
  */
563
618
  get faces() {
@@ -571,6 +626,42 @@ export class Mesh {
571
626
  }
572
627
  return this._faces;
573
628
  }
629
+ /**
630
+ * Alias for triangle faces, mirroring `faces`.
631
+ * Use `planarFaces` when you want logical mesh faces such as the 6 faces of a box.
632
+ */
633
+ get triangles() {
634
+ return this.faces;
635
+ }
636
+ /**
637
+ * Number of coplanar edge-connected planar faces in this mesh.
638
+ * Examples: a box has 6, an L-shaped extrusion has 8.
639
+ */
640
+ get planarFaceCount() {
641
+ return this.planarFaces.length;
642
+ }
643
+ /**
644
+ * Logical mesh faces built by grouping coplanar edge-connected triangles.
645
+ * Cached after the first query to keep repeated face access cheap.
646
+ */
647
+ get planarFaces() {
648
+ this.ensurePlanarFaceCache();
649
+ return this._planarFaces ?? [];
650
+ }
651
+ /**
652
+ * Number of logical planar surfaces in this mesh.
653
+ * Mirrors `planarFaceCount`, but returns wrapper objects with surface queries.
654
+ */
655
+ get surfaceCount() {
656
+ return this.surfaces.length;
657
+ }
658
+ /**
659
+ * Logical planar mesh surfaces with `evaluate(u, v)` and `normal(u, v)` methods.
660
+ */
661
+ get surfaces() {
662
+ this.ensureSurfaceCache();
663
+ return this._surfaces ?? [];
664
+ }
574
665
  /** Raw WASM buffer (for advanced use / re-passing to WASM) */
575
666
  get rawBuffer() {
576
667
  return this._buffer;
@@ -585,11 +676,111 @@ export class Mesh {
585
676
  return new Mesh(buffer, options?.trustedBooleanInput ?? false);
586
677
  }
587
678
  static fromTrustedBuffer(buffer) {
588
- return new Mesh(buffer, true);
679
+ return Mesh.normalizeClosedVolumeOrientation(new Mesh(buffer, true));
589
680
  }
590
681
  get trustedBooleanInput() {
591
682
  return this._trustedBooleanInput;
592
683
  }
684
+ getTriangleVertexIndices(faceIndex) {
685
+ if (!Number.isFinite(faceIndex) || faceIndex < 0 || faceIndex >= this.faceCount)
686
+ return null;
687
+ const indexBuffer = this.indexBuffer;
688
+ const offset = Math.floor(faceIndex) * 3;
689
+ if (offset + 2 >= indexBuffer.length)
690
+ return null;
691
+ return [indexBuffer[offset], indexBuffer[offset + 1], indexBuffer[offset + 2]];
692
+ }
693
+ computeTriangleAreaByIndex(faceIndex) {
694
+ const tri = this.getTriangleVertexIndices(faceIndex);
695
+ if (!tri)
696
+ return 0;
697
+ const [i0, i1, i2] = tri;
698
+ const base = 1;
699
+ const off0 = base + i0 * 3;
700
+ const off1 = base + i1 * 3;
701
+ const off2 = base + i2 * 3;
702
+ const ax = this._buffer[off0] ?? 0;
703
+ const ay = this._buffer[off0 + 1] ?? 0;
704
+ const az = this._buffer[off0 + 2] ?? 0;
705
+ const bx = this._buffer[off1] ?? 0;
706
+ const by = this._buffer[off1 + 1] ?? 0;
707
+ const bz = this._buffer[off1 + 2] ?? 0;
708
+ const cx = this._buffer[off2] ?? 0;
709
+ const cy = this._buffer[off2 + 1] ?? 0;
710
+ const cz = this._buffer[off2 + 2] ?? 0;
711
+ const abx = bx - ax;
712
+ const aby = by - ay;
713
+ const abz = bz - az;
714
+ const acx = cx - ax;
715
+ const acy = cy - ay;
716
+ const acz = cz - az;
717
+ const crossX = aby * acz - abz * acy;
718
+ const crossY = abz * acx - abx * acz;
719
+ const crossZ = abx * acy - aby * acx;
720
+ return 0.5 * Math.sqrt(crossX * crossX + crossY * crossY + crossZ * crossZ);
721
+ }
722
+ ensurePlanarFaceCache() {
723
+ if (this._planarFaces && this._planarFacesByTriangleIndex)
724
+ return;
725
+ ensureInit();
726
+ const raw = wasm.mesh_build_coplanar_connected_face_groups(this._vertexCount, this._buffer);
727
+ const declaredGroupCount = Math.max(0, Math.floor(raw[0] ?? 0));
728
+ const planarFaces = [];
729
+ const planarFacesByTriangleIndex = new Array(this.faceCount).fill(null);
730
+ let offset = 1;
731
+ for (let groupIndex = 0; groupIndex < declaredGroupCount && offset < raw.length; groupIndex++) {
732
+ const declaredTriangleCount = Math.max(0, Math.floor(raw[offset] ?? 0));
733
+ offset += 1;
734
+ const triangleIndices = [];
735
+ let area = 0;
736
+ for (let i = 0; i < declaredTriangleCount && offset < raw.length; i++, offset++) {
737
+ const triangleIndex = Math.floor(raw[offset] ?? -1);
738
+ if (triangleIndex < 0 || triangleIndex >= this.faceCount)
739
+ continue;
740
+ triangleIndices.push(triangleIndex);
741
+ area += this.computeTriangleAreaByIndex(triangleIndex);
742
+ }
743
+ if (offset + 5 >= raw.length)
744
+ break;
745
+ const centroid = new Point(raw[offset] ?? 0, raw[offset + 1] ?? 0, raw[offset + 2] ?? 0);
746
+ const normal = new Vec3(raw[offset + 3] ?? 0, raw[offset + 4] ?? 0, raw[offset + 5] ?? 0).normalize();
747
+ offset += 6;
748
+ if (triangleIndices.length === 0)
749
+ continue;
750
+ const planarFace = {
751
+ index: planarFaces.length,
752
+ seedTriangleIndex: triangleIndices[0],
753
+ triangleIndices,
754
+ triangleCount: triangleIndices.length,
755
+ centroid,
756
+ normal,
757
+ area,
758
+ };
759
+ planarFaces.push(planarFace);
760
+ for (const triangleIndex of triangleIndices) {
761
+ planarFacesByTriangleIndex[triangleIndex] = planarFace;
762
+ }
763
+ }
764
+ this._planarFaces = planarFaces;
765
+ this._planarFacesByTriangleIndex = planarFacesByTriangleIndex;
766
+ this._surfaces = null;
767
+ this._surfacesByTriangleIndex = null;
768
+ }
769
+ ensureSurfaceCache() {
770
+ if (this._surfaces && this._surfacesByTriangleIndex)
771
+ return;
772
+ const surfaces = this.planarFaces.map(face => new MeshSurface(this, face));
773
+ const surfacesByTriangleIndex = new Array(this.faceCount).fill(null);
774
+ for (const surface of surfaces) {
775
+ for (const triangleIndex of surface.triangleIndices) {
776
+ if (triangleIndex >= 0 && triangleIndex < surfacesByTriangleIndex.length) {
777
+ surfacesByTriangleIndex[triangleIndex] = surface;
778
+ }
779
+ }
780
+ }
781
+ this._surfaces = surfaces;
782
+ this._surfacesByTriangleIndex = surfacesByTriangleIndex;
783
+ }
593
784
  debugSummary() {
594
785
  const bounds = Mesh.toDebugBounds(this.getBounds());
595
786
  const topology = this.topologyMetrics();
@@ -1298,6 +1489,34 @@ export class Mesh {
1298
1489
  }
1299
1490
  return Mesh.fromTrustedBuffer(result);
1300
1491
  }
1492
+ static mergeMeshComponents(meshes) {
1493
+ if (meshes.length === 0)
1494
+ return Mesh.emptyMesh();
1495
+ if (meshes.length === 1)
1496
+ return Mesh.cloneMesh(meshes[0]);
1497
+ return Mesh.mergeMeshes(meshes);
1498
+ }
1499
+ static createUnsupportedOpenMeshBooleanError(operation, aClosed, bClosed) {
1500
+ const topology = `A=${aClosed ? "closed" : "open"}, B=${bClosed ? "closed" : "open"}`;
1501
+ if (operation === "union") {
1502
+ return new Error(`Boolean union requires both inputs to be closed volumes (${topology}). `
1503
+ + "Close or cap the open mesh before calling union().");
1504
+ }
1505
+ return new Error(`Boolean ${operation} with open meshes is only supported when A is open and B is closed `
1506
+ + `(surface trim mode). Got ${topology}. Use Mesh.split(...) and choose outside/inside explicitly `
1507
+ + "for other open-mesh combinations.");
1508
+ }
1509
+ resolveOpenMeshBooleanFallback(other, operation, options) {
1510
+ const aClosed = this.isClosedVolume();
1511
+ const bClosed = other.isClosedVolume();
1512
+ if (aClosed && bClosed)
1513
+ return null;
1514
+ if (!aClosed && bClosed && (operation === "subtraction" || operation === "intersection")) {
1515
+ const split = this.splitWithMesh(other, options);
1516
+ return Mesh.mergeMeshComponents(operation === "subtraction" ? split.outside : split.inside);
1517
+ }
1518
+ throw Mesh.createUnsupportedOpenMeshBooleanError(operation, aClosed, bClosed);
1519
+ }
1301
1520
  static encodeBooleanOperationToken(operation, a, b, options) {
1302
1521
  const tokens = [operation];
1303
1522
  if (a._trustedBooleanInput && b._trustedBooleanInput) {
@@ -1321,36 +1540,54 @@ export class Mesh {
1321
1540
  // ── Booleans ───────────────────────────────────────────────────
1322
1541
  /**
1323
1542
  * Compute boolean union with another mesh.
1543
+ * Requires both inputs to be closed volumes.
1324
1544
  * @param other - Mesh to union with
1325
1545
  * @param options - Optional safety overrides
1326
1546
  * @returns New mesh containing volume of both inputs
1327
1547
  */
1328
1548
  union(other, options) {
1329
1549
  ensureInit();
1330
- const operationToken = Mesh.encodeBooleanOperationToken("union", this, other, options);
1331
- return this.runBoolean(other, "union", () => wasm.mesh_boolean_operation(this._vertexCount, this._buffer, other._vertexCount, other._buffer, operationToken), options);
1550
+ const lhs = Mesh.normalizeClosedVolumeOrientation(this);
1551
+ const rhs = Mesh.normalizeClosedVolumeOrientation(other);
1552
+ lhs.resolveOpenMeshBooleanFallback(rhs, "union", options);
1553
+ const operationToken = Mesh.encodeBooleanOperationToken("union", lhs, rhs, options);
1554
+ return lhs.runBoolean(rhs, "union", () => wasm.mesh_boolean_operation(lhs._vertexCount, lhs._buffer, rhs._vertexCount, rhs._buffer, operationToken), options);
1332
1555
  }
1333
1556
  /**
1334
1557
  * Compute boolean subtraction with another mesh.
1558
+ * If this mesh is open and `other` is a closed cutter, this trims the open
1559
+ * host via `split()` and returns the outside surface pieces merged together.
1335
1560
  * @param other - Mesh to subtract
1336
1561
  * @param options - Optional safety overrides
1337
1562
  * @returns New mesh with other's volume removed from this
1338
1563
  */
1339
1564
  subtract(other, options) {
1340
1565
  ensureInit();
1341
- const operationToken = Mesh.encodeBooleanOperationToken("subtraction", this, other, options);
1342
- return this.runBoolean(other, "subtraction", () => wasm.mesh_boolean_operation(this._vertexCount, this._buffer, other._vertexCount, other._buffer, operationToken), options);
1566
+ const lhs = Mesh.normalizeClosedVolumeOrientation(this);
1567
+ const rhs = Mesh.normalizeClosedVolumeOrientation(other);
1568
+ const fallback = lhs.resolveOpenMeshBooleanFallback(rhs, "subtraction", options);
1569
+ if (fallback)
1570
+ return fallback;
1571
+ const operationToken = Mesh.encodeBooleanOperationToken("subtraction", lhs, rhs, options);
1572
+ return lhs.runBoolean(rhs, "subtraction", () => wasm.mesh_boolean_operation(lhs._vertexCount, lhs._buffer, rhs._vertexCount, rhs._buffer, operationToken), options);
1343
1573
  }
1344
1574
  /**
1345
1575
  * Compute boolean intersection with another mesh.
1576
+ * If this mesh is open and `other` is a closed cutter, this trims the open
1577
+ * host via `split()` and returns the inside surface pieces merged together.
1346
1578
  * @param other - Mesh to intersect with
1347
1579
  * @param options - Optional safety overrides
1348
1580
  * @returns New mesh containing only the overlapping volume
1349
1581
  */
1350
1582
  intersect(other, options) {
1351
1583
  ensureInit();
1352
- const operationToken = Mesh.encodeBooleanOperationToken("intersection", this, other, options);
1353
- return this.runBoolean(other, "intersection", () => wasm.mesh_boolean_operation(this._vertexCount, this._buffer, other._vertexCount, other._buffer, operationToken), options);
1584
+ const lhs = Mesh.normalizeClosedVolumeOrientation(this);
1585
+ const rhs = Mesh.normalizeClosedVolumeOrientation(other);
1586
+ const fallback = lhs.resolveOpenMeshBooleanFallback(rhs, "intersection", options);
1587
+ if (fallback)
1588
+ return fallback;
1589
+ const operationToken = Mesh.encodeBooleanOperationToken("intersection", lhs, rhs, options);
1590
+ return lhs.runBoolean(rhs, "intersection", () => wasm.mesh_boolean_operation(lhs._vertexCount, lhs._buffer, rhs._vertexCount, rhs._buffer, operationToken), options);
1354
1591
  }
1355
1592
  splitWithMesh(other, options) {
1356
1593
  ensureInit();
@@ -1841,6 +2078,88 @@ export class Mesh {
1841
2078
  nonManifoldEdges,
1842
2079
  };
1843
2080
  }
2081
+ /**
2082
+ * Get a logical planar face by its planar-face index.
2083
+ */
2084
+ getPlanarFace(index) {
2085
+ if (!Number.isFinite(index) || index < 0)
2086
+ return null;
2087
+ const planarFaces = this.planarFaces;
2088
+ return planarFaces[Math.floor(index)] ?? null;
2089
+ }
2090
+ /**
2091
+ * Get a logical planar surface wrapper by its planar-face index.
2092
+ */
2093
+ getSurface(index) {
2094
+ if (!Number.isFinite(index) || index < 0)
2095
+ return null;
2096
+ const surfaces = this.surfaces;
2097
+ return surfaces[Math.floor(index)] ?? null;
2098
+ }
2099
+ /**
2100
+ * Get the logical planar face that contains a triangle face index.
2101
+ */
2102
+ getPlanarFaceByTriangleIndex(triangleIndex) {
2103
+ if (!Number.isFinite(triangleIndex) || triangleIndex < 0)
2104
+ return null;
2105
+ this.ensurePlanarFaceCache();
2106
+ return this._planarFacesByTriangleIndex?.[Math.floor(triangleIndex)] ?? null;
2107
+ }
2108
+ /**
2109
+ * Get the logical planar surface wrapper that contains a triangle face index.
2110
+ */
2111
+ getSurfaceByTriangleIndex(triangleIndex) {
2112
+ if (!Number.isFinite(triangleIndex) || triangleIndex < 0)
2113
+ return null;
2114
+ this.ensureSurfaceCache();
2115
+ return this._surfacesByTriangleIndex?.[Math.floor(triangleIndex)] ?? null;
2116
+ }
2117
+ /**
2118
+ * Find the best matching logical planar face by normal and optional centroid proximity.
2119
+ */
2120
+ findPlanarFaceByNormal(targetNormal, nearPoint) {
2121
+ const planarFaces = this.planarFaces;
2122
+ if (planarFaces.length === 0)
2123
+ return null;
2124
+ const normalizedTarget = targetNormal.normalize();
2125
+ if (normalizedTarget.length() < 1e-12)
2126
+ return null;
2127
+ const alignmentEps = 1e-9;
2128
+ const distanceEps = 1e-9;
2129
+ let best = null;
2130
+ let bestAlignment = -Infinity;
2131
+ let bestDistance = Number.POSITIVE_INFINITY;
2132
+ let bestArea = -Infinity;
2133
+ for (const planarFace of planarFaces) {
2134
+ const alignment = planarFace.normal.dot(normalizedTarget);
2135
+ const distance = nearPoint ? planarFace.centroid.distanceTo(nearPoint) : 0;
2136
+ const betterAlignment = alignment > bestAlignment + alignmentEps;
2137
+ const similarAlignment = Math.abs(alignment - bestAlignment) <= alignmentEps;
2138
+ const betterDistance = nearPoint !== undefined && distance < bestDistance - distanceEps;
2139
+ const similarDistance = Math.abs(distance - bestDistance) <= distanceEps;
2140
+ const betterArea = planarFace.area > bestArea + distanceEps;
2141
+ if (best === null
2142
+ || betterAlignment
2143
+ || (similarAlignment && betterDistance)
2144
+ || (similarAlignment && (!nearPoint || similarDistance) && betterArea)) {
2145
+ best = planarFace;
2146
+ bestAlignment = alignment;
2147
+ bestDistance = distance;
2148
+ bestArea = planarFace.area;
2149
+ }
2150
+ }
2151
+ return best;
2152
+ }
2153
+ /**
2154
+ * Find the best matching logical planar surface wrapper by normal
2155
+ * similarity and optional point proximity.
2156
+ */
2157
+ findSurfaceByNormal(targetNormal, nearPoint) {
2158
+ const face = this.findPlanarFaceByNormal(targetNormal, nearPoint);
2159
+ if (!face)
2160
+ return null;
2161
+ return this.getSurface(face.index);
2162
+ }
1844
2163
  /**
1845
2164
  * Odd/even point containment test against a closed mesh.
1846
2165
  * Uses majority vote across multiple ray directions for robustness.
@@ -1853,30 +2172,14 @@ export class Mesh {
1853
2172
  * Find the coplanar + edge-connected face group containing a triangle.
1854
2173
  */
1855
2174
  findFaceByTriangleIndex(triangleIndex) {
1856
- if (!Number.isFinite(triangleIndex) || triangleIndex < 0)
1857
- return null;
1858
- ensureInit();
1859
- const r = wasm.mesh_find_face_group_by_triangle_index(this._vertexCount, this._buffer, Math.floor(triangleIndex));
1860
- if (!r || r.length < 6)
1861
- return null;
1862
- return {
1863
- centroid: new Point(r[0], r[1], r[2]),
1864
- normal: new Vec3(r[3], r[4], r[5]),
1865
- };
2175
+ return this.getPlanarFaceByTriangleIndex(triangleIndex);
1866
2176
  }
1867
2177
  /**
1868
2178
  * Find the best matching coplanar + edge-connected face group by normal
1869
2179
  * similarity and optional point proximity.
1870
2180
  */
1871
2181
  findFaceByNormal(targetNormal, nearPoint) {
1872
- ensureInit();
1873
- const r = wasm.mesh_find_face_group_by_normal(this._vertexCount, this._buffer, targetNormal.x, targetNormal.y, targetNormal.z, nearPoint?.x ?? 0, nearPoint?.y ?? 0, nearPoint?.z ?? 0, nearPoint !== undefined);
1874
- if (!r || r.length < 6)
1875
- return null;
1876
- return {
1877
- centroid: new Point(r[0], r[1], r[2]),
1878
- normal: new Vec3(r[3], r[4], r[5]),
1879
- };
2182
+ return this.findPlanarFaceByNormal(targetNormal, nearPoint);
1880
2183
  }
1881
2184
  // ── Export ──────────────────────────────────────────────────────
1882
2185
  /**