okgeometry-api 1.26.1 → 1.27.0
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/dist/Arc.js +1 -1
- package/dist/Arc.js.map +1 -1
- package/dist/Brep.js +1 -1
- package/dist/Brep.js.map +1 -1
- package/dist/Circle.js +1 -1
- package/dist/Circle.js.map +1 -1
- package/dist/Line.js +1 -1
- package/dist/Line.js.map +1 -1
- package/dist/Mesh.d.ts +41 -0
- package/dist/Mesh.d.ts.map +1 -1
- package/dist/Mesh.js +235 -21
- package/dist/Mesh.js.map +1 -1
- package/dist/MeshSurface.js +1 -1
- package/dist/MeshSurface.js.map +1 -1
- package/dist/NurbsCurve.js +1 -1
- package/dist/NurbsCurve.js.map +1 -1
- package/dist/NurbsSurface.js +1 -1
- package/dist/NurbsSurface.js.map +1 -1
- package/dist/PolyCurve.js +1 -1
- package/dist/PolyCurve.js.map +1 -1
- package/dist/Polyline.js +1 -1
- package/dist/Polyline.js.map +1 -1
- package/dist/Ray.js +1 -1
- package/dist/Ray.js.map +1 -1
- package/dist/SculptSession.js +1 -1
- package/dist/SculptSession.js.map +1 -1
- package/dist/engine-threaded.d.ts +2 -0
- package/dist/engine-threaded.d.ts.map +1 -0
- package/dist/engine-threaded.js +33 -0
- package/dist/engine-threaded.js.map +1 -0
- package/dist/engine.d.ts +21 -0
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +42 -0
- package/dist/engine.js.map +1 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -1
- package/dist/index.js.map +1 -1
- package/dist/mesh-boolean.pool.d.ts +23 -1
- package/dist/mesh-boolean.pool.d.ts.map +1 -1
- package/dist/mesh-boolean.pool.js +97 -12
- package/dist/mesh-boolean.pool.js.map +1 -1
- package/dist/mesh-boolean.protocol.d.ts +21 -1
- package/dist/mesh-boolean.protocol.d.ts.map +1 -1
- package/dist/mesh-boolean.protocol.js.map +1 -1
- package/dist/mesh-boolean.worker.d.ts.map +1 -1
- package/dist/mesh-boolean.worker.js +94 -1
- package/dist/mesh-boolean.worker.js.map +1 -1
- package/dist/wasm-active.d.ts +20 -0
- package/dist/wasm-active.d.ts.map +1 -0
- package/dist/wasm-active.js +26 -0
- package/dist/wasm-active.js.map +1 -0
- package/dist/wasm-base64-threaded.d.ts +2 -0
- package/dist/wasm-base64-threaded.d.ts.map +1 -0
- package/dist/wasm-base64-threaded.js +3 -0
- package/dist/wasm-base64-threaded.js.map +1 -0
- package/dist/wasm-base64.d.ts +1 -1
- package/dist/wasm-base64.d.ts.map +1 -1
- package/dist/wasm-base64.js +1 -1
- package/dist/wasm-base64.js.map +1 -1
- package/dist/wasm-bindings-threaded.d.ts +2664 -0
- package/dist/wasm-bindings-threaded.d.ts.map +1 -0
- package/dist/wasm-bindings-threaded.js +5008 -0
- package/dist/wasm-bindings-threaded.js.map +1 -0
- package/dist/wasm-bindings.d.ts +130 -0
- package/dist/wasm-bindings.d.ts.map +1 -1
- package/dist/wasm-bindings.js +208 -0
- package/dist/wasm-bindings.js.map +1 -1
- package/dist/workerHelpers-threaded.d.ts +2 -0
- package/dist/workerHelpers-threaded.d.ts.map +1 -0
- package/dist/workerHelpers-threaded.js +100 -0
- package/dist/workerHelpers-threaded.js.map +1 -0
- package/package.json +8 -3
- package/src/Arc.ts +117 -117
- package/src/Brep.ts +1 -1
- package/src/Circle.ts +166 -166
- package/src/Line.ts +171 -171
- package/src/Mesh.ts +300 -45
- package/src/MeshSurface.ts +1 -1
- package/src/NurbsCurve.ts +655 -655
- package/src/NurbsSurface.ts +721 -721
- package/src/PolyCurve.ts +203 -203
- package/src/Polyline.ts +316 -316
- package/src/Ray.ts +90 -90
- package/src/SculptSession.ts +377 -377
- package/src/engine-threaded.ts +39 -0
- package/src/engine.ts +46 -0
- package/src/index.ts +1 -1
- package/src/mesh-boolean.pool.ts +208 -86
- package/src/mesh-boolean.protocol.ts +44 -1
- package/src/mesh-boolean.worker.ts +170 -56
- package/src/wasm-active.ts +31 -0
- package/src/wasm-base64-threaded.ts +2 -0
- package/src/wasm-base64.ts +1 -1
- package/src/wasm-bindings-threaded.d.ts +1989 -0
- package/src/wasm-bindings-threaded.js +5235 -0
- package/src/wasm-bindings.d.ts +104 -0
- package/src/wasm-bindings.js +225 -0
- package/src/workerHelpers-threaded.js +107 -0
package/src/Circle.ts
CHANGED
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@@ -1,166 +1,166 @@
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import { ensureInit } from "./engine.js";
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import { Point } from "./Point.js";
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import { Vec3 } from "./Vec3.js";
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import { Mesh } from "./Mesh.js";
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import { Polygon } from "./Polygon.js";
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import { Plane } from "./Plane.js";
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import type { RotationAxis } from "./types.js";
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import
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/**
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* Immutable circle defined by center, radius, and normal.
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* Supports evaluation, transformation, extrusion, and projection.
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*/
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export class Circle {
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/**
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* Create a new circle.
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* @param center - Center point
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* @param radius - Circle radius
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* @param normal - Normal vector defining the circle's plane (default Z axis)
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* @param uAxis - Optional reference direction defining where t=0 starts.
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* Critical for sweep operations to maintain consistent profile orientation.
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*/
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constructor(
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public readonly center: Point,
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public readonly radius: number,
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public readonly normal: Vec3 = Vec3.Z,
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public readonly uAxis?: Vec3
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) {}
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/**
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* Create a Circle from a Plane, automatically using the plane's xAxis
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* as the circle's uAxis for consistent orientation in sweep operations.
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* @param plane - Plane defining circle's position and orientation
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* @param radius - Circle radius
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* @returns New Circle at plane origin with plane normal
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*/
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static fromPlane(plane: Plane, radius: number): Circle {
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return new Circle(plane.origin, radius, plane.normal, plane.getXAxis());
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}
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/**
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* Evaluate a point on the circle at normalized parameter t.
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* @param t - Parameter in [0, 1] (0 and 1 are the same point for closed circle)
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* @returns Point on circle at parameter t
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*/
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pointAt(t: number): Point {
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ensureInit();
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const r = wasm.circle_point_at(
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this.center.x, this.center.y, this.center.z,
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this.normal.x, this.normal.y, this.normal.z,
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this.radius, t
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);
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return new Point(r[0], r[1], r[2]);
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}
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/**
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* Get the circumference of this circle.
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* @returns 2 * PI * radius
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*/
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length(): number {
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ensureInit();
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return wasm.circle_length(this.radius);
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}
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/**
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* Sample the circle into evenly-spaced points across the full closed
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* parameter range INCLUSIVE of both ends: the last point coincides with
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* the first (the seam). Consumers building a closed polygon from a circle
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* must drop the final duplicate (see Mesh.buildPlanarCircle).
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* @param n - Number of points to generate
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* @returns Array of n points around the circle, first == last
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*/
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sample(n: number): Point[] {
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ensureInit();
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const buf = wasm.create_circle(
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this.center.x, this.center.y, this.center.z,
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this.normal.x, this.normal.y, this.normal.z,
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this.radius, n
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);
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const pts: Point[] = [];
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for (let i = 0; i < buf.length; i += 3) {
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pts.push(new Point(buf[i], buf[i + 1], buf[i + 2]));
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}
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return pts;
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}
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/**
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* Translate this circle by an offset vector.
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* @param offset - Translation vector
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* @returns New translated circle
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*/
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translate(offset: Vec3): Circle {
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return new Circle(this.center.add(offset), this.radius, this.normal, this.uAxis);
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}
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/**
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* Rotate this circle around an axis.
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* @param axis - Rotation axis (Vec3 through origin, or Line for arbitrary axis)
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* @param angle - Rotation angle in radians
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* @returns New rotated circle
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*/
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rotate(axis: RotationAxis, angle: number): Circle {
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const n = this.normal;
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// Normal is a direction — always rotate around origin regardless of axis type
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const dirAxis = 'start' in axis ? new Vec3(axis.end.x - axis.start.x, axis.end.y - axis.start.y, axis.end.z - axis.start.z) : axis;
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const rn = new Point(n.x, n.y, n.z).rotate(dirAxis, angle);
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// Also rotate the uAxis if present
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let rotatedUAxis: Vec3 | undefined;
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if (this.uAxis) {
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const ru = new Point(this.uAxis.x, this.uAxis.y, this.uAxis.z).rotate(dirAxis, angle);
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rotatedUAxis = new Vec3(ru.x, ru.y, ru.z);
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}
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return new Circle(this.center.rotate(axis, angle), this.radius, new Vec3(rn.x, rn.y, rn.z), rotatedUAxis);
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}
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/**
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* Offset this circle by changing its radius.
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* @param distance - Distance to offset (positive = larger, negative = smaller)
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* @returns New circle with adjusted radius
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*/
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offset(distance: number): Circle {
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return new Circle(this.center, this.radius + distance, this.normal, this.uAxis);
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}
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/**
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* Project onto plane. Returns a Polygon because a tilted circle projects to an ellipse.
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* @param plane - Target plane
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* @param direction - Optional projection direction (default: perpendicular to plane)
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* @param samples - Number of sample points for approximation (default 64)
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* @returns Polygon approximating the projected circle
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*/
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projectOntoPlane(plane: Plane, direction?: Vec3, samples = 64): Polygon {
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const pts = this.sample(samples);
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const proj = (p: Point) => direction ? plane.projectPointAlongDirection(p, direction) : plane.projectPoint(p);
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return new Polygon(pts.map(proj));
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}
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/**
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* Extrude this circle along a direction vector to create a cylindrical mesh.
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* @param direction - Extrusion direction and magnitude
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* @param segments - Number of circumferential segments (default 16)
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* @param caps - Whether to cap the ends (default true)
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* @returns Mesh representing the extruded cylinder
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*/
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extrude(direction: Vec3, segments = 16, caps = true): Mesh {
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ensureInit();
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const buf = wasm.extrude_circle(
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this.center.x, this.center.y, this.center.z,
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this.normal.x, this.normal.y, this.normal.z,
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this.radius,
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direction.x, direction.y, direction.z,
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segments, caps
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);
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return Mesh.fromBuffer(buf);
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}
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/**
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* Extrude this closed circle into a trusted solid suitable for booleans.
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* @param direction - Extrusion direction and magnitude
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* @param segments - Number of boundary samples used for tessellation (default 32)
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* @returns Closed mesh solid ready for boolean operations
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*/
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extrudeAsSolid(direction: Vec3, segments = 32): Mesh {
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return Mesh.extrudeCurveAsSolid(this, direction, segments);
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}
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}
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import { ensureInit } from "./engine.js";
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import { Point } from "./Point.js";
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import { Vec3 } from "./Vec3.js";
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import { Mesh } from "./Mesh.js";
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import { Polygon } from "./Polygon.js";
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import { Plane } from "./Plane.js";
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import type { RotationAxis } from "./types.js";
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import { wasm } from "./wasm-active.js";
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/**
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* Immutable circle defined by center, radius, and normal.
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* Supports evaluation, transformation, extrusion, and projection.
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*/
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export class Circle {
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/**
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* Create a new circle.
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* @param center - Center point
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* @param radius - Circle radius
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* @param normal - Normal vector defining the circle's plane (default Z axis)
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* @param uAxis - Optional reference direction defining where t=0 starts.
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* Critical for sweep operations to maintain consistent profile orientation.
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*/
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constructor(
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public readonly center: Point,
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public readonly radius: number,
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public readonly normal: Vec3 = Vec3.Z,
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public readonly uAxis?: Vec3
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) {}
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/**
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* Create a Circle from a Plane, automatically using the plane's xAxis
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* as the circle's uAxis for consistent orientation in sweep operations.
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* @param plane - Plane defining circle's position and orientation
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* @param radius - Circle radius
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* @returns New Circle at plane origin with plane normal
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*/
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static fromPlane(plane: Plane, radius: number): Circle {
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return new Circle(plane.origin, radius, plane.normal, plane.getXAxis());
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}
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/**
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* Evaluate a point on the circle at normalized parameter t.
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* @param t - Parameter in [0, 1] (0 and 1 are the same point for closed circle)
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* @returns Point on circle at parameter t
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*/
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pointAt(t: number): Point {
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ensureInit();
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const r = wasm.circle_point_at(
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this.center.x, this.center.y, this.center.z,
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this.normal.x, this.normal.y, this.normal.z,
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this.radius, t
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);
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return new Point(r[0], r[1], r[2]);
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}
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/**
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* Get the circumference of this circle.
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* @returns 2 * PI * radius
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*/
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length(): number {
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ensureInit();
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return wasm.circle_length(this.radius);
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}
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/**
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* Sample the circle into evenly-spaced points across the full closed
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* parameter range INCLUSIVE of both ends: the last point coincides with
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* the first (the seam). Consumers building a closed polygon from a circle
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* must drop the final duplicate (see Mesh.buildPlanarCircle).
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* @param n - Number of points to generate
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* @returns Array of n points around the circle, first == last
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*/
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sample(n: number): Point[] {
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ensureInit();
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const buf = wasm.create_circle(
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this.center.x, this.center.y, this.center.z,
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this.normal.x, this.normal.y, this.normal.z,
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this.radius, n
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);
|
|
80
|
+
const pts: Point[] = [];
|
|
81
|
+
for (let i = 0; i < buf.length; i += 3) {
|
|
82
|
+
pts.push(new Point(buf[i], buf[i + 1], buf[i + 2]));
|
|
83
|
+
}
|
|
84
|
+
return pts;
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
/**
|
|
88
|
+
* Translate this circle by an offset vector.
|
|
89
|
+
* @param offset - Translation vector
|
|
90
|
+
* @returns New translated circle
|
|
91
|
+
*/
|
|
92
|
+
translate(offset: Vec3): Circle {
|
|
93
|
+
return new Circle(this.center.add(offset), this.radius, this.normal, this.uAxis);
|
|
94
|
+
}
|
|
95
|
+
|
|
96
|
+
/**
|
|
97
|
+
* Rotate this circle around an axis.
|
|
98
|
+
* @param axis - Rotation axis (Vec3 through origin, or Line for arbitrary axis)
|
|
99
|
+
* @param angle - Rotation angle in radians
|
|
100
|
+
* @returns New rotated circle
|
|
101
|
+
*/
|
|
102
|
+
rotate(axis: RotationAxis, angle: number): Circle {
|
|
103
|
+
const n = this.normal;
|
|
104
|
+
// Normal is a direction — always rotate around origin regardless of axis type
|
|
105
|
+
const dirAxis = 'start' in axis ? new Vec3(axis.end.x - axis.start.x, axis.end.y - axis.start.y, axis.end.z - axis.start.z) : axis;
|
|
106
|
+
const rn = new Point(n.x, n.y, n.z).rotate(dirAxis, angle);
|
|
107
|
+
// Also rotate the uAxis if present
|
|
108
|
+
let rotatedUAxis: Vec3 | undefined;
|
|
109
|
+
if (this.uAxis) {
|
|
110
|
+
const ru = new Point(this.uAxis.x, this.uAxis.y, this.uAxis.z).rotate(dirAxis, angle);
|
|
111
|
+
rotatedUAxis = new Vec3(ru.x, ru.y, ru.z);
|
|
112
|
+
}
|
|
113
|
+
return new Circle(this.center.rotate(axis, angle), this.radius, new Vec3(rn.x, rn.y, rn.z), rotatedUAxis);
|
|
114
|
+
}
|
|
115
|
+
|
|
116
|
+
/**
|
|
117
|
+
* Offset this circle by changing its radius.
|
|
118
|
+
* @param distance - Distance to offset (positive = larger, negative = smaller)
|
|
119
|
+
* @returns New circle with adjusted radius
|
|
120
|
+
*/
|
|
121
|
+
offset(distance: number): Circle {
|
|
122
|
+
return new Circle(this.center, this.radius + distance, this.normal, this.uAxis);
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
/**
|
|
126
|
+
* Project onto plane. Returns a Polygon because a tilted circle projects to an ellipse.
|
|
127
|
+
* @param plane - Target plane
|
|
128
|
+
* @param direction - Optional projection direction (default: perpendicular to plane)
|
|
129
|
+
* @param samples - Number of sample points for approximation (default 64)
|
|
130
|
+
* @returns Polygon approximating the projected circle
|
|
131
|
+
*/
|
|
132
|
+
projectOntoPlane(plane: Plane, direction?: Vec3, samples = 64): Polygon {
|
|
133
|
+
const pts = this.sample(samples);
|
|
134
|
+
const proj = (p: Point) => direction ? plane.projectPointAlongDirection(p, direction) : plane.projectPoint(p);
|
|
135
|
+
return new Polygon(pts.map(proj));
|
|
136
|
+
}
|
|
137
|
+
|
|
138
|
+
/**
|
|
139
|
+
* Extrude this circle along a direction vector to create a cylindrical mesh.
|
|
140
|
+
* @param direction - Extrusion direction and magnitude
|
|
141
|
+
* @param segments - Number of circumferential segments (default 16)
|
|
142
|
+
* @param caps - Whether to cap the ends (default true)
|
|
143
|
+
* @returns Mesh representing the extruded cylinder
|
|
144
|
+
*/
|
|
145
|
+
extrude(direction: Vec3, segments = 16, caps = true): Mesh {
|
|
146
|
+
ensureInit();
|
|
147
|
+
const buf = wasm.extrude_circle(
|
|
148
|
+
this.center.x, this.center.y, this.center.z,
|
|
149
|
+
this.normal.x, this.normal.y, this.normal.z,
|
|
150
|
+
this.radius,
|
|
151
|
+
direction.x, direction.y, direction.z,
|
|
152
|
+
segments, caps
|
|
153
|
+
);
|
|
154
|
+
return Mesh.fromBuffer(buf);
|
|
155
|
+
}
|
|
156
|
+
|
|
157
|
+
/**
|
|
158
|
+
* Extrude this closed circle into a trusted solid suitable for booleans.
|
|
159
|
+
* @param direction - Extrusion direction and magnitude
|
|
160
|
+
* @param segments - Number of boundary samples used for tessellation (default 32)
|
|
161
|
+
* @returns Closed mesh solid ready for boolean operations
|
|
162
|
+
*/
|
|
163
|
+
extrudeAsSolid(direction: Vec3, segments = 32): Mesh {
|
|
164
|
+
return Mesh.extrudeCurveAsSolid(this, direction, segments);
|
|
165
|
+
}
|
|
166
|
+
}
|
package/src/Line.ts
CHANGED
|
@@ -1,171 +1,171 @@
|
|
|
1
|
-
import { ensureInit } from "./engine.js";
|
|
2
|
-
import { Point } from "./Point.js";
|
|
3
|
-
import { Vec3 } from "./Vec3.js";
|
|
4
|
-
import { Mesh } from "./Mesh.js";
|
|
5
|
-
import { PolyCurve } from "./PolyCurve.js";
|
|
6
|
-
import { Polyline } from "./Polyline.js";
|
|
7
|
-
import type { Plane } from "./Plane.js";
|
|
8
|
-
import type { CurveOffsetOptions, RotationAxis } from "./types.js";
|
|
9
|
-
import
|
|
10
|
-
|
|
11
|
-
/**
|
|
12
|
-
* Immutable line segment defined by start and end points.
|
|
13
|
-
* Supports evaluation, transformation, and extrusion operations.
|
|
14
|
-
*/
|
|
15
|
-
export class Line {
|
|
16
|
-
constructor(
|
|
17
|
-
public readonly start: Point,
|
|
18
|
-
public readonly end: Point
|
|
19
|
-
) {}
|
|
20
|
-
|
|
21
|
-
/**
|
|
22
|
-
* Evaluate a point on the line at normalized parameter t.
|
|
23
|
-
* @param t - Parameter in [0, 1] (0 = start, 1 = end)
|
|
24
|
-
* @returns Point on line at parameter t
|
|
25
|
-
*/
|
|
26
|
-
pointAt(t: number): Point {
|
|
27
|
-
ensureInit();
|
|
28
|
-
const r = wasm.line_point_at(
|
|
29
|
-
this.start.x, this.start.y, this.start.z,
|
|
30
|
-
this.end.x, this.end.y, this.end.z,
|
|
31
|
-
t
|
|
32
|
-
);
|
|
33
|
-
return new Point(r[0], r[1], r[2]);
|
|
34
|
-
}
|
|
35
|
-
|
|
36
|
-
/**
|
|
37
|
-
* Get the length of this line segment.
|
|
38
|
-
* @returns Euclidean distance from start to end
|
|
39
|
-
*/
|
|
40
|
-
length(): number {
|
|
41
|
-
ensureInit();
|
|
42
|
-
return wasm.line_length(
|
|
43
|
-
this.start.x, this.start.y, this.start.z,
|
|
44
|
-
this.end.x, this.end.y, this.end.z
|
|
45
|
-
);
|
|
46
|
-
}
|
|
47
|
-
|
|
48
|
-
/**
|
|
49
|
-
* Get the unit direction vector of this line.
|
|
50
|
-
* @returns Normalized vector from start to end
|
|
51
|
-
*/
|
|
52
|
-
tangent(): Vec3 {
|
|
53
|
-
ensureInit();
|
|
54
|
-
const r = wasm.line_tangent(
|
|
55
|
-
this.start.x, this.start.y, this.start.z,
|
|
56
|
-
this.end.x, this.end.y, this.end.z
|
|
57
|
-
);
|
|
58
|
-
return new Vec3(r[0], r[1], r[2]);
|
|
59
|
-
}
|
|
60
|
-
|
|
61
|
-
/**
|
|
62
|
-
* Sample the line into evenly-spaced points.
|
|
63
|
-
* @param n - Number of points to generate
|
|
64
|
-
* @returns Array of n points along the line
|
|
65
|
-
*/
|
|
66
|
-
sample(n: number): Point[] {
|
|
67
|
-
ensureInit();
|
|
68
|
-
const buf = wasm.create_line(
|
|
69
|
-
this.start.x, this.start.y, this.start.z,
|
|
70
|
-
this.end.x, this.end.y, this.end.z,
|
|
71
|
-
n
|
|
72
|
-
);
|
|
73
|
-
const pts: Point[] = [];
|
|
74
|
-
for (let i = 0; i < buf.length; i += 3) {
|
|
75
|
-
pts.push(new Point(buf[i], buf[i + 1], buf[i + 2]));
|
|
76
|
-
}
|
|
77
|
-
return pts;
|
|
78
|
-
}
|
|
79
|
-
|
|
80
|
-
/**
|
|
81
|
-
* Translate this line by an offset vector.
|
|
82
|
-
* @param offset - Translation vector
|
|
83
|
-
* @returns New translated line
|
|
84
|
-
*/
|
|
85
|
-
translate(offset: Vec3): Line {
|
|
86
|
-
return new Line(this.start.add(offset), this.end.add(offset));
|
|
87
|
-
}
|
|
88
|
-
|
|
89
|
-
/**
|
|
90
|
-
* Apply a row-major 4x4 matrix to both endpoints.
|
|
91
|
-
* @param matrix - Row-major 4x4 matrix (16 entries)
|
|
92
|
-
* @returns New transformed line
|
|
93
|
-
*/
|
|
94
|
-
applyMatrix(matrix: number[] | Float64Array): Line {
|
|
95
|
-
return new Line(this.start.applyMatrix(matrix), this.end.applyMatrix(matrix));
|
|
96
|
-
}
|
|
97
|
-
|
|
98
|
-
/**
|
|
99
|
-
* Rotate this line around an axis.
|
|
100
|
-
* @param axis - Rotation axis (Vec3 through origin, or Line for arbitrary axis)
|
|
101
|
-
* @param angle - Rotation angle in radians
|
|
102
|
-
* @returns New rotated line
|
|
103
|
-
*/
|
|
104
|
-
rotate(axis: RotationAxis, angle: number): Line {
|
|
105
|
-
return new Line(this.start.rotate(axis, angle), this.end.rotate(axis, angle));
|
|
106
|
-
}
|
|
107
|
-
|
|
108
|
-
/**
|
|
109
|
-
* Offset this line perpendicular to its direction.
|
|
110
|
-
* @param distance - Offset distance (positive = along normal cross direction)
|
|
111
|
-
* @param normal - Reference normal for determining offset direction (default Z axis)
|
|
112
|
-
* @returns New offset line
|
|
113
|
-
*/
|
|
114
|
-
offset(distance: number, normal: Vec3 = Vec3.Z): Line {
|
|
115
|
-
ensureInit();
|
|
116
|
-
const r = wasm.line_offset(
|
|
117
|
-
this.start.x, this.start.y, this.start.z,
|
|
118
|
-
this.end.x, this.end.y, this.end.z,
|
|
119
|
-
distance,
|
|
120
|
-
normal.x, normal.y, normal.z,
|
|
121
|
-
);
|
|
122
|
-
return new Line(
|
|
123
|
-
new Point(r[0], r[1], r[2]),
|
|
124
|
-
new Point(r[3], r[4], r[5]),
|
|
125
|
-
);
|
|
126
|
-
}
|
|
127
|
-
|
|
128
|
-
/**
|
|
129
|
-
* Thicken this line into a closed PolyCurve suitable for extrusion.
|
|
130
|
-
* When `bothSides` is false, the source line forms one side of the result.
|
|
131
|
-
* When true, the thickness is added on each side of the line.
|
|
132
|
-
*
|
|
133
|
-
* If `normal` is omitted, the kernel will infer a stable fallback plane.
|
|
134
|
-
*/
|
|
135
|
-
thicken(
|
|
136
|
-
distance: number,
|
|
137
|
-
bothSides = false,
|
|
138
|
-
normal?: Vec3,
|
|
139
|
-
options: CurveOffsetOptions = {},
|
|
140
|
-
): PolyCurve {
|
|
141
|
-
return new Polyline([this.start, this.end]).thicken(distance, bothSides, normal, options);
|
|
142
|
-
}
|
|
143
|
-
|
|
144
|
-
/**
|
|
145
|
-
* Project this line onto a plane.
|
|
146
|
-
* @param plane - Target plane
|
|
147
|
-
* @param direction - Optional projection direction (default: perpendicular to plane)
|
|
148
|
-
* @returns New projected line
|
|
149
|
-
*/
|
|
150
|
-
projectOntoPlane(plane: Plane, direction?: Vec3): Line {
|
|
151
|
-
const proj = (p: Point) => direction ? plane.projectPointAlongDirection(p, direction) : plane.projectPoint(p);
|
|
152
|
-
return new Line(proj(this.start), proj(this.end));
|
|
153
|
-
}
|
|
154
|
-
|
|
155
|
-
/**
|
|
156
|
-
* Extrude this line into a mesh surface.
|
|
157
|
-
* @param direction - Extrusion direction vector
|
|
158
|
-
* @param segments - Number of segments along extrusion (default 1)
|
|
159
|
-
* @returns Mesh representing the extruded surface
|
|
160
|
-
*/
|
|
161
|
-
extrude(direction: Vec3, segments = 1): Mesh {
|
|
162
|
-
ensureInit();
|
|
163
|
-
const buf = wasm.extrude_line(
|
|
164
|
-
this.start.x, this.start.y, this.start.z,
|
|
165
|
-
this.end.x, this.end.y, this.end.z,
|
|
166
|
-
direction.x, direction.y, direction.z,
|
|
167
|
-
segments
|
|
168
|
-
);
|
|
169
|
-
return Mesh.fromBuffer(buf);
|
|
170
|
-
}
|
|
171
|
-
}
|
|
1
|
+
import { ensureInit } from "./engine.js";
|
|
2
|
+
import { Point } from "./Point.js";
|
|
3
|
+
import { Vec3 } from "./Vec3.js";
|
|
4
|
+
import { Mesh } from "./Mesh.js";
|
|
5
|
+
import { PolyCurve } from "./PolyCurve.js";
|
|
6
|
+
import { Polyline } from "./Polyline.js";
|
|
7
|
+
import type { Plane } from "./Plane.js";
|
|
8
|
+
import type { CurveOffsetOptions, RotationAxis } from "./types.js";
|
|
9
|
+
import { wasm } from "./wasm-active.js";
|
|
10
|
+
|
|
11
|
+
/**
|
|
12
|
+
* Immutable line segment defined by start and end points.
|
|
13
|
+
* Supports evaluation, transformation, and extrusion operations.
|
|
14
|
+
*/
|
|
15
|
+
export class Line {
|
|
16
|
+
constructor(
|
|
17
|
+
public readonly start: Point,
|
|
18
|
+
public readonly end: Point
|
|
19
|
+
) {}
|
|
20
|
+
|
|
21
|
+
/**
|
|
22
|
+
* Evaluate a point on the line at normalized parameter t.
|
|
23
|
+
* @param t - Parameter in [0, 1] (0 = start, 1 = end)
|
|
24
|
+
* @returns Point on line at parameter t
|
|
25
|
+
*/
|
|
26
|
+
pointAt(t: number): Point {
|
|
27
|
+
ensureInit();
|
|
28
|
+
const r = wasm.line_point_at(
|
|
29
|
+
this.start.x, this.start.y, this.start.z,
|
|
30
|
+
this.end.x, this.end.y, this.end.z,
|
|
31
|
+
t
|
|
32
|
+
);
|
|
33
|
+
return new Point(r[0], r[1], r[2]);
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
/**
|
|
37
|
+
* Get the length of this line segment.
|
|
38
|
+
* @returns Euclidean distance from start to end
|
|
39
|
+
*/
|
|
40
|
+
length(): number {
|
|
41
|
+
ensureInit();
|
|
42
|
+
return wasm.line_length(
|
|
43
|
+
this.start.x, this.start.y, this.start.z,
|
|
44
|
+
this.end.x, this.end.y, this.end.z
|
|
45
|
+
);
|
|
46
|
+
}
|
|
47
|
+
|
|
48
|
+
/**
|
|
49
|
+
* Get the unit direction vector of this line.
|
|
50
|
+
* @returns Normalized vector from start to end
|
|
51
|
+
*/
|
|
52
|
+
tangent(): Vec3 {
|
|
53
|
+
ensureInit();
|
|
54
|
+
const r = wasm.line_tangent(
|
|
55
|
+
this.start.x, this.start.y, this.start.z,
|
|
56
|
+
this.end.x, this.end.y, this.end.z
|
|
57
|
+
);
|
|
58
|
+
return new Vec3(r[0], r[1], r[2]);
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
/**
|
|
62
|
+
* Sample the line into evenly-spaced points.
|
|
63
|
+
* @param n - Number of points to generate
|
|
64
|
+
* @returns Array of n points along the line
|
|
65
|
+
*/
|
|
66
|
+
sample(n: number): Point[] {
|
|
67
|
+
ensureInit();
|
|
68
|
+
const buf = wasm.create_line(
|
|
69
|
+
this.start.x, this.start.y, this.start.z,
|
|
70
|
+
this.end.x, this.end.y, this.end.z,
|
|
71
|
+
n
|
|
72
|
+
);
|
|
73
|
+
const pts: Point[] = [];
|
|
74
|
+
for (let i = 0; i < buf.length; i += 3) {
|
|
75
|
+
pts.push(new Point(buf[i], buf[i + 1], buf[i + 2]));
|
|
76
|
+
}
|
|
77
|
+
return pts;
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
/**
|
|
81
|
+
* Translate this line by an offset vector.
|
|
82
|
+
* @param offset - Translation vector
|
|
83
|
+
* @returns New translated line
|
|
84
|
+
*/
|
|
85
|
+
translate(offset: Vec3): Line {
|
|
86
|
+
return new Line(this.start.add(offset), this.end.add(offset));
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
/**
|
|
90
|
+
* Apply a row-major 4x4 matrix to both endpoints.
|
|
91
|
+
* @param matrix - Row-major 4x4 matrix (16 entries)
|
|
92
|
+
* @returns New transformed line
|
|
93
|
+
*/
|
|
94
|
+
applyMatrix(matrix: number[] | Float64Array): Line {
|
|
95
|
+
return new Line(this.start.applyMatrix(matrix), this.end.applyMatrix(matrix));
|
|
96
|
+
}
|
|
97
|
+
|
|
98
|
+
/**
|
|
99
|
+
* Rotate this line around an axis.
|
|
100
|
+
* @param axis - Rotation axis (Vec3 through origin, or Line for arbitrary axis)
|
|
101
|
+
* @param angle - Rotation angle in radians
|
|
102
|
+
* @returns New rotated line
|
|
103
|
+
*/
|
|
104
|
+
rotate(axis: RotationAxis, angle: number): Line {
|
|
105
|
+
return new Line(this.start.rotate(axis, angle), this.end.rotate(axis, angle));
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
/**
|
|
109
|
+
* Offset this line perpendicular to its direction.
|
|
110
|
+
* @param distance - Offset distance (positive = along normal cross direction)
|
|
111
|
+
* @param normal - Reference normal for determining offset direction (default Z axis)
|
|
112
|
+
* @returns New offset line
|
|
113
|
+
*/
|
|
114
|
+
offset(distance: number, normal: Vec3 = Vec3.Z): Line {
|
|
115
|
+
ensureInit();
|
|
116
|
+
const r = wasm.line_offset(
|
|
117
|
+
this.start.x, this.start.y, this.start.z,
|
|
118
|
+
this.end.x, this.end.y, this.end.z,
|
|
119
|
+
distance,
|
|
120
|
+
normal.x, normal.y, normal.z,
|
|
121
|
+
);
|
|
122
|
+
return new Line(
|
|
123
|
+
new Point(r[0], r[1], r[2]),
|
|
124
|
+
new Point(r[3], r[4], r[5]),
|
|
125
|
+
);
|
|
126
|
+
}
|
|
127
|
+
|
|
128
|
+
/**
|
|
129
|
+
* Thicken this line into a closed PolyCurve suitable for extrusion.
|
|
130
|
+
* When `bothSides` is false, the source line forms one side of the result.
|
|
131
|
+
* When true, the thickness is added on each side of the line.
|
|
132
|
+
*
|
|
133
|
+
* If `normal` is omitted, the kernel will infer a stable fallback plane.
|
|
134
|
+
*/
|
|
135
|
+
thicken(
|
|
136
|
+
distance: number,
|
|
137
|
+
bothSides = false,
|
|
138
|
+
normal?: Vec3,
|
|
139
|
+
options: CurveOffsetOptions = {},
|
|
140
|
+
): PolyCurve {
|
|
141
|
+
return new Polyline([this.start, this.end]).thicken(distance, bothSides, normal, options);
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
/**
|
|
145
|
+
* Project this line onto a plane.
|
|
146
|
+
* @param plane - Target plane
|
|
147
|
+
* @param direction - Optional projection direction (default: perpendicular to plane)
|
|
148
|
+
* @returns New projected line
|
|
149
|
+
*/
|
|
150
|
+
projectOntoPlane(plane: Plane, direction?: Vec3): Line {
|
|
151
|
+
const proj = (p: Point) => direction ? plane.projectPointAlongDirection(p, direction) : plane.projectPoint(p);
|
|
152
|
+
return new Line(proj(this.start), proj(this.end));
|
|
153
|
+
}
|
|
154
|
+
|
|
155
|
+
/**
|
|
156
|
+
* Extrude this line into a mesh surface.
|
|
157
|
+
* @param direction - Extrusion direction vector
|
|
158
|
+
* @param segments - Number of segments along extrusion (default 1)
|
|
159
|
+
* @returns Mesh representing the extruded surface
|
|
160
|
+
*/
|
|
161
|
+
extrude(direction: Vec3, segments = 1): Mesh {
|
|
162
|
+
ensureInit();
|
|
163
|
+
const buf = wasm.extrude_line(
|
|
164
|
+
this.start.x, this.start.y, this.start.z,
|
|
165
|
+
this.end.x, this.end.y, this.end.z,
|
|
166
|
+
direction.x, direction.y, direction.z,
|
|
167
|
+
segments
|
|
168
|
+
);
|
|
169
|
+
return Mesh.fromBuffer(buf);
|
|
170
|
+
}
|
|
171
|
+
}
|