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237 Commits
Author SHA1 Message Date
Emmett Lalish 5d127e57fb v3.0 (#1024)
* nanobind link

* update READMEs

* bump version

* update npm README
2024-11-17 21:27:58 -08:00
pca006132 125dbd41cd generate version.h for emscripten build (#1055)
* generate version.h for emscripten build

* fix

* typo
2024-11-18 12:31:03 +08:00
Henner Zeller 182adae00a Provide a numeric version number to compare against. (#1054)
Including simple example in version.h.in and checking
in the test-{cmake,pkgconfig}.sh scripts.
2024-11-17 19:01:25 -08:00
pca006132andEmmett Lalish 7f298aa9db cmake changes (#1048)
* enable emscripten build with tbb enabled

* nix: fix emscripten build, add tbb build

* browser

* fix python build

* minor

* no parallel sdf for js

* disable test for emscripten-tbb

* add cache for nix python build

* cmake changes

* fix

* update

* update

* update

* update

* move python dependency handling

* more changes

* format

* fix broken format

* fix

* simplify

* allow emscripten with cbind

* build fetched dependencies as static libs

* fix static build

* fix rebuild

* fix extras

* remove parallel.h from public API

* update tests

* make dependencies private

* move parallel.h

* missing utils.h change

* fix

* fix...

* fix wasm tbb

* add more cmake consumer tests

* fix consumer

* add rpath

* Revert "add rpath"

This reverts commit 2e8a96c90b26f7044617953ccf0f6935e4de8fdf.

* rpath specific to macos

* use override

* forgot to set rpath...

* remove #1045 related changes

* integrate #1052

* allow version override

* minor improvements

* msvc changes

* fix typo

---------

Co-authored-by: Emmett Lalish <elalish@google.com>
2024-11-17 12:00:36 -08:00
Emmett Lalish 18101057b5 fixed properties (#1051)
* fixed properties

* fix formatting

* fix compile

* consolidate debug functions
2024-11-16 21:26:14 -08:00
pca006132 7de71d4c93 manifold alias (#1049) 2024-11-16 10:01:51 -08:00
pca006132 d9bc83a7ad free temporary vectors earlier (#1047)
* free temporary vectors earlier

* clear some more

doesn't seem very effective though
2024-11-16 08:27:11 -08:00
Jimandpca006132 ee32b3025d Add C bindings for Triangulate() (#1034)
* Adds C bindings for Triangulate()

* Triangulate() returns a std::vector<ivec3>, which I tried to respect.
  Since ivec3 is 3 int's, I have
  manifold_triangulation_tri_verts(void *mem, ...)
  copy assuming mem has space for 3 * num_tri int's

* NOTE: manifoldc.cpp now includes "manifold/polygon.h"

* NOTE: I couldn't figure out manifold_destruct_triangulation(...)
  Also, I don't understand the use case(s) of the destruct functions
  (literally don't understand; I am sure they exist)

* Usage code:

  ```
  ManifoldTriangulation *triangulation = manifold_triangulate(manifold_alloc_triangulation(), polygons, epsilon);
  size_t num_tri = manifold_triangulation_num_tri(triangulation);
  int *tri_verts = (int *) manifold_triangulation_tri_verts(malloc(num_tri * 3 * sizeof(int)), triangulation);
  manifold_delete_triangulation(triangulation);
  ```

* fixing formatting

* fix destruct

* add triangulation CBIND test

---------

Co-authored-by: pca006132 <john.lck40@gmail.com>
2024-11-17 00:15:57 +08:00
Emmett Lalishandpca006132 e7e0780114 Disable exceptions by default (#1044)
* removed ASSERT

* removed MANIFOLD_EXCEPTIONS

* fix CI

* fix performance regression

* avoid copying in Is2Manifold

* back to two assert flavors

---------

Co-authored-by: pca006132 <john.lck40@gmail.com>
2024-11-15 11:54:26 -08:00
Emmett Lalish 0b957bf8df added linalg docs (#1043) 2024-11-14 15:34:08 -08:00
pca006132 b26007e76c remove oneDPL (#1042) 2024-11-15 04:04:57 +08:00
Emmett Lalish 0f7cecaf1a SDF boundary cleanup (#1037)
* tighten test

* fixed SDF eggcrate

* addressing feedback
2024-11-13 22:08:45 -08:00
Emmett Lalish a41a361123 remove deterministic flag (#1033)
faster > deterministic
2024-11-13 21:15:35 -08:00
pca006132 74f340a8e7 always use 64-bit integer for MeshGL64 (#1038)
* always use 64-bit integer for MeshGL64

* fix 2

* c binding fixes

* c binding fix 2

* fix
2024-11-13 09:57:19 -08:00
pca006132 12b43f50c4 fix atomic exchange template deduction (#1035) 2024-11-12 09:13:05 -08:00
Chris Mayo 66bca6e3fd Fix target include directory when building as a submodule (#1029) 2024-11-08 12:44:21 -08:00
Emmett Lalish 55722a0ce3 Update Readme (#1025)
* nanobind link

* addessing feedback

* added users and packages

* dependency table

* fix merge docs

* fix build

* added docs
2024-11-07 11:19:28 -08:00
Emmett Lalish 2b29dca503 Update bindings (#1023)
* add setTolerance to WASM bindings

* update manifold_revolve C API

* fix formatting
2024-11-05 14:40:25 -08:00
Emmett Lalish 82140d3479 Remove GetProperties() (#1022)
* organize member docs

* remove GetProperties

* updated WASM bindings
2024-11-05 13:34:45 -08:00
Emmett Lalish 8e9bdb2614 updated linalg docs (#1020)
* updated linalg docs

* add missing icon, update readme deps
2024-11-04 00:04:36 -08:00
pca006132 4076b14dd6 fix data races (#1019) 2024-11-04 13:29:43 +08:00
pca006132 f11ed8da6c bindings update (#1018)
* bindings: add MeshGL64 C bindings

* bindings: fix leak and address sanitizer issue

* bindings: add Mesh64 to python

* bindings: fix c binding 64 bit index type

* bindings: fix python 64 bit index type

* bindings: fix python again

* bindings: formatting
2024-11-02 13:59:12 +08:00
Emmett Lalish a8a90c7d34 switched property indexing from vector to scalar (#1016)
* switched property indexing from vector to scalar

* updated WASM bindings

* update python bindings
2024-11-01 11:45:32 -07:00
Emmett Lalish 649b69a140 Update README (#1015)
* add forgotten images

* update README
2024-10-29 15:54:16 -07:00
Emmett Lalish 97cb8dbffa Doxygen updates (#1014)
* reorganize docs

* further organization

* fixed mismatched names

* fix clang-format 19 diff

* fix clang-format 19 diff again
2024-10-29 15:19:36 -07:00
Emmett Lalish d1a8de2e00 update tolerance defaults (#1007)
* update tolerance defaults

* remove kFloatTolerance

* update test

* quick fix

* added tolerance test
2024-10-29 09:42:54 -07:00
Emmett Lalish a0d2c3ab25 remove CGAL comparisons (#1009)
* remove CGAL

* fix format
2024-10-22 22:09:50 -07:00
Emmett Lalish 80221a3511 Precision renaming (#1008)
* rename refineToPrecision

* rename kTolerance

* the precision rename
2024-10-22 15:28:09 -07:00
pca006132 5ba3c24112 [WIP] Add tolerance value (#997)
* renaming precision to uncertainty, and hiding

* add tolerance

* rename uncertainty to epsilon

* use epsilon instead of tolerance

* guard simplify topology for SetEpsilon

* format

* remove conflict markers

* fix builds

* use epsilon for barycentric

* prefer using epsilon

* update python bindings

* address comments

* format

* remove SetTolerance

Tolerance value is set before the mesh is created, when SimplfiyTopology
cannot be called.

* read/write MeshGL tolerance field
2024-10-22 08:29:11 -07:00
Clifford Yapp 85675f2723 Need to fix compilation flag lost in CMake refactor (#1005)
Looks like we lost the O3 flag always being on.  This was good for some
fun trying to figure out why performance had dropped off so dramatically
- turned out it was simply because prior builds had NEVER been without
O3, so all builds - Debug or Release - were optimized.

On the other hand, there are arguments for and against O3 with debug
builds.  The optimizations complicate/obscure debugging, but it's also
an order of magnitude slower running.  Rather than be completely either
or, this PR defines a MANIFOLD_OPTIMIZED variable that a user can
specify to ON explicitly.  Build types Release and RelWithDebInfo will
always have O3, and for other cases it'll be up to whether the user has
explicitly requested optimized building with MANIFOLD_OPTIMIZED.
2024-10-22 08:22:59 -07:00
Emmett Lalish e647093bbe removed RotateUp and uint (#1000)
* removed RotateUp and uint

* avoid new API

* simplify

* change error reporting

* fixed error reporting

* fix compile

* addressing feedback
2024-10-20 21:48:26 -07:00
Emmett Lalish 54517b7546 Separate coplanarity from faceID (#991)
* separated faceID

* clean up tests

* fix AsOriginal

* reenable CreateFaces and keep mesh relation intact

* fix compilation

* updates docs
2024-10-19 10:04:08 -07:00
Chris Mayo e45df5dd3a Support googletest with the CMake package name GTest (#1002) 2024-10-19 10:01:45 -07:00
Clifford Yapp 97423a07f9 Clean up some unused variables (#1001) 2024-10-19 10:00:31 -07:00
Clifford Yapp 0a51ae2a0c Define a test for simple offset booleans (#998)
* Define a test for simple offset booleans

This is intended to check for performance regressions - the BRL-CAD
logic performing this operation using v2.4.5 ran considerably faster.

Note - removing in-loop assertions for triangle count > 0 with the
intermediate forms greatly increases the speed, but they are placed
there deliberately to simulate what BRL-CAD does to validate the output
of the booleans on an incremental basis.  In the event of a boolean
failure or invalid output being produced for any reason, we want to be
able to capture the *exact* inputs responsible - which means we need to
check after each boolean operation to validate the results and catch
any bad intermediate states at the time they are produced.

* formatting

* More formatting

* Per suggestion from elalish, simplify edge pair setup

* Switch to a Status() check - appears to have the same slowing effect.

* Move the checks out of the loops

* Use initializer lists for better compactness

* Restore in-loop checks with explanation

* Simplify with += syntax.

* Revert "Simplify with += syntax."

Getting CI failure, see if this had an impact somehow...

This reverts commit 55ca9a9dea3f3fddad14ea7858603e35a4a2f629.

* Revert "Use initializer lists for better compactness"

Still not passing?? Revert another commit.

This reverts commit 89065dd7833d55933c8367f4734091ae43b4517e.

* Reapply "Simplify with += syntax."

OK, starting from a passing state, see if this works.

This reverts commit ba6027e003e4d6d64deda35eed8c540bff4a0f80.

* Break the initialization changes down - start with faces array.

* Initialize pts array

* Ah ha. There it is. Indexing problem with second half of pnts setup.

* formatting

* Test

* Revert "Test"

This reverts commit c137a4825824c43a56ba51ea32b073072c9af20e.

* See if the failure triggers if we only check once at the end.

* Revert "See if the failure triggers if we only check once at the end."

This reverts commit 35f0eb0c96685defbfb44910f75bf5974b5c754e.
2024-10-18 21:11:55 -07:00
pca006132 e718288cbf fix python binding (#987)
* python: fix type casters and warp batch

* python: allow docstring override

* update nanobind version

* python: add docstring_override.txt

* python: fix example

* version limit for nanobind
2024-10-19 01:07:18 +08:00
pca006132 005102c1a3 CI: remove glm (#992)
CI: removed glm and change naming
2024-10-16 23:08:20 +08:00
Clifford Yapp 6ade357e4b Make sure _MSC_VER is defined before checking (#990)
Avoids the following:

error: "_MSC_VER" is not defined, evaluates to 0 [-Werror=undef]
   59 | #if _MSC_VER <= 1900
      |     ^~~~~~~~
2024-10-16 13:13:11 +08:00
Emmett Lalishandpca006132 e06765346e Replace GLM with linalg (#984)
* added linalg

* removed GLM

* fix matrix multiplication

* more matrix constructors

* fixed more functions

* fixed matrix notation

* more fixes

* fix ostream

* further fixes

* added more rotation functions

* compiles

* some fixes

* fix2

* fix build

* another warning...

* fix install

* for wasm?

* no warning for unknown options

* proper fix?

* remove legacy warning flags

* format

* misc constexpr

---------

Co-authored-by: pca006132 <john.lck40@gmail.com>
2024-10-15 11:22:03 -07:00
pca006132 bd52d301ff Minor cleanup (#988)
* documentation update

* remove some todo

* format
2024-10-16 00:58:49 +08:00
Chris Mayo 370375ebf0 CI: libthrust-dev dependency no longer needed (#986) 2024-10-14 10:20:03 +08:00
Taylor Holliday 9d3fd48b01 Fix comment (#985)
`Mesh` was removed in #950
2024-10-12 13:38:40 +08:00
pca006132 451829f1d1 Collider optimization (#978)
* vec changes

* collider optimization

* fix tracy

* slight optimization for polygon

* cleanup

* cleanup

* CMAKE_CXX_FLAGS should also be a string

* slightly optimize polygon

* should be lowest instead of min

* address comments

* update MANIFOLD_PAR guard

* try to fix black CI
2024-10-09 09:05:04 -07:00
Clifford Yapp 3febd48dcd Always check in the code for explicit parallel/serial choice (#980)
* Check at compile time that MANIFOLD_PAR is set to either P (parallel) or S (series) mode.

* Switch from 'P' and 'S' to 1 and -1

* fix formatting

* Put the MANIFOLD_PAR poison pill in an internal header.

We want this check for Manifold compilation as a cross check on our CMake
logic, but this way client codes will work by default without being forced to
set it explicitly.
2024-10-07 13:00:57 -07:00
pca006132 658d3e037a format cmake files (#975)
* format cmake files

* update format.sh

* fix linker flags for emscripten

* update readme

* use gersemi

* actual format

* should be public instead of interface

* make test work without download

* simplification

* format
2024-10-05 00:36:24 +08:00
pca006132 cc1e97442a simple cleanup (#973)
* cleanup files

* hide some public APIs

* merged CMakeLists.txt for headers

* fix build

* include cleanup

* include cleanup again

* address #944

* python cmake install

* iostream is still needed

* fix nix
2024-10-03 00:10:07 +08:00
Nick Ufer 5719926db8 feat: exposes allocation functions via C bindings (#968)
* feat: exposes allocation functions via C bindings

* test(manifoldc): replaces malloc calls with alloc function calls
2024-09-30 17:19:42 -07:00
Clifford Yapp 3c8d486e36 Try to restore C bindings as a separate library build. (#967)
* Try to restore C bindings as a separate library build.

* Doesn't look like we need this define here now.

* meshIO isn't a separate library

* Right - manifoldc.h is in a different location
2024-09-29 21:27:31 -07:00
Brandon 5a157a07fe Wasm: update CrossSection.toPolygons() return value to match type (#963)
* Update return value to match type

* Format
2024-09-29 21:12:53 -07:00
Clifford Yapp acb4f8c5e4 Whoops - looks like Doxyfile needs to be top level (#965) 2024-09-29 10:58:55 -07:00
Clifford Yapp 5cab42f165 Attempt at simplifying the file structure and CMake build (#961)
* Initial file moves, stage logic for src/CMakeLists.txt rework

* Start working on getting reorganized files to build, as well as doing some rework on the CMake logic

* remove unused libs, propagate dependency includes

* Ignore common temporary files and build directories

* Just build the C bindings, since this is already a C++ compile - reduces complexity.

* Fixes for python binding building

* Require C++17, don't use extensions

* Remove C binding CMake file

* Remove extra libraries from link line

* Try to set up the manifoldConfig file to just find the required dependencies, without downloading

* Go looking for glm and Clipper2 installed with Manifold first (untested)

* Use a bundled Clipper2 copy instead of downloading

This preserves the ability to disable cross_section (and thus the use of
clipper) but replaces the Download-and-Build fetch with a bundled source
copy to avoid the network connection.  If we go this route, we're also
building Clipper2 directly into Manifold so client libraries don't have
to worry about linking it in.

* Remove option and directories no longer present

* Remove option no longer present.

* Put back the default .gitignore

* Add a few more patterns

* Revert "Use a bundled Clipper2 copy instead of downloading"

Feedback is we don't want to bundle clipper, so revert inclusion

This reverts commit 68e8e3ccceb35c87fc84626e28a95468781be8e3.

* Just build polygon as part of the main library

* Correct some library linkages

* Tweak exported target file install location - this seems to be what's expected on Linux, but will it work for other platforms?

* clang format fixes

* Just include FetchContent up front

* Fix include for minimize_testcase

* formatting

* Add sstream header

* Need to disable more code when cross_section is off

* Don't try to build the bindings unless MANIFOLD_CROSS_SECTION is on.

* formatting

* manifoldc folded into libmanifold

* Fix location of test-cmake.sh script

* Try using previous install dir for Apple/MSVC manifoldConfig.cmake file

Per https://cmake.org/cmake/help/latest/command/find_package.html it
looks like the search is different on different platforms.  Need to look
at the available patterns more closely, but for now try using what's
working for the tests in master branch.

* Fix conditional test, add namespace

* Fix header install

* Remove unused bindings filter from lcov line, Remove unused MANIFOLD_CBIND option.

* Don't do tests if downloads are off, since they require googletest.

* elalish spotted that this isn't a public header - fix.

* Try out CMake intenting based on vim + file footer with settings.

* Rename sh directory to scripts per suggestion from pca006132

* Per pca006132, remove unnecessary find_package call for oneDPL.

* Simplify MANIFOLD_PAR to an OFF/ON setting

Per suggestion from pca006132, changed CMake logic to be ON/OFF, and
simplified the C++ defines to test for defined/undefined vs. checking
for a specific value.

* conv.h is also a private header

* Hmm - looks like flake naming was coming from MANIFOLD_PAR - try translating the settings.

* Whoops - need to translate the active value not the cached value.

* OFF is still defined, so make sure we catch that case too

* Explain multiple calls to get_filename_component

* Move parallel.h to src

* Move iters.h to src

* Place optional components in subdirectories.

* Correct path in gen_docs.py

* Fix the file location for python bindings.

* Revert "Move iters.h to src"

parallel.h was apparently specifically public - undo hiding of iter.h

This reverts commit ce3e45a9a6af42393fbb4b220e9bb2c8ebabd901.

* Revert "Move parallel.h to src"

parallel.h was apparently specifically public

This reverts commit 08fbcdf8e95d6afd1eb3617eed9c90caa6744b0d.

* Footers, indenting adjustments for other CMake files
2024-09-29 10:23:42 -07:00
Nick Ufer ea91395878 feat: exposes Quality::ResetToDefaults() via C bindings (#964) 2024-09-29 09:53:34 -07:00
Emmett Lalish 4d7613bd4f Add RefineToPrecision (#938)
* added RefineToPrecision, but needs work

* fixed 1-d triangulations

* added test of precision

* fixed approximation

* added bindings

* cleanup

* forgot to include
2024-09-27 17:19:29 -07:00
Emmett Lalish 9f62dbb048 Remove mesh (#950)
* removed a bunch of mesh

* compiles

* fix test

* cleanup

* fix compile issues
2024-09-27 16:46:55 -07:00
pca006132 31d6da0973 use nanobind builtin stubgen (#949)
* use nanobind builtin stubgen

* fix formatting

* python format

* update nix for newer nanobind

* remove recursive clone flags

* fix extrude.py

* fix install

* add version checks for stubgen

* exclude_from_all

* fix python

* disable nix js variant for CI
2024-09-27 08:02:56 -07:00
Taylor Holliday 359274d01b use std::swap (#956) 2024-09-27 01:24:05 +08:00
Taylor Holliday a24cca1f06 remove face index on HalfEdge (#955)
* remove face index on HalfEdge

doesn't appear to actually be used

* remove face index on HalfEdge
2024-09-26 14:07:11 +08:00
Taylor Holliday c1d96a6404 Fix comment (#954) 2024-09-26 10:58:02 +08:00
Chris Mayo a8e533c790 Use CMAKE_INSTALL_LIBDIR when setting installed rpath (#948) 2024-09-24 10:39:07 -07:00
Chris Mayo fa6a632545 Install manifold.pc under CMAKE_INSTALL_LIBDIR (#946) 2024-09-23 07:53:28 -07:00
pca006132 cff8d903e8 Misc. changes (#940)
* propagate errors in boolean operands

* propagate error for transform and compose

* use 64-bit integers for MeshGL64

* use size_t for public APIs

* address comments

* fix signed compare errors

* fix
2024-09-21 09:37:39 -07:00
pca006132 fcc707585b removed face from halfedge (#939)
* removed face from halfedge

* address comments and format
2024-09-19 10:07:05 +08:00
Emmett Lalish 456b8ceb3b fix deployment (#937) 2024-09-18 14:57:16 +08:00
Neil PankeyandEmmett Lalish 9257734c0f wasm: fix CrossSection slice and project bindings (#930)
* wasm: fix CrossSection slice and project bindings

* wasm: SwissCheese example to demonstrate `slice`

* format.sh: ignore node_modules

* replace swiss cheese with auger

---------

Co-authored-by: Emmett Lalish <elalish@google.com>
2024-09-17 23:24:30 -07:00
Emmett Lalish ced53e2109 Make create faces optional (#935)
* avoid createFaces calls, need to separate relation from coplanarity

* simplified SetProperties

* fixed merge test

* simplified calculateCurvature

* fixed WASM + cleanup

* more cleanup
2024-09-17 14:59:05 -07:00
pca006132 a017f0e614 Normal calculation optimization (#934)
* normal calculation optimization

* move test around
2024-09-17 11:15:36 -07:00
pca006132andEmmett Lalish 22c66051df add MeshGL64 (#927)
* add MeshGL64

* allow SetProperties to zero property channel

* address comments

* minor test updates

* fixed scallop

* address comments

* fix test

---------

Co-authored-by: Emmett Lalish <elalish@google.com>
2024-09-16 12:35:55 +08:00
pca006132 4760ba3a33 use mxe to cross compile to windows (#924)
* MXE warning flags

* actually use mxe

* try again

* don't warn format when on mxe

* fix mxe

* disable c binding as well

* we can't run test here

* find threads first

* try harder
2024-09-13 01:26:18 +08:00
Emmett Lalish c75f068a03 update README links (#920) 2024-09-10 13:20:10 -07:00
MarkoandEmmett Lalish 51ee91e356 implemented typedoc documentation (#907)
* implemented typedoc documentation

* exclude docs output dir

* added bindings/wasm/docs dir to git ignore list

* Added js docs to GitHub deploy workflow

* include manifold global types

* js docs - added missing comments

* fixed formatting

* added missing comments

* added missing docs

---------

Co-authored-by: Emmett Lalish <elalish@google.com>
2024-09-10 11:55:15 -07:00
Henner Zeller 2e41fef203 Fix test-{cmake,pkgconfig}.sh to create, not append, to test files. (#919)
The test.cpp file and the CMakeLists.txt/Makefile were created with
the '>>' append in shell instead of '>'. Which means these files were
growing on multiple invocations if *-consumer was not deleted
between calls (which means that the test would fail the second time
around).

While at it, add the manifold/parallel.h include also to the
pkg-config test.

Make all includes 'system-header' style with angle brackets, as this
is what users of the library would use.
2024-09-11 00:27:49 +08:00
pca006132 9124a68032 change directory structure (#918)
* change directory structure

* expose parallel.h

* format

* missing functional

* format

* fix install
2024-09-10 07:56:43 -07:00
Henner Zeller 6f009ca13f Make cross_section an installable library. (#915) 2024-09-07 13:48:21 +08:00
pca006132 5b2a95e6d2 use custom file format for polygon tests (#913)
* use custom format

* try fix windows

* emscripten stuff

* address comments

* remove test filter

* fix format
2024-09-05 07:56:50 -07:00
Brandon e9c065bd5e Fix missing 'this' for property access in wasm bindings (#914)
* Fix missing 'this' for property access

* fix formatting
2024-09-05 07:47:39 -07:00
reinux b95b88f026 Enable MeshIO/MANIFOLD_EXPORT in flake (#912) 2024-09-04 16:10:16 +08:00
pca006132andEmmett Lalish 492c3a8b23 Double precision (#895)
* added configuration summary

* use custom math type

* use std function if possible

* build success

* fix js binding

* format

* use better primitives

* use old precision for polygon tests

* fix polygon CCW check

* temp-fix tests

* add simpler failing test case

* refactored CutKeyhole

* fixed tests

* more keyholing fixes

* truncate long debug output

* shrink SDF blobs test

* fixed WASM and disabled zebra

* fix hull

* cleanup a bit

* fix wasm

* CI cleanuo

* reenable zebra

* upped precision and fixed tests

* fix format

* disable zebra test on windows

---------

Co-authored-by: Emmett Lalish <elalish@google.com>
2024-09-03 10:19:11 -07:00
Kushal-Shah-03 d0d5106add Added DisabledFaceTest (#908)
* Added the DisabledFaceTest

* Added IsEmpty() check
2024-09-02 08:19:48 -07:00
Emmett Lalish fbf07bf92a SDF collapse (#894)
* refactor to collapse verts

* fixed missing triangles

* tests pass

* cleanup, docs

* Moved LevelSet from MeshGL to Manifold

* update bindings

* minor fixes

* more python fixes

* update clang-format version

* updated sinesurface test

* revert unneeded change

* fixed WASM

* update Python

* remove opposed triangles

* update format version

* fix format

* remove unreferenced verts

* fix 4-manifolds

* reduce blob resolution

* avoid collapsing thin surfaces

* cleanup, tighten tests

* compromise heuristic

* update test

* slight heuristic tweak and update docs

* loosen genus test
2024-09-01 15:52:47 -07:00
Kushal-Shah-03 a0e4d1b558 Cleaning Hull Algorithm Code (#904)
* Removing redundant code (structs and function calls)

* Removed unecessary comments

* Removed ConvexHull, CCW and getConvexHullAsMesh

* Moved Impl::Hull to quickhull.cpp

* Modified some comments
2024-08-24 18:11:45 -07:00
Emmett Lalish db4470c3f3 fix accidentally disabled tests (#902) 2024-08-20 10:36:38 -07:00
Kushal-Shah-03andpca006132 fd485f62d5 Using Inbuilt Datastructures (#893)
* Removing VertexDatSource structure and Replacing it with Vec

* Integrated HalfEdge datastructure of Manifold (in progress)

* Changed QuickHull Class to accomodate VecView

* Formatting changes and modified erase

* Made the suggested changes

* Impl Hull function working

* Formatting

* Adding comments and making code more readable

* Made changes, added manifold namespace, removed multiple lines to add halfEdge

* Added the fix and corrected face indices to now match the expected indices (i.e edge index/3)

* Formatting

* Added comment as TODO and replaced std::cout with DEBUG_ASSERT

* move things around

* remove custom HalfEdge data structure

* Added MANIFOLD_EXCEPTIONS

* Revert "Added MANIFOLD_EXCEPTIONS"

This reverts commit b46e7cec59ae95254723a5b87e32d3c008c8a23f.

* fix include

* format

* Made the suggested changes

* Fixed : processing disabled faces bug

* Removed unecessary comments

* Trying atomic for j

* Suggested fix

* Atomic Add should work

---------

Co-authored-by: pca006132 <john.lck40@gmail.com>
2024-08-20 09:26:35 -07:00
Henner Zeller 74e15b1574 Add *.pc file for easier use in non-cmake environments. (#901)
pkg-config is the common way how to find cflags and library flags
for projects not using cmake.
2024-08-19 10:04:06 +08:00
Chris Mayo d4fb82d4d1 CI: Cancel definition of NDEBUG in TBB build jobs (#899)
NDEBUG disables assert from cassert, as used by GLM.
2024-08-16 11:56:56 -07:00
Chris Mayo 952546b761 Fix hull_test isMeshConvex() vertices check (#898) 2024-08-14 12:17:31 -07:00
Chris Mayo e26e01a231 Add a cmake option for CrossSection (#888)
* Add a cmake option for CrossSection

* Add MANIFOLD_CROSS_SECTION to manifoldConfig.cmake

* Document MANIFOLD_CROSS_SECTION in README

* Fix default MANIFOLD_JSBIND value

* Enable tests that run without CrossSection

* Remove cross_section.h from tests that don't use it

* Add ifdef to tests using CrossSection

* CI: Build without CrossSection

* CI: Separate Python bindings test
2024-08-13 16:03:07 -07:00
Emmett Lalish 844334380a Fix smoothing regression (#897)
* tighten test to catch coplanar violation

* fixed regression
2024-08-13 11:09:29 -07:00
Chris Mayo e01d31611e Remove quickhull from README (#892)
Not used since:
af2304d ("Removing QuickHull dependency (#881)", 2024-08-08)
2024-08-10 11:33:46 -07:00
Kushal-Shah-03 af2304d305 Removing QuickHull dependency (#881)
* Removed QuickHull Dependency

* Replaced Vector3 with glm::vec3 and VertexDataSource (and formatting)

* Revert nanobind

* Removing Templates (since using glm::vec3 so only need float)

* Formatting

* Converted glm::vec3 to glm::vec3d and float to double

* Fixed Formatting and Removed third_party

* Made requested Changes (m_,comments,removing unnecessary code)

* Resolving Conflict

* Fixed std::move warning (Shouldn't affect performance, ideally)

* Reverted third_party directory in bindings

* Reverting std::move

* Corrected std::move and added glm::dot to calculate distance squared

* Reverted m_epsilon due to epsilon and m_epsilon

* Fixed some Names

* Formatting

* Removed all unecessary m_

* Fixed manifold.yaml

* Added headers and pragma once

* Modified License

* Formatting

* Activated the two failing tests and added the fix for the algorithm

* Modified gitmodules to remove third_party

* Removed nanobind
2024-08-07 14:30:57 -07:00
Kushal-Shah-03 75c340f4f4 Testing Framework for Hull (#875)
* Testing Framework for Hull

* Fixed Formatting

* Made Changes Based on the Review

* Fixed Formatting

* Fixed Formatting Using clang-16

* Reduced NumSegs for Sphere to fit within memory

* Reducing NumSegs Further

* Reducing SphereSegs Further

* Fixed Formatting

* Check for Valid Convex Mesh

* Added Check for Valid Convex Hull, and two failing cases with reduced points

* Added DISABLED in tests and isMeshConvex check in hull_tests.cpp
2024-08-07 08:18:57 -07:00
Jonathan Hogg 7ad7703964 C bindings are required to build Python package (#883)
* Don't attempt to build C bindings for Python package

* Add workflow stage to do a test build of the SDist
2024-08-03 20:40:45 +08:00
Chris Mayo a37d59ef5b Use system nanobind if installed (#880)
* Use system nanobind if installed

* Add a pyproject.toml build-time dependency on nanobind

* Add nanobind to Nix buildInputs

* Replace nanobind submodule with FetchContent

* Remove nanobind directories from tool.scikit-build sdist.exclude

* Use Nix python3.withPackages for nanobind instead of buildInputs
2024-08-03 12:03:34 +08:00
Emmett Lalish 3bf7f4b33d SDF Refactor (#876)
* added static LevelSet

* removed Morton codes

* store voxels

* new levelset working

* cleanup

* moved LevelSet to MeshGL

* small updates

* removed sdf library

* updated WASM bindings

* cleanup FindSurface

* updated test

* fix formatting

* loosen test slightly

* off-by-one

* fix sizing

* tweak test
2024-07-26 09:17:51 -07:00
pca006132 a93c0c6ca1 make collider header-only (#871)
* pch related changes

* weird error

* try fix error

* disable pch for msvc

* header-only collider

* fix

* fix format

* cmake changes
2024-07-26 01:30:03 +08:00
Ben FrantzDale ccb682fc44 Rename operator""_z to _uz per P0330R8, and move into namespace manifold (#869)
Rename operator""_z to _uz per P0330R8, and move into namespace manifold.
2024-07-18 13:38:46 -07:00
Emmett Lalish 0617d344bc fix shadowing warning (#867) 2024-07-16 11:10:09 -07:00
Emmett Lalish a6ee198b88 SDF interpolation (#866)
* start of test

* started FindSurface

* beautiful smoothing

* implemented ITP root finding

* improved ITP

* added precision to SDF API

* test comparison to linear interpolation

* fixed quad 4-manifold edge

* fixed bug

* optimized ITP

* fix NaN tangents
2024-07-16 10:22:59 -07:00
pca006132 dad73e1bf4 Fix debug mode msvc build error (#863)
use std::vector for list iter
2024-07-13 13:46:07 +08:00
pca006132 610fd3a073 custom parallel algorithms based on tbb (#857)
* most of the algorithms done

* conditional compile tbb stuff

* format

* optimize a bit

* unique implementation

* tiny optimizations

* remaining ones

* update clang-format

* don't check version here

* radix sort

* fix compiler error

* fix another compiler error

* fix again

* again

* another fix

* add benchmark

* fix

* some changes

* format

* fix

* fix msvc

* misc

* remove uninitialized_fill and copy

* infer policy automatically

* tuned better?

* signedness thing

* format

* proper iter

* documentation and checks

* address comments

* fixed comments
2024-07-13 13:04:17 +08:00
Emmett Lalish 46f199c200 update to emscripten 3.1.61 (#860) 2024-07-10 12:40:54 -07:00
Clifford Yapp fa1a342e1c Avoid Wundef trigger (#861) 2024-07-09 20:50:37 -07:00
pca006132andEmmett Lalish e46938b498 Bye-bye thrust (#856)
* transform iterator

* strided range

* fix pointer/reference to strided range

* fix iter

* avoid thrust

* removed copy_if with stencil

* get rid of transform_reduce

* done!

* use parallel unique

* address comments

* trying to get OneDPL working on Mac

* running fast on mac again

* try fix mac oneDPL build

---------

Co-authored-by: Emmett Lalish <elalish@google.com>
2024-07-08 09:28:02 -07:00
Emmett Lalishandpca006132 ddb3cbeb3a Remove fancy iterators (#852)
* removed zip from collider

* removed zip from boolean result

* removed zip from boolean3

* refactored constructors

* refactored mesh_fixes

* refactored impl

* ≈removed reduce_by_key

* more zip removal

* refactored properties

* refactored shared

* refactored smoothing

* refactored sort

* refactored subdivision

* refactored polygon

* removed zip completely

* cleanup

* transform iterator

* strided range

* format

* fix pointer/reference to strided range

* avoid thrust copy

* fix iter

* correct location

---------

Co-authored-by: pca006132 <john.lck40@gmail.com>
2024-07-07 08:37:43 -07:00
pca006132 b817d07a9d chores (#833)
* fix comparison between integers with different signedness and implicit narrowing

* fix compilation error and formatting

* allow build with exception disabled

* CI for building without exception

* format

* another fix

* msvc stuff

* fix python bindings

* update nix

* formatting

* old llvm somehow likes this better

* fix bug

* rename ASSERT into DEBUG_ASSERT

* remove unused file

* use ASSERT and remove obsolete limits

* polygon: change to size_t

* format

* fix sign compare

* install optional_assert.h

* address comments

* fix

* fix

* fix

* fix format
2024-06-28 09:36:54 -07:00
Emmett Lalish 85d71f5cef removed cross_section dependency from manifold (#850)
* removed cross_section dependency from manifold

* fix compile errors

* updated JS bindings

* fixed python bindings
2024-06-27 12:19:31 -07:00
Emmett Lalish ab1a96a96a Fix another zebra triangulation (#851)
* added test

* fix bug, reorganize polygon tests
2024-06-25 09:51:54 -07:00
Chris Mayo 7b10590d89 [test] Smooth.SineSurface fails - the difference between prop3.volume and 8.43 exceeds 0.01 (#848)
Adjust test Smooth.SineSurface prop3.volume to 8.44
2024-06-18 11:42:41 -07:00
Emmett Lalish 5e7a576cea v2.5.1 (#847) 2024-06-14 13:48:05 -07:00
Emmett Lalish 80a5f2e0c5 fixed property smoothing (#845) 2024-06-14 11:41:26 -07:00
Emmett Lalish 67c4647464 Several smoothing fixes (#844)
* fixed several bugs

* fixed average rotation
2024-06-13 15:26:57 -07:00
Emmett Lalish edd149e753 fixed missing default params in JS bindings (#843) 2024-06-13 09:48:06 -07:00
Emmett Lalish b5c175162a fixed folded normals smoothing (#842) 2024-06-13 09:32:11 -07:00
Clifford Yapp 1df22bee48 Clear compiler warning from BSD. (#841)
* Clear compiler warning from BSD.

* Fix formatting per Github CI
2024-06-13 07:53:23 -07:00
Emmett Lalish d5c0418309 removed animation from roundedFrame (#839) 2024-06-12 14:28:35 -07:00
Emmett Lalish 7a5d5421d4 Fix PyPI again (#838)
* test all OSes

* try older windows

* updated release docs
2024-06-12 13:44:16 -07:00
Emmett Lalish 69437096d0 update cibuildwheels (#837) 2024-06-12 10:33:29 -07:00
Emmett Lalish 3931b3296d v2.5 (#836)
update to v2.5.0
2024-06-12 09:22:41 -07:00
Emmett Lalish 62d0f25ce0 Flair normals (#835)
* added comments

* flaired normals working

* updated tests
2024-06-11 11:38:49 -07:00
Emmett Lalish 1bd16f4c02 added convex polygon triangulation fast path (#829)
* added convex polygon triangulation fast path

* fixed transform_reduce

* fix sliver convexity test
2024-06-10 14:01:35 -07:00
Emmett Lalish 3afe846570 Fixed backward zebra polygon (#834)
fixed two more bugs
2024-06-08 17:31:33 -07:00
Emmett Lalish 12b9494fdd Fix the zebra polygon (#832)
* add Zebra polygon stress test

* fixed Zebra polygon - 4 bugs

* fix MSVC build

* try MSVC fix
2024-06-08 13:00:26 -07:00
Emmett Lalish 0577aabe7f Optimize triangulator with collider (#830)
* implemented - weird linker error

* fix linker

* fixed empty collider

* improved perf and cleanup

* add comments

* more docs
2024-06-05 10:28:59 -07:00
Emmett Lalish bdae9dd11a Improve smooth (#828)
* add max curvature tests

* back to radial basis functions

* fix longWay slerp

* cusps eliminated

* cleanup
2024-06-04 09:04:47 -07:00
Chris Mayo 5f4059ab1f Create a release file containing submodules (#825) 2024-05-31 13:30:51 -07:00
Emmett Lalish 9cb3969f70 Clean up test files (#826)
* match names to files

* GLB naming

* tighten matter tests

* partial revert

* stop skipping my job

* stop cancelling my jobs

* revert CI changes
2024-05-30 16:18:00 -07:00
Hiroshi OgawaandEmmett Lalish 4fb3520287 refactor(wasm/examples): support export models without web worker (#822)
* refactor(wasm/examples): support `evaluateCADToModel` without web worker

* test: copy test

* chore: update vitest

* chore: revert some

* chore: revert more

* refactor: simplify worker-wrapper.ts

* chore: revert format

* test: fix cleanup

* refactor: single module

* chore: format

* chore: revert .vscode/settings.json

* chore: format

* test: tweak

* chore: format

* chore: rename

* refactor: minor

* chore: remove wrong lock file

* added resetToCircularDefaults

* cleanup

* added headers

* removed vitest/web-worker

---------

Co-authored-by: Emmett Lalish <elalish@google.com>
2024-05-28 13:50:25 -07:00
Marius KintelandEmmett Lalish 376d317f14 Add polygon test showing bad tessellation result + fix (#824)
* Add polygon test showing bad tessellation result

* fixed ear cost

---------

Co-authored-by: Emmett Lalish <elalish@google.com>
2024-05-28 11:21:14 -07:00
Emmett Lalish bf18c9f759 Improve smoothing of flat faces (#821)
* Improve SmoothByNormals

* improving SmoothByNormals

* parallelize

* simplify SmoothByNormals

* added DistributeTangents

* fixed NaN bug

* use normals for sharp smoothing

* remove LinearizeTangents

* distrubute tangents for SmoothOut

* Revert "remove LinearizeTangents"

This reverts commit 7276609dc245c26b9a720b5bda1f018d64639954.

* fixed SmoothOut and added tests

* expanded test

* update wasm test
2024-05-28 11:06:27 -07:00
Emmett Lalish cdd1475fe1 added project test (#818)
* added failing test

* update test
2024-05-28 08:46:58 -07:00
Chris Mayo 55a0221f9b CI: use GCC 14 in Linux build (#816)
* CI: use GCC 14 in Linux build

Ubuntu 24.04 packages GCC 13. GitHub add GCC 14 to their runner.

* Ignore lcov mismatch errors

Processing ./test/CMakeFiles/manifold_test.dir/smooth_test.cpp.gcno
geninfo: ERROR: mismatched end line for _ZN23Smooth_Tetrahedron_Test8TestBodyEv at /home/runner/work/manifold/manifold/test/smooth_test.cpp:26: 26 -> 39
	(use "geninfo --ignore-errors mismatch ..." to bypass this error)
2024-05-27 19:02:47 -07:00
pca006132 d78b1e2042 update clipper2 (#817)
* update clipper2

* test

* test2

* test3
2024-05-25 00:41:31 +08:00
Chris Mayo 562ff02232 Update glm to 1.0.1 (#819)
* Update glm to 1.0.1

* Define GLM_ENABLE_EXPERIMENTAL for glm/gtx/quaternion.hpp

With GLM 1:

In file included from manifold/manifold/src/manifold/src/smoothing.cpp:15:
manifold/manifold/build/_deps/glm-src/glm/gtx/quaternion.hpp:24:3: error: "GLM: GLM_GTX_quaternion is an experimental extension
  and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
2024-05-23 11:56:14 -07:00
Peter Harman 8e2b1dd485 Add manifold_meshgl_merge to c bindings (#820)
Add manifold_meshgl_merge to call MeshGL::Merge() on a duplicate mesh via the c bindings
2024-05-24 00:18:47 +08:00
Ian McInerney 5ef09daf45 Set import library for Clipper2 target when using system version (#815)
On Windows, the import library is also needed to link against the
Clipper2 DLL, and that must be specified using a different target
property.
2024-05-21 09:42:28 -07:00
Albert Siddhartha Slawinski 6d932a2c7f Fix Manifold.prototype.{split,splitByPlane,rotate} JavaScript bindings functions (#811)
* Fix the JS function to use the correct WASM function names

* Add a simple test

* Update tests and examples based on PR review
2024-05-15 10:14:43 -07:00
Daso Jung fd81cd6172 Split manifold tests (#800)
* Split Boolean test

* Fix name

* formatting

* move cubes test

* formatting

* format

* move tests

* update complex_boolean

* Split manifold test

* Update CMakeLists.txt

* fix typo

* move mingap to properties

* fix conflict

* Update CMakeLists.txt

* organize tests

* fix format

* Update properties.cpp
2024-05-13 09:37:50 -07:00
Emmett Lalish 6b4a4ed841 Update examples from JS -> TS (#807)
* put types back

* updated MV example to TS

* fixed TS errors

* added docs

* switch make-manifold to TS

* fix TS errors

* added docs

* update MV

* fix TS build

* forgot declaration
2024-05-10 16:43:57 -07:00
Emmett Lalish 887f631b8c Make runIndex easier to use (#806)
* handled unsorted groups

* forgot types
2024-05-10 12:52:19 -07:00
Emmett Lalish 443863d09e Runs example (#805)
* switched three example to TS

* use merge

* cleanup

* material groups

* added groups and ids

* working

* added docs
2024-05-09 22:46:16 -07:00
Peter Harman 5301542254 C bindings: pass context to set_properties and warp operation callbacks (#795)
* Fix for #786 by setting numProps in GatherFaces method. Added test for Decompose with properties, and ExpectProperties function in test_main in order to check properties in a mesh match those set by SetProperties.

* Correct formatting of ExpectProperties

* Correct more formatting

* Add x_context variants of set_properties and warp functions in cbindings, along with tests

* Revert "Correct more formatting"

This reverts commit 6e409cf0a9e2c000bddd70ba41667d3209410d4a.

* Revert "Correct formatting of ExpectProperties"

This reverts commit 4d5ee88d9c52e380c6722f347bcd032a8a0d2492.

* Revert "Fix for #786 by setting numProps in GatherFaces method. Added test for Decompose with properties, and ExpectProperties function in test_main in order to check properties in a mesh match those set by SetProperties."

This reverts commit 03848fac198851ad3617de35348513ebfdf00791.

* Remove _context variants of functions and make context argument the default for all callbacks. Add bounds checks to warp test and volume and surface area checks to level set test

* Correct formatting

* Use M_PI not M_PIf as Windows/Mac don't have it

* Use glm not C math

* Mac build sensitive to glm::pow<float,float> vs glm::pow<float>

* Use std::pow for pow
2024-05-03 09:26:56 -07:00
Emmett Lalish a122bde778 Quaternion smoothing (#801)
* revert smoothness change

* updated to quaternions - not right yet

* fixed triangles, mostly

* fixed numerical stability problem

* fixed more nans

* fixed several bugs

* refactor bezier2D

* improved circularity

* added test

* updated tests

* fixed mirror test

* updated manual smooth model

* updated JS test

* cleanup
2024-04-30 21:41:32 -07:00
Peter Harman c9810fd517 Ensure properties maintained through Decompose operation (#794)
* Fix for #786 by setting numProps in GatherFaces method. Added test for Decompose with properties, and ExpectProperties function in test_main in order to check properties in a mesh match those set by SetProperties.

* Correct formatting of ExpectProperties

* Correct more formatting

* Removed ExpectProperties and instead use existing test methods

* Call RelatedGL for each Decomposed Manifold
2024-04-26 08:09:02 -07:00
Emmett Lalish 4c57a56355 split subdivision out of smoothing (#797) 2024-04-25 22:25:08 -07:00
Emmett Lalish cdcbd329e6 Smoothing fixes (#796)
* fixed nan normals

* re-identify flat faces after refine

* fix color interpolation

* fix build
2024-04-25 16:35:35 -07:00
Emmett Lalish c738f1eea1 Smooth quads (#793)
* switched to ivec4, tests still pass

* added partition quad support

* added quad support for property interp

* forming quad tangents

* convex barycentric

* fix interpolation

* added linear quad interp

* added quad smoothing

* fixed vec out of range

* all tests pass

* fixed quad tangents

* tightened quad test

* cleanup

* avoid dome duplicate work

* added docs

* update test
2024-04-25 08:23:48 -07:00
Daso Jung a8b8bf71b1 Split boolean tests (#792)
* Split Boolean test

* Fix name

* formatting

* move cubes test

* formatting

* format

* move tests

* update complex_boolean
2024-04-25 08:10:12 -07:00
Emmett LalishandJohn Collins c60df1b704 Use forVert (#789)
* updated a bunch of do loops to ForVert

* more cleanup

* Hull failure case

* test cleanup

* test helper cleanup

* fixed edge_op

---------

Co-authored-by: John Collins <jmicahc@gmail.com>
2024-04-16 15:23:29 -07:00
Emmett Lalish 8d67ba3a3a Revert "Use ForVert" (#788)
Revert "Use ForVert (#778)"

This reverts commit 32eefe9157.
2024-04-12 21:31:08 -07:00
Marcell Leleszi 3258152e2c Add MinGap function (#765)
* Add tests for intersection

* Add POC MinGap implementation and tests

* Add tests where closest point falls on the triangle's face or on one of the edges

* Create TriangleDistance declaration

* Delete intersect tests

* Add stub MinGap definition

* Add triangle distance impl

* Add comments

* Fix tests

* Fix build

* Use collider

* Collider exploration

* Collider impl, cleanup

* Use par transform

* Revert settings.json, add comments

* Add comments

* Move tri_dist to utils

* Delete unnecessary include

* Create lambda for bounding box expansion

* Move duplicate logic to lambda

* Cleanup

* Use floats instead of doubles, use glm::clamp instead of own implementation

* User ternaries

* Remove DistanceTriangleTriangleSquared out params

* Move MinGap impl to Impl

* Use std::array instead of C-style

* Modify MinGap test cases for clarity, add overlapping tri_dist test

* Add c, wasm, python bindings

* Fix formatting

* Clean up comments

* Test whether faceboxes need to be sorted

* Add min_gap example to all_apis.py

* Fix formatting

* Clean up python binding

* Fix edge to edge test case

* Test BVH culling

* Remove sorting of other manifold's boxes

* Use collider_ member, remove sorting

* Move tests to manifold_test.cpp

* Remove whitespace

* Rename some tests for clarity

* Remove redundant test, modify test for edge to edge test for clarity

* Fix comments

* Parallelize narrow phase

* Reduce sphere res in test case to not cause out of memory error

* Add complex test case

* Remove unnecessary cast

* Refactor functor is lambda
2024-04-02 09:32:06 -07:00
pca006132 78729599a5 fix glm install (#782)
* fix glm install

* try again?

* proper C binding install

* fix glm install
2024-03-30 13:27:09 +08:00
Emmett Lalish 32eefe9157 Use ForVert (#778)
* updated a bunch of do loops to ForVert

* more cleanup
2024-03-26 13:15:26 -07:00
Emmett Lalish 3e05284250 Smooth By Normals (#776)
* SmoothByNormals compiles

* added ForVert

* tests pass

* added bindings

* stupid formatting...

* fix typo

* small fix

* aligned weights
2024-03-26 09:30:13 -07:00
Emmett Lalish c9ec16969d CalculateNormals and Smooth (#771)
* started implementation

* update to Vec

* refactor

* snap normals to faces

* added flat face sharpening

* added Smooth member

* Smooth working

* refactor SetNormals

* calculateNormals runs

* CalculateNormals works

* update test

* add bindings

* fix python bindings

* fix format

* Smooth -> SmoothOut

* a few fixes

* weird format bug

* addressing feedback

* update docs
2024-03-19 10:29:02 -07:00
John Collins 9b1d255931 Java bindings pointer in README (#769) 2024-03-11 12:48:19 -07:00
Emmett Lalish 22d94d5688 v2.4.5 (#762)
remove skip condition
2024-03-04 19:58:15 -08:00
Emmett Lalish e073141f14 v2.4.4 (#761) 2024-03-04 17:57:15 -08:00
Emmett Lalish f54e535c6a v2.4.3 (#760)
fix artifacts
2024-03-04 17:11:17 -08:00
Emmett Lalish c6801c82ea v2.4.2 (#759) 2024-03-04 15:04:57 -08:00
Emmett Lalish a67aa13133 v2.4.1 (#758)
update actions
2024-03-04 14:28:52 -08:00
Emmett Lalish d43709715d v2.4 (#757)
* v2.4.0

* fix cmake version
2024-03-04 13:24:41 -08:00
Emmett Lalish 2ddbd0a1a0 add docs about vertex properties, etc. (#755)
add docs
2024-03-02 17:32:07 -08:00
Emmett Lalish dc4afa950b Refine To Length (#741)
* sketched out implementation

* started PartitionQuad

* added edge directions

* compiles

* first test passing

* minor progress

* simplify

* refactor

* fixed interior verts

* getting manifold results

* improved triangulation

* finished algorithm

* fixed fans

* a few fixes

* fixed 3-2-2

* handle reversed triangles

* use Vec

* fixed another bug

* refine working

* replaced old subdivide

* fix allocation error

* fixed sphere

* fix cache

* fixed undefined behavior

* fix rounding error

* updated test

* cleanup

* add lock

* added properties support

* tightened test

* fixed edge colors

* fixed corners

* only duplicate props when necessary

* fix boolean props

* fixed manifoldness error

* fixed some narrow triangles

* fix compile

* added bindings

* fix formatting

* addressing feedback

* revert edge divisions change
2024-03-02 16:15:44 -08:00
pca006132 c03a5ac3ad prefer find_package for tbb (#747) 2024-02-19 13:03:37 +08:00
pca006132 cae5a01af1 README: change API documentation URL (#746) 2024-02-18 20:06:26 +08:00
pca006132 d59b9b93bd Fix sparseindices (#742)
* accept size_t for Vec

* Prepare a test case for "SparseIndices too large" core dump

* fix python docstring deps

* fix compilation errors

* limit sdf hashtable size

* another fix to hashtable

* log2(0) is undefined

* fix formatting

* Revert "fix compilation errors"

This reverts commit adfb86c18fb8a3f44f138f8b66d583b3c1c81193.

* fix size_t stuff

* remove processOverlap setting in test

* fix hashtable

* vertex number limit

* address comments
2024-02-16 08:45:43 -08:00
pca006132 f3c5ada9f0 test windows dll build (#743)
* test windows dll build

* export all symbols on windows

* skip manifoldc_test on emscripten

* try fix windows build

* fix

* fix2

* fix manifoldc on emscripten

* fix

* fix manifoldc

* fixes

* fix windows ci

* fix python flags

* document windows shenanigans

* I hate windows

* tell users we are downloading thrust from source
2024-02-15 15:28:41 -08:00
Kyle Finn 4395ab622c [python] add MeshGL::Merge() to python API (#739)
* [python] add MeshGL::Merge() to python API

* [python] mesh.merge in all_apis.py
2024-02-13 09:08:50 -08:00
Emmett Lalish 994956d7c3 switch share to hash (#736) 2024-02-08 17:19:47 -08:00
Emmett Lalish 79f735c59a update manifold, fix startup bug (#735) 2024-02-08 15:31:34 -08:00
Emmett Lalish dd67e992bd Editor buttons (#733)
* added undo, redo, format

* share button works

* cleanup

* reset scroll

* addressing feedback
2024-02-06 08:21:57 -08:00
briansturgill 5bdb8bc233 Added test for hull problem fixed in #730. (#732) 2024-02-05 10:47:22 -08:00
briansturgill c9ae400647 Fix to 2D HullImpl problem. (#730)
* Fixed 2D Hull problem

* Ran document formatting.

* Using public.h CCW, refactored as requested.

* Decided that precision value should 0.
2024-02-05 08:13:35 -08:00
Chris Mayo 9c1517e54e Install headers into manifold subdirectory (#729) 2024-02-05 08:12:57 -08:00
pca006132 3b8282e1d5 fix cube performance (#717)
* fix cube performance

* fix test
2024-01-29 13:46:55 +08:00
pca006132 1635864cbc optimize triangulator for msvc (#722)
optimize for msvc
2024-01-29 12:31:35 +08:00
Chris Mayo 65b2ef8198 Fix manifold3d module being built again in the install phase (#725)
With add_custom_target() "the target has no output file and is always
considered out of date".
2024-01-29 01:54:48 +08:00
Chris Mayo a9055a8abf python/gen_docs.py tidy-up (#724)
* python/gen_docs: Use raw strings in method_key()

Resolve Python 3.12 invalid escape sequence warnings.

* python/gen_docs: Remove unused f-string and md5 import
2024-01-29 01:53:38 +08:00
Chris Mayo 0b7ee87489 GLM 1.0 compatibility (#721)
Using glm/gtx/compatibility.hpp without GLM_ENABLE_EXPERIMENTAL has
become an error:

error: #error "GLM: GLM_GTX_compatibility is an experimental extension
               and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL
	       before including it, if you really want to use it."
2024-01-28 08:04:12 +08:00
pca006132 9690305b8d optimize triangulator performance (#718) 2024-01-27 18:30:33 +08:00
pca006132 aa88959899 Update manifoldDeps.cmake (#716) 2024-01-23 15:29:51 +13:00
Emmett LalishandClifford Yapp dbb0ca76b4 Fixed float overflow (#714)
* Set up test for subtraction of a very large cuboid

Test case for https://github.com/elalish/manifold/issues/712 - these glb
inputs were generated from manifolds that succeeded in producing a
Boolean output, but (on one platform but not another) the Status() call
on the output boolean manifold crashed.

(A test for calling Status() on the output captured on the crashing
platform (in case there was something specifically bad about that
particular output on that platform) was tried, but the result was simply
a successful Status() call even with that specific input - hence, that
additional test is not included in this commit.)

* fixed 0 * inf

* switch to ASSERT

* tighten test

---------

Co-authored-by: Clifford Yapp <238416+starseeker@users.noreply.github.com>
2024-01-20 15:16:50 +13:00
Chris Mayo 9018b2ac45 Install Python module into site-packages (#704)
Python_SITEARCH is not writeable by build_nix (tbb) job.
2024-01-17 09:22:27 +13:00
briansturgill f407e43e5b Added BatchBoolean to Python API, both CS & M. (#707) 2024-01-16 15:13:33 +08:00
pca006132 d7cbcb8c2e fix sdist submodule (#709) 2024-01-16 15:13:12 +08:00
pca006132 e27c9c100f cmake updates (#696)
* cmake packaging

* compatibility

* update

* update

* tbb

* fix rpath stuff

* update tbb

* fix nix

* fix bugs

* fix emscripten

* PIC

* CI stuff

* only publish if on master

* assimp dependency for meshIO

* add cmake consumer test

* remove THRUST_HOST_SYSTEM flag

* fix CI permission issue

* cmake minimum required

* install without admin privilege on mac

* fix install directory

* update RELEASE_CHECKLIST.md
2024-01-14 23:31:28 +13:00
briansturgill 8ad5f8e427 Extrude and Resolve should be static on Manifold. (#692)
* Extrude and Resolve should be static on Manifold.

* Fixed unit test for extrude/revolve issue.

* More test issues fixed.

* Clean up formatting.

* Placed extrude and revolve on both CrossSection and Manifold.

* Formatting.
2024-01-14 23:06:11 +13:00
briansturgill afc64f248a CrossSection::Compose was accidently left out of Python API. (#700) 2024-01-14 05:41:36 +08:00
pca006132 c0fb3766e4 update nanobind to v1.8.0 (#699) 2024-01-14 02:52:51 +08:00
Emmett Lalish 887a5021af bump package versions to 2.3.1 (#689)
bump version
2024-01-08 23:26:16 +13:00
Emmett Lalish e83b9bd158 v2.3.1 (#688)
* add missing pytest

* fix npm publish
2024-01-08 22:28:44 +13:00
Emmett Lalish 2d0c705839 v2.3 (#685)
bumped version
2024-01-08 21:06:58 +13:00
Emmett Lalish b36ec2ce0e fix model-viewer example (#686)
updated glTF extension name in GLBs
2024-01-07 22:59:19 +13:00
Emmett Lalish b8d143dd72 fix default partial revolve segments (#684)
* fixed revolve

* correct default segments
2024-01-07 21:27:02 +13:00
Emmett Lalish be022a58e4 fixed revolve (#682) 2024-01-06 23:30:03 +13:00
Emmett Lalish 30e0af942a remove simplify from warp (#677)
remove simplify
2023-12-29 10:24:07 +13:00
Kyle Finn 8c77a6aa05 [python] fix warp callback (#674)
* [python] fix warp callback

I recently broke this making it a no-op due to
the vec reference becoming a by-value copy in python
callback. This fix provides a simple adapter like
we had before allowing python to return modified
values from the callback.

* update torus_knot.py demo to expose both warp modes

* add torus_knot.py to pytest

* use pytest in github CI

* add pytest to flake.nix
2023-12-28 11:54:54 +13:00
Kyle Finn 54fa822408 Python auto doc (#665)
* python autogen docstrings

* use function signature hashes in docstring key

* remove sys.path debug code

* docstrings use param names

* autogen docstrings during cmake

* document gen_docs.py

* more readme, remap mesh_gl references

* readme about verify python docstrings, autogen depend on sources
2023-12-27 09:04:01 +13:00
Kyle Finn 7d564cfbc1 Python more numpy (#656)
* [python] numpy updates and cleanup

Also add CrossSection::Bounds()

* cleanup - const and reference args in py bind

* fix unnamed args

* all_apis.py more coverage

* fixup - more param renaming, docstring fixes

* fixup - run black

* fixup - move const to left side

* fixup extrude.py get_volume

* fix python examples for api update
2023-12-19 08:34:40 +08:00
Kyle Finn bc0bded294 add WarpBatch - array process warp with single callback (#651)
Add WarpBatch - array process warp with single callback
2023-12-17 22:15:28 +13:00
pca006132 d52decc4f1 example url (#643)
* example url

* update

* format

* address comments

* fix formatting
2023-12-16 18:25:45 +08:00
pca006132 8060376e12 add formatting script (#660)
* update formatting

* update formatter
2023-12-16 18:15:53 +08:00
Kyle Finn eba866d266 [python] manifold3d.triangulate and CrossSection.to_polygons_numpy (#650) 2023-12-14 21:51:48 +13:00
Emmett Lalish cc4966f062 added Colab Python example (#648)
added colab example
2023-12-14 07:33:50 +13:00
Emmett Lalish 3216a24be8 added Slice() (#644)
* added slice

* added test, addressed feedback

* added JS bindings

* remove code oddity

* added python bindings

* added C bindings
2023-12-13 13:48:50 +13:00
Kyle Finn 5e566c8c36 [python] fix JoinType.Round and simplify(epsilon) (#647) 2023-12-12 23:04:01 +13:00
Kyle Finn 80edfee978 [python] add revolveDegrees to revolve() API (#646) 2023-12-12 23:02:19 +13:00
pca006132 0e0d1c4f69 change extrude behavior (#642) 2023-12-12 13:17:07 +08:00
Emmett Lalish e15f4cf375 Added Project() (#638)
* added Project

* updated Clipper2 to 1.3.0

* fix simplify to remove more cruft

* update docs
2023-12-10 19:33:27 +08:00
pca006132 c9322ca63a Misc (#640)
* update tracy

* fix warnings

* remove dead code and warnings

* add comment
2023-12-09 15:40:34 +08:00
Emmett Lalish 45826d6c47 Added morph animation to ManifoldCAD.org (#637)
* added morph animation

* update test
2023-12-06 22:45:25 +13:00
Emmett Lalish dd781cdbdf Fix precision (#635)
* fixed empty collider

* disable test

* added svd

* use glm::mat3

* cleanup

* fix casing

* fixed typo
2023-12-06 10:28:08 +13:00
Emmett Lalish 638badaf9b added fuzzer cases (#633)
* added fuzzer cases

* not infinite looping anymore

* fixed loop check

* fixed bound calc
2023-12-04 15:14:33 +13:00
Emmett Lalish 0149e482bc EXT_manifold -> EXT_mesh_manifold (#630) 2023-11-27 16:18:05 -08:00
pca006132 f683e8c9c0 added triangulator fuzzer (#620)
* added triangulator fuzzer

* added easy to use minimizer script

* update readme

* added rounding
2023-11-25 21:51:07 +08:00
Chun Kit LAM 1f8e8037f1 real fix for 3MF export (#627)
* real fix

* formatting

* updated jscadui/3mf-export
2023-11-23 02:28:11 +08:00
Chun Kit LAM 10a15c1dd4 add thumbnail file to 3mf output (#626)
add _rel to 3mf output
2023-11-22 08:14:37 +08:00
Emmett Lalish 6e1629ddce updated tet puzzle example (#625)
* updated tet puzzle example

* updated description
2023-11-19 23:01:33 -08:00
Emmett Lalish e273f6b09d Add animation to manifoldCAD (#624)
* added global config

* translation animation works

* single times accessor

* animations working

* animation controls working

* add icons
2023-11-19 10:49:29 -08:00
Emmett Lalish 67c468211d maybe fix release actions (#623) 2023-11-18 21:50:02 -08:00
Emmett Lalish 01c38e42ca V2.2.2 (#622)
* bumped version

* added npm publishing automation
2023-11-17 10:20:16 -08:00
Chun Kit LAM 1991232eb7 fix performance regression for CreateProperties (#621)
* fix performance regression for CreateProperties

* added SparseIndices size check

* faster CreateProperties

* fix

* rollback and fix

* applied suggestion
2023-11-17 07:58:33 -08:00
Chun Kit LAM 4551288f95 Use black formatter for python format checking (#618)
* added black formatter to ci

* format gyroid_module.py
2023-11-16 20:44:07 +08:00
Emmett Lalishandpca006132 2e29784449 Update python bindings (#615)
* updated python bindings

* added scallop example

* fix python binding and example

* apply black formatting

---------

Co-authored-by: pca006132 <john.lck40@gmail.com>
2023-11-15 22:51:51 -08:00
Johnathon Selstad 2a2cb6f88e [FEAT] Add LevelSet Function to Python Bindings (#616)
* Commit LevelSet Python Binding

* Address PR Comments

* Standardize Indentation
2023-11-15 22:24:45 -08:00
Rob McDonald 1a91d8db2a RFC to make SimplifyTopology() steps optional (#603)
Add option to skip cleaning up triangles in SimplifyTopology()
2023-11-14 15:23:51 -08:00
Emmett Lalish 82b98d9353 Improve gltf-io and manifold-gltf (#612)
* fixed build copy for npm

* update deps

* fixed glTF validator errors

* fixed bug and Vite

* clamped color

* converted manifold-gltf to TS

* converted gltf-io to TS

* fixed TS build

* avoid usage warnings

* update MV

* clean up types

* update gltf-io API

* fixed bugs

* fixed disposal

* fixed example

* a few fixes and cleanup
2023-11-14 15:23:25 -08:00
Emmett Lalish 7273c9bf0f Fix odd number halfedges (#610)
* fixed odd number of halfedges

* both tests fixed

* reenable tests

* wrong isfinite
2023-11-12 16:09:42 -08:00
4ff3f7cf68 Apparent infinite loop case for boolean operation (#608)
* Apparent infinite loop case for boolean operation

This comes from the FAA Generic Twin example model included with BRL-CAD
- the glb files are written out from the input data structures that
triggered the infinite loop behavior.

* Fix formatting

* disabled GenericTwinBooleanTest7863

---------

Co-authored-by: pca006132 <john.lck40@gmail.com>
Co-authored-by: Emmett Lalish <elalish@gmail.com>
2023-11-12 15:23:37 -08:00
Clifford Yappandpca006132 fafe4792da Prepare a test input with failing boolean (#609)
* Prepare a test input with failing boolean

Encountered this case when testing Manifold with the BRL-CAD example
file - specifically, the r.glass8 region.  C++ exception "Vec out of
range" is thrown.  Both inputs are the outputs of previous Manifold
boolean evaluations.

* disabled Havocglass8Bool test

---------

Co-authored-by: pca006132 <john.lck40@gmail.com>
2023-11-12 14:30:26 -08:00
Emmett Lalish b439603eb9 Fix glTF validator errors (#596)
* fixed build copy for npm

* update deps

* fixed glTF validator errors

* fixed bug and Vite
2023-11-07 16:10:52 -08:00
Chun Kit LAM b6eea01021 fix cmake build error with thrust installed (#595) 2023-11-07 22:49:57 +08:00
Johnathon Selstad b9f7228064 [FIX] Packaged Split() output to Tuple (#593)
* Fix the Split Function

* Fix Formatting

* Also update split_by_plane

* Add Cube Splitting Example
2023-11-07 12:18:27 +08:00
Chun Kit LAM 0ef5f70434 fix wasm cmake problems (#591)
* fix cmake problems

* update emsdk version
2023-11-07 09:38:06 +08:00
Chun Kit LAM bb6acf1f6e V2.2.1 (#589)
* added notes about twistDegree and nDivisions

* update version

* removed perf comparison figure

it is pretty outdated considering we don't have the GPU backend anymore
and performance is different now.
2023-11-02 22:00:27 -07:00
Emmett Lalish 5930b5c09d Fix NaN halfedgeTangents (#588)
fixed CreateTangents
2023-11-02 12:35:44 -07:00
Emmett Lalish a842de97c6 Fix properties (#587)
* fix testing

* added test

* add comments

* tests pass

* cleanup
2023-11-02 12:07:58 -07:00
Chun Kit LAM 2942229b49 push to pypi (#583)
* push to pypi

* update action name
2023-10-31 11:13:02 +08:00
226 changed files with 162975 additions and 19949 deletions
+2
View File
@@ -0,0 +1,2 @@
line_length: 80
indent: 2
+40 -7
View File
@@ -1,6 +1,9 @@
name: build_wheels
on: [release, workflow_dispatch]
on:
release:
types: [published]
workflow_dispatch:
jobs:
build_wheels:
@@ -8,17 +11,47 @@ jobs:
runs-on: ${{ matrix.os }}
strategy:
matrix:
os: [ubuntu-22.04, windows-latest, macos-latest]
os: [ubuntu-22.04, windows-2019, macos-latest]
steps:
- run: |
git config --global submodule.fetchJobs 8
git config --global core.longpaths true
- uses: actions/checkout@v3
with:
submodules: recursive
- uses: actions/checkout@v4
- name: Build wheels
uses: pypa/cibuildwheel@v2.15.0
- uses: actions/upload-artifact@v3
uses: pypa/cibuildwheel@v2.19
- uses: actions/upload-artifact@v4
with:
name: python-${{ matrix.os }}
path: ./wheelhouse/*.whl
make_sdist:
name: Make SDist
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Build SDist
run: pipx run build --sdist
- name: Confirm SDist can be built
run: pip wheel dist/*.tar.gz
- uses: actions/upload-artifact@v4
with:
name: python-sdist
path: dist/*.tar.gz
pypi-publish:
name: Upload release to PyPI
needs: [build_wheels, make_sdist]
runs-on: ubuntu-latest
environment:
name: pypi
url: https://pypi.org/p/manifold3d
permissions:
id-token: write # IMPORTANT: this permission is mandatory for trusted publishing
steps:
- uses: actions/download-artifact@v4
with:
pattern: python-*
merge-multiple: true
path: dist
- name: Publish package distributions to PyPI
uses: pypa/gh-action-pypi-publish@release/v1
+15 -3
View File
@@ -11,11 +11,23 @@ jobs:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
- uses: DoozyX/clang-format-lint-action@v0.14
- uses: actions/checkout@v4
- uses: DoozyX/clang-format-lint-action@v0.18
with:
source: '.'
exclude: '*/third_party'
extensions: 'h,cpp,js,ts,html'
clangFormatVersion: 12
clangFormatVersion: 18
- uses: actions/setup-python@v5
with:
python-version: '3.12'
cache: 'pip'
- uses: psf/black@stable
with:
options: "--check --verbose"
src: "./bindings/python/examples"
- name: "gersemi cmake check"
run: |
pip3 install gersemi
./scripts/gersemi-check.sh
+11 -4
View File
@@ -10,10 +10,10 @@ jobs:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
- name: Doxygen Action
uses: mattnotmitt/doxygen-action@v1
uses: mattnotmitt/doxygen-action@edge
- name: Move deployables
run: |
@@ -22,13 +22,20 @@ jobs:
mv ./docs ./public
- name: Download built examples
uses: dawidd6/action-download-artifact@v2
uses: dawidd6/action-download-artifact@v3
with:
workflow: manifold.yml
workflow_conclusion: completed
pr: ${{github.event.pull_request.number}}
event: push
name: wasm
path: ./public
- name: Deploy Javascript Docs to Github Pages
run: |
cd bindings/wasm
npm install
npm run docs
mv ./docs ../../public/jsdocs
- name: Deploy to Github Pages
uses: peaceiris/actions-gh-pages@v3
+145 -88
View File
@@ -12,78 +12,95 @@ on:
jobs:
build:
name: CrossSection:${{matrix.cross_section}} ${{matrix.parallelization == 'ON'}} GCC ${{matrix.gcc}}
timeout-minutes: 45
strategy:
matrix:
parallel_backend: [NONE, TBB]
runs-on: ubuntu-22.04
if: github.event.pull_request.draft == false
cross_section: [ON]
parallelization: [OFF, ON]
gcc: [13, 14]
include:
- cross_section: OFF
parallelization: ON
gcc: 14
runs-on: ubuntu-24.04
env:
CC: gcc-${{ matrix.gcc }}
CXX: g++-${{ matrix.gcc }}
steps:
- uses: actions/setup-python@v5
with:
python-version: '3.x'
- name: Install dependencies
run: |
sudo apt-get -y update
DEBIAN_FRONTEND=noninteractive sudo apt install -y libglm-dev libgtest-dev libassimp-dev git libtbb-dev pkg-config libpython3-dev python3 python3-distutils python3-pip lcov
pip install trimesh
- uses: actions/checkout@v3
with:
submodules: recursive
- uses: jwlawson/actions-setup-cmake@v1.12
- name: Build ${{matrix.backend}}
if: matrix.parallel_backend != 'NONE'
sudo apt-get update
sudo apt-get install libgtest-dev libassimp-dev git libtbb-dev pkg-config libpython3-dev lcov
python -m pip install -U trimesh pytest
- uses: actions/checkout@v4
- uses: jwlawson/actions-setup-cmake@v2
- name: Build ${{matrix.parallelization}}
if: matrix.parallelization != 'OFF'
run: |
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_EXPORT=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} .. && make
- name: Test ${{matrix.parallel_backend}}
if: matrix.parallel_backend != 'NONE'
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_PYBIND=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_FLAGS=-UNDEBUG -DMANIFOLD_CROSS_SECTION=${{matrix.cross_section}} -DMANIFOLD_EXPORT=ON -DMANIFOLD_PAR=${{matrix.parallelization}} .. && make
- name: Test ${{matrix.parallelization}}
if: matrix.parallelization != 'OFF'
run: |
export PYTHONPATH=$PYTHONPATH:$(pwd)/build/bindings/python
cd build/test
./manifold_test
cd ../../
- name: Test Python bindings ${{matrix.parallelization}}
if: matrix.parallelization != 'OFF' && matrix.cross_section == 'ON'
run: |
export PYTHONPATH=$PYTHONPATH:$(pwd)/build/bindings/python
python3 bindings/python/examples/run_all.py -e
python3 -m pytest
- name: Coverage Report
# only do code coverage for default sequential backend, it seems that TBB
# backend will cause failure
# perhaps issue related to invalid memory access?
if: matrix.parallel_backend == 'NONE'
if: matrix.parallelization == 'OFF'
run: |
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} -DCODE_COVERAGE=ON .. && make
lcov --capture --initial --directory . --output-file ./code_coverage_init.info
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_PAR=${{matrix.parallelization}} -DCODE_COVERAGE=ON .. && make
lcov --capture --gcov-tool gcov-${{ matrix.gcc }} --ignore-errors mismatch --initial --directory . --output-file ./code_coverage_init.info
cd test
./manifold_test
cd ../
lcov --capture --directory . --output-file ./code_coverage_test.info
lcov --capture --gcov-tool gcov-${{ matrix.gcc }} --ignore-errors mismatch --directory . --output-file ./code_coverage_test.info
lcov --add-tracefile ./code_coverage_init.info --add-tracefile ./code_coverage_test.info --output-file ./code_coverage_total.info
lcov --remove ./code_coverage_total.info '/usr/*' '*/third_party/*' '*/test/*' '*/extras/*' '*/bindings/*' --output-file ./code_coverage.info
- uses: codecov/codecov-action@v2
if: matrix.parallel_backend == 'NONE'
lcov --remove ./code_coverage_total.info '/usr/*' '*/test/*' '*/extras/*' '*/bindings/*' --output-file ./code_coverage.info
cd ../
- uses: codecov/codecov-action@v4
if: matrix.parallelization == 'OFF'
with:
files: build/code_coverage.info
fail_ci_if_error: false
name: ${{matrix.parallel_backend}}
name: ${{matrix.parallelization}}
- name: test cmake consumer
run: |
cd build
sudo cmake --install .
cd ..
./scripts/test-cmake.sh
build_cbind:
timeout-minutes: 30
runs-on: ubuntu-22.04
if: github.event.pull_request.draft == false
steps:
- name: Install dependencies
run: |
sudo apt-get -y update
DEBIAN_FRONTEND=noninteractive sudo apt install -y libgtest-dev libglm-dev libassimp-dev git libtbb-dev pkg-config libpython3-dev python3 python3-distutils python3-pip
- uses: actions/checkout@v3
with:
submodules: recursive
- uses: jwlawson/actions-setup-cmake@v1.12
DEBIAN_FRONTEND=noninteractive sudo apt install -y libgtest-dev libassimp-dev git libtbb-dev pkg-config libpython3-dev python3 python3-distutils python3-pip
- uses: actions/checkout@v4
- uses: jwlawson/actions-setup-cmake@v2
- name: Build C bindings with TBB
run: |
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_CBIND=ON -DMANIFOLD_PAR=TBB .. && make
- name: Test ${{matrix.parallel_backend}}
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_PYBIND=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_CBIND=ON -DMANIFOLD_PAR=ON .. && make
- name: Test
run: |
cd build/test
./manifold_test --gtest_filter=CBIND.*
@@ -91,23 +108,20 @@ jobs:
build_wasm:
timeout-minutes: 30
runs-on: ubuntu-22.04
if: github.event.pull_request.draft == false
steps:
- name: Install dependencies
run: |
sudo apt-get -y update
DEBIAN_FRONTEND=noninteractive sudo apt install -y nodejs libglm-dev
- uses: actions/checkout@v3
with:
submodules: recursive
DEBIAN_FRONTEND=noninteractive sudo apt install -y nodejs
- uses: actions/checkout@v4
- name: Setup WASM
run: |
# setup emscripten
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install latest
./emsdk activate latest
- uses: jwlawson/actions-setup-cmake@v1.12
./emsdk install 3.1.61
./emsdk activate 3.1.61
- uses: jwlawson/actions-setup-cmake@v2
- name: Build WASM
run: |
source ./emsdk/emsdk_env.sh
@@ -124,111 +138,154 @@ jobs:
npm ci
npm run build
npm test
cp ../manifold.* ./dist/
- name: Upload WASM files
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
if: github.event_name == 'push'
with:
name: wasm
path: bindings/wasm/examples/dist/
retention-days: 90
overwrite: true
build_windows:
timeout-minutes: 30
strategy:
matrix:
parallel_backend: [NONE, TBB]
parallelization: [OFF, ON]
max-parallel: 1
runs-on: windows-2019
if: github.event.pull_request.draft == false
steps:
- uses: actions/checkout@v3
with:
submodules: recursive
- uses: jwlawson/actions-setup-cmake@v1.12
- uses: actions/checkout@v4
- uses: jwlawson/actions-setup-cmake@v2
- uses: ilammy/msvc-dev-cmd@v1
- name: Build ${{matrix.backend}}
- name: Build ${{matrix.parallelization}}
shell: powershell
run: |
cmake . -DCMAKE_BUILD_TYPE=Release -B build -DMANIFOLD_DEBUG=ON -DPYBIND11_FINDPYTHON=OFF -DMANIFOLD_PAR=${{matrix.parallel_backend}} -A x64
cmake . -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=OFF -DMANIFOLD_DEBUG=ON -DMANIFOLD_PAR=${{matrix.parallelization}} -A x64 -B build
cd build
cmake --build . --target ALL_BUILD --config Release
- name: Test ${{matrix.parallel_backend}}
- name: Test ${{matrix.parallelization}}
shell: bash
run: |
cd build/test
./Release/manifold_test.exe
cd build/bin/Release
./manifold_test.exe
cd ../../
- name: test cmake consumer
run: |
cd build
cmake --install .
cd ..
./scripts/test-cmake.sh
build_mxe:
timeout-minutes: 30
strategy:
matrix:
parallel_backend: [NONE, TBB]
parallelization: [OFF, ON]
max-parallel: 1
runs-on: ubuntu-latest
container: openscad/mxe-x86_64-gui:latest
steps:
- uses: actions/checkout@v3
with:
submodules: recursive
- uses: actions/checkout@v4
- name: Build
run: |
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_PYBIND=OFF -DMANIFOLD_DEBUG=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} .. && make
- name: Test
run: |
cd build/test
./manifold_test
export MXEDIR=/mxe
export MXE_TARGETS=x86_64-w64-mingw32.static.posix
export MXEDIR=$HOME/openscad_deps/mxe
export MXETARGETDIR=$MXEDIR/usr/$MXE_TARGETS
export PATH=/mxe/usr/bin:$PATH
export CMAKE=$MXE_TARGETS-cmake
$CMAKE -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=OFF -DMANIFOLD_PYBIND=OFF -DMANIFOLD_CBIND=OFF -DMANIFOLD_DEBUG=ON -DMANIFOLD_PAR=${{matrix.parallelization}} .. && make
build_mac:
timeout-minutes: 30
strategy:
matrix:
parallel_backend: [NONE, TBB]
parallelization: [OFF, ON]
runs-on: macos-latest
if: github.event.pull_request.draft == false
steps:
- name: Install common dependencies
run: |
brew install pkg-config googletest assimp
pip install trimesh
pip install trimesh pytest
- name: Install TBB
if: matrix.parallel_backend == 'TBB'
if: matrix.parallelization == 'ON'
run: brew install tbb
- uses: actions/checkout@v3
with:
submodules: recursive
- uses: jwlawson/actions-setup-cmake@v1.12
- uses: actions/checkout@v4
- uses: jwlawson/actions-setup-cmake@v2
- name: Build
run: |
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_EXPORT=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} .. && make
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_PYBIND=ON -DMANIFOLD_EXPORT=ON -DMANIFOLD_PAR=${{matrix.parallelization}} .. && make
- name: Test
run: |
cd build/test
./manifold_test
cd ../../
- name: test cmake consumer
run: |
cd build
sudo cmake --install .
cd ..
./scripts/test-cmake.sh
LDFLAGS=-Wl,-rpath,/usr/local/lib ./scripts/test-pkgconfig.sh
build_mac_builtin_tbb:
timeout-minutes: 30
runs-on: macos-latest
steps:
- name: Install common dependencies
run: |
brew install pkg-config googletest
pip install trimesh pytest
- uses: actions/checkout@v4
- uses: jwlawson/actions-setup-cmake@v2
- name: Build
run: |
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_PYBIND=OFF -DMANIFOLD_PAR=ON .. && make
- name: Test
run: |
cd build/test
./manifold_test
cd ../../
- name: test cmake consumer
run: |
cd build
sudo cmake --install .
cd ..
./scripts/test-cmake.sh
LDFLAGS=-Wl,-rpath,/usr/local/lib ./scripts/test-pkgconfig.sh
build_mac_builtin_tbb_subdir:
timeout-minutes: 30
runs-on: macos-latest
steps:
- name: Install common dependencies
run: |
brew install pkg-config googletest
pip install trimesh pytest
- uses: actions/checkout@v4
- uses: jwlawson/actions-setup-cmake@v2
- name: test cmake consumer
run: |
cd ..
./manifold/scripts/test-cmake-subdir.sh
build_nix:
timeout-minutes: 30
strategy:
matrix:
variant: [none, tbb, js]
variant: [manifold-none, manifold-tbb, manifold-js, manifold3d]
runs-on: ubuntu-latest
if: github.event.pull_request.draft == false
steps:
- uses: actions/checkout@v3
with:
submodules: recursive
- uses: cachix/install-nix-action@v22
- run: nix build -L '.?submodules=1#manifold-${{matrix.variant}}'
- uses: actions/checkout@v4
- uses: DeterminateSystems/nix-installer-action@main
- uses: DeterminateSystems/magic-nix-cache-action@main
- run: nix build -L '.?submodules=1#${{matrix.variant}}'
build_nix_python:
timeout-minutes: 30
runs-on: ubuntu-latest
if: github.event.pull_request.draft == false
steps:
- uses: actions/checkout@v3
with:
submodules: recursive
- uses: cachix/install-nix-action@v22
- run: nix build -L '.?submodules=1#manifold3d'
+34
View File
@@ -0,0 +1,34 @@
name: publish_npm
on:
release:
types: [published]
workflow_dispatch:
jobs:
publish_npm:
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- name: Setup Node
uses: actions/setup-node@v4
with:
node-version: '20.x'
registry-url: 'https://registry.npmjs.org'
- name: Download built examples
uses: dawidd6/action-download-artifact@v3
with:
workflow: manifold.yml
workflow_conclusion: completed
name: wasm
path: ./bindings/wasm/
- name: Publish to npm
run: |
cd ./bindings/wasm/
npm publish
env:
NODE_AUTH_TOKEN: ${{secrets.NPM_TOKEN}}
+31
View File
@@ -0,0 +1,31 @@
name: Release File
on:
release:
types: [published]
workflow_dispatch:
jobs:
upload_archive:
name: Upload archive
runs-on: ubuntu-latest
steps:
- run: |
ref=${{ github.ref_name }}
echo "release_name=manifold-${ref#v}" >> $GITHUB_ENV
- uses: actions/checkout@v4
with:
path: ${{ env.release_name }}
submodules: recursive
- name: Build archive
run: >
tar --exclude=".git*" -cz ${{ env.release_name }} -f ${{ env.release_name }}.tar.gz
- name: Log checksum
run: >
sha256sum ${{ env.release_name }}.tar.gz
- name: Add file to release
run: |
cd ${{ env.release_name }} || exit 1
gh release upload ${{ github.ref_name }} ../${{ env.release_name }}.tar.gz
env:
GH_TOKEN: ${{secrets.GITHUB_TOKEN}}
+14 -1
View File
@@ -112,11 +112,24 @@ node_modules/
bindings/wasm/examples/built
bindings/wasm/examples/dist
bindings/wasm/examples/public/manifold*
bindings/wasm/docs
__pycache__
.vscode/c_cpp_properties.json
*.sublime-project
*.sublime-workspace
.cache
CMakeUserPresets.json
CMakeSettings.json
# PyCharm
.idea
.idea
# Temporary files
*~
\#*\#
.\#*
[._]*.s[a-v][a-z]
[._]*.sw[a-p]
[._]s[a-v][a-z]
[._]sw[a-p]
-9
View File
@@ -1,9 +0,0 @@
[submodule "src/third_party/clipper2"]
path = src/third_party/clipper2
url = https://github.com/AngusJohnson/clipper2
[submodule "src/third_party/quickhull"]
path = src/third_party/quickhull
url = https://github.com/akuukka/quickhull
[submodule "bindings/python/third_party/nanobind"]
path = bindings/python/third_party/nanobind
url = https://github.com/wjakob/nanobind
+5 -3
View File
@@ -7,11 +7,12 @@
{
"name": "manifold test",
"type": "cppdbg",
"MIMode": "lldb",
"request": "launch",
"program": "${workspaceFolder}/build/test/manifold_test",
"args": [
"--gtest_break_on_failure",
"--gtest_filter=Manifold.GetMesh"
"--gtest_catch_exceptions=0",
"--gtest_filter=Properties.Tolerance"
],
"stopAtEntry": false,
"cwd": "${workspaceFolder}/build/test",
@@ -20,7 +21,8 @@
"name": "MALLOC_CHECK_",
"value": "2"
}
]
],
"externalConsole": false
}
]
}
+16 -4
View File
@@ -108,17 +108,27 @@
"latch": "cpp",
"semaphore": "cpp",
"span": "cpp",
"__sso_allocator": "cpp"
"__sso_allocator": "cpp",
"source_location": "cpp",
"format": "cpp",
"numbers": "cpp",
"ranges": "cpp",
"stop_token": "cpp",
"execution": "cpp",
"csetjmp": "cpp",
"cuchar": "cpp",
"propagate_const": "cpp",
"scoped_allocator": "cpp"
},
"C_Cpp.clang_format_fallbackStyle": "google",
"editor.formatOnSave": true,
"cmake.configureArgs": [
"-DBUILD_SHARED_LIBS=ON",
"-DMANIFOLD_CBIND=ON",
"-DMANIFOLD_PYBIND=ON",
"-DMANIFOLD_EXPORT=ON",
"-DMANIFOLD_DEBUG=ON",
"-DMANIFOLD_USE_CUDA=OFF",
"-DMANIFOLD_PAR=TBB",
"-DMANIFOLD_PAR=ON",
"-DCODE_COVERAGE=OFF",
"-DCMAKE_CXX_FLAGS=''" //'-fsanitize=address,undefined'"
],
@@ -137,7 +147,9 @@
"halfedge",
"halfedges",
"Tris",
"Verts"
"Verts",
"Voxel",
"voxels"
],
"javascript.format.semicolons": "insert",
"[python]": {
+259 -49
View File
@@ -15,83 +15,293 @@
cmake_minimum_required(VERSION 3.18)
project(manifold LANGUAGES CXX)
# Use C++17
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_VERBOSE_MAKEFILE ON)
set(MANIFOLD_PAR "NONE" CACHE STRING "Parallel backend, either \"TBB\" or \"NONE\"")
set(MANIFOLD_FLAGS "" CACHE STRING "Manifold compiler flags")
option(MANIFOLD_EXPORT "Build mesh export (via assimp) utility library" OFF)
option(MANIFOLD_TEST "Enable testing suite" ON)
include(GNUInstallDirs)
include(CMakeDependentOption)
# Define Manifold version
set(MANIFOLD_VERSION_MAJOR 3)
set(MANIFOLD_VERSION_MINOR 0)
set(MANIFOLD_VERSION_PATCH 0)
set(
MANIFOLD_VERSION
"${MANIFOLD_VERSION_MAJOR}.${MANIFOLD_VERSION_MINOR}.${MANIFOLD_VERSION_PATCH}"
)
# Primary user facing options
option(MANIFOLD_CROSS_SECTION "Build CrossSection for 2D support" ON)
option(MANIFOLD_DEBUG "Enable debug tracing/timing" OFF)
option(
MANIFOLD_DOWNLOADS
"Allow Manifold build to download missing dependencies"
ON
)
option(MANIFOLD_EXPORT "Build mesh export (via assimp) utility library" OFF)
option(MANIFOLD_PAR "Enable Parallel backend" OFF)
option(
MANIFOLD_OPTIMIZED
"Force optimized build, even with debugging enabled"
OFF
)
option(MANIFOLD_TEST "Enable testing suite" ON)
option(MANIFOLD_PYBIND "Build python bindings" OFF)
# MANIFOLD_CBIND is only available when MANIFOLD_CROSS_SECTION is enabled
cmake_dependent_option(
MANIFOLD_CBIND
"Build C (FFI) bindings"
ON
"MANIFOLD_CROSS_SECTION"
OFF
)
# MANIFOLD_JSBIND is only available when building with Emscripten
cmake_dependent_option(
MANIFOLD_JSBIND
"Build js binding"
ON
"EMSCRIPTEN"
OFF
)
# These three options can force the build to avoid using the system version of
# the dependency
# This will either use the provided source directory via
# FETCHCONTENT_SOURCE_DIR_XXX, or fetch the source from GitHub.
# Note that the dependency will be built as static dependency to avoid dynamic
# library conflict.
# When the system package is unavailable, the option will be automatically set
# to true.
option(MANIFOLD_USE_BUILTIN_TBB "Use builtin tbb" OFF)
option(MANIFOLD_USE_BUILTIN_CLIPPER2 "Use builtin clipper2" OFF)
option(MANIFOLD_USE_BUILTIN_NANOBIND "Use builtin nanobind" OFF)
option(MANIFOLD_PYBIND "Build python bindings" ON)
option(MANIFOLD_CBIND "Build C (FFI) bindings" OFF)
option(MANIFOLD_JSBIND "Build js binding" ${EMSCRIPTEN})
# default to Release build
option(CMAKE_BUILD_TYPE "Build type" Release)
# default to building shared library
option(BUILD_SHARED_LIBS "Build shared library" ON)
# Set some option values in the CMake cache
set(MANIFOLD_FLAGS "" CACHE STRING "Manifold compiler flags")
option(TRACY_ENABLE "Use tracy profiling" OFF)
# Development options
option(TRACY_ENABLE "Use tracy profiling" OFF)
option(TRACY_MEMORY_USAGE "Track memory allocation with tracy (expensive)" OFF)
option(BUILD_TEST_CGAL "Build CGAL performance comparisons" OFF)
option(MANIFOLD_FUZZ "Enable fuzzing tests" OFF)
mark_as_advanced(TRACY_ENABLE)
mark_as_advanced(TRACY_MEMORY_USAGE)
mark_as_advanced(MANIFOLD_FUZZ)
# Always build position independent code for relocatability
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
# Various Compiler Flags
if(MANIFOLD_FUZZ)
if(NOT CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
message(FATAL_ERROR "fuzztest only supports clang")
endif()
# we should enable debug checks
set(MANIFOLD_DEBUG ON)
# enable fuzztest fuzzing mode
set(FUZZTEST_FUZZING_MODE ON)
# address sanitizer required
add_compile_options(-fsanitize=address)
endif()
if(TRACY_ENABLE)
option(CMAKE_BUILD_TYPE "Build type" RelWithDebInfo)
if(TRACY_MEMORY_USAGE)
set(MANIFOLD_FLAGS ${MANIFOLD_FLAGS} -DTRACY_MEMORY_USAGE)
endif()
if(NOT MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-omit-frame-pointer")
endif()
else()
option(CMAKE_BUILD_TYPE "Build type" Release)
endif()
if(EMSCRIPTEN)
message("Building for Emscripten")
set(MANIFOLD_FLAGS -fexceptions -D_LIBCUDACXX_HAS_THREAD_API_EXTERNAL -D_LIBCUDACXX_HAS_THREAD_API_CUDA)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -sALLOW_MEMORY_GROWTH=1 -fexceptions -sDISABLE_EXCEPTION_CATCHING=0")
set(MANIFOLD_PYBIND OFF)
endif()
if(MANIFOLD_PYBIND)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
if(Python_VERSION VERSION_LESS 3.12)
find_package(Python COMPONENTS Interpreter Development.Module REQUIRED)
else()
find_package(Python COMPONENTS Interpreter Development.SABIModule REQUIRED)
add_link_options(-sALLOW_MEMORY_GROWTH=1)
add_link_options(-sMAXIMUM_MEMORY=4294967296)
if(MANIFOLD_PAR)
set(CMAKE_THREAD_LIBS_INIT "-pthread")
add_compile_options(-pthread)
# PTHREAD_POOL_SIZE is set to 4 for OK-ish performance, in general we are
# not getting too much speedup for very large number of cores, and a lot of
# CPUs now have 4 cores...
add_link_options(-sPTHREAD_POOL_SIZE=4)
# mimalloc is needed for good performance
add_link_options(-sMALLOC=mimalloc)
# The default stack size apparently causes problem when parallelization is
# enabled.
add_link_options(-sSTACK_SIZE=10MB)
endif()
if(MANIFOLD_DEBUG)
list(APPEND MANIFOLD_FLAGS -fexceptions)
add_link_options(-fexceptions)
add_link_options(-sDISABLE_EXCEPTION_CATCHING=0)
endif()
set(MANIFOLD_PYBIND OFF)
set(BUILD_SHARED_LIBS OFF)
endif()
if(CMAKE_EXPORT_COMPILE_COMMANDS AND NOT EMSCRIPTEN)
# for nixos
set(CMAKE_CXX_STANDARD_INCLUDE_DIRECTORIES
${CMAKE_CXX_IMPLICIT_INCLUDE_DIRECTORIES})
set(
CMAKE_CXX_STANDARD_INCLUDE_DIRECTORIES
${CMAKE_CXX_IMPLICIT_INCLUDE_DIRECTORIES}
)
endif()
if (MSVC)
set(MANIFOLD_FLAGS ${MANIFOLD_FLAGS} /DNOMINMAX)
if(MSVC)
list(APPEND MANIFOLD_FLAGS /DNOMINMAX /bigobj)
else()
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(WARNING_FLAGS -Werror -Wall -Wno-sign-compare -Wno-unused -Wno-array-bounds -Wno-stringop-overflow)
else()
set(WARNING_FLAGS -Werror -Wall -Wno-sign-compare -Wno-unused)
list(
APPEND
WARNING_FLAGS
-Wall
-Wno-unknown-warning-option
-Wno-unused
-Wno-shorten-64-to-32
)
if(CMAKE_SYSTEM_NAME STREQUAL "Windows")
if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
list(APPEND WARNING_FLAGS -Wno-format)
endif()
elseif(PROJECT_IS_TOP_LEVEL)
# only do -Werror if we are the top level project
list(APPEND WARNING_FLAGS -Werror)
endif()
list(APPEND MANIFOLD_FLAGS ${WARNING_FLAGS})
if(
MANIFOLD_OPTIMIZED
OR "${CMAKE_BUILD_TYPE}" STREQUAL "Release"
OR "${CMAKE_BUILD_TYPE}" STREQUAL "RelWithDebInfo"
)
list(APPEND MANIFOLD_FLAGS -O3)
endif()
if("${CMAKE_BUILD_TYPE}" STREQUAL "RelWithDebInfo")
list(APPEND MANIFOLD_FLAGS -fno-omit-frame-pointer)
endif()
if(CODE_COVERAGE)
list(
APPEND
MANIFOLD_FLAGS
-coverage
-fno-inline-small-functions
-fkeep-inline-functions
-fkeep-static-functions
)
add_link_options(-coverage)
endif()
set(MANIFOLD_FLAGS ${MANIFOLD_FLAGS} ${WARNING_FLAGS} -O3)
endif()
if(CODE_COVERAGE AND NOT MSVC)
set(COVERAGE_FLAGS -coverage -fno-inline-small-functions -fkeep-inline-functions -fkeep-static-functions)
set(MANIFOLD_FLAGS ${MANIFOLD_FLAGS} ${COVERAGE_FLAGS})
add_link_options("-coverage")
endif()
# RPath settings
set(CMAKE_SKIP_BUILD_RPATH FALSE)
set(CMAKE_BUILD_WITH_INSTALL_RPATH FALSE)
set(CMAKE_INSTALL_RPATH ${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_LIBDIR})
set(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE)
list(
FIND
CMAKE_PLATFORM_IMPLICIT_LINK_DIRECTORIES
${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_LIBDIR}
isSystemDir
)
if("${isSystemDir}" STREQUAL "-1")
set(CMAKE_INSTALL_RPATH ${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_LIBDIR})
endif("${isSystemDir}" STREQUAL "-1")
include(GNUInstallDirs)
include(${PROJECT_SOURCE_DIR}/cmake/manifoldDeps.cmake)
include(${PROJECT_SOURCE_DIR}/cmake/configHelper.cmake)
add_subdirectory(src)
add_subdirectory(bindings)
add_subdirectory(samples)
add_subdirectory(test)
add_subdirectory(extras)
if(MANIFOLD_EXPORT)
add_subdirectory(meshIO)
include(${PROJECT_SOURCE_DIR}/cmake/info.cmake)
# note that the path ${CMAKE_CURRENT_BINARY_DIR}/include is included when we
# build the manifold target (as ${PROJECT_SOURCE_DIR}/include), so users can
# include manifold/version.h without installing our library.
configure_file(
cmake/version.h.in
${CMAKE_CURRENT_BINARY_DIR}/include/manifold/version.h
@ONLY
)
set_source_files_properties(
${CMAKE_CURRENT_BINARY_DIR}/include/manifold/version.h
PROPERTIES GENERATED TRUE
)
# If it's an EMSCRIPTEN build, we're done
if(EMSCRIPTEN)
return()
endif()
if(MANIFOLD_TEST)
add_subdirectory(samples)
add_subdirectory(test)
add_subdirectory(extras)
# CMake exports
configure_file(
cmake/manifoldConfig.cmake.in
${CMAKE_CURRENT_BINARY_DIR}/manifoldConfig.cmake
@ONLY
)
include(CMakePackageConfigHelpers)
write_basic_package_version_file(
${CMAKE_CURRENT_BINARY_DIR}/cmake/manifoldConfigVersion.cmake
VERSION ${MANIFOLD_VERSION}
COMPATIBILITY SameMajorVersion
)
# Location of inputs for CMake find_package - see:
# https://cmake.org/cmake/help/latest/command/find_package.html
set(EXPORT_INSTALL_DIR ${CMAKE_INSTALL_LIBDIR}/cmake)
install(
EXPORT manifoldTargets
NAMESPACE manifold::
DESTINATION ${EXPORT_INSTALL_DIR}/manifold
)
install(
FILES
${CMAKE_CURRENT_BINARY_DIR}/cmake/manifoldConfigVersion.cmake
${CMAKE_CURRENT_BINARY_DIR}/manifoldConfig.cmake
DESTINATION ${EXPORT_INSTALL_DIR}/manifold
)
# install public headers
set(
MANIFOLD_PUBLIC_HDRS
common.h
iters.h
linalg.h
manifold.h
optional_assert.h
polygon.h
vec_view.h
$<$<BOOL:${MANIFOLD_CROSS_SECTION}>:cross_section.h>
$<$<BOOL:${MANIFOLD_EXPORT}>:meshIO.h>
)
list(TRANSFORM MANIFOLD_PUBLIC_HDRS PREPEND include/manifold/)
list(
APPEND
MANIFOLD_PUBLIC_HDRS
${CMAKE_CURRENT_BINARY_DIR}/include/manifold/version.h
)
install(
FILES ${MANIFOLD_PUBLIC_HDRS}
DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/manifold
)
# PkgConfig file
if(MANIFOLD_PAR)
set(TEMPLATE_OPTIONAL_TBB "tbb")
endif()
if(MANIFOLD_CROSS_SECTION)
set(TEMPLATE_OPTIONAL_CLIPPER "Clipper2")
endif()
configure_file(
cmake/manifold.pc.in
${CMAKE_CURRENT_BINARY_DIR}/manifold.pc
@ONLY
)
install(
FILES ${CMAKE_CURRENT_BINARY_DIR}/manifold.pc
DESTINATION ${CMAKE_INSTALL_LIBDIR}/pkgconfig
)
+791 -437
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+115 -44
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@@ -1,58 +1,87 @@
# About Manifold
[![codecov](https://codecov.io/github/elalish/manifold/branch/master/graph/badge.svg?token=IIA8G5HVS7)](https://codecov.io/github/elalish/manifold)
[![PyPI version](https://badge.fury.io/py/manifold3d.svg)](https://badge.fury.io/py/manifold3d)
[![npm version](https://badge.fury.io/js/manifold-3d.svg)](https://badge.fury.io/js/manifold-3d)
[![twitter](https://img.shields.io/twitter/follow/manifoldcad?style=social&logo=twitter)](https://twitter.com/intent/follow?screen_name=manifoldcad)
[**C++ Documentation**](https://manifoldcad.org/docs/html/classmanifold_1_1_manifold.html) | [**TS Documentation**](https://manifoldcad.org/jsdocs) | [**Algorithm Documentation**](https://github.com/elalish/manifold/wiki/Manifold-Library) | [**Blog Posts**](https://elalish.blogspot.com/search/label/Manifold) | [**Web Examples**](https://manifoldcad.org/model-viewer.html)
[Manifold](https://github.com/elalish/manifold) is a geometry library dedicated to creating and operating on manifold triangle meshes. A [manifold mesh](https://github.com/elalish/manifold/wiki/Manifold-Library#manifoldness) is a mesh that represents a solid object, and so is very important in manufacturing, CAD, structural analysis, etc. Manifold also supports arbitrary vertex properties and enables mapping of materials for rendering use-cases. Our primary goal is reliability: guaranteed manifold output without caveats or edge cases. Our secondary goal is performance: efficient algorithms that make extensive use of parallelization, or pipelining when only a single thread is available.
## Users
[OpenSCAD](https://openscad.org/), [IFCjs](https://ifcjs.github.io/info/), [Grid.Space](https://grid.space/), and [OCADml](https://github.com/OCADml/OManifold) have all integrated our Manifold geometry kernel! Why? Because its reliability is guaranteed and it's 1,000 times faster than other libraries. See our [usage](https://github.com/elalish/manifold/discussions/340) and [performance](https://github.com/elalish/manifold/discussions/383) discussions for all the latest and to add your own projects & analyses.
Here is an incomplete list of our users, whose integrations may be anywhere from in-progress to released. Please feel free to send a PR to update this list with your own project - it's quite difficult for us to keep track.
For example, here is a log-log plot of Manifold's performance vs. earlier OpenSCAD geometry backends:
| | | |
| --- | --- | --- |
| [OpenSCAD](https://openscad.org/) | [IFCjs](https://ifcjs.github.io/info/) | [Dactyl Web Configurator](https://github.com/rianadon/dactyl-configurator) |
| [Nomad Sculpt](https://apps.apple.com/us/app/id1519508653?mt=8&platform=ipad) | [Grid.Space](https://grid.space/) | [badcad](https://github.com/wrongbad/badcad) |
| [Godot Engine](https://godotengine.org/) | [OCADml](https://github.com/OCADml/OManifold) | [Flitter](https://flitter.readthedocs.io/en/latest/) |
| [BRL-CAD](https://brlcad.org/) | [PolygonJS](https://polygonjs.com/) | [Spherene](https://spherene.ch/) |
| [trimesh](https://trimesh.org/) | [Gypsum](https://github.com/playkostudios/gypsum) | |
<img src="https://elalish.github.io/manifold/samples/models/perfSpheres.png" width="350px"/>
### Bindings & Packages
## [ManifoldCAD.org](https://manifoldcad.org)
If C++ isn't your cup of tea, Manifold also has bindings to many other languages, some maintained in this repository, and others elsewhere.
If you like OpenSCAD / JSCAD, you might also like ManifoldCAD - our own solid modelling web app. Our WASM is not multithreaded yet, but it's still quite fast and a good way to test out our Manifold library.
| Language | Packager | Name | Maintenance |
| --- | --- | --- | --- |
| C | N/A | N/A | internal |
| TS/JS | npm | [manifold-3d](https://www.npmjs.com/package/manifold-3d) | internal |
| Python | PyPI | [manifold3d](https://pypi.org/project/manifold3d/) | internal |
| Java | N/A | [manifold](https://github.com/SovereignShop/manifold) | external |
| Clojure | N/A | [clj-manifold3d](https://github.com/SovereignShop/clj-manifold3d) | external |
| C# | NuGet | [ManifoldNET](https://www.nuget.org/packages/ManifoldNET) | external |
| Julia | Packages | [ManifoldBindings.jl](https://juliapackages.com/p/manifoldbindings) | external |
| OCaml | N/A | [OManifold](https://ocadml.github.io/OManifold/OManifold/index.html) | external |
![A metallic Menger sponge](https://elalish.github.io/manifold/samples/models/mengerSponge3.webp "A metallic Menger sponge")
## Frontend Sandboxes
### Note for Firefox users
### [ManifoldCAD.org](https://manifoldcad.org)
If you find the editor is stuck on **Loading...**, setting
`dom.workers.modules.enabled: true` in your `about:config`, as mentioned in the
discussion of the
[issue#328](https://github.com/elalish/manifold/issues/328#issuecomment-1473847102)
of this repository may solve the problem.
If you like OpenSCAD / JSCAD, you might also like ManifoldCAD - our own solid modelling web app where you script in JS/TS. This uses our npm package, [manifold-3d](https://www.npmjs.com/package/manifold-3d), built via WASM. It's not quite as fast as our raw C++, but it's hard to beat for interoperability.
# Manifold
### [Python Colab Example](https://colab.research.google.com/drive/1VxrFYHPSHZgUbl9TeWzCeovlpXrPQ5J5?usp=sharing)
[**API Documentation**](https://elalish.github.io/manifold/docs/html/modules.html) | [**Algorithm Documentation**](https://github.com/elalish/manifold/wiki/Manifold-Library) | [**Blog Posts**](https://elalish.blogspot.com/search/label/Manifold) | [**Web Examples**](https://elalish.github.io/manifold/model-viewer.html)
If you prefer Python to JS/TS, make your own copy of the example notebook above. It demonstrates interop between our [`manifold3d`](https://pypi.org/project/manifold3d/) PyPI library and the popular [`trimesh`](https://pypi.org/project/trimesh/) library, including showing the interactive model right in the notebook and saving 3D model output.
[Manifold](https://github.com/elalish/manifold) is a geometry library dedicated to creating and operating on manifold triangle meshes. A [manifold mesh](https://github.com/elalish/manifold/wiki/Manifold-Library#manifoldness) is a mesh that represents a solid object, and so is very important in manufacturing, CAD, structural analysis, etc. Further information can be found on the [wiki](https://github.com/elalish/manifold/wiki/Manifold-Library).
![A metallic Menger sponge](https://manifoldcad.org/samples/models/mengerSponge192.png "A metallic Menger sponge")
This is a modern C++ library that Github's CI verifies builds and runs on a variety of platforms. Additionally, we build bindings for JavaScript ([manifold-3d](https://www.npmjs.com/package/manifold-3d) on npm), Python, and C to make this library more portable and easy to use.
## Manifold Library
System Dependencies (note that we will automatically download the dependency if there is no such package on the system):
- [`GLM`](https://github.com/g-truc/glm/): A compact header-only vector library.
- [`Thrust`](https://github.com/NVIDIA/thrust): NVIDIA's parallel algorithms library (basically a superset of C++17 std::parallel_algorithms)
- [`tbb`](https://github.com/oneapi-src/oneTBB/): Intel's thread building blocks library. (only when `MANIFOLD_PAR=TBB` is enabled)
- [`gtest`](https://github.com/google/googletest/): Google test library (only when test is enabled, i.e. `MANIFOLD_TEST=ON`)
Other dependencies:
- [`Clipper2`](https://github.com/AngusJohnson/Clipper2): provides our 2D subsystem
- [`quickhull`](https://github.com/akuukka/quickhull): 3D convex hull algorithm.
## What's here
This library is fast with guaranteed manifold output. As such you need manifold meshes as input, which this library can create using constructors inspired by the OpenSCAD API, as well as more advanced features like smoothing and signed-distance function (SDF) level sets. You can also pass in your own mesh data, but you'll get an error status if the imported mesh isn't manifold. Various automated repair tools exist online for fixing non manifold models, usually for 3D printing.
This library is fast with guaranteed manifold output. As such you need manifold meshes as input, which this library can create using constructors inspired by the OpenSCAD API, as well as a level set function for evaluating signed-distance functions (SDF) that improves significantly over Marching Cubes. You can also pass in your own mesh data, but you'll get an error status if the imported mesh isn't manifold. We provide a [`Merge`](https://manifoldcad.org/docs/html/structmanifold_1_1_mesh_g_l_p.html) function to fix slightly non-manifold meshes, but in general you may need one of the automated repair tools that exist mostly for 3D printing.
The most significant contribution here is a guaranteed-manifold [mesh Boolean](https://github.com/elalish/manifold/wiki/Manifold-Library#mesh-boolean) algorithm, which I believe is the first of its kind. If you know of another, please open a discussion - a mesh Boolean algorithm robust to edge cases has been an open problem for many years. Likewise, if the Boolean here ever fails you, please submit an issue! This Boolean forms the basis of a CAD kernel, as it allows simple shapes to be combined into more complex ones.
To aid in speed, this library makes extensive use of parallelization, generally through Nvidia's Thrust library. You can switch between the TBB, and serial C++ backends by setting a CMake flag. Not everything is so parallelizable, for instance a [polygon triangulation](https://github.com/elalish/manifold/wiki/Manifold-Library#polygon-triangulation) algorithm is included which is serial. Even if compiled with parallel backend, the code will still fall back to the serial version of the algorithms if the problem size is small. The WASM build is serial-only for now, but still fast.
Manifold has full support for arbitrary vertex properties, and also has IDs that make it easy to keep track of materials and what surfaces belong to what input objects or faces. See our [web example](https://manifoldcad.org/model-viewer.html) for a simple demonstration of combining objects with unique textures.
> Note: OMP and CUDA backends are now removed
Also included are a novel and powerful suite of refining functions for smooth mesh interpolation. They handle smoothing both triangles and quads, as well as keeping polygonal faces flat. You can easily create sharp or small-radius edges where desired, or even drive the curvature by normal vectors.
To aid in speed, this library makes extensive use of parallelization through TBB, if enabled. Not everything is so parallelizable, for instance a [polygon triangulation](https://github.com/elalish/manifold/wiki/Manifold-Library#polygon-triangulation) algorithm is included which is serial. Even if compiled with parallel backend, the code will still fall back to the serial version of the algorithms if the problem size is small. The WASM build is serial-only for now, but still fast.
Look in the [samples](https://github.com/elalish/manifold/tree/master/samples) directory for examples of how to use this library to make interesting 3D models. You may notice that some of these examples bare a certain resemblance to my OpenSCAD designs on [Thingiverse](https://www.thingiverse.com/emmett), which is no accident. Much as I love OpenSCAD, my library is dramatically faster and the code is more flexible.
### Dependencies
Manifold no longer has **any** required dependencies! However, we do have several optional dependencies, of which the first two are strongly encouraged:
| Name | CMake Flag | Provides |
| --- | --- | --- |
| [`TBB`](https://github.com/oneapi-src/oneTBB/) |`MANIFOLD_PAR=ON` | Parallel acceleration |
| [`Clipper2`](https://github.com/AngusJohnson/Clipper2) | `MANIFOLD_CROSS_SECTION=ON` | 2D: [`CrossSection`](https://manifoldcad.org/docs/html/classmanifold_1_1_cross_section.html) |
| [`Assimp`](https://github.com/assimp/assimp) | `MANIFOLD_EXPORT=ON` | Basic Mesh I/O |
| [`Nanobind`](https://github.com/wjakob/nanobind) | `MANIFOLD_PYBIND=ON` | Python bindings |
| [`Emscripten`](https://github.com/emscripten-core/emscripten) | `MANIFOLD_JSBIND=ON` | JS bindings via WASM |
| [`GTest`](https://github.com/google/googletest/) | `MANIFOLD_TEST=ON` | Testing framework |
### 3D Formats
Please avoid saving to STL files! They are lossy and inefficient - when saving a manifold mesh to STL there is no guarantee that the re-imported mesh will still be manifold, as the topology is lost. Please consider using [3MF](https://3mf.io/) instead, as this format was designed from the beginning for manifold meshes representing solid objects.
If you use vertex properties for things like interpolated normals or texture UV coordinates, [glTF](https://www.khronos.org/Gltf) is recommended, specifically using the [`EXT_mesh_manifold`](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_manifold/README.md) extension. This allows for the lossless and efficient transmission of manifoldness even with property boundaries. Try our [make-manifold](https://manifoldcad.org/make-manifold) page to add this extension to your existing glTF/GLB models.
Manifold provides an optional [`MeshIO`](https://manifoldcad.org/docs/html/group___mesh_i_o.html) component based on [Assimp](https://assimp.org/), but it is limited in functionality and is primarily to aid in testing. If you are using our npm module, we have a much more capable [gltf-io.ts](https://github.com/elalish/manifold/blob/master/bindings/wasm/examples/gltf-io.ts) you can use instead. For other languages we strongly recommend using existing packages that focus on 3D file I/O, e.g. [trimesh](https://trimesh.org/) for Python, particularly when using vertex properties or materials.
## Building
Only CMake, a C++ compiler, and Python are required to be installed and set up to build this library (it has been tested with GCC, LLVM, MSVC). However, a variety of optional dependencies can bring in more functionality, see below.
@@ -68,25 +97,45 @@ test/manifold_test
```
CMake flags (usage e.g. `-DMANIFOLD_DEBUG=ON`):
- `MANIFOLD_JSBIND=[OFF, <ON>]`: Build js binding when using emscripten.
- `MANIFOLD_JSBIND=[OFF, <ON>]`: Build js binding (when using the emscripten toolchain).
- `MANIFOLD_CBIND=[<OFF>, ON]`: Build C FFI binding.
- `MANIFOLD_PYBIND=[OFF, <ON>]`: Build python binding.
- `MANIFOLD_PAR=[<NONE>, TBB]`: Provides multi-thread parallelization, requires `libtbb-dev` if `TBB` backend is selected.
- `MANIFOLD_EXPORT=[<OFF>, ON]`: Enables GLB export of 3D models from the tests, requires `libassimp-dev`.
- `MANIFOLD_DEBUG=[<OFF>, ON]`: Enables internal assertions and exceptions.
- `MANIFOLD_TEST=[OFF, <ON>]`: Build unittests.
- `MANIFOLD_PYBIND=[OFF, <ON>]`: Build python binding, requires `nanobind`.
- `MANIFOLD_PAR=[<OFF>, ON]`: Enables multi-thread parallelization, requires `tbb`.
- `MANIFOLD_CROSS_SECTION=[OFF, <ON>]`: Build CrossSection for 2D support (needed by language bindings), requires `Clipper2`.
- `MANIFOLD_EXPORT=[<OFF>, ON]`: Enables `MeshIO` and GLB export of 3D models from the tests, requires `assimp`.
- `MANIFOLD_DEBUG=[<OFF>, ON]`: Enables internal assertions and exceptions. This incurs around 20% runtime overhead.
- `MANIFOLD_TEST=[OFF, <ON>]`: Build unit tests, requires `GTest`.
- `TRACY_ENABLE=[<OFF>, ON]`: Enable integration with tracy profiler.
See profiling section below.
- `BUILD_TEST_CGAL=[<OFF>, ON]`: Builds a CGAL-based performance [comparison](https://github.com/elalish/manifold/tree/master/extras), requires `libcgal-dev`.
Offline building:
- `FETCHCONTENT_SOURCE_DIR_GLM`: path to glm source.
- `FETCHCONTENT_SOURCE_DIR_GOOGLETEST`: path to googletest source.
- `FETCHCONTENT_SOURCE_DIR_THRUST`: path to NVIDIA thrust source.
Dependency version override:
- `MANIFOLD_USE_BUILTIN_TBB=[<OFF>, ON]`: Use builtin version of tbb.
- `MANIFOLD_USE_BUILTIN_CLIPPER2=[<OFF>, ON]`: Use builtin version of clipper2.
- `MANIFOLD_USE_BUILTIN_NANOBIND=[<OFF>, ON]`: Use builtin version of nanobind.
> Note: These three options can force the build to avoid using the system
> version of the dependency. This will either use the provided source directory
> via `FETCHCONTENT_SOURCE_DIR_*` (see below), or fetch the source from GitHub.
> Note that the dependency will be built as static dependency to avoid dynamic
> library conflict. When the system package is unavailable, the option will be
> automatically set to true.
Offline building (with missing dependencies/dependency version override):
- `MANIFOLD_DOWNLOADS=[OFF, <ON>]`: Automatically download missing dependencies.
Need to set `FETCHCONTENT_SOURCE_DIR_*` if the dependency `*` is missing.
- `FETCHCONTENT_SOURCE_DIR_TBB`: path to tbb source (if `MANIFOLD_PAR` is enabled).
- `FETCHCONTENT_SOURCE_DIR_CLIPPER2`: path to tbb source (if `MANIFOLD_CROSS_SECTION` is enabled).
- `FETCHCONTENT_SOURCE_DIR_NANOBIND`: path to nanobind source (if `MANIFOLD_PYBIND` is enabled).
- `FETCHCONTENT_SOURCE_DIR_GOOGLETEST`: path to googletest source (if `MANIFOLD_TEST` is enabled).
> Note: When `FETCHCONTENT_SOURCE_DIR_*` is set, CMake will use the provided
> source directly without downloading regardless of the value of
> `MANIFOLD_DOWNLOADS`.
The build instructions used by our CI are in [manifold.yml](https://github.com/elalish/manifold/blob/master/.github/workflows/manifold.yml), which is a good source to check if something goes wrong and for instructions specific to other platforms, like Windows.
### WASM
To build the JS WASM library, first install NodeJS and set up emscripten:
(on Mac):
@@ -120,7 +169,7 @@ use the extension, please add `$BUILD_DIR/bindings/python` to your `PYTHONPATH`,
can be found in `bindings/python/examples`. To see exported samples, run:
```
sudo apt install pkg-config libpython3-dev python3 python3-distutils python3-pip
pip install trimesh
pip install trimesh pytest
python3 run_all.py -e
```
@@ -134,14 +183,36 @@ python binding documentation:
For more detailed documentation, please refer to the C++ API.
### Windows Shenanigans
Windows users should build with `-DBUILD_SHARED_LIBS=OFF`, as enabling shared
libraries in general makes things very complicated.
The DLL file for manifoldc (C FFI bindings) when built with msvc is in `${CMAKE_BINARY_DIR}/bin/${BUILD_TYPE}/manifoldc.dll`.
For example, for the following command, the path relative to the project root directory is `build/bin/Release/manifoldc.dll`.
```sh
cmake . -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=OFF -DMANIFOLD_DEBUG=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} -A x64 -B build
```
## Contributing
Contributions are welcome! A lower barrier contribution is to simply make a PR that adds a test, especially if it repros an issue you've found. Simply name it prepended with DISABLED_, so that it passes the CI. That will be a very strong signal to me to fix your issue. However, if you know how to fix it yourself, then including the fix in your PR would be much appreciated!
## Profiling
### Formatting
There is a formatting script `format.sh` that automatically formats everything.
It requires clang-format, black formatter for python and [gersemi](https://github.com/BlankSpruce/gersemi) for formatting cmake files.
Note that our script can run with clang-format older than 18, but the GitHub
action check may fail due to slight differences between different versions of
clang-format. In that case, either update your clang-format version or apply the
patch from the GitHub action log.
### Profiling
There is now basic support for the [Tracy profiler](https://github.com/wolfpld/tracy) for our tests.
To enable tracing, compile with `-DTRACY_ENABLE=on` cmake option, and run the test with Tracy server running.
To enable memory profiling in addition to tracing, compile with `-DTRACY_MEMORY_USAGE=ON` in addition to `-DTRACY_ENABLE=ON`.
## About the author
+14
View File
@@ -0,0 +1,14 @@
1. Go through Github issues to verify bugs have been fixed and closed.
1. Verify [ManifoldCAD.org](https://manifoldcad.org) - check a few examples, run them, download a GLB and a 3MF.
1. Verify our three.js [example](https://manifoldcad.org/three) is functional.
1. Verify our model-viewer [example](https://manifoldcad.org/model-viewer) is functional - select Union and Intersection.
1. Verify [make-manifold](https://manifoldcad.org/make-manifold) is functional. Try dropping [DragonAttenuation.glb](https://github.com/KhronosGroup/glTF-Sample-Assets/blob/main/Models/DragonAttenuation/glTF-Binary/DragonAttenuation.glb) in and verify you can select "View Manifold GLB" and that the dragon is still present while the backdrop is removed. Download the GLB.
1. Make a new branch called the version, e.g. v2.3.0.
1. Use VSCode to search and replace the old version with the new - so far in test-cmake.sh, flake.nix, pyproject.toml, and package.json.
1. Also update CMakeLists.txt version by searching for "set(MANIFOLD_VERSION_".
1. Commit, push, open a PR, verify tests pass, merge.
1. On Github, draft a new release, make a new tag with the version number, add release notes, and publish.
1. Check the Actions and verify that both PyPI and npm publishing actions ran successfully.
1. Verify the npm [package](https://www.npmjs.com/package/manifold-3d?activeTab=code) looks good - unpacked size should be close to 1MB.
1. Verify PyPI [package](https://pypi.org/project/manifold3d/#files) looks good - a bunch of built distributions ranging from ~600kB to ~1.1MB.
1. If there's a problem with release deployment, the release workflows can be triggered separately, manually for any branch, under the Actions tab.
+8 -4
View File
@@ -12,14 +12,18 @@
# See the License for the specific language governing permissions and
# limitations under the License.
if(NOT EMSCRIPTEN AND MANIFOLD_CBIND)
add_subdirectory(c)
if(NOT MANIFOLD_CROSS_SECTION)
return()
endif()
if(MANIFOLD_CBIND)
add_subdirectory(c)
endif()
if(NOT EMSCRIPTEN AND MANIFOLD_PYBIND)
add_subdirectory(python)
add_subdirectory(python)
endif()
if(EMSCRIPTEN AND MANIFOLD_JSBIND)
add_subdirectory(wasm)
add_subdirectory(wasm)
endif()
+40 -23
View File
@@ -1,33 +1,50 @@
project(manifoldc)
# Copyright 2024 The Manifold Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
add_library(${PROJECT_NAME} manifoldc.cpp conv.cpp)
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/include
${CMAKE_CURRENT_SOURCE_DIR}/../../include
)
if(MANIFOLD_USE_CUDA)
set_source_files_properties(manifoldc.cpp conv.cpp PROPERTIES LANGUAGE CUDA)
set_property(TARGET ${PROJECT_NAME} PROPERTY CUDA_ARCHITECTURES 61)
endif()
add_library(
manifoldc
manifoldc.cpp
conv.cpp
box.cpp
cross.cpp
rect.cpp
)
exportlib(manifoldc)
if(MANIFOLD_EXPORT)
target_link_libraries(${PROJECT_NAME} PRIVATE meshIO)
target_compile_options(${PROJECT_NAME} PUBLIC -DMANIFOLD_EXPORT)
target_sources(manifoldc PRIVATE meshIOc.cpp)
target_compile_options(manifoldc PUBLIC -DMANIFOLD_EXPORT)
endif()
target_link_libraries(
${PROJECT_NAME}
PRIVATE manifold sdf cross_section
)
target_link_libraries(manifoldc PRIVATE manifold)
target_include_directories(${PROJECT_NAME} PUBLIC ${PROJECT_SOURCE_DIR}/include)
target_compile_options(${PROJECT_NAME} PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(${PROJECT_NAME} PRIVATE cxx_std_17)
target_include_directories(
manifoldc
PUBLIC
$<INSTALL_INTERFACE:include>
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>
)
target_compile_options(manifoldc PRIVATE ${MANIFOLD_FLAGS})
install(TARGETS manifoldc EXPORT manifoldTargets)
install(
TARGETS ${PROJECT_NAME}
LIBRARY DESTINATION ${CMAKE_INSTALL_FULL_LIBDIR}
COMPONENT bindings
)
install(
FILES include/manifoldc.h include/types.h
DESTINATION ${CMAKE_INSTALL_FULL_INCLUDEDIR}/manifold
COMPONENT devel
FILES include/manifold/manifoldc.h include/manifold/types.h
DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/manifold
)
+31 -26
View File
@@ -12,15 +12,17 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#include "conv.h"
#include "manifold.h"
#include "public.h"
#include "types.h"
#include "./conv.h"
#include "manifold/common.h"
#include "manifold/types.h"
ManifoldBox *manifold_box(void *mem, float x1, float y1, float z1, float x2,
float y2, float z2) {
auto p1 = glm::vec3(x1, y1, z1);
auto p2 = glm::vec3(x2, y2, z2);
#ifdef __cplusplus
extern "C" {
#endif
ManifoldBox *manifold_box(void *mem, double x1, double y1, double z1, double x2,
double y2, double z2) {
auto p1 = vec3(x1, y1, z1);
auto p2 = vec3(x2, y2, z2);
auto box = new (mem) Box(p1, p2);
return to_c(box);
}
@@ -39,10 +41,10 @@ ManifoldVec3 manifold_box_center(ManifoldBox *b) {
return {v.x, v.y, v.z};
}
float manifold_box_scale(ManifoldBox *b) { return from_c(b)->Scale(); }
double manifold_box_scale(ManifoldBox *b) { return from_c(b)->Scale(); }
int manifold_box_contains_pt(ManifoldBox *b, float x, float y, float z) {
auto p = glm::vec3(x, y, z);
int manifold_box_contains_pt(ManifoldBox *b, double x, double y, double z) {
auto p = vec3(x, y, z);
return from_c(b)->Contains(p);
}
@@ -52,9 +54,9 @@ int manifold_box_contains_box(ManifoldBox *a, ManifoldBox *b) {
return outer.Contains(inner);
}
void manifold_box_include_pt(ManifoldBox *b, float x, float y, float z) {
void manifold_box_include_pt(ManifoldBox *b, double x, double y, double z) {
auto box = *from_c(b);
auto p = glm::vec3(x, y, z);
auto p = vec3(x, y, z);
box.Union(p);
}
@@ -63,31 +65,31 @@ ManifoldBox *manifold_box_union(void *mem, ManifoldBox *a, ManifoldBox *b) {
return to_c(new (mem) Box(box));
}
ManifoldBox *manifold_box_transform(void *mem, ManifoldBox *b, float x1,
float y1, float z1, float x2, float y2,
float z2, float x3, float y3, float z3,
float x4, float y4, float z4) {
auto mat = glm::mat4x3(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4);
ManifoldBox *manifold_box_transform(void *mem, ManifoldBox *b, double x1,
double y1, double z1, double x2, double y2,
double z2, double x3, double y3, double z3,
double x4, double y4, double z4) {
auto mat = mat3x4({x1, y1, z1}, {x2, y2, z2}, {x3, y3, z3}, {x4, y4, z4});
auto transformed = from_c(b)->Transform(mat);
return to_c(new (mem) Box(transformed));
}
ManifoldBox *manifold_box_translate(void *mem, ManifoldBox *b, float x, float y,
float z) {
auto p = glm::vec3(x, y, z);
ManifoldBox *manifold_box_translate(void *mem, ManifoldBox *b, double x,
double y, double z) {
auto p = vec3(x, y, z);
auto translated = (*from_c(b)) + p;
return to_c(new (mem) Box(translated));
}
ManifoldBox *manifold_box_mul(void *mem, ManifoldBox *b, float x, float y,
float z) {
auto p = glm::vec3(x, y, z);
ManifoldBox *manifold_box_mul(void *mem, ManifoldBox *b, double x, double y,
double z) {
auto p = vec3(x, y, z);
auto scaled = (*from_c(b)) * p;
return to_c(new (mem) Box(scaled));
}
int manifold_box_does_overlap_pt(ManifoldBox *b, float x, float y, float z) {
auto p = glm::vec3(x, y, z);
int manifold_box_does_overlap_pt(ManifoldBox *b, double x, double y, double z) {
auto p = vec3(x, y, z);
return from_c(b)->DoesOverlap(p);
}
@@ -96,3 +98,6 @@ int manifold_box_does_overlap_box(ManifoldBox *a, ManifoldBox *b) {
}
int manifold_box_is_finite(ManifoldBox *b) { return from_c(b)->IsFinite(); }
#ifdef __cplusplus
}
#endif
+35 -32
View File
@@ -12,15 +12,14 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#include "conv.h"
#include "./conv.h"
#include <vector>
#include "cross_section.h"
#include "manifold.h"
#include "public.h"
#include "sdf.h"
#include "types.h"
#include "manifold/common.h"
#include "manifold/cross_section.h"
#include "manifold/manifold.h"
#include "manifold/types.h"
ManifoldManifold *to_c(manifold::Manifold *m) {
return reinterpret_cast<ManifoldManifold *>(m);
@@ -46,14 +45,14 @@ ManifoldPolygons *to_c(manifold::Polygons *m) {
return reinterpret_cast<ManifoldPolygons *>(m);
}
ManifoldMesh *to_c(manifold::Mesh *m) {
return reinterpret_cast<ManifoldMesh *>(m);
}
ManifoldMeshGL *to_c(manifold::MeshGL *m) {
return reinterpret_cast<ManifoldMeshGL *>(m);
}
ManifoldMeshGL64 *to_c(manifold::MeshGL64 *m) {
return reinterpret_cast<ManifoldMeshGL64 *>(m);
}
ManifoldOpType to_c(manifold::OpType optype) {
ManifoldOpType op = MANIFOLD_ADD;
switch (optype) {
@@ -119,14 +118,14 @@ ManifoldRect *to_c(manifold::Rect *m) {
return reinterpret_cast<ManifoldRect *>(m);
}
ManifoldVec2 to_c(glm::vec2 v) { return {v.x, v.y}; }
ManifoldVec2 to_c(vec2 v) { return {v.x, v.y}; }
ManifoldVec3 to_c(glm::vec3 v) { return {v.x, v.y, v.z}; }
ManifoldVec3 to_c(vec3 v) { return {v.x, v.y, v.z}; }
ManifoldIVec3 to_c(glm::ivec3 v) { return {v.x, v.y, v.z}; }
ManifoldIVec3 to_c(ivec3 v) { return {v.x, v.y, v.z}; }
ManifoldProperties to_c(manifold::Properties p) {
return {p.surfaceArea, p.volume};
ManifoldTriangulation *to_c(std::vector<ivec3> *m) {
return reinterpret_cast<ManifoldTriangulation *>(m);
}
const manifold::Manifold *from_c(ManifoldManifold *m) {
@@ -153,14 +152,14 @@ const manifold::Polygons *from_c(ManifoldPolygons *m) {
return reinterpret_cast<manifold::Polygons const *>(m);
}
const manifold::Mesh *from_c(ManifoldMesh *m) {
return reinterpret_cast<manifold::Mesh const *>(m);
}
const manifold::MeshGL *from_c(ManifoldMeshGL *m) {
return reinterpret_cast<manifold::MeshGL const *>(m);
}
const manifold::MeshGL64 *from_c(ManifoldMeshGL64 *m) {
return reinterpret_cast<manifold::MeshGL64 const *>(m);
}
OpType from_c(ManifoldOpType optype) {
auto op = OpType::Add;
switch (optype) {
@@ -217,33 +216,37 @@ const manifold::Rect *from_c(ManifoldRect *m) {
return reinterpret_cast<manifold::Rect const *>(m);
}
glm::vec2 from_c(ManifoldVec2 v) { return glm::vec2(v.x, v.y); }
vec2 from_c(ManifoldVec2 v) { return vec2(v.x, v.y); }
glm::vec3 from_c(ManifoldVec3 v) { return glm::vec3(v.x, v.y, v.z); }
vec3 from_c(ManifoldVec3 v) { return vec3(v.x, v.y, v.z); }
glm::ivec3 from_c(ManifoldIVec3 v) { return glm::ivec3(v.x, v.y, v.z); }
ivec3 from_c(ManifoldIVec3 v) { return ivec3(v.x, v.y, v.z); }
glm::vec4 from_c(ManifoldVec4 v) { return glm::vec4(v.x, v.y, v.z, v.w); }
vec4 from_c(ManifoldVec4 v) { return vec4(v.x, v.y, v.z, v.w); }
std::vector<glm::vec3> vector_of_vec_array(ManifoldVec3 *vs, size_t length) {
auto vec = std::vector<glm::vec3>();
for (int i = 0; i < length; ++i) {
const std::vector<ivec3> *from_c(ManifoldTriangulation *m) {
return reinterpret_cast<std::vector<ivec3> const *>(m);
}
std::vector<vec3> vector_of_vec_array(ManifoldVec3 *vs, size_t length) {
auto vec = std::vector<vec3>();
for (size_t i = 0; i < length; ++i) {
vec.push_back(from_c(vs[i]));
}
return vec;
}
std::vector<glm::ivec3> vector_of_vec_array(ManifoldIVec3 *vs, size_t length) {
auto vec = std::vector<glm::ivec3>();
for (int i = 0; i < length; ++i) {
std::vector<ivec3> vector_of_vec_array(ManifoldIVec3 *vs, size_t length) {
auto vec = std::vector<ivec3>();
for (size_t i = 0; i < length; ++i) {
vec.push_back(from_c(vs[i]));
}
return vec;
}
std::vector<glm::vec4> vector_of_vec_array(ManifoldVec4 *vs, size_t length) {
auto vec = std::vector<glm::vec4>();
for (int i = 0; i < length; ++i) {
std::vector<vec4> vector_of_vec_array(ManifoldVec4 *vs, size_t length) {
auto vec = std::vector<vec4>();
for (size_t i = 0; i < length; ++i) {
vec.push_back(from_c(vs[i]));
}
return vec;
+19 -19
View File
@@ -16,11 +16,10 @@
#include <cstring>
#include <vector>
#include "cross_section.h"
#include "manifold.h"
#include "public.h"
#include "sdf.h"
#include "types.h"
#include "manifold/common.h"
#include "manifold/cross_section.h"
#include "manifold/manifold.h"
#include "manifold/types.h"
using namespace manifold;
using ManifoldVec = std::vector<Manifold>;
@@ -32,15 +31,15 @@ ManifoldCrossSection *to_c(manifold::CrossSection *cs);
ManifoldCrossSectionVec *to_c(CrossSectionVec *csv);
ManifoldSimplePolygon *to_c(manifold::SimplePolygon *p);
ManifoldPolygons *to_c(manifold::Polygons *ps);
ManifoldMesh *to_c(manifold::Mesh *m);
ManifoldMeshGL *to_c(manifold::MeshGL *m);
ManifoldMeshGL64 *to_c(manifold::MeshGL64 *m);
ManifoldBox *to_c(manifold::Box *m);
ManifoldRect *to_c(manifold::Rect *m);
ManifoldError to_c(manifold::Manifold::Error error);
ManifoldVec2 to_c(glm::vec2 v);
ManifoldVec3 to_c(glm::vec3 v);
ManifoldIVec3 to_c(glm::ivec3 v);
ManifoldProperties to_c(manifold::Properties p);
ManifoldVec2 to_c(vec2 v);
ManifoldVec3 to_c(vec3 v);
ManifoldIVec3 to_c(ivec3 v);
ManifoldTriangulation *to_c(std::vector<ivec3> *m);
const manifold::Manifold *from_c(ManifoldManifold *m);
ManifoldVec *from_c(ManifoldManifoldVec *ms);
@@ -48,26 +47,27 @@ const manifold::CrossSection *from_c(ManifoldCrossSection *cs);
CrossSectionVec *from_c(ManifoldCrossSectionVec *csv);
const manifold::SimplePolygon *from_c(ManifoldSimplePolygon *m);
const manifold::Polygons *from_c(ManifoldPolygons *m);
const manifold::Mesh *from_c(ManifoldMesh *m);
const manifold::MeshGL *from_c(ManifoldMeshGL *m);
const manifold::MeshGL64 *from_c(ManifoldMeshGL64 *m);
OpType from_c(ManifoldOpType op);
CrossSection::FillRule from_c(ManifoldFillRule fillrule);
CrossSection::JoinType from_c(ManifoldJoinType jt);
const manifold::Box *from_c(ManifoldBox *m);
const manifold::Rect *from_c(ManifoldRect *r);
glm::vec2 from_c(ManifoldVec2 v);
glm::vec3 from_c(ManifoldVec3 v);
glm::ivec3 from_c(ManifoldIVec3 v);
glm::vec4 from_c(ManifoldVec4 v);
vec2 from_c(ManifoldVec2 v);
vec3 from_c(ManifoldVec3 v);
ivec3 from_c(ManifoldIVec3 v);
vec4 from_c(ManifoldVec4 v);
const std::vector<ivec3> *from_c(ManifoldTriangulation *m);
std::vector<glm::vec3> vector_of_vec_array(ManifoldVec3 *vs, size_t length);
std::vector<glm::ivec3> vector_of_vec_array(ManifoldIVec3 *vs, size_t length);
std::vector<glm::vec4> vector_of_vec_array(ManifoldVec4 *vs, size_t length);
std::vector<vec3> vector_of_vec_array(ManifoldVec3 *vs, size_t length);
std::vector<ivec3> vector_of_vec_array(ManifoldIVec3 *vs, size_t length);
std::vector<vec4> vector_of_vec_array(ManifoldVec4 *vs, size_t length);
template <typename T>
std::vector<T> vector_of_array(T *ts, size_t length) {
auto vec = std::vector<T>();
for (int i = 0; i < length; ++i) {
for (size_t i = 0; i < length; ++i) {
vec.push_back(ts[i]);
}
return vec;
+32 -25
View File
@@ -12,14 +12,14 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#include <vector>
#include "conv.h"
#include "cross_section.h"
#include "manifold.h"
#include "public.h"
#include "types.h"
#include "./conv.h"
#include "manifold/common.h"
#include "manifold/cross_section.h"
#include "manifold/types.h"
#ifdef __cplusplus
extern "C" {
#endif
ManifoldCrossSection *manifold_cross_section_empty(void *mem) {
return to_c(new (mem) CrossSection());
}
@@ -74,13 +74,13 @@ void manifold_cross_section_vec_push_back(ManifoldCrossSectionVec *csv,
return from_c(csv)->push_back(*from_c(cs));
}
ManifoldCrossSection *manifold_cross_section_square(void *mem, float x, float y,
int center) {
auto cs = CrossSection::Square(glm::vec2(x, y), center);
ManifoldCrossSection *manifold_cross_section_square(void *mem, double x,
double y, int center) {
auto cs = CrossSection::Square(vec2(x, y), center);
return to_c(new (mem) CrossSection(cs));
}
ManifoldCrossSection *manifold_cross_section_circle(void *mem, float radius,
ManifoldCrossSection *manifold_cross_section_circle(void *mem, double radius,
int circular_segments) {
auto cs = CrossSection::Circle(radius, circular_segments);
return to_c(new (mem) CrossSection(cs));
@@ -145,46 +145,50 @@ ManifoldCrossSection *manifold_cross_section_hull_polygons(
ManifoldCrossSection *manifold_cross_section_translate(void *mem,
ManifoldCrossSection *cs,
float x, float y) {
auto translated = from_c(cs)->Translate(glm::vec2(x, y));
double x, double y) {
auto translated = from_c(cs)->Translate(vec2(x, y));
return to_c(new (mem) CrossSection(translated));
}
ManifoldCrossSection *manifold_cross_section_rotate(void *mem,
ManifoldCrossSection *cs,
float deg) {
double deg) {
auto rotated = from_c(cs)->Rotate(deg);
return to_c(new (mem) CrossSection(rotated));
}
ManifoldCrossSection *manifold_cross_section_scale(void *mem,
ManifoldCrossSection *cs,
float x, float y) {
auto scaled = from_c(cs)->Scale(glm::vec2(x, y));
double x, double y) {
auto scaled = from_c(cs)->Scale(vec2(x, y));
return to_c(new (mem) CrossSection(scaled));
}
ManifoldCrossSection *manifold_cross_section_mirror(void *mem,
ManifoldCrossSection *cs,
float ax_x, float ax_y) {
auto mirrored = from_c(cs)->Mirror(glm::vec2(ax_x, ax_y));
double ax_x, double ax_y) {
auto mirrored = from_c(cs)->Mirror(vec2(ax_x, ax_y));
return to_c(new (mem) CrossSection(mirrored));
}
ManifoldCrossSection *manifold_cross_section_transform(void *mem,
ManifoldCrossSection *cs,
float x1, float y1,
float x2, float y2,
float x3, float y3) {
auto mat = glm::mat3x2(x1, y1, x2, y2, x3, y3);
double x1, double y1,
double x2, double y2,
double x3, double y3) {
auto mat = mat2x3({x1, y1}, {x2, y2}, {x3, y3});
auto transformed = from_c(cs)->Transform(mat);
return to_c(new (mem) CrossSection(transformed));
}
ManifoldCrossSection *manifold_cross_section_warp(
void *mem, ManifoldCrossSection *cs, ManifoldVec2 (*fun)(float, float)) {
std::function<void(glm::vec2 & v)> warp = [fun](glm::vec2 &v) {
v = from_c(fun(v.x, v.y));
void *mem, ManifoldCrossSection *cs,
ManifoldVec2 (*fun)(double, double, void *), void *ctx) {
// Bind function with context argument to one without
using namespace std::placeholders;
std::function<ManifoldVec2(double, double)> f2 = std::bind(fun, _1, _2, ctx);
std::function<void(vec2 & v)> warp = [f2](vec2 &v) {
v = from_c(f2(v.x, v.y));
};
auto warped = from_c(cs)->Warp(warp);
return to_c(new (mem) CrossSection(warped));
@@ -244,3 +248,6 @@ ManifoldCrossSectionVec *manifold_cross_section_decompose(
auto comps = from_c(cs)->Decompose();
return to_c(new (mem) CrossSectionVec(comps));
}
#ifdef __cplusplus
}
#endif
@@ -15,7 +15,7 @@
#include <stddef.h>
#include <stdint.h>
#include "types.h"
#include "manifold/types.h"
#ifdef __cplusplus
#include <cstdint>
@@ -51,6 +51,20 @@ ManifoldMeshGL *manifold_meshgl_w_tangents(void *mem, float *vert_props,
float *halfedge_tangent);
ManifoldMeshGL *manifold_get_meshgl(void *mem, ManifoldManifold *m);
ManifoldMeshGL *manifold_meshgl_copy(void *mem, ManifoldMeshGL *m);
ManifoldMeshGL *manifold_meshgl_merge(void *mem, ManifoldMeshGL *m);
ManifoldMeshGL64 *manifold_meshgl64(void *mem, double *vert_props,
size_t n_verts, size_t n_props,
uint64_t *tri_verts, size_t n_tris);
ManifoldMeshGL64 *manifold_meshgl64_w_tangents(void *mem, double *vert_props,
size_t n_verts, size_t n_props,
uint64_t *tri_verts,
size_t n_tris,
double *halfedge_tangent);
ManifoldMeshGL64 *manifold_get_meshgl64(void *mem, ManifoldManifold *m);
ManifoldMeshGL64 *manifold_meshgl64_copy(void *mem, ManifoldMeshGL64 *m);
ManifoldMeshGL64 *manifold_meshgl64_merge(void *mem, ManifoldMeshGL64 *m);
// SDF
// By default, the execution policy (sequential or parallel) of
@@ -59,22 +73,13 @@ ManifoldMeshGL *manifold_meshgl_copy(void *mem, ManifoldMeshGL *m);
// using these bindings from a language that has a runtime lock preventing the
// parallel execution of closures, then you should use manifold_level_set_seq to
// force sequential execution.
ManifoldMeshGL *manifold_level_set(void *mem, float (*sdf)(float, float, float),
ManifoldBox *bounds, float edge_length,
float level);
ManifoldMeshGL *manifold_level_set_seq(void *mem,
float (*sdf)(float, float, float),
ManifoldBox *bounds, float edge_length,
float level);
// The _context variants of manifold_level_set allow a pointer to be passed
// back to each invocation of the sdf function pointer, for languages that
// need additional data.
ManifoldMeshGL *manifold_level_set_context(
void *mem, float (*sdf)(float, float, float, void *), ManifoldBox *bounds,
float edge_length, float level, void *ctx);
ManifoldMeshGL *manifold_level_set_seq_context(
void *mem, float (*sdf)(float, float, float, void *), ManifoldBox *bounds,
float edge_length, float level, void *ctx);
ManifoldManifold *manifold_level_set(void *mem, ManifoldSdf sdf,
ManifoldBox *bounds, double edge_length,
double level, double tolerance, void *ctx);
ManifoldManifold *manifold_level_set_seq(void *mem, ManifoldSdf sdf,
ManifoldBox *bounds,
double edge_length, double level,
double tolerance, void *ctx);
// Manifold Vectors
@@ -105,11 +110,16 @@ ManifoldManifoldPair manifold_split(void *mem_first, void *mem_second,
ManifoldManifold *a, ManifoldManifold *b);
ManifoldManifoldPair manifold_split_by_plane(void *mem_first, void *mem_second,
ManifoldManifold *m,
float normal_x, float normal_y,
float normal_z, float offset);
double normal_x, double normal_y,
double normal_z, double offset);
ManifoldManifold *manifold_trim_by_plane(void *mem, ManifoldManifold *m,
float normal_x, float normal_y,
float normal_z, float offset);
double normal_x, double normal_y,
double normal_z, double offset);
// 3D to 2D
ManifoldPolygons *manifold_slice(void *mem, ManifoldManifold *m, double height);
ManifoldPolygons *manifold_project(void *mem, ManifoldManifold *m);
// Convex Hulls
@@ -119,70 +129,94 @@ ManifoldManifold *manifold_hull_pts(void *mem, ManifoldVec3 *ps, size_t length);
// Manifold Transformations
ManifoldManifold *manifold_translate(void *mem, ManifoldManifold *m, float x,
float y, float z);
ManifoldManifold *manifold_rotate(void *mem, ManifoldManifold *m, float x,
float y, float z);
ManifoldManifold *manifold_scale(void *mem, ManifoldManifold *m, float x,
float y, float z);
ManifoldManifold *manifold_transform(void *mem, ManifoldManifold *m, float x1,
float y1, float z1, float x2, float y2,
float z2, float x3, float y3, float z3,
float x4, float y4, float z4);
ManifoldManifold *manifold_mirror(void *mem, ManifoldManifold *m, float nx,
float ny, float nz);
ManifoldManifold *manifold_translate(void *mem, ManifoldManifold *m, double x,
double y, double z);
ManifoldManifold *manifold_rotate(void *mem, ManifoldManifold *m, double x,
double y, double z);
ManifoldManifold *manifold_scale(void *mem, ManifoldManifold *m, double x,
double y, double z);
ManifoldManifold *manifold_transform(void *mem, ManifoldManifold *m, double x1,
double y1, double z1, double x2, double y2,
double z2, double x3, double y3, double z3,
double x4, double y4, double z4);
ManifoldManifold *manifold_mirror(void *mem, ManifoldManifold *m, double nx,
double ny, double nz);
ManifoldManifold *manifold_warp(void *mem, ManifoldManifold *m,
ManifoldVec3 (*fun)(float, float, float));
ManifoldVec3 (*fun)(double, double, double,
void *),
void *ctx);
ManifoldManifold *manifold_smooth_by_normals(void *mem, ManifoldManifold *m,
int normalIdx);
ManifoldManifold *manifold_smooth_out(void *mem, ManifoldManifold *m,
double minSharpAngle,
double minSmoothness);
ManifoldManifold *manifold_refine(void *mem, ManifoldManifold *m, int refine);
ManifoldManifold *manifold_refine_to_length(void *mem, ManifoldManifold *m,
double length);
ManifoldManifold *manifold_refine_to_tolerance(void *mem, ManifoldManifold *m,
double tolerance);
// Manifold Shapes / Constructors
ManifoldManifold *manifold_empty(void *mem);
ManifoldManifold *manifold_copy(void *mem, ManifoldManifold *m);
ManifoldManifold *manifold_tetrahedron(void *mem);
ManifoldManifold *manifold_cube(void *mem, float x, float y, float z,
ManifoldManifold *manifold_cube(void *mem, double x, double y, double z,
int center);
ManifoldManifold *manifold_cylinder(void *mem, float height, float radius_low,
float radius_high, int circular_segments,
ManifoldManifold *manifold_cylinder(void *mem, double height, double radius_low,
double radius_high, int circular_segments,
int center);
ManifoldManifold *manifold_sphere(void *mem, float radius,
ManifoldManifold *manifold_sphere(void *mem, double radius,
int circular_segments);
ManifoldManifold *manifold_of_meshgl(void *mem, ManifoldMeshGL *mesh);
ManifoldManifold *manifold_of_meshgl64(void *mem, ManifoldMeshGL64 *mesh);
ManifoldManifold *manifold_smooth(void *mem, ManifoldMeshGL *mesh,
int *half_edges, float *smoothness,
int n_idxs);
ManifoldManifold *manifold_extrude(void *mem, ManifoldCrossSection *cs,
float height, int slices,
float twist_degrees, float scale_x,
float scale_y);
ManifoldManifold *manifold_revolve(void *mem, ManifoldCrossSection *cs,
int circular_segments);
size_t *half_edges, double *smoothness,
size_t n_idxs);
ManifoldManifold *manifold_smooth64(void *mem, ManifoldMeshGL64 *mesh,
size_t *half_edges, double *smoothness,
size_t n_idxs);
ManifoldManifold *manifold_extrude(void *mem, ManifoldPolygons *cs,
double height, int slices,
double twist_degrees, double scale_x,
double scale_y);
ManifoldManifold *manifold_revolve(void *mem, ManifoldPolygons *cs,
int circular_segments,
double revolve_degrees);
ManifoldManifold *manifold_compose(void *mem, ManifoldManifoldVec *ms);
ManifoldManifoldVec *manifold_decompose(void *mem, ManifoldManifold *m);
ManifoldManifold *manifold_as_original(void *mem, ManifoldManifold *m);
// Manifold Info
int manifold_is_empty(ManifoldManifold *m);
ManifoldError manifold_status(ManifoldManifold *m);
int manifold_num_vert(ManifoldManifold *m);
int manifold_num_edge(ManifoldManifold *m);
int manifold_num_tri(ManifoldManifold *m);
size_t manifold_num_vert(ManifoldManifold *m);
size_t manifold_num_edge(ManifoldManifold *m);
size_t manifold_num_tri(ManifoldManifold *m);
ManifoldBox *manifold_bounding_box(void *mem, ManifoldManifold *m);
float manifold_precision(ManifoldManifold *m);
double manifold_epsilon(ManifoldManifold *m);
int manifold_genus(ManifoldManifold *m);
ManifoldProperties manifold_get_properties(ManifoldManifold *m);
int manifold_get_circular_segments(float radius);
double manifold_surface_area(ManifoldManifold *m);
double manifold_volume(ManifoldManifold *m);
int manifold_get_circular_segments(double radius);
int manifold_original_id(ManifoldManifold *m);
uint32_t manifold_reserve_ids(uint32_t n);
ManifoldManifold *manifold_set_properties(
void *mem, ManifoldManifold *m, int num_prop,
void (*fun)(float *new_prop, ManifoldVec3 position, const float *old_prop));
void (*fun)(double *new_prop, ManifoldVec3 position, const double *old_prop,
void *ctx),
void *ctx);
ManifoldManifold *manifold_calculate_curvature(void *mem, ManifoldManifold *m,
int gaussian_idx, int mean_idx);
double manifold_min_gap(ManifoldManifold *m, ManifoldManifold *other,
double searchLength);
ManifoldManifold *manifold_calculate_normals(void *mem, ManifoldManifold *m,
int normal_idx,
int min_sharp_angle);
// CrossSection Shapes/Constructors
ManifoldCrossSection *manifold_cross_section_empty(void *mem);
ManifoldCrossSection *manifold_cross_section_copy(void *mem,
ManifoldCrossSection *cs);
@@ -191,9 +225,9 @@ ManifoldCrossSection *manifold_cross_section_of_simple_polygon(
ManifoldCrossSection *manifold_cross_section_of_polygons(void *mem,
ManifoldPolygons *p,
ManifoldFillRule fr);
ManifoldCrossSection *manifold_cross_section_square(void *mem, float x, float y,
int center);
ManifoldCrossSection *manifold_cross_section_circle(void *mem, float radius,
ManifoldCrossSection *manifold_cross_section_square(void *mem, double x,
double y, int center);
ManifoldCrossSection *manifold_cross_section_circle(void *mem, double radius,
int circular_segments);
ManifoldCrossSection *manifold_cross_section_compose(
void *mem, ManifoldCrossSectionVec *csv);
@@ -245,23 +279,26 @@ ManifoldCrossSection *manifold_cross_section_hull_polygons(
ManifoldCrossSection *manifold_cross_section_translate(void *mem,
ManifoldCrossSection *cs,
float x, float y);
double x, double y);
ManifoldCrossSection *manifold_cross_section_rotate(void *mem,
ManifoldCrossSection *cs,
float deg);
double deg);
ManifoldCrossSection *manifold_cross_section_scale(void *mem,
ManifoldCrossSection *cs,
float x, float y);
double x, double y);
ManifoldCrossSection *manifold_cross_section_mirror(void *mem,
ManifoldCrossSection *cs,
float ax_x, float ax_y);
double ax_x, double ax_y);
ManifoldCrossSection *manifold_cross_section_transform(void *mem,
ManifoldCrossSection *cs,
float x1, float y1,
float x2, float y2,
float x3, float y3);
double x1, double y1,
double x2, double y2,
double x3, double y3);
ManifoldCrossSection *manifold_cross_section_warp(
void *mem, ManifoldCrossSection *cs, ManifoldVec2 (*fun)(float, float));
void *mem, ManifoldCrossSection *cs, ManifoldVec2 (*fun)(double, double));
ManifoldCrossSection *manifold_cross_section_warp_context(
void *mem, ManifoldCrossSection *cs,
ManifoldVec2 (*fun)(double, double, void *), void *ctx);
ManifoldCrossSection *manifold_cross_section_simplify(void *mem,
ManifoldCrossSection *cs,
double epsilon);
@@ -282,56 +319,58 @@ ManifoldPolygons *manifold_cross_section_to_polygons(void *mem,
// Rectangle
ManifoldRect *manifold_rect(void *mem, float x1, float y1, float x2, float y2);
ManifoldRect *manifold_rect(void *mem, double x1, double y1, double x2,
double y2);
ManifoldVec2 manifold_rect_min(ManifoldRect *r);
ManifoldVec2 manifold_rect_max(ManifoldRect *r);
ManifoldVec2 manifold_rect_dimensions(ManifoldRect *r);
ManifoldVec2 manifold_rect_center(ManifoldRect *r);
float manifold_rect_scale(ManifoldRect *r);
int manifold_rect_contains_pt(ManifoldRect *r, float x, float y);
double manifold_rect_scale(ManifoldRect *r);
int manifold_rect_contains_pt(ManifoldRect *r, double x, double y);
int manifold_rect_contains_rect(ManifoldRect *a, ManifoldRect *b);
void manifold_rect_include_pt(ManifoldRect *r, float x, float y);
void manifold_rect_include_pt(ManifoldRect *r, double x, double y);
ManifoldRect *manifold_rect_union(void *mem, ManifoldRect *a, ManifoldRect *b);
ManifoldRect *manifold_rect_transform(void *mem, ManifoldRect *r, float x1,
float y1, float x2, float y2, float x3,
float y3);
ManifoldRect *manifold_rect_translate(void *mem, ManifoldRect *r, float x,
float y);
ManifoldRect *manifold_rect_mul(void *mem, ManifoldRect *r, float x, float y);
ManifoldRect *manifold_rect_transform(void *mem, ManifoldRect *r, double x1,
double y1, double x2, double y2,
double x3, double y3);
ManifoldRect *manifold_rect_translate(void *mem, ManifoldRect *r, double x,
double y);
ManifoldRect *manifold_rect_mul(void *mem, ManifoldRect *r, double x, double y);
int manifold_rect_does_overlap_rect(ManifoldRect *a, ManifoldRect *r);
int manifold_rect_is_empty(ManifoldRect *r);
int manifold_rect_is_finite(ManifoldRect *r);
// Bounding Box
ManifoldBox *manifold_box(void *mem, float x1, float y1, float z1, float x2,
float y2, float z2);
ManifoldBox *manifold_box(void *mem, double x1, double y1, double z1, double x2,
double y2, double z2);
ManifoldVec3 manifold_box_min(ManifoldBox *b);
ManifoldVec3 manifold_box_max(ManifoldBox *b);
ManifoldVec3 manifold_box_dimensions(ManifoldBox *b);
ManifoldVec3 manifold_box_center(ManifoldBox *b);
float manifold_box_scale(ManifoldBox *b);
int manifold_box_contains_pt(ManifoldBox *b, float x, float y, float z);
double manifold_box_scale(ManifoldBox *b);
int manifold_box_contains_pt(ManifoldBox *b, double x, double y, double z);
int manifold_box_contains_box(ManifoldBox *a, ManifoldBox *b);
void manifold_box_include_pt(ManifoldBox *b, float x, float y, float z);
void manifold_box_include_pt(ManifoldBox *b, double x, double y, double z);
ManifoldBox *manifold_box_union(void *mem, ManifoldBox *a, ManifoldBox *b);
ManifoldBox *manifold_box_transform(void *mem, ManifoldBox *b, float x1,
float y1, float z1, float x2, float y2,
float z2, float x3, float y3, float z3,
float x4, float y4, float z4);
ManifoldBox *manifold_box_translate(void *mem, ManifoldBox *b, float x, float y,
float z);
ManifoldBox *manifold_box_mul(void *mem, ManifoldBox *b, float x, float y,
float z);
int manifold_box_does_overlap_pt(ManifoldBox *b, float x, float y, float z);
ManifoldBox *manifold_box_transform(void *mem, ManifoldBox *b, double x1,
double y1, double z1, double x2, double y2,
double z2, double x3, double y3, double z3,
double x4, double y4, double z4);
ManifoldBox *manifold_box_translate(void *mem, ManifoldBox *b, double x,
double y, double z);
ManifoldBox *manifold_box_mul(void *mem, ManifoldBox *b, double x, double y,
double z);
int manifold_box_does_overlap_pt(ManifoldBox *b, double x, double y, double z);
int manifold_box_does_overlap_box(ManifoldBox *a, ManifoldBox *b);
int manifold_box_is_finite(ManifoldBox *b);
// Static Quality Globals
void manifold_set_min_circular_angle(float degrees);
void manifold_set_min_circular_edge_length(float length);
void manifold_set_min_circular_angle(double degrees);
void manifold_set_min_circular_edge_length(double length);
void manifold_set_circular_segments(int number);
void manifold_reset_to_circular_defaults();
// Manifold Mesh Extraction
@@ -356,6 +395,34 @@ float *manifold_meshgl_run_transform(void *mem, ManifoldMeshGL *m);
uint32_t *manifold_meshgl_face_id(void *mem, ManifoldMeshGL *m);
float *manifold_meshgl_halfedge_tangent(void *mem, ManifoldMeshGL *m);
size_t manifold_meshgl64_num_prop(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_num_vert(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_num_tri(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_vert_properties_length(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_tri_length(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_merge_length(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_run_index_length(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_run_original_id_length(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_run_transform_length(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_face_id_length(ManifoldMeshGL64 *m);
size_t manifold_meshgl64_tangent_length(ManifoldMeshGL64 *m);
double *manifold_meshgl64_vert_properties(void *mem, ManifoldMeshGL64 *m);
uint64_t *manifold_meshgl64_tri_verts(void *mem, ManifoldMeshGL64 *m);
uint64_t *manifold_meshgl64_merge_from_vert(void *mem, ManifoldMeshGL64 *m);
uint64_t *manifold_meshgl64_merge_to_vert(void *mem, ManifoldMeshGL64 *m);
uint64_t *manifold_meshgl64_run_index(void *mem, ManifoldMeshGL64 *m);
uint32_t *manifold_meshgl64_run_original_id(void *mem, ManifoldMeshGL64 *m);
double *manifold_meshgl64_run_transform(void *mem, ManifoldMeshGL64 *m);
uint64_t *manifold_meshgl64_face_id(void *mem, ManifoldMeshGL64 *m);
double *manifold_meshgl64_halfedge_tangent(void *mem, ManifoldMeshGL64 *m);
// Triangulation
ManifoldTriangulation *manifold_triangulate(void *mem, ManifoldPolygons *ps,
double epsilon);
size_t manifold_triangulation_num_tri(ManifoldTriangulation *m);
int *manifold_triangulation_tri_verts(void *mem, ManifoldTriangulation *m);
// memory size
size_t manifold_manifold_size();
@@ -366,9 +433,25 @@ size_t manifold_simple_polygon_size();
size_t manifold_polygons_size();
size_t manifold_manifold_pair_size();
size_t manifold_meshgl_size();
size_t manifold_meshgl64_size();
size_t manifold_box_size();
size_t manifold_rect_size();
size_t manifold_curvature_size();
size_t manifold_triangulation_size();
// allocation
ManifoldManifold *manifold_alloc_manifold();
ManifoldManifoldVec *manifold_alloc_manifold_vec();
ManifoldCrossSection *manifold_alloc_cross_section();
ManifoldCrossSectionVec *manifold_alloc_cross_section_vec();
ManifoldSimplePolygon *manifold_alloc_simple_polygon();
ManifoldPolygons *manifold_alloc_polygons();
ManifoldMeshGL *manifold_alloc_meshgl();
ManifoldMeshGL64 *manifold_alloc_meshgl64();
ManifoldBox *manifold_alloc_box();
ManifoldRect *manifold_alloc_rect();
ManifoldTriangulation *manifold_alloc_triangulation();
// destruction
@@ -379,8 +462,10 @@ void manifold_destruct_cross_section_vec(ManifoldCrossSectionVec *csv);
void manifold_destruct_simple_polygon(ManifoldSimplePolygon *p);
void manifold_destruct_polygons(ManifoldPolygons *p);
void manifold_destruct_meshgl(ManifoldMeshGL *m);
void manifold_destruct_meshgl64(ManifoldMeshGL64 *m);
void manifold_destruct_box(ManifoldBox *b);
void manifold_destruct_rect(ManifoldRect *b);
void manifold_destruct_triangulation(ManifoldTriangulation *M);
// pointer free + destruction
@@ -391,18 +476,18 @@ void manifold_delete_cross_section_vec(ManifoldCrossSectionVec *csv);
void manifold_delete_simple_polygon(ManifoldSimplePolygon *p);
void manifold_delete_polygons(ManifoldPolygons *p);
void manifold_delete_meshgl(ManifoldMeshGL *m);
void manifold_delete_meshgl64(ManifoldMeshGL64 *m);
void manifold_delete_box(ManifoldBox *b);
void manifold_delete_rect(ManifoldRect *b);
void manifold_delete_triangulation(ManifoldTriangulation *m);
// MeshIO / Export
#ifdef MANIFOLD_EXPORT
ManifoldMaterial *manifold_material(void *mem);
void manifold_material_set_roughness(ManifoldMaterial *mat, float roughness);
void manifold_material_set_metalness(ManifoldMaterial *mat, float metalness);
void manifold_material_set_color(ManifoldMaterial *mat, ManifoldVec4 color);
void manifold_material_set_vert_color(ManifoldMaterial *mat,
ManifoldVec4 *vert_color, size_t n_vert);
void manifold_material_set_roughness(ManifoldMaterial *mat, double roughness);
void manifold_material_set_metalness(ManifoldMaterial *mat, double metalness);
void manifold_material_set_color(ManifoldMaterial *mat, ManifoldVec3 color);
ManifoldExportOptions *manifold_export_options(void *mem);
void manifold_export_options_set_faceted(ManifoldExportOptions *options,
int faceted);
@@ -23,10 +23,11 @@ typedef struct ManifoldCrossSection ManifoldCrossSection;
typedef struct ManifoldCrossSectionVec ManifoldCrossSectionVec;
typedef struct ManifoldSimplePolygon ManifoldSimplePolygon;
typedef struct ManifoldPolygons ManifoldPolygons;
typedef struct ManifoldMesh ManifoldMesh;
typedef struct ManifoldMeshGL ManifoldMeshGL;
typedef struct ManifoldMeshGL64 ManifoldMeshGL64;
typedef struct ManifoldBox ManifoldBox;
typedef struct ManifoldRect ManifoldRect;
typedef struct ManifoldTriangulation ManifoldTriangulation;
#ifdef MANIFOLD_EXPORT
typedef struct ManifoldMaterial ManifoldMaterial;
@@ -41,14 +42,14 @@ typedef struct ManifoldManifoldPair {
} ManifoldManifoldPair;
typedef struct ManifoldVec2 {
float x;
float y;
double x;
double y;
} ManifoldVec2;
typedef struct ManifoldVec3 {
float x;
float y;
float z;
double x;
double y;
double z;
} ManifoldVec3;
typedef struct ManifoldIVec3 {
@@ -58,15 +59,15 @@ typedef struct ManifoldIVec3 {
} ManifoldIVec3;
typedef struct ManifoldVec4 {
float x;
float y;
float z;
float w;
double x;
double y;
double z;
double w;
} ManifoldVec4;
typedef struct ManifoldProperties {
float surface_area;
float volume;
double surface_area;
double volume;
} ManifoldProperties;
// enums
@@ -104,3 +105,6 @@ typedef enum ManifoldJoinType {
MANIFOLD_JOIN_TYPE_ROUND,
MANIFOLD_JOIN_TYPE_MITER,
} ManifoldJoinType;
// function pointer
typedef double (*ManifoldSdf)(double, double, double, void*);
+323 -114
View File
@@ -12,52 +12,33 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#include <conv.h>
#include <cross_section.h>
#include <manifold.h>
#include <manifoldc.h>
#include <public.h>
#include <sdf.h>
#include "manifold/manifoldc.h"
#include <vector>
#include "box.cpp"
#include "cross.cpp"
#include "include/conv.h"
#include "include/types.h"
#include "rect.cpp"
#include "types.h"
#ifdef MANIFOLD_EXPORT
#include "meshio.cpp"
#endif
#include "./conv.h"
#include "manifold/common.h"
#include "manifold/cross_section.h"
#include "manifold/manifold.h"
#include "manifold/polygon.h"
#include "manifold/types.h"
using namespace manifold;
namespace {
ManifoldMeshGL *level_set(void *mem, float (*sdf)(float, float, float),
ManifoldBox *bounds, float edge_length, float level,
bool seq) {
// typing with std::function rather than auto compiles when CUDA is on,
// passing it into GPU (and crashing) is avoided dynamically in `sdf.h`
std::function<float(glm::vec3)> fun = [sdf](glm::vec3 v) {
return (sdf(v.x, v.y, v.z));
};
auto mesh = LevelSet(fun, *from_c(bounds), edge_length, level, !seq);
return to_c(new (mem) MeshGL(mesh));
}
ManifoldMeshGL *level_set_context(
void *mem, float (*sdf_context)(float, float, float, void *),
ManifoldBox *bounds, float edge_length, float level, bool seq, void *ctx) {
ManifoldManifold *level_set(
void *mem, double (*sdf_context)(double, double, double, void *),
ManifoldBox *bounds, double edge_length, double level, double tolerance,
bool seq, void *ctx) {
// Bind function with context argument to one without
using namespace std::placeholders;
std::function<float(float, float, float)> sdf =
std::function<double(double, double, double)> sdf =
std::bind(sdf_context, _1, _2, _3, ctx);
std::function<float(glm::vec3)> fun = [sdf](glm::vec3 v) {
std::function<double(vec3)> fun = [sdf](vec3 v) {
return (sdf(v.x, v.y, v.z));
};
auto mesh = LevelSet(fun, *from_c(bounds), edge_length, level, !seq);
return to_c(new (mem) MeshGL(mesh));
return to_c(new (mem) Manifold(Manifold::LevelSet(
fun, *from_c(bounds), edge_length, level, tolerance, !seq)));
}
} // namespace
@@ -67,8 +48,8 @@ extern "C" {
ManifoldSimplePolygon *manifold_simple_polygon(void *mem, ManifoldVec2 *ps,
size_t length) {
auto vec = new (mem) std::vector<glm::vec2>;
for (int i = 0; i < length; ++i) {
auto vec = new (mem) std::vector<vec2>;
for (size_t i = 0; i < length; ++i) {
vec->push_back({ps[i].x, ps[i].y});
}
return to_c(vec);
@@ -78,7 +59,7 @@ ManifoldPolygons *manifold_polygons(void *mem, ManifoldSimplePolygon **ps,
size_t length) {
auto vec = new (mem) std::vector<SimplePolygon>;
auto polys = reinterpret_cast<SimplePolygon **>(ps);
for (int i = 0; i < length; ++i) {
for (size_t i = 0; i < length; ++i) {
vec->push_back(*polys[i]);
}
return to_c(vec);
@@ -185,9 +166,9 @@ ManifoldManifoldPair manifold_split(void *mem_first, void *mem_second,
ManifoldManifoldPair manifold_split_by_plane(void *mem_first, void *mem_second,
ManifoldManifold *m,
float normal_x, float normal_y,
float normal_z, float offset) {
auto normal = glm::vec3(normal_x, normal_y, normal_z);
double normal_x, double normal_y,
double normal_z, double offset) {
auto normal = vec3(normal_x, normal_y, normal_z);
auto pair = from_c(m)->SplitByPlane(normal, offset);
auto first = new (mem_first) Manifold(pair.first);
auto second = new (mem_second) Manifold(pair.second);
@@ -195,13 +176,24 @@ ManifoldManifoldPair manifold_split_by_plane(void *mem_first, void *mem_second,
}
ManifoldManifold *manifold_trim_by_plane(void *mem, ManifoldManifold *m,
float normal_x, float normal_y,
float normal_z, float offset) {
auto normal = glm::vec3(normal_x, normal_y, normal_z);
double normal_x, double normal_y,
double normal_z, double offset) {
auto normal = vec3(normal_x, normal_y, normal_z);
auto trimmed = from_c(m)->TrimByPlane(normal, offset);
return to_c(new (mem) Manifold(trimmed));
}
ManifoldPolygons *manifold_slice(void *mem, ManifoldManifold *m,
double height) {
auto poly = from_c(m)->Slice(height);
return to_c(new (mem) Polygons(poly));
}
ManifoldPolygons *manifold_project(void *mem, ManifoldManifold *m) {
auto poly = from_c(m)->Project();
return to_c(new (mem) Polygons(poly));
}
ManifoldManifold *manifold_hull(void *mem, ManifoldManifold *m) {
auto hulled = from_c(m)->Hull();
return to_c(new (mem) Manifold(hulled));
@@ -214,81 +206,89 @@ ManifoldManifold *manifold_batch_hull(void *mem, ManifoldManifoldVec *ms) {
ManifoldManifold *manifold_hull_pts(void *mem, ManifoldVec3 *ps,
size_t length) {
std::vector<glm::vec3> vec(length);
for (int i = 0; i < length; ++i) {
std::vector<vec3> vec(length);
for (size_t i = 0; i < length; ++i) {
vec[i] = {ps[i].x, ps[i].y, ps[i].z};
}
auto hulled = Manifold::Hull(vec);
return to_c(new (mem) Manifold(hulled));
}
ManifoldManifold *manifold_translate(void *mem, ManifoldManifold *m, float x,
float y, float z) {
auto v = glm::vec3(x, y, z);
ManifoldManifold *manifold_translate(void *mem, ManifoldManifold *m, double x,
double y, double z) {
auto v = vec3(x, y, z);
auto translated = from_c(m)->Translate(v);
return to_c(new (mem) Manifold(translated));
}
ManifoldManifold *manifold_rotate(void *mem, ManifoldManifold *m, float x,
float y, float z) {
ManifoldManifold *manifold_rotate(void *mem, ManifoldManifold *m, double x,
double y, double z) {
auto rotated = from_c(m)->Rotate(x, y, z);
return to_c(new (mem) Manifold(rotated));
}
ManifoldManifold *manifold_scale(void *mem, ManifoldManifold *m, float x,
float y, float z) {
auto s = glm::vec3(x, y, z);
ManifoldManifold *manifold_scale(void *mem, ManifoldManifold *m, double x,
double y, double z) {
auto s = vec3(x, y, z);
auto scaled = from_c(m)->Scale(s);
return to_c(new (mem) Manifold(scaled));
}
ManifoldManifold *manifold_transform(void *mem, ManifoldManifold *m, float x1,
float y1, float z1, float x2, float y2,
float z2, float x3, float y3, float z3,
float x4, float y4, float z4) {
auto mat = glm::mat4x3(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4);
ManifoldManifold *manifold_transform(void *mem, ManifoldManifold *m, double x1,
double y1, double z1, double x2, double y2,
double z2, double x3, double y3, double z3,
double x4, double y4, double z4) {
auto mat = mat3x4({x1, y1, z1}, {x2, y2, z2}, {x3, y3, z3}, {x4, y4, z4});
auto transformed = from_c(m)->Transform(mat);
return to_c(new (mem) Manifold(transformed));
}
ManifoldManifold *manifold_mirror(void *mem, ManifoldManifold *m, float nx,
float ny, float nz) {
ManifoldManifold *manifold_mirror(void *mem, ManifoldManifold *m, double nx,
double ny, double nz) {
auto mirrored = from_c(m)->Mirror({nx, ny, nz});
return to_c(new (mem) Manifold(mirrored));
}
ManifoldManifold *manifold_warp(void *mem, ManifoldManifold *m,
ManifoldVec3 (*fun)(float, float, float)) {
std::function<void(glm::vec3 & v)> warp = [fun](glm::vec3 &v) {
v = from_c(fun(v.x, v.y, v.z));
ManifoldVec3 (*fun)(double, double, double,
void *),
void *ctx) {
// Bind function with context argument to one without
using namespace std::placeholders;
std::function<ManifoldVec3(double, double, double)> f3 =
std::bind(fun, _1, _2, _3, ctx);
std::function<void(vec3 & v)> warp = [f3](vec3 &v) {
v = from_c(f3(v.x, v.y, v.z));
};
auto warped = from_c(m)->Warp(warp);
return to_c(new (mem) Manifold(warped));
}
ManifoldMeshGL *manifold_level_set(void *mem, float (*sdf)(float, float, float),
ManifoldBox *bounds, float edge_length,
float level) {
return level_set(mem, sdf, bounds, edge_length, level, false);
ManifoldManifold *manifold_level_set(
void *mem, double (*sdf)(double, double, double, void *),
ManifoldBox *bounds, double edge_length, double level, double tolerance,
void *ctx) {
return level_set(mem, sdf, bounds, edge_length, level, tolerance, false, ctx);
}
ManifoldMeshGL *manifold_level_set_seq(void *mem,
float (*sdf)(float, float, float),
ManifoldBox *bounds, float edge_length,
float level) {
return level_set(mem, sdf, bounds, edge_length, level, true);
ManifoldManifold *manifold_level_set_seq(
void *mem, double (*sdf)(double, double, double, void *),
ManifoldBox *bounds, double edge_length, double level, double tolerance,
void *ctx) {
return level_set(mem, sdf, bounds, edge_length, level, tolerance, true, ctx);
}
ManifoldMeshGL *manifold_level_set_context(
void *mem, float (*sdf)(float, float, float, void *), ManifoldBox *bounds,
float edge_length, float level, void *ctx) {
return level_set_context(mem, sdf, bounds, edge_length, level, false, ctx);
ManifoldManifold *manifold_smooth_by_normals(void *mem, ManifoldManifold *m,
int normalIdx) {
auto smoothed = from_c(m)->SmoothByNormals(normalIdx);
return to_c(new (mem) Manifold(smoothed));
}
ManifoldMeshGL *manifold_level_set_seq_context(
void *mem, float (*sdf)(float, float, float, void *), ManifoldBox *bounds,
float edge_length, float level, void *ctx) {
return level_set_context(mem, sdf, bounds, edge_length, level, true, ctx);
ManifoldManifold *manifold_smooth_out(void *mem, ManifoldManifold *m,
double minSharpAngle,
double minSmoothness) {
auto smoothed = from_c(m)->SmoothOut(minSharpAngle, minSmoothness);
return to_c(new (mem) Manifold(smoothed));
}
ManifoldManifold *manifold_refine(void *mem, ManifoldManifold *m, int refine) {
@@ -296,6 +296,18 @@ ManifoldManifold *manifold_refine(void *mem, ManifoldManifold *m, int refine) {
return to_c(new (mem) Manifold(refined));
}
ManifoldManifold *manifold_refine_to_length(void *mem, ManifoldManifold *m,
double length) {
auto refined = from_c(m)->RefineToLength(length);
return to_c(new (mem) Manifold(refined));
}
ManifoldManifold *manifold_refine_to_tolerance(void *mem, ManifoldManifold *m,
double tolerance) {
auto refined = from_c(m)->RefineToTolerance(tolerance);
return to_c(new (mem) Manifold(refined));
}
ManifoldManifold *manifold_empty(void *mem) {
return to_c(new (mem) Manifold());
}
@@ -309,22 +321,22 @@ ManifoldManifold *manifold_tetrahedron(void *mem) {
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_cube(void *mem, float x, float y, float z,
ManifoldManifold *manifold_cube(void *mem, double x, double y, double z,
int center) {
auto size = glm::vec3(x, y, z);
auto size = vec3(x, y, z);
auto m = Manifold::Cube(size, center);
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_cylinder(void *mem, float height, float radius_low,
float radius_high, int circular_segments,
ManifoldManifold *manifold_cylinder(void *mem, double height, double radius_low,
double radius_high, int circular_segments,
int center) {
auto m = Manifold::Cylinder(height, radius_low, radius_high,
circular_segments, center);
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_sphere(void *mem, float radius,
ManifoldManifold *manifold_sphere(void *mem, double radius,
int circular_segments) {
auto m = Manifold::Sphere(radius, circular_segments);
return to_c(new (mem) Manifold(m));
@@ -352,11 +364,45 @@ ManifoldMeshGL *manifold_meshgl_w_tangents(void *mem, float *vert_props,
return to_c(mesh);
}
ManifoldMeshGL64 *manifold_meshgl64(void *mem, double *vert_props,
size_t n_verts, size_t n_props,
uint64_t *tri_verts, size_t n_tris) {
auto mesh = new (mem) MeshGL64();
mesh->numProp = n_props;
mesh->vertProperties = vector_of_array(vert_props, n_verts * n_props);
mesh->triVerts = vector_of_array(tri_verts, n_tris * 3);
return to_c(mesh);
}
ManifoldMeshGL64 *manifold_meshgl64_w_tangents(void *mem, double *vert_props,
size_t n_verts, size_t n_props,
uint64_t *tri_verts,
size_t n_tris,
double *halfedge_tangent) {
auto mesh = new (mem) MeshGL64();
mesh->numProp = n_props;
mesh->vertProperties = vector_of_array(vert_props, n_verts * n_props);
mesh->triVerts = vector_of_array(tri_verts, n_tris * 3);
mesh->halfedgeTangent = vector_of_array(halfedge_tangent, n_tris * 3 * 4);
return to_c(mesh);
}
ManifoldManifold *manifold_smooth(void *mem, ManifoldMeshGL *mesh,
int *half_edges, float *smoothness,
int n_edges) {
size_t *half_edges, double *smoothness,
size_t n_edges) {
auto smooth = std::vector<Smoothness>();
for (int i = 0; i < n_edges; ++i) {
for (size_t i = 0; i < n_edges; ++i) {
smooth.push_back({half_edges[i], smoothness[i]});
}
auto m = Manifold::Smooth(*from_c(mesh), smooth);
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_smooth64(void *mem, ManifoldMeshGL64 *mesh,
size_t *half_edges, double *smoothness,
size_t n_edges) {
auto smooth = std::vector<Smoothness>();
for (size_t i = 0; i < n_edges; ++i) {
smooth.push_back({half_edges[i], smoothness[i]});
}
auto m = Manifold::Smooth(*from_c(mesh), smooth);
@@ -368,19 +414,24 @@ ManifoldManifold *manifold_of_meshgl(void *mem, ManifoldMeshGL *mesh) {
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_extrude(void *mem, ManifoldCrossSection *cs,
float height, int slices,
float twist_degrees, float scale_x,
float scale_y) {
auto scale = glm::vec2(scale_x, scale_y);
ManifoldManifold *manifold_of_meshgl64(void *mem, ManifoldMeshGL64 *mesh) {
auto m = Manifold(*from_c(mesh));
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_extrude(void *mem, ManifoldPolygons *cs,
double height, int slices,
double twist_degrees, double scale_x,
double scale_y) {
auto scale = vec2(scale_x, scale_y);
auto m = Manifold::Extrude(*from_c(cs), height, slices, twist_degrees, scale);
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_revolve(void *mem, ManifoldCrossSection *cs,
int circular_segments) {
auto m = Manifold::Revolve(*from_c(cs), circular_segments);
ManifoldManifold *manifold_revolve(void *mem, ManifoldPolygons *cs,
int circular_segments,
double revolve_degrees) {
auto m = Manifold::Revolve(*from_c(cs), circular_segments, revolve_degrees);
return to_c(new (mem) Manifold(m));
}
@@ -403,6 +454,33 @@ ManifoldMeshGL *manifold_meshgl_copy(void *mem, ManifoldMeshGL *m) {
return to_c(new (mem) MeshGL(*from_c(m)));
}
ManifoldMeshGL *manifold_meshgl_merge(void *mem, ManifoldMeshGL *m) {
auto duplicate = new (mem) MeshGL(*from_c(m));
if (duplicate->Merge()) {
return to_c(duplicate);
}
delete duplicate;
return m;
}
ManifoldMeshGL64 *manifold_get_meshgl64(void *mem, ManifoldManifold *m) {
auto mesh = from_c(m)->GetMeshGL64();
return to_c(new (mem) MeshGL64(mesh));
}
ManifoldMeshGL64 *manifold_meshgl64_copy(void *mem, ManifoldMeshGL64 *m) {
return to_c(new (mem) MeshGL64(*from_c(m)));
}
ManifoldMeshGL64 *manifold_meshgl64_merge(void *mem, ManifoldMeshGL64 *m) {
auto duplicate = new (mem) MeshGL64(*from_c(m));
if (duplicate->Merge()) {
return to_c(duplicate);
}
delete duplicate;
return m;
}
int manifold_meshgl_num_prop(ManifoldMeshGL *m) { return from_c(m)->numProp; }
int manifold_meshgl_num_vert(ManifoldMeshGL *m) { return from_c(m)->NumVert(); }
int manifold_meshgl_num_tri(ManifoldMeshGL *m) { return from_c(m)->NumTri(); }
@@ -475,6 +553,67 @@ float *manifold_meshgl_halfedge_tangent(void *mem, ManifoldMeshGL *m) {
return copy_data(mem, from_c(m)->halfedgeTangent);
}
size_t manifold_meshgl64_num_prop(ManifoldMeshGL64 *m) {
return from_c(m)->numProp;
}
size_t manifold_meshgl64_num_vert(ManifoldMeshGL64 *m) {
return from_c(m)->NumVert();
}
size_t manifold_meshgl64_num_tri(ManifoldMeshGL64 *m) {
return from_c(m)->NumTri();
}
size_t manifold_meshgl64_vert_properties_length(ManifoldMeshGL64 *m) {
return from_c(m)->vertProperties.size();
}
size_t manifold_meshgl64_tri_length(ManifoldMeshGL64 *m) {
return from_c(m)->triVerts.size();
}
size_t manifold_meshgl64_merge_length(ManifoldMeshGL64 *m) {
return from_c(m)->mergeFromVert.size();
}
size_t manifold_meshgl64_run_index_length(ManifoldMeshGL64 *m) {
return from_c(m)->runIndex.size();
}
size_t manifold_meshgl64_run_original_id_length(ManifoldMeshGL64 *m) {
return from_c(m)->runOriginalID.size();
}
size_t manifold_meshgl64_run_transform_length(ManifoldMeshGL64 *m) {
return from_c(m)->runTransform.size();
}
size_t manifold_meshgl64_face_id_length(ManifoldMeshGL64 *m) {
return from_c(m)->faceID.size();
}
size_t manifold_meshgl64_tangent_length(ManifoldMeshGL64 *m) {
return from_c(m)->halfedgeTangent.size();
}
double *manifold_meshgl64_vert_properties(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->vertProperties);
}
uint64_t *manifold_meshgl64_tri_verts(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->triVerts);
}
uint64_t *manifold_meshgl64_merge_from_vert(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->mergeFromVert);
}
uint64_t *manifold_meshgl64_merge_to_vert(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->mergeToVert);
}
uint64_t *manifold_meshgl64_run_index(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->runIndex);
}
uint32_t *manifold_meshgl64_run_original_id(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->runOriginalID);
}
double *manifold_meshgl64_run_transform(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->runTransform);
}
uint64_t *manifold_meshgl64_face_id(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->faceID);
}
double *manifold_meshgl64_halfedge_tangent(void *mem, ManifoldMeshGL64 *m) {
return copy_data(mem, from_c(m)->halfedgeTangent);
}
ManifoldManifold *manifold_as_original(void *mem, ManifoldManifold *m) {
auto orig = from_c(m)->AsOriginal();
return to_c(new (mem) Manifold(orig));
@@ -491,32 +630,37 @@ ManifoldError manifold_status(ManifoldManifold *m) {
return to_c(error);
}
int manifold_num_vert(ManifoldManifold *m) { return from_c(m)->NumVert(); }
int manifold_num_edge(ManifoldManifold *m) { return from_c(m)->NumEdge(); }
int manifold_num_tri(ManifoldManifold *m) { return from_c(m)->NumTri(); }
size_t manifold_num_vert(ManifoldManifold *m) { return from_c(m)->NumVert(); }
size_t manifold_num_edge(ManifoldManifold *m) { return from_c(m)->NumEdge(); }
size_t manifold_num_tri(ManifoldManifold *m) { return from_c(m)->NumTri(); }
int manifold_genus(ManifoldManifold *m) { return from_c(m)->Genus(); }
ManifoldProperties manifold_get_properties(ManifoldManifold *m) {
return to_c(from_c(m)->GetProperties());
double manifold_surface_area(ManifoldManifold *m) {
return from_c(m)->SurfaceArea();
}
double manifold_volume(ManifoldManifold *m) { return from_c(m)->Volume(); }
ManifoldBox *manifold_bounding_box(void *mem, ManifoldManifold *m) {
auto box = from_c(m)->BoundingBox();
return to_c(new (mem) Box(box));
}
float manifold_precision(ManifoldManifold *m) { return from_c(m)->Precision(); }
double manifold_epsilon(ManifoldManifold *m) { return from_c(m)->GetEpsilon(); }
uint32_t manifold_reserve_ids(uint32_t n) { return Manifold::ReserveIDs(n); }
ManifoldManifold *manifold_set_properties(void *mem, ManifoldManifold *m,
int num_prop,
void (*fun)(float *new_prop,
ManifoldVec3 position,
const float *old_prop)) {
std::function<void(float *, glm::vec3, const float *)> f =
[fun](float *new_prop, glm::vec3 v, const float *old_prop) {
fun(new_prop, to_c(v), old_prop);
ManifoldManifold *manifold_set_properties(
void *mem, ManifoldManifold *m, int num_prop,
void (*fun)(double *new_prop, ManifoldVec3 position, const double *old_prop,
void *ctx),
void *ctx) {
// Bind function with context argument to one without
using namespace std::placeholders;
std::function<void(double *, ManifoldVec3, const double *)> f3 =
std::bind(fun, _1, _2, _3, ctx);
std::function<void(double *, vec3, const double *)> f =
[f3](double *new_prop, vec3 v, const double *old_prop) {
return (f3(new_prop, to_c(v), old_prop));
};
auto man = from_c(m)->SetProperties(num_prop, f);
return to_c(new (mem) Manifold(man));
@@ -528,13 +672,25 @@ ManifoldManifold *manifold_calculate_curvature(void *mem, ManifoldManifold *m,
return to_c(new (mem) Manifold(man));
}
double manifold_min_gap(ManifoldManifold *m, ManifoldManifold *other,
double searchLength) {
return from_c(m)->MinGap(*from_c(other), searchLength);
}
ManifoldManifold *manifold_calculate_normals(void *mem, ManifoldManifold *m,
int normal_idx,
int min_sharp_angle) {
auto man = from_c(m)->CalculateNormals(normal_idx, min_sharp_angle);
return to_c(new (mem) Manifold(man));
}
// Static Quality Globals
void manifold_set_min_circular_angle(float degrees) {
void manifold_set_min_circular_angle(double degrees) {
Quality::SetMinCircularAngle(degrees);
}
void manifold_set_min_circular_edge_length(float length) {
void manifold_set_min_circular_edge_length(double length) {
Quality::SetMinCircularEdgeLength(length);
}
@@ -542,10 +698,26 @@ void manifold_set_circular_segments(int number) {
Quality::SetCircularSegments(number);
}
int manifold_get_circular_segments(float radius) {
int manifold_get_circular_segments(double radius) {
return Quality::GetCircularSegments(radius);
}
void manifold_reset_to_circular_defaults() { Quality::ResetToDefaults(); }
ManifoldTriangulation *manifold_triangulate(void *mem, ManifoldPolygons *ps,
double epsilon) {
auto triangulation = manifold::Triangulate(*from_c(ps), epsilon);
return to_c(new (mem) std::vector<ivec3>(triangulation));
}
size_t manifold_triangulation_num_tri(ManifoldTriangulation *m) {
return from_c(m)->size();
}
int *manifold_triangulation_tri_verts(void *mem, ManifoldTriangulation *m) {
return reinterpret_cast<int *>(copy_data<ivec3>(mem, *from_c(m)));
}
// memory size
size_t manifold_cross_section_size() { return sizeof(CrossSection); }
size_t manifold_cross_section_vec_size() {
@@ -557,8 +729,37 @@ size_t manifold_manifold_size() { return sizeof(Manifold); }
size_t manifold_manifold_vec_size() { return sizeof(std::vector<Manifold>); }
size_t manifold_manifold_pair_size() { return sizeof(ManifoldManifoldPair); }
size_t manifold_meshgl_size() { return sizeof(MeshGL); }
size_t manifold_meshgl64_size() { return sizeof(MeshGL64); }
size_t manifold_box_size() { return sizeof(Box); }
size_t manifold_rect_size() { return sizeof(Rect); }
size_t manifold_triangulation_size() { return sizeof(std::vector<ivec3>); }
// allocation
ManifoldManifold *manifold_alloc_manifold() {
return to_c(new manifold::Manifold);
}
ManifoldManifoldVec *manifold_alloc_manifold_vec() {
return to_c(new std::vector<manifold::Manifold>);
}
ManifoldCrossSection *manifold_alloc_cross_section() {
return to_c(new CrossSection);
}
ManifoldCrossSectionVec *manifold_alloc_cross_section_vec() {
return to_c(new std::vector<CrossSection>);
}
ManifoldSimplePolygon *manifold_alloc_simple_polygon() {
return to_c(new SimplePolygon);
}
ManifoldPolygons *manifold_alloc_polygons() {
return to_c(new std::vector<SimplePolygon>);
}
ManifoldMeshGL *manifold_alloc_meshgl() { return to_c(new MeshGL); }
ManifoldMeshGL64 *manifold_alloc_meshgl64() { return to_c(new MeshGL64); }
ManifoldBox *manifold_alloc_box() { return to_c(new Box); }
ManifoldRect *manifold_alloc_rect() { return to_c(new Rect); }
ManifoldTriangulation *manifold_alloc_triangulation() {
return to_c(new std::vector<ivec3>);
}
// pointer free + destruction
void manifold_delete_cross_section(ManifoldCrossSection *c) {
@@ -576,8 +777,12 @@ void manifold_delete_manifold_vec(ManifoldManifoldVec *ms) {
delete from_c(ms);
}
void manifold_delete_meshgl(ManifoldMeshGL *m) { delete from_c(m); }
void manifold_delete_meshgl64(ManifoldMeshGL64 *m) { delete from_c(m); }
void manifold_delete_box(ManifoldBox *b) { delete from_c(b); }
void manifold_delete_rect(ManifoldRect *r) { delete from_c(r); }
void manifold_delete_triangulation(ManifoldTriangulation *m) {
delete from_c(m);
}
// destruction
void manifold_destruct_cross_section(ManifoldCrossSection *cs) {
@@ -595,8 +800,12 @@ void manifold_destruct_manifold_vec(ManifoldManifoldVec *ms) {
from_c(ms)->~ManifoldVec();
}
void manifold_destruct_meshgl(ManifoldMeshGL *m) { from_c(m)->~MeshGL(); }
void manifold_destruct_meshgl64(ManifoldMeshGL64 *m) { from_c(m)->~MeshGL64(); }
void manifold_destruct_box(ManifoldBox *b) { from_c(b)->~Box(); }
void manifold_destruct_rect(ManifoldRect *r) { from_c(r)->~Rect(); }
void manifold_destruct_triangulation(ManifoldTriangulation *m) {
from_c(m)->~vector<ivec3>();
}
#ifdef __cplusplus
}
@@ -12,10 +12,9 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#include "meshIO.h"
#include "conv.h"
#include "types.h"
#include "./conv.h"
#include "manifold/meshIO.h"
#include "manifold/types.h"
// C <-> C++ conversions
@@ -45,23 +44,18 @@ ManifoldMaterial *manifold_material(void *mem) {
return to_c(new (mem) manifold::Material());
}
void manifold_material_set_roughness(ManifoldMaterial *mat, float roughness) {
void manifold_material_set_roughness(ManifoldMaterial *mat, double roughness) {
from_c(mat)->roughness = roughness;
}
void manifold_material_set_metalness(ManifoldMaterial *mat, float metalness) {
void manifold_material_set_metalness(ManifoldMaterial *mat, double metalness) {
from_c(mat)->metalness = metalness;
}
void manifold_material_set_color(ManifoldMaterial *mat, ManifoldVec4 color) {
void manifold_material_set_color(ManifoldMaterial *mat, ManifoldVec3 color) {
from_c(mat)->color = from_c(color);
}
void manifold_material_set_vert_color(ManifoldMaterial *mat,
ManifoldVec4 *vert_color, size_t n_vert) {
from_c(mat)->vertColor = vector_of_vec_array(vert_color, n_vert);
}
// export options
ManifoldExportOptions *manifold_export_options(void *mem) {
@@ -88,7 +82,7 @@ void manifold_export_meshgl(const char *filename, ManifoldMeshGL *mesh,
ManifoldMeshGL *manifold_import_meshgl(void *mem, const char *filename,
int force_cleanup) {
auto m = manifold::ImportMesh(std::string(filename), force_cleanup);
return to_c(new (mem) manifold::MeshGL(m));
return to_c(new (mem) MeshGL(m));
}
// memory size
+28 -22
View File
@@ -12,15 +12,17 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#include "conv.h"
#include "cross_section.h"
#include "manifold.h"
#include "public.h"
#include "types.h"
#include "./conv.h"
#include "manifold/common.h"
#include "manifold/types.h"
ManifoldRect *manifold_rect(void *mem, float x1, float y1, float x2, float y2) {
auto p1 = glm::vec2(x1, y1);
auto p2 = glm::vec2(x2, y2);
#ifdef __cplusplus
extern "C" {
#endif
ManifoldRect *manifold_rect(void *mem, double x1, double y1, double x2,
double y2) {
auto p1 = vec2(x1, y1);
auto p2 = vec2(x2, y2);
auto rect = new (mem) Rect(p1, p2);
return to_c(rect);
}
@@ -43,11 +45,11 @@ ManifoldVec2 manifold_rect_center(ManifoldRect *r) {
return {v.x, v.y};
}
float manifold_rect_scale(ManifoldRect *r) { return from_c(r)->Scale(); }
double manifold_rect_scale(ManifoldRect *r) { return from_c(r)->Scale(); }
int manifold_rect_contains_pt(ManifoldRect *r, float x, float y) {
int manifold_rect_contains_pt(ManifoldRect *r, double x, double y) {
auto rect = *from_c(r);
auto p = glm::vec2(x, y);
auto p = vec2(x, y);
return rect.Contains(p);
}
@@ -57,9 +59,9 @@ int manifold_rect_contains_rect(ManifoldRect *a, ManifoldRect *b) {
return outer.Contains(inner);
}
void manifold_rect_include_pt(ManifoldRect *r, float x, float y) {
void manifold_rect_include_pt(ManifoldRect *r, double x, double y) {
auto rect = *from_c(r);
auto p = glm::vec2(x, y);
auto p = vec2(x, y);
rect.Union(p);
}
@@ -68,25 +70,26 @@ ManifoldRect *manifold_rect_union(void *mem, ManifoldRect *a, ManifoldRect *b) {
return to_c(new (mem) Rect(rect));
}
ManifoldRect *manifold_rect_transform(void *mem, ManifoldRect *r, float x1,
float y1, float x2, float y2, float x3,
float y3) {
auto mat = glm::mat3x2(x1, y1, x2, y2, x3, y3);
ManifoldRect *manifold_rect_transform(void *mem, ManifoldRect *r, double x1,
double y1, double x2, double y2,
double x3, double y3) {
auto mat = mat2x3({x1, y1}, {x2, y2}, {x3, y3});
auto transformed = from_c(r)->Transform(mat);
return to_c(new (mem) Rect(transformed));
}
ManifoldRect *manifold_rect_translate(void *mem, ManifoldRect *r, float x,
float y) {
ManifoldRect *manifold_rect_translate(void *mem, ManifoldRect *r, double x,
double y) {
auto rect = *from_c(r);
auto p = glm::vec2(x, y);
auto p = vec2(x, y);
auto translated = (*from_c(r)) + p;
return to_c(new (mem) Rect(translated));
}
ManifoldRect *manifold_rect_mul(void *mem, ManifoldRect *r, float x, float y) {
ManifoldRect *manifold_rect_mul(void *mem, ManifoldRect *r, double x,
double y) {
auto rect = *from_c(r);
auto p = glm::vec2(x, y);
auto p = vec2(x, y);
auto scaled = (*from_c(r)) * p;
return to_c(new (mem) Rect(scaled));
}
@@ -98,3 +101,6 @@ int manifold_rect_does_overlap_rect(ManifoldRect *a, ManifoldRect *r) {
int manifold_rect_is_empty(ManifoldRect *r) { return from_c(r)->IsEmpty(); }
int manifold_rect_is_finite(ManifoldRect *r) { return from_c(r)->IsFinite(); }
#ifdef __cplusplus
}
#endif
+51 -15
View File
@@ -12,28 +12,64 @@
# See the License for the specific language governing permissions and
# limitations under the License.
project(python)
nanobind_add_module(manifold3d NB_STATIC STABLE_ABI LTO autogen_docstrings.inl
manifold3d.cpp
)
if(MANIFOLD_PYBIND_STUBGEN)
nanobind_add_stub(
manifold3d_stub
MODULE manifold3d
OUTPUT manifold3d.pyi
PYTHON_PATH $<TARGET_FILE_DIR:manifold3d>
DEPENDS manifold3d
PATTERN_FILE ${CMAKE_CURRENT_SOURCE_DIR}/stub_pattern.txt
)
endif()
add_subdirectory(third_party)
nanobind_add_module(
manifold3d
NB_STATIC STABLE_ABI LTO
manifold3d.cpp)
target_link_libraries(manifold3d PRIVATE manifold)
target_compile_options(manifold3d PRIVATE ${MANIFOLD_FLAGS} -DMODULE_NAME=manifold3d)
target_compile_features(manifold3d PUBLIC cxx_std_17)
target_compile_options(
manifold3d
PRIVATE ${MANIFOLD_FLAGS} -DMODULE_NAME=manifold3d
)
set_target_properties(manifold3d PROPERTIES OUTPUT_NAME "manifold3d")
message(Python_EXECUTABLE = ${Python_EXECUTABLE})
# ideally we should generate a dependency file from python...
set(
DOCSTRING_DEPS
${PROJECT_SOURCE_DIR}/src/manifold.cpp
${PROJECT_SOURCE_DIR}/src/constructors.cpp
${PROJECT_SOURCE_DIR}/src/sort.cpp
${PROJECT_SOURCE_DIR}/src/cross_section/cross_section.cpp
${PROJECT_SOURCE_DIR}/src/polygon.cpp
${PROJECT_SOURCE_DIR}/include/manifold/common.h
${CMAKE_CURRENT_SOURCE_DIR}/gen_docs.py
${CMAKE_CURRENT_SOURCE_DIR}/docstring_override.txt
)
add_custom_command(
OUTPUT autogen_docstrings.inl
DEPENDS ${DOCSTRING_DEPS}
COMMAND ${Python_EXECUTABLE}
ARGS ${CMAKE_CURRENT_SOURCE_DIR}/gen_docs.py
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
)
target_include_directories(manifold3d PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
if(SKBUILD)
install(
TARGETS manifold3d
LIBRARY DESTINATION ${SKBUILD_PLATLIB_DIR}
COMPONENT bindings
)
set(MANIFOLD_PYBIND_LIBDIR ${SKBUILD_PLATLIB_DIR})
else()
set(MANIFOLD_PYBIND_LIBDIR ${Python_SITEARCH})
endif()
install(
TARGETS manifold3d
LIBRARY DESTINATION ${CMAKE_INSTALL_FULL_LIBDIR}
COMPONENT bindings
LIBRARY DESTINATION ${MANIFOLD_PYBIND_LIBDIR} COMPONENT bindings
)
if(MANIFOLD_PYBIND_STUBGEN)
install(
FILES ${CMAKE_CURRENT_BINARY_DIR}/manifold3d.pyi
DESTINATION ${MANIFOLD_PYBIND_LIBDIR}
COMPONENT bindings
)
endif()
+40
View File
@@ -0,0 +1,40 @@
# Python Bindings
## Autogenerated Doc-Strings
Doc-strings for the python API wrapper are generated by gen_docs.py
The script is run automatically during the build to keep python
doc strings fully up-to-date with c++ sources.
It scrapes documentation comments and c++ function signatures
from the manifold c++ sources, in order to generate a c++ header file
exposing the comments as string variables named by function names.
This allows python bindings to re-use the c++ comments directly.
Some snake-casing of params is applied for python use case.
---
When modifying the Manifold C++ sources, you may need to update
gen_docs.py. For example, top-level free functions are white-listed,
so if you add a new one, you will need to add it in gen_docs.py.
Similarly, the list of source files to parse is also white listed,
so if you define functions in new files that need python wrappers,
you will also need to up gen_docs.py.
To verify that python docs are correct after changes, you can
run the following commends from the manifold repo root:
```
pip install .
python -c 'import manifold3d; help(manifold3d)'
```
Alternatively you could generate stubs with roughly the same info
```
pip install nanobind-stubgen
pip install .
nanobind-stubgen manifold3d
```
It will emit some warnings and write a file `manifold3d.pyi`
which will show all the function signatures and docstrings.
+51
View File
@@ -0,0 +1,51 @@
cross_section__warp__warp_func:
Move the vertices of this CrossSection (creating a new one) according to
any arbitrary input function, followed by a union operation (with a
Positive fill rule) that ensures any introduced intersections are not
included in the result.
:param warp_func: A function that takes the original vertex position and
return the new position.
cross_section__warp_batch__warp_func:
Same as CrossSection::warp but calls warpFunc with
an ndarray[n, 2] instead of processing only one vertex at a time.
:param warp_func: A function that takes multiple vertex positions as an
ndarray[n, 2] and returns the new vertex positions.
manifold__warp__warp_func:
This function does not change the topology, but allows the vertices to be
moved according to any arbitrary input function. It is easy to create a
function that warps a geometrically valid object into one which overlaps, but
that is not checked here, so it is up to the user to choose their function
with discretion.
:param warp_func: A function that takes the original vertex position and
return the new position.
manifold__warp_batch__warp_func:
Same as Manifold::warp but calls warpFunc with with
an ndarray[n, 3] instead of processing only one vertex at a time.
:param warp_func: A function that takes multiple vertex positions as an
ndarray[n, 3] and returns the new vertex positions. The result should have the
same shape as the input.
manifold__smooth__mesh_gl__sharpened_edges:
Constructs a smooth version of the input mesh by creating tangents; this
method will throw if you have supplied tangents with your mesh already. The
actual triangle resolution is unchanged; use the Refine() method to
interpolate to a higher-resolution curve.
By default, every edge is calculated for maximum smoothness (very much
approximately), attempting to minimize the maximum mean Curvature magnitude.
No higher-order derivatives are considered, as the interpolation is
independent per triangle, only sharing constraints on their boundaries.
:param mesh: input Mesh.
:param sharpened_edges: If desired, you can supply a vector of sharpened
halfedges, which should in general be a small subset of all halfedges. Order
of entries doesn't matter, as each one specifies the desired smoothness
(between zero and one, with one the default for all unspecified halfedges)
and the halfedge index (3 * triangle index + [0,1,2] where 0 is the edge
between triVert 0 and 1, etc).
:param edge_smoothness: Smoothness values associated to each halfedge defined
in sharpened_edges. At a smoothness value of zero, a sharp crease is made. The
smoothness is interpolated along each edge, so the specified value should be
thought of as an average. Where exactly two sharpened edges meet at a vertex,
their tangents are rotated to be colinear so that the sharpened edge can be
continuous. Vertices with only one sharpened edge are completely smooth,
allowing sharpened edges to smoothly vanish at termination. A single vertex
can be sharpened by sharping all edges that are incident on it, allowing cones
to be formed.
+132
View File
@@ -0,0 +1,132 @@
from manifold3d import *
import numpy as np
def all_root_level():
set_min_circular_angle(10)
set_min_circular_edge_length(1)
set_circular_segments(22)
n = get_circular_segments(1)
assert n == 22
poly = [[0, 0], [1, 0], [1, 1]]
tris = triangulate([poly])
tris = triangulate([np.array(poly)])
def all_cross_section():
poly = [[0, 0], [1, 0], [1, 1]]
c = CrossSection([np.array(poly)])
c = CrossSection([poly])
c = CrossSection() + c
a = c.area()
c = CrossSection.batch_boolean(
[
CrossSection.circle(1),
CrossSection.square((3, 3)),
CrossSection.circle(3).translate((1, 1)),
],
OpType.Add,
)
c = CrossSection.batch_hull([c, c.translate((1, 0))])
b = c.bounds()
c = CrossSection.circle(1)
c = CrossSection.compose([c, c.translate((1, 0))])
cs = c.decompose()
m = c.extrude(1)
c = c.hull()
c = CrossSection.hull_points(poly)
c = CrossSection.hull_points(np.array(poly))
e = c.is_empty()
c = c.mirror((0, 1))
n = c.num_contour()
n = c.num_vert()
c = c.offset(1, JoinType.Round)
m = c.revolve()
c = c.rotate(90)
c = c.scale((2, 2))
c = c.simplify()
c = CrossSection.square((1, 1))
p = c.to_polygons()
c = c.transform([[1, 0, 0], [0, 1, 0]])
c = c.translate((1, 1))
c = c.warp(lambda p: (p[0] + 1, p[1] / 2))
c = c.warp_batch(lambda ps: ps * [1, 0.5] + [1, 0])
def all_manifold():
mesh = Manifold.sphere(1).to_mesh()
m = Manifold(mesh)
m = Manifold() + m
m = m.as_original()
m = Manifold.batch_boolean(
[
Manifold.cylinder(4, 1),
Manifold.cube((3, 2, 1)),
Manifold.cylinder(5, 3).translate((1, 1, 1)),
],
OpType.Add,
)
m = Manifold.batch_hull([m, m.translate((0, 0, 1))])
b = m.bounding_box()
m = m.calculate_curvature(4, 5)
m = m.calculate_normals(0)
m = m.smooth_by_normals(0)
m = Manifold.compose([m, m.translate((5, 0, 0))])
m = Manifold.cube((1, 1, 1))
m = Manifold.cylinder(1, 1)
ms = m.decompose()
m = Manifold.extrude(CrossSection.circle(1), 1)
m = Manifold.revolve(CrossSection.circle(1))
g = m.genus()
a = m.surface_area()
v = m.volume()
m = m.hull()
m = m.hull_points(mesh.vert_properties)
e = m.is_empty()
m = m.mirror((0, 0, 1))
n = m.num_edge()
n = m.num_prop()
n = m.num_prop_vert()
n = m.num_tri()
n = m.num_vert()
i = m.original_id()
p = m.get_tolerance()
pp = m.set_tolerance(0.0001)
c = m.project()
m = m.refine(2)
m = m.refine_to_length(0.1)
m = m.refine_to_tolerance(0.01)
m = m.smooth_out()
i = Manifold.reserve_ids(1)
m = m.scale((1, 2, 3))
m = m.set_properties(3, lambda pos, prop: pos)
c = m.slice(0.5)
m = Manifold.smooth(mesh, [0], [0.5])
m = Manifold.sphere(1)
m, n = m.split(m.translate((1, 0, 0)))
m, n = m.split_by_plane((0, 0, 1), 0)
e = m.status()
m = Manifold.tetrahedron()
mesh = m.to_mesh()
ok = mesh.merge()
m = m.transform([[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0]])
m = m.translate((0, 0, 0))
m = m.trim_by_plane((0, 0, 1), 0)
m = m.warp(lambda p: (p[0] + 1, p[1] / 2, p[2] * 2))
m = m.warp_batch(lambda ps: ps * 2 + [1, 0, 0])
m = Manifold.cube()
m2 = Manifold.cube().translate([2, 0, 0])
d = m.min_gap(m2, 2)
mesh2 = m.to_mesh64()
ok = mesh.merge()
def run():
all_root_level()
all_cross_section()
all_manifold()
return Manifold()
if __name__ == "__main__":
run()
+52 -30
View File
@@ -20,60 +20,82 @@ from manifold3d import Manifold
INCHES = 25.4
brick_depth = (3 + 5/8) * INCHES
brick_height = (2 + 1/4) * INCHES
brick_length = (7 + 5/8) * INCHES
brick_depth = (3 + 5 / 8) * INCHES
brick_height = (2 + 1 / 4) * INCHES
brick_length = (7 + 5 / 8) * INCHES
mortar_gap = (3/8) * INCHES
mortar_gap = (3 / 8) * INCHES
def brick():
return Manifold.cube(brick_length, brick_depth, brick_height)
return Manifold.cube([brick_length, brick_depth, brick_height])
def halfbrick():
return Manifold.cube((brick_length - mortar_gap)/2, brick_depth, brick_height)
return Manifold.cube([(brick_length - mortar_gap) / 2, brick_depth, brick_height])
def row(length):
bricks = [brick().translate((brick_length + mortar_gap)*x, 0, 0)
for x in range(length)]
return Manifold(bricks)
bricks = [
brick().translate([(brick_length + mortar_gap) * x, 0, 0])
for x in range(length)
]
return sum(bricks, Manifold())
def wall(length, height, alternate=0):
bricks = [row(length).translate(
((z+alternate) % 2)*(brick_depth+mortar_gap), 0,
(brick_height+mortar_gap)*z) for z in range(height)]
return Manifold(bricks)
bricks = [
row(length).translate(
[
((z + alternate) % 2) * (brick_depth + mortar_gap),
0,
(brick_height + mortar_gap) * z,
]
)
for z in range(height)
]
return sum(bricks, Manifold())
def walls(length, width, height):
return Manifold([
wall(length, height),
wall(width, height, 1).rotate(0, 0, 90).translate(brick_depth, 0, 0),
wall(length, height, 1).translate(
0, (width)*(brick_length+mortar_gap), 0),
wall(width, height).rotate(0, 0, 90)
.translate((length+0.5)*(brick_length+mortar_gap) - mortar_gap, 0, 0),
])
return sum(
[
wall(length, height),
wall(width, height, 1).rotate([0, 0, 90]).translate([brick_depth, 0, 0]),
wall(length, height, 1).translate(
[0, (width) * (brick_length + mortar_gap), 0]
),
wall(width, height)
.rotate([0, 0, 90])
.translate(
[(length + 0.5) * (brick_length + mortar_gap) - mortar_gap, 0, 0]
),
],
Manifold(),
)
def floor(length, width):
results = [walls(length, width, 1)]
if length > 1 and width > 1:
results.append(floor(length-1, width-1).translate(brick_depth +
mortar_gap, brick_depth+mortar_gap, 0))
results.append(
floor(length - 1, width - 1).translate(
[brick_depth + mortar_gap, brick_depth + mortar_gap, 0]
)
)
if length == 1 and width > 1:
results.append(row(width-1).rotate(0, 0, 90))
results.append(row(width - 1).rotate((0, 0, 90)))
if width == 1 and length > 1:
results.append(row(length-1).translate(2*(brick_depth +
mortar_gap), brick_depth+mortar_gap, 0))
results.append(halfbrick().translate(
brick_depth+mortar_gap, brick_depth+mortar_gap, 0))
return Manifold(results)
results.append(
row(length - 1).translate(
[2 * (brick_depth + mortar_gap), brick_depth + mortar_gap, 0]
)
)
results.append(
halfbrick().translate([brick_depth + mortar_gap, brick_depth + mortar_gap, 0])
)
return sum(results, Manifold())
def run(width=10, length=10, height=10):
return walls(length, width, height) + floor(length, width)
+10 -7
View File
@@ -13,18 +13,21 @@
See the License for the specific language governing permissions and
limitations under the License.
"""
from manifold3d import Manifold
from functools import reduce
# https://gist.github.com/ochafik/2db96400e3c1f73558fcede990b8a355#file-cube-with-half-spheres-dents-scad
def run(n=5, overlap=True):
a = Manifold.cube(n, n, 0.5).translate(-0.5, -0.5, -0.5)
a = Manifold.cube([n, n, 0.5]).translate([-0.5, -0.5, -0.5])
spheres = [Manifold.sphere(0.45 if overlap else 0.55, 50).translate(i, j, 0)
for i in range(n) for j in range(n)]
spheres = reduce(lambda a, b: a + b, spheres)
return a - spheres
spheres = [
Manifold.sphere(0.45 if overlap else 0.55, 50).translate([i, j, 0])
for i in range(n)
for j in range(n)
]
# spheres = reduce(lambda a, b: a + b, spheres)
return a - sum(spheres, Manifold())
+18 -10
View File
@@ -1,4 +1,4 @@
from manifold3d import CrossSection
from manifold3d import CrossSection, Manifold
def run():
@@ -10,26 +10,34 @@ def run():
cross_section = CrossSection(polygons_points)
polygons = cross_section.to_polygons()
polygon = polygons[0]
if set(polygon) != set(polygon_points):
raise Exception(f"polygon={polygon} differs from polygon_points={polygon_points}")
if set([tuple(p) for p in polygon]) != set(polygon_points):
raise Exception(
f"polygon={polygon} differs from polygon_points={polygon_points}"
)
# extrude a polygon to create a manifold
extruded_polygon = cross_section.extrude(10.0)
extruded_polygon = Manifold.extrude(cross_section, 10.0)
eps = 0.001
observed_volume = extruded_polygon.get_volume()
observed_volume = extruded_polygon.volume()
expected_volume = 10.0
if abs(observed_volume - expected_volume) > eps:
raise Exception(f"observed_volume={observed_volume} differs from expected_volume={expected_volume}")
observed_surface_area = extruded_polygon.get_surface_area()
raise Exception(
f"observed_volume={observed_volume} differs from expected_volume={expected_volume}"
)
observed_surface_area = extruded_polygon.surface_area()
expected_surface_area = 42.0
if abs(observed_surface_area - expected_surface_area) > eps:
raise Exception(f"observed_surface_area={observed_surface_area} differs from expected_surface_area={expected_surface_area}")
raise Exception(
f"observed_surface_area={observed_surface_area} differs from expected_surface_area={expected_surface_area}"
)
# get bounding box from manifold
observed_bbox = extruded_polygon.bounding_box
observed_bbox = extruded_polygon.bounding_box()
expected_bbox = (0.0, 0.0, 0.0, 1.0, 1.0, 10.0)
if observed_bbox != expected_bbox:
raise Exception(f"observed_bbox={observed_bbox} differs from expected_bbox={expected_bbox}")
raise Exception(
f"observed_bbox={observed_bbox} differs from expected_bbox={expected_bbox}"
)
return extruded_polygon
+57
View File
@@ -0,0 +1,57 @@
"""
Copyright 2023 The Manifold Authors.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
https://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
"""
import math
import numpy as np
from manifold3d import Manifold
def gyroid(x, y, z):
xi = x - math.pi / 4.0
yi = y - math.pi / 4.0
zi = z - math.pi / 4.0
return (
math.cos(xi) * math.sin(yi)
+ math.cos(yi) * math.sin(zi)
+ math.cos(zi) * math.sin(xi)
)
def gyroid_levelset(level, period, size, n):
return Manifold.level_set(
gyroid,
[-period, -period, -period, period, period, period],
period / n,
level,
).scale([size / period] * 3)
def rhombic_dodecahedron(size):
box = Manifold.cube(size * math.sqrt(2.0) * np.array([1, 1, 2]), True)
result = box.rotate([90, 45, 0]) ^ box.rotate([90, 45, 90])
return result ^ box.rotate([0, 0, 45])
def gyroid_module(size=20, n=15):
period = math.pi * 2.0
result = (
gyroid_levelset(-0.4, period, size, n) ^ rhombic_dodecahedron(size)
) - gyroid_levelset(0.4, period, size, n)
return result.rotate([-45, 0, 90]).translate([0, 0, size / math.sqrt(2.0)])
def run(size=20, n=15):
return gyroid_module(size, n)
File diff suppressed because it is too large Load Diff
+8 -8
View File
@@ -24,10 +24,9 @@ from time import time
if __name__ == "__main__":
current_file = pathlib.Path(__file__)
current_dir = current_file.parent
files = [f.parts[-1][:-3]
for f in current_dir.glob('*.py') if f != current_file]
files = [f.parts[-1][:-3] for f in current_dir.glob("*.py") if f != current_file]
export_models = len(sys.argv) == 2 and sys.argv[-1] == '-e'
export_models = len(sys.argv) == 2 and sys.argv[-1] == "-e"
for f in files:
module = importlib.import_module(f)
@@ -41,9 +40,10 @@ if __name__ == "__main__":
else:
vertices = mesh.vert_properties
colors = None
meshOut = trimesh.Trimesh(vertices=vertices, faces=mesh.tri_verts,
vertex_colors=colors)
trimesh.exchange.export.export_mesh(meshOut, f'{f}.glb', 'glb')
print(f'Exported model to {f}.glb')
meshOut = trimesh.Trimesh(
vertices=vertices, faces=mesh.tri_verts, vertex_colors=colors
)
trimesh.exchange.export.export_mesh(meshOut, f"{f}.glb", "glb")
print(f"Exported model to {f}.glb")
t1 = time()
print(f'Took {(t1-t0)*1000:.1f}ms for {f}')
print(f"Took {(t1-t0)*1000:.1f}ms for {f}")
+81
View File
@@ -0,0 +1,81 @@
"""
Copyright 2023 The Manifold Authors.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
https://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
"""
from manifold3d import Manifold, Mesh
import numpy as np
def run():
# A smoothed manifold demonstrating selective edge sharpening with
# smooth() and refine(), see more details at:
# https://elalish.blogspot.com/2022/03/smoothing-triangle-meshes.html
height = 10
radius = 30
offset = 20
wiggles = 12
sharpness = 0.8
n = 50
triangles = []
positions = [[-offset, 0, height], [-offset, 0, -height]]
sharpenedEdges = []
delta = np.pi / wiggles
for i in range(2 * wiggles):
theta = (i - wiggles) * delta
amp = 0.5 * height * max(np.cos(0.8 * theta), 0)
positions.append(
[
radius * np.cos(theta),
radius * np.sin(theta),
amp * (1 if i % 2 == 0 else -1),
]
)
j = i + 1
if j == 2 * wiggles:
j = 0
smoothness = 1 - sharpness * np.cos((theta + delta / 2) / 2)
halfedge = 3 * len(triangles) + 1
sharpenedEdges.append((halfedge, smoothness))
triangles.append([0, 2 + i, 2 + j])
halfedge = 3 * len(triangles) + 1
sharpenedEdges.append((halfedge, smoothness))
triangles.append([1, 2 + j, 2 + i])
scallop = Mesh(
tri_verts=np.array(triangles, np.int32),
vert_properties=np.array(positions, np.float32),
)
def colorCurvature(_pos, oldProp):
a = max(0, min(1, oldProp[0] / 3 + 0.5))
b = a * a * (3 - 2 * a)
red = [1, 0, 0]
blue = [0, 0, 1]
return [(1 - b) * blue[i] + b * red[i] for i in range(3)]
edges, smoothing = zip(*sharpenedEdges)
return (
Manifold.smooth(scallop, edges, smoothing)
.refine(n)
.calculate_curvature(-1, 0)
.set_properties(3, colorCurvature)
)
+23
View File
@@ -0,0 +1,23 @@
"""
Copyright 2022 The Manifold Authors.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
https://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
"""
from manifold3d import Manifold
def run():
a = Manifold.cube([1.0, 1.0, 1.0])
b = Manifold.cube([1.0, 1.0, 1.0]).rotate([45.0, 45.0, 45.0])
return a.split(b)[0]
+19 -14
View File
@@ -4,26 +4,27 @@ import numpy as np
def fractal(holes, hole, w, position, depth, maxDepth):
w /= 3
holes.append(hole.scale([w, w, 1.0]).translate(
[position[0], position[1], 0.0]))
holes.append(hole.scale([w, w, 1.0]).translate([position[0], position[1], 0.0]))
if depth == maxDepth:
return
offsets = np.array([
[-w, -w],
[-w, 0.0],
[-w, w],
[0.0, w],
[w, w],
[w, 0.0],
[w, -w],
[0.0, -w],
])
offsets = np.array(
[
[-w, -w],
[-w, 0.0],
[-w, w],
[0.0, w],
[w, w],
[w, 0.0],
[w, -w],
[0.0, -w],
]
)
for offset in offsets:
fractal(holes, hole, w, position + offset, depth + 1, maxDepth)
def posColors(pos, _):
return [1 - p / 2 for p in pos] + [1.0]
return [-p + 0.5 for p in pos] + [1.0]
def run(n=1):
@@ -37,4 +38,8 @@ def run(n=1):
result -= hole.rotate([90, 0, 0])
result -= hole.rotate([0, 90, 0])
return result.trim_by_plane([1, 1, 1], 0).set_properties(4, posColors).scale(100)
return (
result.trim_by_plane([1, 1, 1], 0)
.set_properties(4, posColors)
.scale([100, 100, 100])
)
@@ -0,0 +1,97 @@
from manifold3d import *
import numpy as np
import pytest
# Creates a classic torus knot, defined as a string wrapping periodically
# around the surface of an imaginary donut. If p and q have a common
# factor then you will get multiple separate, interwoven knots. This is
# an example of using the warp() method, thus avoiding any direct
# handling of triangles.
def run(warp_single=False):
# The number of times the thread passes through the donut hole.
p = 1
# The number of times the thread circles the donut.
q = 3
# Radius of the interior of the imaginary donut.
majorRadius = 25
# Radius of the small cross-section of the imaginary donut.
minorRadius = 10
# Radius of the small cross-section of the actual object.
threadRadius = 3.75
# Number of linear segments making up the threadRadius circle. Default is
# getCircularSegments(threadRadius).
circularSegments = -1
# Number of segments along the length of the knot. Default makes roughly
# square facets.
linearSegments = -1
# These default values recreate Matlab Knot by Emmett Lalish:
# https://www.thingiverse.com/thing:7080
kLoops = np.gcd(p, q)
pk = p / kLoops
qk = q / kLoops
n = (
circularSegments
if circularSegments > 2
else get_circular_segments(threadRadius)
)
m = linearSegments if linearSegments > 2 else n * qk * majorRadius / threadRadius
offset = 2
circle = CrossSection.circle(1, n).translate([offset, 0])
def ax_rotate(x, theta):
a, b = (x + 1) % 3, (x + 2) % 3
s, c = np.sin(theta), np.cos(theta)
m = np.zeros((len(theta), 4, 4), dtype=np.float32)
m[:, a, a], m[:, a, b] = c, s
m[:, b, a], m[:, b, b] = -s, c
m[:, x, x], m[:, 3, 3] = 1, 1
return m
def func(pts):
npts = pts.shape[0]
x, y, z = pts[:, 0], pts[:, 1], pts[:, 2]
psi = qk * np.arctan2(x, y)
theta = psi * pk / qk
x1 = np.sqrt(x * x + y * y)
phi = np.arctan2(x1 - offset, z)
v = np.zeros((npts, 4), dtype=np.float32)
v[:, 0] = threadRadius * np.cos(phi)
v[:, 2] = threadRadius * np.sin(phi)
v[:, 3] = 1
r = majorRadius + minorRadius * np.cos(theta)
m1 = ax_rotate(0, -np.arctan2(pk * minorRadius, qk * r))
m1[:, 3, 0] = minorRadius
m2 = ax_rotate(1, theta)
m2[:, 3, 0] = majorRadius
m3 = ax_rotate(2, psi)
v = v[:, None, :] @ m1 @ m2 @ m3
return v[:, 0, :3]
def func_single(v):
pts = np.array([v])
return func(pts)[0]
if warp_single:
return Manifold.revolve(circle, int(m)).warp(func_single)
else:
return Manifold.revolve(circle, int(m)).warp_batch(func)
@pytest.mark.parametrize("warp_single", [True, False])
def test_warp(warp_single):
m = run(warp_single=warp_single)
assert m.volume() == pytest.approx(20785.76)
assert m.surface_area() == pytest.approx(11176.8)
assert m.genus() == 1
if __name__ == "__main__":
run()
+2 -1
View File
@@ -1,7 +1,8 @@
from manifold3d import Manifold
def run():
# for some reason this causes collider error
obj = Manifold.cube()
obj += Manifold([Manifold.cube()]).rotate(0, 0, 45+180)
obj += Manifold.cube().rotate([0, 0, 45 + 180])
return obj
+121
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@@ -0,0 +1,121 @@
from os.path import dirname
import re
base = dirname(dirname(dirname(__file__)))
def snake_case(name):
return re.sub("([a-z0-9])([A-Z])", r"\1_\2", name).lower()
def python_param_modifier(comment):
# p = f":{snake_case(m[0][1:])}:"
comment = re.sub(r"@(param \w+)", lambda m: f":{snake_case(m[1])}:", comment)
# python API renames `MeshGL` to `Mesh`
comment = re.sub("mesh_gl", "mesh", comment)
comment = re.sub("MeshGL", "Mesh", comment)
return comment
def method_key(name):
name = re.sub(r"\+", "_plus", name)
name = re.sub(r"\-", "_minus", name)
name = re.sub(r"\^", "_xor", name)
name = re.sub(r"\=", "_eq", name)
name = re.sub(r"\:", "_", name)
name = re.sub(r"\~", "destroy_", name)
return name
parens_re = re.compile(r"[^(]+\(([^(]*(\(.*\))*[^(]*\))", flags=re.DOTALL)
args_re = re.compile(
r"^[^,^\(^\)]*(\(.*\))*[^,^\(^\)]*[\s\&\*]([0-9\w]+)\s*[,\)]", flags=re.DOTALL
)
def parse_args(s):
par = parens_re.match(s)
if not par:
return None
out = []
arg_str = par[1]
while m := re.search(args_re, arg_str):
out += [snake_case(m[2])]
arg_str = arg_str[m.span()[1] :]
return out
def collect(fname, matcher, param_modifier=python_param_modifier):
comment = ""
with open(fname) as f:
for line in f:
line = line.lstrip()
if line.startswith("/**"):
comment = ""
elif line.startswith("*/"):
pass
elif line.startswith("*") and comment is not None:
comment += line[1:].lstrip()
elif comment and (m := matcher(line)):
while (args := parse_args(line)) is None:
line += next(f)
if len(line) > 500:
break
method = method_key(snake_case(m[1]))
# comment = re.sub(param_re, param_modifier, comment)
comment = param_modifier(comment)
method = "__".join([method, *args])
assert method not in comments
comments[method] = comment
comment = ""
comments = {}
method_re = re.compile(r"(\w+::[\w\-\+\^\=\:]+)\(")
function_re = re.compile(r"([\w\-\+\^\=\:]+)\(")
# we don't handle inline functions in classes properly
# so instead just white-list functions we want
def select_functions(s):
m = function_re.search(s)
if m and "Triangulate" in m[0]:
return m
if m and "Circular" in m[0]:
return m
return None
collect(f"{base}/src/manifold.cpp", lambda s: method_re.search(s))
collect(f"{base}/src/constructors.cpp", lambda s: method_re.search(s))
collect(f"{base}/src/sort.cpp", lambda s: method_re.search(s))
collect(f"{base}/src/sdf.cpp", lambda s: method_re.search(s))
collect(f"{base}/src/cross_section/cross_section.cpp", lambda s: method_re.search(s))
collect(f"{base}/src/polygon.cpp", select_functions)
collect(f"{base}/include/manifold/common.h", select_functions)
comments = dict(sorted(comments.items()))
with open(f"{base}/bindings/python/docstring_override.txt") as f:
key = ""
for l in f:
if l.startswith(" "):
comments[key] += l[2:]
else:
key = l[:-2]
if key not in comments.keys():
print(f"Error, unknown docstring override key {key}")
exit(-1)
comments[key] = ""
gen_h = "autogen_docstrings.inl"
with open(gen_h, "w") as f:
f.write("#pragma once\n\n")
f.write("// --- AUTO GENERATED ---\n")
f.write("// gen_docs.py is run by cmake build\n\n")
f.write("namespace manifold_docstrings {\n")
for key, doc in comments.items():
f.write(f'const char* {key} = R"___({doc.strip()})___";\n')
f.write("} // namespace manifold_docs")
File diff suppressed because it is too large Load Diff
+13
View File
@@ -0,0 +1,13 @@
manifold3d.__prefix__:
import numpy as np
from typing import Literal, TypeVar, Union
N = TypeVar('N', bound=np.generic)
DoubleNx2 = np.ndarray[tuple[N, Literal[2]], np.dtype[np.double]]
Doublex2 = Union[np.ndarray[tuple[Literal[2]], np.dtype[np.double]], tuple[float, float], list[float]]
Doublex3 = Union[np.ndarray[tuple[Literal[3]], np.dtype[np.double]], tuple[float, float, float], list[float]]
Double2x3 = np.ndarray[tuple[Literal[2], Literal[3]], np.dtype[np.double]]
Double3x4 = np.ndarray[tuple[Literal[3], Literal[4]], np.dtype[np.double]]
DoubleNx3 = np.ndarray[tuple[N, Literal[3]], np.dtype[np.double]]
Intx3 = Union[np.ndarray[tuple[Literal[3]], np.dtype[np.integer]], tuple[int, int, int], list[int]]
IntNx3 = np.ndarray[tuple[N, Literal[3]], np.dtype[np.integer]]
-1
View File
@@ -1 +0,0 @@
add_subdirectory(nanobind)
+2
View File
@@ -0,0 +1,2 @@
manifold.js
manifold.wasm
+39 -21
View File
@@ -12,35 +12,53 @@
# See the License for the specific language governing permissions and
# limitations under the License.
project(wasm)
add_executable(manifoldjs bindings.cpp)
set_source_files_properties(bindings.cpp PROPERTIES OBJECT_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/bindings.js)
target_link_libraries(manifoldjs manifold sdf cross_section polygon)
set_source_files_properties(
bindings.cpp
PROPERTIES OBJECT_DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/bindings.js
)
target_link_libraries(
manifoldjs
PRIVATE manifold $<$<BOOL:${MANIFOLD_PAR}>:TBB::tbb>
)
target_compile_options(manifoldjs PRIVATE ${MANIFOLD_FLAGS})
target_link_options(manifoldjs PUBLIC --pre-js ${CMAKE_CURRENT_SOURCE_DIR}/bindings.js --bind -sALLOW_TABLE_GROWTH=1
-sEXPORTED_RUNTIME_METHODS=addFunction,removeFunction -sMODULARIZE=1 -sEXPORT_ES6=1)
target_link_options(
manifoldjs
PUBLIC
--pre-js
${CMAKE_CURRENT_SOURCE_DIR}/bindings.js
--bind
-sALLOW_TABLE_GROWTH=1
-sEXPORTED_RUNTIME_METHODS=addFunction,removeFunction
-sMODULARIZE=1
-sEXPORT_ES6=1
)
target_compile_features(manifoldjs PUBLIC cxx_std_17)
set_target_properties(manifoldjs PROPERTIES OUTPUT_NAME "manifold")
file(MAKE_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/examples/built)
# ensure that interface files are copied over when modified
add_custom_target(js_deps ALL
DEPENDS manifoldjs
${CMAKE_CURRENT_SOURCE_DIR}/manifold*.d.ts)
add_custom_target(
js_deps
ALL
DEPENDS manifoldjs ${CMAKE_CURRENT_SOURCE_DIR}/manifold*.d.ts
)
add_custom_command(
TARGET js_deps POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_BINARY_DIR}/manifold.*
${CMAKE_CURRENT_SOURCE_DIR}/manifold*.d.ts
${CMAKE_CURRENT_SOURCE_DIR}/examples/built/)
add_custom_command(
TARGET js_deps POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/manifold*.d.ts
${CMAKE_CURRENT_SOURCE_DIR}/examples/public/)
TARGET js_deps
POST_BUILD
# copy WASM build back here for publishing to npm
COMMAND
${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_BINARY_DIR}/manifold.*
${CMAKE_CURRENT_SOURCE_DIR}
# copy WASM build and TS declarations for Vite to package into ManifoldCAD.org
COMMAND
${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/manifold*
${CMAKE_CURRENT_SOURCE_DIR}/examples/built/
# copy TS declarations to public so they can be accessed by our editor
COMMAND
${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/manifold*.d.ts
${CMAKE_CURRENT_SOURCE_DIR}/examples/public/
)
+22 -10
View File
@@ -1,30 +1,42 @@
# About Manifold
[![codecov](https://codecov.io/github/elalish/manifold/branch/master/graph/badge.svg?token=IIA8G5HVS7)](https://codecov.io/github/elalish/manifold)
[![npm version](https://badge.fury.io/js/manifold-3d.svg)](https://badge.fury.io/js/manifold-3d)
[![twitter](https://img.shields.io/twitter/follow/manifoldcad?style=social&logo=twitter)](https://twitter.com/intent/follow?screen_name=manifoldcad)
[**TS Documentation**](https://manifoldcad.org/jsdocs) | [**C++ Documentation**](https://manifoldcad.org/docs/html/classmanifold_1_1_manifold.html) | [**Algorithm Documentation**](https://github.com/elalish/manifold/wiki/Manifold-Library) | [**Blog Posts**](https://elalish.blogspot.com/search/label/Manifold) | [**Web Examples**](https://manifoldcad.org/model-viewer.html)
[Manifold](https://github.com/elalish/manifold) is a geometry library dedicated to creating and operating on manifold triangle meshes. A [manifold mesh](https://github.com/elalish/manifold/wiki/Manifold-Library#manifoldness) is a mesh that represents a solid object, and so is very important in manufacturing, CAD, structural analysis, etc. Manifold also supports arbitrary vertex properties and enables mapping of materials for rendering use-cases. Our primary goal is reliability: guaranteed manifold output without caveats or edge cases. Our secondary goal is performance: efficient algorithms that make extensive use of parallelization, or pipelining when only a single thread is available.
## [ManifoldCAD.org](https://manifoldcad.org)
If you like OpenSCAD / OpenJSCAD, you might also like ManifoldCAD - our own solid modelling web app based on this package.
![A metallic Menger sponge](https://elalish.github.io/manifold/samples/models/mengerSponge3.webp "A metallic Menger sponge")
If you like OpenSCAD / JSCAD, you might also like ManifoldCAD - our own solid modelling web app where you script in JS/TS and save a GLB or 3MF file. It contains several examples showing how to use our API to make interesting shapes. You may notice that some of these examples bare a certain resemblance to my OpenSCAD designs on [Thingiverse](https://www.thingiverse.com/emmett), which is no accident. Much as I love OpenSCAD, this library is dramatically faster and the code is more flexible.
# Manifold
![A metallic Menger sponge](https://manifoldcad.org/samples/models/mengerSponge192.png "A metallic Menger sponge")
[**High-level Documentation**](https://elalish.blogspot.com/search/label/Manifold) | [**API Documentation**](https://elalish.github.io/manifold/docs/html/modules.html) | [**Algorithm Documentation**](https://github.com/elalish/manifold/wiki/Manifold-Library) | [**Web Examples**](https://elalish.github.io/manifold/model-viewer.html)
## Manifold Library
[Manifold](https://github.com/elalish/manifold) is a geometry library dedicated to creating and operating on manifold triangle meshes. A [manifold mesh](https://github.com/elalish/manifold/wiki/Manifold-Library#manifoldness) is a mesh that represents a solid object, and so is very important in manufacturing, CAD, structural analysis, etc. Further information can be found on the [wiki](https://github.com/elalish/manifold/wiki/Manifold-Library).
## What's here
This library is fast with guaranteed manifold output. As such you need manifold meshes as input, which this library can create using constructors inspired by the OpenSCAD API, as well as more advanced features like smoothing and signed-distance function (SDF) level sets. You can also pass in your own mesh data, but you'll get an error status if the imported mesh isn't manifold. Various automated repair tools exist online for fixing non manifold models, usually for 3D printing.
This library is fast with guaranteed manifold output. As such you need manifold meshes as input, which this library can create using constructors inspired by the OpenSCAD API, as well as a level set function for evaluating signed-distance functions (SDF) that improves significantly over Marching Cubes. You can also pass in your own mesh data, but you'll get an error status if the imported mesh isn't manifold. We provide a [`Merge`](https://manifoldcad.org/docs/html/structmanifold_1_1_mesh_g_l_p.html) function to fix slightly non-manifold meshes, but in general you may need one of the automated repair tools that exist mostly for 3D printing.
The most significant contribution here is a guaranteed-manifold [mesh Boolean](https://github.com/elalish/manifold/wiki/Manifold-Library#mesh-boolean) algorithm, which I believe is the first of its kind. If you know of another, please open a discussion - a mesh Boolean algorithm robust to edge cases has been an open problem for many years. Likewise, if the Boolean here ever fails you, please submit an issue! This Boolean forms the basis of a CAD kernel, as it allows simple shapes to be combined into more complex ones.
Manifold has full support for arbitrary vertex properties, and also has IDs that make it easy to keep track of materials and what surfaces belong to what input objects or faces. See our [web example](https://manifoldcad.org/model-viewer.html) for a simple demonstration of combining objects with unique textures.
Also included are a novel and powerful suite of refining functions for smooth mesh interpolation. They handle smoothing both triangles and quads, as well as keeping polygonal faces flat. You can easily create sharp or small-radius edges where desired, or even drive the curvature by normal vectors.
## Note on memory management
Since Manifold is a WASM module, it does not automatically garbage-collect like regular JavaScript. You must manually `delete()` each manifold object constructed by your scripts, see [discussion](https://github.com/elalish/manifold/discussions/256#discussioncomment-3944287).
## Examples
Please see our usage [examples](https://github.com/elalish/manifold/tree/master/bindings/wasm/examples) to see how to interface this library with `three.js`, `<model-viewer>`, and `glTF`. Of particular note are the included libraries for lossless roundtrip of manifold meshes through glTF files, via a new extension: [EXT_manifold](https://github.com/KhronosGroup/glTF/pull/2286).
Please see our usage [examples](https://github.com/elalish/manifold/tree/master/bindings/wasm/examples) to see how to interface this library with `three.js`, `<model-viewer>`, and `glTF`. Of particular note are the included libraries for lossless roundtrip of manifold meshes through glTF files, via a new extension: [EXT_mesh_manifold](https://github.com/KhronosGroup/glTF/pull/2286).
## 3D Formats
Please avoid saving to STL files! They are lossy and inefficient - when saving a manifold mesh to STL there is no guarantee that the re-imported mesh will still be manifold, as the topology is lost. Please consider using [3MF](https://3mf.io/) instead, as this format was designed from the beginning for manifold meshes representing solid objects.
If you use vertex properties for things like interpolated normals or texture UV coordinates, [glTF](https://www.khronos.org/Gltf) is recommended, specifically using the [`EXT_mesh_manifold`](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_manifold/README.md) extension. This allows for the lossless and efficient transmission of manifoldness even with property boundaries. Try our [make-manifold](https://manifoldcad.org/make-manifold) page to add this extension to your existing glTF/GLB models.
## About the author
+42 -38
View File
@@ -17,35 +17,32 @@
#include <vector>
#include "cross_section.h"
#include "helpers.cpp"
#include "manifold.h"
#include "polygon.h"
#include "sdf.h"
#include "manifold/cross_section.h"
#include "manifold/manifold.h"
#include "manifold/polygon.h"
using namespace emscripten;
using namespace manifold;
EMSCRIPTEN_BINDINGS(whatever) {
value_object<glm::vec2>("vec2")
.field("x", &glm::vec2::x)
.field("y", &glm::vec2::y);
value_object<vec2>("vec2").field("x", &vec2::x).field("y", &vec2::y);
value_object<glm::ivec3>("ivec3")
.field("0", &glm::ivec3::x)
.field("1", &glm::ivec3::y)
.field("2", &glm::ivec3::z);
value_object<ivec3>("ivec3")
.field("0", &ivec3::x)
.field("1", &ivec3::y)
.field("2", &ivec3::z);
value_object<glm::vec3>("vec3")
.field("x", &glm::vec3::x)
.field("y", &glm::vec3::y)
.field("z", &glm::vec3::z);
value_object<vec3>("vec3")
.field("x", &vec3::x)
.field("y", &vec3::y)
.field("z", &vec3::z);
value_object<glm::vec4>("vec4")
.field("x", &glm::vec4::x)
.field("y", &glm::vec4::y)
.field("z", &glm::vec4::z)
.field("w", &glm::vec4::w);
value_object<vec4>("vec4")
.field("x", &vec4::x)
.field("y", &vec4::y)
.field("z", &vec4::z)
.field("w", &vec4::w);
enum_<Manifold::Error>("status")
.value("NoError", Manifold::Error::NoError)
@@ -81,19 +78,15 @@ EMSCRIPTEN_BINDINGS(whatever) {
.field("halfedge", &Smoothness::halfedge)
.field("smoothness", &Smoothness::smoothness);
value_object<Properties>("properties")
.field("surfaceArea", &Properties::surfaceArea)
.field("volume", &Properties::volume);
register_vector<glm::ivec3>("Vector_ivec3");
register_vector<glm::vec3>("Vector_vec3");
register_vector<glm::vec2>("Vector_vec2");
register_vector<std::vector<glm::vec2>>("Vector2_vec2");
register_vector<float>("Vector_f32");
register_vector<ivec3>("Vector_ivec3");
register_vector<vec3>("Vector_vec3");
register_vector<vec2>("Vector_vec2");
register_vector<std::vector<vec2>>("Vector2_vec2");
register_vector<double>("Vector_f64");
register_vector<CrossSection>("Vector_crossSection");
register_vector<Manifold>("Vector_manifold");
register_vector<Smoothness>("Vector_smoothness");
register_vector<glm::vec4>("Vector_vec4");
register_vector<vec4>("Vector_vec4");
class_<CrossSection>("CrossSection")
.constructor(&cross_js::OfPolygons)
@@ -126,9 +119,9 @@ EMSCRIPTEN_BINDINGS(whatever) {
function("_crossSectionDifferenceN", &cross_js::DifferenceN);
function("_crossSectionIntersectionN", &cross_js::IntersectionN);
function("_crossSectionCollectVertices", &cross_js::CollectVertices);
function("_crossSectionHullPoints",
select_overload<CrossSection(std::vector<glm::vec2>)>(
&CrossSection::Hull));
function(
"_crossSectionHullPoints",
select_overload<CrossSection(std::vector<vec2>)>(&CrossSection::Hull));
class_<Manifold>("Manifold")
.constructor(&man_js::FromMeshJS)
@@ -138,9 +131,15 @@ EMSCRIPTEN_BINDINGS(whatever) {
.function("_Split", &man_js::Split)
.function("_SplitByPlane", &man_js::SplitByPlane)
.function("_TrimByPlane", &Manifold::TrimByPlane)
.function("_Slice", &Manifold::Slice)
.function("_Project", &Manifold::Project)
.function("hull", select_overload<Manifold() const>(&Manifold::Hull))
.function("_GetMeshJS", &js::GetMeshJS)
.function("refine", &Manifold::Refine)
.function("refineToLength", &Manifold::RefineToLength)
.function("refineToTolerance", &Manifold::RefineToTolerance)
.function("smoothByNormals", &Manifold::SmoothByNormals)
.function("_SmoothOut", &Manifold::SmoothOut)
.function("_Warp", &man_js::Warp)
.function("_SetProperties", &man_js::SetProperties)
.function("transform", &man_js::Transform)
@@ -158,10 +157,14 @@ EMSCRIPTEN_BINDINGS(whatever) {
.function("numProp", &Manifold::NumProp)
.function("numPropVert", &Manifold::NumPropVert)
.function("_boundingBox", &Manifold::BoundingBox)
.function("precision", &Manifold::Precision)
.function("tolerance", &Manifold::GetTolerance)
.function("setTolerance", &Manifold::SetTolerance)
.function("genus", &Manifold::Genus)
.function("getProperties", &Manifold::GetProperties)
.function("volume", &Manifold::Volume)
.function("surfaceArea", &Manifold::SurfaceArea)
.function("minGap", &Manifold::MinGap)
.function("calculateCurvature", &Manifold::CalculateCurvature)
.function("_CalculateNormals", &Manifold::CalculateNormals)
.function("originalID", &Manifold::OriginalID)
.function("asOriginal", &Manifold::AsOriginal);
@@ -182,13 +185,14 @@ EMSCRIPTEN_BINDINGS(whatever) {
function("_manifoldDifferenceN", &man_js::DifferenceN);
function("_manifoldIntersectionN", &man_js::IntersectionN);
function("_manifoldCollectVertices", &man_js::CollectVertices);
function("_manifoldHullPoints",
select_overload<Manifold(const std::vector<glm::vec3>&)>(
&Manifold::Hull));
function(
"_manifoldHullPoints",
select_overload<Manifold(const std::vector<vec3>&)>(&Manifold::Hull));
// Quality Globals
function("setMinCircularAngle", &Quality::SetMinCircularAngle);
function("setMinCircularEdgeLength", &Quality::SetMinCircularEdgeLength);
function("setCircularSegments", &Quality::SetCircularSegments);
function("getCircularSegments", &Quality::GetCircularSegments);
function("resetToCircularDefaults", &Quality::ResetToDefaults);
}
+65 -35
View File
@@ -128,12 +128,12 @@ Module.setup = function() {
Module.CrossSection.prototype.warp = function(func) {
const wasmFuncPtr = addFunction(function(vec2Ptr) {
const x = getValue(vec2Ptr, 'float');
const y = getValue(vec2Ptr + 4, 'float');
const x = getValue(vec2Ptr, 'double');
const y = getValue(vec2Ptr + 8, 'double');
const vert = [x, y];
func(vert);
setValue(vec2Ptr, vert[0], 'float');
setValue(vec2Ptr + 4, vert[1], 'float');
setValue(vec2Ptr, vert[0], 'double');
setValue(vec2Ptr + 8, vert[1], 'double');
}, 'vi');
const out = this._Warp(wasmFuncPtr);
removeFunction(wasmFuncPtr);
@@ -165,14 +165,15 @@ Module.setup = function() {
height, nDivisions = 0, twistDegrees = 0.0, scaleTop = [1.0, 1.0],
center = false) {
scaleTop = vararg2vec2([scaleTop]);
const man =
Module._Extrude(this, height, nDivisions, twistDegrees, scaleTop);
const man = Module._Extrude(
this._ToPolygons(), height, nDivisions, twistDegrees, scaleTop);
return (center ? man.translate([0., 0., -height / 2.]) : man);
};
Module.CrossSection.prototype.revolve = function(
circularSegments = 0, revolveDegrees = 360.0) {
return Module._Revolve(this, circularSegments, revolveDegrees);
return Module._Revolve(
this._ToPolygons(), circularSegments, revolveDegrees);
};
Module.CrossSection.prototype.add = function(other) {
@@ -189,23 +190,28 @@ Module.setup = function() {
Module.CrossSection.prototype.toPolygons = function() {
const vec = this._ToPolygons();
const result = vec2polygons(vec);
const result = vec2polygons(vec, v => [v.x, v.y]);
vec.delete();
return result;
};
// Manifold methods
Module.Manifold.prototype.smoothOut = function(
minSharpAngle = 60, minSmoothness = 0) {
return this._SmoothOut(minSharpAngle, minSmoothness);
};
Module.Manifold.prototype.warp = function(func) {
const wasmFuncPtr = addFunction(function(vec3Ptr) {
const x = getValue(vec3Ptr, 'float');
const y = getValue(vec3Ptr + 4, 'float');
const z = getValue(vec3Ptr + 8, 'float');
const x = getValue(vec3Ptr, 'double');
const y = getValue(vec3Ptr + 8, 'double');
const z = getValue(vec3Ptr + 16, 'double');
const vert = [x, y, z];
func(vert);
setValue(vec3Ptr, vert[0], 'float');
setValue(vec3Ptr + 4, vert[1], 'float');
setValue(vec3Ptr + 8, vert[2], 'float');
setValue(vec3Ptr, vert[0], 'double');
setValue(vec3Ptr + 8, vert[1], 'double');
setValue(vec3Ptr + 16, vert[2], 'double');
}, 'vi');
const out = this._Warp(wasmFuncPtr);
removeFunction(wasmFuncPtr);
@@ -217,26 +223,31 @@ Module.setup = function() {
return out;
};
Module.Manifold.prototype.calculateNormals = function(
normalIdx, minSharpAngle = 60) {
return this._CalculateNormals(normalIdx, minSharpAngle);
};
Module.Manifold.prototype.setProperties = function(numProp, func) {
const oldNumProp = this.numProp();
const wasmFuncPtr = addFunction(function(newPtr, vec3Ptr, oldPtr) {
const newProp = [];
for (let i = 0; i < numProp; ++i) {
newProp[i] = getValue(newPtr + 4 * i, 'float');
newProp[i] = getValue(newPtr + 8 * i, 'double');
}
const pos = [];
for (let i = 0; i < 3; ++i) {
pos[i] = getValue(vec3Ptr + 4 * i, 'float');
pos[i] = getValue(vec3Ptr + 8 * i, 'double');
}
const oldProp = [];
for (let i = 0; i < oldNumProp; ++i) {
oldProp[i] = getValue(oldPtr + 4 * i, 'float');
oldProp[i] = getValue(oldPtr + 8 * i, 'double');
}
func(newProp, pos, oldProp);
for (let i = 0; i < numProp; ++i) {
setValue(newPtr + 4 * i, newProp[i], 'float');
setValue(newPtr + 8 * i, newProp[i], 'double');
}
}, 'viii');
const out = this._SetProperties(numProp, wasmFuncPtr);
@@ -248,8 +259,12 @@ Module.setup = function() {
return this._Translate(vararg2vec3(vec));
};
Module.Manifold.prototype.rotate = function(vec) {
return this._Rotate(...vec);
Module.Manifold.prototype.rotate = function(xOrVec, y, z) {
if (Array.isArray(xOrVec)) {
return this._Rotate(...xOrVec);
} else {
return this._Rotate(xOrVec, y || 0, z || 0);
}
};
Module.Manifold.prototype.scale = function(vec) {
@@ -268,15 +283,29 @@ Module.setup = function() {
return this._TrimByPlane(vararg2vec3([normal]), offset);
};
Module.Manifold.prototype.slice = function(height = 0.) {
const polygonsVec = this._Slice(height);
const result = new CrossSectionCtor(polygonsVec, fillRuleToInt('Positive'));
disposePolygons(polygonsVec);
return result;
};
Module.Manifold.prototype.project = function() {
const polygonsVec = this._Project();
const result = new CrossSectionCtor(polygonsVec, fillRuleToInt('Positive'));
disposePolygons(polygonsVec);
return result.simplify(this.tolerance);
};
Module.Manifold.prototype.split = function(manifold) {
const vec = this._split(manifold);
const vec = this._Split(manifold);
const result = fromVec(vec);
vec.delete();
return result;
};
Module.Manifold.prototype.splitByPlane = function(normal, offset = 0.) {
const vec = this._splitByPlane(vararg2vec3([normal]), offset);
const vec = this._SplitByPlane(vararg2vec3([normal]), offset);
const result = fromVec(vec);
vec.delete();
return result;
@@ -345,12 +374,13 @@ Module.setup = function() {
}
position(vert) {
return this.vertProperties.subarray(numProp * vert, numProp * vert + 3);
return this.vertProperties.subarray(
this.numProp * vert, this.numProp * vert + 3);
}
extras(vert) {
return this.vertProperties.subarray(
numProp * vert + 3, numProp * (vert + 1));
this.numProp * vert + 3, this.numProp * (vert + 1));
}
tangent(halfedge) {
@@ -371,9 +401,7 @@ Module.setup = function() {
Module.Mesh = Mesh;
Module.Manifold.prototype.getMesh = function(normalIdx = [0, 0, 0]) {
if (normalIdx instanceof Array)
normalIdx = {0: normalIdx[0], 1: normalIdx[1], 2: normalIdx[2]};
Module.Manifold.prototype.getMesh = function(normalIdx = -1) {
return new Mesh(this._GetMeshJS(normalIdx));
};
@@ -609,19 +637,21 @@ Module.setup = function() {
Module.Manifold.difference = manifoldBatchbool('Difference');
Module.Manifold.intersection = manifoldBatchbool('Intersection');
Module.Manifold.levelSet = function(sdf, bounds, edgeLength, level = 0) {
Module.Manifold.levelSet = function(
sdf, bounds, edgeLength, level = 0, tolerance = -1) {
const bounds2 = {
min: {x: bounds.min[0], y: bounds.min[1], z: bounds.min[2]},
max: {x: bounds.max[0], y: bounds.max[1], z: bounds.max[2]},
};
const wasmFuncPtr = addFunction(function(vec3Ptr) {
const x = getValue(vec3Ptr, 'float');
const y = getValue(vec3Ptr + 4, 'float');
const z = getValue(vec3Ptr + 8, 'float');
const x = getValue(vec3Ptr, 'double');
const y = getValue(vec3Ptr + 8, 'double');
const z = getValue(vec3Ptr + 16, 'double');
const vert = [x, y, z];
return sdf(vert);
}, 'fi');
const out = Module._LevelSet(wasmFuncPtr, bounds2, edgeLength, level);
}, 'di');
const out =
Module._LevelSet(wasmFuncPtr, bounds2, edgeLength, level, tolerance);
removeFunction(wasmFuncPtr);
return out;
};
@@ -665,10 +695,10 @@ Module.setup = function() {
// Top-level functions
Module.triangulate = function(polygons, precision = -1) {
Module.triangulate = function(polygons, epsilon = -1) {
const polygonsVec = polygons2vec(polygons);
const result = fromVec(
Module._Triangulate(polygonsVec, precision), (x) => [x[0], x[1], x[2]]);
Module._Triangulate(polygonsVec, epsilon), (x) => [x[0], x[1], x[2]]);
disposePolygons(polygonsVec);
return result;
};
+33
View File
@@ -0,0 +1,33 @@
# Get Started
## Installation
In your project root folder run:
```bash
npm i manifold-3d
```
To start using Manifold, import it and initialize it:
```js
import Module from 'manifold-3d';
const wasm = await Module();
wasm.setup();
const { Manifold } = wasm;
```
Intro example
```js
const {cube, sphere} = Manifold;
const box = cube([100, 100, 100], true);
const ball = sphere(60, 100);
const result = box.subtract(ball);
```
## Next steps
In order to visualize Manifold mesh using Three.js library please check out our example [here](https://github.com/elalish/manifold/blob/master/bindings/wasm/examples/three.ts)
+22
View File
@@ -0,0 +1,22 @@
import {beforeAll, expect, suite, test} from 'vitest';
import Module, {type ManifoldToplevel} from './built/manifold'
let manifoldModule: ManifoldToplevel;
beforeAll(async () => {
manifoldModule = await Module();
manifoldModule.setup();
});
suite('CrossSection Bindings', () => {
test('ToPolygons return correct shape', () => {
const polygons = manifoldModule.CrossSection.square().toPolygons();
expect(polygons).toHaveLength(1);
expect(polygons[0]).toHaveLength(4);
expect(polygons[0]).toContainEqual([0, 0]);
expect(polygons[0]).toContainEqual([0, 1]);
expect(polygons[0]).toContainEqual([1, 0]);
expect(polygons[0]).toContainEqual([1, 1]);
});
});
+102 -6
View File
@@ -65,7 +65,7 @@ button:hover {
filter: brightness(0.9);
}
input {
.name {
border: none;
height: 36px;
background-color: transparent;
@@ -77,12 +77,12 @@ input {
-webkit-font-smoothing: antialiased;
}
input:focus {
.name:focus {
outline: none;
}
p {
margin: 1em;
margin: 18px;
text-align: left;
}
@@ -130,7 +130,7 @@ model-viewer {
.header .margin {
font-size: 16px;
margin: 1em 0.5em;
margin: 18px 8px;
}
.dropdown {
@@ -168,6 +168,29 @@ model-viewer {
position: relative;
}
.top-edit {
display: inline-block;
vertical-align: middle;
height: 36px;
top: 18px;
border: none;
border-radius: 18px;
}
.top-icon {
display: inline-block;
vertical-align: middle;
width: 36px;
background-size: 24px;
background-repeat: no-repeat;
background-position: center;
background-color: transparent;
}
.squish {
margin-right: -12px;
}
.icon {
display: inline-block;
background-color: transparent;
@@ -180,6 +203,22 @@ model-viewer {
background-position: center;
}
.undo {
background-image: url(/icons/undo.png);
}
.redo {
background-image: url(/icons/redo.png);
}
.star {
background-image: url(/icons/star.png);
}
.share {
background-image: url(/icons/share.png);
}
.cancel {
background-image: url(/icons/close.png);
background-size: 20px;
@@ -196,10 +235,22 @@ model-viewer {
background-image: url(/icons/trash.png);
}
.play {
background-image: url(/icons/play.png);
}
.pause {
background-image: url(/icons/pause.png);
}
.icon:hover {
background-color: rgba(0, 0, 0, 0.2);
}
.top-icon:hover {
background-color: rgba(0, 0, 0, 0.2);
}
.blue {
background-color: rgb(148, 221, 255);
}
@@ -221,7 +272,52 @@ model-viewer {
width: 125px;
}
@media only screen and (max-width: 600px) {
#animation {
display: none;
align-items: center;
position: absolute;
width: 100%;
bottom: 0px;
margin: 2px;
}
#play {
position: relative;
background-color: #ccc;
margin: 8px;
}
.slider {
position: relative;
-webkit-appearance: none;
appearance: none;
width: 100%;
height: 10px;
border-radius: 5px;
margin-right: 16px;
background: #ffffff55;
outline: none;
}
.slider::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 25px;
height: 25px;
border-radius: 50%;
background: #ccc;
cursor: pointer;
}
.slider::-moz-range-thumb {
width: 25px;
height: 25px;
border-radius: 50%;
background: #ccc;
cursor: pointer;
}
@media only screen and (max-width: 820px) {
.container {
flex-direction: column;
width: 100%;
@@ -256,4 +352,4 @@ model-viewer {
width: calc(50% - 16px);
margin: 8px;
}
}
}
+99 -11
View File
@@ -12,8 +12,9 @@
// See the License for the specific language governing permissions and
// limitations under the License.
import ManifoldWorker from './worker?worker';
import ManifoldWorker from './worker-wrapper?worker';
const CODE_START = '<code>';
// Loaded globally by examples.js
const exampleFunctions = self.examples.functionBodies;
@@ -24,6 +25,28 @@ if (navigator.serviceWorker) {
let editor = undefined;
// Edit UI ------------------------------------------------------------
const undoButton = document.querySelector('#undo');
const redoButton = document.querySelector('#redo');
const formatButton = document.querySelector('#format');
const shareButton = document.querySelector('#share');
undoButton.onclick = () => editor.trigger('ignored', 'undo');
redoButton.onclick = () => editor.trigger('ignored', 'redo');
formatButton.onclick = () =>
editor.trigger('ignored', 'editor.action.formatDocument');
shareButton.onclick = () => {
const url = new URL(window.location.toString());
url.hash =
'#' +
encodeURIComponent(
currentFileElement.textContent + CODE_START + editor.getValue());
navigator.clipboard.writeText(url.toString());
console.log('Shareable link copied to clipboard!');
console.log('Consider shortening this URL using tinyURL.com');
};
// File UI ------------------------------------------------------------
const fileButton = document.querySelector('#file');
const currentFileElement = document.querySelector('#current');
@@ -90,9 +113,10 @@ function switchTo(scriptName) {
switching = true;
currentFileElement.textContent = scriptName;
setScript('currentName', scriptName);
const code =
exampleFunctions.get(scriptName) ?? getScript(scriptName) ?? '';
isExample = exampleFunctions.get(scriptName) != null;
const code = isExample ? exampleFunctions.get(scriptName).substring(1) :
getScript(scriptName) ?? '';
window.location.hash = '#' + scriptName;
editor.setValue(code);
}
}
@@ -146,6 +170,7 @@ function addEdit(button) {
const code = getScript(oldName);
const form = document.createElement('form');
const inputElement = document.createElement('input');
inputElement.classList.add('name');
inputElement.value = oldName;
label.textContent = '';
button.appendChild(form);
@@ -203,16 +228,16 @@ function addEdit(button) {
}
const newButton = document.querySelector('#new');
function newItem(code) {
const name = uniqueName('New Script');
function newItem(code, scriptName = undefined) {
const name = uniqueName(scriptName ?? 'New Script');
setScript(name, code);
const nextButton = createDropdownItem(name);
newButton.insertAdjacentElement('afterend', nextButton.parentElement);
addEdit(nextButton);
nextButton.click();
return {button: nextButton, name};
};
newButton.onclick = function() {
newItem('');
newItem('').button.click();
};
const runButton = document.querySelector('#compile');
@@ -225,7 +250,7 @@ function initializeRun() {
if (autoExecute) {
runButton.click();
} else {
poster.textContent = 'Auto-run disabled due to prior failure';
poster.textContent = 'Auto-run disabled';
}
}
@@ -251,6 +276,7 @@ declare interface ManifoldToplevel {
setMinCircularEdgeLength: typeof T.setMinCircularEdgeLength;
setCircularSegments: typeof T.setCircularSegments;
getCircularSegments: typeof T.getCircularSegments;
resetToCircularDefaults: typeof T.resetToCircularDefaults;
setup: () => void;
}
declare const module: ManifoldToplevel;
@@ -298,7 +324,24 @@ require(['vs/editor/editor.main'], async function() {
addEdit(button);
}
}
switchTo(currentName);
if (window.location.hash.length > 0) {
const fragment = decodeURIComponent(window.location.hash.substring(1));
const codeIdx = fragment.indexOf(CODE_START);
if (codeIdx != -1) {
autoExecute = true;
const name = fragment.substring(0, codeIdx);
switchTo(
newItem(fragment.substring(codeIdx + CODE_START.length), name).name);
} else {
if (fragment != currentName) {
autoExecute = true;
}
switchTo(fragment);
}
} else {
switchTo(currentName);
}
if (manifoldInitialized) {
initializeRun();
@@ -308,11 +351,12 @@ require(['vs/editor/editor.main'], async function() {
runButton.disabled = false;
if (switching) {
switching = false;
editor.setScrollTop(0);
return;
}
if (isExample) {
const cursor = editor.getPosition();
newItem(editor.getValue());
newItem(editor.getValue()).button.click();
editor.setPosition(cursor);
}
});
@@ -322,6 +366,51 @@ require(['vs/editor/editor.main'], async function() {
};
});
// Animation ------------------------------------------------------------
const mv = document.querySelector('model-viewer');
const animationContainer = document.querySelector('#animation');
const playButton = document.querySelector('#play');
const scrubber = document.querySelector('#scrubber');
let paused = false;
mv.addEventListener('load', () => {
const hasAnimation = mv.availableAnimations.length > 0;
animationContainer.style.display = hasAnimation ? 'flex' : 'none';
if (hasAnimation) {
play();
}
});
function play() {
mv.play();
playButton.classList.remove('play');
playButton.classList.add('pause');
paused = false;
scrubber.classList.add('hide');
}
function pause() {
mv.pause();
playButton.classList.remove('pause');
playButton.classList.add('play');
paused = true;
scrubber.max = mv.duration;
scrubber.value = mv.currentTime;
scrubber.classList.remove('hide');
}
playButton.onclick = function() {
if (paused) {
play();
} else {
pause();
}
};
scrubber.oninput = function() {
mv.currentTime = scrubber.value;
};
// Execution ------------------------------------------------------------
const consoleElement = document.querySelector('#console');
const oldLog = console.log;
@@ -357,7 +446,6 @@ function finishRun() {
`Took ${(Math.round((t1 - t0) / 10) / 100).toLocaleString()} seconds`);
}
const mv = document.querySelector('model-viewer');
const output = {
glbURL: null,
threeMFURL: null
-285
View File
@@ -1,285 +0,0 @@
// Copyright 2023 The Manifold Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
import {Accessor} from '@gltf-transform/core';
import {EXTManifold} from './manifold-gltf.js';
export const attributeDefs = {
'POSITION': {type: Accessor.Type.VEC3, components: 3},
'NORMAL': {type: Accessor.Type.VEC3, components: 3},
'TANGENT': {type: Accessor.Type.VEC4, components: 4},
'TEXCOORD_0': {type: Accessor.Type.VEC2, components: 2},
'TEXCOORD_1': {type: Accessor.Type.VEC2, components: 2},
'COLOR_0': {type: Accessor.Type.VEC3, components: 3},
'JOINTS_0': {type: Accessor.Type.VEC4, components: 4},
'WEIGHTS_0': {type: Accessor.Type.VEC4, components: 4},
'SKIP_1': {type: null, components: 1},
'SKIP_2': {type: null, components: 2},
'SKIP_3': {type: null, components: 3},
'SKIP_4': {type: null, components: 4},
};
export function setupIO(io) {
return io.registerExtensions([EXTManifold]);
}
function readPrimitive(primitive, numProp, attributes) {
const position = primitive.getAttribute('POSITION');
const numVert = position.getCount();
const vertProperties = [];
let offset = 0;
for (const attribute of attributes) {
const size = attributeDefs[attribute].components;
if (attribute === 'SKIP') {
offset += size;
continue;
}
const accessor = primitive.getAttribute(attribute);
if (accessor) {
const array = accessor.getArray();
for (let i = 0; i < numVert; ++i) {
for (let j = 0; j < size; ++j) {
vertProperties[numProp * i + offset + j] = array[i * size + j];
}
}
} else {
for (let i = 0; i < numVert; ++i) {
for (let j = 0; j < size; ++j) {
vertProperties[numProp * i + offset + j] = 0;
}
}
}
offset += size;
}
return vertProperties;
}
export function readMesh(mesh, attributes, materials) {
const primitives = mesh.listPrimitives();
if (primitives.length === 0) {
return {};
}
if (attributes.length === 0) {
const attributeSet = new Set();
for (const primitive of primitives) {
const semantics = primitive.listSemantics();
for (const semantic of semantics) {
attributeSet.add(semantic);
}
}
for (const semantic in attributeDefs) {
if (attributeSet.has(semantic)) {
attributes.push(semantic);
attributeSet.delete(semantic);
}
}
for (const semantic of attributeSet.keys()) {
attributes.push(semantic);
}
}
if (attributes.length < 1 || attributes[0] !== 'POSITION')
throw new Error('First attribute must be "POSITION".');
const numProp = attributes.map((def) => attributeDefs[def].components)
.reduce((a, b) => a + b);
const manifoldPrimitive = mesh.getExtension('EXT_manifold');
let vertPropArray = [];
let triVertArray = [];
const runIndexArray = [0];
const mergeFromVert = [];
const mergeToVert = [];
if (manifoldPrimitive != null) {
vertPropArray = readPrimitive(primitives[0], numProp, attributes);
for (const primitive of primitives) {
triVertArray = [...triVertArray, ...primitive.getIndices().getArray()];
runIndexArray.push(triVertArray.length);
materials.push(primitive.getMaterial());
}
const mergeTriVert = manifoldPrimitive.getMergeIndices()?.getArray() ?? [];
const mergeTo = manifoldPrimitive.getMergeValues()?.getArray() ?? [];
const vert2merge = new Map();
for (const [i, idx] of mergeTriVert.entries()) {
vert2merge.set(triVertArray[idx], mergeTo[i]);
}
for (const [from, to] of vert2merge.entries()) {
mergeFromVert.push(from);
mergeToVert.push(to);
}
} else {
for (const primitive of primitives) {
const numVert = vertPropArray.length / numProp;
vertPropArray =
[...vertPropArray, ...readPrimitive(primitive, numProp, attributes)];
triVertArray = [
...triVertArray,
...primitive.getIndices().getArray().map((i) => i + numVert)
];
runIndexArray.push(triVertArray.length);
materials.push(primitive.getMaterial());
}
}
const vertProperties = new Float32Array(vertPropArray);
const triVerts = new Uint32Array(triVertArray);
const runIndex = new Uint32Array(runIndexArray);
return {
numProp,
triVerts,
vertProperties,
runIndex,
mergeFromVert,
mergeToVert
};
}
export function writeMesh(doc, manifoldMesh, attributes, materials) {
if (doc.getRoot().listBuffers().length === 0) {
doc.createBuffer();
}
const buffer = doc.getRoot().listBuffers()[0];
const manifoldExtension = doc.createExtension(EXTManifold);
const attributeUnion = [];
for (const matAttributes of attributes) {
matAttributes.forEach((attribute, i) => {
if (i >= attributeUnion.length) {
attributeUnion.push(attribute);
} else {
const size = attributeDefs[attribute].components;
const unionSize = attributeDefs[attributeUnion[i]].components;
if (size != unionSize) {
throw new Error(
'Attribute sizes do not correspond: ', attribute, ' and ',
attributeUnion[i]);
}
if (attributeDefs[attributeUnion[i]].type == null) {
attributeUnion[i] = attribute;
}
}
});
}
if (attributeUnion.length < 1 || attributeUnion[0] !== 'POSITION')
throw new Error('First attribute must be "POSITION".');
const mesh = doc.createMesh();
const numPrimitive = manifoldMesh.runIndex.length - 1;
for (let run = 0; run < numPrimitive; ++run) {
const indices = doc.createAccessor('indices')
.setBuffer(buffer)
.setType(Accessor.Type.SCALAR)
.setArray(new Uint32Array());
const primitive = doc.createPrimitive().setIndices(indices);
const material = materials[run];
if (material) {
primitive.setMaterial(material);
}
mesh.addPrimitive(primitive);
}
const numVert = manifoldMesh.numVert;
const numProp = manifoldMesh.numProp;
let offset = 0;
attributeUnion.forEach((attribute, aIdx) => {
if (attribute === 'SKIP') {
++offset;
return;
}
const def = attributeDefs[attribute];
if (def == null)
throw new Error(attribute + ' is not a recognized attribute.');
const n = def.components;
if (offset + n > numProp) throw new Error('Too many attribute channels.');
const array = new Float32Array(n * numVert);
for (let v = 0; v < numVert; ++v) {
for (let i = 0; i < n; ++i) {
array[n * v + i] =
manifoldMesh.vertProperties[numProp * v + offset + i];
}
}
const accessor =
doc.createAccessor().setBuffer(buffer).setType(def.type).setArray(
array);
mesh.listPrimitives().forEach((primitive, pIdx) => {
if (attributes[pIdx].length > aIdx &&
attributeDefs[attributes[pIdx][aIdx]].type != null) {
primitive.setAttribute(attribute, accessor);
}
});
offset += n;
});
const manifoldPrimitive = manifoldExtension.createManifoldPrimitive();
mesh.setExtension('EXT_manifold', manifoldPrimitive);
const indices = doc.createAccessor('indices')
.setBuffer(buffer)
.setType(Accessor.Type.SCALAR)
.setArray(manifoldMesh.triVerts);
manifoldPrimitive.setIndices(indices);
manifoldPrimitive.setRunIndex(manifoldMesh.runIndex);
const vert2merge = [...Array(manifoldMesh.numVert).keys()];
for (const [i, from] of manifoldMesh.mergeFromVert.entries()) {
vert2merge[from] = manifoldMesh.mergeToVert[i];
}
const ind = [];
const val = [];
for (const [i, vert] of manifoldMesh.triVerts.entries()) {
const newVert = vert2merge[vert];
if (vert !== newVert) {
ind.push(i);
val.push(newVert);
}
}
const indicesAccessor = doc.createAccessor()
.setBuffer(buffer)
.setType(Accessor.Type.SCALAR)
.setArray(new Uint32Array(ind));
const valuesAccessor = doc.createAccessor()
.setBuffer(buffer)
.setType(Accessor.Type.SCALAR)
.setArray(new Uint32Array(val));
manifoldPrimitive.setMerge(indicesAccessor, valuesAccessor);
return mesh;
}
export function disposeMesh(mesh) {
if (!mesh) return;
const primitives = mesh.listPrimitives();
for (const primitive of primitives) {
primitive.getIndices()?.dispose();
for (const accessor of primitive.listAttributes()) {
accessor.dispose();
}
}
mesh.dispose();
}
export async function loadTexture(texture, uri) {
const response = await fetch(uri);
const blob = await response.blob();
texture.setMimeType(blob.type);
texture.setImage(new Uint8Array(await blob.arrayBuffer()));
}
+424
View File
@@ -0,0 +1,424 @@
// Copyright 2023 The Manifold Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
import {Accessor, Document, Material, Mesh, Primitive, Texture, WebIO} from '@gltf-transform/core';
import {EXTManifold, ManifoldPrimitive} from './manifold-gltf';
import {Mesh as ManifoldMesh, MeshOptions} from './public/manifold-encapsulated-types';
export const attributeDefs = {
'POSITION': {type: Accessor.Type.VEC3, components: 3},
'NORMAL': {type: Accessor.Type.VEC3, components: 3},
'TANGENT': {type: Accessor.Type.VEC4, components: 4},
'TEXCOORD_0': {type: Accessor.Type.VEC2, components: 2},
'TEXCOORD_1': {type: Accessor.Type.VEC2, components: 2},
'COLOR_0': {type: Accessor.Type.VEC3, components: 3},
'JOINTS_0': {type: Accessor.Type.VEC4, components: 4},
'WEIGHTS_0': {type: Accessor.Type.VEC4, components: 4},
'SKIP_1': {type: null, components: 1},
'SKIP_2': {type: null, components: 2},
'SKIP_3': {type: null, components: 3},
'SKIP_4': {type: null, components: 4},
};
export type Attribute = keyof(typeof attributeDefs);
export interface Properties {
material: Material;
attributes: Attribute[];
}
/**
* Call this first to register the manifold extension so that readMesh and
* writeMesh will work.
*/
export function setupIO(io: WebIO) {
return io.registerExtensions([EXTManifold]);
}
/**
* Read an input mesh into Manifold-compatible data structures, whether it
* contains the EXT_mesh_manifold extension or not.
*
* @param mesh The Mesh to read.
* @param attributes An array of attributes representing the order of desired
* properties returned in the vertProperties array of the output mesh. If
* omitted, this will be populated with the union of all attributes defined
* in the primitives of the input mesh. If present, the first entry must be
* 'POSITION', and any attributes in the primitives that are not included in
* this list will be ignored, while those in the list but not defined in a
* primitive will be populated with zeros.
* @returns The returned mesh is suitable for initializing a Manifold or Mesh of
* the Manifold library if desired. See Manifold documentation if you prefer
* to use these GL arrays in a different library. The runProperties array
* gives the Material and attributes list associated with each triangle run,
* which in turn corresponds to a primitive of the input mesh. These
* attributes are the intersection of the attributes present on the
* primitive and those requested in the attributes input.
*/
export function readMesh(mesh: Mesh, attributes: Attribute[] = []):
{mesh: MeshOptions, runProperties: Properties[]}|null {
const primitives = mesh.listPrimitives();
if (primitives.length === 0) {
return null;
}
if (attributes.length === 0) {
const attributeSet = new Set<Attribute>();
for (const primitive of primitives) {
const semantics = primitive.listSemantics() as Attribute[];
for (const semantic of semantics) {
attributeSet.add(semantic);
}
}
let semantic: Attribute;
for (semantic in attributeDefs) {
if (attributeSet.has(semantic)) {
attributes.push(semantic);
attributeSet.delete(semantic);
}
}
for (const semantic of attributeSet.keys()) {
attributes.push(semantic);
}
}
if (attributes.length < 1 || attributes[0] !== 'POSITION')
throw new Error('First attribute must be "POSITION".');
let numProp = 0;
const attributeOffsets = attributes.map((numProp = 0, def => {
const last = numProp;
numProp += attributeDefs[def].components;
return last;
}));
const manifoldPrimitive =
mesh.getExtension('EXT_mesh_manifold') as ManifoldPrimitive;
let vertPropArray = Array<number>();
let triVertArray = Array<number>();
const runIndexArray = [0];
const mergeFromVertArray = Array<number>();
const mergeToVertArray = Array<number>();
const runProperties = Array<Properties>();
if (manifoldPrimitive != null) {
const numVert = primitives[0].getAttribute('POSITION')!.getCount();
const foundAttribute = attributes.map((a) => attributeDefs[a].type == null);
vertPropArray = new Array<number>(numProp * numVert);
for (const primitive of primitives) {
const indices = primitive.getIndices();
if (!indices) {
console.log('Skipping non-indexed primitive ', primitive.getName());
continue;
}
const attributesIn = primitive.listSemantics() as Attribute[];
attributes.forEach((attributeOut, idx) => {
if (foundAttribute[idx]) {
return;
}
for (const attributeIn of attributesIn) {
if (attributeIn === attributeOut) {
foundAttribute[idx] = true;
const accessor = primitive.getAttribute(attributeIn)!;
writeProperties(
vertPropArray, accessor, numProp, attributeOffsets[idx]);
}
}
});
triVertArray = [...triVertArray, ...indices.getArray()!];
runIndexArray.push(triVertArray.length);
runProperties.push({
material: primitive.getMaterial()!,
attributes: attributesIn.filter(b => attributes.some(a => a == b))
});
}
const mergeTriVert = manifoldPrimitive.getMergeIndices()?.getArray() ?? [];
const mergeTo = manifoldPrimitive.getMergeValues()?.getArray() ?? [];
const vert2merge = new Map<number, number>();
for (const [i, idx] of mergeTriVert.entries()) {
vert2merge.set(triVertArray[idx], mergeTo[i]);
}
for (const [from, to] of vert2merge.entries()) {
mergeFromVertArray.push(from);
mergeToVertArray.push(to);
}
} else {
for (const primitive of primitives) {
const indices = primitive.getIndices();
if (!indices) {
console.log('Skipping non-indexed primitive ', primitive.getName());
continue;
}
const numVert = vertPropArray.length / numProp;
vertPropArray =
[...vertPropArray, ...readPrimitive(primitive, numProp, attributes)];
triVertArray =
[...triVertArray, ...indices.getArray()!.map((i) => i + numVert)];
runIndexArray.push(triVertArray.length);
const attributesIn = primitive.listSemantics() as Attribute[];
runProperties.push({
material: primitive.getMaterial()!,
attributes: attributesIn.filter(b => attributes.some(a => a == b))
});
}
}
const vertProperties = new Float32Array(vertPropArray);
const triVerts = new Uint32Array(triVertArray);
const runIndex = new Uint32Array(runIndexArray);
const mergeFromVert = new Uint32Array(mergeFromVertArray);
const mergeToVert = new Uint32Array(mergeToVertArray);
const meshOut =
{numProp, triVerts, vertProperties, runIndex, mergeFromVert, mergeToVert};
return {mesh: meshOut, runProperties};
}
/**
* Write a Manifold Mesh into a glTF Mesh object, using the EXT_mesh_manifold
* extension to allow for lossless roundtrip of the manifold mesh through the
* glTF file.
*
* @param doc The glTF Document to which this Mesh will be added.
* @param manifoldMesh The Manifold Mesh to convert to glTF.
* @param id2properties A map from originalID to Properties that include the
* glTF Material and the set of attributes to output. All triangle runs with
* the same originalID will be combined into a single output primitive. Any
* originalIDs not found in the map will have the glTF default material and
* no attributes beyond 'POSITION'. Each attributes array must correspond to
* the manifoldMesh vertProperties, thus the first attribute must always be
* 'POSITION'. Any properties that should not be output for a given
* primitive must use the 'SKIP_*' attributes.
* @returns The glTF Mesh to add to the Document.
*/
export function writeMesh(
doc: Document, manifoldMesh: ManifoldMesh,
id2properties: Map<number, Properties>): Mesh {
if (doc.getRoot().listBuffers().length === 0) {
doc.createBuffer();
}
const buffer = doc.getRoot().listBuffers()[0];
const manifoldExtension = doc.createExtension(EXTManifold);
const mesh = doc.createMesh();
const runIndex = Array<number>();
const attributeUnion = Array<Attribute>();
const primitive2attributes = new Map<Primitive, Attribute[]>();
const numRun = manifoldMesh.runIndex.length - 1;
let lastID = -1;
for (let run = 0; run < numRun; ++run) {
const id = manifoldMesh.runOriginalID[run];
if (id == lastID) {
continue;
}
lastID = id;
runIndex.push(manifoldMesh.runIndex[run]);
const indices = doc.createAccessor('primitive indices of ID ' + id)
.setBuffer(buffer)
.setType(Accessor.Type.SCALAR)
.setArray(new Uint32Array(1));
const primitive = doc.createPrimitive().setIndices(indices);
const properties = id2properties.get(id);
if (properties) {
const {material, attributes} = properties;
if (attributes.length < 1 || attributes[0] !== 'POSITION')
throw new Error('First attribute must be "POSITION".');
primitive.setMaterial(material);
primitive2attributes.set(primitive, attributes);
properties.attributes.forEach((attribute, i) => {
if (i >= attributeUnion.length) {
attributeUnion.push(attribute);
} else {
const size = attributeDefs[attribute].components;
const unionSize = attributeDefs[attributeUnion[i]].components;
if (size != unionSize) {
throw new Error(
'Attribute sizes do not correspond: ' + attribute + ' and ' +
attributeUnion[i]);
}
if (attributeDefs[attributeUnion[i]].type == null) {
attributeUnion[i] = attribute;
}
}
});
} else {
primitive2attributes.set(primitive, ['POSITION']);
}
mesh.addPrimitive(primitive);
}
runIndex.push(manifoldMesh.runIndex[numRun]);
const numVert = manifoldMesh.numVert;
const numProp = manifoldMesh.numProp;
let offset = 0;
attributeUnion.forEach((attribute, aIdx) => {
const def = attributeDefs[attribute];
if (def == null)
throw new Error(attribute + ' is not a recognized attribute.');
if (def.type == null) {
++offset;
return;
}
const n = def.components;
if (offset + n > numProp) throw new Error('Too many attribute channels.');
const array = new Float32Array(n * numVert);
for (let v = 0; v < numVert; ++v) {
for (let i = 0; i < n; ++i) {
let x = manifoldMesh.vertProperties[numProp * v + offset + i];
if (attribute == 'COLOR_0') {
x = Math.max(0, Math.min(1, x));
}
array[n * v + i] = x;
}
}
const accessor = doc.createAccessor(attribute)
.setBuffer(buffer)
.setType(def.type)
.setArray(array);
for (const primitive of mesh.listPrimitives()) {
const attributes = primitive2attributes.get(primitive)!;
if (attributes.length > aIdx &&
attributeDefs[attributes[aIdx]].type != null) {
primitive.setAttribute(attribute, accessor);
}
}
offset += n;
});
const manifoldPrimitive = manifoldExtension.createManifoldPrimitive();
mesh.setExtension('EXT_mesh_manifold', manifoldPrimitive);
const indices = doc.createAccessor('manifold indices')
.setBuffer(buffer)
.setType(Accessor.Type.SCALAR)
.setArray(manifoldMesh.triVerts);
manifoldPrimitive.setIndices(indices);
manifoldPrimitive.setRunIndex(runIndex);
const vert2merge = [...Array(manifoldMesh.numVert).keys()];
const ind = Array<number>();
const val = Array<number>();
if (manifoldMesh.mergeFromVert && manifoldMesh.mergeToVert) {
for (const [i, from] of manifoldMesh.mergeFromVert.entries()) {
vert2merge[from] = manifoldMesh.mergeToVert[i];
}
for (const [i, vert] of manifoldMesh.triVerts.entries()) {
const newVert = vert2merge[vert];
if (vert !== newVert) {
ind.push(i);
val.push(newVert);
}
}
}
if (ind.length > 0) {
const indicesAccessor = doc.createAccessor('merge from')
.setBuffer(buffer)
.setType(Accessor.Type.SCALAR)
.setArray(new Uint32Array(ind));
const valuesAccessor = doc.createAccessor('merge to')
.setBuffer(buffer)
.setType(Accessor.Type.SCALAR)
.setArray(new Uint32Array(val));
manifoldPrimitive.setMerge(indicesAccessor, valuesAccessor);
}
return mesh;
}
/**
* Helper function to dispose of a Mesh, useful when replacing an existing Mesh
* with one from writeMesh.
*/
export function disposeMesh(mesh: Mesh) {
if (!mesh) return;
const primitives = mesh.listPrimitives();
for (const primitive of primitives) {
primitive.getIndices()?.dispose();
for (const accessor of primitive.listAttributes()) {
accessor.dispose();
}
}
const manifoldPrimitive =
mesh.getExtension('EXT_mesh_manifold') as ManifoldPrimitive;
if (manifoldPrimitive) {
manifoldPrimitive.getIndices()?.dispose();
manifoldPrimitive.getMergeIndices()?.dispose();
manifoldPrimitive.getMergeValues()?.dispose();
}
mesh.dispose();
}
/**
* Helper function to download an image and apply it to the given texture.
*
* @param texture The texture to update
* @param uri The location of the image to download
*/
export async function loadTexture(texture: Texture, uri: string) {
const response = await fetch(uri);
const blob = await response.blob();
texture.setMimeType(blob.type);
texture.setImage(new Uint8Array(await blob.arrayBuffer()));
}
function writeProperties(
vertProperties: number[], accessor: Accessor, numProp: number,
offset: number) {
const array = accessor.getArray()!;
const size = accessor.getElementSize();
const numVert = accessor.getCount();
for (let i = 0; i < numVert; ++i) {
for (let j = 0; j < size; ++j) {
vertProperties[numProp * i + offset + j] = array[i * size + j];
}
}
}
function readPrimitive(
primitive: Primitive, numProp: number, attributes: Attribute[]) {
const vertProperties: number[] = [];
let offset = 0;
for (const attribute of attributes) {
const size = attributeDefs[attribute].components;
if (attributeDefs[attribute].type == null) {
offset += size;
continue;
}
const accessor = primitive.getAttribute(attribute);
if (accessor) {
writeProperties(vertProperties, accessor, numProp, offset);
}
offset += size;
}
return vertProperties;
}
+16 -5
View File
@@ -39,8 +39,15 @@
<body>
<div class="page">
<div class="container header" style="background-color: #A288B3;">
<p style="flex: 2;"><a target="_blank" href="https://github.com/elalish/manifold">Manifold</a>CAD </p>
<div class="margin" id="file-margin" >
<p style="flex: 2;"><a target="_blank" href="https://github.com/elalish/manifold">Manifold</a>CAD
&nbsp;&nbsp;<span class="top-edit blue">
<button type="button" id="undo" class="top-icon undo squish"></button>
<button type="button" id="redo" class="top-icon redo squish"></button>
<button type="button" id="format" class="top-icon star squish"></button>
<button type="button" id="share" class="top-icon share"></button>
</span>
</p>
<div class="margin" id="file-margin">
<button type="button" id="file" class="blue item"><b class="uparrow"></b>&nbsp;&nbsp;<span
id="current">Intro</span></button>
<div class="dropdown" id="fileDropdown">
@@ -66,10 +73,14 @@
<div id="editor" class="col"></div>
<div class="col container" style="flex-direction: column;">
<model-viewer camera-controls min-camera-orbit="auto 0deg auto" max-camera-orbit="auto 180deg auto"
shadow-intensity="1" interaction-prompt="none" alt="Editor 3D output">
shadow-intensity="1" tone-mapping="neutral" interaction-prompt="none" alt="Editor 3D output">
<div class="center" slot="poster">
<p id="poster" style="text-align: center; line-height: 36px;"> Loading... </p>
</div>
<div id="animation">
<button type="button" id="play" class="icon pause"></button>
<input type="range" min="0" max="1" step="0.01" value="0" class="slider" id="scrubber">
</div>
</model-viewer>
<div id="console"></div>
</div>
@@ -84,6 +95,6 @@
integrity="sha512-iQEIc0rsSDujsfjtD+lfyJ1W23Bh/lbgriubKDAym6VlEIDRj9rrbSIyJRyshOrl8s0yRcQ0+gyrZfSLyjJGWQ=="
crossorigin="anonymous" referrerpolicy="no-referrer">
<script type="module" src="editor.js"></script>
<script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/3.1.1/model-viewer.min.js"></script>
<script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/3.5.0/model-viewer.min.js"></script>
</html>
</html>
+4 -128
View File
@@ -46,7 +46,7 @@
<body>
<p>Load a glTF/GLB model and our <a href="https://github.com/elalish/manifold">Manifold</a> library will attempt to
merge it into a set of manifold objects. If the model is water-tight, you can download the new GLB which will have
our <a href="https://github.com/KhronosGroup/glTF/pull/2286">EXT_manifold</a> extension, thus preserving the
our <a href="https://github.com/KhronosGroup/glTF/pull/2286">EXT_mesh_manifold</a> extension, thus preserving the
manifold data without losing any mesh properties.</p>
<p> If the View Manifold GLB checkbox is enabled, then some meshes in the model have open edges and don't represent a
solid object. Check this box to see only the manifold parts, which will also enable them to be downloaded. If the
@@ -55,135 +55,11 @@
<button id="download" disabled>Download manifold GLB</button>
<input type="checkbox" id="viewFinal" disabled>
<label for="viewFinal">View Manifold GLB</label>
<model-viewer camera-controls shadow-intensity="1" alt="Loaded GLB model">
<model-viewer camera-controls shadow-intensity="1" tone-mapping="neutral" alt="Loaded GLB model">
<span id="poster" slot="poster">Drop a GLB here</span>
</model-viewer>
</body>
<script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/2.0.1/model-viewer.min.js"></script>
<script type="module">
import { WebIO } from '@gltf-transform/core';
import { prune } from '@gltf-transform/functions';
import { KHRONOS_EXTENSIONS } from '@gltf-transform/extensions';
import { SimpleDropzone } from 'simple-dropzone';
import { readMesh, writeMesh, setupIO } from './gltf-io.js';
import Module from './built/manifold.js';
const io = setupIO(new WebIO());
io.registerExtensions(KHRONOS_EXTENSIONS);
const wasm = await Module();
wasm.setup();
const { Manifold, Mesh } = wasm;
const mv = document.querySelector('model-viewer');
const inputEl = document.querySelector('#input');
const downloadButton = document.querySelector('#download');
const checkbox = document.querySelector('#viewFinal');
const dropCtrl = new SimpleDropzone(mv, inputEl);
let inputGLBurl = null;
let outputGLBurl = null;
let allManifold = true;
let anyManifold = false;
dropCtrl.on('drop', async ({ files }) => {
for (const [path, file] of files) {
const filename = file.name.toLowerCase();
if (filename.match(/\.(gltf|glb)$/)) {
URL.revokeObjectURL(inputGLBurl);
inputGLBurl = URL.createObjectURL(file);
await writeGLB(await readGLB(inputGLBurl));
updateUI();
break;
}
}
});
function updateUI() {
if (allManifold) {
checkbox.checked = true;
checkbox.disabled = true;
} else if (anyManifold) {
checkbox.checked = false;
checkbox.disabled = false;
} else {
checkbox.checked = false;
checkbox.disabled = true;
}
onClick();
}
checkbox.onclick = onClick;
function onClick() {
mv.src = checkbox.checked ? outputGLBurl : inputGLBurl;
downloadButton.disabled = !checkbox.checked;
};
downloadButton.onclick = function () {
const link = document.createElement('a');
link.download = 'manifold.glb';
link.href = outputGLBurl;
link.click();
};
async function writeGLB(doc) {
URL.revokeObjectURL(outputGLBurl);
if (!anyManifold) {
return;
}
const glb = await io.writeBinary(doc);
const blob = new Blob([glb], { type: 'application/octet-stream' });
outputGLBurl = URL.createObjectURL(blob);
}
async function readGLB(url) {
allManifold = false;
anyManifold = false;
updateUI();
allManifold = true;
const docIn = await io.read(url);
const nodes = docIn.getRoot().listNodes();
for (const node of nodes) {
const attributes = [];
const mesh = node.getMesh();
if (!mesh) {
continue;
}
const materials = [];
const tmpMesh = readMesh(mesh, attributes, materials);
tmpMesh.runOriginalID = [];
const firstID = Manifold.reserveIDs(materials.length);
for (let i = 0; i < materials.length; ++i) {
tmpMesh.runOriginalID.push(firstID + i);
}
const manifoldMesh = new Mesh(tmpMesh);
mesh.dispose();
const matAttributes = [];
materials.forEach(() => matAttributes.push(attributes));
manifoldMesh.merge();
try {
// Test manifoldness - will throw if not.
const manifold = Manifold(manifoldMesh);
node.setMesh(writeMesh(docIn, manifold.getMesh(), matAttributes, materials));
manifold.delete();
anyManifold = true;
} catch (e) {
console.log(mesh.getName(), e);
allManifold = false;
}
}
await docIn.transform(prune());
return docIn;
}
</script>
<script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/3.5.0/model-viewer.min.js"></script>
<script type="module" src="make-manifold.ts"></script>
</html>
+149
View File
@@ -0,0 +1,149 @@
// Copyright 2024 The Manifold Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
import {Document, WebIO} from '@gltf-transform/core';
import {KHRONOS_EXTENSIONS} from '@gltf-transform/extensions';
import {prune} from '@gltf-transform/functions';
import {SimpleDropzone} from 'simple-dropzone';
import Module from './built/manifold.js';
import {disposeMesh, Properties, readMesh, setupIO, writeMesh} from './gltf-io';
// Set up gltf-transform
const io = setupIO(new WebIO());
io.registerExtensions(KHRONOS_EXTENSIONS);
// Set up Manifold WASM library
const wasm = await Module();
wasm.setup();
const {Manifold, Mesh} = wasm;
// UX elements
const mv = document.querySelector('model-viewer');
const inputEl = document.querySelector('#input') as HTMLInputElement;
const downloadButton = document.querySelector('#download') as HTMLButtonElement;
const checkbox = document.querySelector('#viewFinal') as HTMLInputElement;
const dropCtrl = new SimpleDropzone(mv, inputEl) as any;
// glTF objects in memory
let inputGLBurl = '';
let outputGLBurl = '';
// Status of manifoldness of all meshes
let allManifold = true;
let anyManifold = false;
// The processing is run when a glTF is drag-and-dropped onto this element.
dropCtrl.on('drop', async ({files}: {files: Map<string, File>}) => {
for (const [_path, file] of files) {
const filename = file.name.toLowerCase();
if (filename.match(/\.(gltf|glb)$/)) {
URL.revokeObjectURL(inputGLBurl);
inputGLBurl = URL.createObjectURL(file);
await writeGLB(await readGLB(inputGLBurl));
updateUI();
break;
}
}
});
// UI functions
function updateUI() {
if (allManifold) {
checkbox.checked = true;
checkbox.disabled = true;
} else if (anyManifold) {
checkbox.checked = false;
checkbox.disabled = false;
} else {
checkbox.checked = false;
checkbox.disabled = true;
}
onClick();
}
checkbox.onclick = onClick;
function onClick() {
(mv as any).src = checkbox.checked ? outputGLBurl : inputGLBurl;
downloadButton.disabled = !checkbox.checked;
};
downloadButton.onclick = () => {
const link = document.createElement('a');
link.download = 'manifold.glb';
link.href = outputGLBurl;
link.click();
};
// Write output glTF using gltf-transform, which contains only the meshes that
// are manifold, and using the EXT_mesh_manifold extension.
async function writeGLB(doc: Document): Promise<void> {
URL.revokeObjectURL(outputGLBurl);
if (!anyManifold) {
return;
}
const glb = await io.writeBinary(doc);
const blob = new Blob([glb], {type: 'application/octet-stream'});
outputGLBurl = URL.createObjectURL(blob);
}
// Read the glTF ObjectURL and return a gltf-transform document with all the
// non-manifold meshes stripped out.
async function readGLB(url: string): Promise<Document> {
allManifold = false;
anyManifold = false;
updateUI();
allManifold = true;
const docIn = await io.read(url);
const nodes = docIn.getRoot().listNodes();
for (const node of nodes) {
const mesh = node.getMesh();
if (!mesh) continue;
const tmp = readMesh(mesh);
if (!tmp) continue;
const id2properties = new Map<number, Properties>();
const numID = tmp.runProperties.length;
const firstID = Manifold.reserveIDs(numID);
tmp.mesh.runOriginalID = new Uint32Array(numID);
for (let i = 0; i < numID; ++i) {
tmp.mesh.runOriginalID[i] = firstID + i;
id2properties.set(firstID + i, tmp.runProperties[i]);
}
const manifoldMesh = new Mesh(tmp.mesh);
disposeMesh(mesh);
// Make the mesh manifold if it's close.
manifoldMesh.merge();
try {
// Test manifoldness - will throw if not.
const manifold = new Manifold(manifoldMesh);
// Replace the mesh with a manifold version
node.setMesh(writeMesh(docIn, manifold.getMesh(), id2properties));
manifold.delete();
anyManifold = true;
} catch (e) {
console.log(mesh.getName(), e);
allManifold = false;
}
}
// Prune the leftovers after non-manifold mesh removal.
await docIn.transform(prune());
return docIn;
}
@@ -12,15 +12,32 @@
// See the License for the specific language governing permissions and
// limitations under the License.
import {Extension, ExtensionProperty, PropertyType} from '@gltf-transform/core';
import {Accessor, Extension, ExtensionProperty, GLTF, IProperty, PropertyType, ReaderContext, WriterContext} from '@gltf-transform/core';
const NAME = 'EXT_manifold';
const NAME = 'EXT_mesh_manifold';
const MERGE = 'MERGE';
export class ManifoldPrimitive extends ExtensionProperty {
interface IManifoldPrimitive extends IProperty {
mergeIndices: Accessor;
mergeValues: Accessor;
indices: Accessor;
runIndex: number[]|Uint32Array;
}
interface ManifoldDef {
manifoldPrimitive: GLTF.IMeshPrimitive;
mergeIndices: number;
mergeValues: number;
}
export class ManifoldPrimitive extends ExtensionProperty<IManifoldPrimitive> {
static EXTENSION_NAME = NAME;
public declare extensionName: typeof NAME;
public declare propertyType: 'ManifoldPrimitive';
public declare parentTypes: [PropertyType.MESH];
init() {
this.EXTENSION_NAME = NAME;
ManifoldPrimitive.EXTENSION_NAME = NAME;
this.propertyType = 'ManifoldPrimitive';
this.parentTypes = [PropertyType.MESH];
}
@@ -39,7 +56,7 @@ export class ManifoldPrimitive extends ExtensionProperty {
return this.getRef('mergeValues');
}
setMerge(indicesAccessor, valuesAccessor) {
setMerge(indicesAccessor: Accessor, valuesAccessor: Accessor) {
if (indicesAccessor.getCount() !== valuesAccessor.getCount())
throw new Error('merge vectors must be the same length.');
this.setRef('mergeIndices', indicesAccessor);
@@ -50,28 +67,29 @@ export class ManifoldPrimitive extends ExtensionProperty {
return this.get('runIndex');
}
setRunIndex(runIndex) {
setRunIndex(runIndex: number[]|Uint32Array) {
return this.set('runIndex', runIndex);
}
setIndices(indices) {
setIndices(indices: Accessor) {
return this.setRef('indices', indices);
}
getIndices() {
return this.getRef('indices');
return this.getRef('indices')!;
}
}
export class EXTManifold extends Extension {
extensionName = NAME;
prewriteTypes = [PropertyType.ACCESSOR];
static EXTENSION_NAME = NAME;
createManifoldPrimitive() {
return new ManifoldPrimitive(this.document.getGraph());
}
read(context) {
read(context: ReaderContext) {
const {json} = context.jsonDoc;
const meshDefs = json.meshes || [];
@@ -82,20 +100,27 @@ export class EXTManifold extends Extension {
const manifoldPrimitive = this.createManifoldPrimitive();
mesh.setExtension(NAME, manifoldPrimitive);
const manifoldDef = meshDef.extensions[NAME];
const manifoldDef = meshDef.extensions[NAME] as ManifoldDef;
if (manifoldDef.manifoldPrimitive) {
let count = 0;
const runIndex = [];
const runIndex = Array<number>();
runIndex.push(count);
for (const primitive of mesh.listPrimitives()) {
count += primitive.getIndices().getCount();
const indices = primitive.getIndices();
if (!indices) {
console.log('Skipping non-indexed primitive ', primitive.getName());
continue;
}
count += indices.getCount();
runIndex.push(count);
}
manifoldPrimitive.setRunIndex(runIndex);
manifoldPrimitive.setIndices(
context.accessors[manifoldDef.manifoldPrimitive.indices!]);
}
if (manifoldDef.mergeIndices && manifoldDef.mergeValues) {
if (manifoldDef.mergeIndices != null && manifoldDef.mergeValues != null) {
manifoldPrimitive.setMerge(
context.accessors[manifoldDef.mergeIndices],
context.accessors[manifoldDef.mergeValues]);
@@ -105,15 +130,34 @@ export class EXTManifold extends Extension {
return this;
}
write(context) {
prewrite(context: WriterContext) {
this.document.getRoot().listMeshes().forEach((mesh) => {
const manifoldPrimitive = mesh.getExtension(NAME) as ManifoldPrimitive;
if (!manifoldPrimitive) return;
const indices = manifoldPrimitive.getIndices();
context.addAccessorToUsageGroup(
indices, WriterContext.BufferViewUsage.ELEMENT_ARRAY_BUFFER);
const mergeFrom = manifoldPrimitive.getMergeIndices();
const mergeTo = manifoldPrimitive.getMergeValues();
if (!mergeFrom || !mergeTo) return;
context.addAccessorToUsageGroup(mergeFrom, MERGE);
context.addAccessorToUsageGroup(mergeTo, MERGE);
});
return this;
}
write(context: WriterContext) {
const {json} = context.jsonDoc;
this.document.getRoot().listMeshes().forEach((mesh) => {
const manifoldPrimitive = mesh.getExtension(NAME);
const manifoldPrimitive = mesh.getExtension(NAME) as ManifoldPrimitive;
if (!manifoldPrimitive) return;
const meshIndex = context.meshIndexMap.get(mesh);
const meshDef = json.meshes[meshIndex];
const meshIndex = context.meshIndexMap.get(mesh)!;
const meshDef = json.meshes![meshIndex];
const runIndex = manifoldPrimitive.getRunIndex();
const numPrimitive = runIndex.length - 1;
@@ -124,20 +168,20 @@ export class EXTManifold extends Extension {
}
const mergeIndicesIndex =
context.accessorIndexMap.get(manifoldPrimitive.getMergeIndices());
context.accessorIndexMap.get(manifoldPrimitive.getMergeIndices()!)!;
const mergeValuesIndex =
context.accessorIndexMap.get(manifoldPrimitive.getMergeValues());
const mergeIndices = json.accessors[mergeIndicesIndex];
const mergeValues = json.accessors[mergeValuesIndex];
context.accessorIndexMap.get(manifoldPrimitive.getMergeValues()!)!;
const mergeIndices = json.accessors![mergeIndicesIndex];
const mergeValues = json.accessors![mergeValuesIndex];
const existingPrimitive = meshDef.primitives[0];
const primitive = {
indices: context.accessorIndexMap.get(manifoldPrimitive.getIndices()),
indices: context.accessorIndexMap.get(manifoldPrimitive.getIndices())!,
mode: existingPrimitive.mode,
attributes: {'POSITION': existingPrimitive.attributes['POSITION']}
};
const indices = json.accessors[primitive.indices];
const indices = json.accessors![primitive.indices];
if (!indices) {
return;
}
@@ -146,21 +190,21 @@ export class EXTManifold extends Extension {
indices.sparse = {
count: mergeIndices.count,
indices: {
bufferView: mergeIndices.bufferView,
bufferView: mergeIndices.bufferView!,
byteOffset: mergeIndices.byteOffset,
componentType: mergeIndices.componentType
},
values: {
bufferView: mergeValues.bufferView,
bufferView: mergeValues.bufferView!,
byteOffset: mergeValues.byteOffset,
}
};
}
for (let i = 0; i < numPrimitive; ++i) {
const accessor = json.accessors[meshDef.primitives[i].indices];
const accessor = json.accessors![meshDef.primitives[i].indices!];
accessor.bufferView = indices.bufferView;
accessor.byteOffset = indices.byteOffset + 4 * runIndex[i];
accessor.byteOffset = indices.byteOffset! + 4 * runIndex[i];
accessor.count = runIndex[i + 1] - runIndex[i];
}
@@ -0,0 +1,124 @@
// Copyright 2024 The Manifold Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
import {Document, WebIO} from '@gltf-transform/core';
import {clearNodeTransform, flatten, prune} from '@gltf-transform/functions';
import Module, {Manifold, Mesh} from './built/manifold';
import {disposeMesh, Properties, readMesh, setupIO, writeMesh} from './gltf-io';
// Set up gltf-transform
const io = setupIO(new WebIO());
const doc = new Document();
// Set up Manifold WASM library
const wasm = await Module();
wasm.setup();
const {Manifold, Mesh} = wasm;
// Map of OriginalID to glTF material and attributes
const id2properties = new Map<number, Properties>();
// Wrapper for gltf-io readMesh() that processes a whole glTF and stores the
// properties in the above map. This function is simplified and intended only
// for reading single-object glTFs, as it simply unions any extra meshes
// together rather than returning a scene hierarchy.
async function readGLB(url: string) {
const manifolds = Array<Manifold>();
const docIn = await io.read(url);
await docIn.transform(flatten());
const nodes = docIn.getRoot().listNodes();
const ids = Array<number>();
for (const node of nodes) {
clearNodeTransform(node);
const gltfMesh = node.getMesh();
if (gltfMesh == null) continue;
const tmp = readMesh(gltfMesh);
if (tmp == null) continue;
const numID = tmp.runProperties.length;
const firstID = Manifold.reserveIDs(numID);
tmp.mesh.runOriginalID = new Uint32Array(numID);
for (let i = 0; i < numID; ++i) {
tmp.mesh.runOriginalID[i] = firstID + i;
ids.push(firstID + i);
id2properties.set(firstID + i, tmp.runProperties[i]);
}
manifolds.push(new Manifold(new Mesh(tmp.mesh)));
}
// pull in materials, TODO: replace with transfer() when available
const startIdx = doc.getRoot().listMaterials().length;
doc.merge(docIn);
doc.getRoot().listScenes().forEach((s) => s.dispose());
doc.getRoot().listBuffers().forEach((s) => s.dispose());
doc.getRoot().listAccessors().forEach((s) => s.dispose());
for (const [i, id] of ids.entries()) {
const material = doc.getRoot().listMaterials()[startIdx + i];
id2properties.get(id)!.material = material;
}
return Manifold.union(manifolds);
}
// Read static input glTFs
const space = await readGLB('/models/space.glb');
const moon = await readGLB('/models/moon.glb');
const node = doc.createNode();
doc.createScene().addChild(node);
// Set up UI for operations
type BooleanOp = 'union'|'difference'|'intersection';
function csg(operation: BooleanOp) {
push2MV(Manifold[operation](space, moon));
}
csg('difference');
const selectElement = document.querySelector('select')!;
selectElement.onchange = function() {
csg(selectElement.value as BooleanOp);
};
// The resulting glTF
let objectURL = '';
// Set up download UI
const downloadButton = document.querySelector('#download') as HTMLButtonElement;
downloadButton.onclick = function() {
const link = document.createElement('a');
link.download = 'manifold.glb';
link.href = objectURL;
link.click();
};
// <model-viewer> element for rendering resulting glTF.
const mv = document.querySelector('model-viewer');
// Use gltf-io and gltf-transform to convert the resulting Manifold to a glTF
// and display it with <model-viewer>.
async function push2MV(manifold: Manifold) {
disposeMesh(node.getMesh()!);
const mesh = writeMesh(doc, manifold.getMesh(), id2properties);
node.setMesh(mesh);
await doc.transform(prune());
const glb = await io.writeBinary(doc);
const blob = new Blob([glb], {type: 'application/octet-stream'});
URL.revokeObjectURL(objectURL);
objectURL = URL.createObjectURL(blob);
(mv as any).src = objectURL;
}
+12 -105
View File
@@ -35,117 +35,24 @@
</head>
<body>
<p>This example demonstrates feeding Manifold's output into <a
href="https://modelviewer.dev/">&lt;model-viewer&gt;</a> via <a
href="https://gltf-transform.donmccurdy.com/index.html">gltf-transform</a>. It also shows how to pass mesh
properties like UV coordinates through Manifold and how to re-associate textures after operations. A more basic
three.js example is <a href="three.html">here</a>. </p>
<p>This example demonstrates reading and writing glTF models using <a
href="https://gltf-transform.donmccurdy.com/index.html">gltf-transform</a> and using this to feed Manifold's
output into <a href="https://modelviewer.dev/">&lt;model-viewer&gt;</a>. It also shows how to pass mesh properties
like UV coordinates through Manifold and how to re-associate textures and materials after operations, made simple
using our `gltf-io.ts` library. The resulting glTF includes the EXT_mesh_manifold extension, using our
`manifold-gltf.ts` extension to gltf-transform, which ensures lossless data transfer.</p>
<p>Please open dev tools to inspect our source code - everything is source mapped back to our TS files and commented
thoroughly. A more basic three.js example is <a href="three.html">here</a>. </p>
<select>
<option value="difference" selected>Difference</option>
<option value="intersection">Intersection</option>
<option value="union">Union</option>
</select>
<button id="download">Download manifold GLB</button>
<model-viewer camera-controls shadow-intensity="1" alt="Output of mesh Boolean operation"></model-viewer>
<model-viewer camera-controls shadow-intensity="1" tone-mapping="neutral"
alt="Output of mesh Boolean operation"></model-viewer>
</body>
<script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/2.0.1/model-viewer.min.js"></script>
<script type="module">
import { Document, WebIO } from '@gltf-transform/core';
import { clearNodeTransform, flatten, prune } from '@gltf-transform/functions';
import { loadTexture, readMesh, writeMesh, disposeMesh, setupIO } from './gltf-io.js';
import Module from './built/manifold.js';
const io = setupIO(new WebIO());
const doc = new Document();
const wasm = await Module();
wasm.setup();
const { Manifold, Mesh } = wasm;
const attributes = ['POSITION', 'TEXCOORD_0'];
const materialMap = new Map();
async function readGLB(url, attributes, materialMap) {
const manifolds = [];
const docIn = await io.read(url);
await docIn.transform(flatten());
const nodes = docIn.getRoot().listNodes();
const ids = [];
for (const node of nodes) {
clearNodeTransform(node);
const materials = [];
const manifoldMesh = readMesh(node.getMesh(), attributes, materials);
manifoldMesh.runOriginalID = [];
const firstID = Manifold.reserveIDs(materials.length);
for (let i = 0; i < materials.length; ++i) {
manifoldMesh.runOriginalID.push(firstID + i);
ids.push(firstID + i);
}
manifolds.push(Manifold(new Mesh(manifoldMesh)));
}
// pull in materials, TODO: replace with transfer() when available
const startIdx = doc.getRoot().listMaterials().length;
doc.merge(docIn);
doc.getRoot().listScenes().forEach((s) => s.dispose());
doc.getRoot().listBuffers().forEach((s) => s.dispose());
for (const [i, id] of ids.entries()) {
const material = doc.getRoot().listMaterials()[startIdx + i];
materialMap.set(id, material);
}
return Manifold.union(manifolds);
}
const space = await readGLB('/models/space.glb', attributes, materialMap);
const moon = await readGLB('/models/moon.glb', attributes, materialMap);
const node = doc.createNode();
doc.createScene().addChild(node);
function csg(operation) {
push2MV(Manifold[operation](space, moon));
};
document.querySelector('select').onchange = function (event) {
csg(event.target.value);
};
csg('difference');
const mv = document.querySelector('model-viewer');
let objectURL = null;
const downloadButton = document.querySelector('#download');
downloadButton.onclick = function () {
const link = document.createElement('a');
link.download = 'manifold.glb';
link.href = objectURL;
link.click();
};
async function push2MV(manifold) {
// From Z-up to Y-up (glTF)
const manifoldMesh = manifold.rotate([-90, 0, 0]).getMesh();
disposeMesh(node.getMesh());
const materials = [];
const matAttributes = [];
for (const id of manifoldMesh.runOriginalID) {
materials.push(materialMap.get(id));
matAttributes.push(attributes);
}
const mesh = writeMesh(doc, manifoldMesh, matAttributes, materials);
node.setMesh(mesh);
await doc.transform(prune());
const glb = await io.writeBinary(doc);
const blob = new Blob([glb], { type: 'application/octet-stream' });
URL.revokeObjectURL(objectURL);
objectURL = URL.createObjectURL(blob);
mv.src = objectURL;
}
</script>
<script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/3.5.0/model-viewer.min.js"></script>
<script type="module" src="model-viewer-script.ts"></script>
</html>
+2281 -1027
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File diff suppressed because it is too large Load Diff
+12 -12
View File
@@ -8,25 +8,25 @@
"build": "tsc --noEmit && vite build",
"build:watch": "vite build --watch",
"preview": "vite preview",
"test": "vitest",
"test": "vitest run",
"test:ui": "vitest --ui",
"test:run": "vitest run"
"test:dev": "vitest"
},
"dependencies": {
"@gltf-transform/core": "^3.2.1",
"@gltf-transform/extensions": "^3.2.1",
"@gltf-transform/functions": "^3.2.1",
"@jscadui/3mf-export": "^0.4.2",
"@gltf-transform/core": "^3.8.0",
"@gltf-transform/extensions": "^3.8.0",
"@gltf-transform/functions": "^3.8.0",
"@jscadui/3mf-export": "^0.5.0",
"@types/three": "^0.164.0",
"fflate": "^0.8.0",
"gl-matrix": "^3.4.3",
"simple-dropzone": "0.8.3",
"three": "0.151.2"
"three": "0.164.1"
},
"devDependencies": {
"@vitest/ui": "^0.31.1",
"@vitest/web-worker": "^0.31.1",
"typescript": "5.0.4",
"vite": "^4.3.2",
"vitest": "^0.31.1"
"@vitest/ui": "^1.6.0",
"typescript": "5.2.2",
"vite": "^4.5.0",
"vitest": "^1.6.0"
}
}
+42 -6
View File
@@ -25,8 +25,11 @@ declare class GLTFNode {
clone(parent?: GLTFNode): GLTFNode;
}
type Attribute = 'POSITION'|'NORMAL'|'TANGENT'|'TEXCOORD_0'|'TEXCOORD_1'|
'COLOR_0'|'JOINTS_0'|'WEIGHTS_0'|'SKIP_1'|'SKIP_2'|'SKIP_3'|'SKIP_4';
declare class GLTFMaterial {
attributes?: string[];
attributes?: Attribute[];
roughness?: number;
metallic?: number;
baseColorFactor?: [number, number, number];
@@ -35,15 +38,48 @@ declare class GLTFMaterial {
name?: string;
}
declare const globalDefaults: {
roughness: number,
metallic: number,
baseColorFactor: [number, number, number],
alpha: number,
unlit: boolean,
animationLength: number,
animationMode: 'loop'|'ping-pong';
}
/**
* Set material properties on the input manifold. They will be carried along
* through operations.
* Returns a shallow copy of the input manifold with the given material
* properties applied. They will be carried along through operations.
*
* @param manifold The object to add properties to - returned for chaining.
* @param manifold The input object.
* @param material A set of material properties to apply to this manifold.
*/
declare function setMaterial(
manifold: Manifold, material: GLTFMaterial): Manifold;
declare function setMaterial(manifold: Manifold, material: GLTFMaterial):
Manifold;
/**
* Apply a morphing animation to the input manifold. Specify the start
* function which will be applied to the vertex positions of the first frame and
* linearly interpolated across the length of the overall animation. This
* animation will only be shown if this manifold is used directly on a GLTFNode.
*
* @param manifold The object to add morphing animation to.
* @param func A warping function to apply to the first animation frame.
*/
declare function setMorphStart(
manifold: Manifold, func: (v: Vec3) => void): void;
/**
* Apply a morphing animation to the input manifold. Specify the end
* function which will be applied to the vertex positions of the last frame and
* linearly interpolated across the length of the overall animation. This
* animation will only be shown if this manifold is used directly on a GLTFNode.
*
* @param manifold The object to add morphing animation to.
* @param func A warping function to apply to the last animation frame.
*/
declare function setMorphEnd(manifold: Manifold, func: (v: Vec3) => void): void;
/**
* Wrap any shape object with this method to display it and any copies in
+163 -92
View File
@@ -12,6 +12,9 @@
// See the License for the specific language governing permissions and
// limitations under the License.
/** @type {import("../../manifold-encapsulated-types")["Manifold"]} */
const Manifold = globalThis.Manifold;
export const examples = {
functions: {
Intro: function() {
@@ -48,11 +51,39 @@ export const examples = {
return result;
},
Auger: function() {
const outerRadius = 20;
const beadRadius = 2;
const height = 40;
const twist = 90;
const {revolve, sphere, union, extrude} = Manifold;
const {circle} = CrossSection;
setMinCircularEdgeLength(0.1);
const bead1 =
revolve(circle(beadRadius).translate([outerRadius, 0]), 50, 90)
.add(sphere(beadRadius).translate([outerRadius, 0, 0]))
.translate([0, -outerRadius, 0]);
const beads = [];
for (let i = 0; i < 3; i++) {
beads.push(bead1.rotate(0, 0, 120 * i));
}
const bead = union(beads);
const auger = extrude(bead.slice(0), height, 50, twist);
const result =
auger.add(bead).add(bead.translate(0, 0, height).rotate(0, 0, twist));
return result;
},
TetrahedronPuzzle: function() {
// A tetrahedron cut into two identical halves that can screw together as
// a puzzle. This only outputs one of the halves. This demonstrates how
// redundant points along a polygon can be used to make twisted extrusions
// smoother. Based on the screw puzzle by George Hart:
// a puzzle. This demonstrates how redundant points along a polygon can be
// used to make twisted extrusions smoother. It also showcases animated
// assemblies. Based on the screw puzzle by George Hart:
// https://www.thingiverse.com/thing:186372
const edgeLength = 50; // Length of each edge of the overall tetrahedron.
@@ -61,19 +92,21 @@ export const examples = {
const scale = edgeLength / (2 * Math.sqrt(2));
const tet = Manifold.tetrahedron().scale(scale);
const tet = Manifold.tetrahedron().intersect(
Manifold.tetrahedron().rotate([0, 0, 90]).scale(2.5));
const box = [];
box.push([1, -1], [1, 1]);
box.push([2, -2], [2, 2]);
for (let i = 0; i <= nDivisions; ++i) {
box.push([gap / (4 * scale), 1 - i * 2 / nDivisions]);
box.push([gap / (2 * scale), 2 - i * 4 / nDivisions]);
}
const cyan = [0, 1, 1];
const magenta = [1, 0, 1];
const fade = (color, pos) => {
for (let i = 0; i < 3; ++i) {
color[i] = cyan[i] * pos[2] + magenta[i] * (1 - pos[2]);
const x = pos[2] / 2;
color[i] = cyan[i] * x + magenta[i] * (1 - x);
}
};
@@ -82,25 +115,43 @@ export const examples = {
// channels as colors, and sets the factor to white, since our default is
// yellow.
const screw = setMaterial(
Manifold.extrude(box, 1, nDivisions, 270).setProperties(3, fade),
Manifold.extrude(box, 2, nDivisions, 270).setProperties(3, fade),
{baseColorFactor: [1, 1, 1], attributes: ['COLOR_0']});
const result = tet.intersect(
screw.rotate([0, 0, -45]).translate([0, 0, -0.5]).scale(2 * scale));
const result =
tet.intersect(screw.rotate([0, 0, -45]).translate([0, 0, -1]))
.scale(scale);
// Assigned materials are only applied to a GLTFNode. Note that material
// definitions cascade, applying recursively to all child surfaces, but
// overridden by any materials defined lower down. Our default material:
// {
// roughness = 0.2,
// metallic = 1,
// baseColorFactor = [1, 1, 0],
// alpha = 1,
// unlit = false,
// name = ''
// }
const node = new GLTFNode();
node.manifold = result;
// overridden by any materials defined lower down. The default material
// properties, as well as animation parameters can be set via
// globalDefaults.
const layFlat = new GLTFNode();
layFlat.rotation =
[45, -Math.atan(1 / Math.sqrt(2)) * 180 / Math.PI, 120];
layFlat.translation = [0, 0, scale * Math.sqrt(3) / 3];
const fixed = new GLTFNode(layFlat);
fixed.manifold = result;
fixed.rotation = [0, 0, 180];
// For 3MF export, only top-level objects are independently arrangeable.
const layFlat2 = layFlat.clone();
const moving = new GLTFNode(layFlat2);
moving.manifold = result;
// Use functions to create animation, which runs from t=0 to t=1.
moving.translation = (t) => {
const a = 1 - t;
const x = a > 0.5 ? scale * 2 * (0.5 - a) : 0;
return [x, x, -2 * x + scale * 4 * (0.5 - Math.abs(0.5 - a))];
};
moving.rotation = (t) => [0, 0, 270 * 2 * (1 - t)];
globalDefaults.animationLength = 10; // seconds
globalDefaults.animationMode = 'ping-pong';
return result;
},
@@ -108,7 +159,7 @@ export const examples = {
// Demonstrates how at 90-degree intersections, the sphere and cylinder
// facets match up perfectly, for any choice of global resolution
// parameters.
const {sphere, cylinder, union} = Manifold;
const {sphere, cylinder, union, cube} = Manifold;
function roundedFrame(edgeLength, radius, circularSegments = 0) {
const edge = cylinder(edgeLength, radius, -1, circularSegments);
@@ -132,6 +183,17 @@ export const examples = {
setMinCircularAngle(3);
setMinCircularEdgeLength(0.5);
const result = roundedFrame(100, 10);
// Demonstrate how you can use the .split method to perform
// a subtraction and an intersection at once
const [inside, outside] = result.split(cube(100, true));
const outsideNode = new GLTFNode();
outsideNode.manifold = outside;
const insideNode = new GLTFNode();
insideNode.manifold = inside;
insideNode.material = {baseColorFactor: [0, 1, 1]};
return result;
},
@@ -139,6 +201,7 @@ export const examples = {
// Smooth, complex manifolds can be created using the warp() function.
// This example recreates the Exploitable Heart by Emmett Lalish:
// https://www.thingiverse.com/thing:6190
// It also demonstrates the use of setMorph to animate a warping function.
const func = (v) => {
const x2 = v[0] * v[0];
@@ -174,9 +237,20 @@ export const examples = {
};
const ball = Manifold.sphere(1, 200);
const heart = ball.warp(func);
const box = heart.boundingBox();
const result = heart.scale(100 / (box.max[0] - box.min[0]));
const scale = 100 / (box.max[0] - box.min[0]);
setMorphStart(ball, func);
const node = new GLTFNode();
node.manifold = ball;
node.scale = [scale, scale, scale];
globalDefaults.animationLength = 5; // seconds
globalDefaults.animationMode = 'ping-pong';
const result = heart.scale(scale);
return result;
},
@@ -253,71 +327,68 @@ export const examples = {
// an example of using the warp() method, thus avoiding any direct
// handling of triangles.
// @param p The number of times the thread passes through the donut hole.
// @param q The number of times the thread circles the donut.
// @param majorRadius Radius of the interior of the imaginary donut.
// @param minorRadius Radius of the small cross-section of the imaginary
// donut.
// @param threadRadius Radius of the small cross-section of the actual
// object.
// @param circularSegments Number of linear segments making up the
// threadRadius circle. Default is getCircularSegments(threadRadius).
// @param linearSegments Number of segments along the length of the knot.
// Default makes roughly square facets.
// The number of times the thread passes through the donut hole.
const p = 1;
// The number of times the thread circles the donut.
const q = 3;
// Radius of the interior of the imaginary donut.
const majorRadius = 25;
// Radius of the small cross-section of the imaginary donut.
const minorRadius = 10;
// Radius of the small cross-section of the actual object.
const threadRadius = 3.75;
// Number of linear segments making up the threadRadius circle. Default is
// getCircularSegments(threadRadius).
const circularSegments = -1;
// Number of segments along the length of the knot. Default makes roughly
// square facets.
const linearSegments = -1;
function torusKnot(
p, q, majorRadius, minorRadius, threadRadius, circularSegments = 0,
linearSegments = 0) {
const {vec3} = glMatrix;
function gcd(a, b) {
return b == 0 ? a : gcd(b, a % b);
}
const kLoops = gcd(p, q);
p /= kLoops;
q /= kLoops;
const n = circularSegments > 2 ? circularSegments :
getCircularSegments(threadRadius);
const m = linearSegments > 2 ? linearSegments :
n * q * majorRadius / threadRadius;
const offset = 2
const circle = CrossSection.circle(1, n).translate([offset, 0]);
const func = (v) => {
const psi = q * Math.atan2(v[0], v[1]);
const theta = psi * p / q;
const x1 = Math.sqrt(v[0] * v[0] + v[1] * v[1]);
const phi = Math.atan2(x1 - offset, v[2]);
vec3.set(
v, threadRadius * Math.cos(phi), 0, threadRadius * Math.sin(phi));
const center = vec3.fromValues(0, 0, 0);
const r = majorRadius + minorRadius * Math.cos(theta);
vec3.rotateX(v, v, center, -Math.atan2(p * minorRadius, q * r));
v[0] += minorRadius;
vec3.rotateY(v, v, center, theta);
v[0] += majorRadius;
vec3.rotateZ(v, v, center, psi);
};
let knot = Manifold.revolve(circle, m).warp(func);
if (kLoops > 1) {
const knots = [];
for (let k = 0; k < kLoops; ++k) {
knots.push(knot.rotate([0, 0, 360 * (k / kLoops) * (q / p)]));
}
knot = Manifold.compose(knots);
}
return knot;
}
// This recreates Matlab Knot by Emmett Lalish:
// These default values recreate Matlab Knot by Emmett Lalish:
// https://www.thingiverse.com/thing:7080
const result = torusKnot(1, 3, 25, 10, 3.75);
const {vec3} = glMatrix;
function gcd(a, b) {
return b == 0 ? a : gcd(b, a % b);
}
const kLoops = gcd(p, q);
const pk = p / kLoops;
const qk = q / kLoops;
const n = circularSegments > 2 ? circularSegments :
getCircularSegments(threadRadius);
const m = linearSegments > 2 ? linearSegments :
n * qk * majorRadius / threadRadius;
const offset = 2
const circle = CrossSection.circle(1, n).translate([offset, 0]);
const func = (v) => {
const psi = qk * Math.atan2(v[0], v[1]);
const theta = psi * pk / qk;
const x1 = Math.sqrt(v[0] * v[0] + v[1] * v[1]);
const phi = Math.atan2(x1 - offset, v[2]);
vec3.set(
v, threadRadius * Math.cos(phi), 0, threadRadius * Math.sin(phi));
const center = vec3.fromValues(0, 0, 0);
const r = majorRadius + minorRadius * Math.cos(theta);
vec3.rotateX(v, v, center, -Math.atan2(pk * minorRadius, qk * r));
v[0] += minorRadius;
vec3.rotateY(v, v, center, theta);
v[0] += majorRadius;
vec3.rotateZ(v, v, center, psi);
};
const result = Manifold.revolve(circle, m).warp(func);
for (let k = 0; k < kLoops; ++k) {
const node = new GLTFNode();
node.manifold = result;
node.rotation = [0, 0, 360 * (k / kLoops) * (qk / pk)];
node.translation = [0, 0, result.boundingBox().min[2]];
}
return result;
},
@@ -350,12 +421,12 @@ export const examples = {
const hole = Manifold.compose(holes);
result = Manifold.difference(
result,
hole,
hole.rotate([90, 0, 0]),
hole.rotate([0, 90, 0]),
);
result = Manifold.difference([
result,
hole,
hole.rotate([90, 0, 0]),
hole.rotate([0, 90, 0]),
]);
return result;
}
@@ -507,7 +578,7 @@ export const examples = {
0, 0, size / Math.sqrt(2)
]);
return result;
}
},
},
functionBodies: new Map()
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@@ -0,0 +1 @@
declare module 'simple-dropzone';
+11 -73
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@@ -35,83 +35,21 @@
</head>
<body>
<p>This demonstrates the minimum code to connect Manifold to a three.js rendering. A slightly more complex example
involving GLTF export and &lt;model-viewer&gt; can be found <a href="model-viewer.html">here</a>. </p>
<p>This example demonstrates interop between Manifold and Three.js with minimal code - please open dev tools to
inspect the source. Here we generate two multi-material Three.js meshes and convert them to Manifolds while building
a mapping from material to Manifold ID. Then Boolean operations are performed on the Manifolds and the result is
converted back to a Three.js mesh using the material mapping. The input cube has half red faces and half
normal-shaded, while the icosahedron has half blue faces and half normal-shaded. The resulting mesh has three
materials, since one (normal-shaded) was common between the input models.</p>
<p>A slightly more complex example involving our library for GLTF import/export and &lt;model-viewer&gt; can be found
<a href="model-viewer.html">here</a>. </p>
<select>
<option value="difference" selected>Difference</option>
<option value="union" selected>Union</option>
<option value="difference">Difference</option>
<option value="intersection">Intersection</option>
<option value="union">Union</option>
</select><br />
<canvas id="output"></canvas>
</body>
<script type="module">
import * as THREE from 'three';
import { mergeVertices } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
import Module from './built/manifold.js';
const wasm = await Module();
wasm.setup();
const { Manifold, Mesh } = wasm;
// we have manifold module, let's do some three.js
const camera = new THREE.PerspectiveCamera(30, 1, 0.01, 10);
camera.position.z = 1;
const scene = new THREE.Scene();
const mesh = new THREE.Mesh(undefined, new THREE.MeshNormalMaterial({
flatShading: true
}));
scene.add(mesh);
const icosahedron = simplify(new THREE.IcosahedronGeometry(0.16));
const manifold_1 = Manifold.cube([0.2, 0.2, 0.2], true);
const manifold_2 = new Manifold(geometry2mesh(icosahedron));
const csg = function (operation) {
mesh.geometry?.dispose();
mesh.geometry = mesh2geometry(Manifold[operation](manifold_1, manifold_2).getMesh());
};
document.querySelector('select').onchange = function (event) {
csg(event.target.value);
};
csg('difference');
const output = document.querySelector("#output");
const renderer = new THREE.WebGLRenderer({ canvas: output, antialias: true });
const dim = output.getBoundingClientRect();
renderer.setSize(dim.width, dim.height);
renderer.setAnimationLoop(function (time) {
mesh.rotation.x = time / 2000;
mesh.rotation.y = time / 1000;
renderer.render(scene, camera);
});
// functions to convert between three.js and wasm
function geometry2mesh(geometry) {
const vertProperties = geometry.attributes.position.array;
const triVerts = geometry.index.array;
return new Mesh({ numProp: 3, vertProperties, triVerts });
}
function mesh2geometry(mesh) {
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(mesh.vertProperties, 3));
geometry.setIndex(new THREE.BufferAttribute(mesh.triVerts, 1));
return geometry;
}
// most of three.js geometries aren't manifolds, so...
function simplify(geometry) {
delete geometry.attributes.normal;
delete geometry.attributes.uv;
const simplified = mergeVertices(geometry);
simplified.computeVertexNormals();
return simplified;
}
</script>
<script type="module" src="three.ts"></script>
</html>
+148
View File
@@ -0,0 +1,148 @@
// Copyright 2024 The Manifold Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
import {BoxGeometry, BufferAttribute, BufferGeometry, IcosahedronGeometry, Mesh as ThreeMesh, MeshLambertMaterial, MeshNormalMaterial, PerspectiveCamera, PointLight, Scene, WebGLRenderer} from 'three';
import Module, {Mesh} from './built/manifold';
// Load Manifold WASM library
const wasm = await Module();
wasm.setup();
const {Manifold, Mesh} = wasm;
// Define our set of materials
const materials = [
new MeshNormalMaterial({flatShading: true}),
new MeshLambertMaterial({color: 'red', flatShading: true}),
new MeshLambertMaterial({color: 'blue', flatShading: true})
];
const result = new ThreeMesh(undefined, materials);
// Set up Manifold IDs corresponding to materials
const firstID = Manifold.reserveIDs(materials.length);
// ids vector is parallel to materials vector - same indexing
const ids = [...Array<number>(materials.length)].map((_, idx) => firstID + idx);
// Build a mapping to get back from ID to material index
const id2matIndex = new Map();
ids.forEach((id, idx) => id2matIndex.set(id, idx));
// Set up Three.js scene
const scene = new Scene();
const camera = new PerspectiveCamera(30, 1, 0.01, 10);
camera.position.z = 1;
camera.add(new PointLight(0xffffff, 1));
scene.add(camera);
scene.add(result);
// Set up Three.js renderer
const output = document.querySelector('#output')!;
const renderer = new WebGLRenderer({canvas: output, antialias: true});
const dim = output.getBoundingClientRect();
renderer.setSize(dim.width, dim.height);
renderer.setAnimationLoop(function(time: number) {
result.rotation.x = time / 2000;
result.rotation.y = time / 1000;
renderer.render(scene, camera);
});
// Create input meshes in Three.js
const cube = new BoxGeometry(0.2, 0.2, 0.2);
cube.clearGroups();
cube.addGroup(0, 18, 0); // First 6 faces colored by normal
cube.addGroup(18, Infinity, 1); // Rest of faces are red
const icosahedron = new IcosahedronGeometry(0.16);
icosahedron.clearGroups();
icosahedron.addGroup(30, Infinity, 2); // Last faces are blue
icosahedron.addGroup(0, 30, 0); // First 10 faces colored by normal
// The above groups are in reversed order to demonstrate the need for sorting.
// Convert Three.js input meshes to Manifolds
const manifoldCube = new Manifold(geometry2mesh(cube));
const manifoldIcosahedron = new Manifold(geometry2mesh(icosahedron));
// Set up UI for operations
type BooleanOp = 'union'|'difference'|'intersection';
function csg(operation: BooleanOp) {
result.geometry?.dispose();
result.geometry = mesh2geometry(
Manifold[operation](manifoldCube, manifoldIcosahedron).getMesh());
}
csg('union');
const selectElement = document.querySelector('select')!;
selectElement.onchange = function() {
csg(selectElement.value as BooleanOp);
};
// Convert Three.js BufferGeometry to Manifold Mesh
function geometry2mesh(geometry: BufferGeometry) {
// Only using position in this sample for simplicity. Can interleave any other
// desired attributes here such as UV, normal, etc.
const vertProperties = geometry.attributes.position.array as Float32Array;
// Manifold only uses indexed geometry, so generate an index if necessary.
const triVerts = geometry.index != null ?
geometry.index.array as Uint32Array :
new Uint32Array(vertProperties.length / 3).map((_, idx) => idx);
// Create a triangle run for each group (material) - akin to a draw call.
const starts = [...Array(geometry.groups.length)].map(
(_, idx) => geometry.groups[idx].start);
// Map the materials to ID.
const originalIDs = [...Array(geometry.groups.length)].map(
(_, idx) => ids[geometry.groups[idx].materialIndex!]);
// List the runs in sequence.
const indices = Array.from(starts.keys())
indices.sort((a, b) => starts[a] - starts[b])
const runIndex = new Uint32Array(indices.map(i => starts[i]));
const runOriginalID = new Uint32Array(indices.map(i => originalIDs[i]));
// Create the MeshGL for I/O with Manifold library.
const mesh =
new Mesh({numProp: 3, vertProperties, triVerts, runIndex, runOriginalID});
// Automatically merge vertices with nearly identical positions to create a
// Manifold. This only fills in the mergeFromVert and mergeToVert vectors -
// these are automatically filled in for any mesh returned by Manifold. These
// are necessary because GL drivers require duplicate verts when any
// properties change, e.g. a UV boundary or sharp corner.
mesh.merge();
return mesh;
}
// Convert Manifold Mesh to Three.js BufferGeometry
function mesh2geometry(mesh: Mesh) {
const geometry = new BufferGeometry();
// Assign buffers
geometry.setAttribute(
'position', new BufferAttribute(mesh.vertProperties, 3));
geometry.setIndex(new BufferAttribute(mesh.triVerts, 1));
// Create a group (material) for each ID. Note that there may be multiple
// triangle runs returned with the same ID, though these will always be
// sequential since they are sorted by ID. In this example there are two runs
// for the MeshNormalMaterial, one corresponding to each input mesh that had
// this ID. This allows runTransform to return the total transformation matrix
// applied to each triangle run from its input mesh - even after many
// consecutive operations.
let id = mesh.runOriginalID[0];
let start = mesh.runIndex[0];
for (let run = 0; run < mesh.numRun; ++run) {
const nextID = mesh.runOriginalID[run + 1];
if (nextID !== id) {
const end = mesh.runIndex[run + 1];
geometry.addGroup(start, end - start, id2matIndex.get(id));
id = nextID;
start = end;
}
}
return geometry;
}
+1 -1
View File
@@ -2,7 +2,7 @@
"compilerOptions": {
"target": "es2022",
"module": "es2022",
"moduleResolution": "node",
"moduleResolution": "Bundler",
"lib": [
"es2022",
"dom"
+1
View File
@@ -9,6 +9,7 @@ export default defineConfig({
},
build: {
target: 'esnext',
sourcemap: true,
rollupOptions: {
input: {
manifoldCAD: resolve(__dirname, 'index.html'),
+48
View File
@@ -0,0 +1,48 @@
// Copyright 2024 The Manifold Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
import {cleanup, evaluateCADToModel} from './worker';
// Setup complete
self.postMessage(null);
if (self.console) {
const oldLog = self.console.log;
self.console.log = function(...args) {
let message = '';
for (const arg of args) {
if (arg == null) {
message += 'undefined';
} else if (typeof arg == 'object') {
message += JSON.stringify(arg, null, 4);
} else {
message += arg.toString();
}
}
self.postMessage({log: message});
oldLog(...args);
};
}
self.onmessage = async (e) => {
try {
const result = await evaluateCADToModel(e.data);
self.postMessage(result);
} catch (error: any) {
console.log(error.toString());
self.postMessage({objectURL: null});
} finally {
cleanup();
}
};
@@ -12,79 +12,45 @@
// See the License for the specific language governing permissions and
// limitations under the License.
import '@vitest/web-worker';
import {WebIO} from '@gltf-transform/core';
import {expect, suite, test} from 'vitest';
import assert from 'node:assert';
import {afterEach, expect, suite, test} from 'vitest';
import Module from './built/manifold.js';
import {readMesh, setupIO} from './gltf-io.js';
import {readMesh, setupIO} from './gltf-io';
// @ts-ignore
import {examples} from './public/examples.js';
import ManifoldWorker from './worker?worker';
import {Mesh} from './public/manifold';
import {cleanup, evaluateCADToModel, module} from './worker';
const io = setupIO(new WebIO());
const wasm = await Module();
wasm.setup();
function initialized(worker) {
return new Promise((resolve) => {
worker.onmessage = function(e) {
if (e.data == null) {
resolve();
} else {
reject();
}
};
});
async function runExample(name: string) {
const code = examples.functionBodies.get(name);
const result = await evaluateCADToModel(code);
cleanup();
assert.ok(result?.glbURL);
const docIn = await io.read(result.glbURL);
URL.revokeObjectURL(result.glbURL);
const nodes = docIn.getRoot().listNodes();
for (const node of nodes) {
const docMesh = node.getMesh();
if (!docMesh) {
continue;
}
const {mesh} = readMesh(docMesh)!;
const manifold = new module.Manifold(mesh as Mesh);
const volume = manifold.volume();
const surfaceArea = manifold.surfaceArea();
const genus = manifold.genus();
manifold.delete();
return {volume, surfaceArea, genus};
}
assert.ok(false);
}
let glbURL = null;
async function runExample(name) {
const worker = new ManifoldWorker();
await initialized(worker);
return new Promise((resolve, reject) => {
worker.onmessageerror = function({data}) {
reject(data);
};
worker.onerror = function(e) {
reject(e);
};
worker.onmessage = async function(e) {
try {
URL.revokeObjectURL(glbURL);
glbURL = e.data.glbURL;
if (glbURL == null) {
reject('no glbURL)');
}
const docIn = await io.read(glbURL);
const nodes = docIn.getRoot().listNodes();
for (const node of nodes) {
const mesh = node.getMesh();
if (!mesh) {
continue;
}
const attributes = [];
const materials = [];
const manifoldMesh = readMesh(mesh, attributes, materials);
const manifold = wasm.Manifold(manifoldMesh);
const prop = manifold.getProperties();
const genus = manifold.genus();
console.log(genus);
manifold.delete();
resolve({...prop, genus});
}
} catch (e) {
reject(e);
}
};
worker.postMessage(examples.functionBodies.get(name));
});
}
// allow vitest to report progress after each test
// before going into heavy computation which blocks main thread
afterEach(async () => {await new Promise(resolve => setTimeout(resolve, 500))})
suite('Examples', () => {
test('Intro', async () => {
@@ -94,32 +60,39 @@ suite('Examples', () => {
expect(result.surfaceArea).to.be.closeTo(62046, 1, 'Surface Area');
});
test('Auger', async () => {
const result = await runExample('Auger');
expect(result.genus).to.equal(0, 'Genus');
expect(result.volume).to.be.closeTo(16842, 1, 'Volume');
expect(result.surfaceArea).to.be.closeTo(10519, 1, 'Surface Area');
});
test('Tetrahedron Puzzle', async () => {
const result = await runExample('Tetrahedron Puzzle');
expect(result.genus).to.equal(0, 'Genus');
expect(result.volume).to.be.closeTo(7297, 1, 'Volume');
expect(result.surfaceArea).to.be.closeTo(3303, 1, 'Surface Area');
expect(result.volume).to.be.closeTo(7240, 1, 'Volume');
expect(result.surfaceArea).to.be.closeTo(3235, 1, 'Surface Area');
});
test('Rounded Frame', async () => {
const result = await runExample('Rounded Frame');
expect(result.genus).to.equal(5, 'Genus');
expect(result.volume).to.be.closeTo(353706, 10, 'Volume');
expect(result.surfaceArea).to.be.closeTo(68454, 1, 'Surface Area');
expect(result.volume).to.be.closeTo(270807, 10, 'Volume');
expect(result.surfaceArea).to.be.closeTo(74599, 1, 'Surface Area');
});
test('Heart', async () => {
const result = await runExample('Heart');
expect(result.genus).to.equal(0, 'Genus');
expect(result.volume).to.be.closeTo(282743, 10, 'Volume');
expect(result.surfaceArea).to.be.closeTo(22187, 1, 'Surface Area');
expect(result.volume).to.be.closeTo(3.342, 0.001, 'Volume');
expect(result.surfaceArea).to.be.closeTo(11.51, 0.01, 'Surface Area');
});
test('Scallop', async () => {
const result = await runExample('Scallop');
expect(result.genus).to.equal(0, 'Genus');
expect(result.volume).to.be.closeTo(41284, 1, 'Volume');
expect(result.surfaceArea).to.be.closeTo(7810, 1, 'Surface Area');
expect(result.volume).to.be.closeTo(39900, 100, 'Volume');
expect(result.surfaceArea).to.be.closeTo(7930, 10, 'Surface Area');
});
test('Torus Knot', async () => {
@@ -146,7 +119,7 @@ suite('Examples', () => {
test('Gyroid Module', async () => {
const result = await runExample('Gyroid Module');
expect(result.genus).to.equal(15, 'Genus');
expect(result.volume).to.be.closeTo(4167, 1, 'Volume');
expect(result.surfaceArea).to.be.closeTo(5642, 1, 'Surface Area');
expect(result.volume).to.be.closeTo(4175, 1, 'Volume');
expect(result.surfaceArea).to.be.closeTo(5645, 1, 'Surface Area');
});
});
+350 -125
View File
@@ -12,27 +12,37 @@
// See the License for the specific language governing permissions and
// limitations under the License.
import {Document, mat4, Material, Node, WebIO} from '@gltf-transform/core';
import {Accessor, Animation, AnimationSampler, Document, mat4, Material, Mesh as GLTFMesh, Node, WebIO} from '@gltf-transform/core';
import {KHRMaterialsUnlit, KHRONOS_EXTENSIONS} from '@gltf-transform/extensions';
import {fileForContentTypes, to3dmodel} from '@jscadui/3mf-export';
import {fileForContentTypes, FileForRelThumbnail, to3dmodel} from '@jscadui/3mf-export';
import {strToU8, Zippable, zipSync} from 'fflate'
import * as glMatrix from 'gl-matrix';
import Module from './built/manifold';
//@ts-ignore
import {setupIO, writeMesh} from './gltf-io';
import type {GLTFMaterial, Quat} from './public/editor';
import type {CrossSection, Manifold, ManifoldToplevel, Mesh, Vec3} from './public/manifold';
import Module, {CrossSection, Manifold, ManifoldToplevel, Mesh, Vec3} from './built/manifold';
import {Properties, setupIO, writeMesh} from './gltf-io';
import {GLTFMaterial, Quat} from './public/editor';
interface GlobalDefaults {
roughness: number;
metallic: number;
baseColorFactor: [number, number, number];
alpha: number;
unlit: boolean;
animationLength: number;
animationMode: 'loop'|'ping-pong';
}
interface WorkerStatic extends ManifoldToplevel {
GLTFNode: typeof GLTFNode;
show(manifold: Manifold): Manifold;
only(manifold: Manifold): Manifold;
setMaterial(manifold: Manifold, material: GLTFMaterial): void;
setMaterial(manifold: Manifold, material: GLTFMaterial): Manifold;
setMorphStart(manifold: Manifold, func: (v: Vec3) => void): void;
setMorphEnd(manifold: Manifold, func: (v: Vec3) => void): void;
cleanup(): void;
}
const module = await Module() as unknown as WorkerStatic;
export const module = await Module() as WorkerStatic;
module.setup();
// Faster on modern browsers than Float32Array
@@ -48,9 +58,32 @@ const manifoldStaticFunctions = [
];
// manifold member functions (that return a new manifold)
const manifoldMemberFunctions = [
'add', 'subtract', 'intersect', 'decompose', 'warp', 'transform', 'translate',
'rotate', 'scale', 'mirror', 'refine', 'setProperties', 'asOriginal',
'trimByPlane', 'split', 'splitByPlane', 'hull'
'add',
'subtract',
'intersect',
'decompose',
'warp',
'transform',
'translate',
'rotate',
'scale',
'mirror',
'calculateCurvature',
'calculateNormals',
'smoothByNormals',
'smoothOut',
'refine',
'refineToLength',
'refineToTolerance',
'setProperties',
'setTolerance',
'asOriginal',
'trimByPlane',
'split',
'splitByPlane',
'slice',
'project',
'hull'
];
// CrossSection static methods (that return a new cross-section)
const crossSectionStaticFunctions = [
@@ -66,7 +99,8 @@ const crossSectionMemberFunctions = [
const toplevelConstructors = ['show', 'only', 'setMaterial'];
const toplevel = [
'setMinCircularAngle', 'setMinCircularEdgeLength', 'setCircularSegments',
'getCircularSegments', 'Mesh', 'GLTFNode', 'Manifold', 'CrossSection'
'getCircularSegments', 'resetToCircularDefaults', 'Mesh', 'GLTFNode',
'Manifold', 'CrossSection', 'setMorphStart', 'setMorphEnd'
];
const exposedFunctions = toplevelConstructors.concat(toplevel);
@@ -83,15 +117,13 @@ function addMembers(
const cls = module[className];
const obj = areStatic ? cls : cls.prototype;
for (const name of methodNames) {
if (name != 'cylinder') {
const originalFn = obj[name];
obj[name] = function(...args: any) {
//@ts-ignore
const result = originalFn(...args);
memoryRegistry.push(result);
return result;
};
}
const originalFn = obj[name];
obj[name] = function(...args: any) {
//@ts-ignore
const result = originalFn(...args);
memoryRegistry.push(result);
return result;
};
}
}
@@ -111,22 +143,23 @@ for (const name of toplevelConstructors) {
};
}
module.cleanup = function() {
for (const obj of memoryRegistry) {
// decompose result is an array of manifolds
if (obj instanceof Array)
for (const elem of obj) elem.delete();
else
obj.delete();
}
memoryRegistry.length = 0;
};
// Debug setup to show source meshes
let ghost = false;
const shown = new Map<number, Mesh>();
const singles = new Map<number, Mesh>();
const FPS = 30;
const GLOBAL_DEFAULTS = {
roughness: 0.2,
metallic: 1,
baseColorFactor: [1, 1, 0] as [number, number, number],
alpha: 1,
unlit: false,
animationLength: 1,
animationMode: 'loop'
};
const SHOW = {
baseColorFactor: [1, 0, 0],
alpha: 0.25,
@@ -144,10 +177,26 @@ const GHOST = {
const nodes = new Array<GLTFNode>();
const id2material = new Map<number, GLTFMaterial>();
const materialCache = new Map<GLTFMaterial, Material>();
let nextGlobalID = 0;
const object2globalID = new Map<GLTFNode|Manifold, number>();
const manifold2morph = new Map<Manifold, Morph>();
// lib3mf doesn't like objectid=0
let nextGlobalID = 1;
let animation: Animation;
let timesAccessor: Accessor;
let weightsAccessor: Accessor;
let weightsSampler: AnimationSampler;
let hasAnimation: boolean;
export function cleanup() {
for (const obj of memoryRegistry) {
// decompose result is an array of manifolds
if (obj instanceof Array)
for (const elem of obj) elem.delete();
else
obj.delete();
}
memoryRegistry.length = 0;
function cleanup() {
ghost = false;
shown.clear();
singles.clear();
@@ -155,7 +204,13 @@ function cleanup() {
id2material.clear();
materialCache.clear();
object2globalID.clear();
nextGlobalID = 0;
manifold2morph.clear();
nextGlobalID = 1;
}
interface Morph {
start?: (v: Vec3) => void;
end?: (v: Vec3) => void;
}
interface Mesh3MF {
@@ -198,9 +253,9 @@ interface To3MF {
class GLTFNode {
private _parent?: GLTFNode;
manifold?: Manifold;
translation?: Vec3;
rotation?: Vec3;
scale?: Vec3;
translation?: Vec3|((t: number) => Vec3);
rotation?: Vec3|((t: number) => Vec3);
scale?: Vec3|((t: number) => Vec3);
material?: GLTFMaterial;
name?: string;
@@ -221,12 +276,32 @@ class GLTFNode {
module.GLTFNode = GLTFNode;
const globalDefaults = {...GLOBAL_DEFAULTS};
module.setMaterial = (manifold: Manifold, material: GLTFMaterial): Manifold => {
const out = manifold.asOriginal();
id2material.set(out.originalID(), material);
return out;
};
module.setMorphStart = (manifold: Manifold, func: (v: Vec3) => void): void => {
const morph = manifold2morph.get(manifold);
if (morph != null) {
morph.start = func;
} else {
manifold2morph.set(manifold, {start: func});
}
};
module.setMorphEnd = (manifold: Manifold, func: (v: Vec3) => void): void => {
const morph = manifold2morph.get(manifold);
if (morph != null) {
morph.end = func;
} else {
manifold2morph.set(manifold, {end: func});
}
};
function debug(manifold: Manifold, map: Map<number, Mesh>) {
let result = manifold.asOriginal();
map.set(result.originalID(), result.getMesh());
@@ -242,69 +317,153 @@ module.only = (manifold) => {
return debug(manifold, singles);
};
// Setup complete
self.postMessage(null);
if (self.console) {
const oldLog = self.console.log;
self.console.log = function(...args) {
let message = '';
for (const arg of args) {
if (arg == null) {
message += 'undefined';
} else if (typeof arg == 'object') {
message += JSON.stringify(arg, null, 4);
} else {
message += arg.toString();
}
}
self.postMessage({log: message});
oldLog(...args);
};
}
// Swallow informational logs in testing framework
function log(...args: any[]) {
if (self.console) {
if (typeof self !== 'undefined' && self.console) {
self.console.log(...args);
}
}
self.onmessage = async (e) => {
const content = e.data +
'\nreturn exportModels(typeof result === "undefined" ? undefined : result);\n';
try {
const f = new Function(
'exportModels', 'glMatrix', 'module', ...exposedFunctions, content);
await f(
exportModels, glMatrix, module, //@ts-ignore
...exposedFunctions.map(name => module[name]));
} catch (error: any) {
console.log(error.toString());
self.postMessage({objectURL: null});
} finally {
module.cleanup();
cleanup();
}
};
function euler2quat(rotation: Vec3): Quat {
const {quat} = glMatrix;
const deg2rad = Math.PI / 180;
const q = quat.create() as Quat;
quat.rotateZ(q, q, deg2rad * rotation[2]);
quat.rotateY(q, q, deg2rad * rotation[1]);
quat.rotateX(q, q, deg2rad * rotation[0]);
return q;
}
function createGLTFnode(doc: Document, node: GLTFNode) {
function addMotion(
doc: Document, type: 'translation'|'rotation'|'scale', node: GLTFNode,
out: Node): Vec3|null {
const motion = node[type];
if (motion == null) {
return null;
}
if (typeof motion !== 'function') {
return motion;
}
const nFrames = timesAccessor.getCount();
const nEl = type == 'rotation' ? 4 : 3;
const frames = new Float32Array(nEl * nFrames);
for (let i = 0; i < nFrames; ++i) {
const x = i / (nFrames - 1);
const m = motion(
globalDefaults.animationMode !== 'ping-pong' ?
x :
(1 - Math.cos(x * 2 * Math.PI)) / 2);
frames.set(nEl === 4 ? euler2quat(m) : m, nEl * i);
}
const framesAccessor =
doc.createAccessor(node.name + ' ' + type + ' frames')
.setBuffer(doc.getRoot().listBuffers()[0])
.setArray(frames)
.setType(nEl === 4 ? Accessor.Type.VEC4 : Accessor.Type.VEC3);
const sampler = doc.createAnimationSampler()
.setInput(timesAccessor)
.setOutput(framesAccessor)
.setInterpolation('LINEAR');
const channel = doc.createAnimationChannel()
.setTargetPath(type)
.setTargetNode(out)
.setSampler(sampler);
animation.addSampler(sampler);
animation.addChannel(channel);
hasAnimation = true;
return motion(0);
}
function setMorph(doc: Document, node: Node, manifold: Manifold) {
if (manifold2morph.has(manifold)) {
const channel = doc.createAnimationChannel()
.setTargetPath('weights')
.setTargetNode(node)
.setSampler(weightsSampler);
animation.addChannel(channel);
hasAnimation = true;
}
}
function morphStart(manifoldMesh: Mesh, morph?: Morph): number[] {
const inputPositions: number[] = [];
if (morph == null) {
return inputPositions;
}
for (let i = 0; i < manifoldMesh.numVert; ++i) {
for (let j = 0; j < 3; ++j)
inputPositions[i * 3 + j] =
manifoldMesh.vertProperties[i * manifoldMesh.numProp + j];
}
if (morph.start) {
for (let i = 0; i < manifoldMesh.numVert; ++i) {
const vertProp = manifoldMesh.vertProperties;
const offset = i * manifoldMesh.numProp;
const pos = inputPositions.slice(offset, offset + 3) as Vec3;
morph.start(pos);
for (let j = 0; j < 3; ++j) vertProp[offset + j] = pos[j];
}
}
return inputPositions;
}
function morphEnd(
doc: Document, manifoldMesh: Mesh, mesh: GLTFMesh, inputPositions: number[],
morph?: Morph) {
if (morph == null) {
return;
}
mesh.setWeights([0]);
mesh.listPrimitives().forEach((primitive, i) => {
if (morph.end) {
for (let i = 0; i < manifoldMesh.numVert; ++i) {
const pos = inputPositions.slice(3 * i, 3 * (i + 1)) as Vec3;
morph.end(pos);
inputPositions.splice(3 * i, 3, ...pos);
}
}
const startPosition = primitive.getAttribute('POSITION')!.getArray()!;
const array = new Float32Array(startPosition.length);
const offset = manifoldMesh.runIndex[i];
for (let j = 0; j < array.length; ++j) {
array[j] = inputPositions[offset + j] - startPosition[j];
}
const morphAccessor = doc.createAccessor(mesh.getName() + ' morph target')
.setBuffer(doc.getRoot().listBuffers()[0])
.setArray(array)
.setType(Accessor.Type.VEC3);
const morphTarget =
doc.createPrimitiveTarget().setAttribute('POSITION', morphAccessor);
primitive.addTarget(morphTarget);
});
}
function createGLTFnode(doc: Document, node: GLTFNode): Node {
const out = doc.createNode(node.name);
if (node.translation) {
out.setTranslation(node.translation);
const pos = addMotion(doc, 'translation', node, out);
if (pos != null) {
out.setTranslation(pos);
}
if (node.rotation) {
const {quat} = glMatrix;
const deg2rad = Math.PI / 180;
const q = quat.create() as Quat;
quat.rotateX(q, q, deg2rad * node.rotation[0]);
quat.rotateY(q, q, deg2rad * node.rotation[1]);
quat.rotateZ(q, q, deg2rad * node.rotation[2]);
out.setRotation(q);
const rot = addMotion(doc, 'rotation', node, out);
if (rot != null) {
out.setRotation(euler2quat(rot));
}
if (node.scale) {
out.setScale(node.scale);
const scale = addMotion(doc, 'scale', node, out);
if (scale != null) {
out.setScale(scale);
}
return out;
}
@@ -318,15 +477,13 @@ function getBackupMaterial(node?: GLTFNode): GLTFMaterial {
return node.material;
}
function makeDefaultedMaterial(doc: Document, {
roughness = 0.2,
metallic = 1,
baseColorFactor = [1, 1, 0],
alpha = 1,
unlit = false,
name = ''
}: GLTFMaterial = {}): Material {
const material = doc.createMaterial(name);
function makeDefaultedMaterial(
doc: Document, matIn: GLTFMaterial = {}): Material {
const defaults = {...globalDefaults};
Object.assign(defaults, matIn);
const {roughness, metallic, baseColorFactor, alpha, unlit} = defaults;
const material = doc.createMaterial(matIn.name ?? '');
if (unlit) {
const unlit = doc.createExtension(KHRMaterialsUnlit).createUnlit();
@@ -366,26 +523,30 @@ function addMesh(
}
log(`Bounding Box: X = ${size[0].toLocaleString()} mm, Y = ${
size[1].toLocaleString()} mm, Z = ${size[2].toLocaleString()} mm`);
const volume = Math.round(manifold.getProperties().volume / 10);
const volume = Math.round(manifold.volume() / 10);
log(`Genus: ${manifold.genus().toLocaleString()}, Volume: ${
(volume / 100).toLocaleString()} cm^3`);
// From Z-up to Y-up (glTF)
const manifoldMesh = manifold.getMesh();
const materials = new Array<GLTFMaterial>();
const attributes = new Array<Array<string>>();
const id2properties = new Map<number, Properties>();
for (const id of manifoldMesh.runOriginalID!) {
const material = id2material.get(id) || backupMaterial;
materials.push(material);
attributes.push(['POSITION', ...material.attributes ?? []]);
id2properties.set(id, {
material: getCachedMaterial(doc, ghost ? GHOST : material),
attributes: ['POSITION', ...material.attributes ?? []]
});
}
const gltfMaterials = materials.map((matDef) => {
return getCachedMaterial(doc, ghost ? GHOST : matDef);
});
const morph = manifold2morph.get(manifold);
const inputPositions = morphStart(manifoldMesh, morph);
node.setMesh(writeMesh(doc, manifoldMesh, attributes, gltfMaterials));
const mesh = writeMesh(doc, manifoldMesh, id2properties);
mesh.setName(node.getName());
node.setMesh(mesh);
morphEnd(doc, manifoldMesh, mesh, inputPositions, morph);
const vertices = manifoldMesh.numProp === 3 ?
manifoldMesh.vertProperties :
@@ -402,21 +563,18 @@ function addMesh(
{vertices, indices: manifoldMesh.triVerts, id: `${nextGlobalID++}`});
for (const [run, id] of manifoldMesh.runOriginalID!.entries()) {
let inMesh = shown.get(id);
let single = false;
if (inMesh == null) {
single = true;
inMesh = singles.get(id);
}
const show = shown.has(id);
const inMesh = show ? shown.get(id) : singles.get(id);
if (inMesh == null) {
continue;
}
const mat = single ? materials[run] : SHOW;
const debugNode =
doc.createNode('debug')
.setMesh(writeMesh(
doc, inMesh, attributes, [getCachedMaterial(doc, mat)]))
.setMatrix(manifoldMesh.transform(run));
id2properties.get(id)!.material = getCachedMaterial(
doc, show ? SHOW : (id2material.get(id) || backupMaterial));
const debugNode = doc.createNode('debug')
.setMesh(writeMesh(doc, inMesh, id2properties))
.setMatrix(manifoldMesh.transform(run));
node.addChild(debugNode);
}
}
@@ -450,6 +608,7 @@ function createNodeFromCache(
const node = createGLTFnode(doc, nodeDef);
const {manifold} = nodeDef;
if (manifold != null) {
setMorph(doc, node, manifold);
const backupMaterial = getBackupMaterial(nodeDef);
const cachedNodes = manifold2node.get(manifold);
if (cachedNodes == null) {
@@ -460,7 +619,8 @@ function createNodeFromCache(
} else {
const cachedNode = cachedNodes.get(backupMaterial);
if (cachedNode == null) {
const [oldBackupMaterial, oldNode] = cachedNodes.entries().next().value;
const [oldBackupMaterial, oldNode] =
cachedNodes.entries().next().value!;
cloneNodeNewMaterial(
doc, node, oldNode, getCachedMaterial(doc, backupMaterial),
getCachedMaterial(doc, oldBackupMaterial));
@@ -481,7 +641,10 @@ function createNodeFromCache(
return node;
}
async function exportModels(manifold?: Manifold) {
async function exportModels(defaults: GlobalDefaults, manifold?: Manifold) {
Object.assign(globalDefaults, GLOBAL_DEFAULTS);
Object.assign(globalDefaults, defaults);
const doc = new Document();
const halfRoot2 = Math.sqrt(2) / 2;
const mm2m = 1 / 1000;
@@ -490,6 +653,32 @@ async function exportModels(manifold?: Manifold) {
.setScale([mm2m, mm2m, mm2m]);
doc.createScene().addChild(wrapper);
animation = doc.createAnimation('');
hasAnimation = false;
const nFrames = Math.round(globalDefaults.animationLength * FPS) + 1;
const times = new Float32Array(nFrames);
const weights = new Float32Array(nFrames);
for (let i = 0; i < nFrames; ++i) {
const x = i / (nFrames - 1);
times[i] = x * globalDefaults.animationLength;
weights[i] = globalDefaults.animationMode !== 'ping-pong' ?
x :
(1 - Math.cos(x * 2 * Math.PI)) / 2;
}
timesAccessor = doc.createAccessor('animation times')
.setBuffer(doc.createBuffer())
.setArray(times)
.setType(Accessor.Type.SCALAR);
weightsAccessor = doc.createAccessor('animation weights')
.setBuffer(doc.getRoot().listBuffers()[0])
.setArray(weights)
.setType(Accessor.Type.SCALAR);
weightsSampler = doc.createAnimationSampler()
.setInput(timesAccessor)
.setOutput(weightsAccessor)
.setInterpolation('LINEAR');
animation.addSampler(weightsSampler);
const to3mf = {
meshes: [],
components: [],
@@ -547,20 +736,56 @@ async function exportModels(manifold?: Manifold) {
to3mf.items.push({objectID: `${object2globalID.get(manifold)}`});
}
if (!hasAnimation) {
timesAccessor.dispose();
weightsAccessor.dispose();
weightsSampler.dispose();
animation.dispose();
}
const glb = await io.writeBinary(doc);
const blobGLB = new Blob([glb], {type: 'application/octet-stream'});
const model = to3dmodel(to3mf);
const fileForRelThumbnail = new FileForRelThumbnail();
fileForRelThumbnail.add3dModel('3D/3dmodel.model')
const model = to3dmodel(to3mf as any);
const files: Zippable = {};
files['3D/3dmodel.model'] = strToU8(model);
files[fileForContentTypes.name] = strToU8(fileForContentTypes.content);
files[fileForRelThumbnail.name] = strToU8(fileForRelThumbnail.content);
const zipFile = zipSync(files);
const blob3MF = new Blob(
[zipFile],
{type: 'application/vnd.ms-package.3dmanufacturing-3dmodel+xml'});
self.postMessage({
return ({
glbURL: URL.createObjectURL(blobGLB),
threeMFURL: URL.createObjectURL(blob3MF)
});
}
function evaluateCADToManifold(code: string) {
const globalDefaults = {} as GlobalDefaults;
const context = {
globalDefaults,
exportModels,
glMatrix,
module,
...Object.fromEntries(
exposedFunctions.map((name) => [name, (module as any)[name]]),
),
};
const evalFn = new Function(
...Object.keys(context),
'resetToCircularDefaults();\n' + code +
'\n return typeof result === "undefined" ? undefined : result;',
);
const manifold = evalFn(...Object.values(context));
return {globalDefaults, manifold};
}
export async function evaluateCADToModel(code: string) {
const {globalDefaults, manifold} = evaluateCADToManifold(code);
return await exportModels(globalDefaults, manifold);
}
+26 -26
View File
@@ -3,10 +3,9 @@
#include <vector>
#include "cross_section.h"
#include "manifold.h"
#include "polygon.h"
#include "sdf.h"
#include "manifold/cross_section.h"
#include "manifold/manifold.h"
#include "manifold/polygon.h"
using namespace emscripten;
using namespace manifold;
@@ -84,7 +83,7 @@ MeshGL MeshJS2GL(const val& mesh) {
return out;
}
val GetMeshJS(const Manifold& manifold, const glm::ivec3& normalIdx) {
val GetMeshJS(const Manifold& manifold, int normalIdx) {
MeshGL mesh = manifold.GetMeshGL(normalIdx);
return MeshGL2JS(mesh);
}
@@ -106,7 +105,7 @@ Manifold Smooth(const val& mesh,
} // namespace js
namespace cross_js {
CrossSection OfPolygons(std::vector<std::vector<glm::vec2>> polygons,
CrossSection OfPolygons(std::vector<std::vector<vec2>> polygons,
int fill_rule) {
auto fr = fill_rule == 0 ? CrossSection::FillRule::EvenOdd
: fill_rule == 1 ? CrossSection::FillRule::NonZero
@@ -140,15 +139,15 @@ CrossSection IntersectionN(const std::vector<CrossSection>& cross_sections) {
}
CrossSection Transform(CrossSection& cross_section, const val& mat) {
std::vector<float> array = convertJSArrayToNumberVector<float>(mat);
glm::mat3x2 matrix;
std::vector<double> array = convertJSArrayToNumberVector<double>(mat);
mat2x3 matrix;
for (const int col : {0, 1, 2})
for (const int row : {0, 1}) matrix[col][row] = array[col * 3 + row];
return cross_section.Transform(matrix);
}
CrossSection Warp(CrossSection& cross_section, uintptr_t funcPtr) {
void (*f)(glm::vec2&) = reinterpret_cast<void (*)(glm::vec2&)>(funcPtr);
void (*f)(vec2&) = reinterpret_cast<void (*)(vec2&)>(funcPtr);
return cross_section.Warp(f);
}
@@ -160,7 +159,7 @@ CrossSection Offset(CrossSection& cross_section, double delta, int join_type,
return cross_section.Offset(delta, jt, miter_limit, arc_tolerance);
}
void CollectVertices(std::vector<glm::vec2>& verts, const CrossSection& cs) {
void CollectVertices(std::vector<vec2>& verts, const CrossSection& cs) {
auto polys = cs.ToPolygons();
for (auto poly : polys) verts.insert(verts.end(), poly.begin(), poly.end());
}
@@ -188,30 +187,28 @@ Manifold IntersectionN(const std::vector<Manifold>& manifolds) {
}
Manifold Transform(Manifold& manifold, const val& mat) {
std::vector<float> array = convertJSArrayToNumberVector<float>(mat);
glm::mat4x3 matrix;
std::vector<double> array = convertJSArrayToNumberVector<double>(mat);
mat3x4 matrix;
for (const int col : {0, 1, 2, 3})
for (const int row : {0, 1, 2}) matrix[col][row] = array[col * 4 + row];
return manifold.Transform(matrix);
}
Manifold Warp(Manifold& manifold, uintptr_t funcPtr) {
void (*f)(glm::vec3&) = reinterpret_cast<void (*)(glm::vec3&)>(funcPtr);
void (*f)(vec3&) = reinterpret_cast<void (*)(vec3&)>(funcPtr);
return manifold.Warp(f);
}
Manifold SetProperties(Manifold& manifold, int numProp, uintptr_t funcPtr) {
void (*f)(float*, glm::vec3, const float*) =
reinterpret_cast<void (*)(float*, glm::vec3, const float*)>(funcPtr);
void (*f)(double*, vec3, const double*) =
reinterpret_cast<void (*)(double*, vec3, const double*)>(funcPtr);
return manifold.SetProperties(numProp, f);
}
Manifold LevelSet(uintptr_t funcPtr, Box bounds, float edgeLength,
float level) {
float (*f)(const glm::vec3&) =
reinterpret_cast<float (*)(const glm::vec3&)>(funcPtr);
Mesh m = LevelSet(f, bounds, edgeLength, level);
return Manifold(m);
Manifold LevelSet(uintptr_t funcPtr, Box bounds, double edgeLength,
double level, double tolerance) {
double (*f)(const vec3&) = reinterpret_cast<double (*)(const vec3&)>(funcPtr);
return Manifold::LevelSet(f, bounds, edgeLength, level, tolerance);
}
std::vector<Manifold> Split(Manifold& a, Manifold& b) {
@@ -219,14 +216,17 @@ std::vector<Manifold> Split(Manifold& a, Manifold& b) {
return {r1, r2};
}
std::vector<Manifold> SplitByPlane(Manifold& m, glm::vec3 normal,
float originOffset) {
std::vector<Manifold> SplitByPlane(Manifold& m, vec3 normal,
double originOffset) {
auto [a, b] = m.SplitByPlane(normal, originOffset);
return {a, b};
}
void CollectVertices(std::vector<glm::vec3>& verts, const Manifold& manifold) {
Mesh mesh = manifold.GetMesh();
verts.insert(verts.end(), mesh.vertPos.begin(), mesh.vertPos.end());
void CollectVertices(std::vector<vec3>& verts, const Manifold& manifold) {
const MeshGL64 mesh = manifold.GetMeshGL64();
const auto numVert = mesh.NumVert();
for (size_t v = 0; v < numVert; ++v) {
verts.push_back(mesh.GetVertPos(v));
}
}
} // namespace man_js
+368 -45
View File
@@ -12,32 +12,70 @@
// See the License for the specific language governing permissions and
// limitations under the License.
import {Box, FillRule, JoinType, Mat4, Polygons, Properties, Rect, SealedFloat32Array, SealedUint32Array, SimplePolygon, Smoothness, Vec2, Vec3} from './manifold-global-types';
import {Box, FillRule, JoinType, Mat3, Mat4, Polygons, Rect, SealedFloat32Array, SealedUint32Array, SimplePolygon, Smoothness, Vec2, Vec3} from './manifold-global-types';
/**
* Triangulates a set of /epsilon-valid polygons.
*
* @param polygons The set of polygons, wound CCW and representing multiple
* polygons and/or holes.
* @param precision The value of epsilon, bounding the uncertainty of the input
* @param epsilon The value of epsilon, bounding the uncertainty of the input
* @return The triangles, referencing the original polygon points in order.
*/
export function triangulate(polygons: Polygons, precision?: number): Vec3[];
export function triangulate(polygons: Polygons, epsilon?: number): Vec3[];
/**
* @name Defaults
* These static properties control how circular shapes are quantized by
* default on construction. If circularSegments is specified, it takes
* precedence. If it is zero, then instead the minimum is used of the segments
* calculated based on edge length and angle, rounded up to the nearest
* multiple of four. To get numbers not divisible by four, circularSegments
* must be specified.
* Sets an angle constraint the default number of circular segments for the
* {@link CrossSection.circle}, {@link Manifold.cylinder}, {@link
* Manifold.sphere}, and
* {@link Manifold.revolve} constructors. The number of segments will be rounded
* up to the nearest factor of four.
*
* @param angle The minimum angle in degrees between consecutive segments. The
* angle will increase if the the segments hit the minimum edge length.
* Default is 10 degrees.
*/
///@{
export function setMinCircularAngle(angle: number): void;
/**
* Sets a length constraint the default number of circular segments for the
* {@link CrossSection.circle}, {@link Manifold.cylinder}, {@link
* Manifold.sphere}, and
* {@link Manifold.revolve} constructors. The number of segments will be rounded
* up to the nearest factor of four.
*
* @param length The minimum length of segments. The length will
* increase if the the segments hit the minimum angle. Default is 1.0.
*/
export function setMinCircularEdgeLength(length: number): void;
/**
* Sets the default number of circular segments for the
* {@link CrossSection.circle}, {@link Manifold.cylinder}, {@link
* Manifold.sphere}, and
* {@link Manifold.revolve} constructors. Overrides the edge length and angle
* constraints and sets the number of segments to exactly this value.
*
* @param segments Number of circular segments. Default is 0, meaning no
* constraint is applied.
*/
export function setCircularSegments(segments: number): void;
/**
* Determine the result of the {@link setMinCircularAngle},
* {@link setMinCircularEdgeLength}, and {@link setCircularSegments} defaults.
*
* @param radius For a given radius of circle, determine how many default
* segments there will be.
*/
export function getCircularSegments(radius: number): number;
/**
* Resets the circular construction parameters to their defaults if
* {@link setMinCircularAngle}, {@link setMinCircularEdgeLength}, or {@link
* setCircularSegments} have been called.
*/
export function resetToCircularDefaults(): void;
///@}
export class CrossSection {
@@ -52,12 +90,27 @@ export class CrossSection {
* @param fillRule The filling rule used to interpret polygon sub-regions in
* contours.
*/
constructor(polygons: Polygons, fillRule?: FillRule);
constructor(contours: Polygons, fillRule?: FillRule);
// Shapes
/**
* Constructs a square with the given XY dimensions. By default it is
* positioned in the first quadrant, touching the origin. If any dimensions in
* size are negative, or if all are zero, an empty Manifold will be returned.
*
* @param size The X, and Y dimensions of the square.
* @param center Set to true to shift the center to the origin.
*/
static square(size?: Vec2|number, center?: boolean): CrossSection;
/**
* Constructs a circle of a given radius.
*
* @param radius Radius of the circle. Must be positive.
* @param circularSegments Number of segments along its diameter. Default is
* calculated by the static Quality defaults according to the radius.
*/
static circle(radius: number, circularSegments?: number): CrossSection;
// Extrusions (2d to 3d manifold)
@@ -119,7 +172,7 @@ export class CrossSection {
*
* @param degrees degrees about the Z-axis to rotate.
*/
rotate(v: number): CrossSection;
rotate(degrees: number): CrossSection;
/**
* Scale this CrossSection in space. This operation can be chained. Transforms
@@ -138,7 +191,7 @@ export class CrossSection {
*
* @param ax the axis to be mirrored over
*/
mirror(v: Vec2): CrossSection;
mirror(ax: Vec2): CrossSection;
/**
* Move the vertices of this CrossSection (creating a new one) according to
@@ -282,7 +335,7 @@ export class CrossSection {
* @param fillRule The filling rule used to interpret polygon sub-regions in
* contours.
*/
static ofPolygons(polygons: Polygons, fillRule?: FillRule): CrossSection;
static ofPolygons(contours: Polygons, fillRule?: FillRule): CrossSection;
/**
* Return the contours of this CrossSection as a list of simple polygons.
@@ -327,6 +380,30 @@ export class CrossSection {
delete(): void;
}
/**
* This library's internal representation of an oriented, 2-manifold, triangle
* mesh - a simple boundary-representation of a solid object. Use this class to
* store and operate on solids, and use MeshGL for input and output, or
* potentially Mesh if only basic geometry is required.
*
* In addition to storing geometric data, a Manifold can also store an arbitrary
* number of vertex properties. These could be anything, e.g. normals, UV
* coordinates, colors, etc, but this library is completely agnostic. All
* properties are merely float values indexed by channel number. It is up to the
* user to associate channel numbers with meaning.
*
* Manifold allows vertex properties to be shared for efficient storage, or to
* have multiple property verts associated with a single geometric vertex,
* allowing sudden property changes, e.g. at Boolean intersections, without
* sacrificing manifoldness.
*
* Manifolds also keep track of their relationships to their inputs, via
* OriginalIDs and the faceIDs and transforms accessible through MeshGL. This
* allows object-level properties to be re-associated with the output after many
* operations, particularly useful for materials. Since separate object's
* properties are not mixed, there is no requirement that channels have
* consistent meaning between different inputs.
*/
export class Manifold {
/**
* Convert a Mesh into a Manifold, retaining its properties and merging only
@@ -492,10 +569,14 @@ export class Manifold {
* performance.
* @param level You can inset your Mesh by using a positive value, or outset
* it with a negative value.
* @param tolerance Ensure each vertex is within this distance of the true
* surface. Defaults to -1, which will return the interpolated
* crossing-point based on the two nearest grid points. Small positive values
* will require more sdf evaluations per output vertex.
*/
static levelSet(
sdf: (point: Vec3) => number, bounds: Box, edgeLength: number,
level?: number): Manifold;
level?: number, tolerance?: number): Manifold;
// Transformations
@@ -546,7 +627,7 @@ export class Manifold {
*
* @param normal The normal vector of the plane to be mirrored over
*/
mirror(v: Vec3): Manifold;
mirror(normal: Vec3): Manifold;
/**
* This function does not change the topology, but allows the vertices to be
@@ -559,6 +640,37 @@ export class Manifold {
*/
warp(warpFunc: (vert: Vec3) => void): Manifold;
/**
* Smooths out the Manifold by filling in the halfedgeTangent vectors. The
* geometry will remain unchanged until Refine or RefineToLength is called to
* interpolate the surface. This version uses the supplied vertex normal
* properties to define the tangent vectors.
*
* @param normalIdx The first property channel of the normals. NumProp must be
* at least normalIdx + 3. Any vertex where multiple normals exist and don't
* agree will result in a sharp edge.
*/
smoothByNormals(normalIdx: number): Manifold;
/**
* Smooths out the Manifold by filling in the halfedgeTangent vectors. The
* geometry will remain unchanged until Refine or RefineToLength is called to
* interpolate the surface. This version uses the geometry of the triangles
* and pseudo-normals to define the tangent vectors.
*
* @param minSharpAngle degrees, default 60. Any edges with angles greater
* than this value will remain sharp. The rest will be smoothed to G1
* continuity, with the caveat that flat faces of three or more triangles will
* always remain flat. With a value of zero, the model is faceted, but in this
* case there is no point in smoothing.
*
* @param minSmoothness range: 0 - 1, default 0. The smoothness applied to
* sharp angles. The default gives a hard edge, while values > 0 will give a
* small fillet on these sharp edges. A value of 1 is equivalent to a
* minSharpAngle of 180 - all edges will be smooth.
*/
smoothOut(minSharpAngle?: number, minSmoothness?: number): Manifold;
/**
* Increase the density of the mesh by splitting every edge into n pieces. For
* instance, with n = 2, each triangle will be split into 4 triangles. These
@@ -571,6 +683,32 @@ export class Manifold {
*/
refine(n: number): Manifold;
/**
* Increase the density of the mesh by splitting each edge into pieces of
* roughly the input length. Interior verts are added to keep the rest of the
* triangulation edges also of roughly the same length. If halfedgeTangents
* are present (e.g. from the Smooth() constructor), the new vertices will be
* moved to the interpolated surface according to their barycentric
* coordinates.
*
* @param length The length that edges will be broken down to.
*/
refineToLength(length: number): Manifold;
/**
* Increase the density of the mesh by splitting each edge into pieces such
* that any point on the resulting triangles is roughly within tolerance of
* the smoothly curved surface defined by the tangent vectors. This means
* tightly curving regions will be divided more finely than smoother regions.
* If halfedgeTangents are not present, the result will simply be a copy of
* the original. Quads will ignore their interior triangle bisector.
*
* @param tolerance The desired maximum distance between the faceted mesh
* produced and the exact smoothly curving surface. All vertices are exactly
* on the surface, within rounding error.
*/
refineToTolerance(tolerance: number): Manifold;
/**
* Create a new copy of this manifold with updated vertex properties by
* supplying a function that takes the existing position and properties as
@@ -606,6 +744,24 @@ export class Manifold {
*/
calculateCurvature(gaussianIdx: number, meanIdx: number): Manifold;
/**
* Fills in vertex properties for normal vectors, calculated from the mesh
* geometry. Flat faces composed of three or more triangles will remain flat.
*
* @param normalIdx The property channel in which to store the X
* values of the normals. The X, Y, and Z channels will be sequential. The
* property set will be automatically expanded to include up through normalIdx
* + 2.
*
* @param minSharpAngle Any edges with angles greater than this value will
* remain sharp, getting different normal vector properties on each side of
* the edge. By default, no edges are sharp and all normals are shared. With a
* value of zero, the model is faceted and all normals match their triangle
* normals, but in this case it would be better not to calculate normals at
* all.
*/
calculateNormals(normalIdx: number, minSharpAngle: number): Manifold;
// Boolean Operations
/**
@@ -685,6 +841,22 @@ export class Manifold {
*/
trimByPlane(normal: Vec3, originOffset: number): Manifold;
/**
* Returns the cross section of this object parallel to the X-Y plane at the
* specified height. Using a height equal to the bottom
* of the bounding box will return the bottom faces, while using a height
* equal to the top of the bounding box will return empty.
*
* @param height Z-level of slice.
*/
slice(height: number): CrossSection;
/**
* Returns a cross section representing the projected outline of this object
* onto the X-Y plane.
*/
project(): CrossSection;
// Convex Hulls
/**
@@ -757,14 +929,20 @@ export class Manifold {
boundingBox(): Box;
/**
* Returns the precision of this Manifold's vertices, which tracks the
* Returns the tolerance of this Manifold's vertices, which tracks the
* approximate rounding error over all the transforms and operations that have
* led to this state. Any triangles that are colinear within this precision
* led to this state. Any triangles that are colinear within this tolerance
* are considered degenerate and removed. This is the value of &epsilon;
* defining
* [&epsilon;-valid](https://github.com/elalish/manifold/wiki/Manifold-Library#definition-of-%CE%B5-valid).
*/
precision(): number;
tolerance(): number;
/**
* Return a copy of the manifold with the set tolerance value.
* This performs mesh simplification when the tolerance value is increased.
*/
setTolerance(tolerance: number): Manifold;
/**
* The genus is a topological property of the manifold, representing the
@@ -774,12 +952,20 @@ export class Manifold {
genus(): number;
/**
* Returns the surface area and volume of the manifold. These properties are
* clamped to zero for a given face if they are within the Precision(). This
* means degenerate manifolds can by identified by testing these properties as
* == 0.
* Returns the surface area of the manifold.
*/
getProperties(): Properties;
surfaceArea(): number;
/**
* Returns the volume of the manifold.
*/
volume(): number;
/**
* Returns the minimum gap between two manifolds. Returns a float between
* 0 and searchLength.
*/
minGap(other: Manifold, searchLength: number): number;
// Export
@@ -789,14 +975,15 @@ export class Manifold {
* includes relations to all the input meshes that form a part of this result
* and the transforms applied to each.
*
* @param normalIdx If the original Mesh inputs that formed this manifold had
* properties corresponding to normal vectors, you can specify which property
* channels these are (x, y, z), which will cause this output Mesh to
* automatically update these normals according to the applied transforms and
* front/back side. Each channel must be >= 3 and < numProp, and all original
* Meshes must use the same channels for their normals.
* @param normalIdx If the original MeshGL inputs that formed this manifold
* had properties corresponding to normal vectors, you can specify the first
* of the three consecutive property channels forming the (x, y, z) normals,
* which will cause this output MeshGL to automatically update these normals
* according to the applied transforms and front/back side. normalIdx + 3 must
* be <= numProp, and all original MeshGLs must use the same channels for
* their normals.
*/
getMesh(normalIdx?: Vec3): Mesh;
getMesh(normalIdx?: number): Mesh;
// ID Management
@@ -838,19 +1025,7 @@ export class Manifold {
delete(): void;
}
export class Mesh {
constructor(options: {
numProp: number,
vertProperties: Float32Array,
triVerts: Uint32Array,
mergeFromVert?: Uint32Array,
mergeToVert?: Uint32Array,
runIndex?: Uint32Array,
runOriginalID?: Uint32Array,
runTransform?: Float32Array,
faceID?: Uint32Array,
halfedgeTangent?: Float32Array
});
export interface MeshOptions {
numProp: number;
vertProperties: Float32Array;
triVerts: Uint32Array;
@@ -861,13 +1036,161 @@ export class Mesh {
runTransform?: Float32Array;
faceID?: Uint32Array;
halfedgeTangent?: Float32Array;
}
/**
* An alternative to Mesh for output suitable for pushing into graphics
* libraries directly. This may not be manifold since the verts are duplicated
* along property boundaries that do not match. The additional merge vectors
* store this missing information, allowing the manifold to be reconstructed.
*/
export class Mesh {
constructor(options: MeshOptions);
/**
* Number of properties per vertex, always >= 3.
*/
numProp: number;
/**
* Flat, GL-style interleaved list of all vertex properties: propVal =
* vertProperties[vert * numProp + propIdx]. The first three properties are
* always the position x, y, z.
*/
vertProperties: Float32Array;
/**
* The vertex indices of the three triangle corners in CCW (from the outside)
* order, for each triangle.
*/
triVerts: Uint32Array;
/**
* Optional: A list of only the vertex indicies that need to be merged to
* reconstruct the manifold.
*/
mergeFromVert: Uint32Array;
/**
* Optional: The same length as mergeFromVert, and the corresponding value
* contains the vertex to merge with. It will have an identical position, but
* the other properties may differ.
*/
mergeToVert: Uint32Array;
/**
* Optional: Indicates runs of triangles that correspond to a particular
* input mesh instance. The runs encompass all of triVerts and are sorted
* by runOriginalID. Run i begins at triVerts[runIndex[i]] and ends at
* triVerts[runIndex[i+1]]. All runIndex values are divisible by 3. Returned
* runIndex will always be 1 longer than runOriginalID, but same length is
* also allowed as input: triVerts.size() will be automatically appended in
* this case.
*/
runIndex: Uint32Array;
/**
* Optional: The OriginalID of the mesh this triangle run came from. This ID
* is ideal for reapplying materials to the output mesh. Multiple runs may
* have the same ID, e.g. representing different copies of the same input
* mesh. If you create an input MeshGL that you want to be able to reference
* as one or more originals, be sure to set unique values from ReserveIDs().
*/
runOriginalID: Uint32Array;
/**
* Optional: For each run, a 3x4 transform is stored representing how the
* corresponding original mesh was transformed to create this triangle run.
* This matrix is stored in column-major order and the length of the overall
* vector is 12 * runOriginalID.size().
*/
runTransform: Float32Array;
/**
* Optional: Length NumTri, contains an ID of the source face this triangle
* comes from. When auto-generated, this ID will be a triangle index into the
* original mesh. All neighboring coplanar triangles from that input mesh
* will refer to a single triangle of that group as the faceID. When
* supplying faceIDs, ensure that triangles with the same ID are in fact
* coplanar and have consistent properties (within some tolerance) or the
* output will be surprising.
*/
faceID: Uint32Array;
/**
* Optional: The X-Y-Z-W weighted tangent vectors for smooth Refine(). If
* non-empty, must be exactly four times as long as Mesh.triVerts. Indexed
* as 4 * (3 * tri + i) + j, i < 3, j < 4, representing the tangent value
* Mesh.triVerts[tri][i] along the CCW edge. If empty, mesh is faceted.
*/
halfedgeTangent: Float32Array;
/**
* Number of triangles
*/
get numTri(): number;
/**
* Number of property vertices
*/
get numVert(): number;
/**
* Number of triangle runs. Each triangle run is a set of consecutive
* triangles that all come from the same instance of the same input mesh.
*/
get numRun(): number;
/**
* Updates the mergeFromVert and mergeToVert vectors in order to create a
* manifold solid. If the MeshGL is already manifold, no change will occur and
* the function will return false. Otherwise, this will merge verts along open
* edges within tolerance (the maximum of the MeshGL tolerance and the
* baseline bounding-box tolerance), keeping any from the existing merge
* vectors.
*
* There is no guarantee the result will be manifold - this is a best-effort
* helper function designed primarily to aid in the case where a manifold
* multi-material MeshGL was produced, but its merge vectors were lost due to
* a round-trip through a file format. Constructing a Manifold from the result
* will report a Status if it is not manifold.
*/
merge(): boolean;
/**
* Gets the three vertex indices of this triangle in CCW order.
*
* @param tri triangle index.
*/
verts(tri: number): SealedUint32Array<3>;
/**
* Gets the x, y, z position of this vertex.
*
* @param vert vertex index.
*/
position(vert: number): SealedFloat32Array<3>;
/**
* Gets any other properties associated with this vertex.
*
* @param vert vertex index.
*/
extras(vert: number): Float32Array;
/**
* Gets the tangent vector starting at verts(tri)[j] pointing to the next
* Bezier point along the CCW edge. The fourth value is its weight.
*
* @param halfedge halfedge index: 3 * tri + j, where j is 0, 1, or 2.
*/
tangent(halfedge: number): SealedFloat32Array<4>;
/**
* Gets the column-major 4x4 matrix transform from the original mesh to these
* related triangles.
*
* @param run triangle run index.
*/
transform(run: number): Mat4;
}
+12 -4
View File
@@ -22,6 +22,18 @@ export interface SealedFloat32Array<N extends number> extends Float32Array {
export type Vec2 = [number, number];
export type Vec3 = [number, number, number];
// 3x3 matrix stored in column-major order
export type Mat3 = [
number,
number,
number,
number,
number,
number,
number,
number,
number,
];
// 4x4 matrix stored in column-major order
export type Mat4 = [
number,
@@ -55,9 +67,5 @@ export type Smoothness = {
halfedge: number,
smoothness: number
};
export type Properties = {
surfaceArea: number,
volume: number
};
export type FillRule = 'EvenOdd'|'NonZero'|'Positive'|'Negative'
export type JoinType = 'Square'|'Round'|'Miter'
+1
View File
@@ -28,6 +28,7 @@ export interface ManifoldToplevel {
setMinCircularEdgeLength: typeof T.setMinCircularEdgeLength;
setCircularSegments: typeof T.setCircularSegments;
getCircularSegments: typeof T.getCircularSegments;
resetToCircularDefaults: typeof T.resetToCircularDefaults;
setup: () => void;
}
+333 -2
View File
@@ -1,13 +1,344 @@
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"name": "manifold-3d",
"version": "2.1.0",
"version": "2.5.1",
"lockfileVersion": 2,
"requires": true,
"packages": {
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"name": "manifold-3d",
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"license": "Apache-2.0",
"devDependencies": {
"typedoc": "^0.26.6"
}
},
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"node": ">=0.12"
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"dependencies": {
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"balanced-match": {
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"dev": true,
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"resolved": "https://registry.npmjs.org/uc.micro/-/uc.micro-2.1.0.tgz",
"integrity": "sha512-ARDJmphmdvUk6Glw7y9DQ2bFkKBHwQHLi2lsaH6PPmz/Ka9sFOBsBluozhDltWmnv9u/cF6Rt87znRTPV+yp/A==",
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"integrity": "sha512-2wWLbGbYDiSqqIKoPjar3MPgB94ErzCtrNE1FdqGuaO0pi2JGjmE8aW8TDZwzU7vuxcGRdL/4gPQwQ7hD5AMSw==",
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}
+8 -2
View File
@@ -1,8 +1,11 @@
{
"name": "manifold-3d",
"version": "2.1.0",
"version": "3.0.0",
"description": "Geometry library for topological robustness",
"main": "manifold.js",
"scripts": {
"docs": "npx typedoc"
},
"files": [
"manifold.js",
"manifold.wasm",
@@ -35,5 +38,8 @@
"bugs": {
"url": "https://github.com/elalish/manifold/issues"
},
"homepage": "https://github.com/elalish/manifold#readme"
"homepage": "https://github.com/elalish/manifold#readme",
"devDependencies": {
"typedoc": "^0.26.6"
}
}
+9
View File
@@ -0,0 +1,9 @@
// typedoc.json
{
"entryPoints": [
"manifold-encapsulated-types.d.ts",
"manifold-global-types.d.ts"
],
"projectDocuments": ["documents/*.md"],
"out": "docs"
}
+39
View File
@@ -0,0 +1,39 @@
# Copyright 2024 The Manifold Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
function(exportbin TARGET)
if(MSVC)
set_target_properties(
${TARGET}
PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/bin
)
endif()
endfunction()
function(exportlib TARGET)
add_library(manifold::${TARGET} ALIAS ${TARGET})
set_target_properties(
${TARGET}
PROPERTIES VERSION "${MANIFOLD_VERSION}" SOVERSION ${MANIFOLD_VERSION_MAJOR}
)
if(MSVC)
set_target_properties(
${TARGET}
PROPERTIES
WINDOWS_EXPORT_ALL_SYMBOLS ON
LIBRARY_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/lib
ARCHIVE_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/lib
)
endif()
endfunction()
+90
View File
@@ -0,0 +1,90 @@
# Copyright 2024 The Manifold Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
# configuration summary, idea from openscad
# https://github.com/openscad/openscad/blob/master/cmake/Modules/info.cmake
get_target_property(MANIFOLD_COMPILE_OPTIONS manifold COMPILE_OPTIONS)
get_target_property(MANIFOLD_LINK_OPTIONS manifold LINK_OPTIONS)
if(MANIFOLD_LINK_OPTIONS STREQUAL "MANIFOLD_LINK_OPTIONS-NOTFOUND")
set(MANIFOLD_LINK_OPTIONS "")
endif()
message(STATUS "====================================")
message(STATUS "Manifold Build Configuration Summary")
message(STATUS "====================================")
message(STATUS " ")
if(MXECROSS)
message(STATUS "Environment: MXE")
elseif(APPLE)
message(STATUS "Environment: macOS")
elseif(WIN32)
if(MINGW)
message(STATUS "Environment: msys2")
else()
message(STATUS "Environment: Windows")
endif()
elseif(LINUX)
message(STATUS "Environment: Linux")
elseif(UNIX)
message(STATUS "Environment: Unknown Unix")
else()
message(STATUS "Environment: Unknown")
endif()
message(STATUS " ")
message(STATUS "CMAKE_VERSION: ${CMAKE_VERSION}")
message(STATUS "CMAKE_TOOLCHAIN_FILE: ${CMAKE_TOOLCHAIN_FILE}")
message(STATUS "CMAKE_GENERATOR: ${CMAKE_GENERATOR}")
message(STATUS "CPACK_CMAKE_GENERATOR: ${CPACK_CMAKE_GENERATOR}")
message(STATUS "CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE}")
message(STATUS "CMAKE_PREFIX_PATH: ${CMAKE_PREFIX_PATH}")
message(STATUS "CMAKE_CXX_COMPILER_ID: ${CMAKE_CXX_COMPILER_ID}")
message(STATUS "CMAKE_CXX_COMPILER_VERSION: ${CMAKE_CXX_COMPILER_VERSION}")
if(APPLE)
message(
STATUS
"CMAKE_OSX_DEPLOYMENT_TARGET: ${CMAKE_OSX_DEPLOYMENT_TARGET}"
)
message(STATUS "CMAKE_OSX_ARCHITECTURES: ${CMAKE_OSX_ARCHITECTURES}")
endif()
message(STATUS "BUILD_SHARED_LIBS: ${BUILD_SHARED_LIBS}")
message(STATUS " ")
message(STATUS "MANIFOLD_VERSION: ${MANIFOLD_VERSION}")
message(STATUS "MANIFOLD_PAR: ${MANIFOLD_PAR}")
message(STATUS "MANIFOLD_CROSS_SECTION: ${MANIFOLD_CROSS_SECTION}")
message(STATUS "MANIFOLD_EXPORT: ${MANIFOLD_EXPORT}")
message(STATUS "MANIFOLD_TEST: ${MANIFOLD_TEST}")
message(STATUS "MANIFOLD_DEBUG: ${MANIFOLD_DEBUG}")
message(STATUS "MANIFOLD_CBIND: ${MANIFOLD_CBIND}")
message(STATUS "MANIFOLD_PYBIND: ${MANIFOLD_PYBIND}")
message(STATUS "MANIFOLD_JSBIND: ${MANIFOLD_JSBIND}")
message(STATUS "MANIFOLD_FLAGS: ${MANIFOLD_FLAGS}")
# these two include global flags added through add_compile_options and
# add_link_options
message(STATUS "MANIFOLD_COMPILE_OPTIONS: ${MANIFOLD_COMPILE_OPTIONS}")
message(STATUS "MANIFOLD_LINK_OPTIONS: ${MANIFOLD_LINK_OPTIONS}")
message(STATUS "MANIFOLD_DOWNLOADS: ${MANIFOLD_DOWNLOADS}")
message(STATUS "MANIFOLD_USE_BUILTIN_TBB: ${MANIFOLD_USE_BUILTIN_TBB}")
message(
STATUS
"MANIFOLD_USE_BUILTIN_CLIPPER2: ${MANIFOLD_USE_BUILTIN_CLIPPER2}"
)
message(
STATUS
"MANIFOLD_USE_BUILTIN_NANOBIND: ${MANIFOLD_USE_BUILTIN_NANOBIND}"
)
message(STATUS "MANIFOLD_FUZZ: ${MANIFOLD_FUZZ}")
message(STATUS "TRACY_ENABLE: ${TRACY_ENABLE}")
message(STATUS "TRACY_MEMORY_USAGE: ${TRACY_MEMORY_USAGE}")
message(STATUS " ")
+12
View File
@@ -0,0 +1,12 @@
prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=${prefix}
libdir=@CMAKE_INSTALL_FULL_LIBDIR@
includedir=@CMAKE_INSTALL_FULL_INCLUDEDIR@
Name: manifold@PCFILE_LIB_SUFFIX@
Description: Geometry library for topological robustness
Version: @MANIFOLD_VERSION@
URL: https://github.com/elalish/manifold
Requires-private: @TEMPLATE_OPTIONAL_TBB@ @TEMPLATE_OPTIONAL_CLIPPER@
Libs: -L${libdir} -lmanifold@PCFILE_LIB_SUFFIX@
Cflags: -I${includedir} -std=c++17
+29
View File
@@ -0,0 +1,29 @@
# Compute the installation prefix relative to this file, so we can have the
# subsequent find_package calls first check for bundled dependencies.
get_filename_component(_FIND_ROOT "${CMAKE_CURRENT_LIST_FILE}" PATH)
# CMAKE_CURRENT_LIST_FILE path is several directories below the path we want
# for _FIND_ROOT, so we need multiple get_filename_component calls to trim it
# back to the the root path.
get_filename_component(_FIND_ROOT "${_FIND_ROOT}" PATH)
get_filename_component(_FIND_ROOT "${_FIND_ROOT}" PATH)
get_filename_component(_FIND_ROOT "${_FIND_ROOT}" PATH)
if(_FIND_ROOT STREQUAL "/")
set(_FIND_ROOT "")
endif()
set(MANIFOLD_CROSS_SECTION "@MANIFOLD_CROSS_SECTION@")
set(MANIFOLD_USE_BUILTIN_CLIPPER2 "@MANIFOLD_USE_BUILTIN_CLIPPER2@")
if(MANIFOLD_CROSS_SECTION AND NOT MANIFOLD_USE_BUILTIN_CLIPPER2)
set(Clipper2_ROOT "${_FIND_ROOT}")
find_package(Clipper2 REQUIRED)
endif()
set(MANIFOLD_PAR "@MANIFOLD_PAR@")
set(MANIFOLD_USE_BUILTIN_TBB "@MANIFOLD_USE_BUILTIN_TBB@")
if(MANIFOLD_PAR STREQUAL "ON" AND NOT MANIFOLD_USE_BUILTIN_TBB)
find_package(TBB REQUIRED)
endif()
set(MANIFOLD_EXPORT "@MANIFOLD_EXPORT@")
if(MANIFOLD_EXPORT)
find_package(assimp REQUIRED)
endif(MANIFOLD_EXPORT)
include("${CMAKE_CURRENT_LIST_DIR}/manifoldTargets.cmake")
+232
View File
@@ -0,0 +1,232 @@
# Copyright 2024 The Manifold Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
include(FetchContent)
function(logmissingdep PKG)
# if this is already in FETCHCONTENT_SOURCE_DIR_X, we don't have to
# download...
if(DEFINED FETCHCONTENT_SOURCE_DIR_${PKG})
return()
endif()
if(NOT MANIFOLD_DOWNLOADS)
if(ARGC EQUAL 3)
set(MSG "${ARGV2} enabled, but ${PKG} was not found ")
string(APPEND MSG "and dependency downloading is disabled. ")
else()
set(MSG "${PKG} not found, and dependency downloading disabled. ")
endif()
string(APPEND MSG "Please install ${PKG} and reconfigure.\n")
message(FATAL_ERROR ${MSG})
else()
message(STATUS "${PKG} not found, downloading from source")
endif()
endfunction()
set(OLD_BUILD_SHARED_LIBS ${BUILD_SHARED_LIBS})
# we build fetched dependencies as static library
set(BUILD_SHARED_LIBS OFF)
# If we're building parallel, we need tbb
if(MANIFOLD_PAR)
find_package(Threads REQUIRED)
if(NOT MANIFOLD_USE_BUILTIN_TBB)
find_package(TBB QUIET)
find_package(PkgConfig QUIET)
if(NOT TBB_FOUND AND PKG_CONFIG_FOUND)
pkg_check_modules(TBB tbb)
endif()
endif()
if(TBB_FOUND)
if(NOT TARGET TBB::tbb)
if(NOT TARGET tbb)
add_library(TBB::tbb SHARED IMPORTED)
set_property(
TARGET TBB::tbb
PROPERTY IMPORTED_LOCATION ${TBB_LINK_LIBRARIES}
)
target_include_directories(TBB::tbb INTERFACE ${TBB_INCLUDE_DIRS})
else()
add_library(TBB::tbb ALIAS tbb)
endif()
endif()
else()
logmissingdep("TBB" , "Parallel mode")
set(MANIFOLD_USE_BUILTIN_TBB ON)
set(TBB_TEST OFF CACHE INTERNAL "" FORCE)
set(TBB_STRICT OFF CACHE INTERNAL "" FORCE)
FetchContent_Declare(
TBB
GIT_REPOSITORY https://github.com/oneapi-src/oneTBB.git
GIT_TAG v2021.11.0
GIT_PROGRESS TRUE
EXCLUDE_FROM_ALL
)
FetchContent_MakeAvailable(TBB)
endif()
endif()
# If we're building cross_section, we need Clipper2
if(MANIFOLD_CROSS_SECTION)
if(NOT MANIFOLD_USE_BUILTIN_CLIPPER2)
find_package(Clipper2 QUIET)
if(NOT Clipper2_FOUND AND PKG_CONFIG_FOUND)
pkg_check_modules(Clipper2 Clipper2)
endif()
endif()
if(Clipper2_FOUND)
add_library(Clipper2 SHARED IMPORTED)
set_property(
TARGET Clipper2
PROPERTY IMPORTED_LOCATION ${Clipper2_LINK_LIBRARIES}
)
if(WIN32)
set_property(
TARGET Clipper2
PROPERTY IMPORTED_IMPLIB ${Clipper2_LINK_LIBRARIES}
)
endif()
target_include_directories(Clipper2 INTERFACE ${Clipper2_INCLUDE_DIRS})
else()
logmissingdep("Clipper2" , "cross_section")
set(MANIFOLD_USE_BUILTIN_CLIPPER2 ON)
set(CLIPPER2_UTILS OFF)
set(CLIPPER2_EXAMPLES OFF)
set(CLIPPER2_TESTS OFF)
set(
CLIPPER2_USINGZ
OFF
CACHE BOOL
"Preempt cache default of USINGZ (we only use 2d)"
)
FetchContent_Declare(
Clipper2
GIT_REPOSITORY https://github.com/AngusJohnson/Clipper2.git
GIT_TAG ff378668baae3570e9d8070aa9eb339bdd5a6aba
GIT_PROGRESS TRUE
SOURCE_SUBDIR CPP
EXCLUDE_FROM_ALL
)
FetchContent_MakeAvailable(Clipper2)
endif()
if(NOT TARGET Clipper2::Clipper2)
add_library(Clipper2::Clipper2 ALIAS Clipper2)
endif()
endif()
if(TRACY_ENABLE)
logmissingdep("tracy" , "TRACY_ENABLE")
FetchContent_Declare(
tracy
GIT_REPOSITORY https://github.com/wolfpld/tracy.git
GIT_TAG v0.10
GIT_SHALLOW TRUE
GIT_PROGRESS TRUE
EXCLUDE_FROM_ALL
)
FetchContent_MakeAvailable(tracy)
endif()
# If we're supporting mesh I/O, we need assimp
if(MANIFOLD_EXPORT)
find_package(assimp REQUIRED)
endif()
if(MANIFOLD_PYBIND)
if(Python_VERSION VERSION_LESS 3.12)
find_package(Python COMPONENTS Interpreter Development.Module REQUIRED)
else()
find_package(Python COMPONENTS Interpreter Development.SABIModule REQUIRED)
endif()
if(Python_VERSION VERSION_GREATER_EQUAL 3.11)
set(MANIFOLD_PYBIND_STUBGEN ON)
else()
# stubgen does not support version less than 3.11
set(MANIFOLD_PYBIND_STUBGEN OFF)
message("Python version too old, stub will not be generated")
endif()
if(NOT MANIFOLD_USE_BUILTIN_NANOBIND)
execute_process(
COMMAND "${Python_EXECUTABLE}" -m nanobind --version
OUTPUT_STRIP_TRAILING_WHITESPACE
OUTPUT_VARIABLE NB_VERSION
)
endif()
# we are fine with 2.0.0
if(NB_VERSION VERSION_GREATER_EQUAL 2.0.0)
message("Found nanobind, version ${NB_VERSION}")
execute_process(
COMMAND "${Python_EXECUTABLE}" -m nanobind --cmake_dir
OUTPUT_STRIP_TRAILING_WHITESPACE
OUTPUT_VARIABLE nanobind_ROOT
)
find_package(nanobind CONFIG REQUIRED)
else()
logmissingdep("nanobind" , "MANIFOLD_PYBIND")
set(MANIFOLD_USE_BUILTIN_NANOBIND ON)
FetchContent_Declare(
nanobind
GIT_REPOSITORY https://github.com/wjakob/nanobind.git
GIT_TAG
784efa2a0358a4dc5432c74f5685ee026e20f2b6 # v2.2.0
GIT_PROGRESS TRUE
EXCLUDE_FROM_ALL
)
FetchContent_MakeAvailable(nanobind)
set(NB_VERSION 2.2.0)
endif()
if(NB_VERSION VERSION_LESS 2.1.0)
message("Nanobind version too old, stub will not be generated")
set(MANIFOLD_PYBIND_STUBGEN OFF)
endif()
endif()
if(MANIFOLD_TEST)
find_package(GTest QUIET)
if(NOT GTest_FOUND)
logmissingdep("GTest" , "MANIFOLD_TEST")
set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
# Prevent installation of GTest with your project
set(INSTALL_GTEST OFF CACHE BOOL "" FORCE)
set(INSTALL_GMOCK OFF CACHE BOOL "" FORCE)
include(FetchContent)
FetchContent_Declare(
googletest
GIT_REPOSITORY https://github.com/google/googletest.git
GIT_TAG v1.14.0
GIT_SHALLOW TRUE
GIT_PROGRESS TRUE
FIND_PACKAGE_ARGS NAMES GTest gtest
EXCLUDE_FROM_ALL
)
FetchContent_MakeAvailable(googletest)
endif()
if(NOT TARGET GTest::gtest_main)
add_library(GTest::gtest_main ALIAS gtest_main)
endif()
endif()
if(MANIFOLD_FUZZ)
logmissingdep("fuzztest" , "MANIFOLD_FUZZ")
FetchContent_Declare(
fuzztest
GIT_REPOSITORY https://github.com/google/fuzztest.git
GIT_TAG 2606e04a43e5a7730e437a849604a61f1cb0ff28
GIT_PROGRESS TRUE
)
FetchContent_MakeAvailable(fuzztest)
endif()
set(BUILD_SHARED_LIBS ${OLD_BUILD_SHARED_LIBS})
+29
View File
@@ -0,0 +1,29 @@
// Copyright 2024 The Manifold Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#pragma once
#define MANIFOLD_VERSION_MAJOR @MANIFOLD_VERSION_MAJOR@
#define MANIFOLD_VERSION_MINOR @MANIFOLD_VERSION_MINOR@
#define MANIFOLD_VERSION_PATCH @MANIFOLD_VERSION_PATCH@
// Comparable version numbers to check version in code or preprocessing.
// Check if your minimum requirements are met with e.g.
// MANIFOLD_VERSION > MANIFOLD_VERSION_NUMBER(2, 5, 1)
#define MANIFOLD_VERSION_NUMBER(v_major, v_minor, v_patch) \
(((v_major) * 1000000) + ((v_minor) * 1000) + (v_patch))
#define MANIFOLD_VERSION MANIFOLD_VERSION_NUMBER(MANIFOLD_VERSION_MAJOR, \
MANIFOLD_VERSION_MINOR, \
MANIFOLD_VERSION_PATCH)
+19 -16
View File
@@ -12,37 +12,40 @@
# See the License for the specific language governing permissions and
# limitations under the License.
project(extras)
if(NOT MANIFOLD_TEST)
return()
endif()
add_executable(perfTest perf_test.cpp)
target_link_libraries(perfTest manifold)
target_compile_options(perfTest PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(perfTest PUBLIC cxx_std_17)
exportbin(perfTest)
if(MANIFOLD_PAR AND NOT MSVC)
add_executable(stlTest stl_test.cpp)
target_link_libraries(stlTest PRIVATE manifold TBB::tbb)
target_compile_options(stlTest PRIVATE ${MANIFOLD_FLAGS})
endif()
add_executable(largeSceneTest large_scene_test.cpp)
target_link_libraries(largeSceneTest manifold)
target_compile_options(largeSceneTest PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(largeSceneTest PUBLIC cxx_std_17)
exportbin(largeSceneTest)
if(MANIFOLD_DEBUG)
add_executable(minimizeTestcase minimize_testcase.cpp)
target_link_libraries(minimizeTestcase polygon)
target_link_libraries(
minimizeTestcase
manifold
$<$<BOOL:${MANIFOLD_PAR}>:TBB::tbb>
)
target_compile_options(minimizeTestcase PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(minimizeTestcase PUBLIC cxx_std_17)
exportbin(minimizeTestcase)
endif()
if(MANIFOLD_EXPORT)
add_executable(convertFile convert_file.cpp)
target_link_libraries(convertFile manifold meshIO)
target_link_libraries(convertFile manifold manifold)
target_compile_options(convertFile PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(convertFile PUBLIC cxx_std_17)
endif()
if(BUILD_TEST_CGAL)
add_executable(perfTestCGAL perf_test_cgal.cpp)
find_package(CGAL REQUIRED COMPONENTS Core)
target_compile_definitions(perfTestCGAL PRIVATE CGAL_USE_GMPXX)
target_link_libraries(perfTestCGAL manifold CGAL::CGAL CGAL::CGAL_Core)
target_compile_options(perfTestCGAL PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(perfTestCGAL PUBLIC cxx_std_17)
exportbin(convertFile)
endif()
+5 -6
View File
@@ -14,8 +14,8 @@
#include <iostream>
#include "manifold.h"
#include "meshIO.h"
#include "manifold/manifold.h"
#include "manifold/meshIO.h"
using namespace manifold;
@@ -49,10 +49,9 @@ int main(int argc, char** argv) {
const std::vector<Manifold> parts = manifold.Decompose();
std::cout << parts.size() << " objects:" << std::endl;
for (const Manifold& part : parts) {
auto prop = part.GetProperties();
std::cout << part.NumVert() << " vertices, " << part.NumTri()
<< " triangles, volume = " << prop.volume
<< ", surface area = " << prop.surfaceArea << std::endl;
<< " triangles, volume = " << part.Volume()
<< ", surface area = " << part.SurfaceArea() << std::endl;
}
if (argc == 3) {
@@ -64,4 +63,4 @@ int main(int argc, char** argv) {
}
return 0;
}
}
+3 -3
View File
@@ -15,7 +15,7 @@
#include <chrono>
#include <iostream>
#include "manifold.h"
#include "manifold/manifold.h"
using namespace manifold;
@@ -23,7 +23,7 @@ using namespace manifold;
Build & execute with the following command:
( mkdir -p build && cd build && \
cmake -DCMAKE_BUILD_TYPE=Release -DMANIFOLD_PAR=TBB .. && \
cmake -DCMAKE_BUILD_TYPE=Release -DMANIFOLD_PAR=ON .. && \
make -j && \
time ./extras/largeSceneTest 50 )
*/
@@ -41,7 +41,7 @@ int main(int argc, char **argv) {
for (int k = 0; k < n; ++k) {
if (i == 0 && j == 0 && k == 0) continue;
Manifold sphere = Manifold::Sphere(1).Translate(glm::vec3(i, j, k));
Manifold sphere = Manifold::Sphere(1).Translate(vec3(i, j, k));
scene = scene.Boolean(sphere, OpType::Add);
}
}

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