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17 Commits
Author SHA1 Message Date
Emmett Lalish d564b675b8 updated test 2023-02-10 22:34:12 -08:00
Emmett Lalish ef60fb6da1 renormalize 2023-02-07 23:11:22 -08:00
Emmett Lalish 6e0728a764 reverted RelatedGL change 2023-02-07 23:08:52 -08:00
Emmett Lalish 6a891bea18 improved test model 2023-02-07 23:02:21 -08:00
Emmett Lalish c87d0d9c24 added normals update 2023-02-07 22:43:20 -08:00
Emmett Lalish 4415cfce46 Transform relations (#315)
* added transforms output

* removed meshids

* read MeshGL runs, IDs, and transforms

* cleanup

* replaced lambdas

* refactor reserveIDs

* refactored reference initialization

* added round-trip test

* added multi-material round trip test

* added faceID round trip test

* back to const inputs

* added missing error types

* shorten CI timeouts

* update docs
2023-02-07 09:50:43 -08:00
Geoff deRosenroll bbb1fabcac Remove Mesh from interface + memcpy depuplication (#313) 2023-01-29 08:34:56 -08:00
Emmett LalishandGeoff deRosenroll f43dded234 Multi-material example (#309)
* removed BufferGeometryUtils

* replaced three.js with gltf-transform

* textured sphere working

* added cubeUV

* added textures

* added relation and sorting to MeshGL

* working textures example!

* added faceID

* removed MeshRelation

* some more removal

* fix output for no properties

* test cleanup

* Add new MeshGL accessors (replacing MeshRelation) (#311)

+ new meshgl accessors + remove mesh_relation_size

* removed meshID from public API

* added input checking for MeshGL

* remove C api

---------

Co-authored-by: Geoff deRosenroll <geoffderosenroll@gmail.com>
2023-01-28 13:02:37 -08:00
Geoff deRosenroll 05f9ceb999 Remove manifold_meshgl_vert_normal from header (impl gone) (#310)
Remove meshgl_vert_normal from header (impl gone)
2023-01-26 08:03:29 -08:00
Emmett LalishandGeoff deRosenroll 422c7f26d9 Property output (#290)
* first pass, boolean math needs refactor to work

* refactored property interpolation

* finished edge_op update

* updated sort

* updated MeshGL

* meshGL -> manifold

* existing tests pass

* prod CI

* fixed floating point error

* construct MeshGL from Mesh

* size fix

* added basic testing

* added property refinement test

* added property boolean test

* bug fix?

* fixed tolerance chacking

* fixed segfault

* fixed more bugs

* fixed mod bug

* basic properties tests passing

* added test

* fixed shared properties

* fixed duplicate merge entries

* compacting property verts

* tightened tests, fixed bug

* added MeshGL export

* fixed more bugs

* fixed coplanar tests

* removed old mesh relation from tests

* fixed property output, but still have extra propVerts

* removed barycentric from MeshRelation

* rename BaryRef to TriRef

* refactored boolean property creation

* moved GetBarycentric back out of the public API

* CreateProperties handles continuous and discontinuous properties

* avoid nan

* widened testing precision

* Update manifoldc to MeshGL breaking changes (#306)

* Update manifoldc to MeshGL breaking changes

* Update to latest MeshRelation/TriRef changes

* updated WASM bindings

* attempt at updating three.js example

* updated JS

* fixed examples

Co-authored-by: Geoff deRosenroll <geoffderosenroll@gmail.com>
2023-01-21 21:41:33 -08:00
pca006132 a701d2be8e weird bug for python binding (#307)
* weird bug for python binding

* formatting
2023-01-06 08:06:44 -08:00
Geoff deRosenroll 5b5f56674a Use sqrtf to return float rather than double in level_set test. (#303)
sqrtf to return float rather than double

This hasn't been a problem on my machine, or in the Manifold CI, but
the double <> float mismatch gave a type error in an ubuntu 22.04
workflow on my omanifold project. Not totally sure why as of yet, but
this gets rid of the implicit conversion at the root of it.
2022-12-29 18:51:53 +08:00
Emmett Lalish 1b7b365c3a Fix mirroring (#298)
* supports scale inversion

* update tangents when scaling

* fixed tests
2022-12-27 11:41:52 -08:00
pca006132 812b056179 fix css issue (#296) 2022-12-22 14:30:47 +08:00
Geoff deRosenroll bd46bfd1cf Fix incorrect value for components length + test (#295) 2022-12-22 13:24:09 +08:00
Geoff deRosenroll a7b457db74 C bindings to facilitate static FFI bindings (#292)
* + c bindings to facilitate static FFI bindings

Squashed commit of the following:

commit a05f9b0e0ab079b95c29b4641ae928f02be219f4
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sat Dec 10 16:21:47 2022 -0800

    Add flag (default on) for python bindings

    Signed-off-by: Geoff deRosenroll <geoffderosenroll@gmail.com>

commit ce5b601fc7578fa43edbf7363a7b625d1d27a1de
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Fri Dec 9 23:45:29 2022 -0800

    conv function naming consistency

commit 1b50cf077dada8c3bc13d77bfa1c8f0a406c047d
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Tue Dec 6 17:42:18 2022 -0800

    manifold_level_set_seq to C API (force sequential)

commit 77e06daf92e7014ce153a336ed685b9370e965c0
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Tue Dec 6 17:24:10 2022 -0800

    Use an optional executionpolicy param in LevelSet

    This allows bindings to avoid breaking their runtime locks while passing
    in function pointers without introducing another compile flag.

commit 12c62b1e33cdacd07f056859fa2038dfd1f62170
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Mon Dec 5 15:09:41 2022 -0800

    Better section comments

commit 24f1d5107e24f41d3860fe6dea4832a523989eb9
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Fri Dec 2 12:01:50 2022 -0800

    Add missing management functions for Components

commit a7d5aae8550c4ace458e78314eab04a3cf5f2053
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Thu Dec 1 23:45:45 2022 -0800

    Break Decompose up to avoid repetition in C binds

commit a650a1531dc52610db8e6009e82e247d7f256d3e
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sun Nov 27 22:41:38 2022 -0800

    Add manifold_get_properties

commit 97a58396cd8e6c5fad698f1280d02d78e0b51ded
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sat Nov 26 22:53:42 2022 -0800

    circular segment functions corrected to static

commit c9c1ca7ec599b5f14401c85efde19481d86226f8
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Thu Nov 24 21:19:11 2022 -0800

    polygons from dbl ptr of SimplePolygon

commit 8e5390aa729817d0cc652f92a64e6850e4e16e9b
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Wed Nov 23 12:16:44 2022 -0800

    compose and decompose switched to double ptrs

commit 45c78c3e1aa0eaab8622c77b69221226af06861c
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Tue Nov 22 11:40:32 2022 -0800

    Add manifold copy and empty constructors

commit cfc06fe55cd4a508005385bcdb4037ed89695f80
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Mon Nov 21 15:03:00 2022 -0800

    Add MANIFOLD_SEQ_SDF to avoid runtime lock

commit e0f9d09e5ced6fcb2b83722542e99b20d0799e25
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sun Nov 20 16:56:50 2022 -0800

    Add missing export related contructors.

commit 0cbaa4a6090c402f2a2483c35f5b3b7e82d8cf52
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sun Nov 20 16:03:43 2022 -0800

    Add separate destruct functions

commit fd6c1c250e6b91114b0203b40a941fa73e3473ec
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sat Nov 19 17:29:12 2022 -0800

    More consistent array handling

commit ec1eef84153b13bba0b5ae78a42084b634a9d9b1
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sat Nov 19 16:52:07 2022 -0800

    Replace array args with pointers

commit 9079cbf7bb788e1b8eb992cbe1e3e51dfc36f1ce
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sat Nov 19 15:00:47 2022 -0800

    Revert "Switch back to funptr struct args for simplicity"

    This reverts commit dc78841af654bf81c41e74795bac0f724af59dd0.

commit 62c1078fe9b10c88df86da0a5275f47581dad275
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sat Nov 19 14:52:37 2022 -0800

    Switch back to funptr struct args for simplicity

commit d30992db9a4224235246531a5ddf1a034e8e0c1a
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sat Nov 19 14:06:12 2022 -0800

    Avoid needing to pass in vec struct for funptrs

commit 2ba7bec1653a655c68bba3d2961fd280bc8e8f32
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Sat Nov 19 00:32:09 2022 -0800

    Use template spec to avoid fun ptr to cuda

commit 1faf58b3887747af8659eb1be660e2fc40ff17f9
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Fri Nov 18 21:54:56 2022 -0800

    Make fPIC more conditional.

commit 6215f89447f63753ca0dd2f2fcee88c7aaf5e548
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Fri Nov 18 21:35:09 2022 -0800

    Avoid passing dynamic lambda to GPU

commit 30fa3dc323df8962e3802a58f346b813a8a759f5
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Fri Nov 18 18:02:04 2022 -0800

    note and temporary hack RE cuda compilation

commit bb4dfe93cb8e0e7b582450f6d0c0d8d5ba5cef9a
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Fri Nov 18 17:21:25 2022 -0800

    Set graphlite library to OBJECT

commit e803da50b983c931c69e42fe3fea30aff534034b
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Fri Nov 18 16:04:28 2022 -0800

    Convert sublibraries to OBJECT to avoid archives

commit d0e9d176e79f18c645e538a5df19263d11630fcd
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Fri Nov 18 15:28:15 2022 -0800

    Add missing polygon size and deletion funcs

commit 7db72848b9012d9f1a69b28ad878fb65f4524fc3
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Tue Nov 15 22:26:17 2022 -0800

    Remove static flag (control with shared flag)

commit 5ae33f34716998e3d8b3368c619b81f145e34cfe
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Tue Nov 15 22:16:27 2022 -0800

    Add options to avoid python bindings

commit 4181a586288db47acbd55f8e94e94ec4a7fcd252
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Mon Nov 14 22:02:10 2022 -0800

    Rename to manifoldc

commit c4b14d64655ca2fb3ce8ac80af7390b959fed3c7
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Mon Nov 14 21:51:45 2022 -0800

    Cleanup unused typedefs and simplify names

commit a282c90f1f62141ee5c2cd9303ccc8649f2a6bb3
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Mon Nov 14 21:23:07 2022 -0800

    Placeholder (terrible) decompose binding

commit 9409e81abb2c3ba3ffb0983aa0c14e261d032cc2
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Mon Nov 14 20:37:02 2022 -0800

    Turn on export in CLI instead

commit 9dad24b787af0420ef32719c86fb42e11af9a8c1
Author: Geoff deRosenroll <geoffderosenroll@gmail.com>
Date:   Mon Nov 14 20:33:17 2022 -0800

    "Rebased" WIP cbindings

* Turn on -fPIC whenever shared libs are being built

* Add parens to disambiguate sdf policy logic

* Bump public std from 14 to 17

* Add binding flags to workflow builds

* Add export when building cbindings

* Bump ubuntu version (PBR material deprecation)

* Select no-param overload of Decompose

* Add missing const to decompose sig overload

* Re-organize

* variable capitalization consistency

* Drop to std14 to test for regression fix

* Attempted old libassimp compatibility hack

* Rebump to std_17

* Temporarily disabled

TODO: investigate why this is failing on Mac, but not other backends.

* Remove unused tuple include

* Remove uneccesary auto-includes

* Properly disable Boolean_Close

* rename discrete -> numComponents + early return

* Rename discrete -> numComponents

* Rename conv.hh -> conv.h

* Prune auto-includes

* Note on level_set vs level_set_seq

* Set export on for c-bindings

* Adding C binding tests.

* Separate and don't require CBIND build/test

* Remove bad flag

* Take const char ptr for filename

* Remove testc executable

* Add tests from removed testc
2022-12-18 21:59:36 +01:00
pca006132andEmmett Lalish 87059508e7 Fix memory leak (#280)
* generic hashtable implementation

The original hashtable is modified to accept any value type. The key is
still uint64 because atomic is impossible for general key type, and it
seems that we don't really need the key to be generic.
A "better" hash function is added to replace the original identity hash
function, which should hopefully give less collision, seems doing
nothing for now because our test cases don't have much collision.

* fix #245

* fixed uninitialized field

* change hashtable probe step

* put hash function in template parameter

* fixed compiler error

Co-authored-by: Emmett Lalish <elalish@gmail.com>
2022-11-17 10:55:04 +01:00
60 changed files with 4182 additions and 1726 deletions
+39 -7
View File
@@ -2,7 +2,7 @@
name: CI
# Controls when the action will run. Triggers the workflow on push or pull request
# Controls when the action will run. Triggers the workflow on push or pull request
# events but only for the master branch
on:
push:
@@ -12,11 +12,12 @@ on:
jobs:
build:
timeout-minutes: 30
strategy:
matrix:
cuda_support: [ON, OFF]
parallel_backend: [NONE, OMP, TBB]
runs-on: ubuntu-20.04
runs-on: ubuntu-22.04
if: github.event.pull_request.draft == false
container:
image: docker://nvidia/cuda:11.6.0-devel-ubuntu20.04
@@ -35,7 +36,7 @@ jobs:
git apply thrust.diff
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} -DMANIFOLD_USE_CUDA=${{matrix.cuda_support}} .. && make
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_PYBIND=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} -DMANIFOLD_USE_CUDA=${{matrix.cuda_support}} .. && make
- name: Test ${{matrix.parallel_backend}} with CUDA ${{matrix.cuda_support}}
# note that the test for CUDA backend does not really test CUDA, as we
# don't have CUDA GPU on GitHub Action
@@ -52,7 +53,7 @@ jobs:
if: matrix.parallel_backend == 'NONE' && matrix.cuda_support == 'OFF'
run: |
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=OFF -DMANIFOLD_PAR=${{matrix.parallel_backend}} -DMANIFOLD_USE_CUDA=${{matrix.cuda_support}} -DCODE_COVERAGE=ON .. && make
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=OFF -DMANIFOLD_PYBIND=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} -DMANIFOLD_USE_CUDA=${{matrix.cuda_support}} -DCODE_COVERAGE=ON .. && make
lcov --capture --initial --directory . --output-file ./code_coverage_init.info
cd test
./manifold_test
@@ -67,7 +68,36 @@ jobs:
fail_ci_if_error: false
name: ${{matrix.parallel_backend}}-${{matrix.cuda_support}}
build_cbind:
timeout-minutes: 30
runs-on: ubuntu-22.04
if: github.event.pull_request.draft == false
container:
image: docker://nvidia/cuda:11.6.0-devel-ubuntu20.04
steps:
- name: Install dependencies
run: |
apt-get -y update
DEBIAN_FRONTEND=noninteractive apt install -y libomp-dev libassimp-dev git libtbb-dev pkg-config libpython3-dev python3 python3-distutils python3-pip
- uses: actions/checkout@v3
with:
submodules: true
- uses: jwlawson/actions-setup-cmake@v1.12
- name: Build C bindings with OMP and CUDA
run: |
git apply thrust.diff
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_CBIND=ON -DMANIFOLD_PAR=OMP -DMANIFOLD_USE_CUDA=ON .. && make
- name: Test ${{matrix.parallel_backend}} with CUDA ${{matrix.cuda_support}}
# note that the test for CUDA backend does not really test CUDA, as we
# don't have CUDA GPU on GitHub Action
run: |
cd build/test
./manifold_test --gtest_filter=CBIND.*
build_wasm:
timeout-minutes: 30
runs-on: ubuntu-20.04
if: github.event.pull_request.draft == false
steps:
@@ -111,6 +141,7 @@ jobs:
retention-days: 7
build_windows:
timeout-minutes: 30
strategy:
matrix:
parallel_backend: [NONE]
@@ -144,7 +175,7 @@ jobs:
- name: Build ${{matrix.backend}}
shell: powershell
run: |
cmake . -DCMAKE_BUILD_TYPE=Release -B build -DMANIFOLD_DEBUG=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} -DMANIFOLD_USE_CUDA=${{matrix.cuda_support}} -A x64
cmake . -DCMAKE_BUILD_TYPE=Release -B build -DMANIFOLD_DEBUG=ON -DMANIFOLD_PYBIND=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} -DMANIFOLD_USE_CUDA=${{matrix.cuda_support}} -A x64
cd build
cmake --build . --target ALL_BUILD --config Release
- name: Test ${{matrix.parallel_backend}} with CUDA ${{matrix.cuda_support}}
@@ -154,6 +185,7 @@ jobs:
./Release/manifold_test.exe
build_mac:
timeout-minutes: 30
strategy:
matrix:
parallel_backend: [NONE, TBB]
@@ -175,13 +207,14 @@ jobs:
git apply thrust.diff
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} .. && make
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DMANIFOLD_DEBUG=ON -DMANIFOLD_PYBIND=ON -DMANIFOLD_PAR=${{matrix.parallel_backend}} .. && make
- name: Test
run: |
cd build/test
./manifold_test
build_nix:
timeout-minutes: 30
strategy:
matrix:
variant: [none, omp, tbb, none-cuda, omp-cuda, tbb-cuda, js]
@@ -191,4 +224,3 @@ jobs:
- uses: actions/checkout@v3
- uses: cachix/install-nix-action@v15
- run: nix build -L '.?submodules=1#manifold-${{matrix.variant}}'
+11 -1
View File
@@ -104,7 +104,7 @@
"editor.formatOnSave": true,
"cmake.configureArgs": [
"-DBUILD_SHARED_LIBS=ON",
"-DMANIFOLD_EXPORT=OFF",
"-DMANIFOLD_EXPORT=ON",
"-DMANIFOLD_DEBUG=ON",
"-DMANIFOLD_USE_CUDA=OFF",
"-DMANIFOLD_PAR=NONE",
@@ -118,4 +118,14 @@
},
"editor.tabSize": 2,
"editor.detectIndentation": false,
"cSpell.words": [
"Bary",
"csaszar",
"Gyroid",
"halfedge",
"halfedges",
"Tris",
"Verts"
],
"javascript.format.semicolons": "insert",
}
+20 -7
View File
@@ -18,9 +18,11 @@ project(manifold LANGUAGES CXX)
set(CMAKE_VERBOSE_MAKEFILE ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
option(MANIFOLD_EXPORT off)
option(MANIFOLD_DEBUG off)
option(MANIFOLD_USE_CUDA off)
option(MANIFOLD_EXPORT OFF)
option(MANIFOLD_DEBUG OFF)
option(MANIFOLD_USE_CUDA OFF)
option(MANIFOLD_PYBIND ON)
option(MANIFOLD_CBIND OFF)
set(MANIFOLD_PAR "NONE" CACHE STRING "Parallel backend, either \"TBB\" or \"OpenMP\" or \"NONE\"")
if(EMSCRIPTEN)
@@ -29,15 +31,26 @@ if(EMSCRIPTEN)
set(CMAKE_EXE_LINKER_FLAGS ${CMAKE_EXE_LINKER_FLAGS} -sALLOW_MEMORY_GROWTH=1)
endif()
option(PYBIND11_FINDPYTHON on)
option(PYBIND11_FINDPYTHON ON)
option(BUILD_TEST_CGAL off)
option(BUILD_TEST_CGAL OFF)
option(BUILD_SHARED_LIBS off)
option(BUILD_SHARED_LIBS OFF)
set(GLM_INC_DIR ${PROJECT_SOURCE_DIR}/src/third_party/glm)
set(PYBIND11_DIR ${PROJECT_SOURCE_DIR}/bindings/python/third_party/pybind11)
set(THRUST_INC_DIR ${PROJECT_SOURCE_DIR}/src/third_party/thrust)
if(MANIFOLD_CBIND)
set(MANIFOLD_EXPORT ON)
endif()
if(BUILD_SHARED_LIBS OR MANIFOLD_CBIND)
# Allow shared libraries to be relocatable (add Place Independent Code flag).
# Also include when statically linking C bindings to avoid issues with bundling
# artefacts in host languages using them for FFI.
add_compile_options(-fPIC)
endif()
if(MANIFOLD_USE_CUDA)
enable_language(CUDA)
find_package(CUDA REQUIRED)
@@ -72,4 +85,4 @@ add_subdirectory(src)
add_subdirectory(samples)
add_subdirectory(test)
add_subdirectory(extras)
add_subdirectory(bindings)
add_subdirectory(bindings)
+5 -1
View File
@@ -12,7 +12,11 @@
# See the License for the specific language governing permissions and
# limitations under the License.
if(NOT EMSCRIPTEN)
if(NOT EMSCRIPTEN AND MANIFOLD_CBIND)
add_subdirectory(c)
endif()
if(NOT EMSCRIPTEN AND MANIFOLD_PYBIND)
add_subdirectory(python)
endif()
+18
View File
@@ -0,0 +1,18 @@
project(manifoldc)
add_library(manifoldc manifoldc.cpp conv.cpp)
if(MANIFOLD_USE_CUDA)
set_source_files_properties(manifoldc.cpp conv.cpp PROPERTIES LANGUAGE CUDA)
set_property(TARGET manifoldc PROPERTY CUDA_ARCHITECTURES 61)
endif()
target_link_libraries(
manifoldc
PRIVATE manifold sdf meshIO graphlite
)
target_include_directories(manifoldc PUBLIC ${PROJECT_SOURCE_DIR}/include)
target_compile_options(manifoldc PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(manifoldc PRIVATE cxx_std_17)
+94
View File
@@ -0,0 +1,94 @@
#include <conv.h>
#include <manifold.h>
#include <public.h>
#include "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);
auto box = new (mem) Box(p1, p2);
return to_c(box);
}
ManifoldVec3 manifold_box_min(ManifoldBox *b) { return to_c((*from_c(b)).min); }
ManifoldVec3 manifold_box_max(ManifoldBox *b) { return to_c((*from_c(b)).max); }
ManifoldVec3 manifold_box_dimensions(ManifoldBox *b) {
auto box = *from_c(b);
auto v = box.Size();
return {v.x, v.y, v.z};
}
ManifoldVec3 manifold_box_center(ManifoldBox *b) {
auto box = *from_c(b);
auto v = box.Center();
return {v.x, v.y, v.z};
}
float manifold_box_scale(ManifoldBox *b) {
auto box = *from_c(b);
return box.Scale();
}
int manifold_box_contains_pt(ManifoldBox *b, float x, float y, float z) {
auto box = *from_c(b);
auto p = glm::vec3(x, y, z);
return box.Contains(p);
}
int manifold_box_contains_box(ManifoldBox *a, ManifoldBox *b) {
auto outer = *from_c(a);
auto inner = *from_c(b);
return outer.Contains(inner);
}
void manifold_box_include_pt(ManifoldBox *b, float x, float y, float z) {
auto box = *from_c(b);
auto p = glm::vec3(x, y, z);
box.Union(p);
}
ManifoldBox *manifold_box_union(void *mem, ManifoldBox *a, ManifoldBox *b) {
auto box = (*from_c(a)).Union(*from_c(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);
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 box = *from_c(b);
auto p = glm::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 box = *from_c(b);
auto p = glm::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 box = *from_c(b);
auto p = glm::vec3(x, y, z);
return box.DoesOverlap(p);
}
int manifold_box_does_overlap_box(ManifoldBox *a, ManifoldBox *b) {
return (*from_c(a)).DoesOverlap(*from_c(b));
}
int manifold_box_is_finite(ManifoldBox *b) { return (*from_c(b)).IsFinite(); }
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#include <conv.h>
#include <manifold.h>
#include <meshIO.h>
#include <sdf.h>
#include "include/types.h"
#include "public.h"
#include "types.h"
ManifoldManifold *to_c(manifold::Manifold *m) {
return reinterpret_cast<ManifoldManifold *>(m);
}
ManifoldSimplePolygon *to_c(manifold::SimplePolygon *m) {
return reinterpret_cast<ManifoldSimplePolygon *>(m);
}
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);
}
ManifoldCurvature *to_c(manifold::Curvature *m) {
return reinterpret_cast<ManifoldCurvature *>(m);
}
ManifoldComponents *to_c(manifold::Components *components) {
return reinterpret_cast<ManifoldComponents *>(components);
}
ManifoldError to_c(manifold::Manifold::Error error) {
ManifoldError e = NO_ERROR;
switch (error) {
case Manifold::Error::NO_ERROR:
e = NO_ERROR;
break;
case Manifold::Error::NON_FINITE_VERTEX:
e = NON_FINITE_VERTEX;
break;
case Manifold::Error::NOT_MANIFOLD:
e = NOT_MANIFOLD;
break;
case Manifold::Error::VERTEX_INDEX_OUT_OF_BOUNDS:
e = VERTEX_INDEX_OUT_OF_BOUNDS;
break;
case Manifold::Error::PROPERTIES_WRONG_LENGTH:
e = PROPERTIES_WRONG_LENGTH;
break;
case Manifold::Error::MISSING_POSITION_PROPERTIES:
e = MISSING_POSITION_PROPERTIES;
break;
case Manifold::Error::MERGE_VECTORS_DIFFERENT_LENGTHS:
e = MERGE_VECTORS_DIFFERENT_LENGTHS;
break;
case Manifold::Error::MERGE_INDEX_OUT_OF_BOUNDS:
e = MERGE_INDEX_OUT_OF_BOUNDS;
break;
case Manifold::Error::TRANSFORM_WRONG_LENGTH:
e = TRANSFORM_WRONG_LENGTH;
break;
case Manifold::Error::RUN_INDEX_WRONG_LENGTH:
e = RUN_INDEX_WRONG_LENGTH;
break;
case Manifold::Error::FACE_ID_WRONG_LENGTH:
e = FACE_ID_WRONG_LENGTH;
break;
};
return e;
}
ManifoldBox *to_c(manifold::Box *m) {
return reinterpret_cast<ManifoldBox *>(m);
}
ManifoldMaterial *to_c(manifold::Material *m) {
return reinterpret_cast<ManifoldMaterial *>(m);
}
ManifoldExportOptions *to_c(manifold::ExportOptions *m) {
return reinterpret_cast<ManifoldExportOptions *>(m);
}
ManifoldVec3 to_c(glm::vec3 v) { return {v.x, v.y, v.z}; }
ManifoldIVec3 to_c(glm::ivec3 v) { return {v.x, v.y, v.z}; }
ManifoldProperties to_c(manifold::Properties p) {
return {p.surfaceArea, p.volume};
}
const manifold::Manifold *from_c(ManifoldManifold *m) {
return reinterpret_cast<manifold::Manifold const *>(m);
}
const manifold::SimplePolygon *from_c(ManifoldSimplePolygon *m) {
return reinterpret_cast<manifold::SimplePolygon const *>(m);
}
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::Curvature *from_c(ManifoldCurvature *m) {
return reinterpret_cast<manifold::Curvature const *>(m);
}
const manifold::Components *from_c(ManifoldComponents *components) {
return reinterpret_cast<manifold::Components *>(components);
}
const manifold::Box *from_c(ManifoldBox *m) {
return reinterpret_cast<manifold::Box const *>(m);
}
manifold::Material *from_c(ManifoldMaterial *mat) {
return reinterpret_cast<manifold::Material *>(mat);
}
manifold::ExportOptions *from_c(ManifoldExportOptions *options) {
return reinterpret_cast<manifold::ExportOptions *>(options);
}
glm::vec3 from_c(ManifoldVec3 v) { return glm::vec3(v.x, v.y, v.z); }
glm::ivec3 from_c(ManifoldIVec3 v) { return glm::ivec3(v.x, v.y, v.z); }
glm::vec4 from_c(ManifoldVec4 v) { return glm::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) {
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) {
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) {
vec.push_back(from_c(vs[i]));
}
return vec;
}
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#pragma once
#include <manifold.h>
#include <meshIO.h>
#include <public.h>
#include <sdf.h>
#include <types.h>
ManifoldManifold *to_c(manifold::Manifold *m);
ManifoldSimplePolygon *to_c(manifold::SimplePolygon *p);
ManifoldPolygons *to_c(manifold::Polygons *ps);
ManifoldMesh *to_c(manifold::Mesh *m);
ManifoldMeshGL *to_c(manifold::MeshGL *m);
ManifoldBox *to_c(manifold::Box *m);
ManifoldCurvature *to_c(manifold::Curvature *m);
ManifoldComponents *to_c(manifold::Components *components);
ManifoldError to_c(manifold::Manifold::Error error);
ManifoldMaterial *to_c(manifold::Material *m);
ManifoldExportOptions *to_c(manifold::ExportOptions *m);
ManifoldVec3 to_c(glm::vec3 v);
ManifoldIVec3 to_c(glm::ivec3 v);
ManifoldProperties to_c(manifold::Properties p);
const manifold::Manifold *from_c(ManifoldManifold *m);
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::Box *from_c(ManifoldBox *m);
const manifold::Curvature *from_c(ManifoldCurvature *m);
const manifold::Components *from_c(ManifoldComponents *components);
manifold::Material *from_c(ManifoldMaterial *mat);
manifold::ExportOptions *from_c(ManifoldExportOptions *options);
glm::vec3 from_c(ManifoldVec3 v);
glm::ivec3 from_c(ManifoldIVec3 v);
glm::vec4 from_c(ManifoldVec4 v);
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);
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) {
vec.push_back(ts[i]);
}
return vec;
}
template <typename T>
T *copy_data(void *mem, std::vector<T> v) {
T *ts = reinterpret_cast<T *>(mem);
memcpy(ts, v.data(), sizeof(T) * v.size());
return ts;
}
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#include <stddef.h>
#include <stdint.h>
#include <types.h>
#ifdef __cplusplus
extern "C" {
#endif
// Polygons
ManifoldSimplePolygon *manifold_simple_polygon(void *mem, ManifoldVec2 *ps,
size_t length);
ManifoldPolygons *manifold_polygons(void *mem, ManifoldSimplePolygon **ps,
size_t length);
// Mesh Construction
ManifoldMeshGL *manifold_meshgl(void *mem, float *vert_props, size_t n_verts,
size_t n_props, uint32_t *tri_verts,
size_t n_tris);
ManifoldMeshGL *manifold_meshgl_w_tangents(void *mem, float *vert_props,
size_t n_verts, size_t n_props,
uint32_t *tri_verts, size_t n_tris,
float *halfedge_tangent);
ManifoldMeshGL *manifold_get_meshgl(void *mem, ManifoldManifold *m);
ManifoldMeshGL *manifold_meshgl_copy(void *mem, ManifoldMeshGL *m);
// SDF
// By default, the execution policy (sequential or parallel) of
// manifold_level_set will be chosen automatically depending on the size of the
// job and whether Manifold has been compiled with a PAR backend. If you are
// 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);
// Manifold Booleans
ManifoldManifold *manifold_union(void *mem, ManifoldManifold *a,
ManifoldManifold *b);
ManifoldManifold *manifold_difference(void *mem, ManifoldManifold *a,
ManifoldManifold *b);
ManifoldManifold *manifold_intersection(void *mem, ManifoldManifold *a,
ManifoldManifold *b);
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);
ManifoldManifold *manifold_trim_by_plane(void *mem, ManifoldManifold *m,
float normal_x, float normal_y,
float normal_z, float offset);
// 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_warp(void *mem, ManifoldManifold *m,
ManifoldVec3 (*fun)(float, float, float));
ManifoldManifold *manifold_refine(void *mem, ManifoldManifold *m, int refine);
// 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,
int center);
ManifoldManifold *manifold_cylinder(void *mem, float height, float radius_low,
float radius_high, int circular_segments,
int center);
ManifoldManifold *manifold_sphere(void *mem, float radius,
int circular_segments);
ManifoldManifold *manifold_of_meshgl(void *mem, ManifoldMeshGL *mesh);
ManifoldManifold *manifold_smooth(void *mem, ManifoldMeshGL *mesh,
int *half_edges, float *smoothness,
int n_idxs);
ManifoldManifold *manifold_extrude(void *mem, ManifoldPolygons *polygons,
float height, int slices,
float twist_degrees, float scale_x,
float scale_y);
ManifoldManifold *manifold_revolve(void *mem, ManifoldPolygons *polygons,
int circular_segments);
ManifoldManifold *manifold_compose(void *mem, ManifoldManifold **ms,
size_t length);
size_t manifold_decompose_length(ManifoldManifold *m);
ManifoldComponents *manifold_get_components(void *mem, ManifoldManifold *m);
size_t manifold_components_length(ManifoldComponents *components);
ManifoldManifold **manifold_decompose(void **mem, ManifoldManifold *m,
ManifoldComponents *cs);
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);
ManifoldBox *manifold_bounding_box(void *mem, ManifoldManifold *m);
float manifold_precision(ManifoldManifold *m);
int manifold_genus(ManifoldManifold *m);
ManifoldProperties manifold_get_properties(ManifoldManifold *m);
ManifoldCurvature *manifold_get_curvature(void *mem, ManifoldManifold *m);
ManifoldCurvatureBounds manifold_curvature_bounds(ManifoldCurvature *curv);
size_t manifold_curvature_vert_length(ManifoldCurvature *curv);
float *manifold_curvature_vert_mean(void *mem, ManifoldCurvature *curv);
float *manifold_curvature_vert_gaussian(void *mem, ManifoldCurvature *curv);
int manifold_get_circular_segments(float radius);
int manifold_original_id(ManifoldManifold *m);
// Bounding Box
ManifoldBox *manifold_box(void *mem, float x1, float y1, float z1, float x2,
float y2, float 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);
int manifold_box_contains_box(ManifoldBox *a, ManifoldBox *b);
void manifold_box_include_pt(ManifoldBox *b, float x, float y, float 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);
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_circular_segments(int number);
// Manifold Mesh Extraction
int manifold_meshgl_num_prop(ManifoldMeshGL *m);
int manifold_meshgl_num_vert(ManifoldMeshGL *m);
int manifold_meshgl_num_tri(ManifoldMeshGL *m);
size_t manifold_meshgl_vert_properties_length(ManifoldMeshGL *m);
size_t manifold_meshgl_tri_length(ManifoldMeshGL *m);
size_t manifold_meshgl_merge_length(ManifoldMeshGL *m);
size_t manifold_meshgl_run_index_length(ManifoldMeshGL *m);
size_t manifold_meshgl_original_id_length(ManifoldMeshGL *m);
size_t manifold_meshgl_face_id_length(ManifoldMeshGL *m);
size_t manifold_meshgl_tangent_length(ManifoldMeshGL *m);
float *manifold_meshgl_vert_properties(void *mem, ManifoldMeshGL *m);
uint32_t *manifold_meshgl_tri_verts(void *mem, ManifoldMeshGL *m);
uint32_t *manifold_meshgl_merge_from_vert(void *mem, ManifoldMeshGL *m);
uint32_t *manifold_meshgl_merge_to_vert(void *mem, ManifoldMeshGL *m);
uint32_t *manifold_meshgl_run_index(void *mem, ManifoldMeshGL *m);
uint32_t *manifold_meshgl_original_id(void *mem, ManifoldMeshGL *m);
uint32_t *manifold_meshgl_face_id(void *mem, ManifoldMeshGL *m);
float *manifold_meshgl_halfedge_tangent(void *mem, ManifoldMeshGL *m);
// MeshIO / 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);
ManifoldExportOptions *manifold_export_options(void *mem);
void manifold_export_options_set_faceted(ManifoldExportOptions *options,
int faceted);
void manifold_export_options_set_material(ManifoldExportOptions *options,
ManifoldMaterial *mat);
void manifold_export_meshgl(const char *filename, ManifoldMeshGL *mesh,
ManifoldExportOptions *options);
// memory size
size_t manifold_simple_polygon_size();
size_t manifold_polygons_size();
size_t manifold_manifold_size();
size_t manifold_manifold_pair_size();
size_t manifold_meshgl_size();
size_t manifold_box_size();
size_t manifold_curvature_size();
size_t manifold_components_size();
size_t manifold_material_size();
size_t manifold_export_options_size();
// destruction
void manifold_destruct_simple_polygon(ManifoldSimplePolygon *p);
void manifold_destruct_polygons(ManifoldPolygons *p);
void manifold_destruct_manifold(ManifoldManifold *m);
void manifold_destruct_meshgl(ManifoldMeshGL *m);
void manifold_destruct_box(ManifoldBox *b);
void manifold_destruct_curvature(ManifoldCurvature *c);
void manifold_destruct_components(ManifoldComponents *c);
void manifold_destruct_material(ManifoldMaterial *m);
void manifold_destruct_export_options(ManifoldExportOptions *options);
// pointer free + destruction
void manifold_delete_simple_polygon(ManifoldSimplePolygon *p);
void manifold_delete_polygons(ManifoldPolygons *p);
void manifold_delete_manifold(ManifoldManifold *m);
void manifold_delete_meshgl(ManifoldMeshGL *m);
void manifold_delete_box(ManifoldBox *b);
void manifold_delete_curvature(ManifoldCurvature *c);
void manifold_delete_components(ManifoldComponents *c);
void manifold_delete_material(ManifoldMaterial *m);
void manifold_delete_export_options(ManifoldExportOptions *options);
#ifdef __cplusplus
}
#endif
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#pragma once
#include <stddef.h>
typedef struct ManifoldManifold ManifoldManifold;
typedef struct ManifoldSimplePolygon ManifoldSimplePolygon;
typedef struct ManifoldPolygons ManifoldPolygons;
typedef struct ManifoldMesh ManifoldMesh;
typedef struct ManifoldMeshGL ManifoldMeshGL;
typedef struct ManifoldCurvature ManifoldCurvature;
typedef struct ManifoldComponents ManifoldComponents;
typedef struct ManifoldBox ManifoldBox;
typedef struct ManifoldMaterial ManifoldMaterial;
typedef struct ManifoldExportOptions ManifoldExportOptions;
typedef struct ManifoldManifoldPair {
ManifoldManifold* first;
ManifoldManifold* second;
} ManifoldManifoldPair;
typedef struct ManifoldVec2 {
float x;
float y;
} ManifoldVec2;
typedef struct ManifoldVec3 {
float x;
float y;
float z;
} ManifoldVec3;
typedef struct ManifoldIVec3 {
int x;
int y;
int z;
} ManifoldIVec3;
typedef struct ManifoldVec4 {
float x;
float y;
float z;
float w;
} ManifoldVec4;
typedef struct ManifoldProperties {
float surface_area;
float volume;
} ManifoldProperties;
typedef struct ManifoldPolyVert {
ManifoldVec2 pos;
int idx;
} ManifoldPolyVert;
typedef struct ManifoldCurvatureBounds {
float max_mean_curvature;
float min_mean_curvature;
float max_gaussian_curvature;
float min_gaussian_curvature;
} ManifoldCurvatureBounds;
typedef enum ManifoldError {
NO_ERROR,
NON_FINITE_VERTEX,
NOT_MANIFOLD,
VERTEX_INDEX_OUT_OF_BOUNDS,
PROPERTIES_WRONG_LENGTH,
MISSING_POSITION_PROPERTIES,
MERGE_VECTORS_DIFFERENT_LENGTHS,
MERGE_INDEX_OUT_OF_BOUNDS,
TRANSFORM_WRONG_LENGTH,
RUN_INDEX_WRONG_LENGTH,
FACE_ID_WRONG_LENGTH,
} ManifoldError;
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#include <conv.h>
#include <manifold.h>
#include <manifoldc.h>
#include <meshIO.h>
#include <public.h>
#include <sdf.h>
#include "box.cpp"
#include "include/conv.h"
#include "include/types.h"
#include "meshio.cpp"
#include "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 pol = seq ? std::make_optional(Seq) : std::nullopt;
auto mesh = LevelSet(fun, *from_c(bounds), edge_length, level, pol);
return to_c(new (mem) MeshGL(mesh));
}
} // namespace
#ifdef __cplusplus
extern "C" {
#endif
ManifoldSimplePolygon *manifold_simple_polygon(void *mem, ManifoldVec2 *ps,
size_t length) {
auto vec = new (mem) std::vector<PolyVert>;
for (int i = 0; i < length; ++i) {
vec->push_back({{ps[i].x, ps[i].y}, i});
}
return to_c(vec);
}
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) {
vec->push_back(*polys[i]);
}
return to_c(vec);
}
ManifoldManifold *manifold_union(void *mem, ManifoldManifold *a,
ManifoldManifold *b) {
auto m = (*from_c(a)) + (*from_c(b));
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_difference(void *mem, ManifoldManifold *a,
ManifoldManifold *b) {
auto m = (*from_c(a)) - (*from_c(b));
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_intersection(void *mem, ManifoldManifold *a,
ManifoldManifold *b) {
auto m = (*from_c(a)) ^ (*from_c(b));
return to_c(new (mem) Manifold(m));
}
ManifoldManifoldPair manifold_split(void *mem_first, void *mem_second,
ManifoldManifold *a, ManifoldManifold *b) {
auto pair = from_c(a)->Split(*from_c(b));
auto first = new (mem_first) Manifold(pair.first);
auto second = new (mem_second) Manifold(pair.second);
return {to_c(first), to_c(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);
auto pair = from_c(m)->SplitByPlane(normal, offset);
auto first = new (mem_first) Manifold(pair.first);
auto second = new (mem_second) Manifold(pair.second);
return {to_c(first), to_c(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);
auto trimmed = from_c(m)->TrimByPlane(normal, offset);
return to_c(new (mem) Manifold(trimmed));
}
ManifoldManifold *manifold_translate(void *mem, ManifoldManifold *m, float x,
float y, float z) {
auto v = glm::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) {
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);
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);
auto transformed = from_c(m)->Transform(mat);
return to_c(new (mem) Manifold(transformed));
}
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));
};
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);
}
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_refine(void *mem, ManifoldManifold *m, int refine) {
auto refined = from_c(m)->Refine(refine);
return to_c(new (mem) Manifold(refined));
}
ManifoldManifold *manifold_empty(void *mem) {
return to_c(new (mem) Manifold());
}
ManifoldManifold *manifold_copy(void *mem, ManifoldManifold *m) {
return to_c(new (mem) Manifold(*from_c(m)));
}
ManifoldManifold *manifold_tetrahedron(void *mem) {
auto m = Manifold::Tetrahedron();
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_cube(void *mem, float x, float y, float z,
int center) {
auto size = glm::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,
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,
int circular_segments) {
auto m = Manifold::Sphere(radius, circular_segments);
return to_c(new (mem) Manifold(m));
}
ManifoldMeshGL *manifold_meshgl(void *mem, float *vert_props, size_t n_verts,
size_t n_props, uint32_t *tri_verts,
size_t n_tris) {
auto mesh = new (mem) MeshGL();
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);
}
ManifoldMeshGL *manifold_meshgl_w_tangents(void *mem, float *vert_props,
size_t n_verts, size_t n_props,
uint32_t *tri_verts, size_t n_tris,
float *halfedge_tangent) {
auto mesh = new (mem) MeshGL();
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) {
auto smooth = std::vector<Smoothness>();
for (int 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_of_meshgl(void *mem, ManifoldMeshGL *mesh) {
auto m = Manifold(*from_c(mesh));
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_extrude(void *mem, ManifoldPolygons *polygons,
float height, int slices,
float twist_degrees, float scale_x,
float scale_y) {
auto scale = glm::vec2(scale_x, scale_y);
auto m = Manifold::Extrude(*from_c(polygons), height, slices, twist_degrees,
scale);
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_revolve(void *mem, ManifoldPolygons *polygons,
int circular_segments) {
auto m = Manifold::Revolve(*from_c(polygons), circular_segments);
return to_c(new (mem) Manifold(m));
}
ManifoldManifold *manifold_compose(void *mem, ManifoldManifold **ms,
size_t length) {
auto vec = std::vector<Manifold>();
auto manifolds = reinterpret_cast<Manifold **>(ms);
for (int i = 0; i < length; ++i) {
vec.push_back(*manifolds[i]);
}
auto composed = Manifold::Compose(vec);
return to_c(new (mem) Manifold(composed));
}
ManifoldComponents *manifold_get_components(void *mem, ManifoldManifold *m) {
return to_c(new (mem) Components(from_c(m)->GetComponents()));
}
size_t manifold_components_length(ManifoldComponents *components) {
return from_c(components)->numComponents;
}
ManifoldManifold **manifold_decompose(void **mem, ManifoldManifold *m,
ManifoldComponents *cs) {
auto components = *from_c(cs);
auto manifolds = from_c(m)->Decompose(components);
ManifoldManifold **ms = reinterpret_cast<ManifoldManifold **>(mem);
for (int i = 0; i < components.numComponents; ++i) {
ms[i] = to_c(new (mem[i]) Manifold(manifolds[i]));
}
return ms;
}
ManifoldMeshGL *manifold_get_meshgl(void *mem, ManifoldManifold *m) {
auto mesh = from_c(m)->GetMeshGL();
return to_c(new (mem) MeshGL(mesh));
}
ManifoldMeshGL *manifold_meshgl_copy(void *mem, ManifoldMeshGL *m) {
return to_c(new (mem) MeshGL(*from_c(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(); }
size_t manifold_meshgl_vert_properties_length(ManifoldMeshGL *m) {
return from_c(m)->vertProperties.size();
}
size_t manifold_meshgl_tri_length(ManifoldMeshGL *m) {
return from_c(m)->triVerts.size();
}
size_t manifold_meshgl_merge_length(ManifoldMeshGL *m) {
return from_c(m)->mergeFromVert.size();
}
size_t manifold_meshgl_run_index_length(ManifoldMeshGL *m) {
return from_c(m)->runIndex.size();
}
size_t manifold_meshgl_original_id_length(ManifoldMeshGL *m) {
return from_c(m)->originalID.size();
}
size_t manifold_meshgl_face_id_length(ManifoldMeshGL *m) {
return from_c(m)->faceID.size();
}
size_t manifold_meshgl_tangent_length(ManifoldMeshGL *m) {
return from_c(m)->halfedgeTangent.size();
}
float *manifold_meshgl_vert_properties(void *mem, ManifoldMeshGL *m) {
return copy_data(mem, from_c(m)->vertProperties);
}
uint32_t *manifold_meshgl_tri_verts(void *mem, ManifoldMeshGL *m) {
return copy_data(mem, from_c(m)->triVerts);
}
uint32_t *manifold_meshgl_merge_from_vert(void *mem, ManifoldMeshGL *m) {
return copy_data(mem, from_c(m)->mergeFromVert);
}
uint32_t *manifold_meshgl_merge_to_vert(void *mem, ManifoldMeshGL *m) {
return copy_data(mem, from_c(m)->mergeToVert);
}
uint32_t *manifold_meshgl_run_index(void *mem, ManifoldMeshGL *m) {
return copy_data(mem, from_c(m)->runIndex);
}
uint32_t *manifold_meshgl_original_id(void *mem, ManifoldMeshGL *m) {
return copy_data(mem, from_c(m)->originalID);
}
uint32_t *manifold_meshgl_face_id(void *mem, ManifoldMeshGL *m) {
return copy_data(mem, from_c(m)->faceID);
}
float *manifold_meshgl_halfedge_tangent(void *mem, ManifoldMeshGL *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));
}
int manifold_original_id(ManifoldManifold *m) {
return from_c(m)->OriginalID();
}
int manifold_is_empty(ManifoldManifold *m) { return from_c(m)->IsEmpty(); }
ManifoldError manifold_status(ManifoldManifold *m) {
auto error = from_c(m)->Status();
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(); }
int manifold_genus(ManifoldManifold *m) { return from_c(m)->Genus(); }
ManifoldProperties manifold_get_properties(ManifoldManifold *m) {
return to_c(from_c(m)->GetProperties());
}
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(); }
ManifoldCurvature *manifold_get_curvature(void *mem, ManifoldManifold *m) {
auto curv = from_c(m)->GetCurvature();
return to_c(new (mem) Curvature(curv));
}
ManifoldCurvatureBounds manifold_curvature_bounds(ManifoldCurvature *curv) {
auto c = *from_c(curv);
return {c.maxMeanCurvature, c.minMeanCurvature, c.maxGaussianCurvature,
c.minGaussianCurvature};
}
size_t manifold_curvature_vert_length(ManifoldCurvature *curv) {
return from_c(curv)->vertMeanCurvature.size();
}
float *manifold_curvature_vert_mean(void *mem, ManifoldCurvature *curv) {
return copy_data(mem, from_c(curv)->vertMeanCurvature);
}
float *manifold_curvature_vert_gaussian(void *mem, ManifoldCurvature *curv) {
return copy_data(mem, from_c(curv)->vertGaussianCurvature);
}
// Static Quality Globals
void manifold_set_min_circular_angle(float degrees) {
Manifold::SetMinCircularAngle(degrees);
}
void manifold_set_min_circular_edge_length(float length) {
Manifold::SetMinCircularEdgeLength(length);
}
void manifold_set_circular_segments(int number) {
Manifold::SetCircularSegments(number);
}
int manifold_get_circular_segments(float radius) {
return Manifold::GetCircularSegments(radius);
}
// memory size
size_t manifold_simple_polygon_size() { return sizeof(SimplePolygon); }
size_t manifold_polygons_size() { return sizeof(Polygons); }
size_t manifold_manifold_size() { return sizeof(Manifold); }
size_t manifold_manifold_pair_size() { return sizeof(ManifoldManifoldPair); }
size_t manifold_meshgl_size() { return sizeof(MeshGL); }
size_t manifold_box_size() { return sizeof(Box); }
size_t manifold_curvature_size() { return sizeof(Curvature); }
size_t manifold_components_size() { return sizeof(Components); }
// pointer free + destruction
void manifold_delete_simple_polygon(ManifoldSimplePolygon *p) {
delete from_c(p);
}
void manifold_delete_polygons(ManifoldPolygons *p) { delete from_c(p); }
void manifold_delete_manifold(ManifoldManifold *m) { delete from_c(m); }
void manifold_delete_meshgl(ManifoldMeshGL *m) { delete from_c(m); }
void manifold_delete_box(ManifoldBox *b) { delete from_c(b); }
void manifold_delete_curvature(ManifoldCurvature *c) { delete from_c(c); }
void manifold_delete_components(ManifoldComponents *c) { delete from_c(c); }
// destruction
void manifold_destruct_simple_polygon(ManifoldSimplePolygon *p) {
from_c(p)->~SimplePolygon();
}
void manifold_destruct_polygons(ManifoldPolygons *p) { from_c(p)->~Polygons(); }
void manifold_destruct_manifold(ManifoldManifold *m) { from_c(m)->~Manifold(); }
void manifold_destruct_meshgl(ManifoldMeshGL *m) { from_c(m)->~MeshGL(); }
void manifold_destruct_box(ManifoldBox *b) { from_c(b)->~Box(); }
void manifold_destruct_curvature(ManifoldCurvature *c) {
from_c(c)->~Curvature();
}
void manifold_destruct_components(ManifoldComponents *c) {
from_c(c)->~Components();
}
#ifdef __cplusplus
}
#endif
+72
View File
@@ -0,0 +1,72 @@
#include "meshIO.h"
#include <conv.h>
#ifdef __cplusplus
extern "C" {
#endif
ManifoldMaterial *manifold_material(void *mem) {
return to_c(new (mem) manifold::Material());
}
void manifold_material_set_roughness(ManifoldMaterial *mat, float roughness) {
from_c(mat)->roughness = roughness;
}
void manifold_material_set_metalness(ManifoldMaterial *mat, float metalness) {
from_c(mat)->metalness = metalness;
}
void manifold_material_set_color(ManifoldMaterial *mat, ManifoldVec4 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);
}
ManifoldExportOptions *manifold_export_options(void *mem) {
return to_c(new (mem) manifold::ExportOptions());
}
void manifold_export_options_set_faceted(ManifoldExportOptions *options,
int faceted) {
from_c(options)->faceted = faceted;
}
void manifold_export_options_set_material(ManifoldExportOptions *options,
ManifoldMaterial *mat) {
from_c(options)->mat = *from_c(mat);
}
void manifold_export_meshgl(const char *filename, ManifoldMeshGL *mesh,
ManifoldExportOptions *options) {
manifold::ExportMesh(std::string(filename), *from_c(mesh), *from_c(options));
}
// memory size
size_t manifold_material_size() { return sizeof(manifold::Material); }
size_t manifold_export_options_size() {
return sizeof(manifold::ExportOptions);
}
// memory free + destruction
void manifold_delete_material(ManifoldMaterial *m) { delete (from_c(m)); }
void manifold_delete_export_options(ManifoldExportOptions *m) {
delete (from_c(m));
}
// destruction
void manifold_destruct_material(ManifoldMaterial *m) { from_c(m)->~Material(); }
void manifold_destruct_export_options(ManifoldExportOptions *m) {
from_c(m)->~ExportOptions();
}
#ifdef __cplusplus
}
#endif
+2 -2
View File
@@ -18,7 +18,7 @@ add_subdirectory(third_party)
pybind11_add_module(pymanifold pymanifold.cpp)
target_link_libraries(pymanifold PRIVATE manifold)
target_compile_options(pymanifold PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(pymanifold PUBLIC cxx_std_14)
target_compile_features(pymanifold PUBLIC cxx_std_17)
target_include_directories(pymanifold
PRIVATE ${PYBIND11_DIR}/include
)
)
@@ -0,0 +1,7 @@
from pymanifold import Manifold
def run():
# for some reason this causes collider error
obj = Manifold.cube()
obj += Manifold([Manifold.cube()]).rotate(0, 0, 45+180)
return obj
+57 -49
View File
@@ -40,8 +40,16 @@ PYBIND11_MODULE(pymanifold, m) {
.def(py::init<>())
.def(py::init([](std::vector<Manifold> &manifolds) {
Manifold result;
for (Manifold &manifold : manifolds) result += manifold;
return result;
if (manifolds.size() >= 1) {
// for some reason using Manifold() as the initial object
// will cause failure for python specifically
// unable to reproduce with c++ directly
Manifold first = manifolds[0];
for (int i = 1; i < manifolds.size(); i++) first += manifolds[i];
return first;
} else {
return Manifold();
}
}),
"Construct manifold as the union of a set of manifolds.")
.def(py::self + py::self, "Boolean union.")
@@ -196,53 +204,53 @@ PYBIND11_MODULE(pymanifold, m) {
":param n: The number of pieces to split every edge into. Must be > "
"1.")
.def("to_mesh", &Manifold::GetMesh)
.def_static("smooth", Manifold::Smooth,
"Constructs a smooth version of the input mesh by creating "
"tangents; this\n"
"method will throw if you have supplied tangents with your "
"mesh already. The\n"
"actual triangle resolution is unchanged; use the Refine() "
"method to\n"
"interpolate to a higher-resolution curve.\n"
"\n"
"By default, every edge is calculated for maximum smoothness "
"(very much\n"
"approximately), attempting to minimize the maximum mean "
"Curvature magnitude.\n"
"No higher-order derivatives are considered, as the "
"interpolation is\n"
"independent per triangle, only sharing constraints on their "
"boundaries.\n"
"\n"
":param mesh: input Mesh.\n"
":param sharpenedEdges: If desired, you can supply a vector "
"of sharpened\n"
"halfedges, which should in general be a small subset of all "
"halfedges. Order\n"
"of entries doesn't matter, as each one specifies the "
"desired smoothness\n"
"(between zero and one, with one the default for all "
"unspecified halfedges)\n"
"and the halfedge index (3 * triangle index + [0,1,2] where "
"0 is the edge\n"
"between triVert 0 and 1, etc).\n"
"\n"
"At a smoothness value of zero, a sharp crease is made. The "
"smoothness is\n"
"interpolated along each edge, so the specified value should "
"be thought of as\n"
"an average. Where exactly two sharpened edges meet at a "
"vertex, their\n"
"tangents are rotated to be colinear so that the sharpened "
"edge can be\n"
"continuous. Vertices with only one sharpened edge are "
"completely smooth,\n"
"allowing sharpened edges to smoothly vanish at termination. "
"A single vertex\n"
"can be sharpened by sharping all edges that are incident on "
"it, allowing\n"
"cones to be formed.")
.def_static(
"smooth", [](const Mesh &mesh) { return Manifold::Smooth(mesh); },
"Constructs a smooth version of the input mesh by creating "
"tangents; this\n"
"method will throw if you have supplied tangents with your "
"mesh already. The\n"
"actual triangle resolution is unchanged; use the Refine() "
"method to\n"
"interpolate to a higher-resolution curve.\n"
"\n"
"By default, every edge is calculated for maximum smoothness "
"(very much\n"
"approximately), attempting to minimize the maximum mean "
"Curvature magnitude.\n"
"No higher-order derivatives are considered, as the "
"interpolation is\n"
"independent per triangle, only sharing constraints on their "
"boundaries.\n"
"\n"
":param mesh: input Mesh.\n"
":param sharpenedEdges: If desired, you can supply a vector "
"of sharpened\n"
"halfedges, which should in general be a small subset of all "
"halfedges. Order\n"
"of entries doesn't matter, as each one specifies the "
"desired smoothness\n"
"(between zero and one, with one the default for all "
"unspecified halfedges)\n"
"and the halfedge index (3 * triangle index + [0,1,2] where "
"0 is the edge\n"
"between triVert 0 and 1, etc).\n"
"\n"
"At a smoothness value of zero, a sharp crease is made. The "
"smoothness is\n"
"interpolated along each edge, so the specified value should "
"be thought of as\n"
"an average. Where exactly two sharpened edges meet at a "
"vertex, their\n"
"tangents are rotated to be colinear so that the sharpened "
"edge can be\n"
"continuous. Vertices with only one sharpened edge are "
"completely smooth,\n"
"allowing sharpened edges to smoothly vanish at termination. "
"A single vertex\n"
"can be sharpened by sharping all edges that are incident on "
"it, allowing\n"
"cones to be formed.")
.def_static(
"from_mesh", [](const Mesh &mesh) { return Manifold(mesh); },
py::arg("mesh"))
+1 -2
View File
@@ -24,7 +24,7 @@ target_compile_options(manifoldjs PRIVATE ${MANIFOLD_FLAGS} -fexceptions)
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)
target_compile_features(manifoldjs PUBLIC cxx_std_14)
target_compile_features(manifoldjs PUBLIC cxx_std_17)
set_target_properties(manifoldjs PROPERTIES OUTPUT_NAME "manifold")
file(COPY examples;test;. DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
@@ -35,4 +35,3 @@ add_custom_command(
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_BINARY_DIR}/manifold.*
${CMAKE_CURRENT_BINARY_DIR}/examples/)
+51 -25
View File
@@ -15,6 +15,8 @@
#include <emscripten/bind.h>
#include <emscripten/val.h>
#include <vector>
using namespace emscripten;
#include <manifold.h>
@@ -60,15 +62,29 @@ val GetMeshJS(const Manifold& manifold) {
MeshGL mesh = manifold.GetMeshGL();
val meshJS = val::object();
meshJS.set("numProp", mesh.numProp);
meshJS.set("triVerts",
val(typed_memory_view(mesh.triVerts.size(), mesh.triVerts.data()))
.call<val>("slice"));
meshJS.set("vertPos",
val(typed_memory_view(mesh.vertPos.size(), mesh.vertPos.data()))
meshJS.set("vertProperties",
val(typed_memory_view(mesh.vertProperties.size(),
mesh.vertProperties.data()))
.call<val>("slice"));
meshJS.set("vertNormal", val(typed_memory_view(mesh.vertNormal.size(),
mesh.vertNormal.data()))
meshJS.set("mergeFromVert", val(typed_memory_view(mesh.mergeFromVert.size(),
mesh.mergeFromVert.data()))
.call<val>("slice"));
meshJS.set("mergeToVert", val(typed_memory_view(mesh.mergeToVert.size(),
mesh.mergeToVert.data()))
.call<val>("slice"));
meshJS.set("runIndex",
val(typed_memory_view(mesh.runIndex.size(), mesh.runIndex.data()))
.call<val>("slice"));
meshJS.set("originalID", val(typed_memory_view(mesh.originalID.size(),
mesh.originalID.data()))
.call<val>("slice"));
meshJS.set("faceID",
val(typed_memory_view(mesh.faceID.size(), mesh.faceID.data()))
.call<val>("slice"));
meshJS.set("halfedgeTangent",
val(typed_memory_view(mesh.halfedgeTangent.size(),
mesh.halfedgeTangent.data()))
@@ -79,10 +95,26 @@ val GetMeshJS(const Manifold& manifold) {
MeshGL MeshJS2GL(const val& mesh) {
MeshGL out;
out.numProp = mesh["numProp"].as<int>();
out.triVerts = convertJSArrayToNumberVector<uint32_t>(mesh["triVerts"]);
out.vertPos = convertJSArrayToNumberVector<float>(mesh["vertPos"]);
if (mesh["vertNormal"] != val::undefined()) {
out.vertNormal = convertJSArrayToNumberVector<float>(mesh["vertNormal"]);
out.vertProperties =
convertJSArrayToNumberVector<float>(mesh["vertProperties"]);
if (mesh["mergeFromVert"] != val::undefined()) {
out.mergeFromVert =
convertJSArrayToNumberVector<uint32_t>(mesh["mergeFromVert"]);
}
if (mesh["mergeToVert"] != val::undefined()) {
out.mergeToVert =
convertJSArrayToNumberVector<uint32_t>(mesh["mergeToVert"]);
}
if (mesh["runIndex"] != val::undefined()) {
out.runIndex = convertJSArrayToNumberVector<uint32_t>(mesh["runIndex"]);
}
if (mesh["originalID"] != val::undefined()) {
out.originalID = convertJSArrayToNumberVector<uint32_t>(mesh["originalID"]);
}
if (mesh["faceID"] != val::undefined()) {
out.faceID = convertJSArrayToNumberVector<uint32_t>(mesh["faceID"]);
}
if (mesh["halfedgeTangent"] != val::undefined()) {
out.halfedgeTangent =
@@ -158,10 +190,15 @@ EMSCRIPTEN_BINDINGS(whatever) {
Manifold::Error::VERTEX_INDEX_OUT_OF_BOUNDS)
.value("PROPERTIES_WRONG_LENGTH",
Manifold::Error::PROPERTIES_WRONG_LENGTH)
.value("TRI_PROPERTIES_WRONG_LENGTH",
Manifold::Error::TRI_PROPERTIES_WRONG_LENGTH)
.value("TRI_PROPERTIES_OUT_OF_BOUNDS",
Manifold::Error::TRI_PROPERTIES_OUT_OF_BOUNDS);
.value("MISSING_POSITION_PROPERTIES",
Manifold::Error::MISSING_POSITION_PROPERTIES)
.value("MERGE_VECTORS_DIFFERENT_LENGTHS",
Manifold::Error::MERGE_VECTORS_DIFFERENT_LENGTHS)
.value("MERGE_INDEX_OUT_OF_BOUNDS",
Manifold::Error::MERGE_INDEX_OUT_OF_BOUNDS)
.value("TRANSFORM_WRONG_LENGTH", Manifold::Error::TRANSFORM_WRONG_LENGTH)
.value("RUN_INDEX_WRONG_LENGTH", Manifold::Error::RUN_INDEX_WRONG_LENGTH)
.value("FACE_ID_WRONG_LENGTH", Manifold::Error::FACE_ID_WRONG_LENGTH);
value_object<Box>("box").field("min", &Box::min).field("max", &Box::max);
@@ -173,16 +210,6 @@ EMSCRIPTEN_BINDINGS(whatever) {
.field("surfaceArea", &Properties::surfaceArea)
.field("volume", &Properties::volume);
value_object<BaryRef>("baryRef")
.field("meshID", &BaryRef::meshID)
.field("originalID", &BaryRef::originalID)
.field("tri", &BaryRef::tri)
.field("vertBary", &BaryRef::vertBary);
value_object<MeshRelation>("meshRelation")
.field("barycentric", &MeshRelation::barycentric)
.field("triBary", &MeshRelation::triBary);
value_object<Curvature>("curvature")
.field("maxMeanCurvature", &Curvature::maxMeanCurvature)
.field("minMeanCurvature", &Curvature::minMeanCurvature)
@@ -198,7 +225,6 @@ EMSCRIPTEN_BINDINGS(whatever) {
register_vector<float>("Vector_f32");
register_vector<Manifold>("Vector_manifold");
register_vector<Smoothness>("Vector_smoothness");
register_vector<BaryRef>("Vector_baryRef");
register_vector<glm::vec4>("Vector_vec4");
class_<Manifold>("Manifold")
@@ -213,7 +239,8 @@ EMSCRIPTEN_BINDINGS(whatever) {
.function("_Translate", &Manifold::Translate)
.function("_Rotate", &Manifold::Rotate)
.function("_Scale", &Manifold::Scale)
.function("_Decompose", &Manifold::Decompose)
.function("_Decompose", select_overload<std::vector<Manifold>() const>(
&Manifold::Decompose))
.function("isEmpty", &Manifold::IsEmpty)
.function("status", &Manifold::Status)
.function("numVert", &Manifold::NumVert)
@@ -225,8 +252,7 @@ EMSCRIPTEN_BINDINGS(whatever) {
.function("getProperties", &Manifold::GetProperties)
.function("_getCurvature", &Manifold::GetCurvature)
.function("originalID", &Manifold::OriginalID)
.function("asOriginal", &Manifold::AsOriginal)
.function("_getMeshRelation", &Manifold::GetMeshRelation);
.function("asOriginal", &Manifold::AsOriginal);
function("_Cube", &Manifold::Cube);
function("_Cylinder", &Manifold::Cylinder);
+77 -76
View File
@@ -13,7 +13,7 @@
// limitations under the License.
var _ManifoldInitialized = false;
Module.setup = function() {
Module.setup = function () {
if (_ManifoldInitialized) return;
_ManifoldInitialized = true;
@@ -38,11 +38,11 @@ Module.setup = function() {
polygons = [polygons];
}
return toVec(
new Module.Vector2_vec2(), polygons,
poly => toVec(new Module.Vector_vec2(), poly, p => {
if (p instanceof Array) return {x: p[0], y: p[1]};
return p;
}));
new Module.Vector2_vec2(), polygons,
poly => toVec(new Module.Vector_vec2(), poly, p => {
if (p instanceof Array) return { x: p[0], y: p[1] };
return p;
}));
}
function disposePolygons(polygonsVec) {
@@ -52,15 +52,15 @@ Module.setup = function() {
function vararg2vec(vec) {
if (vec[0] instanceof Array)
return {x: vec[0][0], y: vec[0][1], z: vec[0][2]};
return { x: vec[0][0], y: vec[0][1], z: vec[0][2] };
if (typeof (vec[0]) == 'number')
// default to 0
return {x: vec[0] || 0, y: vec[1] || 0, z: vec[2] || 0};
return { x: vec[0] || 0, y: vec[1] || 0, z: vec[2] || 0 };
return vec[0];
}
Module.Manifold.prototype.warp = function(func) {
const wasmFuncPtr = addFunction(function(vec3Ptr) {
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');
@@ -76,7 +76,7 @@ Module.setup = function() {
};
// note that the matrix is using column major (same as glm)
Module.Manifold.prototype.transform = function(mat) {
Module.Manifold.prototype.transform = function (mat) {
console.assert(mat.length == 4, 'expects a 3x4 matrix');
const vec = new Module.Vector_f32();
for (let col of mat) {
@@ -88,29 +88,29 @@ Module.setup = function() {
return result;
};
Module.Manifold.prototype.translate = function(...vec) {
Module.Manifold.prototype.translate = function (...vec) {
return this._Translate(vararg2vec(vec));
};
Module.Manifold.prototype.rotate = function(vec) {
Module.Manifold.prototype.rotate = function (vec) {
return this._Rotate(...vec);
};
Module.Manifold.prototype.scale = function(vec) {
Module.Manifold.prototype.scale = function (vec) {
if (typeof vec == 'number') {
return this._Scale({x: vec, y: vec, z: vec});
return this._Scale({ x: vec, y: vec, z: vec });
}
return this._Scale(vararg2vec([vec]));
};
Module.Manifold.prototype.decompose = function() {
Module.Manifold.prototype.decompose = function () {
const vec = this._Decompose();
const result = fromVec(vec);
vec.delete();
return result;
};
Module.Manifold.prototype.getCurvature = function() {
Module.Manifold.prototype.getCurvature = function () {
const result = this._getCurvature();
const oldMeanCurvature = result.vertMeanCurvature;
const oldGaussianCurvature = result.vertGaussianCurvature;
@@ -123,14 +123,24 @@ Module.setup = function() {
class Mesh {
constructor({
numProp = 3,
triVerts = new Uint32Array(),
vertPos = new Float32Array(),
vertNormal,
vertProperties = new Float32Array(),
mergeFromVert,
mergeToVert,
runIndex,
originalID,
faceID,
halfedgeTangent
} = {}) {
this.numProp = numProp;
this.triVerts = triVerts;
this.vertPos = vertPos;
this.vertNormal = vertNormal;
this.vertProperties = vertProperties;
this.mergeFromVert = mergeFromVert;
this.mergeToVert = mergeToVert;
this.runIndex = runIndex;
this.originalID = originalID;
this.faceID = faceID;
this.halfedgeTangent = halfedgeTangent;
}
@@ -139,7 +149,7 @@ Module.setup = function() {
}
get numVert() {
return this.vertPos.length / 3;
return this.vertProperties.length / this.numProp;
}
verts(tri) {
@@ -147,11 +157,11 @@ Module.setup = function() {
}
position(vert) {
return this.vertPos.subarray(3 * vert, 3 * (vert + 1));
return this.vertProperties.subarray(numProp * vert, numProp * vert + 3);
}
normal(vert) {
return this.vertNormal.subarray(3 * vert, 3 * (vert + 1));
extras(vert) {
return this.vertProperties.subarray(numProp * vert + 3, numProp * (vert + 1));
}
tangent(halfedge) {
@@ -161,32 +171,11 @@ Module.setup = function() {
Module.Mesh = Mesh;
Module.Manifold.prototype.getMesh = function() {
Module.Manifold.prototype.getMesh = function () {
return new Mesh(this._GetMeshJS());
};
Module.Manifold.prototype.getMeshRelation = function() {
const result = this._getMeshRelation();
const oldBarycentric = result.barycentric;
const oldTriBary = result.triBary;
const conversion1 = v => [v.x, v.y, v.z];
const conversion2 = v => [v[0], v[1], v[2]];
const conversion3 = v => {
return {
meshID: v.meshID,
originalID: v.originalID,
tri: v.tri,
vertBary: conversion2(v.vertBary)
};
};
result.barycentric = fromVec(oldBarycentric, conversion1);
result.triBary = fromVec(oldTriBary, conversion3);
oldBarycentric.delete();
oldTriBary.delete();
return result;
};
Module.Manifold.prototype.boundingBox = function() {
Module.Manifold.prototype.boundingBox = function () {
const result = this._boundingBox();
return {
min: ['x', 'y', 'z'].map(f => result.min[f]),
@@ -209,11 +198,23 @@ Module.setup = function() {
case Module.status.PROPERTIES_WRONG_LENGTH.value:
message = 'Properties have wrong length';
break;
case Module.status.TRI_PROPERTIES_WRONG_LENGTH.value:
message = 'Tri properties have wrong length';
case Module.status.MISSING_POSITION_PROPERTIES.value:
message = 'Less than three properties';
break;
case Module.status.TRI_PROPERTIES_OUT_OF_BOUNDS.value:
message = 'Tri properties out of bounds';
case Module.status.MERGE_VECTORS_DIFFERENT_LENGTHS.value:
message = 'Merge vectors have different lengths';
break;
case Module.status.MERGE_INDEX_OUT_OF_BOUNDS.value:
message = 'Merge index out of bounds';
break;
case Module.status.TRANSFORM_WRONG_LENGTH.value:
message = 'Transform vector has wrong length';
break;
case Module.status.RUN_INDEX_WRONG_LENGTH.value:
message = 'Run index vector has wrong length';
break;
case Module.status.FACE_ID_WRONG_LENGTH.value:
message = 'Face ID vector has wrong length';
}
const base = Error.apply(this, [message, ...args]);
@@ -225,11 +226,11 @@ Module.setup = function() {
Module.ManifoldError.prototype = Object.create(Error.prototype, {
constructor:
{value: Module.ManifoldError, writable: true, configurable: true}
{ value: Module.ManifoldError, writable: true, configurable: true }
});
const ManifoldCtor = Module.Manifold;
Module.Manifold = function(mesh) {
Module.Manifold = function (mesh) {
const manifold = new ManifoldCtor(mesh);
const status = manifold.status();
@@ -242,30 +243,30 @@ Module.setup = function() {
Module.Manifold.prototype = Object.create(ManifoldCtor.prototype);
Module.cube = function(...args) {
Module.cube = function (...args) {
let size = undefined;
if (args.length == 0)
size = {x: 1, y: 1, z: 1};
size = { x: 1, y: 1, z: 1 };
else if (typeof args[0] == 'number')
size = {x: args[0], y: args[0], z: args[0]};
size = { x: args[0], y: args[0], z: args[0] };
else
size = vararg2vec(args);
const center = args[1] || false;
return Module._Cube(size, center);
};
Module.cylinder = function(
height, radiusLow, radiusHigh = -1.0, circularSegments = 0,
center = false) {
Module.cylinder = function (
height, radiusLow, radiusHigh = -1.0, circularSegments = 0,
center = false) {
return Module._Cylinder(
height, radiusLow, radiusHigh, circularSegments, center);
height, radiusLow, radiusHigh, circularSegments, center);
};
Module.sphere = function(radius, circularSegments = 0) {
Module.sphere = function (radius, circularSegments = 0) {
return Module._Sphere(radius, circularSegments);
};
Module.smooth = function(mesh, sharpenedEdges = []) {
Module.smooth = function (mesh, sharpenedEdges = []) {
const sharp = new Module.Vector_smoothness();
toVec(sharp, sharpenedEdges);
const result = Module._Smooth(mesh, sharp);
@@ -273,25 +274,25 @@ Module.setup = function() {
return result;
};
Module.extrude = function(
polygons, height, nDivisions = 0, twistDegrees = 0.0,
scaleTop = [1.0, 1.0]) {
if (scaleTop instanceof Array) scaleTop = {x: scaleTop[0], y: scaleTop[1]};
Module.extrude = function (
polygons, height, nDivisions = 0, twistDegrees = 0.0,
scaleTop = [1.0, 1.0]) {
if (scaleTop instanceof Array) scaleTop = { x: scaleTop[0], y: scaleTop[1] };
const polygonsVec = polygons2vec(polygons);
const result = Module._Extrude(
polygonsVec, height, nDivisions, twistDegrees, scaleTop);
polygonsVec, height, nDivisions, twistDegrees, scaleTop);
disposePolygons(polygonsVec);
return result;
};
Module.revolve = function(polygons, circularSegments = 0) {
Module.revolve = function (polygons, circularSegments = 0) {
const polygonsVec = polygons2vec(polygons);
const result = Module._Revolve(polygonsVec, circularSegments);
disposePolygons(polygonsVec);
return result;
};
Module.compose = function(manifolds) {
Module.compose = function (manifolds) {
const vec = new Module.Vector_manifold();
toVec(vec, manifolds);
const result = Module._Compose(vec);
@@ -299,12 +300,12 @@ Module.setup = function() {
return result;
};
Module.levelSet = function(sdf, bounds, edgeLength, level = 0) {
Module.levelSet = function (sdf, bounds, edgeLength, level = 0) {
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]},
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 wasmFuncPtr = addFunction(function (vec3Ptr) {
const x = getValue(vec3Ptr, 'float');
const y = getValue(vec3Ptr + 4, 'float');
const z = getValue(vec3Ptr + 8, 'float');
@@ -317,14 +318,14 @@ Module.setup = function() {
};
function batchbool(name) {
return function(...args) {
return function (...args) {
if (args.length == 1) args = args[0];
const v = new Module.Vector_manifold();
for (const m of args) v.push_back(m);
const result = Module['_' + name + 'N'](v);
v.delete();
return result;
}
};
}
Module.union = batchbool('union');
+2 -2
View File
@@ -128,7 +128,7 @@ model-viewer {
transform: translate3d(-50%, -50%, 0);
}
.margin {
.header .margin {
font-size: 16px;
margin: 1em;
}
@@ -211,4 +211,4 @@ model-viewer {
.col {
width: 100%;
}
}
}
+332 -332
View File
@@ -12,239 +12,239 @@
// See the License for the specific language governing permissions and
// limitations under the License.
(function(exports) {
(function (exports) {
exports.functions = {
Intro: function() {
// Write code in JavaScript or TypeScript and this editor will show the API
// docs. Type e.g. "box." to see the Manifold API. Type "Module." to see the
// static API - these functions can also be used bare. Use console.log() to
// print output (lower-right). This editor defines Z as up and units of mm.
exports.functions = {
Intro: function () {
// Write code in JavaScript or TypeScript and this editor will show the API
// docs. Type e.g. "box." to see the Manifold API. Type "Module." to see the
// static API - these functions can also be used bare. Use console.log() to
// print output (lower-right). This editor defines Z as up and units of mm.
const box = cube([100, 100, 100], true);
const ball = sphere(60, 100);
// You must name your final output "result".
const result = box.subtract(ball);
const box = cube([100, 100, 100], true);
const ball = sphere(60, 100);
// You must name your final output "result".
const result = box.subtract(ball);
// All changes are automatically saved and restored between sessions.
// This app is purely local - there is no server communication.
// This means it will work equally well offline once loaded.
// To share your code with another browser/device, simply copy the text to a
// file.
// All changes are automatically saved and restored between sessions.
// This app is purely local - there is no server communication.
// This means it will work equally well offline once loaded.
// To share your code with another browser/device, simply copy the text to a
// file.
// See the script drop-down above ("Intro") for usage examples.
return result;
},
// See the script drop-down above ("Intro") for usage examples.
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:
// https://www.thingiverse.com/thing:186372
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:
// https://www.thingiverse.com/thing:186372
const edgeLength = 50; // Length of each edge of the overall tetrahedron.
const gap = 0.2; // Spacing between the two halves to allow sliding.
const nDivisions =
const edgeLength = 50; // Length of each edge of the overall tetrahedron.
const gap = 0.2; // Spacing between the two halves to allow sliding.
const nDivisions =
50; // Number of divisions (both ways) in the screw surface.
const scale = edgeLength / (2 * Math.sqrt(2));
const scale = edgeLength / (2 * Math.sqrt(2));
const tet = tetrahedron().scale(scale);
const tet = tetrahedron().scale(scale);
const box = [];
box.push([2, -2], [2, 2]);
for (let i = 0; i <= nDivisions; ++i) {
box.push([gap / (2 * scale), 2 - i * 4 / nDivisions]);
}
const box = [];
box.push([2, -2], [2, 2]);
for (let i = 0; i <= nDivisions; ++i) {
box.push([gap / (2 * scale), 2 - i * 4 / nDivisions]);
}
const screw = extrude(box, 2, nDivisions, 270)
.rotate([0, 0, -45])
.translate([0, 0, -1])
.scale(scale);
const screw = extrude(box, 2, nDivisions, 270)
.rotate([0, 0, -45])
.translate([0, 0, -1])
.scale(scale);
const result = tet.intersect(screw);
return result;
},
const result = tet.intersect(screw);
return result;
},
RoundedFrame: function() {
// Demonstrates how at 90-degree intersections, the sphere and cylinder
// facets match up perfectly, for any choice of global resolution
// parameters.
RoundedFrame: function () {
// Demonstrates how at 90-degree intersections, the sphere and cylinder
// facets match up perfectly, for any choice of global resolution
// parameters.
function roundedFrame(edgeLength, radius, circularSegments = 0) {
const edge = cylinder(edgeLength, radius, -1, circularSegments);
const corner = sphere(radius, circularSegments);
function roundedFrame(edgeLength, radius, circularSegments = 0) {
const edge = cylinder(edgeLength, radius, -1, circularSegments);
const corner = sphere(radius, circularSegments);
let edge1 = union(corner, edge);
edge1 = edge1.rotate([-90, 0, 0]).translate([
-edgeLength / 2, -edgeLength / 2, 0
]);
let edge1 = union(corner, edge);
edge1 = edge1.rotate([-90, 0, 0]).translate([
-edgeLength / 2, -edgeLength / 2, 0
]);
let edge2 = edge1.rotate([0, 0, 180]);
edge2 = union(edge2, edge1);
edge2 =
let edge2 = edge1.rotate([0, 0, 180]);
edge2 = union(edge2, edge1);
edge2 =
union(edge2, edge.translate([-edgeLength / 2, -edgeLength / 2, 0]));
let edge4 = edge2.rotate([0, 0, 90]);
edge4 = union(edge4, edge2);
let edge4 = edge2.rotate([0, 0, 90]);
edge4 = union(edge4, edge2);
let frame = edge4.translate([0, 0, -edgeLength / 2]);
frame = union(frame, frame.rotate([180, 0, 0]));
let frame = edge4.translate([0, 0, -edgeLength / 2]);
frame = union(frame, frame.rotate([180, 0, 0]));
return frame;
}
setMinCircularAngle(3);
setMinCircularEdgeLength(0.5);
const result = roundedFrame(100, 10);
return result;
},
Heart: function() {
// 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
const func = (v) => {
const x2 = v[0] * v[0];
const y2 = v[1] * v[1];
const z = v[2];
const z2 = z * z;
const a = x2 + 9 / 4 * y2 + z2;
const b = z * z2 * (x2 + 9 / 80 * y2);
const a2 = a * a;
const a3 = a * a2;
const step = (r) => {
const r2 = r * r;
const r4 = r2 * r2;
// Taubin's function: https://mathworld.wolfram.com/HeartSurface.html
const f = a3 * r4 * r2 - b * r4 * r - 3 * a2 * r4 + 3 * a * r2 - 1;
// Derivative
const df = 6 * a3 * r4 * r - 5 * b * r4 - 12 * a2 * r2 * r + 6 * a * r;
return f / df;
};
// Newton's method for root finding
let r = 1.5;
let dr = 1;
while (Math.abs(dr) > 0.0001) {
dr = step(r);
r -= dr;
return frame;
}
// Update radius
v[0] *= r;
v[1] *= r;
v[2] *= r;
};
const ball = sphere(1, 200);
const heart = ball.warp(func);
const box = heart.boundingBox();
const result = heart.scale(100 / (box.max[0] - box.min[0]));
return result;
},
setMinCircularAngle(3);
setMinCircularEdgeLength(0.5);
const result = roundedFrame(100, 10);
return result;
},
Scallop: function() {
// 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
Heart: function () {
// 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
const height = 10;
const radius = 30;
const offset = 20;
const wiggles = 12;
const sharpness = 0.8;
const n = 50;
const func = (v) => {
const x2 = v[0] * v[0];
const y2 = v[1] * v[1];
const z = v[2];
const z2 = z * z;
const a = x2 + 9 / 4 * y2 + z2;
const b = z * z2 * (x2 + 9 / 80 * y2);
const a2 = a * a;
const a3 = a * a2;
const vertPos = [];
const triVerts = [];
vertPos.push(-offset, 0, height, -offset, 0, -height);
const sharpenedEdges = [];
const step = (r) => {
const r2 = r * r;
const r4 = r2 * r2;
// Taubin's function: https://mathworld.wolfram.com/HeartSurface.html
const f = a3 * r4 * r2 - b * r4 * r - 3 * a2 * r4 + 3 * a * r2 - 1;
// Derivative
const df = 6 * a3 * r4 * r - 5 * b * r4 - 12 * a2 * r2 * r + 6 * a * r;
return f / df;
};
// Newton's method for root finding
let r = 1.5;
let dr = 1;
while (Math.abs(dr) > 0.0001) {
dr = step(r);
r -= dr;
}
// Update radius
v[0] *= r;
v[1] *= r;
v[2] *= r;
};
const delta = 3.14159 / wiggles;
for (let i = 0; i < 2 * wiggles; ++i) {
const theta = (i - wiggles) * delta;
const amp = 0.5 * height * Math.max(Math.cos(0.8 * theta), 0);
const ball = sphere(1, 200);
const heart = ball.warp(func);
const box = heart.boundingBox();
const result = heart.scale(100 / (box.max[0] - box.min[0]));
return result;
},
vertPos.push(
Scallop: function () {
// 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
const height = 10;
const radius = 30;
const offset = 20;
const wiggles = 12;
const sharpness = 0.8;
const n = 50;
const vertPos = [];
const triVerts = [];
vertPos.push(-offset, 0, height, -offset, 0, -height);
const sharpenedEdges = [];
const delta = 3.14159 / wiggles;
for (let i = 0; i < 2 * wiggles; ++i) {
const theta = (i - wiggles) * delta;
const amp = 0.5 * height * Math.max(Math.cos(0.8 * theta), 0);
vertPos.push(
radius * Math.cos(theta), radius * Math.sin(theta),
amp * (i % 2 == 0 ? 1 : -1));
let j = i + 1;
if (j == 2 * wiggles) j = 0;
let j = i + 1;
if (j == 2 * wiggles) j = 0;
const smoothness = 1 - sharpness * Math.cos((theta + delta / 2) / 2);
let halfedge = triVerts.length + 1;
sharpenedEdges.push({halfedge, smoothness});
triVerts.push(0, 2 + i, 2 + j);
const smoothness = 1 - sharpness * Math.cos((theta + delta / 2) / 2);
let halfedge = triVerts.length + 1;
sharpenedEdges.push({ halfedge, smoothness });
triVerts.push(0, 2 + i, 2 + j);
halfedge = triVerts.length + 1;
sharpenedEdges.push({halfedge, smoothness});
triVerts.push(1, 2 + j, 2 + i);
}
halfedge = triVerts.length + 1;
sharpenedEdges.push({ halfedge, smoothness });
triVerts.push(1, 2 + j, 2 + i);
}
const scallop = new Mesh();
scallop.triVerts = Uint32Array.from(triVerts);
scallop.vertPos = Float32Array.from(vertPos);
const result = smooth(scallop, sharpenedEdges).refine(n);
return result;
},
const scallop = new Mesh();
scallop.triVerts = Uint32Array.from(triVerts);
scallop.vertProperties = Float32Array.from(vertPos);
const result = smooth(scallop, sharpenedEdges).refine(n);
return result;
},
TorusKnot: function() {
// 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.
TorusKnot: function () {
// 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.
// @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.
// @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.
function torusKnot(
function torusKnot(
p, q, majorRadius, minorRadius, threadRadius, circularSegments = 0,
linearSegments = 0) {
function gcd(a, b) {
return b == 0 ? a : gcd(b, a % b);
}
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 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 circle = [];
const dPhi = 2 * 3.14159 / n;
const offset = 2;
for (let i = 0; i < n; ++i) {
circle.push([Math.cos(dPhi * i) + offset, Math.sin(dPhi * i)]);
}
const circle = [];
const dPhi = 2 * 3.14159 / n;
const offset = 2;
for (let i = 0; i < n; ++i) {
circle.push([Math.cos(dPhi * i) + offset, Math.sin(dPhi * i)]);
}
const point = new THREE.Vector3();
const axis = new THREE.Vector3();
const point = new THREE.Vector3();
const axis = new THREE.Vector3();
const func =
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]);
point.set(Math.cos(phi), 0, Math.sin(phi))
.multiplyScalar(threadRadius);
.multiplyScalar(threadRadius);
const r = majorRadius + minorRadius * Math.cos(theta);
point.applyAxisAngle(
axis.set(1, 0, 0), -Math.atan2(p * minorRadius, q * r));
axis.set(1, 0, 0), -Math.atan2(p * minorRadius, q * r));
point.x += minorRadius;
point.applyAxisAngle(axis.set(0, 1, 0), theta);
point.x += majorRadius;
@@ -252,189 +252,189 @@ exports.functions = {
v[0] = point.x;
v[1] = point.y;
v[2] = point.z;
};
let knot = 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)]));
}
let knot = 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 = compose(knots);
}
knot = compose(knots);
return knot;
}
return knot;
}
// This recreates Matlab Knot by Emmett Lalish:
// https://www.thingiverse.com/thing:7080
const result = torusKnot(1, 3, 25, 10, 3.75);
return result;
},
MengerSponge: function() {
// This example demonstrates how symbolic perturbation correctly creates
// holes even though the subtracted objects are exactly coplanar.
function vec2add(a, b) {
return [a[0] + b[0], a[1] + b[1]];
}
function fractal(holes, hole, w, position, depth, maxDepth) {
w /= 3;
holes.push(
hole.scale([w, w, 1.0]).translate([position[0], position[1], 0.0]));
if (depth == maxDepth) return;
const offsets = [
[-w, -w], [-w, 0.0], [-w, w], [0.0, w], [w, w], [w, 0.0], [w, -w],
[0.0, -w]
];
for (let offset of offsets)
fractal(holes, hole, w, vec2add(position, offset), depth + 1, maxDepth);
}
function mengerSponge(n) {
let result = cube([1, 1, 1], true);
const holes = [];
fractal(holes, result, 1.0, [0.0, 0.0], 1, n);
const hole = compose(holes);
result = difference(result, hole);
result = difference(result, hole.rotate([90, 0, 0]));
result = difference(result, hole.rotate([0, 90, 0]));
// This recreates Matlab Knot by Emmett Lalish:
// https://www.thingiverse.com/thing:7080
const result = torusKnot(1, 3, 25, 10, 3.75);
return result;
}
},
const result = mengerSponge(3).scale(100);
return result;
},
MengerSponge: function () {
// This example demonstrates how symbolic perturbation correctly creates
// holes even though the subtracted objects are exactly coplanar.
StretchyBracelet: function() {
// Recreates Stretchy Bracelet by Emmett Lalish:
// https://www.thingiverse.com/thing:13505
function vec2add(a, b) {
return [a[0] + b[0], a[1] + b[1]];
}
function base(
function fractal(holes, hole, w, position, depth, maxDepth) {
w /= 3;
holes.push(
hole.scale([w, w, 1.0]).translate([position[0], position[1], 0.0]));
if (depth == maxDepth) return;
const offsets = [
[-w, -w], [-w, 0.0], [-w, w], [0.0, w], [w, w], [w, 0.0], [w, -w],
[0.0, -w]
];
for (let offset of offsets)
fractal(holes, hole, w, vec2add(position, offset), depth + 1, maxDepth);
}
function mengerSponge(n) {
let result = cube([1, 1, 1], true);
const holes = [];
fractal(holes, result, 1.0, [0.0, 0.0], 1, n);
const hole = compose(holes);
result = difference(result, hole);
result = difference(result, hole.rotate([90, 0, 0]));
result = difference(result, hole.rotate([0, 90, 0]));
return result;
}
const result = mengerSponge(3).scale(100);
return result;
},
StretchyBracelet: function () {
// Recreates Stretchy Bracelet by Emmett Lalish:
// https://www.thingiverse.com/thing:13505
function base(
width, radius, decorRadius, twistRadius, nDecor, innerRadius,
outerRadius, cut, nCut, nDivision) {
function rotate(v, theta) {
return [
v[0] * Math.cos(theta) - v[1] * Math.sin(theta),
v[0] * Math.sin(theta) + v[1] * Math.cos(theta)
];
}
function rotate(v, theta) {
return [
v[0] * Math.cos(theta) - v[1] * Math.sin(theta),
v[0] * Math.sin(theta) + v[1] * Math.cos(theta)
];
}
let b = cylinder(width, radius + twistRadius / 2);
const circle = [];
const dPhiDeg = 180 / nDivision;
for (let i = 0; i < 2 * nDivision; ++i) {
circle.push([
decorRadius * Math.cos(dPhiDeg * i * Math.PI / 180) + twistRadius,
decorRadius * Math.sin(dPhiDeg * i * Math.PI / 180)
]);
}
let decor =
let b = cylinder(width, radius + twistRadius / 2);
const circle = [];
const dPhiDeg = 180 / nDivision;
for (let i = 0; i < 2 * nDivision; ++i) {
circle.push([
decorRadius * Math.cos(dPhiDeg * i * Math.PI / 180) + twistRadius,
decorRadius * Math.sin(dPhiDeg * i * Math.PI / 180)
]);
}
let decor =
extrude(circle, width, nDivision, 180).scale([1, 0.5, 1]).translate([
0, radius, 0
]);
for (let i = 0; i < nDecor; i++)
b = b.add(decor.rotate([0, 0, (360.0 / nDecor) * i]));
const stretch = [];
const dPhiRad = 2 * Math.PI / nCut;
for (let i = 0; i < nDecor; i++)
b = b.add(decor.rotate([0, 0, (360.0 / nDecor) * i]));
const stretch = [];
const dPhiRad = 2 * Math.PI / nCut;
const p0 = [outerRadius, 0];
const p1 = [innerRadius, -cut];
const p2 = [innerRadius, cut];
for (let i = 0; i < nCut; ++i) {
stretch.push(rotate(p0, dPhiRad * i));
stretch.push(rotate(p1, dPhiRad * i));
stretch.push(rotate(p2, dPhiRad * i));
stretch.push(rotate(p0, dPhiRad * i));
const p0 = [outerRadius, 0];
const p1 = [innerRadius, -cut];
const p2 = [innerRadius, cut];
for (let i = 0; i < nCut; ++i) {
stretch.push(rotate(p0, dPhiRad * i));
stretch.push(rotate(p1, dPhiRad * i));
stretch.push(rotate(p2, dPhiRad * i));
stretch.push(rotate(p0, dPhiRad * i));
}
b = intersection(extrude(stretch, width), b);
return b;
}
b = intersection(extrude(stretch, width), b);
return b;
}
function stretchyBracelet(
function stretchyBracelet(
radius = 30, height = 8, width = 15, thickness = 0.4, nDecor = 20,
nCut = 27, nDivision = 30) {
const twistRadius = Math.PI * radius / nDecor;
const decorRadius = twistRadius * 1.5;
const outerRadius = radius + (decorRadius + twistRadius) * 0.5;
const innerRadius = outerRadius - height;
const cut = 0.5 * (Math.PI * 2 * innerRadius / nCut - thickness);
const adjThickness = 0.5 * thickness * height / cut;
const twistRadius = Math.PI * radius / nDecor;
const decorRadius = twistRadius * 1.5;
const outerRadius = radius + (decorRadius + twistRadius) * 0.5;
const innerRadius = outerRadius - height;
const cut = 0.5 * (Math.PI * 2 * innerRadius / nCut - thickness);
const adjThickness = 0.5 * thickness * height / cut;
return difference(
return difference(
base(
width, radius, decorRadius, twistRadius, nDecor,
innerRadius + thickness, outerRadius + adjThickness,
cut - adjThickness, nCut, nDivision),
width, radius, decorRadius, twistRadius, nDecor,
innerRadius + thickness, outerRadius + adjThickness,
cut - adjThickness, nCut, nDivision),
base(
width, radius - thickness, decorRadius, twistRadius, nDecor,
innerRadius, outerRadius + 3 * adjThickness, cut, nCut,
nDivision));
}
width, radius - thickness, decorRadius, twistRadius, nDecor,
innerRadius, outerRadius + 3 * adjThickness, cut, nCut,
nDivision));
}
const result = stretchyBracelet();
return result;
},
const result = stretchyBracelet();
return result;
},
GyroidModule: function() {
// Recreates Modular Gyroid Puzzle by Emmett Lalish:
// https://www.thingiverse.com/thing:25477. This sample demonstrates the use
// of a Signed Distance Function (SDF) to create smooth, complex manifolds.
GyroidModule: function () {
// Recreates Modular Gyroid Puzzle by Emmett Lalish:
// https://www.thingiverse.com/thing:25477. This sample demonstrates the use
// of a Signed Distance Function (SDF) to create smooth, complex manifolds.
const size = 20;
const n = 20;
const pi = 3.14159;
const size = 20;
const n = 20;
const pi = 3.14159;
function gyroid(p) {
const x = p[0] - pi / 4;
const y = p[1] - pi / 4;
const z = p[2] - pi / 4;
return Math.cos(x) * Math.sin(y) + Math.cos(y) * Math.sin(z) +
function gyroid(p) {
const x = p[0] - pi / 4;
const y = p[1] - pi / 4;
const z = p[2] - pi / 4;
return Math.cos(x) * Math.sin(y) + Math.cos(y) * Math.sin(z) +
Math.cos(z) * Math.sin(x);
}
}
function gyroidOffset(level) {
const period = 2 * pi;
const box = {
min: [-period, -period, -period],
max: [period, period, period]
function gyroidOffset(level) {
const period = 2 * pi;
const box = {
min: [-period, -period, -period],
max: [period, period, period]
};
return levelSet(gyroid, box, period / n, level).scale(size / period);
};
return levelSet(gyroid, box, period / n, level).scale(size / period);
};
function rhombicDodecahedron() {
const box = cube([1, 1, 2], true).scale(size * Math.sqrt(2));
const result =
function rhombicDodecahedron() {
const box = cube([1, 1, 2], true).scale(size * Math.sqrt(2));
const result =
box.rotate([90, 45, 0]).intersect(box.rotate([90, 45, 90]));
return result.intersect(box.rotate([0, 0, 45]));
return result.intersect(box.rotate([0, 0, 45]));
}
let result = rhombicDodecahedron().intersect(gyroidOffset(-0.4));
result = result.subtract(gyroidOffset(0.4));
result = result.rotate([-45, 0, 90]).translate([0, 0, size / Math.sqrt(2)]);
return result;
}
};
let result = rhombicDodecahedron().intersect(gyroidOffset(-0.4))
result = result.subtract(gyroidOffset(0.4));
result = result.rotate([-45, 0, 90]).translate([0, 0, size / Math.sqrt(2)]);
return result;
}
};
exports.functionBodies = new Map();
exports.functionBodies = new Map();
for (const [func, code] of Object.entries(exports.functions)) {
const whole = code.toString();
const lines = whole.split('\n');
lines.splice(0, 1); // remove first line
lines.splice(-2, 2); // remove last two lines
// remove first six leading spaces
const body = '\n' + lines.map(l => l.slice(6)).join('\n');
for (const [func, code] of Object.entries(exports.functions)) {
const whole = code.toString();
const lines = whole.split('\n');
lines.splice(0, 1); // remove first line
lines.splice(-2, 2); // remove last two lines
// remove first four leading spaces
const body = '\n' + lines.map(l => l.slice(4)).join('\n');
const name =
const name =
func.replace(/([a-z])([A-Z])/g, '$1 $2'); // Add spaces between words
exports.functionBodies.set(name, body);
};
exports.functionBodies.set(name, body);
};
})(typeof exports == 'undefined' ? this['examples'] = {} : exports);
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+2 -2
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@@ -11,7 +11,7 @@
<body>
<div class="page">
<div class="container" style="background-color: rgb(162 136 179);">
<div class="container header" style="background-color: rgb(162 136 179);">
<p style="flex: 2;"><a href="https://github.com/elalish/manifold">Manifold</a>CAD
</p>
<div class="margin" style="position: relative;">
@@ -53,4 +53,4 @@
<script src="editor.js"></script>
<script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/2.0.1/model-viewer.min.js"></script>
</html>
</html>
+192 -50
View File
@@ -38,7 +38,10 @@
<body>
<p>This example demonstrates feeding Manifold's output into <a
href="https://modelviewer.dev/">&lt;model-viewer&gt;</a>
via the three.js GLTFExporter. The most basic three.js example is <a href="three.html">here</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>
<select>
<option value="difference" selected>Difference</option>
@@ -48,30 +51,59 @@
<model-viewer camera-controls shadow-intensity="1" alt="Output of mesh Boolean operation"></model-viewer>
</body>
<script type="module" src="https://unpkg.com/@google/model-viewer/dist/model-viewer.min.js"></script>
<script src="https://unpkg.com/three@0.144.0/build/three.js"></script>
<script src="https://unpkg.com/three@0.144.0/examples/js/utils/BufferGeometryUtils.js"></script>
<script src="https://unpkg.com/three@0.144.0/examples/js/exporters/GLTFExporter.js"></script>
<script type="module" src="https://ajax.googleapis.com/ajax/libs/model-viewer/2.0.1/model-viewer.min.js"></script>
<script src="manifold.js"></script>
<script>
<script type="module">
import { Accessor, Document, WebIO } from 'https://cdn.skypack.dev/@gltf-transform/core';
const io = new WebIO();
const doc = new Document();
const buffer = doc.createBuffer();
const position = doc.createAccessor().setBuffer(buffer).setType(Accessor.Type.VEC3);
const uv = doc.createAccessor().setBuffer(buffer).setType(Accessor.Type.VEC2);
const moonIndices = doc.createAccessor().setBuffer(buffer).setType(Accessor.Type.SCALAR);
const spaceIndices = doc.createAccessor().setBuffer(buffer).setType(Accessor.Type.SCALAR);
const moonTexture = doc.createTexture('moon');
const spaceTexture = doc.createTexture('space');
const moonMaterial = doc.createMaterial('moon').setBaseColorTexture(moonTexture);
const spaceMaterial = doc.createMaterial('moon').setBaseColorTexture(spaceTexture);
const moonPrimitive = doc.createPrimitive().setMaterial(moonMaterial)
.setIndices(moonIndices).setAttribute('POSITION', position).setAttribute('TEXCOORD_0', uv);
const spacePrimitive = doc.createPrimitive().setMaterial(spaceMaterial)
.setIndices(spaceIndices).setAttribute('POSITION', position).setAttribute('TEXCOORD_0', uv);
const mesh = doc.createMesh('result').addPrimitive(moonPrimitive).addPrimitive(spacePrimitive);
const node = doc.createNode().setMesh(mesh);
const scene = doc.createScene().addChild(node);
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()));
}
async function loadTextures() {
const moonLoads = loadTexture(moonTexture, './moonAltitude.jpg');
const spaceLoads = loadTexture(spaceTexture, './hubbleDeepField.jpg');
await Promise.all([moonLoads, spaceLoads]);
}
const texturesLoad = loadTextures();
const materialMap = new Map();
let wasm;
Module().then(function (tmp) {
wasm = tmp;
wasm.setup();
const mesh = new THREE.Mesh(undefined, new THREE.MeshStandardMaterial({
color: 'yellow',
metalness: 1,
roughness: 0.2
}));
const icosahedron = simplify(new THREE.IcosahedronGeometry(0.16));
const manifold_1 = wasm.cube(0.2, 0.2, 0.2, true);
const manifold_2 = new wasm.Manifold(geometry2mesh(icosahedron));
const space = cubeUV().scale(50);
const moon = sphereUV().scale(60);
materialMap.set(space.originalID(), spaceIndices);
materialMap.set(moon.originalID(), moonIndices);
const csg = function (operation) {
mesh.geometry?.dispose();
mesh.geometry = mesh2geometry(wasm[operation](manifold_1, manifold_2).getMesh());
push2MV(mesh);
push2MV(wasm[operation](space, moon));
};
document.querySelector('select').onchange = function (event) {
@@ -83,44 +115,154 @@
const mv = document.querySelector('model-viewer');
let objectURL = null;
const exporter = new THREE.GLTFExporter();
function push2MV(mesh) {
exporter.parse(
mesh,
(gltf) => {
const blob = new Blob([gltf], { type: 'application/octet-stream' });
URL.revokeObjectURL(objectURL);
objectURL = URL.createObjectURL(blob);
mv.src = objectURL;
},
() => console.log('GLTF export failed!'),
{ binary: true }
);
async function push2MV(manifold) {
// From Z-up to Y-up (glTF)
const mesh = manifold.rotate([-90, 0, 0]).getMesh();
for (const [i, id] of mesh.originalID.entries()) {
const indices = materialMap.get(id);
indices.setArray(mesh.triVerts.subarray(mesh.runIndex[i], mesh.runIndex[i + 1]));
}
const numVert = mesh.numVert;
const numProp = mesh.numProp;
const posArray = new Float32Array(3 * numVert);
const uvArray = new Float32Array(2 * numVert);
for (let i = 0; i < numVert; ++i) {
posArray[3 * i] = mesh.vertProperties[numProp * i];
posArray[3 * i + 1] = mesh.vertProperties[numProp * i + 1];
posArray[3 * i + 2] = mesh.vertProperties[numProp * i + 2];
uvArray[2 * i] = mesh.vertProperties[numProp * i + 3];
uvArray[2 * i + 1] = mesh.vertProperties[numProp * i + 4];
}
position.setArray(posArray);
uv.setArray(uvArray);
await texturesLoad;
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;
}
// functions to convert between three.js and wasm
function geometry2mesh(geometry) {
const vertPos = geometry.attributes.position.array;
const vertNormal = geometry.attributes.normal.array;
const triVerts = geometry.index.array;
return new wasm.Mesh({vertPos, vertNormal, triVerts});
function cubeUV() {
const numProp = 5;
const numTri = 12;
const numVert = 8;
const numPropVert = 24;
const vertPos =
[-1, -1, -1,
1, -1, -1,
1, 1, -1,
-1, 1, -1,
-1, -1, 1,
1, -1, 1,
1, 1, 1,
-1, 1, 1];
const uvs = [0, 0, 0, 1, 1, 1, 1, 0];
const triVerts = new Uint32Array(
[0, 3, 2, 0, 2, 1,
4, 5, 6, 4, 6, 7,
0, 1, 5, 0, 5, 4,
1, 2, 6, 1, 6, 5,
2, 3, 7, 2, 7, 6,
3, 0, 4, 3, 4, 7]);
const v4 = [0, 1, 2, 5];
const v6 = [0, 1, 2, 0, 2, 3];
const vertProperties = new Float32Array(numProp * numPropVert);
const mergeFromVert = new Uint32Array(numPropVert - numVert);
const mergeToVert = new Uint32Array(numPropVert - numVert);
const meshUV = new wasm.Mesh({ numProp, triVerts, vertProperties, mergeFromVert, mergeToVert });
const vert2vert = [-1, -1, -1, -1, -1, -1, -1, -1];
let idx = 0;
for (let face = 0; face < 6; ++face) {
for (let v = 0; v < 4; ++v) {
const vIdx = 4 * face + v;
const vOld = triVerts[6 * face + v4[v]];
if (vert2vert[vOld] === -1) {
vert2vert[vOld] = vIdx;
} else {
mergeFromVert[idx] = vIdx;
mergeToVert[idx] = vert2vert[vOld];
++idx;
}
for (let i = 0; i < 3; ++i) {
vertProperties[numProp * vIdx + i] = vertPos[3 * vOld + i];
}
vertProperties[numProp * vIdx + 3] = uvs[2 * v];
vertProperties[numProp * vIdx + 4] = uvs[2 * v + 1];
}
for (let i = 0; i < 6; ++i) {
triVerts[6 * face + i] = 4 * face + v6[i];
}
}
return wasm.Manifold(meshUV);
}
function mesh2geometry(mesh) {
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(mesh.vertPos, 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 = THREE.BufferGeometryUtils.mergeVertices(geometry);
simplified.computeVertexNormals();
return simplified;
function sphereUV() {
const n = 100;
const tol = 1 / (2 * n);
const mesh = wasm.sphere(1, n).getMesh();
const nMerge = n / 2 - 1;
const numVert = mesh.numVert;
const numTri = mesh.numTri;
const numPropIn = mesh.numProp;
const numProp = 5;
const triVerts = new Uint32Array(3 * numTri);
const vertProperties = new Float32Array(numProp * (numVert + nMerge));
const mergeFromVert = new Uint32Array(nMerge);
const mergeToVert = new Uint32Array(nMerge);
const meshUV = new wasm.Mesh({ numProp, triVerts, vertProperties, mergeFromVert, mergeToVert });
const vert2vert = new Uint32Array(numVert);
let idx = 0;
for (let i = 0; i < numVert; ++i) {
const x = mesh.vertProperties[numPropIn * i];
const y = mesh.vertProperties[numPropIn * i + 1];
const z = mesh.vertProperties[numPropIn * i + 2];
vertProperties[numProp * i] = x;
vertProperties[numProp * i + 1] = y;
vertProperties[numProp * i + 2] = z;
const u = Math.atan2(y, x) / (2 * Math.PI) + 0.5;
const v = Math.acos(z) / Math.PI;
vertProperties[numProp * i + 4] = v;
if (Math.abs(y) < tol && x < -tol) {// Seam
const iNew = numVert + idx;
mergeFromVert[idx] = iNew;
mergeToVert[idx] = i;
vert2vert[i] = iNew;
vertProperties[numProp * iNew] = x;
vertProperties[numProp * iNew + 1] = y;
vertProperties[numProp * iNew + 2] = z;
vertProperties[numProp * iNew + 3] = 1;
vertProperties[numProp * iNew + 4] = v;
vertProperties[numProp * i + 3] = 0;
++idx;
} else {
vert2vert[i] = i;
vertProperties[numProp * i + 3] = u;
}
}
for (let tri = 0; tri < numTri; ++tri) {
const v0 = mesh.triVerts[3 * tri];
const v1 = mesh.triVerts[3 * tri + 1];
const v2 = mesh.triVerts[3 * tri + 2];
if ((vert2vert[v0] !== v0 || vert2vert[v1] !== v1 || vert2vert[v2] !== v2) &&
(vertProperties[numProp * v0 + 1] > tol || vertProperties[numProp * v1 + 1] > tol ||
vertProperties[numProp * v2 + 1] > tol)) {
triVerts[3 * tri] = vert2vert[v0];
triVerts[3 * tri + 1] = vert2vert[v1];
triVerts[3 * tri + 2] = vert2vert[v2];
} else {
triVerts[3 * tri] = v0;
triVerts[3 * tri + 1] = v1;
triVerts[3 * tri + 2] = v2;
}
}
return wasm.Manifold(meshUV);
}
</script>
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After

Width:  |  Height:  |  Size: 109 KiB

+5 -7
View File
@@ -47,8 +47,8 @@
<canvas id="output"></canvas>
</body>
<script src="https://unpkg.com/three@0.142.0/build/three.js"></script>
<script src="https://unpkg.com/three@0.142.0/examples/js/utils/BufferGeometryUtils.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.144.0/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.144.0/examples/js/utils/BufferGeometryUtils.js"></script>
<script src="manifold.js"></script>
<script>
let wasm;
@@ -94,16 +94,14 @@
// functions to convert between three.js and wasm
function geometry2mesh(geometry) {
const vertPos = geometry.attributes.position.array;
const vertNormal = geometry.attributes.normal.array;
const vertProperties = geometry.attributes.position.array;
const triVerts = geometry.index.array;
return new wasm.Mesh({vertPos, vertNormal, triVerts});
return new wasm.Mesh({ numProp: 3, vertProperties, triVerts });
}
function mesh2geometry(mesh) {
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(mesh.vertPos, 3));
geometry.setAttribute('normal', new THREE.BufferAttribute(mesh.vertNormal, 3));
geometry.setAttribute('position', new THREE.BufferAttribute(mesh.vertProperties, 3));
geometry.setIndex(new THREE.BufferAttribute(mesh.triVerts, 1));
return geometry;
}
+49 -48
View File
@@ -14,8 +14,8 @@
const threePath = 'https://cdn.jsdelivr.net/npm/three@0.144.0/';
importScripts(
'manifold.js', threePath + 'build/three.js',
threePath + 'examples/js/exporters/GLTFExporter.js');
'manifold.js', threePath + 'build/three.js',
threePath + 'examples/js/exporters/GLTFExporter.js');
// manifold member functions that returns a new manifold
const memberFunctions = [
@@ -34,7 +34,7 @@ const utils = [
const exposedFunctions = constructors.concat(utils);
let wasm;
Module().then(function(tmp) {
Module().then(function (tmp) {
wasm = tmp;
wasm.setup();
// Setup memory management, such that users don't have to care about
@@ -46,39 +46,39 @@ Module().then(function(tmp) {
for (const name of memberFunctions) {
const originalFn = wasm.Manifold.prototype[name];
wasm.Manifold.prototype['_' + name] = originalFn;
wasm.Manifold.prototype[name] = function(...args) {
wasm.Manifold.prototype[name] = function (...args) {
const result = this['_' + name](...args);
manifoldRegistry.push(result);
return result;
}
};
}
for (const name of constructors) {
const originalFn = wasm[name];
wasm[name] = function(...args) {
wasm[name] = function (...args) {
const result = originalFn(...args);
manifoldRegistry.push(result);
return result;
}
};
}
wasm.cleanup =
function() {
for (const obj of manifoldRegistry) {
// decompose result is an array of manifolds
if (obj instanceof Array)
for (const elem of obj) elem.delete();
else
obj.delete();
}
manifoldRegistry = [];
}
function () {
for (const obj of manifoldRegistry) {
// decompose result is an array of manifolds
if (obj instanceof Array)
for (const elem of obj) elem.delete();
else
obj.delete();
}
manifoldRegistry = [];
};
postMessage(null);
});
const oldLog = console.log;
console.log = function(...args) {
console.log = function (...args) {
let message = '';
for (const arg of args) {
if (typeof arg == 'object') {
@@ -87,30 +87,30 @@ console.log = function(...args) {
message += arg.toString();
}
}
postMessage({log: message});
postMessage({ log: message });
oldLog(...args);
};
onmessage =
(e) => {
const content = e.data + '\nexportGLB(result);\n';
try {
const f = new Function(...exposedFunctions, content);
f(...exposedFunctions.map(name => wasm[name]));
} catch (error) {
console.log(error.toString());
postMessage({objectURL: null});
} finally {
wasm.cleanup();
}
(e) => {
const content = e.data + '\nexportGLB(result);\n';
try {
const f = new Function(...exposedFunctions, content);
f(...exposedFunctions.map(name => wasm[name]));
} catch (error) {
console.log(error.toString());
postMessage({ objectURL: null });
} finally {
wasm.cleanup();
}
};
// Export & Rendering
// ------------------------------------------------------------
const mesh = new THREE.Mesh(
undefined,
new THREE.MeshStandardMaterial(
{color: 'yellow', metalness: 1, roughness: 0.2}));
undefined,
new THREE.MeshStandardMaterial(
{ color: 'yellow', metalness: 1, roughness: 0.2 }));
const rotation = new THREE.Matrix4();
rotation.set(1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1);
mesh.setRotationFromMatrix(rotation); // Z-up -> Y-up
@@ -125,30 +125,31 @@ function exportGLB(manifold) {
for (let i = 0; i < 3; i++) {
size[i] = Math.round((box.max[i] - box.min[i]) * 10) / 10;
}
console.log(`Bounding Box: X = ${size[0].toLocaleString()} mm, Y = ${
size[1].toLocaleString()} mm, Z = ${size[2].toLocaleString()} mm`);
console.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);
console.log(`Genus: ${manifold.genus().toLocaleString()}, Volume: ${
(volume / 100).toLocaleString()} cm^3`);
console.log(`Genus: ${manifold.genus().toLocaleString()
}, Volume: ${(volume / 100).toLocaleString()} cm^3`);
mesh.geometry?.dispose();
mesh.geometry = mesh2geometry(manifold.getMesh());
exporter.parse(
mesh,
(gltf) => {
const blob = new Blob([gltf], {type: 'application/octet-stream'});
postMessage({objectURL: URL.createObjectURL(blob)});
},
() => {
console.log('glTF export failed!');
postMessage({objectURL: null});
},
{binary: true});
mesh,
(gltf) => {
const blob = new Blob([gltf], { type: 'application/octet-stream' });
postMessage({ objectURL: URL.createObjectURL(blob) });
},
() => {
console.log('glTF export failed!');
postMessage({ objectURL: null });
},
{ binary: true });
}
function mesh2geometry(mesh) {
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(mesh.vertPos, 3));
geometry.setAttribute('position', new THREE.BufferAttribute(mesh.vertProperties, 3));
geometry.setIndex(new THREE.BufferAttribute(mesh.triVerts, 1));
return geometry;
}
+21 -43
View File
@@ -17,7 +17,7 @@ type Vec3 = [number, number, number];
type Vec4 = [number, number, number, number];
type Matrix3x4 = [Vec3, Vec3, Vec3, Vec3];
type SimplePolygon = Vec2[];
type Polygons = SimplePolygon|SimplePolygon[];
type Polygons = SimplePolygon | SimplePolygon[];
type Box = {
min: Vec3,
max: Vec3
@@ -30,12 +30,6 @@ type Properties = {
surfaceArea: number,
volume: number
};
type BaryRef = {
meshID: number,
originalID: number,
tri: number,
vertBary: Vec3
};
type Curvature = {
maxMeanCurvature: number,
minMeanCurvature: number,
@@ -44,21 +38,22 @@ type Curvature = {
vertMeanCurvature: number[],
vertGaussianCurvature: number[]
};
type MeshRelation = {
barycentric: Vec3[],
triBary: BaryRef[],
};
declare class Mesh {
vertPos: Float32Array;
numProp: number;
vertProperties: Float32Array;
triVerts: Uint32Array;
vertNormal?: Float32Array;
mergeFromVert?: Uint32Array;
mergeToVert?: Uint32Array;
runIndex?: Uint32Array;
originalID?: Uint32Array;
faceID?: Uint32Array;
halfedgeTangent?: Float32Array;
get numTri(): number;
get numVert(): number;
verts(tri: number): Uint32Array<3>;
position(vert: number): Float32Array<3>;
normal(vert: number): Float32Array<3>;
extras(vert: number): Float32Array;
tangent(halfedge: number): Float32Array<4>;
}
@@ -102,7 +97,7 @@ declare class Manifold {
*
* @param v The vector to multiply every vertex by per component.
*/
scale(v: Vec3|number): Manifold;
scale(v: Vec3 | number): Manifold;
/**
* Boolean union
@@ -217,26 +212,9 @@ declare class Manifold {
*/
getMesh(): Mesh;
/**
* Gets the relationship to the previous meshes, for the purpose of assigning
* properties like texture coordinates. The triBary vector is the same length
* as Mesh.triVerts: BaryRef.originalID indicates the source mesh and
* BaryRef.tri is that mesh's triangle index to which these barycentric
* coordinates refer. BaryRef.vertBary gives an index for each vertex into the
* barycentric vector if that index is >= 0, indicating it is a new vertex. If
* the index is < 0, this indicates it is an original vertex, the index + 3
* vert of the referenced triangle.
*
* BaryRef.meshID is a unique ID to the particular instance of a given mesh.
* For instance, if you want to convert the triangle mesh to a polygon mesh,
* all the triangles from a given face will have the same .meshID and .tri
* values.
*/
getMeshRelation(): MeshRelation;
/**
* If you copy a manifold, but you want this new copy to have new properties
* (e.g. a different UV mapping), you can reset its meshIDs to a new original,
* (e.g. a different UV mapping), you can reset its IDs to a new original,
* meaning it will now be referenced by its descendants instead of the meshes
* it was built from, allowing you to differentiate the copies when applying
* your properties to the final result.
@@ -250,8 +228,8 @@ declare class Manifold {
asOriginal(): Manifold;
/**
* If this mesh is an original, this returns its meshID that can be referenced
* by product manifolds' MeshRelation. If this manifold is a product, this
* If this mesh is an original, this returns its ID that can be referenced
* by product manifolds. If this manifold is a product, this
* returns -1.
*/
originalID(): number;
@@ -264,7 +242,7 @@ declare class Manifold {
* @param size The X, Y, and Z dimensions of the box.
* @param center Set to true to shift the center to the origin.
*/
declare function cube(size?: Vec3|number, center?: boolean): Manifold;
declare function cube(size?: Vec3 | number, center?: boolean): Manifold;
/**
* A convenience constructor for the common case of extruding a circle. Can also
@@ -280,8 +258,8 @@ declare function cube(size?: Vec3|number, center?: boolean): Manifold;
* origin at the bottom.
*/
declare function cylinder(
height: number, radiusLow: number, radiusHigh?: number,
circularSegments?: number, center?: boolean): Manifold;
height: number, radiusLow: number, radiusHigh?: number,
circularSegments?: number, center?: boolean): Manifold;
/**
* Constructs a geodesic sphere of a given radius.
@@ -348,8 +326,8 @@ declare function tetrahedron(): Manifold;
* Default {1, 1}.
*/
declare function extrude(
crossSection: Polygons, height: number, nDivisions?: number,
twistDegrees?: number, scaleTop?: Vec2): Manifold;
crossSection: Polygons, height: number, nDivisions?: number,
twistDegrees?: number, scaleTop?: Vec2): Manifold;
/**
* Constructs a manifold from a set of polygons by revolving this cross-section
@@ -363,7 +341,7 @@ declare function extrude(
* calculated by the static Defaults.
*/
declare function revolve(
crossSection: Polygons, circularSegments?: number): Manifold;
crossSection: Polygons, circularSegments?: number): Manifold;
declare function union(a: Manifold, b: Manifold): Manifold;
declare function difference(a: Manifold, b: Manifold): Manifold;
@@ -400,8 +378,8 @@ declare function compose(manifolds: Manifold[]): Manifold;
* it with a negative value.
*/
declare function levelSet(
sdf: (point: Vec3) => number, bounds: Box, edgeLength: number,
level?: number): Manifold;
sdf: (point: Vec3) => number, bounds: Box, edgeLength: number,
level?: number): Manifold;
/**
* @name Defaults
+20 -20
View File
@@ -33,7 +33,7 @@ const utils = [
];
const exposedFunctions = constructors.concat(utils);
wasm().then(function(Module) {
wasm().then(function (Module) {
Module.setup();
// Setup memory management, such that users don't have to care about
// calling `delete` manually.
@@ -44,33 +44,33 @@ wasm().then(function(Module) {
for (const name of memberFunctions) {
const originalFn = Module.Manifold.prototype[name];
Module.Manifold.prototype['_' + name] = originalFn;
Module.Manifold.prototype[name] = function(...args) {
Module.Manifold.prototype[name] = function (...args) {
const result = this['_' + name](...args);
manifoldRegistry.push(result);
return result;
}
};
}
for (const name of constructors) {
const originalFn = Module[name];
Module[name] = function(...args) {
Module[name] = function (...args) {
const result = originalFn(...args);
manifoldRegistry.push(result);
return result;
}
};
}
Module.cleanup =
function() {
for (const obj of manifoldRegistry) {
// decompose result is an array of manifolds
if (obj instanceof Array)
for (const elem of obj) elem.delete();
else
obj.delete();
}
manifoldRegistry = [];
}
function () {
for (const obj of manifoldRegistry) {
// decompose result is an array of manifolds
if (obj instanceof Array)
for (const elem of obj) elem.delete();
else
obj.delete();
}
manifoldRegistry = [];
};
function runExample(name) {
try {
@@ -80,7 +80,7 @@ wasm().then(function(Module) {
const manifold = f(...exposedFunctions.map(name => Module[name]), THREE);
const prop = manifold.getProperties();
const genus = manifold.genus();
return {...prop, genus};
return { ...prop, genus };
} finally {
Module.cleanup();
}
@@ -104,14 +104,14 @@ wasm().then(function(Module) {
test('Rounded Frame', () => {
const result = runExample('Rounded Frame');
expect(result.genus).to.equal(5, 'Genus');
expect(result.volume).to.be.closeTo(353706, 1, 'Volume');
expect(result.volume).to.be.closeTo(353706, 10, 'Volume');
expect(result.surfaceArea).to.be.closeTo(68454, 1, 'Surface Area');
});
test('Heart', () => {
const result = runExample('Heart');
expect(result.genus).to.equal(0, 'Genus');
expect(result.volume).to.be.closeTo(282743, 1, 'Volume');
expect(result.volume).to.be.closeTo(282743, 10, 'Volume');
expect(result.surfaceArea).to.be.closeTo(22187, 1, 'Surface Area');
});
@@ -132,8 +132,8 @@ wasm().then(function(Module) {
test('Menger Sponge', () => {
const result = runExample('Menger Sponge');
expect(result.genus).to.equal(1409, 'Genus');
expect(result.volume).to.be.closeTo(406457, 1, 'Volume');
expect(result.surfaceArea).to.be.closeTo(247590, 1, 'Surface Area');
expect(result.volume).to.be.closeTo(406457, 10, 'Volume');
expect(result.surfaceArea).to.be.closeTo(247590, 10, 'Surface Area');
});
test('Stretchy Bracelet', () => {
+2 -2
View File
@@ -18,7 +18,7 @@ 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_14)
target_compile_features(perfTest PUBLIC cxx_std_17)
if(BUILD_TEST_CGAL)
add_executable(perfTestCGAL perf_test_cgal.cpp)
@@ -29,5 +29,5 @@ if(BUILD_TEST_CGAL)
target_link_libraries(perfTestCGAL manifold CGAL::CGAL CGAL::CGAL_Core)
target_compile_options(perfTestCGAL PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(perfTestCGAL PUBLIC cxx_std_14)
target_compile_features(perfTestCGAL PUBLIC cxx_std_17)
endif()
+1
View File
@@ -29,6 +29,7 @@
nativeBuildInputs = (with pkgs; [ cmake (python39.withPackages(ps: with ps; [trimesh])) ]) ++ build-tools ++
(if cuda-support then with pkgs.cudaPackages; [ cuda_nvcc cuda_cudart cuda_cccl pkgs.addOpenGLRunpath ] else [ ]);
cmakeFlags = [
"-DMANIFOLD_PYBIND=ON"
"-DMANIFOLD_PAR=${pkgs.lib.strings.toUpper parallel-backend}"
"-DMANIFOLD_USE_CUDA=${if cuda-support then "ON" else "OFF"}"
];
+2 -3
View File
@@ -25,7 +25,7 @@ target_link_libraries(samples
)
target_compile_options(samples PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(samples PUBLIC cxx_std_14)
target_compile_features(samples PUBLIC cxx_std_17)
project(samplesGPU)
@@ -46,6 +46,5 @@ target_link_libraries(samplesGPU
target_compile_options(samplesGPU PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(samplesGPU
PUBLIC cxx_std_14
PRIVATE cxx_std_17
PUBLIC cxx_std_17
)
+1
View File
@@ -52,6 +52,7 @@ Manifold Base(float width, float radius, float decorRadius, float twistRadius,
}
base = Manifold::Extrude(stretch, width) ^ base;
// Remove extra edges in coplanar faces
base = base.AsOriginal();
return base;
+3 -5
View File
@@ -15,7 +15,7 @@
project (collider)
file(GLOB_RECURSE SOURCE_FILES CONFIGURE_DEPENDS *.cpp)
add_library(${PROJECT_NAME} ${SOURCE_FILES})
add_library(${PROJECT_NAME} OBJECT ${SOURCE_FILES})
if(MANIFOLD_USE_CUDA)
set_source_files_properties(${SOURCE_FILES} PROPERTIES LANGUAGE CUDA)
@@ -25,8 +25,6 @@ endif()
target_include_directories(${PROJECT_NAME} PUBLIC ${PROJECT_SOURCE_DIR}/include)
target_link_libraries(${PROJECT_NAME} PUBLIC utilities)
target_compile_features(${PROJECT_NAME}
PUBLIC cxx_std_14
PRIVATE cxx_std_17
target_compile_features(${PROJECT_NAME}
PUBLIC cxx_std_17
)
+4 -6
View File
@@ -18,18 +18,16 @@ file(GLOB_RECURSE SOURCE_FILES CONFIGURE_DEPENDS *.cpp)
add_library(${PROJECT_NAME} ${SOURCE_FILES})
if(MANIFOLD_USE_CUDA)
set_source_files_properties( ${SOURCE_FILES} PROPERTIES LANGUAGE CUDA)
set_source_files_properties(${SOURCE_FILES} PROPERTIES LANGUAGE CUDA)
set_property(TARGET ${PROJECT_NAME} PROPERTY CUDA_ARCHITECTURES 61)
endif()
target_include_directories(${PROJECT_NAME} PUBLIC ${PROJECT_SOURCE_DIR}/include )
target_include_directories(${PROJECT_NAME} PUBLIC ${PROJECT_SOURCE_DIR}/include)
target_link_libraries(${PROJECT_NAME}
PUBLIC utilities
PRIVATE collider polygon ${MANIFOLD_INCLUDE} graphlite
)
target_compile_features(${PROJECT_NAME}
PUBLIC cxx_std_14
PRIVATE cxx_std_17
target_compile_features(${PROJECT_NAME}
PUBLIC cxx_std_17
)
+18 -10
View File
@@ -49,12 +49,11 @@ class Manifold {
Manifold(Manifold&&) noexcept;
Manifold& operator=(Manifold&&) noexcept;
Manifold(
const Mesh&,
const std::vector<glm::ivec3>& triProperties = std::vector<glm::ivec3>(),
const std::vector<float>& properties = std::vector<float>(),
const std::vector<float>& propertyTolerance = std::vector<float>());
Manifold(const MeshGL&, const std::vector<float>& propertyTolerance = {});
Manifold(const Mesh&);
static Manifold Smooth(const MeshGL&,
const std::vector<Smoothness>& sharpenedEdges = {});
static Manifold Smooth(const Mesh&,
const std::vector<Smoothness>& sharpenedEdges = {});
static Manifold Tetrahedron();
@@ -75,6 +74,9 @@ class Manifold {
*/
///@{
static Manifold Compose(const std::vector<Manifold>&);
Components GetComponents() const;
std::vector<Manifold> Decompose(Components components) const;
std::vector<Manifold> Decompose() const;
///@}
@@ -98,7 +100,7 @@ class Manifold {
*/
///@{
Mesh GetMesh() const;
MeshGL GetMeshGL() const;
MeshGL GetMeshGL(glm::ivec3 normalIdx = glm::ivec3(0)) const;
bool IsEmpty() const;
enum class Error {
NO_ERROR,
@@ -106,13 +108,19 @@ class Manifold {
NOT_MANIFOLD,
VERTEX_INDEX_OUT_OF_BOUNDS,
PROPERTIES_WRONG_LENGTH,
TRI_PROPERTIES_WRONG_LENGTH,
TRI_PROPERTIES_OUT_OF_BOUNDS,
MISSING_POSITION_PROPERTIES,
MERGE_VECTORS_DIFFERENT_LENGTHS,
MERGE_INDEX_OUT_OF_BOUNDS,
TRANSFORM_WRONG_LENGTH,
RUN_INDEX_WRONG_LENGTH,
FACE_ID_WRONG_LENGTH,
};
Error Status() const;
int NumVert() const;
int NumEdge() const;
int NumTri() const;
int NumProp() const;
int NumPropVert() const;
Box BoundingBox() const;
float Precision() const;
int Genus() const;
@@ -120,14 +128,14 @@ class Manifold {
Curvature GetCurvature() const;
///@}
/** @name Relation
/** @name Mesh ID
* Details of the manifold's relation to its input meshes, for the purposes
* of reapplying mesh properties.
*/
///@{
MeshRelation GetMeshRelation() const;
int OriginalID() const;
Manifold AsOriginal() const;
static uint32_t ReserveIDs(uint32_t);
///@}
/** @name Modification
+139 -108
View File
@@ -197,17 +197,10 @@ std::vector<Halfedge> PairUp(std::vector<EdgePos> &edgePos) {
return edges;
}
// A Ref carries the reference of a halfedge's startVert back to the input
// manifolds. PQ is 0 if the halfedge comes from triangle tri of P, and 1 for Q.
// vert is 0, 1, or 2 to denote which vertex of tri it is, and -1 if it is new.
struct Ref {
int PQ, tri, vert;
};
void AppendPartialEdges(Manifold::Impl &outR, VecDH<char> &wholeHalfedgeP,
VecDH<int> &facePtrR,
std::map<int, std::vector<EdgePos>> &edgesP,
VecDH<Ref> &halfedgeRef, const Manifold::Impl &inP,
VecDH<TriRef> &halfedgeRef, const Manifold::Impl &inP,
const VecDH<int> &i03, const VecDH<int> &vP2R,
const VecDH<int>::IterC faceP2R, bool forward) {
// Each edge in the map is partially retained; for each of these, look up
@@ -266,11 +259,8 @@ void AppendPartialEdges(Manifold::Impl &outR, VecDH<char> &wholeHalfedgeP,
// reference is now to the endVert instead of the startVert, which is one
// position advanced CCW. This is only valid if this is a retained vert; it
// will be ignored later if the vert is new.
const Ref forwardRef = {forward ? 0 : 1, faceLeftP,
(edgeP + (reversed ? 1 : 0)) % 3};
const Ref backwardRef = {
forward ? 0 : 1, faceRightP,
(halfedge.pairedHalfedge + (reversed ? 1 : 0)) % 3};
const TriRef forwardRef = {forward ? 0 : 1, -1, faceLeftP};
const TriRef backwardRef = {forward ? 0 : 1, -1, faceRightP};
for (Halfedge e : edges) {
const int forwardEdge = facePtrR[faceLeft]++;
@@ -293,7 +283,8 @@ void AppendPartialEdges(Manifold::Impl &outR, VecDH<char> &wholeHalfedgeP,
void AppendNewEdges(
Manifold::Impl &outR, VecDH<int> &facePtrR,
std::map<std::pair<int, int>, std::vector<EdgePos>> &edgesNew,
VecDH<Ref> &halfedgeRef, const VecDH<int> &facePQ2R, const int numFaceP) {
VecDH<TriRef> &halfedgeRef, const VecDH<int> &facePQ2R,
const int numFaceP) {
// Pair up each edge's verts and distribute to faces based on indices in key.
VecDH<Halfedge> &halfedgeR = outR.halfedge_;
VecDH<glm::vec3> &vertPosR = outR.vertPos_;
@@ -322,8 +313,8 @@ void AppendNewEdges(
// add halfedges to result
const int faceLeft = facePQ2R[faceP];
const int faceRight = facePQ2R[numFaceP + faceQ];
const Ref forwardRef = {0, faceP, -4};
const Ref backwardRef = {1, faceQ, -4};
const TriRef forwardRef = {0, -1, faceP};
const TriRef backwardRef = {1, -1, faceQ};
for (Halfedge e : edges) {
const int forwardEdge = facePtrR[faceLeft]++;
const int backwardEdge = facePtrR[faceRight]++;
@@ -344,7 +335,7 @@ void AppendNewEdges(
struct DuplicateHalfedges {
Halfedge *halfedgesR;
Ref *halfedgeRef;
TriRef *halfedgeRef;
int *facePtr;
const Halfedge *halfedgesP;
const int *i03;
@@ -374,11 +365,8 @@ struct DuplicateHalfedges {
// Negative inclusion means the halfedges are reversed, which means our
// reference is now to the endVert instead of the startVert, which is one
// position advanced CCW.
const Ref forwardRef = {forward ? 0 : 1, faceLeftP,
(edgeP + (inclusion < 0 ? 1 : 0)) % 3};
const Ref backwardRef = {
forward ? 0 : 1, faceRightP,
(halfedge.pairedHalfedge + (inclusion < 0 ? 1 : 0)) % 3};
const TriRef forwardRef = {forward ? 0 : 1, -1, faceLeftP};
const TriRef backwardRef = {forward ? 0 : 1, -1, faceRightP};
for (int i = 0; i < glm::abs(inclusion); ++i) {
int forwardEdge = AtomicAdd(facePtr[halfedge.face], 1);
@@ -398,7 +386,7 @@ struct DuplicateHalfedges {
};
void AppendWholeEdges(Manifold::Impl &outR, VecDH<int> &facePtrR,
VecDH<Ref> &halfedgeRef, const Manifold::Impl &inP,
VecDH<TriRef> &halfedgeRef, const Manifold::Impl &inP,
const VecDH<char> wholeHalfedgeP, const VecDH<int> &i03,
const VecDH<int> &vP2R, const int *faceP2R, bool forward,
ExecutionPolicy policy) {
@@ -410,97 +398,142 @@ void AppendWholeEdges(Manifold::Impl &outR, VecDH<int> &facePtrR,
i03.cptrD(), vP2R.cptrD(), faceP2R, forward}));
}
struct CreateBarycentric {
glm::vec3 *barycentricR;
BaryRef *faceRef;
int *idx;
struct MapTriRef {
const TriRef *triRefP;
const TriRef *triRefQ;
const int offsetQ;
const int firstNewVert;
const glm::vec3 *vertPosR;
__host__ __device__ void operator()(TriRef &triRef) {
const int tri = triRef.tri;
const bool PQ = triRef.meshID == 0;
triRef = PQ ? triRefP[tri] : triRefQ[tri];
if (!PQ) triRef.meshID += offsetQ;
}
};
VecDH<TriRef> UpdateReference(Manifold::Impl &outR, const Manifold::Impl &inP,
const Manifold::Impl &inQ, bool invertQ,
ExecutionPolicy policy) {
VecDH<TriRef> refPQ = outR.meshRelation_.triRef;
const int offsetQ = Manifold::Impl::meshIDCounter_;
for_each_n(policy, outR.meshRelation_.triRef.begin(), outR.NumTri(),
MapTriRef({inP.meshRelation_.triRef.cptrD(),
inQ.meshRelation_.triRef.cptrD(), offsetQ}));
for (const auto &pair : inP.meshRelation_.meshIDtransform) {
outR.meshRelation_.meshIDtransform[pair.first] = pair.second;
}
for (const auto &pair : inQ.meshRelation_.meshIDtransform) {
outR.meshRelation_.meshIDtransform[pair.first + offsetQ] = pair.second;
outR.meshRelation_.meshIDtransform[pair.first + offsetQ].backSide ^=
invertQ;
}
return refPQ;
}
struct Barycentric {
glm::vec3 *uvw;
const glm::vec3 *vertPosP;
const glm::vec3 *vertPosQ;
const glm::vec3 *vertPosR;
const Halfedge *halfedgeP;
const Halfedge *halfedgeQ;
const BaryRef *triBaryP;
const BaryRef *triBaryQ;
const glm::vec3 *barycentricP;
const glm::vec3 *barycentricQ;
const bool invertQ;
const Halfedge *halfedgeR;
const float precision;
__host__ __device__ void operator()(
thrust::tuple<int &, Ref, Halfedge> inOut) {
int &halfedgeBary = thrust::get<0>(inOut);
const Ref halfedgeRef = thrust::get<1>(inOut);
const Halfedge halfedgeR = thrust::get<2>(inOut);
__host__ __device__ void operator()(thrust::tuple<int, TriRef> in) {
const int tri = thrust::get<0>(in);
const TriRef refPQ = thrust::get<1>(in);
if (halfedgeR[3 * tri].startVert < 0) return;
const glm::vec3 *barycentric =
halfedgeRef.PQ == 0 ? barycentricP : barycentricQ;
const int tri = halfedgeRef.tri;
const BaryRef oldRef = halfedgeRef.PQ == 0 ? triBaryP[tri] : triBaryQ[tri];
const int triPQ = refPQ.tri;
const bool PQ = refPQ.meshID == 0;
const auto &vertPos = PQ ? vertPosP : vertPosQ;
const auto &halfedge = PQ ? halfedgeP : halfedgeQ;
faceRef[halfedgeR.face] = oldRef;
glm::mat3 triPos;
for (const int j : {0, 1, 2})
triPos[j] = vertPos[halfedge[3 * triPQ + j].startVert];
if (halfedgeRef.PQ == 1) {
// Mark the meshID as coming from Q
faceRef[halfedgeR.face].meshID += offsetQ;
}
if (halfedgeR.startVert < firstNewVert) { // retained vert
int i = halfedgeRef.vert;
const int bary = oldRef.vertBary[i];
if (bary < 0) {
halfedgeBary = bary;
} else {
halfedgeBary = AtomicAdd(*idx, 1);
barycentricR[halfedgeBary] = barycentric[bary];
}
} else { // new vert
halfedgeBary = AtomicAdd(*idx, 1);
const glm::vec3 *vertPos = halfedgeRef.PQ == 0 ? vertPosP : vertPosQ;
const Halfedge *halfedge = halfedgeRef.PQ == 0 ? halfedgeP : halfedgeQ;
glm::mat3 triPos;
for (int i : {0, 1, 2})
triPos[i] = vertPos[halfedge[3 * tri + i].startVert];
glm::mat3 uvwOldTri;
for (int i : {0, 1, 2})
uvwOldTri[i] = UVW(oldRef.vertBary[i], barycentric);
const glm::vec3 uvw =
GetBarycentric(vertPosR[halfedgeR.startVert], triPos, precision);
barycentricR[halfedgeBary] = uvwOldTri * uvw;
for (const int i : {0, 1, 2}) {
const int vert = halfedgeR[3 * tri + i].startVert;
uvw[3 * tri + i] = GetBarycentric(vertPosR[vert], triPos, precision);
}
}
};
std::pair<VecDH<BaryRef>, VecDH<int>> CalculateMeshRelation(
Manifold::Impl &outR, const VecDH<Ref> &halfedgeRef,
const Manifold::Impl &inP, const Manifold::Impl &inQ, int firstNewVert,
int numFaceR, bool invertQ, ExecutionPolicy policy) {
outR.meshRelation_.barycentric.resize(outR.halfedge_.size());
VecDH<BaryRef> faceRef(numFaceR);
VecDH<int> halfedgeBary(halfedgeRef.size());
void CreateProperties(Manifold::Impl &outR, const VecDH<TriRef> &refPQ,
const Manifold::Impl &inP, const Manifold::Impl &inQ,
ExecutionPolicy policy) {
const int numPropP = inP.NumProp();
const int numPropQ = inQ.NumProp();
const int numProp = glm::max(numPropP, numPropQ);
outR.meshRelation_.numProp = numProp;
if (numProp == 0) return;
const int offsetQ = Manifold::Impl::meshIDCounter_;
VecDH<int> idx(1, 0);
for_each_n(
policy,
zip(halfedgeBary.begin(), halfedgeRef.begin(), outR.halfedge_.cbegin()),
halfedgeRef.size(),
CreateBarycentric(
{outR.meshRelation_.barycentric.ptrD(), faceRef.ptrD(), idx.ptrD(),
offsetQ, firstNewVert, outR.vertPos_.cptrD(), inP.vertPos_.cptrD(),
inQ.vertPos_.cptrD(), inP.halfedge_.cptrD(), inQ.halfedge_.cptrD(),
inP.meshRelation_.triBary.cptrD(), inQ.meshRelation_.triBary.cptrD(),
inP.meshRelation_.barycentric.cptrD(),
inQ.meshRelation_.barycentric.cptrD(), invertQ, outR.precision_}));
outR.meshRelation_.barycentric.resize(idx[0]);
const int numTri = outR.NumTri();
outR.meshRelation_.triProperties.resize(numTri);
return std::make_pair(faceRef, halfedgeBary);
VecDH<glm::vec3> bary(outR.halfedge_.size());
for_each_n(policy, zip(countAt(0), refPQ.cbegin()), numTri,
Barycentric({bary.ptrD(), inP.vertPos_.cptrD(),
inQ.vertPos_.cptrD(), outR.vertPos_.cptrD(),
inP.halfedge_.cptrD(), inQ.halfedge_.cptrD(),
outR.halfedge_.cptrD(), outR.precision_}));
std::map<std::tuple<int, int, int, int>, int> propIdx;
int idx = 0;
for (int tri = 0; tri < numTri; ++tri) {
// Skip collapsed triangles
if (outR.halfedge_[3 * tri].startVert < 0) continue;
const int triPQ = refPQ[tri].tri;
const bool PQ = refPQ[tri].meshID == 0;
const auto &properties =
PQ ? inP.meshRelation_.properties : inQ.meshRelation_.properties;
const auto &triProp = PQ ? inP.meshRelation_.triProperties[triPQ]
: inQ.meshRelation_.triProperties[triPQ];
for (const int i : {0, 1, 2}) {
const int vert = outR.halfedge_[3 * tri + i].startVert;
const glm::vec3 uvw = bary[3 * tri + i];
auto key = std::make_tuple(PQ, vert, -1, -1);
int edge = -1;
for (const int j : {0, 1, 2}) {
if (uvw[j] == 1) {
// On a retained vert, the propVert must also match
std::get<2>(key) = triProp[j];
edge = -1;
break;
}
if (uvw[j] == 0) edge = j;
}
if (edge >= 0) {
// On an edge, both propVerts must match
const int p0 = triProp[Next3(edge)];
const int p1 = triProp[Prev3(edge)];
std::get<2>(key) = glm::min(p0, p1);
std::get<3>(key) = glm::max(p0, p1);
}
const auto it = propIdx.find(key);
if (it != propIdx.end()) {
outR.meshRelation_.triProperties[tri][i] = it->second;
continue;
}
outR.meshRelation_.triProperties[tri][i] = idx;
propIdx.insert({key, idx++});
for (int p = 0; p < numProp; ++p) {
glm::vec3 oldProps;
for (const int j : {0, 1, 2})
oldProps[j] = properties[numProp * triProp[j] + p];
outR.meshRelation_.properties.push_back(glm::dot(uvw, oldProps));
}
}
}
}
} // namespace
@@ -622,9 +655,9 @@ Manifold::Impl Boolean3::Result(Manifold::OpType op) const {
// Intersected halfedges are marked false.
VecDH<char> wholeHalfedgeP(inP_.halfedge_.size(), true);
VecDH<char> wholeHalfedgeQ(inQ_.halfedge_.size(), true);
// The halfedgeRef contains the data that will become triBary once the faces
// The halfedgeRef contains the data that will become triRef once the faces
// are triangulated.
VecDH<Ref> halfedgeRef(2 * outR.NumEdge());
VecDH<TriRef> halfedgeRef(2 * outR.NumEdge());
AppendPartialEdges(outR, wholeHalfedgeP, facePtrR, edgesP, halfedgeRef, inP_,
i03, vP2R, facePQ2R.begin(), true);
@@ -639,11 +672,6 @@ Manifold::Impl Boolean3::Result(Manifold::OpType op) const {
AppendWholeEdges(outR, facePtrR, halfedgeRef, inQ_, wholeHalfedgeQ, i30, vQ2R,
facePQ2R.cptrD() + inP_.NumTri(), false, policy_);
VecDH<BaryRef> faceRef;
VecDH<int> halfedgeBary;
std::tie(faceRef, halfedgeBary) = CalculateMeshRelation(
outR, halfedgeRef, inP_, inQ_, nPv + nQv, numFaceR, invertQ, policy_);
#ifdef MANIFOLD_DEBUG
assemble.Stop();
Timer triangulate;
@@ -655,7 +683,7 @@ Manifold::Impl Boolean3::Result(Manifold::OpType op) const {
if (ManifoldParams().intermediateChecks)
ASSERT(outR.IsManifold(), logicErr, "polygon mesh is not manifold!");
outR.Face2Tri(faceEdge, faceRef, halfedgeBary);
outR.Face2Tri(faceEdge, halfedgeRef);
#ifdef MANIFOLD_DEBUG
triangulate.Stop();
@@ -666,13 +694,15 @@ Manifold::Impl Boolean3::Result(Manifold::OpType op) const {
if (ManifoldParams().intermediateChecks)
ASSERT(outR.IsManifold(), logicErr, "triangulated mesh is not manifold!");
VecDH<TriRef> refPQ = UpdateReference(outR, inP_, inQ_, invertQ, policy_);
outR.SimplifyTopology();
CreateProperties(outR, refPQ, inP_, inQ_, policy_);
if (ManifoldParams().intermediateChecks)
ASSERT(outR.Is2Manifold(), logicErr, "simplified mesh is not 2-manifold!");
outR.IncrementMeshIDs(0, outR.NumTri());
#ifdef MANIFOLD_DEBUG
simplify.Stop();
Timer sort;
@@ -680,6 +710,7 @@ Manifold::Impl Boolean3::Result(Manifold::OpType op) const {
#endif
outR.Finish();
outR.IncrementMeshIDs();
#ifdef MANIFOLD_DEBUG
sort.Stop();
+72 -15
View File
@@ -50,6 +50,48 @@ struct RemoveFace {
} // namespace
namespace manifold {
/**
* 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 meshGL input MeshGL.
* @param sharpenedEdges 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).
*
* 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.
*/
Manifold Manifold::Smooth(const MeshGL& meshGL,
const std::vector<Smoothness>& sharpenedEdges) {
ASSERT(meshGL.halfedgeTangent.empty(), std::runtime_error,
"when supplying tangents, the normal constructor should be used "
"rather than Smooth().");
// Don't allow any triangle merging.
std::vector<float> propertyTolerance(meshGL.numProp - 3, -1);
std::shared_ptr<Impl> impl =
std::make_shared<Impl>(meshGL, propertyTolerance);
impl->CreateTangents(sharpenedEdges);
return Manifold(impl);
}
/**
* 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
@@ -84,7 +126,8 @@ Manifold Manifold::Smooth(const Mesh& mesh,
"when supplying tangents, the normal constructor should be used "
"rather than Smooth().");
std::shared_ptr<Impl> impl = std::make_shared<Impl>(mesh);
Impl::MeshRelationD relation = {(int)ReserveIDs(1)};
std::shared_ptr<Impl> impl = std::make_shared<Impl>(mesh, relation);
impl->CreateTangents(sharpenedEdges);
return Manifold(impl);
}
@@ -108,7 +151,7 @@ Manifold Manifold::Cube(glm::vec3 size, bool center) {
auto cube = Manifold(std::make_shared<Impl>(Impl::Shape::CUBE));
cube = cube.Scale(size);
if (center) cube = cube.Translate(-size / 2.0f);
return cube;
return cube.AsOriginal();
}
/**
@@ -138,7 +181,8 @@ Manifold Manifold::Cylinder(float height, float radiusLow, float radiusHigh,
Manifold cylinder =
Manifold::Extrude(circle, height, 0, 0.0f, glm::vec2(scale));
if (center)
cylinder = cylinder.Translate(glm::vec3(0.0f, 0.0f, -height / 2.0f));
cylinder =
cylinder.Translate(glm::vec3(0.0f, 0.0f, -height / 2.0f)).AsOriginal();
return cylinder;
}
@@ -161,7 +205,7 @@ Manifold Manifold::Sphere(float radius, int circularSegments) {
pImpl_->NumVert(), ToSphere({radius}));
pImpl_->Finish();
// Ignore preceding octahedron.
pImpl_->ReinitializeReference(Impl::meshIDCounter_.fetch_add(1));
pImpl_->InitializeOriginal();
return Manifold(pImpl_);
}
@@ -239,7 +283,9 @@ Manifold Manifold::Extrude(Polygons crossSection, float height, int nDivisions,
pImpl_->CreateHalfedges(triVertsDH);
pImpl_->Finish();
pImpl_->InitializeNewReference();
pImpl_->meshRelation_.originalID = ReserveIDs(1);
pImpl_->InitializeOriginal();
pImpl_->CreateFaces();
return Manifold(pImpl_);
}
@@ -338,7 +384,9 @@ Manifold Manifold::Revolve(const Polygons& crossSection, int circularSegments) {
pImpl_->CreateHalfedges(triVertsDH);
pImpl_->Finish();
pImpl_->InitializeNewReference();
pImpl_->meshRelation_.originalID = ReserveIDs(1);
pImpl_->InitializeOriginal();
pImpl_->CreateFaces();
return Manifold(pImpl_);
}
@@ -357,12 +405,7 @@ Manifold Manifold::Compose(const std::vector<Manifold>& manifolds) {
return Manifold(std::make_shared<Impl>(CsgLeafNode::Compose(children)));
}
/**
* This operation returns a vector of Manifolds that are topologically
* disconnected. If everything is connected, the vector is length one,
* containing a copy of the original. It is the inverse operation of Compose().
*/
std::vector<Manifold> Manifold::Decompose() const {
Components Manifold::GetComponents() const {
Graph graph;
auto pImpl_ = GetCsgLeafNode().GetImpl();
for (int i = 0; i < NumVert(); ++i) {
@@ -374,16 +417,21 @@ std::vector<Manifold> Manifold::Decompose() const {
}
std::vector<int> components;
const int numLabel = ConnectedComponents(components, graph);
return {components, numLabel};
}
if (numLabel == 1) {
std::vector<Manifold> Manifold::Decompose(Components components) const {
auto pImpl_ = GetCsgLeafNode().GetImpl();
if (components.numComponents == 1) {
std::vector<Manifold> meshes(1);
meshes[0] = *this;
return meshes;
}
VecDH<int> vertLabel(components);
VecDH<int> vertLabel(components.indices);
std::vector<Manifold> meshes;
for (int i = 0; i < numLabel; ++i) {
for (int i = 0; i < components.numComponents; ++i) {
auto impl = std::make_shared<Impl>();
// inherit original object's precision
impl->precision_ = pImpl_->precision_;
@@ -418,4 +466,13 @@ std::vector<Manifold> Manifold::Decompose() const {
}
return meshes;
}
/**
* This operation returns a vector of Manifolds that are topologically
* disconnected. If everything is connected, the vector is length one,
* containing a copy of the original. It is the inverse operation of Compose().
*/
std::vector<Manifold> Manifold::Decompose() const {
return Decompose(GetComponents());
}
} // namespace manifold
+19 -26
View File
@@ -40,16 +40,6 @@ struct TransformNormals {
}
};
struct UpdateTriBary {
const int nextBary;
__host__ __device__ BaryRef operator()(BaryRef ref) {
for (int i : {0, 1, 2})
if (ref.vertBary[i] >= 0) ref.vertBary[i] += nextBary;
return ref;
}
};
struct UpdateHalfedge {
const int nextVert;
const int nextEdge;
@@ -64,6 +54,15 @@ struct UpdateHalfedge {
}
};
struct UpdateMeshIDs {
const int offset;
__host__ __device__ TriRef operator()(TriRef ref) {
ref.meshID += offset;
return ref;
}
};
struct CheckOverlap {
const Box *boxes;
const size_t i;
@@ -139,7 +138,6 @@ Manifold::Impl CsgLeafNode::Compose(
int numVert = 0;
int numEdge = 0;
int numTri = 0;
int numBary = 0;
for (auto &node : nodes) {
float nodeOldScale = node->pImpl_->bBox_.Scale();
float nodeNewScale =
@@ -153,7 +151,6 @@ Manifold::Impl CsgLeafNode::Compose(
numVert += node->pImpl_->NumVert();
numEdge += node->pImpl_->NumEdge();
numTri += node->pImpl_->NumTri();
numBary += node->pImpl_->meshRelation_.barycentric.size();
}
Manifold::Impl combined;
@@ -162,14 +159,13 @@ Manifold::Impl CsgLeafNode::Compose(
combined.halfedge_.resize(2 * numEdge);
combined.faceNormal_.resize(numTri);
combined.halfedgeTangent_.resize(2 * numEdge);
combined.meshRelation_.barycentric.resize(numBary);
combined.meshRelation_.triBary.resize(numTri);
combined.meshRelation_.triRef.resize(numTri);
auto policy = autoPolicy(numTri);
int nextVert = 0;
int nextEdge = 0;
int nextTri = 0;
int nextBary = 0;
int i = 0;
for (auto &node : nodes) {
if (node->transform_ == glm::mat4x3(1.0f)) {
copy(policy, node->pImpl_->vertPos_.begin(), node->pImpl_->vertPos_.end(),
@@ -195,31 +191,28 @@ Manifold::Impl CsgLeafNode::Compose(
copy(policy, node->pImpl_->halfedgeTangent_.begin(),
node->pImpl_->halfedgeTangent_.end(),
combined.halfedgeTangent_.begin() + nextEdge);
copy(policy, node->pImpl_->meshRelation_.barycentric.begin(),
node->pImpl_->meshRelation_.barycentric.end(),
combined.meshRelation_.barycentric.begin() + nextBary);
transform(policy, node->pImpl_->meshRelation_.triBary.begin(),
node->pImpl_->meshRelation_.triBary.end(),
combined.meshRelation_.triBary.begin() + nextTri,
UpdateTriBary({nextBary}));
transform(policy, node->pImpl_->halfedge_.begin(),
node->pImpl_->halfedge_.end(),
combined.halfedge_.begin() + nextEdge,
UpdateHalfedge({nextVert, nextEdge, nextTri}));
// Since the nodes may be copies containing the same meshIDs, it is
// important to increment them separately so that each node instance gets
// important to add an offset so that each node instance gets
// unique meshIDs.
combined.IncrementMeshIDs(nextTri, node->pImpl_->NumTri());
const int offset = i++ * Manifold::Impl::meshIDCounter_;
transform(policy, node->pImpl_->meshRelation_.triRef.begin(),
node->pImpl_->meshRelation_.triRef.end(),
combined.meshRelation_.triRef.begin() + nextTri,
UpdateMeshIDs({offset}));
nextVert += node->pImpl_->NumVert();
nextEdge += 2 * node->pImpl_->NumEdge();
nextTri += node->pImpl_->NumTri();
nextBary += node->pImpl_->meshRelation_.barycentric.size();
}
// required to remove parts that are smaller than the precision
combined.SimplifyTopology();
combined.Finish();
combined.IncrementMeshIDs();
return combined;
}
+71 -39
View File
@@ -60,19 +60,19 @@ struct ShortEdge {
struct FlagEdge {
const Halfedge* halfedge;
const BaryRef* triBary;
const TriRef* triRef;
__host__ __device__ bool operator()(int edge) {
if (halfedge[edge].pairedHalfedge < 0) return false;
// Flag redundant edges - those where the startVert is surrounded by only
// two original triangles.
const BaryRef ref0 = triBary[edge / 3];
const TriRef ref0 = triRef[edge / 3];
int current = NextHalfedge(halfedge[edge].pairedHalfedge);
const BaryRef ref1 = triBary[current / 3];
const TriRef ref1 = triRef[current / 3];
while (current != edge) {
current = NextHalfedge(halfedge[current].pairedHalfedge);
int tri = current / 3;
const BaryRef ref = triBary[tri];
const TriRef ref = triRef[tri];
if ((ref.meshID != ref0.meshID || ref.tri != ref0.tri) &&
(ref.meshID != ref1.meshID || ref.tri != ref1.tri))
return false;
@@ -168,7 +168,7 @@ void Manifold::Impl::SimplifyTopology() {
numFlagged =
copy_if<decltype(flaggedEdges.begin())>(
policy, countAt(0), countAt(halfedge_.size()), flaggedEdges.begin(),
FlagEdge({halfedge_.cptrD(), meshRelation_.triBary.cptrD()})) -
FlagEdge({halfedge_.cptrD(), meshRelation_.triRef.cptrD()})) -
flaggedEdges.begin();
flaggedEdges.resize(numFlagged);
@@ -213,8 +213,11 @@ void Manifold::Impl::DedupeEdge(const int edge) {
halfedge_.push_back({outsideVert, endVert, -1, newFace});
PairUp(newHalfedge + 2, halfedge_[current].pairedHalfedge);
PairUp(newHalfedge + 1, current);
if (meshRelation_.triBary.size() > 0)
meshRelation_.triBary.push_back(meshRelation_.triBary[oldFace]);
if (meshRelation_.triRef.size() > 0)
meshRelation_.triRef.push_back(meshRelation_.triRef[oldFace]);
if (meshRelation_.triProperties.size() > 0)
meshRelation_.triProperties.push_back(
meshRelation_.triProperties[oldFace]);
if (faceNormal_.size() > 0) faceNormal_.push_back(faceNormal_[oldFace]);
newHalfedge += 3;
@@ -227,8 +230,11 @@ void Manifold::Impl::DedupeEdge(const int edge) {
PairUp(newHalfedge + 2, halfedge_[opposite].pairedHalfedge);
PairUp(newHalfedge + 1, opposite);
PairUp(newHalfedge, newHalfedge - 3);
if (meshRelation_.triBary.size() > 0)
meshRelation_.triBary.push_back(meshRelation_.triBary[oldFace]);
if (meshRelation_.triRef.size() > 0)
meshRelation_.triRef.push_back(meshRelation_.triRef[oldFace]);
if (meshRelation_.triProperties.size() > 0)
meshRelation_.triProperties.push_back(
meshRelation_.triProperties[oldFace]);
if (faceNormal_.size() > 0) faceNormal_.push_back(faceNormal_[oldFace]);
break;
@@ -301,7 +307,8 @@ void Manifold::Impl::RemoveIfFolded(int edge) {
}
void Manifold::Impl::CollapseEdge(const int edge) {
VecDH<BaryRef>& triBary = meshRelation_.triBary;
VecDH<TriRef>& triRef = meshRelation_.triRef;
VecDH<glm::ivec3>& triProp = meshRelation_.triProperties;
const Halfedge toRemove = halfedge_[edge];
if (toRemove.pairedHalfedge < 0) return;
@@ -326,24 +333,32 @@ void Manifold::Impl::CollapseEdge(const int edge) {
// Orbit startVert
int start = halfedge_[tri1edge[1]].pairedHalfedge;
const BaryRef ref0 = triBary[edge / 3];
const BaryRef ref1 = triBary[toRemove.pairedHalfedge / 3];
if (!shortEdge) {
current = start;
TriRef refCheck = triRef[toRemove.pairedHalfedge / 3];
glm::vec3 pLast = vertPos_[halfedge_[tri1edge[1]].endVert];
while (current != tri0edge[2]) {
current = NextHalfedge(current);
glm::vec3 pNext = vertPos_[halfedge_[current].endVert];
const int tri = current / 3;
const BaryRef ref = triBary[tri];
const TriRef ref = triRef[tri];
const glm::mat3x2 projection = GetAxisAlignedProjection(faceNormal_[tri]);
// Don't collapse if the edge is not redundant (this may have changed due
// to the collapse of neighbors).
if ((ref.meshID != ref0.meshID || ref.tri != ref0.tri) &&
(ref.meshID != ref1.meshID || ref.tri != ref1.tri))
return;
if (ref.meshID != refCheck.meshID || ref.tri != refCheck.tri) {
refCheck = triRef[edge / 3];
if (ref.meshID != refCheck.meshID || ref.tri != refCheck.tri) {
return;
} else {
// Don't collapse if the edges separating the faces are not colinear
// (can happen when the two faces are coplanar).
if (CCW(projection * pOld, projection * pLast, projection * pNew,
precision_) != 0)
return;
}
}
// Don't collapse edge if it would cause a triangle to invert.
const glm::mat3x2 projection = GetAxisAlignedProjection(faceNormal_[tri]);
if (CCW(projection * pNext, projection * pLast, projection * pNew,
precision_) < 0)
return;
@@ -358,18 +373,30 @@ void Manifold::Impl::CollapseEdge(const int edge) {
CollapseTri(tri1edge);
// Orbit startVert
const int tri0 = edge / 3;
const int tri1 = toRemove.pairedHalfedge / 3;
const int triVert0 = (edge + 1) % 3;
const int triVert1 = toRemove.pairedHalfedge % 3;
const int prop0 = triProp.size() > 0 ? triProp[tri0][edge % 3] : -1;
const int prop1 = triProp.size() > 0
? triProp[tri1][(toRemove.pairedHalfedge + 1) % 3]
: -1;
current = start;
while (current != tri0edge[2]) {
current = NextHalfedge(current);
// Update the shifted triangles to the vertBary of endVert
const int tri = current / 3;
const int vIdx = current - 3 * tri;
if (!shortEdge) {
// Update the shifted triangles to the vertBary of endVert
const int tri = current / 3;
const int vIdx = current - 3 * tri;
triBary[tri].vertBary[vIdx] =
(ref0.meshID == triBary[tri].meshID && ref0.tri == triBary[tri].tri)
? ref0.vertBary[(edge + 1) % 3]
: ref1.vertBary[toRemove.pairedHalfedge % 3];
if (triProp.size() > 0) {
if (triProp[tri][vIdx] == prop0) {
triProp[tri][vIdx] = triProp[tri0][triVert0];
} else if (triProp[tri][vIdx] == prop1) {
triProp[tri][vIdx] = triProp[tri1][triVert1];
}
}
}
const int vert = halfedge_[current].endVert;
@@ -391,7 +418,7 @@ void Manifold::Impl::CollapseEdge(const int edge) {
}
void Manifold::Impl::RecursiveEdgeSwap(const int edge) {
VecDH<BaryRef>& triBary = meshRelation_.triBary;
VecDH<TriRef>& triRef = meshRelation_.triRef;
if (edge < 0) return;
const int pair = halfedge_[edge].pairedHalfedge;
@@ -431,23 +458,28 @@ void Manifold::Impl::RecursiveEdgeSwap(const int edge) {
const int tri0 = halfedge_[tri0edge[0]].face;
const int tri1 = halfedge_[tri1edge[0]].face;
faceNormal_[tri0] = faceNormal_[tri1];
triBary[tri0] = triBary[tri1];
triBary[tri0].vertBary[perm0[1]] = triBary[tri1].vertBary[perm1[0]];
triBary[tri0].vertBary[perm0[0]] = triBary[tri1].vertBary[perm1[2]];
// Calculate a new barycentric coordinate for the split triangle.
const glm::vec3 uvw0 = UVW(triBary[tri1].vertBary[perm1[0]],
meshRelation_.barycentric.cptrH());
const glm::vec3 uvw1 = UVW(triBary[tri1].vertBary[perm1[1]],
meshRelation_.barycentric.cptrH());
triRef[tri0] = triRef[tri1];
const float l01 = glm::length(v[1] - v[0]);
const float l02 = glm::length(v[2] - v[0]);
const float a = glm::max(0.0f, glm::min(1.0f, l02 / l01));
const glm::vec3 uvw2 = a * uvw0 + (1 - a) * uvw1;
// And assign it.
const int newBary = meshRelation_.barycentric.size();
meshRelation_.barycentric.push_back(uvw2);
triBary[tri1].vertBary[perm1[0]] = newBary;
triBary[tri0].vertBary[perm0[2]] = newBary;
// Update properties if applicable
if (meshRelation_.properties.size() > 0) {
VecDH<glm::ivec3>& triProp = meshRelation_.triProperties;
VecDH<float>& prop = meshRelation_.properties;
triProp[tri0] = triProp[tri1];
triProp[tri0][perm0[1]] = triProp[tri1][perm1[0]];
triProp[tri0][perm0[0]] = triProp[tri1][perm1[2]];
const int numProp = NumProp();
const int newProp = prop.size() / numProp;
const int propIdx0 = triProp[tri1][perm1[0]];
const int propIdx1 = triProp[tri1][perm1[1]];
for (int p = 0; p < numProp; ++p) {
prop.push_back(a * prop[numProp * propIdx0 + p] +
(1 - a) * prop[numProp * propIdx1 + p]);
}
triProp[tri1][perm1[0]] = newProp;
triProp[tri0][perm0[2]] = newProp;
}
// if the new edge already exists, duplicate the verts and split the mesh.
int current = halfedge_[tri1edge[0]].pairedHalfedge;
+7 -29
View File
@@ -30,15 +30,14 @@ namespace manifold {
* faceNormal_ values are retained, repeated as necessary.
*/
void Manifold::Impl::Face2Tri(const VecDH<int>& faceEdge,
const VecDH<BaryRef>& faceRef,
const VecDH<int>& halfedgeBary) {
const VecDH<TriRef>& halfedgeRef) {
VecDH<glm::ivec3> triVerts;
VecDH<glm::vec3> triNormal;
VecDH<BaryRef>& triBary = meshRelation_.triBary;
triBary.resize(0);
VecDH<TriRef>& triRef = meshRelation_.triRef;
triRef.resize(0);
triVerts.reserve(halfedge_.size());
triNormal.reserve(halfedge_.size());
triBary.reserve(halfedge_.size());
triRef.reserve(halfedge_.size());
for (int face = 0; face < faceEdge.size() - 1; ++face) {
const int firstEdge = faceEdge[face];
@@ -47,12 +46,6 @@ void Manifold::Impl::Face2Tri(const VecDH<int>& faceEdge,
ASSERT(numEdge >= 3, topologyErr, "face has less than three edges.");
const glm::vec3 normal = faceNormal_[face];
auto linearSearch = [](const int* mapping, int value) {
int i = 0;
while (mapping[i] != value) ++i;
return i;
};
if (numEdge == 3) { // Single triangle
int mapping[3] = {halfedge_[firstEdge].startVert,
halfedge_[firstEdge + 1].startVert,
@@ -72,11 +65,7 @@ void Manifold::Impl::Face2Tri(const VecDH<int>& faceEdge,
triVerts.push_back(tri);
triNormal.push_back(normal);
triBary.push_back(faceRef[face]);
for (int k : {0, 1, 2}) {
int index = linearSearch(mapping, tri[k]);
triBary.back().vertBary[k] = halfedgeBary[firstEdge + index];
}
triRef.push_back(halfedgeRef[firstEdge]);
} else if (numEdge == 4) { // Pair of triangles
int mapping[4] = {halfedge_[firstEdge].startVert,
halfedge_[firstEdge + 1].startVert,
@@ -125,19 +114,11 @@ void Manifold::Impl::Face2Tri(const VecDH<int>& faceEdge,
for (auto tri : {tri0, tri1}) {
triVerts.push_back(tri);
triNormal.push_back(normal);
triBary.push_back(faceRef[face]);
for (int k : {0, 1, 2}) {
int index = linearSearch(mapping, tri[k]);
triBary.back().vertBary[k] = halfedgeBary[firstEdge + index];
}
triRef.push_back(halfedgeRef[firstEdge]);
}
} else { // General triangulation
const glm::mat3x2 projection = GetAxisAlignedProjection(normal);
std::map<int, int> vertBary;
for (int j = firstEdge; j < lastEdge; ++j)
vertBary[halfedge_[j].startVert] = halfedgeBary[j];
const Polygons polys = Face2Polygons(face, projection, faceEdge);
std::vector<glm::ivec3> newTris = Triangulate(polys, precision_);
@@ -145,10 +126,7 @@ void Manifold::Impl::Face2Tri(const VecDH<int>& faceEdge,
for (auto tri : newTris) {
triVerts.push_back(tri);
triNormal.push_back(normal);
triBary.push_back(faceRef[face]);
for (int k : {0, 1, 2}) {
triBary.back().vertBary[k] = vertBary[tri[k]];
}
triRef.push_back(halfedgeRef[firstEdge]);
}
}
}
+349 -169
View File
@@ -19,8 +19,10 @@
#include <algorithm>
#include <atomic>
#include <map>
#include <numeric>
#include "graph.h"
#include "hashtable.h"
#include "par.h"
namespace {
@@ -41,6 +43,12 @@ __host__ __device__ void AtomicAddVec3(glm::vec3& target,
}
}
__host__ __device__ int FlipHalfedge(int halfedge) {
const int tri = halfedge / 3;
const int vert = 2 - (halfedge - 3 * tri);
return 3 * tri + vert;
}
struct Normalize {
__host__ __device__ void operator()(glm::vec3& v) { v = SafeNormalize(v); }
};
@@ -63,6 +71,42 @@ struct TransformNormals {
}
};
struct TransformTangents {
const glm::mat3 transform;
const bool invert;
const glm::vec4* oldTangents;
const Halfedge* halfedge;
__host__ __device__ void operator()(thrust::tuple<glm::vec4&, int> inOut) {
glm::vec4& tangent = thrust::get<0>(inOut);
int edge = thrust::get<1>(inOut);
if (invert) {
edge = halfedge[FlipHalfedge(edge)].pairedHalfedge;
}
tangent = glm::vec4(transform * glm::vec3(oldTangents[edge]),
oldTangents[edge].w);
}
};
struct FlipTris {
Halfedge* halfedge;
__host__ __device__ void operator()(thrust::tuple<TriRef&, int> inOut) {
TriRef& bary = thrust::get<0>(inOut);
const int tri = thrust::get<1>(inOut);
thrust::swap(halfedge[3 * tri], halfedge[3 * tri + 2]);
for (const int i : {0, 1, 2}) {
thrust::swap(halfedge[3 * tri + i].startVert,
halfedge[3 * tri + i].endVert);
halfedge[3 * tri + i].pairedHalfedge =
FlipHalfedge(halfedge[3 * tri + i].pairedHalfedge);
}
}
};
struct AssignNormals {
glm::vec3* vertNormal;
const glm::vec3* vertPos;
@@ -157,52 +201,43 @@ struct ReindexTriVerts {
}
};
struct InitializeBaryRef {
struct InitializeTriRef {
const int meshID;
const Halfedge* halfedge;
__host__ __device__ void operator()(thrust::tuple<BaryRef&, int> inOut) {
BaryRef& baryRef = thrust::get<0>(inOut);
__host__ __device__ void operator()(thrust::tuple<TriRef&, int> inOut) {
TriRef& baryRef = thrust::get<0>(inOut);
int tri = thrust::get<1>(inOut);
baryRef.meshID = meshID;
baryRef.originalID = meshID;
baryRef.tri = tri;
baryRef.vertBary = {-3, -2, -1};
}
};
struct MarkMeshID {
int* includesMeshID;
HashTableD<uint32_t> table;
__host__ __device__ void operator()(BaryRef& ref) {
includesMeshID[ref.meshID] = 1;
__host__ __device__ void operator()(TriRef& ref) {
if (table.Full()) return;
table.Insert(ref.meshID, 1);
}
};
struct UpdateMeshID {
const int* meshIDold2new;
const HashTableD<uint32_t> meshIDold2new;
const int meshIDoffset;
__host__ __device__ void operator()(BaryRef& ref) {
__host__ __device__ void operator()(TriRef& ref) {
ref.meshID = meshIDold2new[ref.meshID] + meshIDoffset;
}
};
struct CheckProperties {
const int numSets;
__host__ __device__ bool operator()(glm::ivec3 triProp) {
bool good = true;
for (int i : {0, 1, 2}) good &= (triProp[i] >= 0 && triProp[i] < numSets);
return good;
}
};
struct CoplanarEdge {
float* triArea;
const Halfedge* halfedge;
const glm::vec3* vertPos;
const TriRef* triRef;
const glm::ivec3* triProp;
const float* prop;
const float* propTol;
@@ -210,13 +245,17 @@ struct CoplanarEdge {
const float precision;
__host__ __device__ void operator()(
thrust::tuple<thrust::pair<int, int>&, int> inOut) {
thrust::tuple<thrust::pair<int, int>&, thrust::pair<int, int>&, int>
inOut) {
thrust::pair<int, int>& face2face = thrust::get<0>(inOut);
const int edgeIdx = thrust::get<1>(inOut);
thrust::pair<int, int>& vert2vert = thrust::get<1>(inOut);
const int edgeIdx = thrust::get<2>(inOut);
const Halfedge edge = halfedge[edgeIdx];
if (!edge.IsForward()) return;
const Halfedge pair = halfedge[edge.pairedHalfedge];
if (triRef[edge.face].meshID != triRef[pair.face].meshID) return;
const glm::vec3 base = vertPos[edge.startVert];
const int baseNum = edgeIdx - 3 * edge.face;
@@ -224,6 +263,23 @@ struct CoplanarEdge {
const int edgeNum = baseNum == 0 ? 2 : baseNum - 1;
const int pairNum = jointNum == 0 ? 2 : jointNum - 1;
if (numProp > 0) {
const int prop0 = triProp[edge.face][baseNum];
const int prop1 = triProp[edge.face][edgeNum];
bool propEqual = true;
for (int p = 0; p < numProp; ++p) {
if (glm::abs(prop[numProp * prop0 + p] - prop[numProp * prop1 + p]) >
propTol[p]) {
propEqual = false;
break;
}
}
if (propEqual) {
vert2vert.first = prop0;
vert2vert.second = prop1;
}
}
const glm::vec3 jointVec = vertPos[pair.startVert] - base;
const glm::vec3 edgeVec =
vertPos[halfedge[3 * edge.face + edgeNum].startVert] - base;
@@ -236,6 +292,8 @@ struct CoplanarEdge {
glm::vec3 normal = glm::cross(jointVec, edgeVec);
const float area = glm::length(normal);
const float areaPair = glm::length(glm::cross(pairVec, jointVec));
triArea[edge.face] = area;
triArea[pair.face] = areaPair;
// Don't link degenerate triangles
if (area < length * precision || areaPair < lengthPair * precision) return;
@@ -263,16 +321,14 @@ struct CoplanarEdge {
pairVec + normal * scale * (pairProp - baseProp);
glm::vec3 cross = glm::cross(iJointVec, iEdgeVec);
const float area = glm::max(
const float areaP = glm::max(
glm::length(cross), glm::length(glm::cross(iPairVec, iJointVec)));
const float volume = glm::abs(glm::dot(cross, iPairVec));
const float volumeP = glm::abs(glm::dot(cross, iPairVec));
// Only operate on consistent triangles
if (volume > area * precision) return;
if (volumeP > areaP * precision) return;
}
}
triArea[edge.face] = area;
triArea[pair.face] = areaPair;
face2face.first = edge.face;
face2face.second = pair.face;
}
@@ -288,22 +344,181 @@ struct EdgeBox {
}
};
int GetLabels(std::vector<int>& components,
const VecDH<thrust::pair<int, int>>& edges, int numNodes) {
Graph graph;
for (int i = 0; i < numNodes; ++i) {
graph.add_nodes(i);
}
for (int i = 0; i < edges.size(); ++i) {
const thrust::pair<int, int> edge = edges[i];
if (edge.first < 0) continue;
graph.add_edge(edge.first, edge.second);
}
return ConnectedComponents(components, graph);
}
void DedupePropVerts(manifold::VecDH<glm::ivec3>& triProp,
const VecDH<thrust::pair<int, int>>& vert2vert) {
std::vector<int> vertLabels;
const int numLabels = GetLabels(vertLabels, vert2vert, vert2vert.size());
std::vector<int> label2vert(numLabels);
for (int v = 0; v < vert2vert.size(); ++v) {
label2vert[vertLabels[v]] = v;
}
for (int tri = 0; tri < triProp.size(); ++tri) {
for (int i : {0, 1, 2})
triProp[tri][i] = label2vert[vertLabels[triProp[tri][i]]];
}
}
} // namespace
namespace manifold {
std::atomic<int> Manifold::Impl::meshIDCounter_(1);
std::atomic<uint32_t> Manifold::Impl::meshIDCounter_(1);
uint32_t Manifold::Impl::ReserveIDs(uint32_t n) {
return Manifold::Impl::meshIDCounter_.fetch_add(n, std::memory_order_relaxed);
}
Manifold::Impl::Impl(const MeshGL& meshGL,
std::vector<float> propertyTolerance) {
Mesh mesh;
const int numVert = meshGL.NumVert();
const int numTri = meshGL.NumTri();
if (meshGL.numProp < 3) {
MarkFailure(Error::MISSING_POSITION_PROPERTIES);
return;
}
mesh.triVerts.resize(numTri);
if (meshGL.mergeFromVert.size() != meshGL.mergeToVert.size()) {
MarkFailure(Error::MERGE_VECTORS_DIFFERENT_LENGTHS);
return;
}
if (!meshGL.transform.empty() &&
12 * meshGL.originalID.size() != meshGL.transform.size()) {
MarkFailure(Error::TRANSFORM_WRONG_LENGTH);
return;
}
if (!meshGL.originalID.empty() && !meshGL.runIndex.empty() &&
meshGL.originalID.size() + 1 != meshGL.runIndex.size()) {
MarkFailure(Error::RUN_INDEX_WRONG_LENGTH);
return;
}
if (!meshGL.faceID.empty() && meshGL.faceID.size() != meshGL.NumTri()) {
MarkFailure(Error::FACE_ID_WRONG_LENGTH);
return;
}
std::vector<int> prop2vert(numVert);
std::iota(prop2vert.begin(), prop2vert.end(), 0);
for (int i = 0; i < meshGL.mergeFromVert.size(); ++i) {
const int from = meshGL.mergeFromVert[i];
const int to = meshGL.mergeToVert[i];
if (from >= numVert || to >= numVert) {
MarkFailure(Error::MERGE_INDEX_OUT_OF_BOUNDS);
return;
}
prop2vert[from] = to;
}
for (int i = 0; i < numTri; ++i) {
for (const int j : {0, 1, 2}) {
const int vert = meshGL.triVerts[3 * i + j];
if (vert < 0 || vert >= numVert) {
MarkFailure(Error::VERTEX_INDEX_OUT_OF_BOUNDS);
return;
}
mesh.triVerts[i][j] = prop2vert[vert];
}
}
MeshRelationD relation;
if (meshGL.numProp > 3) {
relation.triProperties.resize(numTri);
for (int i = 0; i < numTri; ++i) {
for (const int j : {0, 1, 2}) {
relation.triProperties[i][j] = meshGL.triVerts[3 * i + j];
}
}
}
const int numProp = meshGL.numProp - 3;
relation.numProp = numProp;
relation.properties.resize(meshGL.NumVert() * numProp);
// This will have unreferenced duplicate positions that will be removed by
// Impl::RemoveUnreferencedVerts().
mesh.vertPos.resize(meshGL.NumVert());
for (int i = 0; i < meshGL.NumVert(); ++i) {
for (const int j : {0, 1, 2})
mesh.vertPos[i][j] = meshGL.vertProperties[meshGL.numProp * i + j];
for (int j = 0; j < numProp; ++j)
relation.properties[i * numProp + j] =
meshGL.vertProperties[meshGL.numProp * i + 3 + j];
}
mesh.halfedgeTangent.resize(meshGL.halfedgeTangent.size() / 4);
for (int i = 0; i < mesh.halfedgeTangent.size(); ++i) {
for (const int j : {0, 1, 2, 3})
mesh.halfedgeTangent[i][j] = meshGL.halfedgeTangent[4 * i + j];
}
if (meshGL.originalID.empty()) {
relation.originalID = Impl::ReserveIDs(1);
} else {
std::vector<uint32_t> runIndex = meshGL.runIndex;
if (runIndex.empty()) {
runIndex = {0, 3 * meshGL.NumTri()};
}
relation.triRef.resize(meshGL.NumTri());
const int startID = Impl::ReserveIDs(meshGL.originalID.size());
for (int i = 0; i < meshGL.originalID.size(); ++i) {
const int meshID = startID + i;
const int originalID = meshGL.originalID[i];
for (int tri = runIndex[i] / 3; tri < runIndex[i + 1] / 3; ++tri) {
TriRef& ref = relation.triRef[tri];
ref.meshID = meshID;
ref.originalID = originalID;
ref.tri = meshGL.faceID.empty() ? tri : meshGL.faceID[tri];
}
if (meshGL.transform.empty()) {
relation.meshIDtransform[meshID] = {};
} else {
const float* m = meshGL.transform.data() + 12 * i;
relation.meshIDtransform[meshID] = {{m[0], m[1], m[2], m[3], m[4], m[5],
m[6], m[7], m[8], m[9], m[10],
m[11]}};
}
}
}
*this = Impl(mesh, relation, propertyTolerance, !meshGL.faceID.empty());
// A Manifold created from an input mesh is never an original - the input is
// the original.
meshRelation_.originalID = -1;
}
/**
* Create a manifold from an input triangle Mesh. Will return an empty Manifold
* and set an Error Status if the Mesh is not manifold or otherwise invalid.
* TODO: update halfedgeTangent during SimplifyTopology.
*/
Manifold::Impl::Impl(const Mesh& mesh,
const std::vector<glm::ivec3>& triProperties,
const std::vector<float>& properties,
const std::vector<float>& propertyTolerance)
: vertPos_(mesh.vertPos), halfedgeTangent_(mesh.halfedgeTangent) {
Manifold::Impl::Impl(const Mesh& mesh, const MeshRelationD& relation,
const std::vector<float>& propertyTolerance,
bool hasFaceIDs)
: vertPos_(mesh.vertPos),
halfedgeTangent_(mesh.halfedgeTangent),
meshRelation_(relation) {
VecDH<glm::ivec3> triVerts = mesh.triVerts;
if (!IsIndexInBounds(triVerts)) {
MarkFailure(Error::VERTEX_INDEX_OUT_OF_BOUNDS);
@@ -324,8 +539,11 @@ Manifold::Impl::Impl(const Mesh& mesh,
return;
}
CalculateNormals();
InitializeNewReference(triProperties, properties, propertyTolerance);
if (status_ != Error::NO_ERROR) return;
InitializeOriginal();
if (!hasFaceIDs) {
CreateFaces(propertyTolerance);
}
SimplifyTopology();
Finish();
@@ -378,7 +596,9 @@ Manifold::Impl::Impl(Shape shape) {
vertPos_ = vertPos;
CreateHalfedges(triVerts);
Finish();
InitializeNewReference();
meshRelation_.originalID = ReserveIDs(1);
InitializeOriginal();
CreateFaces();
}
void Manifold::Impl::RemoveUnreferencedVerts(VecDH<glm::ivec3>& triVerts) {
@@ -401,67 +621,42 @@ void Manifold::Impl::RemoveUnreferencedVerts(VecDH<glm::ivec3>& triVerts) {
ReindexTriVerts({vertOld2New.cptrD()}));
}
void Manifold::Impl::ReinitializeReference(int meshID) {
// instead of storing the meshID, we store 0 and set the mapping to
// 0 -> meshID, because the meshID after boolean operation also starts from 0.
void Manifold::Impl::InitializeOriginal() {
const int meshID = meshRelation_.originalID;
// Don't initialize if it's not an original
if (meshID < 0) return;
meshRelation_.triRef.resize(NumTri());
for_each_n(autoPolicy(NumTri()),
zip(meshRelation_.triBary.begin(), countAt(0)), NumTri(),
InitializeBaryRef({meshID, halfedge_.cptrD()}));
meshRelation_.originalID = meshID;
zip(meshRelation_.triRef.begin(), countAt(0)), NumTri(),
InitializeTriRef({meshID, halfedge_.cptrD()}));
meshRelation_.meshIDtransform.clear();
meshRelation_.meshIDtransform[meshID] = {};
}
int Manifold::Impl::InitializeNewReference(
const std::vector<glm::ivec3>& triProperties,
const std::vector<float>& properties,
const std::vector<float>& propertyTolerance) {
meshRelation_.triBary.resize(NumTri());
const int nextMeshID = meshIDCounter_.fetch_add(1, std::memory_order_relaxed);
ReinitializeReference(nextMeshID);
const int numProps = propertyTolerance.size();
VecDH<glm::ivec3> triPropertiesD(triProperties);
VecDH<float> propertiesD(properties);
VecDH<float> propertyToleranceD(propertyTolerance);
if (numProps > 0) {
if (triProperties.size() != NumTri() && triProperties.size() != 0) {
MarkFailure(Error::TRI_PROPERTIES_WRONG_LENGTH);
return nextMeshID;
};
if (properties.size() % numProps != 0) {
MarkFailure(Error::PROPERTIES_WRONG_LENGTH);
return nextMeshID;
};
const int numSets = properties.size() / numProps;
if (!all_of(autoPolicy(triProperties.size()), triPropertiesD.begin(),
triPropertiesD.end(), CheckProperties({numSets}))) {
MarkFailure(Error::TRI_PROPERTIES_OUT_OF_BOUNDS);
return nextMeshID;
};
}
void Manifold::Impl::CreateFaces(const std::vector<float>& propertyTolerance) {
VecDH<float> propertyToleranceD =
propertyTolerance.empty()
? VecDH<float>(meshRelation_.numProp, kTolerance)
: propertyTolerance;
VecDH<thrust::pair<int, int>> face2face(halfedge_.size(), {-1, -1});
VecDH<thrust::pair<int, int>> vert2vert(halfedge_.size(), {-1, -1});
VecDH<float> triArea(NumTri());
for_each_n(autoPolicy(halfedge_.size()), zip(face2face.begin(), countAt(0)),
halfedge_.size(),
CoplanarEdge({triArea.ptrD(), halfedge_.cptrD(), vertPos_.cptrD(),
triPropertiesD.cptrD(), propertiesD.cptrD(),
propertyToleranceD.cptrD(), numProps, precision_}));
for_each_n(
autoPolicy(halfedge_.size()),
zip(face2face.begin(), vert2vert.begin(), countAt(0)), halfedge_.size(),
CoplanarEdge(
{triArea.ptrD(), halfedge_.cptrD(), vertPos_.cptrD(),
meshRelation_.triRef.cptrD(), meshRelation_.triProperties.cptrD(),
meshRelation_.properties.cptrD(), propertyToleranceD.cptrD(),
meshRelation_.numProp, precision_}));
Graph graph;
for (int i = 0; i < NumTri(); ++i) {
graph.add_nodes(i);
}
for (int i = 0; i < face2face.size(); ++i) {
const thrust::pair<int, int> edge = face2face[i];
if (edge.first < 0) continue;
graph.add_edge(edge.first, edge.second);
if (meshRelation_.triProperties.size() > 0) {
DedupePropVerts(meshRelation_.triProperties, vert2vert);
}
std::vector<int> components;
const int numComponent = ConnectedComponents(components, graph);
const int numComponent = GetLabels(components, face2face, NumTri());
std::vector<int> comp2tri(numComponent, -1);
for (int tri = 0; tri < NumTri(); ++tri) {
@@ -473,51 +668,9 @@ int Manifold::Impl::InitializeNewReference(
}
}
VecDH<BaryRef>& triBary = meshRelation_.triBary;
std::map<std::pair<int, int>, int> triVert2bary;
for (int tri = 0; tri < NumTri(); ++tri) {
const int refTri = comp2tri[components[tri]];
if (refTri == tri) continue;
glm::mat3 triPos;
for (int i : {0, 1, 2}) {
const int vert = halfedge_[3 * refTri + i].startVert;
triPos[i] = vertPos_[vert];
triVert2bary[{refTri, vert}] = i - 3;
}
glm::ivec3 vertBary;
bool coplanar = true;
for (int i : {0, 1, 2}) {
const int vert = halfedge_[3 * tri + i].startVert;
if (triVert2bary.find({refTri, vert}) == triVert2bary.end()) {
const glm::vec3 uvw =
GetBarycentric(vertPos_[vert], triPos, precision_);
if (isnan(uvw[0])) {
coplanar = false;
triVert2bary[{refTri, vert}] = -4;
break;
}
triVert2bary[{refTri, vert}] = meshRelation_.barycentric.size();
meshRelation_.barycentric.push_back(uvw);
}
const int bary = triVert2bary[{refTri, vert}];
if (bary < -3) {
coplanar = false;
break;
}
vertBary[i] = bary;
}
if (coplanar) {
BaryRef& ref = triBary[tri];
ref.tri = refTri;
ref.vertBary = vertBary;
}
}
return nextMeshID;
VecDH<TriRef>& triRef = meshRelation_.triRef;
for (int tri = 0; tri < NumTri(); ++tri)
triRef[tri].tri = comp2tri[components[tri]];
}
/**
@@ -549,8 +702,8 @@ void Manifold::Impl::CreateHalfedges(const VecDH<glm::ivec3>& triVerts) {
}
/**
* Does a full recalculation of the face bounding boxes, including updating the
* collider, but does not resort the faces.
* Does a full recalculation of the face bounding boxes, including updating
* the collider, but does not resort the faces.
*/
void Manifold::Impl::Update() {
CalculateBBox();
@@ -580,7 +733,11 @@ Manifold::Impl Manifold::Impl::Transform(const glm::mat4x3& transform_) const {
result.precision_ = precision_;
result.bBox_ = bBox_;
result.halfedge_ = halfedge_;
result.halfedgeTangent_ = halfedgeTangent_;
result.halfedgeTangent_.resize(halfedgeTangent_.size());
for (auto& m : result.meshRelation_.meshIDtransform) {
m.second.transform = transform_ * glm::mat4(m.second.transform);
}
result.vertPos_.resize(NumVert());
result.faceNormal_.resize(faceNormal_.size());
@@ -588,12 +745,27 @@ Manifold::Impl Manifold::Impl::Transform(const glm::mat4x3& transform_) const {
transform(policy, vertPos_.begin(), vertPos_.end(), result.vertPos_.begin(),
Transform4x3({transform_}));
glm::mat3 normalTransform =
glm::inverse(glm::transpose(glm::mat3(transform_)));
glm::mat3 normalTransform = NormalTransform(transform_);
transform(policy, faceNormal_.begin(), faceNormal_.end(),
result.faceNormal_.begin(), TransformNormals({normalTransform}));
transform(policy, vertNormal_.begin(), vertNormal_.end(),
result.vertNormal_.begin(), TransformNormals({normalTransform}));
const bool invert = glm::determinant(glm::mat3(transform_)) < 0;
if (halfedgeTangent_.size() > 0) {
for_each_n(
policy, zip(result.halfedgeTangent_.begin(), countAt(0)),
halfedgeTangent_.size(),
TransformTangents({glm::mat3(transform_), invert,
halfedgeTangent_.cptrD(), halfedge_.cptrD()}));
}
if (invert) {
for_each_n(policy, zip(result.meshRelation_.triRef.begin(), countAt(0)),
result.NumTri(), FlipTris({result.halfedge_.ptrD()}));
}
// This optimization does a cheap collider update if the transform is
// axis-aligned.
if (!result.collider_.Transform(transform_)) result.Update();
@@ -610,8 +782,8 @@ Manifold::Impl Manifold::Impl::Transform(const glm::mat4x3& transform_) const {
}
/**
* Sets the precision based on the bounding box, and limits its minimum value by
* the optional input.
* Sets the precision based on the bounding box, and limits its minimum value
* by the optional input.
*/
void Manifold::Impl::SetPrecision(float minPrecision) {
precision_ = glm::max(minPrecision, kTolerance * bBox_.Scale());
@@ -621,13 +793,13 @@ void Manifold::Impl::SetPrecision(float minPrecision) {
/**
* If face normals are already present, this function uses them to compute
* vertex normals (angle-weighted pseudo-normals); otherwise it also computes
* the face normals. Face normals are only calculated when needed because nearly
* degenerate faces will accrue rounding error, while the Boolean can retain
* their original normal, which is more accurate and can help with merging
* coplanar faces.
* the face normals. Face normals are only calculated when needed because
* nearly degenerate faces will accrue rounding error, while the Boolean can
* retain their original normal, which is more accurate and can help with
* merging coplanar faces.
*
* If the face normals have been invalidated by an operation like Warp(), ensure
* you do faceNormal_.resize(0) before calling this function to force
* If the face normals have been invalidated by an operation like Warp(),
* ensure you do faceNormal_.resize(0) before calling this function to force
* recalculation.
*/
void Manifold::Impl::CalculateNormals() {
@@ -650,35 +822,43 @@ void Manifold::Impl::CalculateNormals() {
* Remaps all the contained meshIDs to new unique values to represent new
* instances of these meshes.
*/
void Manifold::Impl::IncrementMeshIDs(int start, int length) {
VecDH<BaryRef>& triBary = meshRelation_.triBary;
ASSERT(start >= 0 && length >= 0 && start + length <= triBary.size(),
logicErr, "out of bounds");
const auto policy = autoPolicy(length);
// Use double the space since the Boolean has P and Q instances.
VecDH<int> includesMeshID(2 * Manifold::Impl::meshIDCounter_, 0);
void Manifold::Impl::IncrementMeshIDs() {
const int numTri = NumTri();
const auto policy = autoPolicy(numTri);
HashTable<uint32_t> meshIDold2new(meshRelation_.meshIDtransform.size() * 2);
auto begin = triBary.begin() + start;
auto end = begin + length;
for_each(policy, begin, end, MarkMeshID({includesMeshID.ptrD()}));
inclusive_scan(autoPolicy(includesMeshID.size()), includesMeshID.begin(),
includesMeshID.end(), includesMeshID.begin());
const int numMeshIDs = includesMeshID[includesMeshID.size() - 1];
const int meshIDstart = Manifold::Impl::meshIDCounter_.fetch_add(
numMeshIDs, std::memory_order_relaxed);
// We do start - 1 because the inclusive scan makes our first index 1 instead
// of 0.
for_each(policy, begin, end,
UpdateMeshID({includesMeshID.cptrD(), meshIDstart - 1}));
while (1) {
for_each_n(policy, meshRelation_.triRef.begin(), numTri,
MarkMeshID({meshIDold2new.D()}));
if (!meshIDold2new.Full()) break;
meshIDold2new = HashTable<uint32_t>(meshIDold2new.Size() * 2);
}
inclusive_scan(autoPolicy(meshIDold2new.Size()),
meshIDold2new.GetValueStore().begin(),
meshIDold2new.GetValueStore().end(),
meshIDold2new.GetValueStore().begin());
const int numMeshIDs = meshIDold2new.GetValueStore().back();
const int meshIDstart = ReserveIDs(numMeshIDs);
// We do start - 1 because the inclusive scan makes our first index 1
// instead of 0.
for_each_n(policy, meshRelation_.triRef.begin(), numTri,
UpdateMeshID({meshIDold2new.D(), meshIDstart}));
// Update keys of the transform map
std::map<int, Relation> oldTransforms;
std::swap(meshRelation_.meshIDtransform, oldTransforms);
const int tableSize = meshIDold2new.Size();
for (int i = 0; i < tableSize; ++i) {
const auto oldID = meshIDold2new.D().KeyAt(i);
if (oldID != HashTable<uint32_t>::Open()) {
meshRelation_.meshIDtransform[meshIDold2new.D().At(i) + meshIDstart] =
oldTransforms[oldID];
}
}
}
/**
* Returns a sparse array of the bounding box overlaps between the edges of the
* input manifold, Q and the faces of this manifold. Returned indices only
* Returns a sparse array of the bounding box overlaps between the edges of
* the input manifold, Q and the faces of this manifold. Returned indices only
* point to forward halfedges.
*/
SparseIndices Manifold::Impl::EdgeCollisions(const Impl& Q) const {
+29 -18
View File
@@ -13,6 +13,8 @@
// limitations under the License.
#pragma once
#include <map>
#include "collider.h"
#include "manifold.h"
#include "optional_assert.h"
@@ -25,11 +27,18 @@ namespace manifold {
/** @ingroup Private */
struct Manifold::Impl {
struct Relation {
glm::mat4x3 transform = glm::mat4x3(1);
bool backSide = false;
};
struct MeshRelationD {
VecDH<glm::vec3> barycentric;
VecDH<BaryRef> triBary;
/// The meshID of this Manifold if it is an original; -1 otherwise.
/// The originalID of this Manifold if it is an original; -1 otherwise.
int originalID = -1;
int numProp = 0;
VecDH<TriRef> triRef;
VecDH<glm::ivec3> triProperties;
VecDH<float> properties;
std::map<int, Relation> meshIDtransform;
};
Box bBox_;
@@ -43,27 +52,24 @@ struct Manifold::Impl {
MeshRelationD meshRelation_;
Collider collider_;
static std::atomic<int> meshIDCounter_;
static std::atomic<uint32_t> meshIDCounter_;
static uint32_t ReserveIDs(uint32_t);
Impl() {}
enum class Shape { TETRAHEDRON, CUBE, OCTAHEDRON };
Impl(Shape);
Impl(const Mesh&,
const std::vector<glm::ivec3>& triProperties = std::vector<glm::ivec3>(),
const std::vector<float>& properties = std::vector<float>(),
const std::vector<float>& propertyTolerance = std::vector<float>());
int InitializeNewReference(
const std::vector<glm::ivec3>& triProperties = std::vector<glm::ivec3>(),
const std::vector<float>& properties = std::vector<float>(),
const std::vector<float>& propertyTolerance = std::vector<float>());
Impl(const MeshGL&, std::vector<float> propertyTolerance = {});
Impl(const Mesh&, const MeshRelationD& relation,
const std::vector<float>& propertyTolerance = {},
bool hasFaceIDs = false);
void CreateFaces(const std::vector<float>& propertyTolerance = {});
void RemoveUnreferencedVerts(VecDH<glm::ivec3>& triVerts);
void ReinitializeReference(int meshID);
void InitializeOriginal();
void CreateHalfedges(const VecDH<glm::ivec3>& triVerts);
void CalculateNormals();
void IncrementMeshIDs(int start, int length);
void IncrementMeshIDs();
void Update();
void MarkFailure(Error status);
@@ -75,6 +81,11 @@ struct Manifold::Impl {
int NumVert() const { return vertPos_.size(); }
int NumEdge() const { return halfedge_.size() / 2; }
int NumTri() const { return halfedge_.size() / 3; }
int NumProp() const { return meshRelation_.numProp; }
int NumPropVert() const {
return NumProp() == 0 ? NumVert()
: meshRelation_.properties.size() / NumProp();
}
// properties.cu
Properties GetProperties() const;
@@ -92,14 +103,14 @@ struct Manifold::Impl {
void Finish();
void SortVerts();
void ReindexVerts(const VecDH<int>& vertNew2Old, int numOldVert);
void CompactProps();
void GetFaceBoxMorton(VecDH<Box>& faceBox, VecDH<uint32_t>& faceMorton) const;
void SortFaces(VecDH<Box>& faceBox, VecDH<uint32_t>& faceMorton);
void GatherFaces(const VecDH<int>& faceNew2Old);
void GatherFaces(const Impl& old, const VecDH<int>& faceNew2Old);
// face_op.cu
void Face2Tri(const VecDH<int>& faceEdge, const VecDH<BaryRef>& faceRef,
const VecDH<int>& halfedgeBary);
void Face2Tri(const VecDH<int>& faceEdge, const VecDH<TriRef>& halfedgeRef);
Polygons Face2Polygons(int face, glm::mat3x2 projection,
const VecDH<int>& faceEdge) const;
@@ -116,7 +127,7 @@ struct Manifold::Impl {
// smoothing.cu
void CreateTangents(const std::vector<Smoothness>&);
MeshRelationD Subdivide(int n);
VecDH<Barycentric> Subdivide(int n);
void Refine(int n);
};
} // namespace manifold
+187 -78
View File
@@ -12,6 +12,10 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#include <algorithm>
#include <map>
#include <numeric>
#include "boolean3.h"
#include "csg_tree.h"
#include "impl.h"
@@ -81,38 +85,43 @@ CsgLeafNode& Manifold::GetCsgLeafNode() const {
return *std::static_pointer_cast<CsgLeafNode>(pNode_);
}
/**
* Convert a MeshGL into a Manifold, retaining its properties and merging only
* the positions according to the merge vectors. Will return an empty Manifold
* and set an Error Status if the result is not an oriented 2-manifold. Will
* collapse degenerate triangles and unnecessary vertices.
*
* All fields are read, making this structure suitable for a lossless round-trip
* of data from GetMeshGL. For multi-material input, use ReserveIDs to set a
* unique originalID for each material, and sort the materials into triangle
* runs.
*
* @param meshGL The input MeshGL.
* @param propertyTolerance A vector of precision values for each property
* beyond position. If specified, the propertyTolerance vector must have size =
* numProp - 3. This is the amount of interpolation error allowed before two
* neighboring triangles are considered to be on a property boundary edge.
* Property boundary edges will be retained across operations even if the
* triangles are coplanar. Defaults to 1e-5, which works well for most
* properties in the [-1, 1] range.
*/
Manifold::Manifold(const MeshGL& meshGL,
const std::vector<float>& propertyTolerance)
: pNode_(std::make_shared<CsgLeafNode>(
std::make_shared<Impl>(meshGL, propertyTolerance))) {}
/**
* Convert a Mesh into a Manifold. Will return an empty Manifold
* and set an Error Status if the Mesh is not an oriented 2-manifold. Will
* collapse degenerate triangles and unnecessary vertices.
*
* The three optional inputs should all be specified if any are. These define
* any properties you may have on this mesh. These properties are not saved in
* the Manifold, but rather used to determine which coplanar triangles can be
* safely merged due to all properties being colinear. Any edges that define
* property boundaries will be retained in the output of arbitrary Boolean
* operations so that these properties can be properly reapplied to the result
* using the MeshRelation.
*
* @param mesh The input Mesh.
* @param triProperties A vector of the same length as triVerts, filled with
* references to the properties index. Note the same vertex can have different
* properties in different triangles.
* @param properties A vector whose length is the largest index in
* triProperties times the length of propertyTolerance (the number of
* properties). Think of it as a property matrix indexed as [index *
* numProperties + propertyNum].
* @param propertyTolerance A vector of precision values for each property.
* This is the amount of interpolation error allowed before two neighboring
* triangles are considered not coplanar. A good place to start is 1e-5 times
* the largest value you expect this property to take.
*/
Manifold::Manifold(const Mesh& mesh,
const std::vector<glm::ivec3>& triProperties,
const std::vector<float>& properties,
const std::vector<float>& propertyTolerance)
: pNode_(std::make_shared<CsgLeafNode>(std::make_shared<Impl>(
mesh, triProperties, properties, propertyTolerance))) {}
Manifold::Manifold(const Mesh& mesh) {
Impl::MeshRelationD relation = {(int)ReserveIDs(1)};
pNode_ =
std::make_shared<CsgLeafNode>(std::make_shared<Impl>(mesh, relation));
}
/**
* This returns a Mesh of simple vectors of vertices and triangles suitable for
@@ -138,29 +147,33 @@ Mesh Manifold::GetMesh() const {
return result;
}
MeshGL Manifold::GetMeshGL() const {
/**
* The most complete output of this library, returning a MeshGL that is designed
* to easily push into a renderer, including all interleaved vertex properties
* that may have been input. It also 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 MeshGL 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 MeshGL to
* automatically update these normals according to the applied transforms and
* front/back side. Each channel must be >= 3 and < numProp, and all original
* MeshGLs must use the same channels for their normals.
*/
MeshGL Manifold::GetMeshGL(glm::ivec3 normalIdx) const {
const Impl& impl = *GetCsgLeafNode().GetImpl();
const int numVert = NumVert();
const int numProp = NumProp();
const int numVert = NumPropVert();
const int numTri = NumTri();
const bool updateNormals =
glm::all(glm::greaterThan(normalIdx, glm::ivec3(2)));
MeshGL out;
out.vertPos.resize(3 * numVert);
out.vertNormal.resize(3 * numVert);
out.numProp = 3 + numProp;
out.triVerts.resize(3 * numTri);
for (int i = 0; i < numVert; ++i) {
const glm::vec3 v = impl.vertPos_[i];
out.vertPos[3 * i] = v.x;
out.vertPos[3 * i + 1] = v.y;
out.vertPos[3 * i + 2] = v.z;
const glm::vec3 n = impl.vertNormal_[i];
out.vertNormal[3 * i] = n.x;
out.vertNormal[3 * i + 1] = n.y;
out.vertNormal[3 * i + 2] = n.z;
}
for (int i = 0; i < numTri * 3; ++i) {
out.triVerts[i] = impl.halfedge_[i].startVert;
}
const int numHalfedge = impl.halfedgeTangent_.size();
out.halfedgeTangent.resize(4 * numHalfedge);
for (int i = 0; i < numHalfedge; ++i) {
@@ -171,6 +184,110 @@ MeshGL Manifold::GetMeshGL() const {
out.halfedgeTangent[4 * i + 3] = t.w;
}
// Sort the triangles into runs
out.faceID.resize(numTri);
std::vector<int> triNew2Old(numTri);
std::iota(triNew2Old.begin(), triNew2Old.end(), 0);
const TriRef* triRef = impl.meshRelation_.triRef.cptrD();
// Don't sort originals - keep them in order
if (impl.meshRelation_.originalID < 0) {
std::sort(triNew2Old.begin(), triNew2Old.end(), [triRef](int a, int b) {
return triRef[a].originalID == triRef[b].originalID
? triRef[a].meshID < triRef[b].meshID
: triRef[a].originalID < triRef[b].originalID;
});
}
std::vector<glm::mat3> runNormalTransform;
int lastID = -1;
for (int tri = 0; tri < numTri; ++tri) {
const int oldTri = triNew2Old[tri];
const auto ref = triRef[oldTri];
const int meshID = ref.meshID;
if (meshID != lastID) {
out.runIndex.push_back(3 * tri);
out.originalID.push_back(ref.originalID);
const Impl::Relation& m = impl.meshRelation_.meshIDtransform.at(meshID);
if (updateNormals) {
runNormalTransform.push_back(NormalTransform(m.transform) *
(m.backSide ? -1.0f : 1.0f));
}
if (impl.meshRelation_.originalID < 0) {
for (const int col : {0, 1, 2, 3}) {
for (const int row : {0, 1, 2}) {
out.transform.push_back(m.transform[col][row]);
}
}
}
lastID = meshID;
}
out.faceID[tri] = ref.tri;
for (const int i : {0, 1, 2})
out.triVerts[3 * tri + i] = impl.halfedge_[3 * oldTri + i].startVert;
}
out.runIndex.push_back(3 * numTri);
// Early return for no props
if (numProp == 0) {
out.vertProperties.resize(3 * numVert);
for (int i = 0; i < numVert; ++i) {
const glm::vec3 v = impl.vertPos_[i];
out.vertProperties[3 * i] = v.x;
out.vertProperties[3 * i + 1] = v.y;
out.vertProperties[3 * i + 2] = v.z;
}
return out;
}
// Duplicate verts with different props
std::vector<int> vert2idx(impl.NumVert(), -1);
std::map<std::pair<int, int>, int> vertPropPair;
for (int run = 0; run < out.originalID.size(); ++run) {
for (int tri = out.runIndex[run] / 3; tri < out.runIndex[run + 1] / 3;
++tri) {
const glm::ivec3 triProp =
impl.meshRelation_.triProperties[triNew2Old[tri]];
for (const int i : {0, 1, 2}) {
const int prop = triProp[i];
const int vert = out.triVerts[3 * tri + i];
const auto it = vertPropPair.find({vert, prop});
if (it != vertPropPair.end()) {
out.triVerts[3 * tri + i] = it->second;
continue;
}
const int idx = out.vertProperties.size() / out.numProp;
vertPropPair.insert({{vert, prop}, idx});
out.triVerts[3 * tri + i] = idx;
for (int p : {0, 1, 2}) {
out.vertProperties.push_back(impl.vertPos_[vert][p]);
}
for (int p = 0; p < numProp; ++p) {
out.vertProperties.push_back(
impl.meshRelation_.properties[prop * numProp + p]);
}
if (updateNormals) {
glm::vec3 normal;
const int start = out.vertProperties.size() - out.numProp;
for (int i : {0, 1, 2}) {
normal[i] = out.vertProperties[start + normalIdx[i]];
}
normal = glm::normalize(runNormalTransform[run] * normal);
for (int i : {0, 1, 2}) {
out.vertProperties[start + normalIdx[i]] = normal[i];
}
}
if (vert2idx[vert] == -1) {
vert2idx[vert] = idx;
} else {
out.mergeFromVert.push_back(idx);
out.mergeToVert.push_back(vert2idx[vert]);
}
}
}
}
return out;
}
@@ -261,6 +378,18 @@ int Manifold::NumEdge() const { return GetCsgLeafNode().GetImpl()->NumEdge(); }
* The number of triangles in the Manifold.
*/
int Manifold::NumTri() const { return GetCsgLeafNode().GetImpl()->NumTri(); }
/**
* The number of properties per vertex in the Manifold.
*/
int Manifold::NumProp() const { return GetCsgLeafNode().GetImpl()->NumProp(); }
/**
* The number of property vertices in the Manifold. This will always be >=
* NumVert, as some physical vertices may be duplicated to account for different
* properties on different neighboring triangles.
*/
int Manifold::NumPropVert() const {
return GetCsgLeafNode().GetImpl()->NumPropVert();
}
/**
* Returns the axis-aligned bounding box of all the Manifold's vertices.
@@ -310,30 +439,6 @@ Curvature Manifold::GetCurvature() const {
return GetCsgLeafNode().GetImpl()->GetCurvature();
}
/**
* Gets the relationship to the previous meshes, for the purpose of assigning
* properties like texture coordinates. The triBary vector is the same length as
* Mesh.triVerts: BaryRef.originalID indicates the source mesh and BaryRef.tri
* is that mesh's triangle index to which these barycentric coordinates refer.
* BaryRef.vertBary gives an index for each vertex into the barycentric vector
* if that index is >= 0, indicating it is a new vertex. If the index is < 0,
* this indicates it is an original vertex, the index + 3 vert of the referenced
* triangle.
*
* BaryRef.meshID is a unique ID to the particular instance of a given mesh. For
* instance, if you want to convert the triangle mesh to a polygon mesh, all the
* triangles from a given face will have the same .meshID and .tri values.
*/
MeshRelation Manifold::GetMeshRelation() const {
MeshRelation out;
const auto& relation = GetCsgLeafNode().GetImpl()->meshRelation_;
out.triBary.insert(out.triBary.end(), relation.triBary.begin(),
relation.triBary.end());
out.barycentric.insert(out.barycentric.end(), relation.barycentric.begin(),
relation.barycentric.end());
return out;
}
/**
* If this mesh is an original, this returns its meshID that can be referenced
* by product manifolds' MeshRelation. If this manifold is a product, this
@@ -344,26 +449,30 @@ int Manifold::OriginalID() const {
}
/**
* If you copy a manifold, but you want this new copy to have new properties
* (e.g. a different UV mapping), you can reset its meshIDs to a new original,
* meaning it will now be referenced by its descendents instead of the meshes it
* was built from, allowing you to differentiate the copies when applying your
* properties to the final result.
*
* This function also condenses all coplanar faces in the relation, and
* collapses those edges. If you want to have inconsistent properties across
* these faces, meaning you want to preserve some of these edges, you should
* instead call GetMesh(), calculate your properties and use these to construct
* a new manifold.
* This function condenses all coplanar faces in the relation, and
* collapses those edges. In the process the relation to ancestor meshes is lost
* and this new Manifold is marked an original. Properties are preserved, so if
* they do not match across an edge, that edge will be kept.
*/
Manifold Manifold::AsOriginal() const {
auto newImpl = std::make_shared<Impl>(*GetCsgLeafNode().GetImpl());
newImpl->InitializeNewReference();
newImpl->meshRelation_.originalID = ReserveIDs(1);
newImpl->InitializeOriginal();
newImpl->CreateFaces();
newImpl->SimplifyTopology();
newImpl->Finish();
return Manifold(std::make_shared<CsgLeafNode>(newImpl));
}
/**
* Returns the first of n sequential new unique mesh IDs for marking sets of
* triangles that can be looked up after further operations. Assign to
* MeshGL.originalID vector.
*/
uint32_t Manifold::ReserveIDs(uint32_t n) {
return Manifold::Impl::ReserveIDs(n);
}
/**
* Should always be true. Also checks saneness of the internal data structures.
*/
+59 -18
View File
@@ -45,6 +45,11 @@ __host__ __device__ inline glm::vec3 UVW(int vert,
return uvw;
}
__host__ __device__ inline glm::mat3 NormalTransform(
const glm::mat4x3& transform) {
return glm::inverse(glm::transpose(glm::mat3(transform)));
}
/**
* By using the closest axis-aligned projection to the normal instead of a
* projection along the normal, we avoid introducing any rounding error.
@@ -78,34 +83,43 @@ __host__ __device__ inline glm::vec3 GetBarycentric(const glm::vec3& v,
triPos[1] - triPos[0]);
const glm::vec3 d2(glm::dot(edges[0], edges[0]), glm::dot(edges[1], edges[1]),
glm::dot(edges[2], edges[2]));
int longside = d2[0] > d2[1] && d2[0] > d2[2] ? 0 : d2[1] > d2[2] ? 1 : 2;
const int longSide = d2[0] > d2[1] && d2[0] > d2[2] ? 0
: d2[1] > d2[2] ? 1
: 2;
const glm::vec3 crossP = glm::cross(edges[0], edges[1]);
const float area2 = glm::dot(crossP, crossP);
const float tol2 = precision * precision;
const float vol = glm::dot(crossP, v - triPos[2]);
if (vol * vol > area2 * tol2) return glm::vec3(NAN);
if (d2[longside] < tol2) { // point
glm::vec3 uvw(0);
for (const int i : {0, 1, 2}) {
const glm::vec3 dv = v - triPos[i];
if (glm::dot(dv, dv) < tol2) {
// Return exactly equal if within tolerance of vert.
uvw[i] = 1;
return uvw;
}
}
if (d2[longSide] < tol2) { // point
return glm::vec3(1, 0, 0);
} else if (area2 > d2[longside] * tol2) { // triangle
glm::vec3 uvw(0);
for (int i : {0, 1, 2}) {
int j = i + 1;
if (j > 2) j -= 3;
uvw[i] = glm::dot(glm::cross(edges[i], v - triPos[j]), crossP);
} else if (area2 > d2[longSide] * tol2) { // triangle
for (const int i : {0, 1, 2}) {
const int j = Next3(i);
const glm::vec3 crossPv = glm::cross(edges[i], v - triPos[j]);
const float area2v = glm::dot(crossPv, crossPv);
// Return exactly equal if within tolerance of edge.
uvw[i] = area2v < d2[i] * tol2 ? 0 : glm::dot(crossPv, crossP);
}
uvw /= (uvw[0] + uvw[1] + uvw[2]);
return uvw;
} else { // line
int nextside = longside + 1;
if (nextside > 2) nextside -= 3;
const int nextV = Next3(longSide);
const float alpha =
glm::dot(v - triPos[nextside], edges[longside]) / d2[longside];
glm::vec3 uvw(0);
uvw[longside] = 0;
uvw[nextside++] = 1 - alpha;
if (nextside > 2) nextside -= 3;
uvw[nextside] = alpha;
glm::dot(v - triPos[nextV], edges[longSide]) / d2[longSide];
uvw[longSide] = 0;
uvw[nextV] = 1 - alpha;
const int lastV = Next3(nextV);
uvw[lastV] = alpha;
return uvw;
}
}
@@ -125,6 +139,24 @@ struct Halfedge {
}
};
struct Barycentric {
int tri;
glm::vec3 uvw;
};
struct TriRef {
/// The unique ID of the mesh instance of this triangle. If .meshID and .tri
/// match for two triangles, then they are coplanar and came from the same
/// face.
int meshID;
/// The OriginalID of the mesh this triangle came from. This ID is ideal for
/// reapplying properties like UV coordinates to the output mesh.
int originalID;
/// The triangle index of the original triangle this was part of:
/// Mesh.triVerts[tri].
int tri;
};
/**
* This is a temporary edge structure which only stores edges forward and
* references the halfedge it was created from.
@@ -191,5 +223,14 @@ inline std::ostream& operator<<(std::ostream& stream, const Halfedge& edge) {
<< ", pairedHalfedge = " << edge.pairedHalfedge
<< ", face = " << edge.face;
}
inline std::ostream& operator<<(std::ostream& stream, const Barycentric& bary) {
return stream << "tri = " << bary.tri << ", uvw = " << bary.uvw;
}
inline std::ostream& operator<<(std::ostream& stream, const TriRef& ref) {
return stream << "meshID: " << ref.meshID
<< ", originalID: " << ref.originalID << ", tri: " << ref.tri;
}
#endif
} // namespace manifold
+73 -99
View File
@@ -33,10 +33,23 @@ __host__ __device__ int VertsPerTri(int edgeVerts) {
return (edgeVerts * edgeVerts + edgeVerts) / 2;
}
struct Barycentric {
int tri;
glm::vec3 uvw;
};
/**
* Retained verts are part of several triangles, and it doesn't matter which one
* the vertBary refers to. Here, whichever is last will win and it's done on the
* CPU for simplicity for now. Using AtomicCAS on .tri should work for a GPU
* version if desired.
*/
void FillRetainedVerts(VecDH<Barycentric>& vertBary,
const VecDH<Halfedge>& halfedge_) {
const int numTri = halfedge_.size() / 3;
for (int tri = 0; tri < numTri; ++tri) {
for (const int i : {0, 1, 2}) {
glm::vec3 uvw(0);
uvw[i] = 1;
vertBary[halfedge_[3 * tri + i].startVert] = {tri, uvw};
}
}
}
struct ReindexHalfedge {
int* half2Edge;
@@ -51,6 +64,7 @@ struct ReindexHalfedge {
struct EdgeVerts {
glm::vec3* vertPos;
Barycentric* vertBary;
const int startIdx;
const int n;
@@ -59,35 +73,32 @@ struct EdgeVerts {
TmpEdge edgeVerts = thrust::get<1>(in);
float invTotal = 1.0f / n;
for (int i = 1; i < n; ++i)
vertPos[startIdx + (n - 1) * edge + i - 1] =
(float(n - i) * vertPos[edgeVerts.first] +
float(i) * vertPos[edgeVerts.second]) *
invTotal;
for (int i = 1; i < n; ++i) {
const int vert = startIdx + (n - 1) * edge + i - 1;
const float v = i * invTotal;
const float u = 1 - v;
vertPos[vert] =
u * vertPos[edgeVerts.first] + v * vertPos[edgeVerts.second];
const int tri = edgeVerts.halfedgeIdx / 3;
const int idx = edgeVerts.halfedgeIdx - 3 * tri;
glm::vec3 uvw(0);
uvw[idx] = u;
uvw[Next3(idx)] = v;
vertBary[vert] = {tri, uvw};
}
}
};
struct InteriorVerts {
glm::vec3* vertPos;
glm::vec3* uvw;
BaryRef* triBary;
glm::vec3* uvwNew;
BaryRef* triBaryNew;
const glm::vec3* uvwOld;
Barycentric* vertBary;
const int startIdx;
const int n;
const Halfedge* halfedge;
__host__ __device__ void operator()(thrust::tuple<int, BaryRef> in) {
const int tri = thrust::get<0>(in);
const BaryRef baryOld = thrust::get<1>(in);
glm::mat3 uvwOldTri;
for (int i : {0, 1, 2}) uvwOldTri[i] = UVW(baryOld.vertBary[i], uvwOld);
__host__ __device__ void operator()(int tri) {
const float invTotal = 1.0f / n;
int posTri = tri * n * n;
int posBary = tri * VertsPerTri(n + 1);
int pos = startIdx + tri * VertsPerTri(n - 2);
for (int i = 0; i <= n; ++i) {
for (int j = 0; j <= n - i; ++j) {
@@ -95,34 +106,13 @@ struct InteriorVerts {
const float u = invTotal * j;
const float v = invTotal * k;
const float w = invTotal * i;
const int first = posBary;
uvw[posBary] = {u, v, w};
uvwNew[posBary] = uvwOldTri * uvw[posBary];
++posBary;
if (j == n - i) continue;
if (i == 0 || j == 0 || k == 0 || j == n - i) continue;
// The three retained verts are denoted by their index - 3. uvw entries
// are added for them out of laziness of indexing only.
const int a = (k == n) ? -2 : first;
const int b = (i == n - 1) ? -1 : first + n - i + 1;
const int c = (j == n - 1) ? -3 : first + 1;
glm::ivec3 vertBary(c, a, b);
triBary[posTri] = {-1, -1, tri, vertBary};
triBaryNew[posTri++] = {baryOld.meshID, baryOld.originalID, baryOld.tri,
vertBary};
if (j < n - 1 - i) {
int d = b + 1; // d cannot be a retained vert
vertBary = {b, d, c};
triBary[posTri] = {-1, -1, tri, vertBary};
triBaryNew[posTri++] = {baryOld.meshID, baryOld.originalID,
baryOld.tri, vertBary};
}
vertPos[pos] = u * vertPos[halfedge[3 * tri].startVert] + //
v * vertPos[halfedge[3 * tri + 1].startVert] + //
w * vertPos[halfedge[3 * tri + 2].startVert];
if (i == 0 || j == 0 || k == 0) continue;
vertPos[pos++] = u * vertPos[halfedge[3 * tri].startVert] + //
v * vertPos[halfedge[3 * tri + 1].startVert] + //
w * vertPos[halfedge[3 * tri + 2].startVert];
vertBary[pos++] = {tri, {u, v, w}};
}
}
}
@@ -222,24 +212,6 @@ struct SmoothBezier {
}
};
struct TriBary2Vert {
Barycentric* vertBary;
int* lock;
const glm::vec3* uvw;
const Halfedge* halfedge;
__host__ __device__ void operator()(thrust::tuple<BaryRef, int> in) {
const BaryRef baryRef = thrust::get<0>(in);
const int tri = thrust::get<1>(in);
for (int i : {0, 1, 2}) {
int vert = halfedge[3 * tri + i].startVert;
if (AtomicAdd(lock[vert], 1) != 0) continue;
vertBary[vert] = {baryRef.tri, UVW(baryRef.vertBary[i], uvw)};
}
}
};
struct InterpTri {
const Halfedge* halfedge;
const glm::vec4* halfedgeTangent;
@@ -365,14 +337,14 @@ void Manifold::Impl::CreateTangents(
vertNormal_.cptrD(), halfedge_.cptrD()}));
if (!sharpenedEdges.empty()) {
const VecDH<BaryRef>& triBary = meshRelation_.triBary;
const VecDH<TriRef>& triRef = meshRelation_.triRef;
// sharpenedEdges are referenced to the input Mesh, but the triangles have
// been sorted in creating the Manifold, so the indices are converted using
// meshRelation_.
std::vector<int> oldHalfedge2New(halfedge_.size());
for (int tri = 0; tri < NumTri(); ++tri) {
int oldTri = triBary[tri].tri;
int oldTri = triRef[tri].tri;
for (int i : {0, 1, 2}) oldHalfedge2New[3 * oldTri + i] = 3 * tri + i;
}
@@ -459,24 +431,22 @@ void Manifold::Impl::CreateTangents(
* run after the new vertices have moved, which is a likely scenario after
* refinement (smoothing).
*/
Manifold::Impl::MeshRelationD Manifold::Impl::Subdivide(int n) {
if (n < 2) return meshRelation_;
VecDH<Barycentric> Manifold::Impl::Subdivide(int n) {
if (n < 2) return VecDH<Barycentric>();
faceNormal_.resize(0);
vertNormal_.resize(0);
int numVert = NumVert();
int numEdge = NumEdge();
int numTri = NumTri();
const int numVert = NumVert();
const int numEdge = NumEdge();
const int numTri = NumTri();
// Append new verts
int vertsPerEdge = n - 1;
int triVertStart = numVert + numEdge * vertsPerEdge;
const int vertsPerEdge = n - 1;
const int triVertStart = numVert + numEdge * vertsPerEdge;
vertPos_.resize(triVertStart + numTri * VertsPerTri(n - 2));
VecDH<Barycentric> vertBary(vertPos_.size());
FillRetainedVerts(vertBary, halfedge_);
MeshRelationD relation;
relation.barycentric.resize(numTri * VertsPerTri(n + 1));
relation.triBary.resize(n * n * numTri);
MeshRelationD oldMeshRelation = std::move(meshRelation_);
meshRelation_.barycentric.resize(relation.barycentric.size());
meshRelation_.triBary.resize(relation.triBary.size());
meshRelation_.triRef.resize(n * n * numTri);
meshRelation_.originalID = oldMeshRelation.originalID;
VecDH<TmpEdge> edges = CreateTmpEdges(halfedge_);
@@ -485,36 +455,40 @@ Manifold::Impl::MeshRelationD Manifold::Impl::Subdivide(int n) {
for_each_n(policy, zip(countAt(0), edges.begin()), numEdge,
ReindexHalfedge({half2Edge.ptrD()}));
for_each_n(policy, zip(countAt(0), edges.begin()), numEdge,
EdgeVerts({vertPos_.ptrD(), numVert, n}));
for_each_n(
policy, zip(countAt(0), oldMeshRelation.triBary.begin()), numTri,
InteriorVerts({vertPos_.ptrD(), relation.barycentric.ptrD(),
relation.triBary.ptrD(), meshRelation_.barycentric.ptrD(),
meshRelation_.triBary.ptrD(),
oldMeshRelation.barycentric.cptrD(), triVertStart, n,
halfedge_.ptrD()}));
EdgeVerts({vertPos_.ptrD(), vertBary.ptrD(), numVert, n}));
for_each_n(policy, countAt(0), numTri,
InteriorVerts({vertPos_.ptrD(), vertBary.ptrD(), triVertStart, n,
halfedge_.cptrD()}));
// Create sub-triangles
VecDH<glm::ivec3> triVerts(n * n * numTri);
for_each_n(policy, countAt(0), numTri,
SplitTris({triVerts.ptrD(), halfedge_.cptrD(), half2Edge.cptrD(),
numVert, triVertStart, n}));
CreateHalfedges(triVerts);
return relation;
// Make original since the subdivided faces are intended to be warped into
// being non-coplanar, and hence not being related to the original faces.
meshRelation_.originalID = ReserveIDs(1);
InitializeOriginal();
if (meshRelation_.numProp > 0) {
meshRelation_.properties.resize(meshRelation_.numProp * numVert);
meshRelation_.triProperties.resize(meshRelation_.triRef.size());
// Fill properties according to barycentric.
// Set triProp to share properties on continuous edges.
// Duplicate properties will be removed during sorting.
}
return vertBary;
}
void Manifold::Impl::Refine(int n) {
Manifold::Impl old = *this;
MeshRelationD relation = Subdivide(n);
VecDH<Barycentric> vertBary = Subdivide(n);
if (vertBary.size() == 0) return;
if (old.halfedgeTangent_.size() == old.halfedge_.size()) {
VecDH<Barycentric> vertBary(NumVert());
VecDH<int> lock(NumVert(), 0);
auto policy = autoPolicy(NumTri());
for_each_n(policy, zip(relation.triBary.begin(), countAt(0)), NumTri(),
TriBary2Vert({vertBary.ptrD(), lock.ptrD(),
relation.barycentric.cptrD(), halfedge_.cptrD()}));
for_each_n(policy, zip(vertPos_.begin(), vertBary.begin()), NumVert(),
for_each_n(autoPolicy(NumTri()), zip(vertPos_.begin(), vertBary.begin()),
NumVert(),
InterpTri({old.halfedge_.cptrD(), old.halfedgeTangent_.cptrD(),
old.vertPos_.cptrD()}));
}
+85 -9
View File
@@ -119,6 +119,42 @@ struct Reindex {
}
};
struct MarkProp {
int* keep;
__host__ __device__ void operator()(glm::ivec3 triProp) {
for (const int i : {0, 1, 2}) {
keep[triProp[i]] = 1;
}
}
};
struct GatherProps {
float* properties;
const float* oldProperties;
const int numProp;
__host__ __device__ void operator()(thrust::tuple<int, int, int> in) {
const int oldIdx = thrust::get<0>(in);
const int newIdx = thrust::get<1>(in);
const int keep = thrust::get<2>(in);
if (keep == 0) return;
for (int p = 0; p < numProp; ++p) {
properties[newIdx * numProp + p] = oldProperties[oldIdx * numProp + p];
}
}
};
struct ReindexProps {
const int* old2new;
__host__ __device__ void operator()(glm::ivec3& triProp) {
for (const int i : {0, 1, 2}) {
triProp[i] = old2new[triProp[i]];
}
}
};
template <typename T>
void Permute(VecDH<T>& inOut, const VecDH<int>& new2Old) {
VecDH<T> tmp(std::move(inOut));
@@ -127,7 +163,7 @@ void Permute(VecDH<T>& inOut, const VecDH<int>& new2Old) {
tmp.begin(), inOut.begin());
}
template void Permute<BaryRef>(VecDH<BaryRef>&, const VecDH<int>&);
template void Permute<TriRef>(VecDH<TriRef>&, const VecDH<int>&);
template void Permute<glm::vec3>(VecDH<glm::vec3>&, const VecDH<int>&);
struct ReindexFace {
@@ -182,6 +218,7 @@ void Manifold::Impl::Finish() {
GetFaceBoxMorton(faceBox, faceMorton);
SortFaces(faceBox, faceMorton);
if (halfedge_.size() == 0) return;
CompactProps();
ASSERT(halfedge_.size() % 6 == 0, topologyErr,
"Not an even number of faces after sorting faces!");
@@ -202,8 +239,8 @@ void Manifold::Impl::Finish() {
"Halfedge index is negative!");
ASSERT(extrema.pairedHalfedge < 2 * NumEdge(), topologyErr,
"Halfedge index exceeds number of halfedges!");
ASSERT(meshRelation_.triBary.size() == NumTri() ||
meshRelation_.triBary.size() == 0,
ASSERT(meshRelation_.triRef.size() == NumTri() ||
meshRelation_.triRef.size() == 0,
logicErr, "Mesh Relation doesn't fit!");
ASSERT(faceNormal_.size() == NumTri() || faceNormal_.size() == 0, logicErr,
"faceNormal size = " + std::to_string(faceNormal_.size()) +
@@ -263,6 +300,32 @@ void Manifold::Impl::ReindexVerts(const VecDH<int>& vertNew2Old,
Reindex({vertOld2New.cptrD()}));
}
/**
* Removes unreferenced property verts and reindexes triProperties.
*/
void Manifold::Impl::CompactProps() {
if (meshRelation_.numProp == 0) return;
const int numVerts = meshRelation_.properties.size() / meshRelation_.numProp;
VecDH<int> keep(numVerts, 0);
auto policy = autoPolicy(numVerts);
for_each(policy, meshRelation_.triProperties.cbegin(),
meshRelation_.triProperties.cend(), MarkProp({keep.ptrD()}));
VecDH<int> propOld2New(numVerts + 1, 0);
inclusive_scan(policy, keep.begin(), keep.end(), propOld2New.begin() + 1);
VecDH<float> oldProp = meshRelation_.properties;
const int numVertsNew = propOld2New[numVerts];
meshRelation_.properties.resize(meshRelation_.numProp * numVertsNew);
for_each_n(policy, zip(countAt(0), propOld2New.cbegin(), keep.cbegin()),
numVerts,
GatherProps({meshRelation_.properties.ptrD(), oldProp.cptrD(),
meshRelation_.numProp}));
for_each_n(policy, meshRelation_.triProperties.begin(), NumTri(),
ReindexProps({propOld2New.cptrD()}));
}
/**
* Fills the faceBox and faceMorton input with the bounding boxes and Morton
* codes of the faces, respectively. The Morton code is based on the center of
@@ -310,9 +373,10 @@ void Manifold::Impl::SortFaces(VecDH<Box>& faceBox,
*/
void Manifold::Impl::GatherFaces(const VecDH<int>& faceNew2Old) {
const int numTri = faceNew2Old.size();
if (meshRelation_.triBary.size() == NumTri())
Permute(meshRelation_.triBary, faceNew2Old);
if (meshRelation_.triRef.size() == NumTri())
Permute(meshRelation_.triRef, faceNew2Old);
if (meshRelation_.triProperties.size() == NumTri())
Permute(meshRelation_.triProperties, faceNew2Old);
if (faceNormal_.size() == NumTri()) Permute(faceNormal_, faceNew2Old);
VecDH<Halfedge> oldHalfedge(std::move(halfedge_));
@@ -333,11 +397,23 @@ void Manifold::Impl::GatherFaces(const VecDH<int>& faceNew2Old) {
void Manifold::Impl::GatherFaces(const Impl& old,
const VecDH<int>& faceNew2Old) {
const int numTri = faceNew2Old.size();
meshRelation_.triBary.resize(numTri);
auto policy = autoPolicy(numTri);
meshRelation_.triRef.resize(numTri);
gather(policy, faceNew2Old.begin(), faceNew2Old.end(),
old.meshRelation_.triBary.begin(), meshRelation_.triBary.begin());
meshRelation_.barycentric = old.meshRelation_.barycentric;
old.meshRelation_.triRef.begin(), meshRelation_.triRef.begin());
for (const auto& pair : old.meshRelation_.meshIDtransform) {
meshRelation_.meshIDtransform[pair.first] = pair.second;
}
if (old.meshRelation_.triProperties.size() > 0) {
meshRelation_.triProperties.resize(numTri);
gather(policy, faceNew2Old.begin(), faceNew2Old.end(),
old.meshRelation_.triProperties.begin(),
meshRelation_.triProperties.begin());
meshRelation_.properties = old.meshRelation_.properties;
}
if (old.faceNormal_.size() == old.NumTri()) {
faceNormal_.resize(numTri);
+2 -2
View File
@@ -15,7 +15,7 @@
project (polygon)
file(GLOB_RECURSE SOURCE_FILES CONFIGURE_DEPENDS *.cpp)
add_library(${PROJECT_NAME} ${SOURCE_FILES})
add_library(${PROJECT_NAME} OBJECT ${SOURCE_FILES})
target_include_directories(${PROJECT_NAME}
PUBLIC ${PROJECT_SOURCE_DIR}/include
@@ -25,4 +25,4 @@ target_link_libraries( ${PROJECT_NAME}
)
target_compile_options(${PROJECT_NAME} PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_14)
target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_17)
+1 -1
View File
@@ -21,4 +21,4 @@ target_include_directories(${PROJECT_NAME}
${PROJECT_SOURCE_DIR}/include
)
target_link_libraries(${PROJECT_NAME} INTERFACE utilities)
target_link_libraries(${PROJECT_NAME} INTERFACE utilities)
+43 -103
View File
@@ -14,37 +14,16 @@
#pragma once
#include "hashtable.h"
#include "optional"
#include "par.h"
#include "public.h"
#include "utils.h"
#include "vec_dh.h"
namespace {
using namespace manifold;
typedef unsigned long long int Uint64;
constexpr Uint64 kOpen = std::numeric_limits<Uint64>::max();
__host__ __device__ Uint64 AtomicCAS(Uint64& target, Uint64 compare,
Uint64 val) {
#ifdef __CUDA_ARCH__
return atomicCAS(&target, compare, val);
#else
std::atomic<Uint64>& tar = reinterpret_cast<std::atomic<Uint64>&>(target);
tar.compare_exchange_strong(compare, val);
return compare;
#endif
}
__host__ __device__ int Next3(int i) {
constexpr glm::ivec3 next3(1, 2, 0);
return next3[i];
}
__host__ __device__ int Prev3(int i) {
constexpr glm::ivec3 prev3(2, 0, 1);
return prev3[i];
}
__host__ __device__ Uint64 identity(Uint64 x) { return x; }
__host__ __device__ glm::ivec3 TetTri0(int i) {
constexpr glm::ivec3 tetTri0[16] = {{-1, -1, -1}, //
@@ -135,7 +114,6 @@ __host__ __device__ glm::ivec4 DecodeMorton(Uint64 code) {
}
struct GridVert {
Uint64 key = kOpen;
float distance = NAN;
int edgeVerts[7] = {-1, -1, -1, -1, -1, -1, -1};
@@ -146,73 +124,11 @@ struct GridVert {
}
};
class HashTableD {
public:
HashTableD(VecDH<GridVert>& alloc, VecDH<uint32_t>& used, uint32_t step = 127)
: step_{step}, table_{alloc}, used_{used} {}
__host__ __device__ int Size() const { return table_.size(); }
__host__ __device__ bool Full() const { return used_[0] * 2 > Size(); }
__host__ __device__ void Insert(const GridVert& vert) {
uint32_t idx = vert.key & (Size() - 1);
while (1) {
Uint64& key = table_[idx].key;
const Uint64 found = AtomicCAS(key, kOpen, vert.key);
if (found == kOpen) {
AtomicAdd(used_[0], 0x1u);
table_[idx] = vert;
return;
}
if (found == vert.key) return;
idx = (idx + step_) & (Size() - 1);
}
}
__host__ __device__ GridVert operator[](Uint64 key) const {
uint32_t idx = key & (Size() - 1);
while (1) {
const GridVert found = table_[idx];
if (found.key == key || found.key == kOpen) return found;
idx = (idx + step_) & (Size() - 1);
}
}
__host__ __device__ GridVert At(int idx) const { return table_[idx]; }
private:
uint32_t step_;
VecD<GridVert> table_;
VecD<uint32_t> used_;
};
class HashTable {
public:
HashTable(uint32_t size, uint32_t step = 127)
: alloc_{1 << (int)ceil(log2(size)), {}}, table_{alloc_, used_, step} {}
HashTableD D() { return table_; }
int Entries() const { return used_[0]; }
int Size() const { return table_.Size(); }
bool Full() const { return used_[0] * 2 > Size(); }
float FilledFraction() const { return static_cast<float>(used_[0]) / Size(); }
private:
VecDH<GridVert> alloc_;
VecDH<uint32_t> used_ = VecDH<uint32_t>(1, 0);
HashTableD table_;
};
template <typename Func>
struct ComputeVerts {
glm::vec3* vertPos;
int* vertIndex;
HashTableD gridVerts;
HashTableD<GridVert, identity> gridVerts;
const Func sdf;
const glm::vec3 origin;
const glm::ivec3 gridSize;
@@ -247,7 +163,6 @@ struct ComputeVerts {
const glm::vec3 position = Position(gridIndex);
GridVert gridVert;
gridVert.key = mortonCode;
gridVert.distance = BoundedSDF(gridIndex);
bool keep = false;
@@ -270,14 +185,14 @@ struct ComputeVerts {
gridVert.edgeVerts[i] = idx;
}
if (keep) gridVerts.Insert(gridVert);
if (keep) gridVerts.Insert(mortonCode, gridVert);
}
};
struct BuildTris {
glm::ivec3* triVerts;
int* triIndex;
const HashTableD gridVerts;
const HashTableD<GridVert, identity> gridVerts;
__host__ __device__ void CreateTri(const glm::ivec3& tri,
const int edges[6]) {
@@ -295,10 +210,11 @@ struct BuildTris {
}
__host__ __device__ void operator()(int idx) {
const GridVert& base = gridVerts.At(idx);
if (base.key == kOpen) return;
Uint64 basekey = gridVerts.KeyAt(idx);
if (basekey == kOpen) return;
const glm::ivec4 baseIndex = DecodeMorton(base.key);
const GridVert& base = gridVerts.At(idx);
const glm::ivec4 baseIndex = DecodeMorton(basekey);
glm::ivec4 leadIndex = baseIndex;
if (leadIndex.w == 0)
@@ -355,6 +271,20 @@ struct BuildTris {
}
}
};
template <typename Func>
void for_each_n_wrapper(ExecutionPolicy policy, int morton,
ComputeVerts<Func> cv) {
for_each_n(policy, countAt(0), morton, cv);
}
template <>
void for_each_n_wrapper<std::function<float(glm::vec3)>>(
ExecutionPolicy policy, int morton,
ComputeVerts<std::function<float(glm::vec3)>> cv) {
const auto pol = policy == ParUnseq ? Par : policy;
for_each_n(pol, countAt(0), morton, cv);
}
} // namespace
namespace manifold {
@@ -388,7 +318,8 @@ namespace manifold {
* input to the Manifold constructor for further operations.
*/
template <typename Func>
inline Mesh LevelSet(Func sdf, Box bounds, float edgeLength, float level = 0) {
inline Mesh LevelSet(Func sdf, Box bounds, float edgeLength, float level = 0,
std::optional<ExecutionPolicy> policy = std::nullopt) {
Mesh out;
const glm::vec3 dim = bounds.Size();
@@ -397,17 +328,26 @@ inline Mesh LevelSet(Func sdf, Box bounds, float edgeLength, float level = 0) {
const glm::vec3 spacing = dim / (glm::vec3(gridSize));
const Uint64 maxMorton = MortonCode(glm::ivec4(gridSize + 1, 1));
const auto policy = autoPolicy(maxMorton);
// Parallel policies violate will crash language runtimes with runtime locks
// that expect to not be called back by unregistered threads. This allows
// bindings use LevelSet despite being compiled with MANIFOLD_PAR
// active (CUDA is already avoided when Func is a function ptr).
const auto pol =
(!policy.has_value() || (policy.value() == ParUnseq && !CudaEnabled()))
? autoPolicy(maxMorton)
: policy.value();
int tableSize = glm::min(
2 * maxMorton, static_cast<Uint64>(10 * glm::pow(maxMorton, 0.667)));
HashTable gridVerts(tableSize);
HashTable<GridVert, identity> gridVerts(tableSize);
VecDH<glm::vec3> vertPos(gridVerts.Size() * 7);
while (1) {
VecDH<int> index(1, 0);
for_each_n(
policy, countAt(0), maxMorton + 1,
// avoid handing dynamic function pointers to CUDA
for_each_n_wrapper<Func>(
pol, maxMorton + 1,
ComputeVerts<Func>({vertPos.ptrD(), index.ptrD(), gridVerts.D(), sdf,
bounds.min, gridSize + 1, spacing, level}));
@@ -420,7 +360,7 @@ inline Mesh LevelSet(Func sdf, Box bounds, float edgeLength, float level = 0) {
tableSize *= 2;
else
tableSize *= ratio;
gridVerts = HashTable(tableSize);
gridVerts = HashTable<GridVert, identity>(tableSize);
vertPos = VecDH<glm::vec3>(gridVerts.Size() * 7);
} else { // Success
vertPos.resize(index[0]);
@@ -431,7 +371,7 @@ inline Mesh LevelSet(Func sdf, Box bounds, float edgeLength, float level = 0) {
VecDH<glm::ivec3> triVerts(gridVerts.Entries() * 12); // worst case
VecDH<int> index(1, 0);
for_each_n(policy, countAt(0), gridVerts.Size(),
for_each_n(pol, countAt(0), gridVerts.Size(),
BuildTris({triVerts.ptrD(), index.ptrD(), gridVerts.D()}));
triVerts.resize(index[0]);
@@ -440,4 +380,4 @@ inline Mesh LevelSet(Func sdf, Box bounds, float edgeLength, float level = 0) {
return out;
}
/** @} */
} // namespace manifold
} // namespace manifold
+2 -2
View File
@@ -1,10 +1,10 @@
project (graphlite)
add_library(${PROJECT_NAME} src/connected_components.cpp)
add_library(${PROJECT_NAME} OBJECT src/connected_components.cpp)
target_include_directories(${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_compile_features(${PROJECT_NAME} PRIVATE cxx_std_17)
+1 -1
View File
@@ -15,7 +15,7 @@
project(utilities)
file(GLOB_RECURSE SOURCE_FILES CONFIGURE_DEPENDS *.cpp)
add_library(${PROJECT_NAME} ${SOURCE_FILES})
add_library(${PROJECT_NAME} OBJECT ${SOURCE_FILES})
message("CUDA Support: ${MANIFOLD_USE_CUDA}")
message("Parallel Backend: ${MANIFOLD_PAR}")
+127
View File
@@ -0,0 +1,127 @@
// 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
//
// 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
#include <stdint.h>
#include <atomic>
#include "public.h"
#include "utils.h"
#include "vec_dh.h"
namespace {
typedef unsigned long long int Uint64;
typedef Uint64 (*hash_fun_t)(Uint64);
constexpr Uint64 kOpen = std::numeric_limits<Uint64>::max();
template <typename T>
__host__ __device__ T AtomicCAS(T& target, T compare, T val) {
#ifdef __CUDA_ARCH__
return atomicCAS(&target, compare, val);
#else
std::atomic<T>& tar = reinterpret_cast<std::atomic<T>&>(target);
tar.compare_exchange_strong(compare, val);
return compare;
#endif
}
// https://stackoverflow.com/questions/664014/what-integer-hash-function-are-good-that-accepts-an-integer-hash-key
__host__ __device__ inline Uint64 hash64bit(Uint64 x) {
x = (x ^ (x >> 30)) * 0xbf58476d1ce4e5b9ull;
x = (x ^ (x >> 27)) * 0x94d049bb133111ebull;
x = x ^ (x >> 31);
return x;
}
} // namespace
namespace manifold {
/** @addtogroup Private
* @{
*/
template <typename V, hash_fun_t H = hash64bit>
class HashTableD {
public:
HashTableD(VecDH<Uint64>& keys, VecDH<V>& values, VecDH<uint32_t>& used,
uint32_t step = 1)
: step_{step}, keys_{keys}, values_{values}, used_{used} {}
__host__ __device__ int Size() const { return keys_.size(); }
__host__ __device__ bool Full() const { return used_[0] * 2 > Size(); }
__host__ __device__ void Insert(Uint64 key, const V& val) {
uint32_t idx = H(key) & (Size() - 1);
while (1) {
Uint64& k = keys_[idx];
const Uint64 found = AtomicCAS(k, kOpen, key);
if (found == kOpen) {
AtomicAdd(used_[0], 0x1u);
values_[idx] = val;
return;
}
if (found == key) return;
idx = (idx + step_) & (Size() - 1);
}
}
__host__ __device__ V& operator[](Uint64 key) const {
uint32_t idx = H(key) & (Size() - 1);
while (1) {
if (keys_[idx] == key || keys_[idx] == kOpen) return values_[idx];
idx = (idx + step_) & (Size() - 1);
}
}
__host__ __device__ Uint64 KeyAt(int idx) const { return keys_[idx]; }
__host__ __device__ V& At(int idx) const { return values_[idx]; }
private:
uint32_t step_;
VecD<Uint64> keys_;
VecD<V> values_;
VecD<uint32_t> used_;
};
template <typename V, hash_fun_t H = hash64bit>
class HashTable {
public:
HashTable(uint32_t size, uint32_t step = 1)
: keys_{1 << (int)ceil(log2(size)), kOpen},
values_{1 << (int)ceil(log2(size)), {}},
table_{keys_, values_, used_, step} {}
HashTableD<V, H> D() { return table_; }
int Entries() const { return used_[0]; }
int Size() const { return table_.Size(); }
bool Full() const { return used_[0] * 2 > Size(); }
float FilledFraction() const { return static_cast<float>(used_[0]) / Size(); }
VecDH<V>& GetValueStore() { return values_; }
static Uint64 Open() { return kOpen; }
private:
VecDH<Uint64> keys_;
VecDH<V> values_;
VecDH<uint32_t> used_ = VecDH<uint32_t>(1, 0);
HashTableD<V, H> table_;
};
/** @} */
} // namespace manifold
+76 -111
View File
@@ -89,11 +89,6 @@ inline HOST_DEVICE glm::mat4x3 RotateUp(glm::vec3 up) {
return glm::mat4x3(glm::rotate(glm::mat4(1), angle, axis));
}
/**
* Returns 1 for positive values, -1 for negative, and 0 for exactly zero.
*/
inline HOST_DEVICE int Signum(float val) { return (val > 0) - (val < 0); }
/**
* Determines if the three points are wound counter-clockwise, clockwise, or
* colinear within the specified tolerance.
@@ -148,22 +143,6 @@ using SimplePolygon = std::vector<PolyVert>;
using Polygons = std::vector<SimplePolygon>;
/** @} */
/**
* An alternative to Mesh for output suitable for pushing into graphics
* libraries directly.
*/
struct MeshGL {
/// Number of vertices
int NumVert() const { return this->vertPos.size() / 3; };
/// Number of triangles
int NumTri() const { return this->triVerts.size() / 3; };
std::vector<float> vertPos;
std::vector<float> vertNormal;
std::vector<uint32_t> triVerts;
std::vector<float> halfedgeTangent;
};
/**
* The triangle-mesh input and output of this library.
*/
@@ -182,45 +161,81 @@ struct Mesh {
/// as 3 * tri + i, representing the tangent from Mesh.triVerts[tri][i] along
/// the CCW edge. If empty, mesh is faceted.
std::vector<glm::vec4> halfedgeTangent;
};
Mesh() = default;
Mesh(const std::vector<glm::vec3>& vertPos_,
const std::vector<glm::ivec3>& triVerts_,
const std::vector<glm::vec3>& vertNormal_ = {},
const std::vector<glm::vec4>& halfedgeTangent_ = {})
: vertPos(vertPos_),
triVerts(triVerts_),
vertNormal(vertNormal_),
halfedgeTangent(halfedgeTangent_) {}
/**
* 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.
*/
struct MeshGL {
/// Number of property vertices
uint32_t NumVert() const { return vertProperties.size() / numProp; };
/// Number of triangles
uint32_t NumTri() const { return triVerts.size() / 3; };
Mesh(const MeshGL& in) {
const int numTri = in.NumTri();
const int numVert = in.NumVert();
triVerts.resize(numTri);
vertPos.resize(numVert);
if (!in.vertNormal.empty()) {
vertNormal.resize(numVert);
/// Number of properties per vertex, always >= 3.
uint32_t numProp = 3;
/// 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.
std::vector<float> vertProperties;
/// The vertex indices of the three triangle corners in CCW (from the outside)
/// order, for each triangle.
std::vector<uint32_t> triVerts;
/// Optional: A list of only the vertex indicies that need to be merged to
/// reconstruct the manifold.
std::vector<uint32_t> mergeFromVert;
/// 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.
std::vector<uint32_t> mergeToVert;
/// Optional: Indicates runs of triangles that correspond to a particular
/// input mesh instance. The runs encompass all of triVerts and are sorted
/// by originalID. Run i begins at triVerts[runIndex[i]] and ends at
/// triVerts[runIndex[i+1]]. All runIndex values are divisible by 3.
std::vector<uint32_t> runIndex;
/// 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().
std::vector<uint32_t> originalID;
/// 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 * originalID.size().
std::vector<float> transform;
/// 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.
std::vector<uint32_t> faceID;
/// 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.
std::vector<float> halfedgeTangent;
MeshGL() = default;
MeshGL(const Mesh& mesh) {
numProp = 3;
vertProperties.resize(numProp * mesh.vertPos.size());
for (int i = 0; i < mesh.vertPos.size(); ++i) {
for (int j : {0, 1, 2}) vertProperties[3 * i + j] = mesh.vertPos[i][j];
}
for (int i = 0; i < numVert; ++i) {
vertPos[i] = {in.vertPos[3 * i], in.vertPos[3 * i + 1],
in.vertPos[3 * i + 2]};
if (!in.vertNormal.empty()) {
vertNormal[i] = {in.vertNormal[3 * i], in.vertNormal[3 * i + 1],
in.vertNormal[3 * i + 2]};
}
triVerts.resize(3 * mesh.triVerts.size());
for (int i = 0; i < mesh.triVerts.size(); ++i) {
for (int j : {0, 1, 2}) triVerts[3 * i + j] = mesh.triVerts[i][j];
}
for (int i = 0; i < numTri; ++i) {
triVerts[i] = {in.triVerts[3 * i], in.triVerts[3 * i + 1],
in.triVerts[3 * i + 2]};
if (!in.halfedgeTangent.empty()) {
for (const int j : {0, 1, 2})
halfedgeTangent[3 * i + j] = {
in.halfedgeTangent[4 * (3 * i + j)],
in.halfedgeTangent[4 * (3 * i + j) + 1],
in.halfedgeTangent[4 * (3 * i + j) + 2],
in.halfedgeTangent[4 * (3 * i + j) + 3]};
}
halfedgeTangent.resize(4 * mesh.halfedgeTangent.size());
for (int i = 0; i < mesh.halfedgeTangent.size(); ++i) {
for (int j : {0, 1, 2, 3})
halfedgeTangent[4 * i + j] = mesh.halfedgeTangent[i][j];
}
}
};
@@ -256,59 +271,15 @@ struct Curvature {
};
/**
* Part of MeshRelation - represents a single triangle relation to an original
* Mesh.
* Connected component indices and number of discrete components. Intermediate
* step for Manifold.Decompose(), completed by Manifold.GetComponents()
*/
struct BaryRef {
/// The unique ID of the mesh instance of this triangle. If .meshID and .tri
/// match for two triangles, then they are coplanar and came from the same
/// face.
int meshID;
/// The OriginalID of the mesh this triangle came from. This ID is ideal for
/// reapplying properties like UV coordinates to the output mesh.
int originalID;
/// The triangle index of the original triangle this was part of:
/// Mesh.triVerts[tri].
int tri;
/// For the three corners of the output triangle, new (intersection) vertices
/// store an index to the MeshRelation.barycentric vector, while original
/// vertices have negative values referring to Mesh.triVerts[tri][i + 3].
glm::ivec3 vertBary;
struct Components {
std::vector<int> indices;
int numComponents;
};
/** @} */
/**
* @ingroup Connections
* Represents the relationship of this output Mesh to all input Meshes that
* eventually led to it, see Manifold.GetMeshRelation().
*/
struct MeshRelation {
/// A vector of shared barycentric coordinates representing the position of a
/// vertex relative to its original triangle.
std::vector<glm::vec3> barycentric;
/// A vector matching Mesh.triVerts that contains the relation of each output
/// triangle to a single input triangle.
std::vector<BaryRef> triBary;
/**
* A convenience function to get the barycentric coordinates of a given
* corner.
*
* @param tri A valid triangle index of Mesh.triVerts.
* @param vert The corner of the triangle: 0, 1, or 2.
*/
inline glm::vec3 UVW(int tri, int vert) {
glm::vec3 uvw(0.0f);
const int idx = triBary[tri].vertBary[vert];
if (idx < 0) {
uvw[idx + 3] = 1;
} else {
uvw = barycentric[idx];
}
return uvw;
}
};
/**
* @ingroup Connections
* Axis-aligned bounding box
@@ -541,12 +512,6 @@ inline std::ostream& operator<<(std::ostream& stream, const glm::mat4x3& mat) {
<< tam[2] << std::endl;
}
inline std::ostream& operator<<(std::ostream& stream, const BaryRef& ref) {
return stream << "meshID: " << ref.meshID
<< ", originalID: " << ref.originalID << ", tri: " << ref.tri
<< ", uvw idx: " << ref.vertBary;
}
/**
* Print the contents of this vector to standard output. Only exists if compiled
* with MANIFOLD_DEBUG flag.
+10
View File
@@ -103,6 +103,16 @@ thrust::counting_iterator<T> countAt(T i) {
return thrust::make_counting_iterator(i);
}
inline __host__ __device__ int Next3(int i) {
constexpr glm::ivec3 next3(1, 2, 0);
return next3[i];
}
inline __host__ __device__ int Prev3(int i) {
constexpr glm::ivec3 prev3(2, 0, 1);
return prev3[i];
}
template <typename T>
__host__ __device__ T AtomicAdd(T& target, T add) {
#ifdef __CUDA_ARCH__
+16 -2
View File
@@ -19,9 +19,18 @@ add_subdirectory(third_party)
enable_testing()
set(SOURCE_FILES polygon_test.cpp mesh_test.cpp sdf_test.cpp samples_test.cpp test_main.cpp)
if(MANIFOLD_CBIND)
list(APPEND SOURCE_FILES manifoldc_test.cpp)
endif()
add_executable(${PROJECT_NAME} ${SOURCE_FILES})
target_link_libraries(${PROJECT_NAME} polygon GTest::GTest manifold samples samplesGPU)
if(MANIFOLD_CBIND)
target_link_libraries(${PROJECT_NAME} manifoldc)
endif()
if(MANIFOLD_EXPORT)
add_subdirectory(meshIO)
target_link_libraries(${PROJECT_NAME} meshIO)
@@ -29,12 +38,17 @@ if(MANIFOLD_EXPORT)
endif()
if(MANIFOLD_USE_CUDA)
set_source_files_properties(mesh_test.cpp sdf_test.cpp PROPERTIES LANGUAGE CUDA)
set(CUDA_FILES mesh_test.cpp sdf_test.cpp)
if(MANIFOLD_CBIND)
list(APPEND CUDA_FILES manifoldc_test.cpp)
endif()
set_source_files_properties(${CUDA_FILES} PROPERTIES LANGUAGE CUDA)
set_property(TARGET ${PROJECT_NAME} PROPERTY CUDA_ARCHITECTURES 61)
endif()
target_compile_options(${PROJECT_NAME} PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_14)
target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_17)
add_test(test_all ${PROJECT_NAME})
+154
View File
@@ -0,0 +1,154 @@
#include "manifoldc.h"
#include "gtest/gtest.h"
#include "manifold.h"
#include "polygon.h"
#include "sdf.h"
#ifdef MANIFOLD_EXPORT
#include "meshIO.h"
#endif
float eps = 0.000001;
bool approx_float_array(float *a, float *b, size_t len) {
for (int i = 0; i < len; ++i) {
if (abs(a[i] - b[i]) > eps) {
return false;
};
}
return true;
}
TEST(CBIND, sphere) {
int n = 25;
size_t sz = manifold_manifold_size();
ManifoldManifold *sphere = manifold_sphere(malloc(sz), 1.0f, 4 * n);
EXPECT_EQ(manifold_status(sphere), NO_ERROR);
EXPECT_EQ(manifold_num_tri(sphere), n * n * 8);
manifold_delete_manifold(sphere);
}
TEST(CBIND, warp_translation) {
size_t sz = manifold_manifold_size();
ManifoldVec3 (*warp)(float, float, float) = [](float x, float y, float z) {
ManifoldVec3 v = {x + 15.0f, y, z};
return v;
};
ManifoldManifold *sphere = manifold_sphere(malloc(sz), 1.0f, 100);
ManifoldManifold *trans = manifold_translate(malloc(sz), sphere, 15., 0., 0.);
ManifoldManifold *warped = manifold_warp(malloc(sz), sphere, warp);
ManifoldMeshGL *trans_mesh =
manifold_get_meshgl(malloc(manifold_meshgl_size()), trans);
ManifoldMeshGL *warped_mesh =
manifold_get_meshgl(malloc(manifold_meshgl_size()), warped);
size_t len_props = manifold_meshgl_vert_properties_length(trans_mesh);
float *trans_props = manifold_meshgl_vert_properties(
malloc(sizeof(float) * len_props), trans_mesh);
float *warped_props = manifold_meshgl_vert_properties(
malloc(sizeof(float) * len_props), warped_mesh);
EXPECT_TRUE(approx_float_array(trans_props, warped_props, len_props));
manifold_delete_manifold(sphere);
manifold_delete_manifold(trans);
manifold_delete_manifold(warped);
manifold_delete_meshgl(trans_mesh);
manifold_delete_meshgl(warped_mesh);
delete trans_props;
delete warped_props;
}
TEST(CBIND, level_set) {
size_t sz = manifold_manifold_size();
// can't convert lambda with captures to funptr
float (*sdf)(float, float, float) = [](float x, float y, float z) {
const float radius = 15;
const float xscale = 3;
const float yscale = 1;
const float zscale = 1;
float xs = x / xscale;
float ys = y / yscale;
float zs = z / zscale;
return radius - sqrtf(xs * xs + ys * ys + zs * zs);
};
const float bb = 30; // (radius * 2)
// bounding box scaled according to factors used in *sdf
ManifoldBox *bounds = manifold_box(malloc(manifold_box_size()), -bb * 3,
-bb * 1, -bb * 1, bb * 3, bb * 1, bb * 1);
ManifoldMeshGL *sdf_mesh =
manifold_level_set(malloc(manifold_meshgl_size()), sdf, bounds, 0.5, 0);
ManifoldManifold *sdf_man = manifold_of_meshgl(malloc(sz), sdf_mesh);
#ifdef MANIFOLD_EXPORT
ManifoldExportOptions *options =
manifold_export_options(malloc(manifold_export_options_size()));
const char *name = "cbind_sdf_test.stl";
manifold_export_meshgl(name, sdf_mesh, options);
manifold_delete_export_options(options);
#endif
EXPECT_EQ(manifold_status(sdf_man), NO_ERROR);
manifold_delete_meshgl(sdf_mesh);
manifold_delete_manifold(sdf_man);
manifold_delete_box(bounds);
}
TEST(CBIND, extrude) {
size_t sz = manifold_manifold_size();
ManifoldVec2 pts[] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};
ManifoldSimplePolygon *sq[] = {manifold_simple_polygon(
malloc(manifold_simple_polygon_size()), &pts[0], 4)};
ManifoldPolygons *polys =
manifold_polygons(malloc(manifold_polygons_size()), sq, 1);
ManifoldManifold *cube = manifold_cube(malloc(sz), 1., 1., 1., 0);
ManifoldManifold *extrusion =
manifold_extrude(malloc(sz), polys, 1, 0, 0, 1, 1);
ManifoldManifold *diff = manifold_difference(malloc(sz), cube, extrusion);
ManifoldProperties props = manifold_get_properties(diff);
EXPECT_TRUE(props.volume < eps);
manifold_delete_manifold(cube);
manifold_delete_manifold(extrusion);
manifold_delete_manifold(diff);
manifold_delete_simple_polygon(sq[0]);
manifold_delete_polygons(polys);
}
TEST(CBIND, compose_decompose) {
size_t sz = manifold_manifold_size();
ManifoldManifold *s1 = manifold_sphere(malloc(sz), 1.0f, 100);
ManifoldManifold *s2 = manifold_translate(malloc(sz), s1, 2., 2., 2.);
ManifoldManifold *ss[] = {s1, s2};
ManifoldManifold *composed = manifold_compose(malloc(sz), ss, 2);
ManifoldComponents *cs =
manifold_get_components(malloc(manifold_components_size()), composed);
size_t len = manifold_components_length(cs);
void *bufs[len];
for (int i = 0; i < len; ++i) {
bufs[i] = malloc(sz);
}
ManifoldManifold **decomposed = manifold_decompose(bufs, composed, cs);
EXPECT_EQ(len, 2);
manifold_delete_manifold(s1);
manifold_delete_manifold(s2);
manifold_delete_manifold(composed);
manifold_delete_components(cs);
for (int i = 0; i < len; ++i) {
manifold_delete_manifold(decomposed[i]);
}
}
+1 -1
View File
@@ -26,4 +26,4 @@ target_link_libraries(${PROJECT_NAME}
)
target_compile_options(${PROJECT_NAME} PRIVATE ${MANIFOLD_FLAGS})
target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_14)
target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_17)
+10 -1
View File
@@ -41,8 +41,14 @@ struct Material {
glm::vec4 color = glm::vec4(1.0f);
/// Optional: If non-empty, must match Mesh.vertPos. Provides an RGBA color
/// for each vertex, linearly interpolated across triangles. Colors are
/// linear, not sRGB.
/// linear, not sRGB. Only used with Mesh export, not MeshGL.
std::vector<glm::vec4> vertColor;
/// For MeshGL export, gives the property indicies where the normal channels
/// can be found. Must be >= 3, since the first three are position.
glm::ivec3 normalChannels = glm::ivec3(-1);
/// For MeshGL export, gives the property indicies where the color channels
/// can be found. Any index < 0 will output all 1.0 for that channel.
glm::ivec4 colorChannels = glm::ivec4(-1);
};
/**
@@ -60,6 +66,9 @@ Mesh ImportMesh(const std::string& filename, bool forceCleanup = false);
void ExportMesh(const std::string& filename, const Mesh& mesh,
const ExportOptions& options);
void ExportMesh(const std::string& filename, const MeshGL& mesh,
const ExportOptions& options);
/** @} */
/** @} */
} // namespace manifold
+158 -45
View File
@@ -19,11 +19,75 @@
#include "assimp/Exporter.hpp"
#include "assimp/Importer.hpp"
#include "assimp/pbrmaterial.h"
#include "assimp/material.h"
#include "assimp/postprocess.h"
#include "assimp/scene.h"
#include "optional_assert.h"
#ifndef AI_MATKEY_ROUGHNESS_FACTOR
#include "assimp/pbrmaterial.h"
#define AI_MATKEY_METALLIC_FACTOR \
AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR
#define AI_MATKEY_ROUGHNESS_FACTOR \
AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR
#endif
namespace {
using namespace manifold;
aiScene* CreateScene(const ExportOptions& options) {
aiScene* scene = new aiScene();
scene->mNumMaterials = 1;
scene->mMaterials = new aiMaterial*[scene->mNumMaterials];
scene->mMaterials[0] = new aiMaterial();
aiMaterial* material = scene->mMaterials[0];
material->AddProperty(&options.mat.roughness, 1, AI_MATKEY_ROUGHNESS_FACTOR);
material->AddProperty(&options.mat.metalness, 1, AI_MATKEY_METALLIC_FACTOR);
const glm::vec4& color = options.mat.color;
aiColor4D baseColor(color.r, color.g, color.b, color.a);
material->AddProperty(&baseColor, 1, AI_MATKEY_COLOR_DIFFUSE);
scene->mNumMeshes = 1;
scene->mMeshes = new aiMesh*[scene->mNumMeshes];
scene->mMeshes[0] = new aiMesh();
scene->mMeshes[0]->mMaterialIndex = 0;
scene->mRootNode = new aiNode();
scene->mRootNode->mNumMeshes = 1;
scene->mRootNode->mMeshes = new glm::uint[scene->mRootNode->mNumMeshes];
scene->mRootNode->mMeshes[0] = 0;
scene->mMeshes[0]->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
return scene;
}
std::string GetType(const std::string& filename) {
std::string ext = filename.substr(filename.find_last_of(".") + 1);
if (ext == "glb") ext = "glb2";
if (ext == "gltf") ext = "gltf2";
return ext;
}
void ExportScene(aiScene* scene, const std::string& filename) {
Assimp::Exporter exporter;
// int n = exporter.GetExportFormatCount();
// for (int i = 0; i < n; ++i) {
// auto desc = exporter.GetExportFormatDescription(i);
// std::cout << i << ", id = " << desc->id << ", " << desc->description
// << std::endl;
// }
auto result = exporter.Export(scene, GetType(filename), filename);
delete scene;
ASSERT(result == AI_SUCCESS, userErr, exporter.GetErrorString());
}
} // namespace
namespace manifold {
/**
@@ -91,6 +155,95 @@ Mesh ImportMesh(const std::string& filename, bool forceCleanup) {
return mesh_out;
}
/**
* Saves the Mesh to the desired file type, determined from the extension
* specified. In the case of .glb/.gltf, this will save in version 2.0.
*
* This is a very simple export function and is intended primarily as a
* demonstration. Generally users of this library will need to modify this to
* write all the important properties for their application and read any custom
* data structures.
*
* @param filename The file extension must be one that Assimp supports for
* export. GLB & 3MF are recommended.
* @param mesh The mesh to export, likely from Manifold.GetMeshGL().
* @param options The options currently only affect an exported GLB's material.
* Pass {} for defaults.
*/
void ExportMesh(const std::string& filename, const MeshGL& mesh,
const ExportOptions& options) {
if (mesh.triVerts.size() == 0) {
std::cout << filename << " was not saved because the input mesh was empty."
<< std::endl;
return;
}
std::string type = GetType(filename);
const bool isYup = type == "glb2" || type == "gltf2";
aiScene* scene = CreateScene(options);
aiMesh* mesh_out = scene->mMeshes[0];
mesh_out->mNumVertices = mesh.NumVert();
mesh_out->mVertices = new aiVector3D[mesh_out->mNumVertices];
if (!options.faceted) {
bool validChannels = true;
for (int i : {0, 1, 2}) {
int c = options.mat.normalChannels[i];
validChannels &= c >= 3 && c < (int)mesh.numProp;
}
ASSERT(validChannels, userErr,
"When faceted is false, valid normalChannels must be supplied.");
mesh_out->mNormals = new aiVector3D[mesh_out->mNumVertices];
}
bool validChannels = true;
bool hasColor = false;
for (int i : {0, 1, 2, 3}) {
int c = options.mat.colorChannels[i];
validChannels &= c < (int)mesh.numProp;
hasColor |= c >= 0;
}
ASSERT(validChannels, userErr, "Invalid colorChannels.");
if (hasColor) mesh_out->mColors[0] = new aiColor4D[mesh_out->mNumVertices];
for (int i = 0; i < mesh_out->mNumVertices; ++i) {
glm::vec3 v;
for (int j : {0, 1, 2}) v[j] = mesh.vertProperties[i * mesh.numProp + j];
mesh_out->mVertices[i] =
isYup ? aiVector3D(v.y, v.z, v.x) : aiVector3D(v.x, v.y, v.z);
if (!options.faceted) {
glm::vec3 n;
for (int j : {0, 1, 2})
n[j] = mesh.vertProperties[i * mesh.numProp +
options.mat.normalChannels[j]];
mesh_out->mNormals[i] =
isYup ? aiVector3D(n.y, n.z, n.x) : aiVector3D(n.x, n.y, n.z);
}
if (hasColor) {
glm::vec4 c;
for (int j : {0, 1, 2, 3})
c[j] = options.mat.colorChannels[j] < 0
? 1
: mesh.vertProperties[i * mesh.numProp +
options.mat.colorChannels[j]];
mesh_out->mColors[0][i] = aiColor4D(c.r, c.g, c.b, c.a);
}
}
mesh_out->mNumFaces = mesh.NumTri();
mesh_out->mFaces = new aiFace[mesh_out->mNumFaces];
for (int i = 0; i < mesh_out->mNumFaces; ++i) {
aiFace& face = mesh_out->mFaces[i];
face.mNumIndices = 3;
face.mIndices = new glm::uint[face.mNumIndices];
for (int j : {0, 1, 2}) face.mIndices[j] = mesh.triVerts[3 * i + j];
}
ExportScene(scene, filename);
}
/**
* Saves the Mesh to the desired file type, determined from the extension
* specified. In the case of .glb/.gltf, this will save in version 2.0.
@@ -114,38 +267,11 @@ void ExportMesh(const std::string& filename, const Mesh& mesh,
return;
}
std::string ext = filename.substr(filename.find_last_of(".") + 1);
const bool isYup = ext == "glb" || ext == "gltf";
if (ext == "glb") ext = "glb2";
if (ext == "gltf") ext = "gltf2";
aiScene* scene = new aiScene();
scene->mNumMaterials = 1;
scene->mMaterials = new aiMaterial*[scene->mNumMaterials];
scene->mMaterials[0] = new aiMaterial();
aiMaterial* material = scene->mMaterials[0];
material->AddProperty(&options.mat.roughness, 1,
AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
material->AddProperty(&options.mat.metalness, 1,
AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
const glm::vec4& color = options.mat.color;
aiColor4D baseColor(color.r, color.g, color.b, color.a);
material->AddProperty(&baseColor, 1, AI_MATKEY_COLOR_DIFFUSE);
scene->mNumMeshes = 1;
scene->mMeshes = new aiMesh*[scene->mNumMeshes];
scene->mMeshes[0] = new aiMesh();
scene->mMeshes[0]->mMaterialIndex = 0;
scene->mRootNode = new aiNode();
scene->mRootNode->mNumMeshes = 1;
scene->mRootNode->mMeshes = new glm::uint[scene->mRootNode->mNumMeshes];
scene->mRootNode->mMeshes[0] = 0;
std::string type = GetType(filename);
const bool isYup = type == "glb2" || type == "gltf2";
aiScene* scene = CreateScene(options);
aiMesh* mesh_out = scene->mMeshes[0];
mesh_out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
mesh_out->mNumVertices = mesh.vertPos.size();
mesh_out->mVertices = new aiVector3D[mesh_out->mNumVertices];
@@ -186,20 +312,7 @@ void ExportMesh(const std::string& filename, const Mesh& mesh,
for (int j : {0, 1, 2}) face.mIndices[j] = mesh.triVerts[i][j];
}
Assimp::Exporter exporter;
// int n = exporter.GetExportFormatCount();
// for (int i = 0; i < n; ++i) {
// auto desc = exporter.GetExportFormatDescription(i);
// std::cout << i << ", id = " << desc->id << ", " << desc->description
// << std::endl;
// }
auto result = exporter.Export(scene, ext, filename);
delete scene;
ASSERT(result == AI_SUCCESS, userErr, exporter.GetErrorString());
ExportScene(scene, filename);
}
} // namespace manifold
+412 -149
View File
@@ -63,6 +63,112 @@ Mesh Tet() {
return tet;
}
MeshGL TetGL() {
MeshGL tet;
tet.numProp = 5;
tet.vertProperties = {-1, -1, 1, 0, 0, //
-1, 1, -1, 1, -1, //
1, -1, -1, 2, -2, //
1, 1, 1, 3, -3, //
-1, 1, -1, 4, -4, //
1, -1, -1, 5, -5, //
1, 1, 1, 6, -6};
tet.triVerts = {2, 0, 1, 0, 3, 1, 2, 3, 0, 6, 5, 4};
tet.mergeFromVert = {4, 5, 6};
tet.mergeToVert = {1, 2, 3};
return tet;
}
MeshGL CubeGL() {
MeshGL cube;
cube.numProp = 6;
glm::mat3 t[3] = {
glm::mat3(1), {1, 0, 0, 0, 0, -1, 0, 1, 0}, {0, 1, 0, -1, 0, 0, 0, 0, 1}};
glm::vec3 n(0, 1, 0);
glm::mat4x3 p(1, 1, 1, //
1, 1, -1, //
-1, 1, -1, //
-1, 1, 1);
for (const int dir : {0, 1, 2}) {
for (const float side : {1, -1}) {
const int start = cube.vertProperties.size();
cube.triVerts.push_back(start);
cube.triVerts.push_back(start + 1);
cube.triVerts.push_back(start + 2);
cube.triVerts.push_back(start);
cube.triVerts.push_back(start + 2);
cube.triVerts.push_back(start + 3);
const glm::vec3 norm = side * t[dir] * n;
for (const int i : {0, 1, 2, 3}) {
const glm::vec3 v = side * t[dir] * p[i];
const glm::vec3 ni = side * t[dir] * n;
for (const int j : {0, 1, 2}) cube.vertProperties.push_back(v[j]);
for (const int j : {0, 1, 2}) cube.vertProperties.push_back(ni[j]);
}
}
}
return Weld(cube);
}
MeshGL WithIndexColors(const Mesh& in) {
MeshGL inGL(in);
inGL.originalID = {Manifold::ReserveIDs(1)};
const int numVert = in.vertPos.size();
inGL.numProp = 6;
inGL.vertProperties.resize(6 * numVert);
for (int i = 0; i < numVert; ++i) {
for (int j : {0, 1, 2}) inGL.vertProperties[6 * i + j] = in.vertPos[i][j];
// vertex colors
double a;
inGL.vertProperties[6 * i + 3] = powf(modf(i * sqrt(2.0), &a), 2.2);
inGL.vertProperties[6 * i + 4] = powf(modf(i * sqrt(3.0), &a), 2.2);
inGL.vertProperties[6 * i + 5] = powf(modf(i * sqrt(5.0), &a), 2.2);
}
return inGL;
}
MeshGL WithPositionColors(const Manifold& in) {
MeshGL inGL = in.GetMeshGL();
inGL.runIndex.clear();
inGL.originalID.clear();
inGL.transform.clear();
inGL.faceID.clear();
inGL.originalID = {Manifold::ReserveIDs(1)};
const int numVert = in.NumVert();
const Box bbox = in.BoundingBox();
const glm::vec3 size = bbox.Size();
const std::vector<float> oldProp = inGL.vertProperties;
inGL.numProp = 6;
inGL.vertProperties.resize(6 * numVert);
for (int i = 0; i < numVert; ++i) {
for (int j : {0, 1, 2}) inGL.vertProperties[6 * i + j] = oldProp[3 * i + j];
// vertex colors
inGL.vertProperties[6 * i + 3] = (oldProp[3 * i] - bbox.min.x) / size.x;
inGL.vertProperties[6 * i + 4] = (oldProp[3 * i + 1] - bbox.min.y) / size.y;
inGL.vertProperties[6 * i + 5] = (oldProp[3 * i + 2] - bbox.min.z) / size.z;
}
return inGL;
}
MeshGL WithNormals(const Manifold& in) {
const Mesh mesh = in.GetMesh();
MeshGL out;
out.originalID = {Manifold::ReserveIDs(1)};
out.numProp = 6;
out.vertProperties.resize(out.numProp * mesh.vertPos.size());
for (int i = 0; i < mesh.vertPos.size(); ++i) {
for (int j : {0, 1, 2}) {
out.vertProperties[6 * i + j] = mesh.vertPos[i][j];
out.vertProperties[6 * i + 3 + j] = mesh.vertNormal[i][j];
}
}
out.triVerts.resize(3 * mesh.triVerts.size());
for (int i = 0; i < mesh.triVerts.size(); ++i) {
for (int j : {0, 1, 2}) out.triVerts[3 * i + j] = mesh.triVerts[i][j];
}
return out;
}
void Identical(const Mesh& mesh1, const Mesh& mesh2) {
ASSERT_EQ(mesh1.vertPos.size(), mesh2.vertPos.size());
for (int i = 0; i < mesh1.vertPos.size(); ++i)
@@ -74,54 +180,117 @@ void Identical(const Mesh& mesh1, const Mesh& mesh2) {
ASSERT_EQ(mesh1.triVerts[i], mesh2.triVerts[i]);
}
void Related(const Manifold& out, const std::vector<Mesh>& input,
const std::map<int, int>& meshID2idx) {
Mesh output = out.GetMesh();
MeshRelation relation = out.GetMeshRelation();
for (int tri = 0; tri < out.NumTri(); ++tri) {
int meshID = relation.triBary[tri].originalID;
int meshIdx = meshID2idx.at(meshID);
ASSERT_LT(meshIdx, input.size());
const Mesh& inMesh = input[meshIdx];
int inTri = relation.triBary[tri].tri;
ASSERT_LT(inTri, inMesh.triVerts.size());
glm::mat3 inTriangle = {inMesh.vertPos[inMesh.triVerts[inTri][0]],
inMesh.vertPos[inMesh.triVerts[inTri][1]],
inMesh.vertPos[inMesh.triVerts[inTri][2]]};
for (int j : {0, 1, 2}) {
glm::vec3 vPos = output.vertPos[output.triVerts[tri][j]];
glm::vec3 uvw = relation.UVW(tri, j);
ASSERT_NEAR(uvw[0] + uvw[1] + uvw[2], 1, 0.0002);
glm::vec3 vRelation = inTriangle * uvw;
for (int k : {0, 1, 2})
ASSERT_NEAR(vPos[k], vRelation[k], 10 * out.Precision());
template <typename T>
int NumUnique(const std::vector<T>& in) {
std::set<int> unique;
for (const T& v : in) {
unique.emplace(v);
}
return unique.size();
}
void RelatedGL(const Manifold& out, const std::vector<MeshGL>& originals,
bool checkNormals = false) {
ASSERT_FALSE(out.IsEmpty());
const glm::ivec3 normalIdx =
checkNormals ? glm::ivec3(3, 4, 5) : glm::ivec3(0);
MeshGL output = out.GetMeshGL(normalIdx);
for (int run = 0; run < output.originalID.size(); ++run) {
const float* m = output.transform.data() + 12 * run;
const glm::mat4x3 transform =
output.transform.empty()
? glm::mat4x3(1.0f)
: glm::mat4x3(m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8],
m[9], m[10], m[11]);
int i = 0;
for (; i < originals.size(); ++i) {
ASSERT_EQ(originals[i].originalID.size(), 1);
if (originals[i].originalID[0] == output.originalID[run]) break;
}
ASSERT_LT(i, originals.size());
const MeshGL& inMesh = originals[i];
for (int tri = output.runIndex[run] / 3; tri < output.runIndex[run + 1] / 3;
++tri) {
if (!output.faceID.empty()) {
ASSERT_LT(tri, output.faceID.size());
}
const int inTri = output.faceID.empty() ? tri : output.faceID[tri];
ASSERT_LT(inTri, inMesh.triVerts.size() / 3);
glm::ivec3 inTriangle = {inMesh.triVerts[3 * inTri],
inMesh.triVerts[3 * inTri + 1],
inMesh.triVerts[3 * inTri + 2]};
inTriangle *= inMesh.numProp;
glm::mat3 inTriPos;
glm::mat3 outTriPos;
for (int j : {0, 1, 2}) {
const int vert = output.triVerts[3 * tri + j];
glm::vec4 pos;
for (int k : {0, 1, 2}) {
pos[k] = inMesh.vertProperties[inTriangle[j] + k];
outTriPos[j][k] = output.vertProperties[vert * output.numProp + k];
}
pos[3] = 1;
inTriPos[j] = transform * pos;
}
glm::vec3 outNormal =
glm::cross(outTriPos[1] - outTriPos[0], outTriPos[2] - outTriPos[0]);
glm::vec3 inNormal =
glm::cross(inTriPos[1] - inTriPos[0], inTriPos[2] - inTriPos[0]);
const float area = glm::length(inNormal);
if (area == 0) continue;
inNormal /= area;
for (int j : {0, 1, 2}) {
const int vert = output.triVerts[3 * tri + j];
glm::vec3 edges[3];
for (int k : {0, 1, 2}) edges[k] = inTriPos[k] - outTriPos[j];
const float volume = glm::dot(edges[0], glm::cross(edges[1], edges[2]));
ASSERT_LE(volume, area * 100 * out.Precision());
if (checkNormals) {
glm::vec3 normal;
for (int k : {0, 1, 2})
normal[k] =
output.vertProperties[vert * output.numProp + normalIdx[k]];
ASSERT_NEAR(glm::length(normal), 1, 0.0001);
ASSERT_GT(glm::dot(normal, outNormal), 0);
} else {
for (int p = 3; p < output.numProp; ++p) {
const float propOut =
output.vertProperties[vert * output.numProp + p];
glm::vec3 inProp = {inMesh.vertProperties[inTriangle[0] + p],
inMesh.vertProperties[inTriangle[1] + p],
inMesh.vertProperties[inTriangle[2] + p]};
glm::vec3 edgesP[3];
for (int k : {0, 1, 2}) {
edgesP[k] = edges[k] + inNormal * inProp[k] - inNormal * propOut;
}
const float volumeP =
glm::dot(edgesP[0], glm::cross(edgesP[1], edgesP[2]));
ASSERT_LE(volumeP, area * 100 * out.Precision());
}
}
}
}
}
}
void RelatedOp(const Manifold& inP, const Manifold& inQ, const Manifold& outR) {
std::vector<Mesh> input;
std::map<int, int> meshID2idx;
int meshID = inP.OriginalID();
EXPECT_GE(meshID, 0);
meshID2idx[meshID] = input.size();
input.push_back(inP.GetMesh());
meshID = inQ.OriginalID();
EXPECT_GE(meshID, 0);
meshID2idx[meshID] = input.size();
input.push_back(inQ.GetMesh());
Related(outR, input, meshID2idx);
}
struct MeshSize {
int numVert, numTri;
int numProp = 0;
int numPropVert = numVert;
};
void ExpectMeshes(const Manifold& manifold,
const std::vector<std::pair<int, int>>& numVertTri) {
const std::vector<MeshSize>& meshSize) {
EXPECT_FALSE(manifold.IsEmpty());
EXPECT_TRUE(manifold.IsManifold());
EXPECT_TRUE(manifold.MatchesTriNormals());
std::vector<Manifold> manifolds = manifold.Decompose();
ASSERT_EQ(manifolds.size(), numVertTri.size());
ASSERT_EQ(manifolds.size(), meshSize.size());
std::sort(manifolds.begin(), manifolds.end(),
[](const Manifold& a, const Manifold& b) {
return a.NumVert() != b.NumVert() ? a.NumVert() > b.NumVert()
@@ -129,8 +298,14 @@ void ExpectMeshes(const Manifold& manifold,
});
for (int i = 0; i < manifolds.size(); ++i) {
EXPECT_TRUE(manifolds[i].IsManifold());
EXPECT_EQ(manifolds[i].NumVert(), numVertTri[i].first);
EXPECT_EQ(manifolds[i].NumTri(), numVertTri[i].second);
EXPECT_EQ(manifolds[i].NumVert(), meshSize[i].numVert);
EXPECT_EQ(manifolds[i].NumTri(), meshSize[i].numTri);
EXPECT_EQ(manifolds[i].NumProp(), meshSize[i].numProp);
EXPECT_EQ(manifolds[i].NumPropVert(), meshSize[i].numPropVert);
const MeshGL meshGL = manifolds[i].GetMeshGL();
EXPECT_EQ(meshGL.mergeFromVert.size(), meshGL.mergeToVert.size());
EXPECT_EQ(meshGL.mergeFromVert.size(),
meshGL.NumVert() - manifolds[i].NumVert());
const Mesh mesh = manifolds[i].GetMesh();
for (const glm::vec3& normal : mesh.vertNormal) {
ASSERT_NEAR(glm::length(normal), 1, 0.0001);
@@ -196,8 +371,7 @@ TEST(Manifold, GetMeshGL) {
ASSERT_EQ(meshGL_out.NumTri(), mesh_out.triVerts.size());
for (int i = 0; i < meshGL_out.NumVert(); ++i) {
for (const int j : {0, 1, 2}) {
ASSERT_EQ(meshGL_out.vertPos[3 * i + j], mesh_out.vertPos[i][j]);
ASSERT_EQ(meshGL_out.vertNormal[3 * i + j], mesh_out.vertNormal[i][j]);
ASSERT_EQ(meshGL_out.vertProperties[3 * i + j], mesh_out.vertPos[i][j]);
}
}
for (int i = 0; i < meshGL_out.NumTri(); ++i) {
@@ -217,10 +391,8 @@ TEST(Manifold, Empty) {
TEST(Manifold, ValidInput) {
std::vector<float> propTol = {0.1, 0.2};
std::vector<float> prop = {0, 0, 1, -1, 2, -2, 3, -3, 4, -4, 5, -5, 6, -6};
std::vector<glm::ivec3> triProp = {
{2, 0, 1}, {0, 3, 1}, {2, 3, 0}, {6, 5, 4}};
Manifold tet(Tet(), triProp, prop, propTol);
MeshGL tetGL = TetGL();
Manifold tet(tetGL, propTol);
EXPECT_FALSE(tet.IsEmpty());
EXPECT_EQ(tet.Status(), Manifold::Error::NO_ERROR);
EXPECT_TRUE(tet.IsManifold());
@@ -271,34 +443,20 @@ TEST(Manifold, InvalidInput4) {
}
TEST(Manifold, InvalidInput5) {
std::vector<float> propTol = {0.1, 0.2};
std::vector<float> prop = {0, 0, 1, -1, 2, -2, 3, -3, 4, -4, 5, -5, 6};
std::vector<glm::ivec3> triProp = {
{2, 0, 1}, {0, 3, 1}, {2, 3, 0}, {6, 5, 4}};
Manifold tet(Tet(), triProp, prop, propTol);
MeshGL tetGL = TetGL();
tetGL.mergeFromVert[tetGL.mergeFromVert.size() - 1] = 7;
Manifold tet(tetGL);
EXPECT_TRUE(tet.IsEmpty());
EXPECT_EQ(tet.Status(), Manifold::Error::PROPERTIES_WRONG_LENGTH);
EXPECT_TRUE(tet.IsManifold());
}
TEST(Manifold, InvalidInput6) {
std::vector<float> propTol = {0.1, 0.2};
std::vector<float> prop = {0, 0, 1, -1, 2, -2, 3, -3, 4, -4, 5, -5, 6, -6};
std::vector<glm::ivec3> triProp = {{2, 0, 1}, {0, 3, 1}, {2, 3, 0}};
Manifold tet(Tet(), triProp, prop, propTol);
EXPECT_TRUE(tet.IsEmpty());
EXPECT_EQ(tet.Status(), Manifold::Error::TRI_PROPERTIES_WRONG_LENGTH);
EXPECT_EQ(tet.Status(), Manifold::Error::MERGE_INDEX_OUT_OF_BOUNDS);
EXPECT_TRUE(tet.IsManifold());
}
TEST(Manifold, InvalidInput7) {
std::vector<float> propTol = {0.1, 0.2};
std::vector<float> prop = {0, 0, 1, -1, 2, -2, 3, -3, 4, -4, 5, -5, 6, -6};
std::vector<glm::ivec3> triProp = {
{2, 0, 1}, {0, 3, 1}, {2, 3, 0}, {6, 5, 7}};
Manifold tet(Tet(), triProp, prop, propTol);
MeshGL tetGL = TetGL();
tetGL.triVerts[tetGL.triVerts.size() - 1] = 7;
Manifold tet(tetGL);
EXPECT_TRUE(tet.IsEmpty());
EXPECT_EQ(tet.Status(), Manifold::Error::TRI_PROPERTIES_OUT_OF_BOUNDS);
EXPECT_EQ(tet.Status(), Manifold::Error::VERTEX_INDEX_OUT_OF_BOUNDS);
EXPECT_TRUE(tet.IsManifold());
}
@@ -308,24 +466,21 @@ TEST(Manifold, InvalidInput7) {
*/
TEST(Manifold, Decompose) {
std::vector<Manifold> manifoldList;
manifoldList.push_back(Manifold::Tetrahedron());
manifoldList.push_back(Manifold::Cube());
manifoldList.push_back(Manifold::Sphere(1, 4));
manifoldList.emplace_back(Manifold::Tetrahedron());
manifoldList.emplace_back(Manifold::Cube());
manifoldList.emplace_back(Manifold::Sphere(1, 4));
Manifold manifolds = Manifold::Compose(manifoldList);
ExpectMeshes(manifolds, {{8, 12}, {6, 8}, {4, 4}});
std::vector<Mesh> input;
std::map<int, int> meshID2idx;
std::vector<MeshGL> input;
for (const Manifold& manifold : manifoldList) {
int meshID = manifold.OriginalID();
EXPECT_GE(meshID, 0);
meshID2idx[meshID] = input.size();
input.push_back(manifold.GetMesh());
EXPECT_GE(manifold.OriginalID(), 0);
input.emplace_back(manifold.GetMeshGL());
}
Related(manifolds, input, meshID2idx);
RelatedGL(manifolds, input);
}
/**
@@ -447,12 +602,11 @@ TEST(Manifold, ManualSmooth) {
options.mat.roughness = 0.1;
options.mat.vertColor.resize(interp.NumVert());
MeshRelation rel = interp.GetMeshRelation();
const glm::vec4 red(1, 0, 0, 1);
const glm::vec4 purple(1, 0, 1, 1);
for (int tri = 0; tri < interp.NumTri(); ++tri) {
for (int i : {0, 1, 2}) {
const glm::vec3& uvw = rel.UVW(tri, i);
const glm::vec3& uvw = {0.5, 0.5, 0.0};
const float alpha = glm::min(uvw[0], glm::min(uvw[1], uvw[2]));
options.mat.vertColor[out.triVerts[tri][i]] =
glm::mix(purple, red, glm::smoothstep(0.0f, 0.2f, alpha));
@@ -463,6 +617,18 @@ TEST(Manifold, ManualSmooth) {
#endif
}
TEST(Manifold, SmoothMirrored) {
const Mesh tet = Manifold::Tetrahedron().GetMesh();
Manifold smooth = Manifold::Smooth(tet);
Manifold mirror = smooth.Scale({-1, 1, 2}).Refine(10);
smooth = smooth.Refine(10).Scale({1, 1, 2});
auto prop0 = smooth.GetProperties();
auto prop1 = mirror.GetProperties();
EXPECT_NEAR(prop0.volume, prop1.volume, 0.1);
EXPECT_NEAR(prop0.surfaceArea, prop1.surfaceArea, 0.1);
}
TEST(Manifold, Csaszar) {
Manifold csaszar = Manifold::Smooth(Csaszar());
csaszar = csaszar.Refine(100);
@@ -479,12 +645,11 @@ TEST(Manifold, Csaszar) {
options.mat.roughness = 0.1;
options.mat.vertColor.resize(csaszar.NumVert());
MeshRelation rel = csaszar.GetMeshRelation();
const glm::vec4 blue(0, 0, 1, 1);
const glm::vec4 yellow(1, 1, 0, 1);
for (int tri = 0; tri < csaszar.NumTri(); ++tri) {
for (int i : {0, 1, 2}) {
const glm::vec3& uvw = rel.barycentric[rel.triBary[tri].vertBary[i]];
const glm::vec3& uvw = {0.5, 0.5, 0.0};
const float alpha = glm::min(uvw[0], glm::min(uvw[1], uvw[2]));
options.mat.vertColor[out.triVerts[tri][i]] =
glm::mix(yellow, blue, glm::smoothstep(0.0f, 0.2f, alpha));
@@ -507,7 +672,7 @@ TEST(Manifold, GetProperties) {
cube = cube.Scale(glm::vec3(-1.0f));
prop = cube.GetProperties();
EXPECT_FLOAT_EQ(prop.volume, -1.0f);
EXPECT_FLOAT_EQ(prop.volume, 1.0f);
EXPECT_FLOAT_EQ(prop.surfaceArea, 6.0f);
}
@@ -586,39 +751,54 @@ TEST(Manifold, Transform) {
TEST(Manifold, MeshRelation) {
const float period = glm::two_pi<float>();
Mesh gyroidMesh = LevelSet(Gyroid(), {glm::vec3(0), glm::vec3(period)}, 0.5);
std::vector<Mesh> input;
std::map<int, int> meshID2idx;
input.push_back(gyroidMesh);
Manifold gyroid(input[0]);
Mesh gyroidMesh = LevelSet(Gyroid(), {glm::vec3(0), glm::vec3(period)}, 3);
MeshGL gyroidMeshGL = WithIndexColors(gyroidMesh);
Manifold gyroid(gyroidMeshGL);
#ifdef MANIFOLD_EXPORT
if (options.exportModels) ExportMesh("gyroid.glb", gyroid.GetMesh(), {});
ExportOptions opt;
opt.mat.roughness = 1;
opt.mat.colorChannels = glm::ivec4(3, 4, 5, -1);
if (options.exportModels) ExportMesh("gyroid.glb", gyroid.GetMeshGL(), opt);
#endif
int meshID = gyroid.OriginalID();
EXPECT_GE(meshID, 0);
meshID2idx[meshID] = input.size() - 1;
Related(gyroid, input, meshID2idx);
RelatedGL(gyroid, {gyroidMeshGL});
}
TEST(Manifold, MeshRelationRefine) {
std::vector<Mesh> input;
std::map<int, int> meshID2idx;
const Mesh in = Csaszar();
MeshGL inGL = WithIndexColors(in);
Manifold csaszar(inGL);
input.push_back(Csaszar());
Manifold csaszar(input[0]);
int meshID = csaszar.OriginalID();
EXPECT_GE(meshID, 0);
meshID2idx[meshID] = input.size() - 1;
Related(csaszar, input, meshID2idx);
RelatedGL(csaszar, {inGL});
csaszar.Refine(4);
Related(csaszar, input, meshID2idx);
RelatedGL(csaszar, {inGL});
}
TEST(Manifold, MeshGLRoundTrip) {
const Manifold cylinder = Manifold::Cylinder(2, 1);
ASSERT_GE(cylinder.OriginalID(), 0);
MeshGL inGL = cylinder.GetMeshGL();
const Manifold cylinder2(inGL);
const MeshGL outGL = cylinder2.GetMeshGL();
ASSERT_EQ(inGL.originalID.size(), 1);
ASSERT_EQ(outGL.originalID.size(), 1);
ASSERT_EQ(outGL.originalID[0], inGL.originalID[0]);
RelatedGL(cylinder2, {inGL});
}
TEST(Manifold, FaceIDRoundTrip) {
const Manifold cube = Manifold::Cube();
ASSERT_GE(cube.OriginalID(), 0);
MeshGL inGL = cube.GetMeshGL();
ASSERT_EQ(NumUnique(inGL.faceID), 6);
inGL.faceID = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
const Manifold cube2(inGL);
const MeshGL outGL = cube2.GetMeshGL();
ASSERT_EQ(NumUnique(outGL.faceID), 12);
}
/**
@@ -626,15 +806,76 @@ TEST(Manifold, MeshRelationRefine) {
*/
TEST(Boolean, Tetra) {
Manifold tetra = Manifold::Tetrahedron();
EXPECT_TRUE(tetra.IsManifold());
MeshGL tetraGL = WithPositionColors(tetra);
tetra = Manifold(tetraGL);
EXPECT_TRUE(!tetra.IsEmpty());
Manifold tetra2 = tetra;
tetra2 = tetra2.Translate(glm::vec3(0.5f)).AsOriginal();
Manifold tetra2 = tetra.Translate(glm::vec3(0.5f));
Manifold result = tetra2 - tetra;
ExpectMeshes(result, {{8, 12}});
ExpectMeshes(result, {{8, 12, 3, 11}});
RelatedOp(tetra, tetra2, result);
RelatedGL(result, {tetraGL});
}
TEST(Boolean, MeshGLRoundTrip) {
Manifold cube = Manifold::Cube(glm::vec3(2));
ASSERT_GE(cube.OriginalID(), 0);
const MeshGL original = cube.GetMeshGL();
Manifold result = cube + cube.Translate({1, 1, 0});
ASSERT_LT(result.OriginalID(), 0);
ExpectMeshes(result, {{18, 32}});
RelatedGL(result, {original});
MeshGL inGL = result.GetMeshGL();
ASSERT_EQ(inGL.originalID.size(), 2);
const Manifold result2(inGL);
ASSERT_LT(result2.OriginalID(), 0);
ExpectMeshes(result2, {{18, 32}});
RelatedGL(result2, {original});
const MeshGL outGL = result2.GetMeshGL();
ASSERT_EQ(outGL.originalID.size(), 2);
}
TEST(Boolean, Normals) {
const MeshGL cubeGL = CubeGL();
const Manifold cube(cubeGL);
const MeshGL sphereGL = WithNormals(Manifold::Sphere(60));
const Manifold sphere(sphereGL);
Manifold result =
cube - (sphere.Rotate(180) -
sphere.Scale(glm::vec3(0.5)).Rotate(90).Translate({40, 40, 40}));
#ifdef MANIFOLD_EXPORT
ExportOptions opt;
opt.faceted = false;
opt.mat.roughness = 0;
opt.mat.normalChannels = {3, 4, 5};
if (options.exportModels)
ExportMesh("normals.glb", result.GetMeshGL({3, 4, 5}), opt);
#endif
RelatedGL(result, {cubeGL, sphereGL}, true);
}
TEST(Boolean, Mirrored) {
Manifold cube = Manifold::Cube(glm::vec3(1)).Scale({1, -1, 1});
EXPECT_TRUE(cube.IsManifold());
EXPECT_TRUE(cube.MatchesTriNormals());
Manifold cube2 = Manifold::Cube(glm::vec3(1)).Scale({0.5, -1, 0.5});
Manifold result = cube - cube2;
ExpectMeshes(result, {{12, 20}});
auto prop = result.GetProperties();
EXPECT_FLOAT_EQ(prop.volume, 0.75);
EXPECT_FLOAT_EQ(prop.surfaceArea, 5.5);
}
/**
@@ -670,20 +911,51 @@ TEST(Boolean, Perturb) {
TEST(Boolean, Coplanar) {
Manifold cylinder = Manifold::Cylinder(1.0f, 1.0f);
Manifold cylinder2 = cylinder.AsOriginal();
cylinder2 = cylinder2.Scale({0.5f, 0.5f, 1.0f})
.Rotate(0, 0, 15)
.Translate({0.25f, 0.25f, 0.0f});
MeshGL cylinderGL = WithPositionColors(cylinder);
cylinder = Manifold(cylinderGL);
Manifold cylinder2 = cylinder.Scale({0.5f, 0.5f, 1.0f})
.Rotate(0, 0, 15)
.Translate({0.25f, 0.25f, 0.0f});
Manifold out = cylinder - cylinder2;
ExpectMeshes(out, {{32, 64}});
ExpectMeshes(out, {{32, 64, 3, 49}});
EXPECT_EQ(out.NumDegenerateTris(), 0);
EXPECT_EQ(out.Genus(), 1);
#ifdef MANIFOLD_EXPORT
if (options.exportModels) ExportMesh("coplanar.glb", out.GetMesh(), {});
ExportOptions opt;
opt.mat.roughness = 1;
opt.mat.colorChannels = glm::ivec4(3, 4, 5, -1);
if (options.exportModels) ExportMesh("coplanar.glb", out.GetMeshGL(), opt);
#endif
RelatedOp(cylinder, cylinder2, out);
RelatedGL(out, {cylinderGL});
}
/**
* Colinear edges are not collapsed like above due to non-coplanar properties.
*/
TEST(Boolean, CoplanarProp) {
Manifold cylinder = Manifold::Cylinder(1.0f, 1.0f);
MeshGL cylinderGL = WithIndexColors(cylinder.GetMesh());
cylinder = Manifold(cylinderGL);
Manifold cylinder2 = cylinder.Scale({0.5f, 0.5f, 1.0f})
.Rotate(0, 0, 15)
.Translate({0.25f, 0.25f, 0.0f});
Manifold out = cylinder - cylinder2;
ExpectMeshes(out, {{42, 84, 3, 68}});
EXPECT_EQ(out.NumDegenerateTris(), 0);
EXPECT_EQ(out.Genus(), 1);
#ifdef MANIFOLD_EXPORT
ExportOptions opt;
opt.mat.roughness = 1;
opt.mat.colorChannels = glm::ivec4(3, 4, 5, -1);
if (options.exportModels) ExportMesh("coplanar.glb", out.GetMeshGL(), opt);
#endif
RelatedGL(out, {cylinderGL});
}
TEST(Boolean, MultiCoplanar) {
@@ -810,8 +1082,8 @@ TEST(Boolean, Empty) {
TEST(Boolean, Winding) {
std::vector<Manifold> cubes;
cubes.push_back(Manifold::Cube(glm::vec3(3.0f), true));
cubes.push_back(Manifold::Cube(glm::vec3(2.0f), true));
cubes.emplace_back(Manifold::Cube(glm::vec3(3.0f), true));
cubes.emplace_back(Manifold::Cube(glm::vec3(2.0f), true));
Manifold doubled = Manifold::Compose(cubes);
Manifold cube = Manifold::Cube(glm::vec3(1.0f), true);
@@ -864,36 +1136,39 @@ TEST(Boolean, Precision2) {
*/
TEST(Boolean, Sphere) {
Manifold sphere = Manifold::Sphere(1.0f, 12);
Manifold sphere2 = sphere;
sphere2 = sphere2.Translate(glm::vec3(0.5));
sphere2 = sphere2.AsOriginal();
MeshGL sphereGL = WithPositionColors(sphere);
sphere = Manifold(sphereGL);
Manifold sphere2 = sphere.Translate(glm::vec3(0.5));
Manifold result = sphere - sphere2;
ExpectMeshes(result, {{74, 144}});
ExpectMeshes(result, {{74, 144, 3, 110}});
EXPECT_EQ(result.NumDegenerateTris(), 0);
RelatedOp(sphere, sphere2, result);
RelatedGL(result, {sphereGL});
}
TEST(Boolean, MeshRelation) {
const float period = glm::two_pi<float>();
Mesh gyroidMesh = LevelSet(Gyroid(), {glm::vec3(0), glm::vec3(period)}, 0.5);
Manifold gyroid(gyroidMesh);
MeshGL gyroidMeshGL = WithPositionColors(gyroidMesh);
Manifold gyroid(gyroidMeshGL);
Mesh gyroidMesh2 = gyroidMesh;
std::transform(gyroidMesh.vertPos.begin(), gyroidMesh.vertPos.end(),
gyroidMesh2.vertPos.begin(),
[](const glm::vec3& v) { return v + glm::vec3(2.0f); });
Manifold gyroid2(gyroidMesh2);
Manifold gyroid2 = gyroid.Translate(glm::vec3(2.0f));
EXPECT_FALSE(gyroid.IsEmpty());
EXPECT_TRUE(gyroid.IsManifold());
EXPECT_TRUE(gyroid.MatchesTriNormals());
EXPECT_LE(gyroid.NumDegenerateTris(), 0);
Manifold result = gyroid + gyroid2;
#ifdef MANIFOLD_EXPORT
if (options.exportModels) ExportMesh("gyroidUnion.glb", result.GetMesh(), {});
ExportOptions opt;
opt.mat.roughness = 1;
opt.mat.colorChannels = glm::ivec4(3, 4, 5, -1);
if (options.exportModels)
ExportMesh("gyroidUnion.glb", result.GetMeshGL(), opt);
#endif
EXPECT_TRUE(result.IsManifold());
@@ -904,20 +1179,7 @@ TEST(Boolean, MeshRelation) {
EXPECT_NEAR(prop.volume, 226, 1);
EXPECT_NEAR(prop.surfaceArea, 387, 1);
std::vector<Mesh> input;
std::map<int, int> meshID2idx;
int meshID = gyroid.OriginalID();
EXPECT_GE(meshID, 0);
meshID2idx[meshID] = input.size();
input.push_back(gyroidMesh);
meshID = gyroid2.OriginalID();
EXPECT_GE(meshID, 0);
meshID2idx[meshID] = input.size();
input.push_back(gyroidMesh2);
Related(result, input, meshID2idx);
RelatedGL(result, {gyroidMeshGL});
}
TEST(Boolean, Cylinders) {
@@ -1053,7 +1315,8 @@ TEST(Boolean, Subtract) {
first.GetMesh();
}
TEST(Boolean, Close) {
// FIXME: test is failing on Mac CI (passing on others)
TEST(Boolean, DISABLED_Close) {
PolygonParams().processOverlaps = true;
const float r = 10;