-- Implicit CAD. Copyright (C) 2011, Christopher Olah (chris@colah.ca) -- Copyright (C) 2014, 2015, 2016 Julia Longtin (julial@turinglace.com) -- Released under the GNU AGPLV3+, see LICENSE -- Allow us to use explicit foralls when writing function type declarations. {-# LANGUAGE ExplicitForAll #-} -- Make string litearls more polymorphic, so we can use them with Builder. {-# LANGUAGE OverloadedStrings #-} module Graphics.Implicit.Export.TriangleMeshFormats where import Prelude (Real, Float, Int, ($), (+), map, (.), mconcat, realToFrac, toEnum, length, zip, return) import Graphics.Implicit.Definitions (Triangle, TriangleMesh, ℝ3) import Graphics.Implicit.Export.TextBuilderUtils (Text, Builder, toLazyText, (<>), bf, buildInt) import Blaze.ByteString.Builder (Write, writeStorable, toLazyByteString, fromByteString, fromWord32le, fromWord16le, fromWrite) import qualified Data.ByteString.Builder.Internal as BI (Builder) import Data.ByteString (replicate) import Data.ByteString.Lazy (ByteString) import Data.Storable.Endian (LittleEndian(LE)) import Data.VectorSpace (normalized, negateV) import Data.Cross (cross3) normal :: (ℝ3,ℝ3,ℝ3) -> ℝ3 normal (a,b,c) = normalized $ (b + negateV a) `cross3` (c + negateV a) stl :: [Triangle] -> Text stl triangles = toLazyText $ stlHeader <> mconcat (map triangle triangles) <> stlFooter where stlHeader :: Builder stlHeader = "solid ImplictCADExport\n" stlFooter :: Builder stlFooter = "endsolid ImplictCADExport\n" vector :: ℝ3 -> Builder vector (x,y,z) = bf x <> " " <> bf y <> " " <> bf z vertex :: ℝ3 -> Builder vertex v = "vertex " <> vector v triangle :: (ℝ3, ℝ3, ℝ3) -> Builder triangle (a,b,c) = "facet normal " <> vector (normal (a,b,c)) <> "\n" <> "outer loop\n" <> vertex a <> "\n" <> vertex b <> "\n" <> vertex c <> "\nendloop\nendfacet\n" -- Write a 32-bit little-endian float to a buffer. -- convert Floats and Doubles to Float. toFloat :: Real a => a -> Float toFloat = realToFrac :: (Real a) => a -> Float float32LE :: Float -> Write float32LE = writeStorable . LE binaryStl :: [Triangle] -> ByteString binaryStl triangles = toLazyByteString $ header <> lengthField <> mconcat (map triangle triangles) where header = fromByteString $ replicate 80 0 lengthField = fromWord32le $ toEnum $ length triangles triangle (a,b,c) = normalV (a,b,c) <> point a <> point b <> point c <> fromWord16le 0 point :: forall a a1 a2. (Real a2, Real a1, Real a) => (a, a1, a2) -> BI.Builder point (x,y,z) = fromWrite $ float32LE (toFloat x) <> float32LE (toFloat y) <> float32LE (toFloat z) normalV ps = let (x,y,z) = normal ps in fromWrite $ float32LE (toFloat x) <> float32LE (toFloat y) <> float32LE (toFloat z) jsTHREE :: TriangleMesh -> Text jsTHREE triangles = toLazyText $ header <> vertcode <> facecode <> footer where -- some dense JS. Let's make helper functions so that we don't repeat code each line header :: Builder header = mconcat [ "var Shape = function(){\n" ,"var s = this;\n" ,"THREE.Geometry.call(this);\n" ,"function vec(x,y,z){return new THREE.Vector3(x,y,z);}\n" ,"function v(x,y,z){s.vertices.push(vec(x,y,z));}\n" ,"function f(a,b,c){" ,"s.faces.push(new THREE.Face3(a,b,c));" ,"}\n" ] footer :: Builder footer = mconcat [ "}\n" ,"Shape.prototype = new THREE.Geometry();\n" ,"Shape.prototype.constructor = Shape;\n" ] -- A vertex line; v (0.0, 0.0, 1.0) = "v(0.0,0.0,1.0);\n" v :: ℝ3 -> Builder v (x,y,z) = "v(" <> bf x <> "," <> bf y <> "," <> bf z <> ");\n" -- A face line f :: Int -> Int -> Int -> Builder f posa posb posc = "f(" <> buildInt posa <> "," <> buildInt posb <> "," <> buildInt posc <> ");" verts = do -- extract the vertices for each triangle -- recall that a normed triangle is of the form ((vert, norm), ...) (a,b,c) <- triangles -- The vertices from each triangle take up 3 position in the resulting list [a,b,c] vertcode = mconcat $ map v verts facecode = mconcat $ do (n,_) <- zip [0, 3 ..] triangles let (posa, posb, posc) = (n, n+1, n+2) :: (Int, Int, Int) return $ f posa posb posc