-- Implicit CAD. Copyright (C) 2011, Christopher Olah (chris@colah.ca) -- Released under the GNU GPL, see LICENSE {-# LANGUAGE MultiParamTypeClasses, FunctionalDependencies, FlexibleInstances, FlexibleContexts, TypeSynonymInstances, UndecidableInstances #-} -- The purpose of this function is to symbolicaly compute triangle meshes where possible. -- Otherwise we coerce it into an implicit function and apply our modified marching cubes algorithm. -- We just want to export the instance... module Graphics.Implicit.Export.SymbolicObj3 (symbolicGetMesh) where import Graphics.Implicit.Definitions import Graphics.Implicit.Export.Definitions import Graphics.Implicit.Export.Render (getMesh) import Graphics.Implicit.Primitives import Graphics.Implicit.ObjectUtil import Graphics.Implicit.MathUtil import Graphics.Implicit.Export.SymbolicObj2 import qualified Graphics.Implicit.SaneOperators as S import qualified Data.Maybe as Maybe import Graphics.Implicit.Export.Symbolic.Rebound2 import Graphics.Implicit.Export.Symbolic.Rebound3 --import Graphics.Implicit.Export.Util (divideMeshTo, dividePolylineTo) import Graphics.Implicit.Export.Util (normTriangle) instance DiscreteAproxable SymbolicObj3 TriangleMesh where discreteAprox res obj = symbolicGetMesh res obj instance DiscreteAproxable SymbolicObj3 NormedTriangleMesh where discreteAprox res obj = map (normTriangle res (getImplicit3 obj)) $ symbolicGetMesh res obj symbolicGetMesh :: ℝ -> SymbolicObj3 -> [(ℝ3, ℝ3, ℝ3)] {-- -- A translated objects mesh is its mesh translated. symbolicGetMesh res (Translate3 v obj) = map (\(a,b,c) -> (a S.+ v, b S.+ v, c S.+ v) ) (symbolicGetMesh res obj) -- A scaled objects mesh is its mesh scaled symbolicGetMesh res (Scale3 s obj) = let mesh :: [(ℝ3, ℝ3, ℝ3)] mesh = symbolicGetMesh res obj scaleTriangle :: (ℝ3, ℝ3, ℝ3) -> (ℝ3, ℝ3, ℝ3) scaleTriangle (a,b,c) = (s S.⋯* a, s S.⋯* b, s S.⋯* c) in map scaleTriangle mesh -- A couple triangles make a cube... symbolicGetMesh _ (Rect3R 0 (x1,y1,z1) (x2,y2,z2)) = let square a b c d = [(a,b,c),(d,a,c)] rsquare a b c d = [(c,b,a),(c,a,d)] in rsquare (x1,y1,z1) (x2,y1,z1) (x2,y2,z1) (x1,y2,z1) ++ square (x1,y1,z2) (x2,y1,z2) (x2,y2,z2) (x1,y2,z2) ++ square (x1,y1,z1) (x2,y1,z1) (x2,y1,z2) (x1,y1,z2) ++ rsquare (x1,y2,z1) (x2,y2,z1) (x2,y2,z2) (x1,y2,z2) ++ square (x1,y1,z1) (x1,y1,z2) (x1,y2,z2) (x1,y2,z1) ++ rsquare (x2,y1,z1) (x2,y1,z2) (x2,y2,z2) (x2,y2,z1) -- Use spherical coordinates to create an easy tesselation of a sphere symbolicGetMesh res (Sphere r) = half1 ++ half2 where -- Convenience functions for mesh generation square a b c d = [(a,b,c),(d,a,c)] rsquare a b c d = [(c,b,a),(c,a,d)] -- Number of steps of φ and θ respectivly m = max 3 (fromIntegral $ ceiling $ 1.5*r/res) n = 2*m -- Spherical coordinates spherical θ φ = (r*cos(θ), r*sin(θ)*cos(φ), r*sin(θ)*sin(φ)) -- Function placing steps on sphere f n' m' = spherical (2*pi*n'/n) (pi*m'/m) -- Mesh in two pieces.. half1 = concat [ square (f m1 m2) (f (m1+1) m2) (f (m1+1) (m2+1)) (f m1 (m2+1)) | m1 <- [0.. m-1], m2 <- [0.. m-1] ] half2 = concat [ rsquare (f m1 m2) (f (m1+1) m2) (f (m1+1) (m2+1)) (f m1 (m2+1)) | m1 <- [m.. n-1], m2 <- [0.. m-1] ] {-symbolicGetMesh res (UnionR3 r [ExtrudeR ra obja ha, ExtrudeR rb objb hb]) | ha == hb && ra == rb = symbolicGetMesh res $ ExtrudeR ra (UnionR2 r [obja, objb]) ha symbolicGetMesh res (UnionR3 r [ExtrudeR ra obja ha, ExtrudeR rb objb hb, ExtrudeR rc objc hc]) | ha == hb && ha == hc && ra == rb && ra == rc = symbolicGetMesh res $ ExtrudeR ra (UnionR2 r [obja, objb, objc]) ha-} -- We can compute a mesh of a rounded, extruded object from it contour, -- contour filling trinagles, and magic. -- General approach: -- - generate sides by basically cross producting the contour. -- - generate the the top by taking the contour fill and -- calculating an appropriate z height. symbolicGetMesh res (ExtrudeR r obj2 h) = let -- Get a Obj2 (magnitude descriptor object) obj2mag :: ℝ2 -> ℝ -- Obj2 obj2mag = getImplicit2 obj2 -- The amount that a point (x,y) on the top should be lifted -- from h-r. Because of rounding, the edges should be h-r, -- but it should increase inwards. dh x y = sqrt (r^2 - ( max 0 $ min r $ r+obj2mag (x,y))^2) -- Turn a polyline into a list of its segments segify (a:b:xs) = (a,b):(segify $ b:xs) segify _ = [] -- Flip a triangle. It's the same triangle with opposite handedness. flipTri (a,b,c) = (a,c,b) -- Turn a segment a--b into a list of triangles forming (a--b)×(r,h-r) -- The dh stuff is to compensate for rounding errors, etc, and ensure that -- the sides meet the top and bottom segToSide (x1,y1) (x2,y2) = [((x1,y1,r-dh x1 y1), (x2,y2,r-dh x2 y2), (x2,y2,h-r+dh x2 y2)), ((x1,y1,r-dh x1 y1), (x2,y2,h-r+dh x2 y2), (x1,y1,h-r+dh x1 y1)) ] -- Get a contour polyline for obj2, turn it into a list of segments segs = concat $ map segify $ symbolicGetOrientedContour res obj2 -- Create sides for the main body of our object = segs × (r,h-r) side_tris = concat $ map (\(a,b) -> segToSide a b) segs -- Triangles that fill the contour. Make sure the mesh is at least (res/5) fine. -- --res/5 because xyres won't always match up with normal res and we need to compensate. fill_tris = {-divideMeshTo (res/5) $-} symbolicGetContourMesh res obj2 -- The bottom. Use dh to determine the z coordinates bottom_tris = map flipTri $ [((a1,a2,r-dh a1 a2), (b1,b2,r - dh b1 b2), (c1,c2,r - dh c1 c2)) | ((a1,a2),(b1,b2),(c1,c2)) <- fill_tris] -- Same idea at the top. top_tris = [((a1,a2,h-r+dh a1 a2), (b1,b2,h-r+dh b1 b2), (c1,c2,h-r+dh c1 c2)) | ((a1,a2),(b1,b2),(c1,c2)) <- fill_tris] in -- Merge them all together! :) side_tris ++ bottom_tris ++ top_tris symbolicGetMesh res (ExtrudeRM r twist scale translate obj2 h) = let -- Get a Obj2 (magnitude descriptor object) obj2mag :: Obj2 -- = ℝ2 -> ℝ obj2mag = getImplicit2 obj2 -- cleanup twist, scale, etc twist' = Maybe.fromMaybe (const 0) twist scale' = Maybe.fromMaybe (const 1) scale translate' = Maybe.fromMaybe (const (0,0)) translate h' = case h of Left n -> const n Right f -> f -- The amount that a point (x,y) on the top should be lifted -- from h-r. Because of rounding, the edges should be h-r, -- but it should increase inwards. dh x y = sqrt (r^2 - ( max 0 $ min r $ r+obj2mag (x,y))^2) -- Turn a polyline into a list of its segments segify (a:b:xs) = (a,b):(segify $ b:xs) segify _ = [] -- Flip a triangle. It's the same triangle with opposite handedness. flipTri (a,b,c) = (a,c,b) -- The number of steps we're going to do the sides in: n = max 4 $ fromIntegral $ ceiling $ h' (0,0)/res -- Turn a segment a--b into a list of triangles forming -- (a--b)×(r+(h-2r)*m/n,r+(h-2r)*(m+1)/n) -- The dh stuff is to compensate for rounding errors, etc, and ensure that -- the sides meet the top and bottom -- m is the number of n steps we are up from the base of the main section segToSide m (x1,y1) (x2,y2) = let -- Change across the main body of the object, -- at (x1,y1) and (x2,y2) respectivly mainH1 = h' (x1, y1) - 2*r + 2*dh x1 y1 mainH2 = h' (x2, y2) - 2*r + 2*dh x2 y2 -- level a (lower) and level b (upper) la1 = r-dh x1 y1 + mainH1*m/n lb1 = r-dh x1 y1 + mainH1*(m+1)/n la2 = r-dh x2 y2 + mainH2*m/n lb2 = r-dh x2 y2 + mainH2*(m+1)/n in -- Resulting triangles: [((x1,y1,la1), (x2,y2,la2), (x2,y2,lb2)), ((x1,y1,la1), (x2,y2,lb2), (x1,y1,lb1)) ] -- Get a contour polyline for obj2, turn it into a list of segments segs = concat $ map segify $ symbolicGetOrientedContour res obj2 -- Create sides for the main body of our object = segs × (r,h-r) -- Many layers... side_tris = map flipTri $ concat $ [concat $ map (\(a,b) -> segToSide m a b) segs | m <- [0.. n-1] ] -- Triangles that fill the contour. Make sure the mesh is at least (res/5) fine. -- --res/5 because xyres won't always match up with normal res and we need to compensate. fill_tris = {-divideMeshTo (res/5) $-} symbolicGetContourMesh res obj2 -- The bottom. Use dh to determine the z coordinates bottom_tris = [((a1,a2,r-dh a1 a2), (b1,b2,r - dh b1 b2), (c1,c2,r - dh c1 c2)) | ((a1,a2),(b1,b2),(c1,c2)) <- fill_tris] -- Same idea at the top. top_tris = map flipTri $ [((a1,a2,h' (a1,a2) -r+dh a1 a2), (b1,b2,h' (b1,b2) -r+dh b1 b2), (c1,c2,h' (c1,c2)-r+dh c1 c2)) | ((a1,a2),(b1,b2),(c1,c2)) <- fill_tris] -- Mesh modifiers in individual components k = 2*pi/360 fx :: ℝ3 -> ℝ fx (x,y,z) = let (tx,ty) = translate' z in scale' z *((x+tx)*cos(k*twist' z) + (y+ty)*sin(k*twist' z)) fy :: ℝ3 -> ℝ fy (x,y,z) =let (tx,ty) = translate' z in scale' z *((x+tx)*sin(k*twist' z) - (y+ty)*cos(k*twist' z)) -- function to transform a triangle transformTriangle :: (ℝ3,ℝ3,ℝ3) -> (ℝ3,ℝ3,ℝ3) transformTriangle (a@(_,_,z1), b@(_,_,z2), c@(_,_,z3)) = ((fx a, fy a, z1), (fx b, fy b, z2), (fx c, fy c, z3)) in map transformTriangle (side_tris ++ bottom_tris ++ top_tris) -} symbolicGetMesh res inputObj@(UnionR3 r objs) = let boxes = map getBox3 objs boxedObjs = zip boxes objs sepFree ((box,obj):others) = if length (filter (box3sWithin r box) boxes) > 1 then (\(a,b) -> (obj:a,b)) $ sepFree others else (\(a,b) -> (a,obj:b)) $ sepFree others sepFree [] = ([],[]) (dependants, independents) = sepFree boxedObjs in if null independents then case rebound3 (getImplicit3 inputObj, getBox3 inputObj) of (obj, (a,b)) -> getMesh a b res obj else if null dependants then concat $ map (symbolicGetMesh res) independents else concat $ map (symbolicGetMesh res) independents ++ [symbolicGetMesh res (UnionR3 r dependants)] -- If all that fails, coerce and apply marching cubes :( -- (rebound is for being safe about the bounding box -- -- it slightly streches it to make sure nothing will -- have problems because it is right at the edge ) symbolicGetMesh res obj = case rebound3 (getImplicit3 obj, getBox3 obj) of (obj, (a,b)) -> getMesh a b res obj