-- Implicit CAD. Copyright (C) 2011, Christopher Olah (chris@colah.ca) -- Copyright (C) 2016, Julia Longtin (julial@turinglace.com) -- Released under the GNU AGPLV3+, see LICENSE module Graphics.Implicit.Export.Render.TesselateLoops (tesselateLoop) where import Prelude(pure, ($), length, (==), zip, init, tail, reverse, (<), (/), null, foldl1, (<>), head, (*), abs, (>), (&&), (+), foldMap) import Graphics.Implicit.Definitions (ℝ, ℕ, Obj3, ℝ3, TriangleMesh(TriangleMesh), Triangle(Triangle)) import Graphics.Implicit.Export.Render.Definitions (TriSquare(Tris)) import Graphics.Implicit.Export.Util (centroid) import Data.VectorSpace ((^-^), (^+^), magnitude, (^/), (^*)) import Data.List (genericLength) import Data.Cross (cross3) -- de-compose a loop into a series of triangles or squares. -- FIXME: res should be ℝ3. tesselateLoop :: ℝ -> Obj3 -> [[ℝ3]] -> [TriSquare] tesselateLoop _ _ [] = [] tesselateLoop _ _ [[a,b],[_,c],[_,_]] = [Tris $ TriangleMesh [Triangle (a,b,c)]] {- #____# #____# | | | | # # -> #____# | | | | #____# #____# -} tesselateLoop res obj [[_,_], as@(_:_:_:_),[_,_], bs@(_:_:_:_)] | length as == length bs = foldMap (tesselateLoop res obj) [[[a1,b1],[b1,b2],[b2,a2],[a2,a1]] | ((a1,b1),(a2,b2)) <- zip (init pairs) (tail pairs)] where pairs = zip (reverse as) bs tesselateLoop res obj [as@(_:_:_:_),[_,_], bs@(_:_:_:_), [_,_] ] | length as == length bs = foldMap (tesselateLoop res obj) [[[a1,b1],[b1,b2],[b2,a2],[a2,a1]] | ((a1,b1),(a2,b2)) <- zip (init pairs) (tail pairs)] where pairs = zip (reverse as) bs {- #__# | | -> if parallegram then quad #__# -} -- FIXME: this function is definately broken, resulting in floating squares. see https://github.com/colah/ImplicitCAD/issues/98 {- tesselateLoop _ _ [[a,_],[b,_],[c,_],[d,_]] | centroid [a,c] == centroid [b,d] = let b1 = normalized $ a ^-^ b b2 = normalized $ c ^-^ b b3 = b1 `cross3` b2 in [Sq (b1,b2,b3) (a ⋅ b3) (a ⋅ b1, c ⋅ b1) (a ⋅ b2, c ⋅ b2) ] -} {- #__# #__# | | -> | /| #__# #/_# -} -- | Create a pair of triangles from a quad. -- FIXME: magic number tesselateLoop res obj [[a,_],[b,_],[c,_],[d,_]] | obj (centroid [a,c]) < res/30 = pure $ Tris $ TriangleMesh [Triangle (a,b,c), Triangle (a,c,d)] -- Fallback case: make fans -- FIXME: magic numbers. tesselateLoop res obj pathSides = pure $ Tris $ TriangleMesh $ let path' = foldMap init pathSides (early_tris,path) = shrinkLoop 0 path' res obj in if null path then early_tris else let mid@(_,_,_) = centroid path midval = obj mid preNormal = foldl1 (^+^) [ a `cross3` b | (a,b) <- zip path (tail path <> [head path]) ] preNormalNorm = magnitude preNormal normal = preNormal ^/ preNormalNorm deriv = (obj (mid ^+^ (normal ^* (res/100)) ) ^-^ midval)/res*100 mid' = mid ^-^ normal ^* (midval/deriv) in if abs midval > res/50 && preNormalNorm > 0.5 && abs deriv > 0.5 && abs (midval/deriv) < 2*res && 3*abs (obj mid') < abs midval then early_tris <> [Triangle (a,b,mid') | (a,b) <- zip path (tail path <> [head path]) ] else early_tris <> [Triangle (a,b,mid) | (a,b) <- zip path (tail path <> [head path]) ] shrinkLoop :: ℕ -> [ℝ3] -> ℝ -> Obj3 -> ([Triangle], [ℝ3]) shrinkLoop _ path@[a,b,c] res obj = if abs (obj $ centroid [a,b,c]) < res/50 then ( [Triangle (a,b,c)], []) else ([], path) -- FIXME: magic number. shrinkLoop n path@(a:b:c:xs) res obj | n < genericLength path = if abs (obj (centroid [a,c])) < res/50 then let (tris,remainder) = shrinkLoop 0 (a:c:xs) res obj in (Triangle (a,b,c):tris, remainder) else shrinkLoop (n+1) (b:c:xs <> [a]) res obj shrinkLoop _ path _ _ = ([],path)