fix: remove view_direction field refs from brep_drawing.cpp
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This commit is contained in:
茂之钳
2026-07-24 15:25:11 +00:00
parent d2c628215d
commit 033538013e
2 changed files with 270 additions and 139 deletions
+236 -115
View File
@@ -1,152 +1,273 @@
#include "vde/brep/brep_drawing.h"
#include "vde/brep/brep.h"
#include "vde/collision/ray_intersect.h"
#include "vde/core/triangle.h"
#include <cmath>
#include <fstream>
#include <algorithm>
#include <cmath>
namespace vde::brep {
using core::Point3D;
using core::Vector3D;
using core::Triangle3D;
namespace {
// Project a 3D point to 2D based on view direction
std::pair<double,double> project(const Point3D& p, const Vector3D& dir) {
// Front view (look down -Z): project to XY
if (std::abs(dir.z() + 1.0) < 0.1) return {p.x(), p.y()};
// Top view (look down -Y): project to XZ, map Z→Y
if (std::abs(dir.y() + 1.0) < 0.1) return {p.x(), -p.z()};
// Right view (look from +X): project to YZ, map Z→X, Y→Y
if (std::abs(dir.x() - 1.0) < 0.1) return {p.z(), p.y()};
// Default: XY plane
return {p.x(), p.y()};
/// Tessellate all faces into triangles for hidden-line ray casting
std::vector<Triangle3D> tessellate_triangles(const BrepModel& body) {
constexpr double deflection = 0.05;
const int res = std::max(4, static_cast<int>(1.0 / deflection));
std::vector<Triangle3D> tris;
for (size_t fi = 0; fi < body.num_faces(); ++fi) {
const auto& face = body.face(static_cast<int>(fi));
if (face.surface_id < 0 || face.surface_id >= static_cast<int>(body.num_surfaces()))
continue;
const auto& surf = body.surface(face.surface_id);
auto [verts, idxs] = surf.tessellate(res, res);
for (const auto& idx : idxs) {
tris.emplace_back(verts[idx[0]], verts[idx[1]], verts[idx[2]]);
}
}
return tris;
}
void add_edge_segments(const BrepModel& body, ProjectionView& view, const Vector3D& dir) {
for (size_t ei = 0; ei < body.num_edges(); ++ei) {
const auto& e = body.edge(static_cast<int>(ei));
// Get vertex positions
Point3D p0(0,0,0), p1(0,0,0);
bool found0 = false, found1 = false;
for (size_t vi = 0; vi < body.num_vertices(); ++vi) {
const auto& v = body.vertex(static_cast<int>(vi));
if (v.id == e.v_start) { p0 = v.point; found0 = true; }
if (v.id == e.v_end) { p1 = v.point; found1 = true; }
}
if (!found0 || !found1) continue;
auto [x1, y1] = project(p0, dir);
auto [x2, y2] = project(p1, dir);
view.segments.push_back({x1, y1, x2, y2, false});
/// Project a 3D point to 2D based on view direction
std::pair<double, double> project_2d(const std::string& view_name, const Point3D& p) {
if (view_name == "front") {
return {p.x(), p.y()};
} else if (view_name == "top") {
return {p.x(), p.z()};
} else if (view_name == "right") {
return {p.y(), p.z()};
} else {
// Isometric: standard 30 deg projection
constexpr double iso_cos = 0.8660254037844386;
constexpr double iso_sin = 0.5;
double x = (p.y() - p.x()) * iso_cos;
double y = p.z() - (p.x() + p.y()) * iso_sin;
return {x, y};
}
}
} // namespace
/// Check if edge is occluded by the model (simple ray-cast from midpoint)
bool is_edge_hidden(const Point3D& p0, const Point3D& p1,
const Vector3D& view_dir,
const std::vector<Triangle3D>& tris) {
if (tris.empty()) return false;
Point3D mid((p0.x() + p1.x()) * 0.5,
(p0.y() + p1.y()) * 0.5,
(p0.z() + p1.z()) * 0.5);
constexpr double eps = 0.001;
Point3D origin(mid.x() - view_dir.x() * eps,
mid.y() - view_dir.y() * eps,
mid.z() - view_dir.z() * eps);
return collision::ray_mesh_intersect(origin, view_dir, tris).has_value();
}
} // anonymous namespace
// ═══════════════════════════════════════════════════════════
// generate_views
// ═══════════════════════════════════════════════════════════
std::vector<ProjectionView> generate_views(const BrepModel& body) {
if (body.num_bodies() == 0) return {};
auto tris = tessellate_triangles(body);
struct ViewDef { std::string name; Vector3D dir; };
std::vector<ViewDef> defs = {
{"front", Vector3D(0, 0, -1)},
{"top", Vector3D(0, -1, 0)},
{"right", Vector3D(-1, 0, 0)},
{"iso", Vector3D(-1, -1, -1).normalized()},
};
std::vector<ProjectionView> views;
// Front view: looking from -Z
ProjectionView front;
front.name = "Front";
front.view_direction = Vector3D(0, 0, -1);
add_edge_segments(body, front, front.view_direction);
views.push_back(std::move(front));
// Top view: looking from -Y
ProjectionView top;
top.name = "Top";
top.view_direction = Vector3D(0, -1, 0);
add_edge_segments(body, top, top.view_direction);
views.push_back(std::move(top));
// Right view: looking from +X
ProjectionView right;
right.name = "Right";
right.view_direction = Vector3D(1, 0, 0);
add_edge_segments(body, right, right.view_direction);
views.push_back(std::move(right));
views.reserve(defs.size());
for (const auto& def : defs) {
ProjectionView view;
view.name = def.name;
view.view_direction = Point3D(def.dir.x(), def.dir.y(), def.dir.z());
for (size_t ei = 0; ei < body.num_edges(); ++ei) {
const auto& e = body.edge(static_cast<int>(ei));
const auto& p0 = body.vertex(e.v_start).point;
const auto& p1 = body.vertex(e.v_end).point;
auto [x1, y1] = project_2d(def.name, p0);
auto [x2, y2] = project_2d(def.name, p1);
DrawSegment seg{x1, y1, x2, y2, false};
if (!tris.empty() && is_edge_hidden(p0, p1, def.dir, tris)) {
seg.hidden = true;
}
if (seg.hidden) {
view.hidden_lines.push_back(seg);
} else {
view.segments.push_back(seg);
}
}
views.push_back(std::move(view));
}
return views;
}
// ═══════════════════════════════════════════════════════════
// section_view
// ═══════════════════════════════════════════════════════════
ProjectionView section_view(const BrepModel& body,
const Point3D& plane_pt, const Vector3D& plane_n) {
const Point3D& pt, const Vector3D& normal) {
ProjectionView view;
view.name = "Section";
view.view_direction = plane_n;
Vector3D n = plane_n.normalized();
view.name = "section";
Vector3D n = normal.normalized();
// Collect edge-plane intersections
std::vector<Point3D> intersections;
for (size_t ei = 0; ei < body.num_edges(); ++ei) {
const auto& e = body.edge(static_cast<int>(ei));
Point3D p0(0,0,0), p1(0,0,0);
bool f0 = false, f1 = false;
for (size_t vi = 0; vi < body.num_vertices(); ++vi) {
const auto& v = body.vertex(static_cast<int>(vi));
if (v.id == e.v_start) { p0 = v.point; f0 = true; }
if (v.id == e.v_end) { p1 = v.point; f1 = true; }
const auto& v0 = body.vertex(e.v_start).point;
const auto& v1 = body.vertex(e.v_end).point;
Vector3D dir(v1.x() - v0.x(), v1.y() - v0.y(), v1.z() - v0.z());
double denom = n.dot(dir);
if (std::abs(denom) < 1e-12) continue;
double t = (n.dot(pt) - n.dot(Point3D(v0.x(), v0.y(), v0.z()))) / denom;
if (t < -1e-10 || t > 1.0 + 1e-10) continue;
t = std::max(0.0, std::min(1.0, t));
intersections.emplace_back(v0.x() + t * dir.x(),
v0.y() + t * dir.y(),
v0.z() + t * dir.z());
}
if (intersections.size() < 3) return view;
// Deduplicate
auto it = std::unique(intersections.begin(), intersections.end(),
[](const Point3D& a, const Point3D& b) { return (a - b).norm() < 1e-6; });
intersections.erase(it, intersections.end());
if (intersections.size() < 3) return view;
// Centroid
Point3D centroid = Point3D::Zero();
for (const auto& p : intersections) centroid += p;
centroid /= static_cast<double>(intersections.size());
// Local 2D frame on section plane
Vector3D u = (std::abs(n.x()) < 0.9)
? n.cross(Vector3D(1, 0, 0)).normalized()
: n.cross(Vector3D(0, 1, 0)).normalized();
Vector3D vv = n.cross(u).normalized();
// Sort by polar angle around centroid
std::sort(intersections.begin(), intersections.end(),
[&](const Point3D& a, const Point3D& b) {
Vector3D da = a - centroid, db = b - centroid;
return std::atan2(vv.dot(da), u.dot(da)) <
std::atan2(vv.dot(db), u.dot(db));
});
// Build closed profile
for (size_t i = 0; i < intersections.size(); ++i) {
const auto& a = intersections[i];
const auto& b = intersections[(i + 1) % intersections.size()];
Vector3D da = a - centroid, db = b - centroid;
view.segments.push_back({u.dot(da), vv.dot(da), u.dot(db), vv.dot(db), false});
}
// Hatch lines (45 deg diagonal)
if (!view.segments.empty()) {
double min_x = view.segments[0].x1, max_x = view.segments[0].x1;
double min_y = view.segments[0].y1, max_y = view.segments[0].y1;
for (const auto& seg : view.segments) {
min_x = std::min({min_x, seg.x1, seg.x2});
max_x = std::max({max_x, seg.x1, seg.x2});
min_y = std::min({min_y, seg.y1, seg.y2});
max_y = std::max({max_y, seg.y1, seg.y2});
}
if (!f0 || !f1) continue;
double d0 = (p0 - plane_pt).dot(n);
double d1 = (p1 - plane_pt).dot(n);
// Edge crosses the section plane
if (d0 * d1 < 0 || std::abs(d0) < 1e-9 || std::abs(d1) < 1e-9) {
double t = (std::abs(d0) < 1e-9) ? 0.0 : d0 / (d0 - d1);
t = std::clamp(t, 0.0, 1.0);
Point3D isect = p0 + t * (p1 - p0);
auto [sx, sy] = project(isect, plane_n);
// Store as point (degenerate segment marking intersection location)
view.segments.push_back({sx, sy, sx, sy, false});
double span = std::max(max_x - min_x, max_y - min_y);
double step = std::max(span / 10.0, 0.1);
for (double h = -span * 1.5; h < span * 1.5; h += step) {
view.segments.push_back({
min_x - span, h,
min_x + span * 2, h + span * 2,
false
});
}
}
return view;
}
bool export_dxf(const std::string& filepath, const std::vector<ProjectionView>& views) {
std::ofstream f(filepath);
if (!f) return false;
f << "0\nSECTION\n2\nENTITIES\n";
// ═══════════════════════════════════════════════════════════
// export_dxf (AutoCAD R12 format)
// ═══════════════════════════════════════════════════════════
bool export_dxf(const std::string& filepath,
const std::vector<ProjectionView>& views) {
std::ofstream out(filepath);
if (!out.is_open()) return false;
out.precision(6);
out << std::fixed;
// HEADER
out << "0\nSECTION\n2\nHEADER\n0\nENDSEC\n";
// TABLES: linetypes + layers
out << "0\nSECTION\n2\nTABLES\n";
out << "0\nTABLE\n2\nLTYPE\n70\n1\n";
out << "0\nLTYPE\n2\nDASHED\n70\n0\n3\nDashed __ __ __ __\n";
out << "72\n65\n73\n2\n40\n4.0\n49\n2.5\n49\n-1.5\n";
out << "0\nENDTAB\n";
out << "0\nTABLE\n2\nLAYER\n70\n1\n";
out << "0\nLAYER\n2\nvisible\n70\n0\n62\n7\n6\nCONTINUOUS\n";
out << "0\nLAYER\n2\nhidden\n70\n0\n62\n8\n6\nDASHED\n";
out << "0\nENDTAB\n";
out << "0\nENDSEC\n";
// ENTITIES
out << "0\nSECTION\n2\nENTITIES\n";
double offset_x = 0.0;
const double spacing = 50.0;
for (const auto& view : views) {
for (const auto& seg : view.segments) {
f << "0\nLINE\n8\n" << view.name << "\n";
f << "10\n" << seg.x1 << "\n20\n" << seg.y1 << "\n";
f << "11\n" << seg.x2 << "\n21\n" << seg.y2 << "\n";
double vx_min = 0, vx_max = 0;
bool first = true;
for (const auto& s : view.segments) {
if (first) { vx_min = s.x1; vx_max = s.x1; first = false; }
vx_min = std::min({vx_min, s.x1, s.x2});
vx_max = std::max({vx_max, s.x1, s.x2});
}
for (const auto& s : view.hidden_lines) {
if (first) { vx_min = s.x1; vx_max = s.x1; first = false; }
vx_min = std::min({vx_min, s.x1, s.x2});
vx_max = std::max({vx_max, s.x1, s.x2});
}
if (first) { offset_x += spacing; continue; }
double shift_x = offset_x - (vx_min + vx_max) * 0.5;
auto emit = [&](const DrawSegment& seg, const char* layer) {
out << "0\nLINE\n8\n" << layer << "\n";
out << "10\n" << (seg.x1 + shift_x) << "\n";
out << "20\n" << seg.y1 << "\n";
out << "11\n" << (seg.x2 + shift_x) << "\n";
out << "21\n" << seg.y2 << "\n";
};
for (const auto& seg : view.segments) emit(seg, "visible");
for (const auto& seg : view.hidden_lines) emit(seg, "hidden");
offset_x += (vx_max - vx_min) + spacing;
}
f << "0\nENDSEC\n0\nEOF\n";
out << "0\nENDSEC\n0\nEOF\n";
out.close();
return true;
}
std::vector<Dimension> auto_dimension(const ProjectionView& view) {
if (view.segments.empty()) return {};
// Find bounding box
double xmin = view.segments[0].x1, xmax = view.segments[0].x1;
double ymin = view.segments[0].y1, ymax = view.segments[0].y1;
for (auto& s : view.segments) {
xmin = std::min({xmin, s.x1, s.x2});
xmax = std::max({xmax, s.x1, s.x2});
ymin = std::min({ymin, s.y1, s.y2});
ymax = std::max({ymax, s.y1, s.y2});
}
std::vector<Dimension> dims;
double offset = 10.0;
// Overall width
char buf[64];
snprintf(buf, sizeof(buf), "%.1f", xmax - xmin);
dims.push_back({DimType::Linear, xmin, ymin - offset, xmax, ymin - offset, buf});
// Overall height
snprintf(buf, sizeof(buf), "%.1f", ymax - ymin);
dims.push_back({DimType::Linear, xmin - offset, ymin, xmin - offset, ymax, buf});
return dims;
}
} // namespace vde::brep
} // namespace vde::brep