feat(examples): add 3D print pipeline, B-Rep fab, and SDF optimization demo
- 08_3d_print: Complete SDF→marching cubes→STL pipeline with mesh stats (volume, bounding box) and both binary + ASCII STL exports - 09_brep_fab: Fabrication-oriented B-Rep modeling: box→shell→STEP+GLB with AP214 header preview - python_examples/sdf_optimize_demo.py: SDF parameter optimization from point clouds with analytic gradient descent - Update examples/CMakeLists.txt to include new subdirectories - Add __pycache__/ to .gitignore
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add_executable(demo_3d_print main.cpp)
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target_link_libraries(demo_3d_print PRIVATE vde)
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/// \file 08_3d_print/main.cpp
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/// \brief Complete 3D printing pipeline: SDF → marching cubes → mesh stats → STL export
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///
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/// Demonstrates end-to-end workflow from parametric SDF shape definition to
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/// a slicer-ready STL file, with mesh quality statistics along the way.
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#include <vde/sdf/sdf_primitives.h>
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#include <vde/sdf/sdf_operations.h>
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#include <vde/sdf/sdf_to_mesh.h>
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#include <vde/mesh/marching_cubes.h>
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#include <vde/mesh/halfedge_mesh.h>
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#include <vde/foundation/io_stl.h>
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#include <vde/core/aabb.h>
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#include <iostream>
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#include <iomanip>
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#include <cmath>
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using namespace vde::core;
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using namespace vde::sdf;
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using namespace vde::mesh;
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using namespace vde::foundation;
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// ── helpers ──
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/// Compute approximate volume via divergence theorem (loop over faces)
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static double compute_volume(const HalfedgeMesh& m) {
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double vol = 0.0;
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for (size_t fi = 0; fi < m.num_faces(); ++fi) {
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auto verts = m.face_vertices(fi);
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if (verts.size() < 3) continue;
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const Point3D& a = m.vertex(verts[0]);
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const Point3D& b = m.vertex(verts[1]);
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const Point3D& c = m.vertex(verts[2]);
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// Signed volume contribution: (1/6) * (a · (b × c))
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vol += a.x() * (b.y() * c.z() - b.z() * c.y())
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+ a.y() * (b.z() * c.x() - b.x() * c.z())
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+ a.z() * (b.x() * c.y() - b.y() * c.x());
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}
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return std::abs(vol) / 6.0;
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}
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/// Convert HalfedgeMesh faces to STL triangles
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static std::vector<StlTriangle> to_stl_triangles(const HalfedgeMesh& m) {
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std::vector<StlTriangle> tris;
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tris.reserve(m.num_faces());
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for (size_t fi = 0; fi < m.num_faces(); ++fi) {
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auto verts = m.face_vertices(fi);
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if (verts.size() < 3) continue;
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StlTriangle t;
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t.normal = m.face_normal(static_cast<int>(fi));
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t.v0 = m.vertex(verts[0]);
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t.v1 = m.vertex(verts[1]);
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t.v2 = m.vertex(verts[2]);
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tris.push_back(t);
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}
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return tris;
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}
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// ═══════════════════════════════════════════════════════════════════════
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// Main — 3D Print Pipeline
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// ═══════════════════════════════════════════════════════════════════════
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int main() {
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std::cout << std::fixed << std::setprecision(4);
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std::cout << "╔══════════════════════════════════╗\n"
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<< "║ 3D Print Pipeline ║\n"
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<< "╚══════════════════════════════════╝\n\n";
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// ── Step 1: Define the SDF shape ─────────────────────────────────
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//
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// A smooth blend between a box and a torus creates an organic-looking
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// shape that would be challenging to model with traditional CAD.
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std::cout << "Step 1: Define SDF shape\n";
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// Use Point3D overloads from sdf_primitives.h for type safety
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auto shape_sdf = [](double x, double y, double z) -> double {
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Point3D p(x, y, z);
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double d_box = box(p, Point3D(2.0, 2.0, 2.0));
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double d_torus = torus(p, 1.5, 0.3);
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return op_smooth_union(d_box, d_torus, 0.4);
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};
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std::cout << " shape = op_smooth_union( box(2,2,2), torus(1.5, 0.3), k=0.4 )\n";
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// ── Step 2: Marching cubes → triangle mesh ───────────────────────
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std::cout << "\nStep 2: Extract isosurface via marching cubes\n";
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const Point3D bmin(-3.0, -3.0, -3.0);
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const Point3D bmax( 3.0, 3.0, 3.0);
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const int resolution = 80;
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auto mc = marching_cubes(shape_sdf, 0.0, bmin, bmax, resolution);
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std::cout << " grid: " << resolution << "³ (" << resolution
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<< " samples per axis)\n";
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std::cout << " raw triangles: " << mc.triangles.size() << "\n";
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// ── Step 3: Build half-edge mesh & print stats ───────────────────
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std::cout << "\nStep 3: Build half-edge mesh + stats\n";
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HalfedgeMesh mesh;
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mesh.build_from_triangles(mc.vertices, mc.triangles);
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mesh.update_normals();
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AABB3D bb = mesh.bounds();
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std::cout << " vertices: " << mesh.num_vertices() << "\n"
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<< " faces: " << mesh.num_faces() << "\n"
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<< " edges: " << mesh.num_edges() << "\n"
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<< " volume: " << compute_volume(mesh) << " (approx)\n"
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<< " bounding box:\n"
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<< " min: (" << bb.min().x() << ", " << bb.min().y() << ", " << bb.min().z() << ")\n"
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<< " max: (" << bb.max().x() << ", " << bb.max().y() << ", " << bb.max().z() << ")\n"
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<< " size: (" << bb.max().x() - bb.min().x() << ", "
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<< bb.max().y() - bb.min().y() << ", "
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<< bb.max().z() - bb.min().z() << ")\n";
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// ── Step 4: Export STL (binary, for slicers) ─────────────────────
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std::cout << "\nStep 4: Export STL for slicing\n";
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const char* out_path = "output_3d_print.stl";
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auto stl_tris = to_stl_triangles(mesh);
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write_stl(out_path, stl_tris);
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std::cout << " → " << out_path << " (" << stl_tris.size()
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<< " triangles, binary format)\n";
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std::cout << " Slicer-ready! Open in PrusaSlicer, Cura, or Bambu Studio.\n";
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// ── Bonus: ASCII variant for inspection ──────────────────────────
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const char* ascii_path = "output_3d_print_ascii.stl";
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write_stl_ascii(ascii_path, stl_tris);
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std::cout << " → " << ascii_path << " (ASCII, human-readable)\n";
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std::cout << "\nDone.\n";
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return 0;
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}
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