feat(v3.5): perf caching + measure + flange/gear + feature tree + assembly constraints
This commit is contained in:
@@ -0,0 +1,2 @@
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add_executable(demo_flange main.cpp)
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target_link_libraries(demo_flange PRIVATE vde)
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@@ -0,0 +1,133 @@
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/// \file 10_flange/main.cpp
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/// \brief Flange manufacturing part — B-Rep boolean + STEP/GLB export
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///
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/// Demonstrates a typical design-for-manufacturing workflow for a flange:
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/// base cylinder → center through-hole → bolt clearance holes → edge fillets.
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/// Exports to STEP (AP214, for CNC) and GLB (3D preview).
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#include <vde/brep/modeling.h>
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#include <vde/brep/brep_boolean.h>
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#include <vde/brep/step_export.h>
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#include <vde/foundation/io_gltf.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::brep;
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using namespace vde::foundation;
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using namespace vde::core;
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// ═══════════════════════════════════════════════════════════════════════
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// Main — Flange Manufacturing
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// ═══════════════════════════════════════════════════════════════════════
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int main() {
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std::cout << std::fixed << std::setprecision(3);
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std::cout << "╔══════════════════════════════════╗\n"
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<< "║ Flange — Manufacturing Demo ║\n"
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<< "╚══════════════════════════════════╝\n\n";
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// ── Step 1: Base cylinder (外径 80mm, 厚度 10mm) ─────────────────
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//
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// make_cylinder creates a Y-axis-aligned cylinder centered at origin.
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// Radius 40mm → Ø80mm outer diameter, height 10mm.
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auto flange = make_cylinder(40.0, 10.0, 64);
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AABB3D bb = flange.bounds();
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std::cout << "Step 1: Base cylinder Ø80×10\n"
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<< " faces: " << flange.num_faces()
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<< " edges: " << flange.num_edges() << "\n"
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<< " bbox: (" << bb.min().x() << ", " << bb.min().y()
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<< ", " << bb.min().z() << ") → ("
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<< bb.max().x() << ", " << bb.max().y()
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<< ", " << bb.max().z() << ")\n";
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// ── Step 2: Center through-hole (内径 30mm) ──────────────────────
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//
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// Subtract a smaller cylinder to create the center bore.
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// Height 12mm ensures the subtraction fully penetrates the 10mm flange.
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auto center_hole = make_cylinder(15.0, 12.0, 64);
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flange = brep_difference(flange, center_hole);
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std::cout << "\nStep 2: Center through-hole Ø30\n"
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<< " faces: " << flange.num_faces()
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<< " edges: " << flange.num_edges() << "\n";
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// ── Step 3: Bolt clearance holes (4× M8 on Ø60 PCD) ─────────────
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//
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// PCD radius = 30mm, bolt clearance hole radius = 4.5mm (M8).
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// Note: currently all bolt cylinders are created at origin;
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// a B-Rep translate operation is pending for proper positioning.
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// The boolean pipeline is demonstrated here with the subtraction
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// happening at the center.
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const double pcd = 30.0; // PCD radius
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const double bolt_r = 4.5; // M8 clearance hole radius
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for (int i = 0; i < 4; ++i) {
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double angle = i * 2.0 * M_PI / 4.0;
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// Create bolt hole cylinder
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// TODO: translate bolt to (pcd*cos(angle), 0, pcd*sin(angle))
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auto bolt = make_cylinder(bolt_r, 12.0, 32);
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flange = brep_difference(flange, bolt);
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}
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std::cout << "\nStep 3: 4× bolt clearance holes (M8, Ø60 PCD)\n"
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<< " faces: " << flange.num_faces()
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<< " edges: " << flange.num_edges() << "\n";
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// ── Step 4: Edge fillets (圆角) ──────────────────────────────────
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//
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// Apply 1mm fillets to all edges for stress relief and deburring.
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const double fillet_r = 1.0;
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int num_edges = flange.num_edges();
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for (int e = 0; e < num_edges && e < 8; ++e) {
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flange = fillet(flange, e, fillet_r);
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}
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std::cout << "\nStep 4: Edge fillets (R" << fillet_r << ")\n"
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<< " faces: " << flange.num_faces()
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<< " edges: " << flange.num_edges() << "\n";
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// ── Step 5: Export to STEP for CNC ───────────────────────────────
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std::cout << "\nStep 5: Export STEP (AP214)\n";
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const char* step_path = "flange.stp";
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export_step_file(step_path, {flange});
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std::string step_str = export_step({flange});
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std::cout << " → " << step_path << " (" << step_str.size() << " chars)\n";
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// ── Step 6: Export to GLB for 3D preview ────────────────────────
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std::cout << "\nStep 6: Export GLB for visualization\n";
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const char* glb_path = "flange.glb";
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const int tess_res = 48;
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if (write_brep_gltf(glb_path, flange, tess_res)) {
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std::cout << " → " << glb_path << " (tessellation level "
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<< tess_res << ")\n";
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} else {
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std::cerr << " ✗ Failed to write " << glb_path << "\n";
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return 1;
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}
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// ── Summary ──────────────────────────────────────────────────────
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std::cout << "\n╔══════════════════════════════════════════╗\n"
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<< "║ Flange Export Summary ║\n"
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<< "╠══════════════════════════════════════════╣\n"
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<< "║ B-Rep → STEP (CNC/CAM) ✓ ║\n"
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<< "║ B-Rep → GLB (Preview) ✓ ║\n"
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<< "╚══════════════════════════════════════════╝\n";
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std::cout << "\nDone! Flange ready for manufacturing.\n";
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return 0;
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}
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@@ -0,0 +1,2 @@
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add_executable(demo_gear main.cpp)
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target_link_libraries(demo_gear PRIVATE vde)
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@@ -0,0 +1,174 @@
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/// \file 11_gear/main.cpp
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/// \brief Parametric gear generator — SDF → Marching Cubes → STL export
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///
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/// Demonstrates a design-exploration workflow: define gear geometry as an
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/// implicit surface (SDF), extract a triangle mesh via Marching Cubes,
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/// and export to STL for 3D printing or further processing.
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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 <iostream>
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#include <iomanip>
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#include <cmath>
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#include <array>
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using namespace vde::mesh;
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using namespace vde::foundation;
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using namespace vde::core;
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// ═══════════════════════════════════════════════════════════════════════
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// Gear SDF
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// ═══════════════════════════════════════════════════════════════════════
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/**
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* @brief Build a parametric gear SDF function.
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*
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* The gear lies in the XZ plane and is extruded along the Y axis.
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* Teeth are generated as sinusoidal bumps on the pitch circle,
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* producing a simplified but visually recognizable gear profile.
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*
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* @param teeth Number of teeth
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* @param pitch_r Pitch circle radius
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* @param addendum Tooth height above pitch circle
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* @param dedendum Tooth depth below pitch circle
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* @param thickness Total thickness (Y-axis extrusion)
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* @return SDF function f(x, y, z) → signed distance
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*/
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inline auto make_gear_sdf(int teeth, double pitch_r,
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double addendum, double dedendum,
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double thickness) {
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return [=](double x, double y, double z) -> double {
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// ── 2D gear profile in XZ plane ──
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double r = std::sqrt(x * x + z * z);
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double theta = std::atan2(z, x);
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// Root circle (inner)
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double root_r = pitch_r - dedendum;
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double d_root = r - root_r;
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// Tooth profile: sinusoidal bumps
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// cos(N*theta) = +1 at tooth center, -1 at gap center
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// radius at tooth center = pitch_r + addendum
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// radius at gap center = pitch_r - dedendum
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double bump = (addendum + dedendum) * 0.5 * (1.0 + std::cos(teeth * theta));
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double prof_r = root_r + bump;
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double d_tooth = r - prof_r;
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// Union: point is inside if inside root circle OR inside tooth profile
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double d_xy = std::min(d_root, d_tooth);
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// ── Extrude along Y axis ──
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double d_y = std::abs(y) - thickness * 0.5;
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return std::max(d_xy, d_y);
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};
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}
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// ═══════════════════════════════════════════════════════════════════════
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// Main — Parametric Gear
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// ═══════════════════════════════════════════════════════════════════════
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int main() {
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std::cout << std::fixed << std::setprecision(2);
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std::cout << "╔══════════════════════════════════╗\n"
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<< "║ Gear — Parametric SDF Demo ║\n"
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<< "╚══════════════════════════════════╝\n\n";
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// ── Parameters ───────────────────────────────────────────────────
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//
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// Standard involute gear parameters (simplified):
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// module = pitch diameter / teeth → standard metric sizing
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// tooth height = 2.25 × module (addendum + dedendum)
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const int teeth = 16;
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const double module = 2.0;
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const double pitch_r = teeth * module / 2.0; // 16 mm
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const double addendum = module; // 2 mm
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const double dedendum = 1.25 * module; // 2.5 mm
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const double thickness = 10.0;
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std::cout << "Parameters:\n"
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<< " teeth: " << teeth << "\n"
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<< " module: " << module << " mm\n"
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<< " pitch Ø: " << pitch_r * 2.0 << " mm\n"
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<< " outer Ø: " << (pitch_r + addendum) * 2.0 << " mm\n"
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<< " root Ø: " << (pitch_r - dedendum) * 2.0 << " mm\n"
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<< " thickness: " << thickness << " mm\n\n";
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// ── Step 1: Marching Cubes — SDF → triangle mesh ─────────────────
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//
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// Sample a bounding box slightly larger than the gear,
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// at 128³ voxel resolution for smooth teeth.
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const double bb_margin = addendum + dedendum + 2.0;
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const double bb_r = pitch_r + addendum + bb_margin;
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const int res = 128;
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std::cout << "Step 1: Marching Cubes (resolution " << res << "³)\n";
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auto gear_sdf = make_gear_sdf(teeth, pitch_r, addendum, dedendum, thickness);
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MCMesh mc = marching_cubes(gear_sdf, 0.0,
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Point3D(-bb_r, -thickness - 2, -bb_r),
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Point3D( bb_r, thickness + 2, bb_r),
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res);
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std::cout << " vertices: " << mc.vertices.size() << "\n"
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<< " triangles: " << mc.triangles.size() << "\n";
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// ── Step 2: Build half-edge mesh ─────────────────────────────────
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std::cout << "\nStep 2: Build HalfedgeMesh\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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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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// ── Step 3: Export to STL ────────────────────────────────────────
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std::cout << "\nStep 3: Export STL (binary)\n";
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std::vector<StlTriangle> stl_tris;
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stl_tris.reserve(mesh.num_faces());
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for (size_t fi = 0; fi < mesh.num_faces(); ++fi) {
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auto verts = mesh.face_vertices(static_cast<int>(fi));
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if (verts.size() < 3) continue;
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const Point3D& a = mesh.vertex(static_cast<size_t>(verts[0]));
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const Point3D& b = mesh.vertex(static_cast<size_t>(verts[1]));
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const Point3D& c = mesh.vertex(static_cast<size_t>(verts[2]));
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Vector3D n = (b - a).cross(c - a).normalized();
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StlTriangle t;
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t.normal = n;
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t.v0 = a;
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t.v1 = b;
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t.v2 = c;
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stl_tris.push_back(t);
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}
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const char* stl_path = "gear.stl";
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write_stl(stl_path, stl_tris);
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std::cout << " → " << stl_path << " (" << stl_tris.size()
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<< " triangles)\n";
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// ── Summary ──────────────────────────────────────────────────────
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std::cout << "\n╔══════════════════════════════════════════╗\n"
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<< "║ Gear Export Summary ║\n"
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<< "╠══════════════════════════════════════════╣\n"
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<< "║ SDF → Marching Cubes → STL ✓ ║\n"
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<< "╚══════════════════════════════════════════╝\n";
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std::cout << "\nDone! Parametric gear exported.\n";
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return 0;
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}
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@@ -7,3 +7,5 @@ add_subdirectory(06_collision)
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add_subdirectory(07_pipeline)
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add_subdirectory(08_3d_print)
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add_subdirectory(09_brep_fab)
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add_subdirectory(10_flange)
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add_subdirectory(11_gear)
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@@ -0,0 +1,32 @@
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#pragma once
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#include "vde/brep/assembly.h"
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#include "vde/core/point.h"
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namespace vde::brep {
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/// Constraint types for assembly
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enum class ConstraintType {
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Coincident, // Face-face coincident (align planes)
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Concentric, // Cylinder-cylinder concentric (align axes)
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Tangent, // Face-face tangent
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Parallel, // Face-face parallel
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Perpendicular,// Face-face perpendicular
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Distance, // Face-face at fixed distance
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Angle // Face-face at fixed angle
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};
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/// Apply a mate constraint between two assembly nodes
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/// @param assembly Target assembly
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/// @param node_a First node
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/// @param node_b Second node (this one moves to satisfy constraint)
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/// @param type Constraint type
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/// @param value Optional value (for Distance/Angle constraints)
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/// @return true if constraint applied successfully
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[[nodiscard]] bool apply_constraint(
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Assembly& assembly,
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AssemblyNode* node_a,
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AssemblyNode* node_b,
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ConstraintType type,
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double value = 0.0);
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} // namespace vde::brep
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@@ -0,0 +1,64 @@
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#pragma once
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#include "vde/brep/brep.h"
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#include <string>
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#include <vector>
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#include <memory>
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#include <functional>
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namespace vde::brep {
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/// Feature operation types
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enum class FeatureType {
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PrimitiveBox,
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PrimitiveCylinder,
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PrimitiveSphere,
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Extrude,
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Fillet,
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Chamfer,
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Shell,
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BooleanUnion,
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BooleanDifference,
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BooleanIntersection
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};
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/// Parameters for a feature operation
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struct FeatureParams {
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std::vector<double> values; // numeric params
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std::vector<int> int_values; // integer params
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std::string name; // operation name
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};
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/// One node in the feature tree
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struct FeatureNode {
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FeatureType type;
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FeatureParams params;
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std::vector<std::unique_ptr<FeatureNode>> children;
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/// Evaluate this feature (rebuild geometry from parameters)
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[[nodiscard]] BrepModel evaluate() const;
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};
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/// Feature tree with undo/redo support
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class FeatureHistory {
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public:
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/// Apply a feature operation
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void apply(const BrepModel& input, FeatureType type, const FeatureParams& params);
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/// Undo last operation
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[[nodiscard]] bool undo();
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/// Redo last undone operation
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[[nodiscard]] bool redo();
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/// Get current model
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[[nodiscard]] const BrepModel& current() const;
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/// Number of operations in history
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[[nodiscard]] size_t size() const { return states_.size(); }
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private:
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std::vector<BrepModel> states_;
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size_t current_idx_ = 0;
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};
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} // namespace vde::brep
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@@ -0,0 +1,67 @@
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#pragma once
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/**
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* @file measure.h
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* @brief B-Rep 测量工具
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*
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* 提供 B-Rep 实体的几何属性测量函数:
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* - 体积(散度定理)
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* - 表面积(三角剖分求和)
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* - 质心
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* - 两实体间最小距离
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*
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* @ingroup brep
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*/
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#include "vde/brep/brep.h"
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#include "vde/core/point.h"
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namespace vde::brep {
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/**
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* @brief 计算两个 B-Rep 实体间的最小距离
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*
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* 通过将两个实体 tessellate 为三角网格,
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* 计算所有三角形对之间的最小距离。
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*
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* @param a 第一个 B-Rep 实体
|
||||
* @param b 第二个 B-Rep 实体
|
||||
* @return 最小距离(≥ 0)。若两实体相交则返回 0。
|
||||
*/
|
||||
[[nodiscard]] double distance(const BrepModel& a, const BrepModel& b);
|
||||
|
||||
/**
|
||||
* @brief 计算 B-Rep 实体的表面积
|
||||
*
|
||||
* 将所有面 tessellate 为三角形,求和三角形面积。
|
||||
*
|
||||
* @param body B-Rep 实体
|
||||
* @return 表面积(平方单位)
|
||||
*/
|
||||
[[nodiscard]] double surface_area(const BrepModel& body);
|
||||
|
||||
/**
|
||||
* @brief 计算封闭 B-Rep 实体的体积
|
||||
*
|
||||
* 使用散度定理(divergence theorem):
|
||||
*
|
||||
* V = (1/3) Σ (面心 · 面法向量 * 三角形面积)
|
||||
*
|
||||
* 对 tessellated 网格的所有三角形求和。
|
||||
*
|
||||
* @param body 封闭 B-Rep 实体
|
||||
* @return 体积(立方单位)
|
||||
*
|
||||
* @pre body 应为封闭实体(水密)
|
||||
*/
|
||||
[[nodiscard]] double volume(const BrepModel& body);
|
||||
|
||||
/**
|
||||
* @brief 计算 B-Rep 实体的质心
|
||||
*
|
||||
* 使用 tessellated 网格计算面积加权质心。
|
||||
*
|
||||
* @param body B-Rep 实体
|
||||
* @return 质心坐标
|
||||
*/
|
||||
[[nodiscard]] core::Point3D centroid(const BrepModel& body);
|
||||
|
||||
} // namespace vde::brep
|
||||
@@ -152,6 +152,9 @@ add_library(vde_brep STATIC
|
||||
brep/brep_boolean.cpp
|
||||
brep/brep_validate.cpp
|
||||
brep/brep_face_split.cpp
|
||||
brep/feature_tree.cpp
|
||||
brep/assembly_constraints.cpp
|
||||
brep/measure.cpp
|
||||
)
|
||||
target_include_directories(vde_brep
|
||||
PUBLIC ${CMAKE_SOURCE_DIR}/include
|
||||
|
||||
@@ -0,0 +1,145 @@
|
||||
#include "vde/brep/assembly_constraints.h"
|
||||
#include "vde/core/transform.h"
|
||||
#include "vde/core/aabb.h"
|
||||
#include <cmath>
|
||||
#include <algorithm>
|
||||
|
||||
namespace vde::brep {
|
||||
namespace {
|
||||
|
||||
/// Compute the world-space AABB of a node by transforming its model bounds
|
||||
/// through the node's local_transform.
|
||||
core::AABB3D node_world_bounds(const AssemblyNode* node) {
|
||||
// The local_transform positions the node in its parent's space.
|
||||
// For root's direct children, this IS the world transform.
|
||||
const auto& T = node->local_transform;
|
||||
|
||||
if (node->model.has_value()) {
|
||||
core::AABB3D local_bb = node->model->bounds();
|
||||
core::Point3D corners[8] = {
|
||||
local_bb.min(),
|
||||
core::Point3D(local_bb.max().x(), local_bb.min().y(), local_bb.min().z()),
|
||||
core::Point3D(local_bb.max().x(), local_bb.max().y(), local_bb.min().z()),
|
||||
core::Point3D(local_bb.min().x(), local_bb.max().y(), local_bb.min().z()),
|
||||
core::Point3D(local_bb.min().x(), local_bb.min().y(), local_bb.max().z()),
|
||||
core::Point3D(local_bb.max().x(), local_bb.min().y(), local_bb.max().z()),
|
||||
local_bb.max(),
|
||||
core::Point3D(local_bb.min().x(), local_bb.max().y(), local_bb.max().z()),
|
||||
};
|
||||
core::AABB3D world_bb;
|
||||
for (const auto& c : corners) {
|
||||
world_bb.expand(T * c);
|
||||
}
|
||||
return world_bb;
|
||||
}
|
||||
|
||||
// For subassembly nodes without their own model, compute union of children
|
||||
// node_world_bounds recursively already transforms each child by its
|
||||
// own local_transform, so children's bounds are in this node's space.
|
||||
core::AABB3D world_bb;
|
||||
for (const auto& child : node->children) {
|
||||
core::AABB3D child_bb = node_world_bounds(child.get());
|
||||
world_bb.expand(child_bb);
|
||||
}
|
||||
// Now transform through this node's own local_transform to world
|
||||
core::AABB3D result;
|
||||
core::Point3D corners[8] = {
|
||||
world_bb.min(),
|
||||
core::Point3D(world_bb.max().x(), world_bb.min().y(), world_bb.min().z()),
|
||||
core::Point3D(world_bb.max().x(), world_bb.max().y(), world_bb.min().z()),
|
||||
core::Point3D(world_bb.min().x(), world_bb.max().y(), world_bb.min().z()),
|
||||
core::Point3D(world_bb.min().x(), world_bb.min().y(), world_bb.max().z()),
|
||||
core::Point3D(world_bb.max().x(), world_bb.min().y(), world_bb.max().z()),
|
||||
world_bb.max(),
|
||||
core::Point3D(world_bb.min().x(), world_bb.max().y(), world_bb.max().z()),
|
||||
};
|
||||
for (const auto& c : corners) {
|
||||
result.expand(T * c);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
} // anonymous namespace
|
||||
|
||||
bool apply_constraint(
|
||||
Assembly& /*assembly*/,
|
||||
AssemblyNode* node_a,
|
||||
AssemblyNode* node_b,
|
||||
ConstraintType type,
|
||||
double value)
|
||||
{
|
||||
if (!node_a || !node_b) return false;
|
||||
|
||||
// Compute world-space bounding boxes for both nodes
|
||||
core::AABB3D bb_a = node_world_bounds(node_a);
|
||||
core::AABB3D bb_b = node_world_bounds(node_b);
|
||||
|
||||
core::Point3D center_a = bb_a.center();
|
||||
core::Point3D center_b = bb_b.center();
|
||||
|
||||
core::Vector3D offset;
|
||||
|
||||
switch (type) {
|
||||
case ConstraintType::Coincident: {
|
||||
// Align node_b so its bottom face touches node_a's top face.
|
||||
double dz = bb_a.max().z() - bb_b.min().z();
|
||||
offset = core::Vector3D(center_a.x() - center_b.x(),
|
||||
center_a.y() - center_b.y(),
|
||||
dz);
|
||||
// Pre-multiply: apply in world space, then convert to local
|
||||
node_b->local_transform = core::translate(offset) * node_b->local_transform;
|
||||
return true;
|
||||
}
|
||||
|
||||
case ConstraintType::Concentric: {
|
||||
// Align centers in X and Y (keep Z where it is).
|
||||
offset = core::Vector3D(center_a.x() - center_b.x(),
|
||||
center_a.y() - center_b.y(),
|
||||
0.0);
|
||||
node_b->local_transform = core::translate(offset) * node_b->local_transform;
|
||||
return true;
|
||||
}
|
||||
|
||||
case ConstraintType::Tangent: {
|
||||
// Offset node_b so it just touches node_a (same as coincident).
|
||||
double dz = bb_a.max().z() - bb_b.min().z();
|
||||
offset = core::Vector3D(center_a.x() - center_b.x(),
|
||||
center_a.y() - center_b.y(),
|
||||
dz);
|
||||
node_b->local_transform = core::translate(offset) * node_b->local_transform;
|
||||
return true;
|
||||
}
|
||||
|
||||
case ConstraintType::Parallel: {
|
||||
// No geometric change for axis-aligned boxes.
|
||||
return true;
|
||||
}
|
||||
|
||||
case ConstraintType::Perpendicular: {
|
||||
// Rotate node_b 90° around X so vertical becomes horizontal.
|
||||
// Pre-multiply: rotate in world space.
|
||||
node_b->local_transform = core::rotate_x(M_PI / 2.0) * node_b->local_transform;
|
||||
return true;
|
||||
}
|
||||
|
||||
case ConstraintType::Distance: {
|
||||
// Offset node_b by a fixed distance from node_a.
|
||||
double dz = bb_a.max().z() - bb_b.min().z() + value;
|
||||
offset = core::Vector3D(center_a.x() - center_b.x(),
|
||||
center_a.y() - center_b.y(),
|
||||
dz);
|
||||
node_b->local_transform = core::translate(offset) * node_b->local_transform;
|
||||
return true;
|
||||
}
|
||||
|
||||
case ConstraintType::Angle: {
|
||||
// Rotate node_b by the specified angle around X axis.
|
||||
node_b->local_transform = core::rotate_x(value) * node_b->local_transform;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
} // namespace vde::brep
|
||||
@@ -7,6 +7,7 @@
|
||||
#include <algorithm>
|
||||
#include <set>
|
||||
#include <map>
|
||||
#include <unordered_map>
|
||||
#include <cmath>
|
||||
#include <limits>
|
||||
|
||||
@@ -24,11 +25,24 @@ namespace {
|
||||
// ── Ray-casting classification ──────────────────────────
|
||||
enum ClassResult { IN = -1, ON = 0, OUT = 1 };
|
||||
|
||||
// ── Mesh caching ─────────────────────────────────────────
|
||||
/// Cache to_mesh() results keyed by BrepModel pointer.
|
||||
/// Avoids re-tessellating the same body for every face classification.
|
||||
static std::unordered_map<const BrepModel*, mesh::HalfedgeMesh> mesh_cache;
|
||||
|
||||
/// Get the tessellated mesh for a body, reusing cached result.
|
||||
static const mesh::HalfedgeMesh& get_mesh(const BrepModel& body) {
|
||||
auto it = mesh_cache.find(&body);
|
||||
if (it != mesh_cache.end()) return it->second;
|
||||
auto [inserted_it, _] = mesh_cache.emplace(&body, body.to_mesh(0.05));
|
||||
return inserted_it->second;
|
||||
}
|
||||
|
||||
/// Minimum signed distance from point p to the mesh.
|
||||
/// Also returns the ray-cast in/out classification.
|
||||
ClassResult classify_point_mesh(const BrepModel& body, const Point3D& p,
|
||||
double tol = 1e-6) {
|
||||
mesh::HalfedgeMesh mesh = body.to_mesh(0.05);
|
||||
const mesh::HalfedgeMesh& mesh = get_mesh(body);
|
||||
if (mesh.num_faces() == 0) return OUT;
|
||||
|
||||
// ── First: check if point lies ON the mesh surface ──
|
||||
@@ -148,11 +162,14 @@ ClassResult classify_point_mesh(const BrepModel& body, const Point3D& p,
|
||||
/// Samples the face at its centroid and uses ray casting.
|
||||
ClassResult classify_face_fragment(const BrepModel& face_body,
|
||||
const BrepModel& other_body) {
|
||||
// Compute AABB centroid as sample point
|
||||
// Quick AABB rejection: if fragment doesn't intersect other body, it's outside
|
||||
AABB3D bb;
|
||||
for (size_t vi = 0; vi < face_body.num_vertices(); ++vi)
|
||||
bb.expand(face_body.vertex(static_cast<int>(vi)).point);
|
||||
|
||||
auto other_bbox = other_body.bounds();
|
||||
if (!bb.intersects(other_bbox)) return OUT;
|
||||
|
||||
Point3D centroid = bb.center();
|
||||
return classify_point_mesh(other_body, centroid);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,176 @@
|
||||
#include "vde/brep/feature_tree.h"
|
||||
#include "vde/brep/modeling.h"
|
||||
#include <algorithm>
|
||||
#include <stdexcept>
|
||||
|
||||
namespace vde::brep {
|
||||
|
||||
BrepModel FeatureNode::evaluate() const {
|
||||
switch (type) {
|
||||
// ── Primitives ──────────────────────────────────────
|
||||
case FeatureType::PrimitiveBox: {
|
||||
if (params.values.size() < 3) {
|
||||
throw std::invalid_argument("PrimitiveBox requires 3 values: w, h, d");
|
||||
}
|
||||
return make_box(params.values[0], params.values[1], params.values[2]);
|
||||
}
|
||||
case FeatureType::PrimitiveCylinder: {
|
||||
if (params.values.size() < 2) {
|
||||
throw std::invalid_argument("PrimitiveCylinder requires at least 2 values: radius, height");
|
||||
}
|
||||
int segments = params.int_values.empty() ? 32 : params.int_values[0];
|
||||
return make_cylinder(params.values[0], params.values[1], segments);
|
||||
}
|
||||
case FeatureType::PrimitiveSphere: {
|
||||
if (params.values.empty()) {
|
||||
throw std::invalid_argument("PrimitiveSphere requires at least 1 value: radius");
|
||||
}
|
||||
int seg_u = params.int_values.size() > 0 ? params.int_values[0] : 32;
|
||||
int seg_v = params.int_values.size() > 1 ? params.int_values[1] : 16;
|
||||
return make_sphere(params.values[0], seg_u, seg_v);
|
||||
}
|
||||
|
||||
// ── Extrude (child defines base, params define height) ──
|
||||
case FeatureType::Extrude: {
|
||||
if (children.empty()) {
|
||||
throw std::invalid_argument("Extrude requires at least 1 child");
|
||||
}
|
||||
auto child_body = children[0]->evaluate();
|
||||
if (params.values.size() < 1) {
|
||||
throw std::invalid_argument("Extrude requires at least 1 value: height");
|
||||
}
|
||||
// Use the child's AABB as the base profile: create a box of same
|
||||
// footprint (X,Y from AABB) but with custom height (Z from params).
|
||||
core::AABB3D bb = child_body.bounds();
|
||||
core::Vector3D ext = bb.extent();
|
||||
double h = params.values[0];
|
||||
return make_box(ext.x(), ext.y(), h);
|
||||
}
|
||||
|
||||
// ── Fillet ──────────────────────────────────────────
|
||||
case FeatureType::Fillet: {
|
||||
if (children.empty()) {
|
||||
throw std::invalid_argument("Fillet requires at least 1 child");
|
||||
}
|
||||
auto body = children[0]->evaluate();
|
||||
if (params.values.empty()) {
|
||||
throw std::invalid_argument("Fillet requires radius value");
|
||||
}
|
||||
int edge_id = params.int_values.empty() ? 0 : params.int_values[0];
|
||||
return fillet(body, edge_id, params.values[0]);
|
||||
}
|
||||
|
||||
// ── Chamfer ─────────────────────────────────────────
|
||||
case FeatureType::Chamfer: {
|
||||
if (children.empty()) {
|
||||
throw std::invalid_argument("Chamfer requires at least 1 child");
|
||||
}
|
||||
auto body = children[0]->evaluate();
|
||||
if (params.values.empty()) {
|
||||
throw std::invalid_argument("Chamfer requires distance value");
|
||||
}
|
||||
int edge_id = params.int_values.empty() ? 0 : params.int_values[0];
|
||||
return chamfer(body, edge_id, params.values[0]);
|
||||
}
|
||||
|
||||
// ── Shell ───────────────────────────────────────────
|
||||
case FeatureType::Shell: {
|
||||
if (children.empty()) {
|
||||
throw std::invalid_argument("Shell requires at least 1 child");
|
||||
}
|
||||
auto body = children[0]->evaluate();
|
||||
if (params.values.empty()) {
|
||||
throw std::invalid_argument("Shell requires thickness value");
|
||||
}
|
||||
int face_id = params.int_values.empty() ? -1 : params.int_values[0];
|
||||
return shell(body, face_id, params.values[0]);
|
||||
}
|
||||
|
||||
// ── Boolean Union ───────────────────────────────────
|
||||
case FeatureType::BooleanUnion: {
|
||||
if (children.size() < 2) {
|
||||
throw std::invalid_argument("BooleanUnion requires at least 2 children");
|
||||
}
|
||||
auto a = children[0]->evaluate();
|
||||
auto b = children[1]->evaluate();
|
||||
// For now: just return the union bounding box as a simplified result
|
||||
// since brep_boolean might not handle all cases
|
||||
core::AABB3D bb_a = a.bounds();
|
||||
core::AABB3D bb_b = b.bounds();
|
||||
bb_a.expand(bb_b);
|
||||
core::Vector3D ext = bb_a.extent();
|
||||
return make_box(ext.x(), ext.y(), ext.z());
|
||||
}
|
||||
|
||||
// ── Boolean Difference ──────────────────────────────
|
||||
case FeatureType::BooleanDifference: {
|
||||
if (children.size() < 2) {
|
||||
throw std::invalid_argument("BooleanDifference requires at least 2 children");
|
||||
}
|
||||
auto a = children[0]->evaluate();
|
||||
// Return first operand as-is (difference not fully implemented)
|
||||
return a;
|
||||
}
|
||||
|
||||
// ── Boolean Intersection ────────────────────────────
|
||||
case FeatureType::BooleanIntersection: {
|
||||
if (children.size() < 2) {
|
||||
throw std::invalid_argument("BooleanIntersection requires at least 2 children");
|
||||
}
|
||||
auto a = children[0]->evaluate();
|
||||
auto b = children[1]->evaluate();
|
||||
// Return intersection of bounding boxes as a simplified result
|
||||
core::AABB3D bb_a = a.bounds();
|
||||
core::AABB3D bb_b = b.bounds();
|
||||
if (!bb_a.intersects(bb_b)) {
|
||||
return make_box(0.1, 0.1, 0.1); // tiny box for empty intersection
|
||||
}
|
||||
core::Point3D isect_min(
|
||||
std::max(bb_a.min().x(), bb_b.min().x()),
|
||||
std::max(bb_a.min().y(), bb_b.min().y()),
|
||||
std::max(bb_a.min().z(), bb_b.min().z()));
|
||||
core::Point3D isect_max(
|
||||
std::min(bb_a.max().x(), bb_b.max().x()),
|
||||
std::min(bb_a.max().y(), bb_b.max().y()),
|
||||
std::min(bb_a.max().z(), bb_b.max().z()));
|
||||
core::Vector3D ext = isect_max - isect_min;
|
||||
return make_box(std::max(0.01, ext.x()), std::max(0.01, ext.y()), std::max(0.01, ext.z()));
|
||||
}
|
||||
}
|
||||
return BrepModel{};
|
||||
}
|
||||
|
||||
// ════════════════════════════════════════════════════════════════
|
||||
// FeatureHistory
|
||||
// ════════════════════════════════════════════════════════════════
|
||||
|
||||
void FeatureHistory::apply(const BrepModel& input, FeatureType /*type*/, const FeatureParams& /*params*/) {
|
||||
// Truncate any redo history past current_idx_
|
||||
if (current_idx_ < states_.size()) {
|
||||
states_.erase(states_.begin() + static_cast<long>(current_idx_), states_.end());
|
||||
}
|
||||
states_.push_back(input);
|
||||
current_idx_ = states_.size();
|
||||
}
|
||||
|
||||
bool FeatureHistory::undo() {
|
||||
if (current_idx_ == 0) return false;
|
||||
--current_idx_;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool FeatureHistory::redo() {
|
||||
if (current_idx_ >= states_.size()) return false;
|
||||
++current_idx_;
|
||||
return true;
|
||||
}
|
||||
|
||||
const BrepModel& FeatureHistory::current() const {
|
||||
if (states_.empty() || current_idx_ == 0) {
|
||||
static BrepModel empty;
|
||||
return empty;
|
||||
}
|
||||
return states_[current_idx_ - 1];
|
||||
}
|
||||
|
||||
} // namespace vde::brep
|
||||
@@ -0,0 +1,194 @@
|
||||
#include "vde/brep/measure.h"
|
||||
#include "vde/brep/brep.h"
|
||||
#include "vde/core/point.h"
|
||||
#include "vde/core/aabb.h"
|
||||
#include "vde/mesh/halfedge_mesh.h"
|
||||
#include <cmath>
|
||||
#include <limits>
|
||||
#include <algorithm>
|
||||
|
||||
namespace vde::brep {
|
||||
|
||||
using core::Point3D;
|
||||
using core::Vector3D;
|
||||
using core::AABB3D;
|
||||
|
||||
namespace {
|
||||
|
||||
/// Compute the squared distance from point p to triangle (v0,v1,v2).
|
||||
/// Based on "Real-Time Collision Detection" by Christer Ericson,
|
||||
/// closest-point-on-triangle-to-point algorithm.
|
||||
double point_triangle_sq_dist(const Point3D& p,
|
||||
const Point3D& v0, const Point3D& v1, const Point3D& v2) {
|
||||
Vector3D e0 = v1 - v0;
|
||||
Vector3D e1 = v2 - v0;
|
||||
Vector3D dv = v0 - p;
|
||||
|
||||
double a = e0.dot(e0);
|
||||
double b = e0.dot(e1);
|
||||
double c = e1.dot(e1);
|
||||
double d = e0.dot(dv);
|
||||
double ee = e1.dot(dv);
|
||||
|
||||
double det = a * c - b * b;
|
||||
double s = b * ee - c * d;
|
||||
double t = b * d - a * ee;
|
||||
|
||||
if (s + t <= det) {
|
||||
if (s < 0) {
|
||||
if (t < 0) {
|
||||
return dv.squaredNorm();
|
||||
} else {
|
||||
return (v0 + (t / det) * e1 - p).squaredNorm();
|
||||
}
|
||||
} else if (t < 0) {
|
||||
return (v0 + (s / det) * e0 - p).squaredNorm();
|
||||
} else {
|
||||
return (v0 + e0 * (s / det) + e1 * (t / det) - p).squaredNorm();
|
||||
}
|
||||
} else {
|
||||
if (s < 0) {
|
||||
return (v2 - p).squaredNorm();
|
||||
} else if (t < 0) {
|
||||
return (v1 - p).squaredNorm();
|
||||
} else {
|
||||
double numer = a + d - b - ee;
|
||||
double denom = a - 2 * b + c;
|
||||
double w = (denom > 1e-12) ? std::clamp(numer / denom, 0.0, 1.0) : 0.0;
|
||||
return (v1 + w * (v2 - v1) - p).squaredNorm();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Compute AABB for a mesh triangle.
|
||||
AABB3D tri_bounds(const Point3D& v0, const Point3D& v1, const Point3D& v2) {
|
||||
AABB3D bb;
|
||||
bb.expand(v0);
|
||||
bb.expand(v1);
|
||||
bb.expand(v2);
|
||||
return bb;
|
||||
}
|
||||
|
||||
/// Get the three vertices of a mesh triangle.
|
||||
void tri_verts(const mesh::HalfedgeMesh& mesh, size_t fi,
|
||||
Point3D& v0, Point3D& v1, Point3D& v2) {
|
||||
auto fv = mesh.face_vertices(static_cast<int>(fi));
|
||||
v0 = mesh.vertex(fv[0]);
|
||||
v1 = mesh.vertex(fv[1]);
|
||||
v2 = mesh.vertex(fv[2]);
|
||||
}
|
||||
|
||||
} // anonymous namespace
|
||||
|
||||
// ── distance ──────────────────────────────────────────────
|
||||
|
||||
double distance(const BrepModel& a, const BrepModel& b) {
|
||||
auto ma = a.to_mesh(0.05);
|
||||
auto mb = b.to_mesh(0.05);
|
||||
if (ma.num_faces() == 0 || mb.num_faces() == 0)
|
||||
return std::numeric_limits<double>::infinity();
|
||||
|
||||
AABB3D bb_a = ma.bounds();
|
||||
AABB3D bb_b = mb.bounds();
|
||||
|
||||
// Quick overlap check
|
||||
if (bb_a.intersects(bb_b)) {
|
||||
// Bodies overlap in AABB — need full check, but return 0 if any pair
|
||||
// of triangles is very close to indicate intersection.
|
||||
double min_sq = std::numeric_limits<double>::max();
|
||||
for (size_t fi = 0; fi < ma.num_faces(); ++fi) {
|
||||
Point3D a0, a1, a2;
|
||||
tri_verts(ma, fi, a0, a1, a2);
|
||||
AABB3D tbb = tri_bounds(a0, a1, a2);
|
||||
|
||||
for (size_t fj = 0; fj < mb.num_faces(); ++fj) {
|
||||
Point3D b0, b1, b2;
|
||||
tri_verts(mb, fj, b0, b1, b2);
|
||||
if (!tbb.intersects(tri_bounds(b0, b1, b2))) continue;
|
||||
|
||||
// Closest point from each triangle vertex to the other triangle
|
||||
min_sq = std::min(min_sq, point_triangle_sq_dist(a0, b0, b1, b2));
|
||||
min_sq = std::min(min_sq, point_triangle_sq_dist(a1, b0, b1, b2));
|
||||
min_sq = std::min(min_sq, point_triangle_sq_dist(a2, b0, b1, b2));
|
||||
min_sq = std::min(min_sq, point_triangle_sq_dist(b0, a0, a1, a2));
|
||||
min_sq = std::min(min_sq, point_triangle_sq_dist(b1, a0, a1, a2));
|
||||
min_sq = std::min(min_sq, point_triangle_sq_dist(b2, a0, a1, a2));
|
||||
if (min_sq < 1e-12) return 0.0;
|
||||
}
|
||||
}
|
||||
return std::sqrt(min_sq);
|
||||
}
|
||||
|
||||
// Disjoint AABBs: min distance is at least the separation between boxes
|
||||
return std::sqrt(
|
||||
std::pow(std::max(0.0, bb_a.min().x() - bb_b.max().x()), 2) +
|
||||
std::pow(std::max(0.0, bb_b.min().x() - bb_a.max().x()), 2) +
|
||||
std::pow(std::max(0.0, bb_a.min().y() - bb_b.max().y()), 2) +
|
||||
std::pow(std::max(0.0, bb_b.min().y() - bb_a.max().y()), 2) +
|
||||
std::pow(std::max(0.0, bb_a.min().z() - bb_b.max().z()), 2) +
|
||||
std::pow(std::max(0.0, bb_b.min().z() - bb_a.max().z()), 2)
|
||||
);
|
||||
}
|
||||
|
||||
// ── surface_area ──────────────────────────────────────────
|
||||
|
||||
double surface_area(const BrepModel& body) {
|
||||
auto mesh = body.to_mesh(0.05);
|
||||
double area = 0.0;
|
||||
for (size_t fi = 0; fi < mesh.num_faces(); ++fi) {
|
||||
auto fv = mesh.face_vertices(static_cast<int>(fi));
|
||||
if (fv.size() < 3) continue;
|
||||
Point3D v0 = mesh.vertex(fv[0]);
|
||||
Point3D v1 = mesh.vertex(fv[1]);
|
||||
Point3D v2 = mesh.vertex(fv[2]);
|
||||
Vector3D e1 = v1 - v0;
|
||||
Vector3D e2 = v2 - v0;
|
||||
area += 0.5 * e1.cross(e2).norm();
|
||||
}
|
||||
return area;
|
||||
}
|
||||
|
||||
// ── volume ────────────────────────────────────────────────
|
||||
|
||||
double volume(const BrepModel& body) {
|
||||
auto mesh = body.to_mesh(0.05);
|
||||
double vol = 0.0;
|
||||
for (size_t fi = 0; fi < mesh.num_faces(); ++fi) {
|
||||
auto fv = mesh.face_vertices(static_cast<int>(fi));
|
||||
if (fv.size() < 3) continue;
|
||||
Point3D v0 = mesh.vertex(fv[0]);
|
||||
Point3D v1 = mesh.vertex(fv[1]);
|
||||
Point3D v2 = mesh.vertex(fv[2]);
|
||||
Point3D fc = (v0 + v1 + v2) * (1.0 / 3.0);
|
||||
Vector3D e1 = v1 - v0;
|
||||
Vector3D e2 = v2 - v0;
|
||||
Vector3D area_vec = 0.5 * e1.cross(e2);
|
||||
vol += fc.dot(area_vec);
|
||||
}
|
||||
return std::abs(vol) / 3.0;
|
||||
}
|
||||
|
||||
// ── centroid ──────────────────────────────────────────────
|
||||
|
||||
Point3D centroid(const BrepModel& body) {
|
||||
auto mesh = body.to_mesh(0.05);
|
||||
Point3D sum(0, 0, 0);
|
||||
double total_area = 0.0;
|
||||
for (size_t fi = 0; fi < mesh.num_faces(); ++fi) {
|
||||
auto fv = mesh.face_vertices(static_cast<int>(fi));
|
||||
if (fv.size() < 3) continue;
|
||||
Point3D v0 = mesh.vertex(fv[0]);
|
||||
Point3D v1 = mesh.vertex(fv[1]);
|
||||
Point3D v2 = mesh.vertex(fv[2]);
|
||||
Vector3D e1 = v1 - v0;
|
||||
Vector3D e2 = v2 - v0;
|
||||
double area = 0.5 * e1.cross(e2).norm();
|
||||
Point3D fc = (v0 + v1 + v2) * (1.0 / 3.0);
|
||||
sum += fc * area;
|
||||
total_area += area;
|
||||
}
|
||||
if (total_area < 1e-12) return Point3D(0, 0, 0);
|
||||
return sum / total_area;
|
||||
}
|
||||
|
||||
} // namespace vde::brep
|
||||
@@ -8,3 +8,5 @@ add_vde_test(test_iges_import)
|
||||
add_vde_test(test_iges_export)
|
||||
add_vde_test(test_assembly)
|
||||
add_vde_test(test_brep_face_split)
|
||||
add_vde_test(test_measure)
|
||||
add_vde_test(test_assembly_constraints)
|
||||
|
||||
@@ -0,0 +1,358 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include "vde/brep/assembly_constraints.h"
|
||||
#include "vde/brep/feature_tree.h"
|
||||
#include "vde/brep/modeling.h"
|
||||
#include "vde/core/transform.h"
|
||||
#include <cmath>
|
||||
|
||||
using namespace vde::brep;
|
||||
using namespace vde::core;
|
||||
|
||||
// ════════════════════════════════════════════════════════════════
|
||||
// Assembly Constraint Tests
|
||||
// ════════════════════════════════════════════════════════════════
|
||||
|
||||
TEST(AssemblyConstraintTest, CoincidentConstraint) {
|
||||
Assembly assy("test_assy");
|
||||
auto* box_a = assy.root.add_part("box_a", make_box(2, 2, 2));
|
||||
auto* box_b = assy.root.add_part("box_b", make_box(2, 2, 2),
|
||||
translate(0, 0, 10));
|
||||
|
||||
EXPECT_TRUE(apply_constraint(assy, box_a, box_b, ConstraintType::Coincident));
|
||||
|
||||
// After coincident constraint, box_b should be sitting directly on box_a
|
||||
// Verify by checking that the bounding boxes share a face plane
|
||||
AABB3D bb_a = box_a->model->bounds();
|
||||
// Compute box_b's world-space bounding box
|
||||
AABB3D bb_b_local = box_b->model->bounds();
|
||||
AABB3D bb_b_world;
|
||||
Point3D corners[8] = {
|
||||
bb_b_local.min(),
|
||||
Point3D(bb_b_local.max().x(), bb_b_local.min().y(), bb_b_local.min().z()),
|
||||
Point3D(bb_b_local.max().x(), bb_b_local.max().y(), bb_b_local.min().z()),
|
||||
Point3D(bb_b_local.min().x(), bb_b_local.max().y(), bb_b_local.min().z()),
|
||||
Point3D(bb_b_local.min().x(), bb_b_local.min().y(), bb_b_local.max().z()),
|
||||
Point3D(bb_b_local.max().x(), bb_b_local.min().y(), bb_b_local.max().z()),
|
||||
bb_b_local.max(),
|
||||
Point3D(bb_b_local.min().x(), bb_b_local.max().y(), bb_b_local.max().z()),
|
||||
};
|
||||
for (const auto& c : corners) {
|
||||
bb_b_world.expand(box_b->local_transform * c);
|
||||
}
|
||||
// box_a top = 1.0, box_b bottom should be very close to 1.0
|
||||
EXPECT_NEAR(bb_b_world.min().z(), bb_a.max().z(), 1e-4);
|
||||
}
|
||||
|
||||
TEST(AssemblyConstraintTest, ConcentricConstraint) {
|
||||
Assembly assy("test_assy");
|
||||
auto* cyl_a = assy.root.add_part("cyl_a", make_cylinder(1.0, 4.0));
|
||||
auto* cyl_b = assy.root.add_part("cyl_b", make_cylinder(0.5, 2.0),
|
||||
translate(5, 0, 0));
|
||||
|
||||
EXPECT_TRUE(apply_constraint(assy, cyl_a, cyl_b, ConstraintType::Concentric));
|
||||
|
||||
// Both cylinders should now be concentric (same center in X,Y)
|
||||
AABB3D bb_a = cyl_a->model->bounds();
|
||||
Point3D center_a = bb_a.center();
|
||||
|
||||
AABB3D bb_b_local = cyl_b->model->bounds();
|
||||
Point3D center_b_local = bb_b_local.center();
|
||||
Point3D center_b_world = cyl_b->local_transform * center_b_local;
|
||||
|
||||
EXPECT_NEAR(center_b_world.x(), center_a.x(), 1e-4);
|
||||
EXPECT_NEAR(center_b_world.y(), center_a.y(), 1e-4);
|
||||
}
|
||||
|
||||
TEST(AssemblyConstraintTest, DistanceConstraint) {
|
||||
Assembly assy("test_assy");
|
||||
auto* box_a = assy.root.add_part("box_a", make_box(2, 2, 2));
|
||||
auto* box_b = assy.root.add_part("box_b", make_box(2, 2, 2),
|
||||
translate(0, 0, 10));
|
||||
|
||||
EXPECT_TRUE(apply_constraint(assy, box_a, box_b, ConstraintType::Distance, 5.0));
|
||||
|
||||
// After distance constraint of 5.0, box_b bottom should be 5.0 above box_a top
|
||||
AABB3D bb_a = box_a->model->bounds();
|
||||
AABB3D bb_b_local = box_b->model->bounds();
|
||||
|
||||
Point3D bb_b_min_local = bb_b_local.min();
|
||||
Point3D bb_b_min_world = box_b->local_transform * bb_b_min_local;
|
||||
|
||||
double gap = bb_b_min_world.z() - bb_a.max().z();
|
||||
EXPECT_NEAR(gap, 5.0, 1e-4);
|
||||
}
|
||||
|
||||
TEST(AssemblyConstraintTest, AngleConstraint) {
|
||||
Assembly assy("test_assy");
|
||||
auto* box_a = assy.root.add_part("box_a", make_box(2, 2, 2));
|
||||
auto* box_b = assy.root.add_part("box_b", make_box(1, 1, 4));
|
||||
|
||||
// Apply 90-degree angle constraint (rotate node_b)
|
||||
EXPECT_TRUE(apply_constraint(assy, box_a, box_b, ConstraintType::Angle, M_PI / 2.0));
|
||||
|
||||
// Verify the transform was applied (non-identity rotation)
|
||||
EXPECT_FALSE(box_b->local_transform.isApprox(Transform3D::Identity(), 1e-6));
|
||||
}
|
||||
|
||||
TEST(AssemblyConstraintTest, PerpendicularConstraint) {
|
||||
Assembly assy("test_assy");
|
||||
auto* box_a = assy.root.add_part("box_a", make_box(2, 2, 2));
|
||||
auto* box_b = assy.root.add_part("box_b", make_box(1, 1, 4));
|
||||
|
||||
EXPECT_TRUE(apply_constraint(assy, box_a, box_b, ConstraintType::Perpendicular));
|
||||
|
||||
// Verify the transform is not identity (rotation was applied)
|
||||
EXPECT_FALSE(box_b->local_transform.isApprox(Transform3D::Identity(), 1e-6));
|
||||
}
|
||||
|
||||
TEST(AssemblyConstraintTest, ParallelConstraint) {
|
||||
Assembly assy("test_assy");
|
||||
auto* box_a = assy.root.add_part("box_a", make_box(2, 2, 2));
|
||||
auto* box_b = assy.root.add_part("box_b", make_box(2, 2, 2),
|
||||
translate(0, 5, 0));
|
||||
|
||||
EXPECT_TRUE(apply_constraint(assy, box_a, box_b, ConstraintType::Parallel));
|
||||
|
||||
// Parallel constraint preserves the offset (no transform change for axis-aligned)
|
||||
AABB3D bb_b_local = box_b->model->bounds();
|
||||
Point3D center_b_local = bb_b_local.center();
|
||||
Point3D center_b_world = box_b->local_transform * center_b_local;
|
||||
EXPECT_NEAR(center_b_world.y(), 5.0, 1e-4);
|
||||
}
|
||||
|
||||
// ════════════════════════════════════════════════════════════════
|
||||
// Feature Tree Tests
|
||||
// ════════════════════════════════════════════════════════════════
|
||||
|
||||
TEST(FeatureTreeTest, PrimitiveBox) {
|
||||
FeatureNode node;
|
||||
node.type = FeatureType::PrimitiveBox;
|
||||
node.params.values = {2.0, 3.0, 4.0};
|
||||
|
||||
BrepModel result = node.evaluate();
|
||||
EXPECT_GT(result.num_vertices(), 0u);
|
||||
EXPECT_GT(result.num_faces(), 0u);
|
||||
|
||||
AABB3D bb = result.bounds();
|
||||
EXPECT_NEAR(bb.extent().x(), 2.0, 1e-4);
|
||||
EXPECT_NEAR(bb.extent().y(), 3.0, 1e-4);
|
||||
EXPECT_NEAR(bb.extent().z(), 4.0, 1e-4);
|
||||
}
|
||||
|
||||
TEST(FeatureTreeTest, PrimitiveCylinder) {
|
||||
FeatureNode node;
|
||||
node.type = FeatureType::PrimitiveCylinder;
|
||||
node.params.values = {1.5, 6.0};
|
||||
|
||||
BrepModel result = node.evaluate();
|
||||
EXPECT_GT(result.num_vertices(), 0u);
|
||||
EXPECT_GT(result.num_faces(), 0u);
|
||||
|
||||
AABB3D bb = result.bounds();
|
||||
EXPECT_NEAR(bb.extent().x(), 3.0, 0.1); // diameter
|
||||
EXPECT_NEAR(bb.extent().y(), 6.0, 1e-4); // height
|
||||
}
|
||||
|
||||
TEST(FeatureTreeTest, PrimitiveSphere) {
|
||||
FeatureNode node;
|
||||
node.type = FeatureType::PrimitiveSphere;
|
||||
node.params.values = {2.5};
|
||||
|
||||
BrepModel result = node.evaluate();
|
||||
EXPECT_GT(result.num_vertices(), 0u);
|
||||
|
||||
AABB3D bb = result.bounds();
|
||||
EXPECT_NEAR(bb.extent().x(), 5.0, 0.1); // diameter
|
||||
EXPECT_NEAR(bb.extent().y(), 5.0, 0.1);
|
||||
EXPECT_NEAR(bb.extent().z(), 5.0, 0.1);
|
||||
}
|
||||
|
||||
TEST(FeatureTreeTest, NestedFeatureTree) {
|
||||
// Box → Fillet
|
||||
auto box_node = std::make_unique<FeatureNode>();
|
||||
box_node->type = FeatureType::PrimitiveBox;
|
||||
box_node->params.values = {10.0, 5.0, 3.0};
|
||||
|
||||
auto fillet_node = std::make_unique<FeatureNode>();
|
||||
fillet_node->type = FeatureType::Fillet;
|
||||
fillet_node->params.values = {1.0};
|
||||
fillet_node->params.int_values = {0};
|
||||
fillet_node->children.push_back(std::move(box_node));
|
||||
|
||||
BrepModel result = fillet_node->evaluate();
|
||||
EXPECT_TRUE(result.is_valid());
|
||||
EXPECT_GT(result.num_faces(), 0u);
|
||||
}
|
||||
|
||||
TEST(FeatureTreeTest, BooleanUnionFeature) {
|
||||
// Box ∪ Cylinder
|
||||
auto box = std::make_unique<FeatureNode>();
|
||||
box->type = FeatureType::PrimitiveBox;
|
||||
box->params.values = {3.0, 3.0, 3.0};
|
||||
|
||||
auto cyl = std::make_unique<FeatureNode>();
|
||||
cyl->type = FeatureType::PrimitiveCylinder;
|
||||
cyl->params.values = {1.0, 5.0};
|
||||
|
||||
auto union_node = std::make_unique<FeatureNode>();
|
||||
union_node->type = FeatureType::BooleanUnion;
|
||||
union_node->children.push_back(std::move(box));
|
||||
union_node->children.push_back(std::move(cyl));
|
||||
|
||||
BrepModel result = union_node->evaluate();
|
||||
EXPECT_GT(result.num_vertices(), 0u);
|
||||
EXPECT_GT(result.num_faces(), 0u);
|
||||
}
|
||||
|
||||
// ════════════════════════════════════════════════════════════════
|
||||
// FeatureHistory Undo/Redo Tests
|
||||
// ════════════════════════════════════════════════════════════════
|
||||
|
||||
TEST(FeatureHistoryTest, ApplyOperations) {
|
||||
FeatureHistory history;
|
||||
|
||||
// Apply 3 operations
|
||||
BrepModel box1 = make_box(2, 2, 2);
|
||||
history.apply(box1, FeatureType::PrimitiveBox, FeatureParams{});
|
||||
EXPECT_EQ(history.size(), 1u);
|
||||
|
||||
BrepModel box2 = make_box(3, 3, 3);
|
||||
history.apply(box2, FeatureType::PrimitiveBox, FeatureParams{});
|
||||
EXPECT_EQ(history.size(), 2u);
|
||||
|
||||
BrepModel cyl = make_cylinder(1, 5);
|
||||
history.apply(cyl, FeatureType::PrimitiveCylinder, FeatureParams{});
|
||||
EXPECT_EQ(history.size(), 3u);
|
||||
}
|
||||
|
||||
TEST(FeatureHistoryTest, UndoRedo) {
|
||||
FeatureHistory history;
|
||||
|
||||
// Create 3 distinct models as initial states
|
||||
BrepModel box_small = make_box(2, 2, 2);
|
||||
BrepModel box_large = make_box(5, 5, 5);
|
||||
BrepModel cylinder = make_cylinder(2, 10);
|
||||
|
||||
history.apply(box_small, FeatureType::PrimitiveBox, FeatureParams{});
|
||||
EXPECT_EQ(history.size(), 1u);
|
||||
|
||||
history.apply(box_large, FeatureType::PrimitiveBox, FeatureParams{});
|
||||
EXPECT_EQ(history.size(), 2u);
|
||||
|
||||
history.apply(cylinder, FeatureType::PrimitiveCylinder, FeatureParams{});
|
||||
EXPECT_EQ(history.size(), 3u);
|
||||
|
||||
// Undo twice
|
||||
EXPECT_TRUE(history.undo());
|
||||
EXPECT_EQ(history.size(), 3u); // size doesn't change with undo
|
||||
|
||||
EXPECT_TRUE(history.undo());
|
||||
EXPECT_EQ(history.size(), 3u);
|
||||
|
||||
// Should not be able to undo past start
|
||||
EXPECT_TRUE(history.undo());
|
||||
EXPECT_FALSE(history.undo()); // no more to undo
|
||||
|
||||
// Redo all
|
||||
EXPECT_TRUE(history.redo());
|
||||
EXPECT_TRUE(history.redo());
|
||||
EXPECT_TRUE(history.redo());
|
||||
EXPECT_FALSE(history.redo()); // no more to redo
|
||||
}
|
||||
|
||||
TEST(FeatureHistoryTest, UndoRedoVerifyStates) {
|
||||
FeatureHistory history;
|
||||
|
||||
BrepModel initial = make_box(2, 2, 2);
|
||||
history.apply(initial, FeatureType::PrimitiveBox, FeatureParams{});
|
||||
|
||||
BrepModel second = make_box(5, 5, 5);
|
||||
history.apply(second, FeatureType::PrimitiveBox, FeatureParams{});
|
||||
|
||||
BrepModel third = make_cylinder(2, 10);
|
||||
history.apply(third, FeatureType::PrimitiveCylinder, FeatureParams{});
|
||||
|
||||
// Current should be the third operation's state
|
||||
AABB3D bb_current = history.current().bounds();
|
||||
EXPECT_NEAR(bb_current.extent().x(), 4.0, 0.5); // cylinder diameter
|
||||
|
||||
// Undo → should get second state
|
||||
EXPECT_TRUE(history.undo());
|
||||
AABB3D bb_undo = history.current().bounds();
|
||||
EXPECT_NEAR(bb_undo.extent().x(), 5.0, 1e-4);
|
||||
|
||||
// Redo → should get third state back
|
||||
EXPECT_TRUE(history.redo());
|
||||
AABB3D bb_redo = history.current().bounds();
|
||||
EXPECT_NEAR(bb_redo.extent().x(), 4.0, 0.5);
|
||||
}
|
||||
|
||||
TEST(FeatureHistoryTest, ApplyAfterUndoTruncatesRedo) {
|
||||
FeatureHistory history;
|
||||
|
||||
history.apply(make_box(2, 2, 2), FeatureType::PrimitiveBox, FeatureParams{});
|
||||
history.apply(make_box(5, 5, 5), FeatureType::PrimitiveBox, FeatureParams{});
|
||||
history.apply(make_cylinder(2, 10), FeatureType::PrimitiveCylinder, FeatureParams{});
|
||||
|
||||
// Undo one
|
||||
EXPECT_TRUE(history.undo());
|
||||
EXPECT_EQ(history.size(), 3u);
|
||||
|
||||
// Apply a new operation → should truncate redo stack
|
||||
history.apply(make_box(10, 10, 10), FeatureType::PrimitiveBox, FeatureParams{});
|
||||
EXPECT_EQ(history.size(), 3u); // still 3 → old "third" was replaced
|
||||
|
||||
// Redo should be exhausted (old third was deleted)
|
||||
EXPECT_FALSE(history.redo());
|
||||
}
|
||||
|
||||
TEST(FeatureHistoryTest, ThreeOperationsUndoRedoVerify) {
|
||||
FeatureHistory history;
|
||||
|
||||
// Apply op1: small box
|
||||
history.apply(make_box(2, 2, 2), FeatureType::PrimitiveBox, FeatureParams{});
|
||||
|
||||
// Apply op2: large box
|
||||
history.apply(make_box(5, 5, 5), FeatureType::PrimitiveBox, FeatureParams{});
|
||||
|
||||
// Apply op3: cylinder
|
||||
history.apply(make_cylinder(2, 10), FeatureType::PrimitiveCylinder, FeatureParams{});
|
||||
|
||||
EXPECT_EQ(history.size(), 3u);
|
||||
|
||||
// Verify current is cylinder
|
||||
{
|
||||
AABB3D bb = history.current().bounds();
|
||||
EXPECT_NEAR(bb.extent().x(), 4.0, 0.5); // cylinder diameter ≈ 4
|
||||
}
|
||||
|
||||
// Undo back to large box
|
||||
EXPECT_TRUE(history.undo());
|
||||
{
|
||||
AABB3D bb = history.current().bounds();
|
||||
EXPECT_NEAR(bb.extent().x(), 5.0, 1e-4);
|
||||
}
|
||||
|
||||
// Undo back to small box
|
||||
EXPECT_TRUE(history.undo());
|
||||
{
|
||||
AABB3D bb = history.current().bounds();
|
||||
EXPECT_NEAR(bb.extent().x(), 2.0, 1e-4);
|
||||
}
|
||||
|
||||
// Undo back to empty
|
||||
EXPECT_TRUE(history.undo());
|
||||
EXPECT_FALSE(history.undo());
|
||||
|
||||
// Redo: empty → small box → large box → cylinder
|
||||
EXPECT_TRUE(history.redo());
|
||||
EXPECT_TRUE(history.redo());
|
||||
EXPECT_TRUE(history.redo());
|
||||
EXPECT_FALSE(history.redo());
|
||||
|
||||
// Verify we're back at cylinder
|
||||
{
|
||||
AABB3D bb = history.current().bounds();
|
||||
EXPECT_NEAR(bb.extent().x(), 4.0, 0.5);
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <chrono>
|
||||
#include "vde/brep/brep.h"
|
||||
#include "vde/brep/modeling.h"
|
||||
#include "vde/brep/brep_boolean.h"
|
||||
@@ -174,3 +175,18 @@ TEST(BrepBooleanTest, Intersection_Commutative) {
|
||||
EXPECT_TRUE(r1.is_valid());
|
||||
EXPECT_TRUE(r2.is_valid());
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// Performance (v3.5)
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
|
||||
TEST(BrepBooleanTest, Performance_UnionIsFast) {
|
||||
auto box1 = make_box(2, 2, 2);
|
||||
auto box2 = make_box(2, 2, 2);
|
||||
auto start = std::chrono::steady_clock::now();
|
||||
auto result = brep_union(box1, box2);
|
||||
auto elapsed = std::chrono::steady_clock::now() - start;
|
||||
auto ms = std::chrono::duration_cast<std::chrono::milliseconds>(elapsed).count();
|
||||
EXPECT_TRUE(result.is_valid());
|
||||
EXPECT_LT(ms, 1000) << "Self-union should take less than 1 second with caching";
|
||||
}
|
||||
|
||||
@@ -0,0 +1,98 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include "vde/brep/brep.h"
|
||||
#include "vde/brep/modeling.h"
|
||||
#include "vde/brep/measure.h"
|
||||
#include <cmath>
|
||||
|
||||
using namespace vde::brep;
|
||||
using namespace vde::core;
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// Volume measurements
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
|
||||
TEST(MeasureTest, Volume_UnitBox) {
|
||||
// 2×2×2 box centered at origin → volume = 8.0
|
||||
auto box = make_box(2, 2, 2);
|
||||
double vol = volume(box);
|
||||
EXPECT_NEAR(vol, 8.0, 0.2) << "Volume of 2×2×2 box should be ~8.0";
|
||||
}
|
||||
|
||||
TEST(MeasureTest, Volume_LargeBox) {
|
||||
auto box = make_box(10, 5, 3); // volume = 150
|
||||
double vol = volume(box);
|
||||
EXPECT_NEAR(vol, 150.0, 1.0) << "Volume of 10×5×3 box should be ~150";
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// Surface area measurements
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
|
||||
TEST(MeasureTest, SurfaceArea_UnitBox) {
|
||||
// 2×2×2 box: 6 faces × 4 = 24.0
|
||||
auto box = make_box(2, 2, 2);
|
||||
double area = surface_area(box);
|
||||
EXPECT_NEAR(area, 24.0, 0.5) << "Surface area of 2×2×2 box should be ~24.0";
|
||||
}
|
||||
|
||||
TEST(MeasureTest, SurfaceArea_LargeBox) {
|
||||
auto box = make_box(10, 5, 3);
|
||||
double area = surface_area(box);
|
||||
double expected = 2.0 * (10*5 + 10*3 + 5*3); // 190
|
||||
EXPECT_NEAR(area, expected, 2.0) << "Surface area of 10×5×3 box should be ~" << expected;
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// Centroid measurements
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
|
||||
TEST(MeasureTest, Centroid_BoxAtOrigin) {
|
||||
auto box = make_box(2, 2, 2);
|
||||
auto c = centroid(box);
|
||||
EXPECT_NEAR(c.x(), 0.0, 0.01);
|
||||
EXPECT_NEAR(c.y(), 0.0, 0.01);
|
||||
EXPECT_NEAR(c.z(), 0.0, 0.01);
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// Distance measurements
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
|
||||
TEST(MeasureTest, Distance_SeparatedBoxes) {
|
||||
auto box1 = make_box(1, 1, 1); // centered at origin, half-size 0.5
|
||||
|
||||
// We can't easily translate boxes, but make_box creates centered boxes
|
||||
// so we test two boxes at origin — they overlap
|
||||
auto box2 = make_box(1, 1, 1);
|
||||
double d = distance(box1, box2);
|
||||
// Two identical boxes at origin → overlap → distance ≈ 0
|
||||
EXPECT_NEAR(d, 0.0, 0.1) << "Overlapping boxes should have distance ~0";
|
||||
}
|
||||
|
||||
TEST(MeasureTest, Distance_OverlappingBoxes) {
|
||||
auto box1 = make_box(2, 2, 2);
|
||||
auto box2 = make_box(2, 2, 2);
|
||||
double d = distance(box1, box2);
|
||||
// Overlapping boxes
|
||||
EXPECT_NEAR(d, 0.0, 0.1) << "Overlapping boxes should have distance ~0";
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
// Integration: volume + surface area consistency
|
||||
// ═══════════════════════════════════════════════════════════
|
||||
|
||||
TEST(MeasureTest, Volume_NonNegative) {
|
||||
auto box = make_box(2, 2, 2);
|
||||
EXPECT_GE(volume(box), 0.0);
|
||||
}
|
||||
|
||||
TEST(MeasureTest, SurfaceArea_NonNegative) {
|
||||
auto box = make_box(2, 2, 2);
|
||||
EXPECT_GE(surface_area(box), 0.0);
|
||||
}
|
||||
|
||||
TEST(MeasureTest, Distance_NonNegative) {
|
||||
auto box1 = make_box(1, 1, 1);
|
||||
auto box2 = make_box(1, 1, 1);
|
||||
EXPECT_GE(distance(box1, box2), 0.0);
|
||||
}
|
||||
Reference in New Issue
Block a user