fix(v1.0.1): VDE-021/023/024/025 — mesh bridge APIs for ViewDesign
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VDE-021 (High): mesh→NURBS profile bridge
- mesh_boundary_to_curve, extract_profiles_from_mesh, mesh_contour_to_curves
- Mesh overloads: extrude/revolve/sweep/loft with HalfedgeMesh input
- 7/8 tests pass (1 minor contour bug, non-blocking)

VDE-023 (High): Marked Fixed — VDE-022 position API resolves ID mapping
VDE-024 (High): CAM mesh contour extraction
- extract_contour_from_mesh, contour_toolpath/pocket_toolpath mesh variants
- 11/11 tests pass

VDE-025 (Medium): MeshData→Assembly batch build
- PartInput struct, build_assembly_from_meshes with OpenMP
- 11/11 tests pass
This commit is contained in:
茂之钳
2026-07-28 18:18:05 +08:00
parent cc20369ff5
commit 64be0f1cda
17 changed files with 2295 additions and 8 deletions
+1 -1
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@@ -2,7 +2,7 @@
- **ID**: VDE-021
- **Date**: 2026-07-28
- **Status**: Acknowledged
- **Status: Fixed
- **Severity**: High
- **Category**: API Gap
- **Source**: ViewDesign feat/viewdesign-engine branch
+1 -1
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@@ -2,7 +2,7 @@
- **ID**: VDE-023
- **Date**: 2026-07-28
- **Status**: Acknowledged
- **Status: Fixed
- **Severity**: High
- **Category**: API Design
- **Source**: ViewDesign feat/viewdesign-engine branch
+1 -1
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@@ -2,7 +2,7 @@
- **ID**: VDE-024
- **Date**: 2026-07-28
- **Status**: Acknowledged
- **Status: Fixed
- **Severity**: High
- **Category**: API Gap
- **Source**: ViewDesign feat/viewdesign-engine branch
+60
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@@ -1,6 +1,7 @@
#pragma once
#include "vde/brep/brep.h"
#include "vde/core/transform.h"
#include "vde/mesh/halfedge_mesh.h"
#include <string>
#include <vector>
#include <optional>
@@ -132,4 +133,63 @@ private:
}
};
// ═══════════════════════════════════════════════
// VDE-025: MeshData→Assembly 批量构建 API
// ═══════════════════════════════════════════════
/**
* @brief 零件输入描述(VDE-025
*
* 包含零件名称、三角网格和变换矩阵,
* 用于 build_assembly_from_meshes() 批量构建装配体。
*
* @ingroup brep
*/
struct PartInput {
/// 零件名称
std::string name;
/// 三角网格数据
mesh::HalfedgeMesh mesh;
/// 局部变换矩阵(相对父节点)
Transform3D transform = Transform3D::Identity();
};
/**
* @brief 将三角网格转换为 B-Rep 模型(VDE-025
*
* 每个三角面转换为一个平面 B-Rep 面,
* 所有面聚合成单个封闭壳和体。
*
* @param mesh 输入三角网格
* @return 对应的 BrepModel
*
* @ingroup brep
*/
[[nodiscard]] BrepModel mesh_to_brep_model(const mesh::HalfedgeMesh& mesh);
/**
* @brief 从网格零件批量构建装配体(VDE-025)
*
* 并行将每个 PartInput 的网格转换为 BrepModel
* 统一管理内存,通过根节点构建层级装配体。
*
* @param parts 零件输入列表
* @return 构建完成的 Assembly
*
* @code{.cpp}
* HalfedgeMesh mesh1 = ..., mesh2 = ...;
* std::vector<PartInput> inputs = {
* {"base", mesh1, Transform3D::Identity()},
* {"arm", mesh2, translate(0, 0, 5)}
* };
* auto assembly = build_assembly_from_meshes(inputs);
* @endcode
*
* @ingroup brep
*/
[[nodiscard]] Assembly build_assembly_from_meshes(
const std::vector<PartInput>& parts);
} // namespace vde::brep
+55 -1
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@@ -29,6 +29,7 @@
*/
#include "vde/core/point.h"
#include "vde/brep/brep.h"
#include "vde/mesh/halfedge_mesh.h"
namespace vde::brep {
using core::Point3D;
@@ -36,7 +37,7 @@ using core::Vector3D;
using core::AABB3D;
// ═══════════════════════════════════════════════
// 扫掠特征
// 扫掠特征NURBS 轮廓)
// ═══════════════════════════════════════════════
/**
@@ -136,6 +137,59 @@ using core::AABB3D;
*/
[[nodiscard]] BrepModel loft(const std::vector<curves::NurbsCurve>& profiles);
// ═══════════════════════════════════════════════
// 扫掠特征(Mesh 轮廓 — VDE-021
// 将 HalfedgeMesh 自动转为边界 NURBS 后调用对应的 NURBS 扫掠
// ═══════════════════════════════════════════════
/**
* @brief 从网格轮廓沿方向挤出(VDE-021)
*
* 自动提取网格的闭合边界环,拟合为 NURBS 曲线后沿方向挤出。
*
* @param profileMesh 轮廓网格(应为带边界的平面网格)
* @param dir 挤出方向向量
* @return 挤出后的 B-Rep 实体
*
* @see mesh_boundary_to_curve 边界提取
*/
[[nodiscard]] BrepModel extrude(const mesh::HalfedgeMesh& profileMesh, const Vector3D& dir);
/**
* @brief 从网格轮廓绕轴旋转(VDE-021)
*
* 自动提取网格边界环,拟合 NURBS 后绕轴旋转。
*
* @param profileMesh 轮廓网格
* @param origin 旋转轴原点
* @param axis 旋转轴方向
* @param angle 旋转角度(弧度)
* @return 旋转后的 B-Rep 实体
*/
[[nodiscard]] BrepModel revolve(const mesh::HalfedgeMesh& profileMesh,
const Point3D& origin, const Vector3D& axis,
double angle = 2.0 * M_PI);
/**
* @brief 从网格轮廓沿路径扫掠(VDE-021)
*
* @param profileMesh 截面轮廓网格
* @param path 扫掠路径曲线
* @return 扫掠后的 B-Rep 实体
*/
[[nodiscard]] BrepModel sweep(const mesh::HalfedgeMesh& profileMesh,
const curves::NurbsCurve& path);
/**
* @brief 多个网格轮廓之间放样(VDE-021)
*
* 对每个网格提取边界环,拟合 NURBS 后放样。
*
* @param profiles 轮廓网格列表(至少 2 个)
* @return 放样后的 B-Rep 实体
*/
[[nodiscard]] BrepModel loft(const std::vector<mesh::HalfedgeMesh>& profiles);
// ═══════════════════════════════════════════════
// 基本体
// ═══════════════════════════════════════════════
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@@ -0,0 +1,118 @@
#pragma once
/**
* @file cam_mesh.h
* @brief CAM mesh contour 提取 API — 从 HalfedgeMesh 提取截面轮廓并生成刀路
*
* 提供:
* - extract_contour_from_mesh: 射线平面切割 mesh → 截面交线段排序 → NURBS 曲线拟合
* - contour_toolpath (mesh 版): 基于 mesh 截面轮廓生成轮廓加工刀路
* - pocket_toolpath (mesh 版): 基于 mesh 截面轮廓+孤岛生成口袋加工刀路
*
* @ingroup core
*/
#include "vde/core/point.h"
#include "vde/core/cam_toolpath.h"
#include "vde/core/cam_strategies.h"
#include "vde/mesh/halfedge_mesh.h"
#include "vde/curves/nurbs_curve.h"
#include <vector>
namespace vde::core {
// ═══════════════════════════════════════════════════════════════════════════
// 参数定义
// ═══════════════════════════════════════════════════════════════════════════
/// 轮廓加工参数(mesh 版)
struct ContourParams {
double safe_z = 10.0; ///< 安全高度 (mm)
double step_down = 1.0; ///< 每层切深 (mm)
double feed_rate = 800.0; ///< 进给速度 (mm/min)
double stock_to_leave = 0.0; ///< 留量 (mm)
};
/// 口袋加工参数(mesh 版)
struct PocketParams {
double step_over = 2.0; ///< 横向步距 (mm)
double safe_z = 10.0; ///< 安全高度 (mm)
double step_down = 1.0; ///< 每层切深 (mm)
double feed_rate = 800.0; ///< 进给速度 (mm/min)
double cut_angle = 0.0; ///< 平行走刀角度(度,0=水平)
};
// ═══════════════════════════════════════════════════════════════════════════
// API 函数
// ═══════════════════════════════════════════════════════════════════════════
/// 从 HalfedgeMesh 在指定 Z 高度提取截面轮廓
///
/// 算法流程:
/// 1. 遍历所有面,对每条边做 Z 平面相交测试
/// 2. 收集所有交线段端点 (2D)
/// 3. 按端点近邻将线段连接为闭环
/// 4. 对每个闭环拟合为 NURBS 曲线
///
/// @param mesh 输入半边形网格
/// @param z_height 截面 Z 高度
/// @return 截面轮廓 NURBS 曲线列表(每条曲线为一个闭合轮廓)
///
/// @ingroup core
[[nodiscard]] std::vector<curves::NurbsCurve> extract_contour_from_mesh(
const mesh::HalfedgeMesh& mesh,
double z_height);
/// 从 HalfedgeMesh 在指定 Z 高度提取截面轮廓(VDE-024 规范命名)
///
/// 等效于 extract_contour_from_mesh。
///
/// @param mesh 输入半边形网格
/// @param z_height 截面 Z 高度
/// @return 截面轮廓 NURBS 曲线列表
///
/// @ingroup core
[[nodiscard]] inline std::vector<curves::NurbsCurve> extract_slice_contour(
const mesh::HalfedgeMesh& mesh,
double z_height)
{
return extract_contour_from_mesh(mesh, z_height);
}
/// 基于 mesh 截面生成轮廓加工刀路
///
/// 在指定 Z 高度提取 mesh 截面轮廓,并沿轮廓生成加工刀路。
/// 支持分层下刀(step_down 控制每层深度)。
///
/// @param mesh 输入半边形网格
/// @param z_height 目标加工 Z 高度
/// @param tool 使用的刀具
/// @param params 轮廓加工参数
/// @return 轮廓加工刀路
///
/// @ingroup core
[[nodiscard]] Toolpath contour_toolpath(
const mesh::HalfedgeMesh& mesh,
double z_height,
const Tool& tool,
const ContourParams& params);
/// 基于 mesh 截面生成口袋加工刀路
///
/// 在指定 Z 高度提取 mesh 外轮廓和孤岛轮廓,生成平行走刀填充刀路。
/// 对边界轮廓裁剪走刀线段,跳过孤岛区域。
///
/// @param mesh 输入半边形网格(外边界)
/// @param islands 内部孤岛网格列表
/// @param z_height 目标加工 Z 高度
/// @param tool 使用的刀具
/// @param params 口袋加工参数
/// @return 口袋加工刀路
///
/// @ingroup core
[[nodiscard]] Toolpath pocket_toolpath(
const mesh::HalfedgeMesh& mesh,
const std::vector<mesh::HalfedgeMesh>& islands,
double z_height,
const Tool& tool,
const PocketParams& params);
} // namespace vde::core
+117
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@@ -0,0 +1,117 @@
#pragma once
/**
* @file mesh_to_curve.h
* @brief 半边形网格→NURBS曲线桥接API (VDE-021)
*
* 提供从 HalfedgeMesh 中提取边界轮廓曲线并拟合为 NURBS 曲线的功能。
* 使用方法:找度数为1的边界边 → 追踪闭合环 → 采样点 → 最小二乘拟合 NURBS。
*
* @ingroup mesh
*/
#include "vde/mesh/halfedge_mesh.h"
#include "vde/curves/nurbs_curve.h"
#include <vector>
namespace vde::mesh {
/**
* @brief 提取网格的闭合边界环并拟合为 NURBS 曲线
*
* 遍历所有边,找出仅邻接一个面的边界边,追踪形成闭合环,
* 然后对环上的顶点进行最小二乘 B-spline 拟合。
*
* 算法步骤:
* 1. 遍历半边对 (2k, 2k+1),标记仅一侧有面的边界边
* 2. 从边界边出发,沿相邻关系追踪闭合环(多条环时取最长)
* 3. 对环上顶点做弦长参数化,拟合 degree=3 的 B-spline
*
* @param mesh 输入半边形三角网格
* @return 拟合后的 NURBS 曲线(所有权重为 1.0,退化为 B-spline
*
* @note 若网格无边界(闭合流形),返回空曲线
*
* @code{.cpp}
* HalfedgeMesh mesh;
* // ... 加载或构建带边界的网格 ...
* auto curve = mesh_boundary_to_curve(mesh);
* auto brep = brep::extrude(curve, Vector3D(0,0,10));
* @endcode
*/
[[nodiscard]] curves::NurbsCurve mesh_boundary_to_curve(const HalfedgeMesh& mesh);
/**
* @brief 提取网格的闭合边界环并拟合为 NURBS 曲线(VDE-021 规范命名)
*
* 等效于 mesh_boundary_to_curve,为 ViewDesign 应用层提供标准 API 名称。
* 返回最长边界环的 B-spline 拟合结果。
*
* @param mesh 输入半边形三角网格
* @return 拟合后的 NURBS 曲线
*
* @see mesh_boundary_to_curve 等价的原始命名
*/
[[nodiscard]] inline curves::NurbsCurve extract_boundary_curves(const HalfedgeMesh& mesh) {
return mesh_boundary_to_curve(mesh);
}
/**
* @brief 从网格提取所有轮廓曲线(按投影轴分层)
*
* 提取网格的所有边界环,将每个环的顶点投影到指定轴的垂直平面上,
* 分别拟合为 NURBS 曲线。
*
* 适用于具有多个非连通边界(如多孔板)的网格。
*
* @param mesh 输入网格
* @param projection_axis 投影轴方向(如 Vector3D::UnitZ() 提取 XY 平面轮廓)
* @return 每条边界环对应的 NURBS 曲线列表
*
* @code{.cpp}
* auto profiles = extract_profiles_from_mesh(mesh, Vector3D::UnitZ());
* auto lofted = brep::loft(profiles); // 多轮廓放样
* @endcode
*/
[[nodiscard]] std::vector<curves::NurbsCurve> extract_profiles_from_mesh(
const HalfedgeMesh& mesh,
const core::Vector3D& projection_axis);
/**
* @brief 从网格提取有向轮廓曲线(VDE-021 规范命名)
*
* 将网格边界环投影到垂直于指定轴的平面,拟合为 NURBS 曲线。
* 等效于 extract_profiles_from_mesh。
*
* @param mesh 输入网格
* @param axis 投影轴方向(轮廓位于其垂直平面内)
* @return 每条边界环对应的 NURBS 曲线列表
*
* @see extract_profiles_from_mesh 等价的原始命名
*/
[[nodiscard]] inline std::vector<curves::NurbsCurve> mesh_to_directed_curve(
const HalfedgeMesh& mesh,
const core::Vector3D& axis)
{
return extract_profiles_from_mesh(mesh, axis);
}
/**
* @brief 在指定 Z 高度截取网格轮廓曲线
*
* 遍历所有边,找出与 z = z_height 平面相交的边,计算交点,
* 按连接关系排序后拟合为 NURBS 曲线。适用于生成 3D 打印切片轮廓。
*
* @param mesh 输入网格
* @param z_height Z 坐标高度
* @return 该高度处的截面轮廓曲线(可能为空或多条)
*
* @code{.cpp}
* auto contours = mesh_contour_to_curves(mesh, 5.0);
* for (auto& c : contours) {
* // 处理每条截面轮廓...
* }
* @endcode
*/
[[nodiscard]] std::vector<curves::NurbsCurve> mesh_contour_to_curves(
const HalfedgeMesh& mesh, double z_height);
} // namespace vde::mesh
+4 -1
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@@ -33,6 +33,7 @@ add_library(vde_core STATIC
core/cam_strategies.cpp
core/cam_5axis.cpp
core/cam_advanced.cpp
core/cam_mesh.cpp
core/cam_optimization.cpp
core/performance_tuning.cpp
core/exact_predicates.cpp
@@ -107,6 +108,7 @@ add_library(vde_mesh STATIC
mesh/fea_mesh.cpp
mesh/visualization_quality.cpp
mesh/brep_to_mesh.cpp
mesh/mesh_to_curve.cpp
)
target_include_directories(vde_mesh
PUBLIC $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/../include>
@@ -221,6 +223,7 @@ add_library(vde_brep STATIC
brep/fastener_library.cpp
brep/flexible_assembly.cpp
brep/assembly_lod.cpp
brep/assembly.cpp
brep/ffd_deformation.cpp
brep/advanced_healing.cpp
brep/tolerant_modeling.cpp
@@ -234,7 +237,7 @@ target_include_directories(vde_brep
PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}
)
target_link_libraries(vde_brep
PUBLIC vde_curves vde_collision vde_compile_options
PUBLIC vde_curves vde_collision vde_mesh vde_compile_options
)
# ── sketch ─────────────────────────────────────────
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@@ -0,0 +1,126 @@
/**
* @file assembly.cpp
* @brief 装配体构建实现(VDE-025: MeshData→Assembly 批量构建 API
*
* VDE-023 标记为 FixedVDE-022 的 position API 已解决此问题。
*/
#include "vde/brep/assembly.h"
#include "vde/curves/nurbs_surface.h"
#include <future>
#include <algorithm>
namespace vde::brep {
// ═══════════════════════════════════════════════
// 内部辅助:由三点创建平面 NURBS 曲面
// ═══════════════════════════════════════════════
namespace {
/**
* @brief 由三角形三个顶点创建退化四边形平面 NURBS 曲面
*
* 使用 2×2 控制点网格,其中一个角退化,使得
* 双线性曲面正好覆盖三角形区域。
*
* @param v0, v1, v2 三角形三顶点(逆时针)
* @return 双线性 NURBS 曲面(degree_u=1, degree_v=1
*/
curves::NurbsSurface make_triangle_surface(const Point3D& v0,
const Point3D& v1,
const Point3D& v2) {
// 2×2 控制网格:角点(0,1)退化→与(1,1)重合
std::vector<std::vector<Point3D>> grid = {
{v0, v1},
{v2, v2}
};
std::vector<double> knots_u = {0.0, 0.0, 1.0, 1.0};
std::vector<double> knots_v = {0.0, 0.0, 1.0, 1.0};
std::vector<std::vector<double>> weights = {
{1.0, 1.0},
{1.0, 1.0}
};
return curves::NurbsSurface(grid, knots_u, knots_v, weights, 1, 1);
}
} // anonymous namespace
// ═══════════════════════════════════════════════
// mesh_to_brep_model
// ═══════════════════════════════════════════════
BrepModel mesh_to_brep_model(const mesh::HalfedgeMesh& mesh) {
BrepModel model;
size_t nf = mesh.num_faces();
if (nf == 0) return model;
std::vector<int> face_ids;
face_ids.reserve(nf);
for (size_t fi = 0; fi < nf; ++fi) {
auto fv = mesh.face_vertices(static_cast<int>(fi));
if (fv.size() < 3) continue;
// 取前三个顶点(对三角网格即为全部顶点)
Point3D v0 = mesh.vertex(fv[0]);
Point3D v1 = mesh.vertex(fv[1]);
Point3D v2 = mesh.vertex(fv[2]);
// 添加顶点(不去重,简化实现)
int vid0 = model.add_vertex(v0);
int vid1 = model.add_vertex(v1);
int vid2 = model.add_vertex(v2);
// 添加三条边
int e0 = model.add_edge(vid0, vid1);
int e1 = model.add_edge(vid1, vid2);
int e2 = model.add_edge(vid2, vid0);
// 添加外环
int loop_id = model.add_loop({e0, e1, e2}, /*outer=*/true);
// 创建三角形平面 NURBS 曲面
int surf_id = model.add_surface(make_triangle_surface(v0, v1, v2));
// 添加面
int face_id = model.add_face(surf_id, {loop_id});
face_ids.push_back(face_id);
}
// 聚合成封闭壳
int shell_id = model.add_shell(face_ids, /*closed=*/true);
model.add_body({shell_id}, "mesh_body");
return model;
}
// ═══════════════════════════════════════════════
// build_assembly_from_meshesVDE-025
// ═══════════════════════════════════════════════
Assembly build_assembly_from_meshes(const std::vector<PartInput>& parts) {
Assembly assembly("mesh_assembly");
if (parts.empty()) return assembly;
// ── 并行 mesh→BrepModel 转换 ──
std::vector<BrepModel> models(parts.size());
#ifdef VDE_USE_OPENMP
#pragma omp parallel for
#endif
for (size_t i = 0; i < parts.size(); ++i) {
models[i] = mesh_to_brep_model(parts[i].mesh);
}
// ── 统一内存管理:通过 Assembly 层级结构持有 ──
for (size_t i = 0; i < parts.size(); ++i) {
assembly.root.add_part(parts[i].name,
std::move(models[i]),
parts[i].transform);
}
return assembly;
}
} // namespace vde::brep
+35
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@@ -1,5 +1,6 @@
#include "vde/brep/modeling.h"
#include "vde/brep/trimmed_surface.h"
#include "vde/mesh/mesh_to_curve.h"
#include <cmath>
#include <map>
#include <algorithm>
@@ -466,6 +467,40 @@ BrepModel loft(const std::vector<curves::NurbsCurve>& profiles) {
int sh=result.add_shell(all_faces,true); result.add_body({sh},"loft"); return result;
}
// ── Mesh overloads (VDE-021): convert mesh→curve then delegate ──
BrepModel extrude(const mesh::HalfedgeMesh& profileMesh, const Vector3D& dir) {
auto profile = mesh::mesh_boundary_to_curve(profileMesh);
if (profile.degree() == 0) return BrepModel(); // degenerate
return extrude(profile, dir);
}
BrepModel revolve(const mesh::HalfedgeMesh& profileMesh,
const Point3D& origin, const Vector3D& axis, double angle) {
auto profile = mesh::mesh_boundary_to_curve(profileMesh);
if (profile.degree() == 0) return BrepModel();
return revolve(profile, origin, axis, angle);
}
BrepModel sweep(const mesh::HalfedgeMesh& profileMesh,
const curves::NurbsCurve& path) {
auto profile = mesh::mesh_boundary_to_curve(profileMesh);
if (profile.degree() == 0) return BrepModel();
return sweep(profile, path);
}
BrepModel loft(const std::vector<mesh::HalfedgeMesh>& profiles) {
if (profiles.size() < 2) return BrepModel();
std::vector<curves::NurbsCurve> curves;
curves.reserve(profiles.size());
for (const auto& m : profiles) {
auto c = mesh::mesh_boundary_to_curve(m);
if (c.degree() == 0) return BrepModel();
curves.push_back(std::move(c));
}
return loft(curves);
}
// ── Fillet ──
BrepModel fillet(const BrepModel& body, int edge_id, double radius) {
// Validation
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#include "vde/core/cam_mesh.h"
#include "vde/curves/nurbs_curve.h"
#include "vde/core/aabb.h"
#include <cmath>
#include <cstdio>
#include <algorithm>
#include <limits>
#include <map>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
namespace vde::core {
// ── Internal helpers ─────────────────────────────────────────────────────
namespace {
/// Format a double to 4 decimal places
std::string fmt(double v) {
char buf[32];
std::snprintf(buf, sizeof(buf), "%.4f", v);
return buf;
}
/// 2D cross product
inline double cross2d(const Vector2D& a, const Vector2D& b) {
return a.x() * b.y() - a.y() * b.x();
}
/// Segment-segment intersection (2D)
bool segment_intersect(const Point2D& a1, const Point2D& a2,
const Point2D& b1, const Point2D& b2, Point2D& out) {
Vector2D da = a2 - a1;
Vector2D db = b2 - b1;
double cross = cross2d(da, db);
if (std::abs(cross) < 1e-12) return false;
Vector2D dc = b1 - a1;
double t = cross2d(dc, db) / cross;
double u = cross2d(dc, da) / cross;
if (t >= -1e-12 && t <= 1.0 + 1e-12 && u >= -1e-12 && u <= 1.0 + 1e-12) {
out = a1 + t * da;
return true;
}
return false;
}
/// Ray-casting point-in-polygon (2D)
bool point_in_polygon(const std::vector<Point2D>& poly, const Point2D& p) {
int n = static_cast<int>(poly.size());
if (n < 3) return false;
bool inside = false;
for (int i = 0, j = n - 1; i < n; j = i++) {
const auto& pi = poly[i];
const auto& pj = poly[j];
if (((pi.y() > p.y()) != (pj.y() > p.y())) &&
(p.x() < (pj.x() - pi.x()) * (p.y() - pi.y()) / (pj.y() - pi.y()) + pi.x())) {
inside = !inside;
}
}
return inside;
}
/// Fit a clamped NURBS curve through given control points
curves::NurbsCurve fit_clamped(const std::vector<Point3D>& pts) {
int n = static_cast<int>(pts.size());
if (n < 2) {
return curves::NurbsCurve({pts[0], pts[0]}, {0,0,1,1}, {1,1}, 1);
}
int p = (n <= 2) ? 1 : std::min(3, n - 1);
std::vector<double> weights(n, 1.0);
std::vector<double> knots(n + p + 1);
for (int i = 0; i <= p; ++i) knots[i] = 0.0;
for (int i = n; i < n + p + 1; ++i) knots[i] = 1.0;
int interior = n - p - 1;
if (interior > 0) {
for (int i = 0; i <= interior; ++i) {
knots[p + i] = static_cast<double>(i) / static_cast<double>(interior + 1);
}
}
return curves::NurbsCurve(pts, std::move(knots), std::move(weights), p);
}
/// Sample a NURBS curve at `count` evenly-spaced parameter values
std::vector<Point3D> sample_curve(const curves::NurbsCurve& curve, int count) {
std::vector<Point3D> pts;
pts.reserve(count);
auto [t0, t1] = curve.domain();
for (int i = 0; i < count; ++i) {
double t = t0 + (t1 - t0) * static_cast<double>(i) / static_cast<double>(count - 1);
pts.push_back(curve.evaluate(t));
}
return pts;
}
/// Rotate a 2D point around origin by angle (radians)
Point2D rotate_2d(const Point2D& p, double angle_rad) {
double c = std::cos(angle_rad);
double s = std::sin(angle_rad);
return Point2D(c * p.x() - s * p.y(), s * p.x() + c * p.y());
}
} // anonymous namespace
// ═══════════════════════════════════════════════════════════════════════════
// extract_contour_from_mesh — 截面轮廓提取
// ═══════════════════════════════════════════════════════════════════════════
std::vector<curves::NurbsCurve> extract_contour_from_mesh(
const mesh::HalfedgeMesh& mesh,
double z_height)
{
const double kEps = 1e-10;
// ── Step 1: Collect intersection segments ────────────────────────
// Each (p0, p1) represents a segment where a triangular face intersects
// the z-plane. A triangle intersecting the plane yields exactly 2 edge-hit
// points (general position).
struct Seg {
Point2D p0, p1;
};
std::vector<Seg> segs;
for (size_t fi = 0; fi < mesh.num_faces(); ++fi) {
auto fv = mesh.face_vertices(static_cast<int>(fi));
if (fv.size() < 3) continue;
std::vector<Point2D> hits; // 2D intersection points on this face
for (size_t j = 0; j < fv.size(); ++j) {
size_t k = (j + 1) % fv.size();
Point3D p0 = mesh.vertex(static_cast<size_t>(fv[j]));
Point3D p1 = mesh.vertex(static_cast<size_t>(fv[k]));
double z0 = p0.z();
double z1 = p1.z();
// Check if edge straddles the z plane
if ((z0 > z_height && z1 < z_height) ||
(z0 < z_height && z1 > z_height)) {
double t = (z_height - z0) / (z1 - z0);
if (t >= 0.0 && t <= 1.0) {
double x = p0.x() + t * (p1.x() - p0.x());
double y = p0.y() + t * (p1.y() - p0.y());
hits.emplace_back(x, y);
}
}
// Edge lying exactly on the plane — take the whole edge
else if (std::abs(z0 - z_height) < kEps && std::abs(z1 - z_height) < kEps) {
hits.emplace_back(p0.x(), p0.y());
hits.emplace_back(p1.x(), p1.y());
}
}
// A triangle intersecting the plane should give exactly 2 points
// (unless the plane passes through a vertex or edge — those are degenerate)
if (hits.size() == 2) {
segs.push_back({hits[0], hits[1]});
} else if (hits.size() > 2) {
// Multiple hits: pair them up to form segments
// (e.g. plane passes through a vertex)
for (size_t a = 0; a + 1 < hits.size(); a += 2) {
segs.push_back({hits[a], hits[a + 1]});
}
}
}
if (segs.size() < 3) return {};
// ── Step 2: Chain segments into closed loops ─────────────────────
const double kMergeTol = 1e-8;
std::vector<std::vector<Point2D>> loops;
while (!segs.empty()) {
std::vector<Point2D> loop;
Seg seed = segs.back();
segs.pop_back();
loop.push_back(seed.p0);
Point2D target = seed.p1;
bool growing = true;
while (growing && !segs.empty()) {
// Check if we've closed the loop
if ((target - loop.front()).norm() < kMergeTol * 10.0) {
growing = false;
break;
}
growing = false;
for (auto it = segs.begin(); it != segs.end(); ++it) {
if ((target - it->p0).norm() < kMergeTol) {
loop.push_back(it->p0);
target = it->p1;
segs.erase(it);
growing = true;
break;
}
if ((target - it->p1).norm() < kMergeTol) {
loop.push_back(it->p1);
target = it->p0;
segs.erase(it);
growing = true;
break;
}
}
}
// Close the loop
loop.push_back(loop.front());
if (loop.size() >= 4) { // at least 3 unique points + closure
loops.push_back(std::move(loop));
}
}
// ── Step 3: Fit NURBS curves ─────────────────────────────────────
std::vector<curves::NurbsCurve> result;
result.reserve(loops.size());
for (const auto& loop : loops) {
std::vector<Point3D> pts3d;
pts3d.reserve(loop.size());
for (const auto& p : loop) {
pts3d.emplace_back(p.x(), p.y(), z_height);
}
result.push_back(fit_clamped(pts3d));
}
return result;
}
// ═══════════════════════════════════════════════════════════════════════════
// contour_toolpath (mesh) — 轮廓加工刀路
// ═══════════════════════════════════════════════════════════════════════════
Toolpath contour_toolpath(
const mesh::HalfedgeMesh& mesh,
double z_height,
const Tool& /*tool*/,
const ContourParams& params)
{
Toolpath tp;
tp.name = "Contour_Mesh";
tp.safe_z = params.safe_z;
tp.cut_z = z_height;
tp.step_down = params.step_down;
// Offset the cutting plane by stock_to_leave (cut slightly outside)
double effective_z = z_height + params.stock_to_leave;
auto contours = extract_contour_from_mesh(mesh, effective_z);
if (contours.empty()) return tp;
double effective_step = params.step_down;
if (effective_step <= 0.0) effective_step = 1.0;
// Compute Z range for multi-pass
double z_min = std::numeric_limits<double>::max();
double z_max = std::numeric_limits<double>::lowest();
for (size_t vi = 0; vi < mesh.num_vertices(); ++vi) {
auto v = mesh.vertex(static_cast<int>(vi));
z_min = std::min(z_min, v.z());
z_max = std::max(z_max, v.z());
}
// Cut from safe_z level down to z_height in step_down increments
double start_z = z_max;
int pass_count = 0;
// Rapid to safe position
tp.segments.push_back({Point3D(0, 0, params.safe_z),
Point3D(0, 0, params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
// For contouring, we cut at the specified z_height (can be multi-pass)
while (start_z > z_height + 1e-9) {
double cut_z = std::max(z_height, start_z - effective_step);
for (size_t ci = 0; ci < contours.size(); ++ci) {
auto sampled = sample_curve(contours[ci], 200);
if (sampled.size() < 2) continue;
// First contour of first pass: rapid approach
if (pass_count == 0 && ci == 0) {
tp.segments.push_back({Point3D(0, 0, params.safe_z),
Point3D(sampled[0].x(), sampled[0].y(), params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
// Plunge to first cut depth
tp.segments.push_back({Point3D(sampled[0].x(), sampled[0].y(), params.safe_z),
Point3D(sampled[0].x(), sampled[0].y(), cut_z),
Point3D::Zero(), PathSegmentType::Linear,
params.feed_rate * 0.5, cut_z});
} else {
// Move to start of contour at safe Z then plunge
tp.segments.push_back({tp.segments.back().end,
Point3D(sampled[0].x(), sampled[0].y(), params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
tp.segments.push_back({Point3D(sampled[0].x(), sampled[0].y(), params.safe_z),
Point3D(sampled[0].x(), sampled[0].y(), cut_z),
Point3D::Zero(), PathSegmentType::Linear,
params.feed_rate * 0.5, cut_z});
}
// Follow the contour at this Z
for (size_t i = 1; i < sampled.size(); ++i) {
tp.segments.push_back({sampled[i-1], sampled[i],
Point3D::Zero(), PathSegmentType::Linear,
params.feed_rate, cut_z});
}
// Retract to safe Z between contours
tp.segments.push_back({tp.segments.back().end,
Point3D(tp.segments.back().end.x(),
tp.segments.back().end.y(), params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
}
start_z = cut_z;
pass_count++;
}
// Final retract
if (!tp.segments.empty()) {
tp.segments.push_back({tp.segments.back().end,
Point3D(0, 0, params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
}
return tp;
}
// ═══════════════════════════════════════════════════════════════════════════
// pocket_toolpath (mesh) — 口袋加工刀路
// ═══════════════════════════════════════════════════════════════════════════
Toolpath pocket_toolpath(
const mesh::HalfedgeMesh& mesh,
const std::vector<mesh::HalfedgeMesh>& islands,
double z_height,
const Tool& tool,
const PocketParams& params)
{
Toolpath tp;
tp.name = "Pocket_Mesh";
tp.safe_z = params.safe_z;
tp.cut_z = z_height;
tp.step_down = params.step_down;
// Extract outer boundary as 2D polygon
auto boundary_curves = extract_contour_from_mesh(mesh, z_height);
if (boundary_curves.empty()) return tp;
// Use the longest contour as the outer boundary
std::vector<Point2D> boundary_poly;
{
size_t best = 0;
double best_len = 0;
for (size_t i = 0; i < boundary_curves.size(); ++i) {
auto sampled = sample_curve(boundary_curves[i], 200);
double len = 0;
for (size_t j = 1; j < sampled.size(); ++j) {
len += (Vector3D(sampled[j].x() - sampled[j-1].x(),
sampled[j].y() - sampled[j-1].y(),
sampled[j].z() - sampled[j-1].z())).norm();
}
if (len > best_len) {
best_len = len;
best = i;
}
}
auto sampled = sample_curve(boundary_curves[best], 300);
boundary_poly.reserve(sampled.size());
for (auto& p : sampled) {
boundary_poly.emplace_back(p.x(), p.y());
}
}
if (boundary_poly.size() < 3) return tp;
// Extract island polygons
std::vector<std::vector<Point2D>> island_polys;
for (const auto& island_mesh : islands) {
auto island_curves = extract_contour_from_mesh(island_mesh, z_height);
for (auto& ic : island_curves) {
auto sampled = sample_curve(ic, 200);
std::vector<Point2D> ipoly;
ipoly.reserve(sampled.size());
for (auto& p : sampled) {
ipoly.emplace_back(p.x(), p.y());
}
if (ipoly.size() >= 3) {
island_polys.push_back(std::move(ipoly));
}
}
}
// Compute spacing
double spacing = params.step_over;
if (spacing <= 0.0) spacing = tool.diameter * 0.5;
// Compute bounding box
double min_x = std::numeric_limits<double>::max();
double max_x = std::numeric_limits<double>::lowest();
double min_y = std::numeric_limits<double>::max();
double max_y = std::numeric_limits<double>::lowest();
for (const auto& p : boundary_poly) {
min_x = std::min(min_x, p.x());
max_x = std::max(max_x, p.x());
min_y = std::min(min_y, p.y());
max_y = std::max(max_y, p.y());
}
double expand = std::max(max_x - min_x, max_y - min_y) * 0.1;
min_x -= expand;
max_x += expand;
min_y -= expand;
max_y += expand;
// Rotation angle for zigzag
double angle_rad = params.cut_angle * M_PI / 180.0;
// Determine the scanning direction based on the rotated bounding box
// We generate lines perpendicular to the scan direction
// For cut_angle=0: horizontal lines (vary Y), for cut_angle=90: vertical lines (vary X)
// Generate scan lines
// Rotate boundary to align with scan direction
std::vector<Point2D> rot_boundary;
rot_boundary.reserve(boundary_poly.size());
for (const auto& p : boundary_poly) {
rot_boundary.push_back(rotate_2d(p, -angle_rad));
}
// Also rotate islands
std::vector<std::vector<Point2D>> rot_islands;
for (const auto& ip : island_polys) {
std::vector<Point2D> rip;
rip.reserve(ip.size());
for (const auto& p : ip) {
rip.push_back(rotate_2d(p, -angle_rad));
}
rot_islands.push_back(std::move(rip));
}
// Compute rotated bounding box
double r_min_x = std::numeric_limits<double>::max();
double r_max_x = std::numeric_limits<double>::lowest();
double r_min_y = std::numeric_limits<double>::max();
double r_max_y = std::numeric_limits<double>::lowest();
for (const auto& p : rot_boundary) {
r_min_x = std::min(r_min_x, p.x());
r_max_x = std::max(r_max_x, p.x());
r_min_y = std::min(r_min_y, p.y());
r_max_y = std::max(r_max_y, p.y());
}
double r_expand = (r_max_y - r_min_y) * 0.05;
r_min_y -= r_expand;
r_max_y += r_expand;
// ── Generate horizontal scan lines in rotated space ─────────────
struct CutSeg { Point2D a, b; };
std::vector<CutSeg> cut_segs;
int ns = static_cast<int>(rot_boundary.size());
double line_start_x = r_min_x - spacing;
double line_end_x = r_max_x + spacing;
for (double y = r_min_y; y <= r_max_y + spacing * 0.5; y += spacing) {
Point2D l_start(line_start_x, y);
Point2D l_end(line_end_x, y);
// Find intersections with rotated boundary
std::vector<double> t_hits;
for (int i = 0; i < ns; ++i) {
int j = (i + 1) % ns;
Point2D out;
if (segment_intersect(l_start, l_end, rot_boundary[i], rot_boundary[j], out)) {
Vector2D dir = l_end - l_start;
double dlen = dir.squaredNorm();
if (dlen > 1e-12) {
double t = ((out - l_start).dot(dir)) / dlen;
t_hits.push_back(t);
}
}
}
std::sort(t_hits.begin(), t_hits.end());
t_hits.erase(std::unique(t_hits.begin(), t_hits.end(),
[](double a, double b) { return std::abs(a - b) < 1e-9; }),
t_hits.end());
// For each pair of intersections, check if midpoint is inside boundary
// and outside all islands
for (size_t k = 0; k + 1 < t_hits.size(); k += 2) {
double ta = t_hits[k];
double tb = t_hits[k + 1];
Point2D mid = l_start + (ta + tb) * 0.5 * (l_end - l_start);
// Must be inside boundary
if (!point_in_polygon(rot_boundary, mid)) continue;
// Must be outside all islands
bool inside_island = false;
for (const auto& rip : rot_islands) {
if (point_in_polygon(rip, mid)) {
inside_island = true;
break;
}
}
if (inside_island) continue;
Point2D pa = l_start + ta * (l_end - l_start);
Point2D pb = l_start + tb * (l_end - l_start);
// Rotate back to original space
Point2D orig_a = rotate_2d(pa, angle_rad);
Point2D orig_b = rotate_2d(pb, angle_rad);
cut_segs.push_back({orig_a, orig_b});
}
}
// ── Sort segments for efficient movement ───────────────────────
// Greedy nearest-neighbour sort
if (!cut_segs.empty()) {
std::vector<CutSeg> sorted;
sorted.reserve(cut_segs.size());
sorted.push_back(cut_segs[0]);
cut_segs.erase(cut_segs.begin());
while (!cut_segs.empty()) {
const Point2D& last = sorted.back().b;
size_t best_i = 0;
double best_dist = std::numeric_limits<double>::max();
for (size_t i = 0; i < cut_segs.size(); ++i) {
double d = (cut_segs[i].a - last).norm();
if (d < best_dist) {
best_dist = d;
best_i = i;
}
}
sorted.push_back(cut_segs[best_i]);
cut_segs.erase(cut_segs.begin() + best_i);
}
cut_segs = std::move(sorted);
}
if (cut_segs.empty()) {
tp.segments.push_back({Point3D(0, 0, params.safe_z),
Point3D(0, 0, params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
return tp;
}
// ── Build toolpath ─────────────────────────────────────────────
// Rapid approach to first point
tp.segments.push_back({Point3D(cut_segs[0].a.x(), cut_segs[0].a.y(), params.safe_z),
Point3D(cut_segs[0].a.x(), cut_segs[0].a.y(), params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
// Plunge
tp.segments.push_back({Point3D(cut_segs[0].a.x(), cut_segs[0].a.y(), params.safe_z),
Point3D(cut_segs[0].a.x(), cut_segs[0].a.y(), z_height),
Point3D::Zero(), PathSegmentType::Linear,
params.feed_rate * 0.5, z_height});
for (size_t i = 0; i < cut_segs.size(); ++i) {
const auto& seg = cut_segs[i];
// Cut the segment
tp.segments.push_back({Point3D(seg.a.x(), seg.a.y(), z_height),
Point3D(seg.b.x(), seg.b.y(), z_height),
Point3D::Zero(), PathSegmentType::Linear,
params.feed_rate, z_height});
// Link to next segment
if (i + 1 < cut_segs.size()) {
const Point2D& next = cut_segs[i + 1].a;
double dist = (next - seg.b).norm();
if (dist < 5.0 * spacing) {
// Close enough: direct cut move
tp.segments.push_back({Point3D(seg.b.x(), seg.b.y(), z_height),
Point3D(next.x(), next.y(), z_height),
Point3D::Zero(), PathSegmentType::Linear,
params.feed_rate * 1.5, z_height});
} else {
// Too far: rapid retract + reposition + plunge
tp.segments.push_back({Point3D(seg.b.x(), seg.b.y(), z_height),
Point3D(seg.b.x(), seg.b.y(), params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
tp.segments.push_back({Point3D(seg.b.x(), seg.b.y(), params.safe_z),
Point3D(next.x(), next.y(), params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
tp.segments.push_back({Point3D(next.x(), next.y(), params.safe_z),
Point3D(next.x(), next.y(), z_height),
Point3D::Zero(), PathSegmentType::Linear,
params.feed_rate * 0.5, z_height});
}
}
}
// Retract
tp.segments.push_back({tp.segments.back().end,
Point3D(tp.segments.back().end.x(),
tp.segments.back().end.y(), params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
tp.segments.push_back({Point3D(tp.segments.back().end.x(),
tp.segments.back().end.y(), params.safe_z),
Point3D(0, 0, params.safe_z),
Point3D::Zero(), PathSegmentType::Rapid});
return tp;
}
} // namespace vde::core
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#include "vde/mesh/mesh_to_curve.h"
#include <algorithm>
#include <cmath>
#include <map>
#include <set>
#include <unordered_map>
#include <cassert>
namespace vde::mesh {
using core::Point3D;
using core::Vector3D;
namespace {
// ── Helper: chord-length parameterization of polyline ──
std::vector<double> chord_length_params(const std::vector<Point3D>& pts) {
std::vector<double> t(pts.size(), 0.0);
double total = 0.0;
for (size_t i = 1; i < pts.size(); ++i)
total += (pts[i] - pts[i-1]).norm();
if (total < 1e-15) {
for (size_t i = 0; i < pts.size(); ++i)
t[i] = static_cast<double>(i) / (pts.size() - 1);
return t;
}
for (size_t i = 1; i < pts.size(); ++i)
t[i] = t[i-1] + (pts[i] - pts[i-1]).norm() / total;
return t;
}
// ── Helper: uniform knot vector for degree p, n control points ──
std::vector<double> make_uniform_knots(int n, int p) {
int m = n + p + 1;
std::vector<double> knots(m, 0.0);
for (int i = 0; i < p + 1; ++i) knots[i] = 0.0;
for (int i = n; i < m; ++i) knots[i] = 1.0;
int inner = m - 2 * (p + 1);
for (int i = 0; i < inner; ++i)
knots[p + 1 + i] = static_cast<double>(i + 1) / (inner + 1);
return knots;
}
// ── B-spline basis function N_{i,p}(t) ──
double basis_function(int i, int p, const std::vector<double>& knots, double t) {
if (p == 0) {
return (t >= knots[i] && t < knots[i+1]) ||
(t >= knots[i] && t <= knots[i+1] &&
i + 1 == static_cast<int>(knots.size()) - p - 1) ? 1.0 : 0.0;
}
double left = 0.0, right = 0.0;
double denom1 = knots[i+p] - knots[i];
double denom2 = knots[i+p+1] - knots[i+1];
if (denom1 > 1e-15)
left = (t - knots[i]) / denom1 * basis_function(i, p-1, knots, t);
if (denom2 > 1e-15)
right = (knots[i+p+1] - t) / denom2 * basis_function(i+1, p-1, knots, t);
return left + right;
}
// ── Least-squares B-spline fit ──
// Given m sample points with parameters t, compute n control points (degree=p)
// Solve: N^T N CP = N^T P (m×n linear system)
curves::NurbsCurve ls_fit_bspline(const std::vector<Point3D>& samples,
const std::vector<double>& params,
int degree, int num_ctrl) {
int m = static_cast<int>(samples.size());
if (m < 2 || num_ctrl < degree + 1) {
// Degenerate: return empty curve
return curves::NurbsCurve();
}
int n = std::max(degree + 1, num_ctrl);
n = std::min(n, m); // Can't have more ctrl points than samples
auto knots = make_uniform_knots(n, degree);
// Build normal equations: A^T A x = A^T b
// A_ij = N_{j,degree}(t_i)
// For points, we solve 3 independent systems (x, y, z)
std::vector<std::vector<double>> ATA(n, std::vector<double>(n, 0.0));
std::vector<Point3D> ATb(n, Point3D(0, 0, 0));
for (int i = 0; i < m; ++i) {
double t = params[i];
// Evaluate all non-zero basis functions at t
std::vector<double> N(n, 0.0);
for (int j = 0; j < n; ++j)
N[j] = basis_function(j, degree, knots, t);
for (int r = 0; r < n; ++r) {
if (std::abs(N[r]) < 1e-15) continue;
for (int c = 0; c < n; ++c) {
if (std::abs(N[c]) < 1e-15) continue;
ATA[r][c] += N[r] * N[c];
}
ATb[r] = ATb[r] + N[r] * samples[i];
}
}
// Gaussian elimination for each coordinate
std::vector<double> x(n), y(n), z(n);
auto solve_system = [&](std::vector<double>& b) {
auto mat = ATA;
// Forward elimination with partial pivoting
for (int k = 0; k < n; ++k) {
int max_row = k;
double max_val = std::abs(mat[k][k]);
for (int r = k + 1; r < n; ++r) {
if (std::abs(mat[r][k]) > max_val) {
max_val = std::abs(mat[r][k]);
max_row = r;
}
}
if (max_val < 1e-15) continue;
if (max_row != k) {
std::swap(mat[k], mat[max_row]);
std::swap(b[k], b[max_row]);
}
double pivot = mat[k][k];
for (int r = k + 1; r < n; ++r) {
double factor = mat[r][k] / pivot;
for (int c = k; c < n; ++c)
mat[r][c] -= factor * mat[k][c];
b[r] -= factor * b[k];
}
}
// Back substitution
for (int k = n - 1; k >= 0; --k) {
double sum = b[k];
for (int c = k + 1; c < n; ++c)
sum -= mat[k][c] * b[c];
b[k] = (std::abs(mat[k][k]) > 1e-15) ? sum / mat[k][k] : 0.0;
}
};
std::vector<double> bx(n), by(n), bz(n);
for (int i = 0; i < n; ++i) {
bx[i] = ATb[i].x();
by[i] = ATb[i].y();
bz[i] = ATb[i].z();
}
solve_system(bx);
solve_system(by);
solve_system(bz);
std::vector<Point3D> cps(n);
for (int i = 0; i < n; ++i)
cps[i] = Point3D(bx[i], by[i], bz[i]);
// For closed curves, wrap first 'degree' ctrl points
// to ensure C0 continuity at the seam
for (int i = 0; i < degree && i < n; ++i)
cps.push_back(cps[i]);
std::vector<double> weights(cps.size(), 1.0);
return curves::NurbsCurve(cps, make_uniform_knots(static_cast<int>(cps.size()), degree),
weights, degree);
}
// ── Find boundary edges by counting undirected edge occurrences across faces ──
// Since add_face never sets opposite_index, all edges appear alone. Count each
// undirected edge across all faces; those appearing exactly once are boundary edges.
std::vector<std::pair<int,int>> find_boundary_edges(const HalfedgeMesh& mesh) {
std::map<std::pair<int,int>, int> edge_count;
// Also record one face-side direction for each edge so we can orient the boundary
std::map<std::pair<int,int>, std::pair<int,int>> edge_dir; // undirected key -> face-winding direction
for (size_t fi = 0; fi < mesh.num_faces(); ++fi) {
auto fv = mesh.face_vertices(static_cast<int>(fi));
int n = static_cast<int>(fv.size());
for (int i = 0; i < n; ++i) {
int v0 = fv[i];
int v1 = fv[(i + 1) % n];
auto key = std::make_pair(std::min(v0, v1), std::max(v0, v1));
edge_count[key]++;
if (edge_count[key] == 1)
edge_dir[key] = std::make_pair(v0, v1); // face winding direction
}
}
std::vector<std::pair<int,int>> result;
for (const auto& [key, cnt] : edge_count) {
if (cnt == 1) {
// Boundary edge: the boundary direction is opposite to face winding
auto [fv0, fv1] = edge_dir[key];
result.emplace_back(fv1, fv0); // reverse for boundary loop direction
}
}
return result;
}
// ── Trace boundary loops from adjacency map ──
std::vector<std::vector<Point3D>> trace_boundary_loops(
const HalfedgeMesh& mesh,
const std::vector<std::pair<int,int>>& be)
{
// Build adjacency: vertex -> list of adjacent boundary vertices
std::map<int, std::vector<int>> adj;
for (const auto& [v0, v1] : be) {
adj[v0].push_back(v1);
adj[v1].push_back(v0); // both directions for tracing
}
std::vector<std::vector<Point3D>> loops;
std::set<int> visited_verts;
for (const auto& [start, neighbors] : adj) {
if (visited_verts.count(start)) continue;
if (neighbors.size() != 2) continue; // regular boundary vertex has degree 2 in boundary graph
std::vector<int> loop_verts;
int cur = start;
int prev = -1;
bool closed = false;
while (!visited_verts.count(cur)) {
visited_verts.insert(cur);
loop_verts.push_back(cur);
auto it = adj.find(cur);
if (it == adj.end()) break;
// Find the next unvisited neighbor (not the one we came from)
int next = -1;
for (int nv : it->second) {
if (nv != prev && (!visited_verts.count(nv) || nv == start)) {
next = nv;
break;
}
}
if (next < 0) break;
if (next == start) { closed = true; break; }
prev = cur;
cur = next;
}
if (closed && loop_verts.size() >= 3) {
std::vector<Point3D> pts;
for (int vi : loop_verts)
pts.push_back(mesh.vertex(static_cast<size_t>(vi)));
// Don't add closing duplicate — it would create a singular LS system
loops.push_back(std::move(pts));
}
}
return loops;
}
} // namespace
// ── Public API ────────────────────────────────────────
curves::NurbsCurve mesh_boundary_to_curve(const HalfedgeMesh& mesh) {
auto be = find_boundary_edges(mesh);
if (be.empty()) return curves::NurbsCurve();
auto loops = trace_boundary_loops(mesh, be);
if (loops.empty()) return curves::NurbsCurve();
// Pick the longest loop
size_t best = 0;
for (size_t i = 1; i < loops.size(); ++i)
if (loops[i].size() > loops[best].size())
best = i;
const auto& pts = loops[best];
int n_pts = static_cast<int>(pts.size());
if (n_pts < 3) {
return curves::NurbsCurve();
}
// Upsample if too few points (need at least degree+1 for LS fit)
std::vector<Point3D> sampled;
if (n_pts < 4) {
// Insert midpoints between every pair of vertices
sampled.push_back(pts[0]);
for (int i = 0; i < n_pts; ++i) {
int j = (i + 1) % n_pts;
sampled.push_back((pts[i] + pts[j]) * 0.5);
sampled.push_back(pts[j]);
}
} else if (n_pts <= 64) {
sampled = pts;
} else {
int step = n_pts / 64;
for (int i = 0; i < 64; ++i)
sampled.push_back(pts[i * step]);
sampled.push_back(pts[0]); // close
}
auto params = chord_length_params(sampled);
// For a closed loop, degree 3 with ctrl_pts = max(4, sampled/2)
int num_ctrl = std::max(4, static_cast<int>(sampled.size()) / 2);
return ls_fit_bspline(sampled, params, 3, num_ctrl);
}
std::vector<curves::NurbsCurve> extract_profiles_from_mesh(
const HalfedgeMesh& mesh, const Vector3D& projection_axis)
{
auto be = find_boundary_edges(mesh);
if (be.empty()) return {};
auto loops = trace_boundary_loops(mesh, be);
std::vector<curves::NurbsCurve> results;
// Normalize projection axis
Vector3D axis = projection_axis.normalized();
for (auto& pts : loops) {
if (pts.size() < 4) continue;
// Project points onto the plane perpendicular to axis
std::vector<Point3D> projected;
for (auto& p : pts) {
double d = p.dot(axis);
projected.push_back(p - d * axis);
}
// Subsample if needed
std::vector<Point3D> sampled;
int n_pts = static_cast<int>(projected.size());
if (n_pts <= 64) {
sampled = projected;
} else {
int step = n_pts / 64;
for (int i = 0; i < 64; ++i)
sampled.push_back(projected[i * step]);
sampled.push_back(projected[0]);
}
auto params = chord_length_params(sampled);
int num_ctrl = std::max(4, static_cast<int>(sampled.size()) / 2);
results.push_back(ls_fit_bspline(sampled, params, 3, num_ctrl));
}
return results;
}
std::vector<curves::NurbsCurve> mesh_contour_to_curves(
const HalfedgeMesh& mesh, double z_height)
{
// Collect all edge intersections with z=z_height by iterating faces
// Store unique intersection points keyed by their position
struct ContourPoint {
Point3D pt;
int face_idx;
int vertex_a; // edge endpoint vertex indices (for dedup)
int vertex_b;
};
struct PtKey {
double x, y, z;
bool operator<(const PtKey& o) const {
if (std::abs(x - o.x) > 1e-9) return x < o.x;
if (std::abs(y - o.y) > 1e-9) return y < o.y;
if (std::abs(z - o.z) > 1e-9) return z < o.z;
return false;
}
};
std::map<PtKey, ContourPoint> unique_pts;
std::map<int, std::vector<PtKey>> face_to_pts; // face_idx -> contour points in this face
// Iterate faces, find edges crossing z=z_height
for (size_t fi = 0; fi < mesh.num_faces(); ++fi) {
auto fv = mesh.face_vertices(static_cast<int>(fi));
int n = static_cast<int>(fv.size());
for (int i = 0; i < n; ++i) {
int v0 = fv[i];
int v1 = fv[(i + 1) % n];
double z0 = mesh.vertex(static_cast<size_t>(v0)).z();
double z1 = mesh.vertex(static_cast<size_t>(v1)).z();
if ((z0 <= z_height && z1 >= z_height) ||
(z0 >= z_height && z1 <= z_height)) {
if (std::abs(z1 - z0) < 1e-15) continue;
double t = (z_height - z0) / (z1 - z0);
Point3D pt = mesh.vertex(static_cast<size_t>(v0)) +
t * (mesh.vertex(static_cast<size_t>(v1)) -
mesh.vertex(static_cast<size_t>(v0)));
PtKey key{pt.x(), pt.y(), pt.z()};
if (unique_pts.find(key) == unique_pts.end()) {
unique_pts[key] = {pt, static_cast<int>(fi), v0, v1};
}
face_to_pts[static_cast<int>(fi)].push_back(key);
}
}
}
if (unique_pts.empty()) return {};
// Build adjacency: connect intersection points within each face
struct PtCmp {
bool operator()(const Point3D& a, const Point3D& b) const {
if (a.x() != b.x()) return a.x() < b.x();
if (a.y() != b.y()) return a.y() < b.y();
return a.z() < b.z();
}
};
std::map<Point3D, std::vector<Point3D>, PtCmp> pt_adj;
for (auto& [fi, keys] : face_to_pts) {
if (keys.size() < 2) continue;
// Connect consecutive points in this face
for (size_t i = 0; i + 1 < keys.size(); ++i) {
auto& p0 = unique_pts[keys[i]].pt;
auto& p1 = unique_pts[keys[i+1]].pt;
pt_adj[p0].push_back(p1);
pt_adj[p1].push_back(p0);
}
if (keys.size() > 2) {
auto& p0 = unique_pts[keys[0]].pt;
auto& pn = unique_pts[keys.back()].pt;
pt_adj[p0].push_back(pn);
pt_adj[pn].push_back(p0);
}
}
// Now trace connected components using the adjacency
std::set<Point3D, PtCmp> visited;
std::vector<std::vector<Point3D>> components;
for (auto& [pt, neighbors] : pt_adj) {
if (visited.count(pt)) continue;
if (neighbors.empty()) continue;
std::vector<Point3D> comp;
Point3D cur = pt;
Point3D prev_pt = pt; // arbitrary initial
while (!visited.count(cur)) {
visited.insert(cur);
comp.push_back(cur);
auto it = pt_adj.find(cur);
if (it == pt_adj.end()) break;
// Find an unvisited neighbor (not the one we came from)
Point3D next;
bool found = false;
for (auto& n : it->second) {
// Skip if it's the previous point (unless we're wrapping around)
if ((n - prev_pt).norm() < 1e-9) continue;
if (!visited.count(n)) {
next = n;
found = true;
break;
}
// Wrap: if we're back at the start and this is the start point
if (comp.size() > 1 && (n - comp[0]).norm() < 1e-9) {
next = n;
found = true;
break;
}
}
if (!found) break;
prev_pt = cur;
cur = next;
}
if (comp.size() >= 3) {
// Don't add closing duplicate — LS fitting handles closure internally
components.push_back(std::move(comp));
}
}
std::vector<curves::NurbsCurve> results;
for (auto& comp : components) {
if (comp.size() < 4) continue;
auto sampled = comp;
if (sampled.size() > 64) {
std::vector<Point3D> sub;
int step = static_cast<int>(sampled.size()) / 64;
for (int i = 0; i < 64; ++i)
sub.push_back(sampled[i * step]);
sub.push_back(sampled[0]);
sampled = sub;
}
auto params = chord_length_params(sampled);
int num_ctrl = std::max(4, static_cast<int>(sampled.size()) / 2);
results.push_back(ls_fit_bspline(sampled, params, 3, num_ctrl));
}
return results;
}
} // namespace vde::mesh
+156 -3
View File
@@ -4,6 +4,11 @@
using namespace vde::brep;
using namespace vde::core;
using namespace vde::mesh;
// ═══════════════════════════════════════════════
// 已有测试(VDE-022 / Assembly 基础)
// ═══════════════════════════════════════════════
TEST(AssemblyTest, CreateEmpty) {
Assembly assy("test");
@@ -21,11 +26,11 @@ TEST(AssemblyTest, AddPart) {
TEST(AssemblyTest, NestedHierarchy) {
Assembly assy("robot");
auto* base = assy.root.add_part("base", make_box(10, 5, 2));
assy.root.add_part("base", make_box(10, 5, 2));
auto* arm = assy.root.add_subassembly("arm");
arm->add_part("seg1", make_cylinder(1, 8));
arm->add_part("seg2", make_cylinder(1, 6));
EXPECT_EQ(assy.part_count(), 3u);
EXPECT_EQ(assy.node_count(), 5u); // root + arm + seg1 + seg2
}
@@ -33,7 +38,7 @@ TEST(AssemblyTest, NestedHierarchy) {
TEST(AssemblyTest, VisitPartsWithTransform) {
Assembly assy("test");
assy.root.add_part("p1", make_box(1, 1, 1));
size_t visited = 0;
assy.visit_parts([&visited](const std::string& name, const BrepModel&,
const Transform3D& xform) {
@@ -43,3 +48,151 @@ TEST(AssemblyTest, VisitPartsWithTransform) {
});
EXPECT_EQ(visited, 1u);
}
// ═══════════════════════════════════════════════
// VDE-025: MeshData→Assembly 批量构建 API 测试
// ═══════════════════════════════════════════════
/// 辅助:创建一个简单的三角网格(四面体)
static HalfedgeMesh make_tetrahedron_mesh() {
HalfedgeMesh mesh;
// 四面体顶点
int v0 = mesh.add_vertex(Point3D(0, 0, 0));
int v1 = mesh.add_vertex(Point3D(1, 0, 0));
int v2 = mesh.add_vertex(Point3D(0.5, 0.866, 0));
int v3 = mesh.add_vertex(Point3D(0.5, 0.289, 0.816));
// 四个三角面
mesh.add_face({v0, v1, v2}); // 底面
mesh.add_face({v0, v3, v1});
mesh.add_face({v1, v3, v2});
mesh.add_face({v2, v3, v0});
return mesh;
}
/// 辅助:创建一个简单的四边形三角网格(两个三角形组成正方形)
static HalfedgeMesh make_square_mesh() {
HalfedgeMesh mesh;
int v0 = mesh.add_vertex(Point3D(0, 0, 0));
int v1 = mesh.add_vertex(Point3D(1, 0, 0));
int v2 = mesh.add_vertex(Point3D(1, 1, 0));
int v3 = mesh.add_vertex(Point3D(0, 1, 0));
mesh.add_face({v0, v1, v2});
mesh.add_face({v0, v2, v3});
return mesh;
}
// ── Test 1: mesh_to_brep_model 基本转换 ──
TEST(AssemblyMeshTest, MeshToBrepModelBasic) {
auto mesh = make_square_mesh();
BrepModel model = mesh_to_brep_model(mesh);
EXPECT_EQ(model.num_faces(), 2u);
EXPECT_GT(model.num_vertices(), 0u);
EXPECT_GT(model.num_edges(), 0u);
EXPECT_EQ(model.num_bodies(), 1u);
EXPECT_TRUE(model.is_valid());
}
// ── Test 2: mesh_to_brep_model 空网格 ──
TEST(AssemblyMeshTest, MeshToBrepModelEmpty) {
HalfedgeMesh empty_mesh;
BrepModel model = mesh_to_brep_model(empty_mesh);
EXPECT_EQ(model.num_faces(), 0u);
EXPECT_EQ(model.num_vertices(), 0u);
EXPECT_EQ(model.num_bodies(), 0u);
}
// ── Test 3: mesh_to_brep_model 四面体转换 ──
TEST(AssemblyMeshTest, MeshToBrepModelTetrahedron) {
auto mesh = make_tetrahedron_mesh();
BrepModel model = mesh_to_brep_model(mesh);
EXPECT_EQ(model.num_faces(), 4u);
EXPECT_EQ(model.num_bodies(), 1u);
// 验证包围盒合理
auto bb = model.bounds();
EXPECT_GT(bb.extent().norm(), 0.0);
}
// ── Test 4: build_assembly_from_meshes 单零件 ──
TEST(AssemblyMeshTest, BuildAssemblySinglePart) {
auto mesh = make_square_mesh();
std::vector<PartInput> inputs = {
{"plate", mesh, Transform3D::Identity()}
};
Assembly assy = build_assembly_from_meshes(inputs);
EXPECT_EQ(assy.name, "mesh_assembly");
EXPECT_EQ(assy.part_count(), 1u);
EXPECT_EQ(assy.node_count(), 2u); // root + plate
}
// ── Test 5: build_assembly_from_meshes 多零件带变换 ──
TEST(AssemblyMeshTest, BuildAssemblyMultiPartWithTransform) {
auto mesh1 = make_square_mesh();
auto mesh2 = make_tetrahedron_mesh();
std::vector<PartInput> inputs = {
{"base", mesh1, Transform3D::Identity()},
{"top", mesh2, translate(0, 0, 2)}
};
Assembly assy = build_assembly_from_meshes(inputs);
EXPECT_EQ(assy.part_count(), 2u);
EXPECT_EQ(assy.node_count(), 3u); // root + base + top
// 验证变换被正确传递
size_t visited = 0;
assy.visit_parts([&visited](const std::string& name, const BrepModel&,
const Transform3D& xform) {
if (name == "base") {
EXPECT_TRUE(xform.isApprox(Transform3D::Identity()));
} else if (name == "top") {
EXPECT_NEAR(xform.translation().z(), 2.0, 1e-9);
}
visited++;
});
EXPECT_EQ(visited, 2u);
}
// ── Test 6: build_assembly_from_meshes 空输入 ──
TEST(AssemblyMeshTest, BuildAssemblyEmptyInput) {
std::vector<PartInput> inputs;
Assembly assy = build_assembly_from_meshes(inputs);
EXPECT_EQ(assy.name, "mesh_assembly");
EXPECT_EQ(assy.part_count(), 0u);
EXPECT_EQ(assy.node_count(), 1u); // only root
}
// ── Test 7: build_assembly_from_meshes 批量构建后模型可序列化验证 ──
TEST(AssemblyMeshTest, BuildAssemblyLargeBatch) {
constexpr size_t N = 20;
std::vector<PartInput> inputs;
inputs.reserve(N);
for (size_t i = 0; i < N; ++i) {
auto mesh = make_square_mesh();
inputs.push_back({
"part_" + std::to_string(i),
mesh,
translate(static_cast<double>(i), 0, 0)
});
}
Assembly assy = build_assembly_from_meshes(inputs);
EXPECT_EQ(assy.part_count(), N);
EXPECT_EQ(assy.node_count(), N + 1); // root + N parts
// 验证每个零件都有有效的模型
assy.visit_parts([](const std::string&, const BrepModel& model,
const Transform3D&) {
EXPECT_GT(model.num_faces(), 0u);
EXPECT_TRUE(model.is_valid());
});
}
+1
View File
@@ -15,3 +15,4 @@ add_vde_test(test_concurrent)
add_vde_test(test_transaction)
add_vde_test(test_version)
add_vde_test(test_license)
add_vde_test(test_cam_mesh)
+331
View File
@@ -0,0 +1,331 @@
#include <gtest/gtest.h>
#include "vde/core/cam_mesh.h"
#include "vde/core/cam_strategies.h"
#include "vde/curves/nurbs_curve.h"
#include "vde/mesh/halfedge_mesh.h"
#include "vde/core/point.h"
#include <cmath>
#include <vector>
using namespace vde::core;
using namespace vde::mesh;
using namespace vde::curves;
// ===========================================================================
// Test helpers
// ===========================================================================
/// Build a unit cube halfedge-mesh centred at (0,0,0) with given half-size
static HalfedgeMesh make_cube_mesh(double half = 1.0) {
HalfedgeMesh m;
// 8 vertices
double h = half;
m.add_vertex(Point3D(-h, -h, -h)); // 0
m.add_vertex(Point3D( h, -h, -h)); // 1
m.add_vertex(Point3D( h, h, -h)); // 2
m.add_vertex(Point3D(-h, h, -h)); // 3
m.add_vertex(Point3D(-h, -h, h)); // 4
m.add_vertex(Point3D( h, -h, h)); // 5
m.add_vertex(Point3D( h, h, h)); // 6
m.add_vertex(Point3D(-h, h, h)); // 7
// 12 triangles (CCW from outside)
// Bottom: z = -h
m.add_face({0, 2, 1}); m.add_face({0, 3, 2});
// Top: z = +h
m.add_face({4, 5, 6}); m.add_face({4, 6, 7});
// Front: y = -h
m.add_face({0, 1, 5}); m.add_face({0, 5, 4});
// Back: y = +h
m.add_face({2, 3, 7}); m.add_face({2, 7, 6});
// Left: x = -h
m.add_face({0, 4, 7}); m.add_face({0, 7, 3});
// Right: x = +h
m.add_face({1, 2, 6}); m.add_face({1, 6, 5});
return m;
}
/// Build a simple pyramid mesh: square base at z=-1, apex at z=+1
static HalfedgeMesh make_pyramid_mesh() {
HalfedgeMesh m;
m.add_vertex(Point3D(-1, -1, -1)); // 0
m.add_vertex(Point3D( 1, -1, -1)); // 1
m.add_vertex(Point3D( 1, 1, -1)); // 2
m.add_vertex(Point3D(-1, 1, -1)); // 3
m.add_vertex(Point3D( 0, 0, 1)); // 4 — apex
// Base (two triangles)
m.add_face({0, 2, 1});
m.add_face({0, 3, 2});
// Sides
m.add_face({0, 1, 4});
m.add_face({1, 2, 4});
m.add_face({2, 3, 4});
m.add_face({3, 0, 4});
return m;
}
/// Count linear cutting segments in a toolpath
static int count_linear_cuts(const Toolpath& tp) {
int count = 0;
for (auto& s : tp.segments) {
if (s.type == PathSegmentType::Linear && s.z_depth <= 0) {
count++;
}
}
return count;
}
/// Sample a NURBS curve at `count` evenly-spaced parameter values
static std::vector<Point3D> sample_curve(const NurbsCurve& curve, int count) {
std::vector<Point3D> pts;
pts.reserve(count);
auto [t0, t1] = curve.domain();
for (int i = 0; i < count; ++i) {
double t = t0 + (t1 - t0) * static_cast<double>(i) / static_cast<double>(count - 1);
pts.push_back(curve.evaluate(t));
}
return pts;
}
// ===========================================================================
// Test 1: extract_contour_from_mesh — cube at z=0
// ===========================================================================
TEST(CamMeshTest, ExtractContour_CubeAtZero) {
auto cube = make_cube_mesh(2.0); // half-size 2, spans [-2, +2]
auto contours = extract_contour_from_mesh(cube, 0.0);
// A cube intersected at z=0 should give a single closed contour
// (the square at mid-height: x=±2, y=±2)
EXPECT_GE(contours.size(), 1u);
if (!contours.empty()) {
auto& c = contours[0];
auto [t0, t1] = c.domain();
EXPECT_LT(t0, t1);
// Sample and check bounds: points should be within [-2.5, +2.5] in XY
// and z should be ~0
auto sampled = sample_curve(c, 100);
double z_tol = 1e-6;
for (auto& p : sampled) {
EXPECT_NEAR(p.z(), 0.0, z_tol);
EXPECT_GE(p.x(), -2.5);
EXPECT_LE(p.x(), 2.5);
EXPECT_GE(p.y(), -2.5);
EXPECT_LE(p.y(), 2.5);
}
}
}
// ===========================================================================
// Test 2: extract_contour_from_mesh — no intersection (z above mesh)
// ===========================================================================
TEST(CamMeshTest, ExtractContour_NoIntersection) {
auto cube = make_cube_mesh(1.0); // spans z: -1..+1
auto contours = extract_contour_from_mesh(cube, 5.0);
EXPECT_TRUE(contours.empty());
}
// ===========================================================================
// Test 3: extract_contour_from_mesh — empty mesh
// ===========================================================================
TEST(CamMeshTest, ExtractContour_EmptyMesh) {
HalfedgeMesh empty;
auto contours = extract_contour_from_mesh(empty, 0.0);
EXPECT_TRUE(contours.empty());
}
// ===========================================================================
// Test 4: extract_contour_from_mesh — pyramid at z=0
// ===========================================================================
TEST(CamMeshTest, ExtractContour_PyramidMid) {
auto pyr = make_pyramid_mesh(); // base z=-1, apex z=+1
auto contours = extract_contour_from_mesh(pyr, 0.0);
// At z=0, pyramid cross-section is a smaller square (size ~0.5 per side)
EXPECT_GE(contours.size(), 1u);
if (!contours.empty()) {
auto& c = contours[0];
auto sampled = sample_curve(c, 200);
double z_tol = 1e-6;
for (auto& p : sampled) {
EXPECT_NEAR(p.z(), 0.0, z_tol);
// Pyramind at z=0: cross-section should be within [-0.6, 0.6]
EXPECT_GE(p.x(), -0.6);
EXPECT_LE(p.x(), 0.6);
EXPECT_GE(p.y(), -0.6);
EXPECT_LE(p.y(), 0.6);
}
}
}
// ===========================================================================
// Test 5: contour_toolpath — cube contour
// ===========================================================================
TEST(CamMeshTest, ContourToolpath_Cube) {
auto cube = make_cube_mesh(2.0); // z: -2..+2
Tool tool;
tool.diameter = 6.0;
ContourParams params;
params.safe_z = 10.0;
params.step_down = 1.0;
params.feed_rate = 800.0;
params.stock_to_leave = 0.0;
auto tp = contour_toolpath(cube, -2.0, tool, params);
// Should produce segments
EXPECT_GT(tp.segments.size(), 0u);
EXPECT_DOUBLE_EQ(tp.safe_z, 10.0);
EXPECT_NEAR(tp.cut_z, -2.0, 1e-9);
// Check that all moving segments have valid z
bool has_rapids = false;
bool has_linear = false;
for (auto& s : tp.segments) {
if (s.type == PathSegmentType::Rapid) has_rapids = true;
if (s.type == PathSegmentType::Linear) has_linear = true;
}
EXPECT_TRUE(has_rapids);
EXPECT_TRUE(has_linear);
}
// ===========================================================================
// Test 6: contour_toolpath — empty mesh
// ===========================================================================
TEST(CamMeshTest, ContourToolpath_EmptyMesh) {
HalfedgeMesh empty;
Tool tool;
ContourParams params;
auto tp = contour_toolpath(empty, 0.0, tool, params);
EXPECT_TRUE(tp.segments.empty());
}
// ===========================================================================
// Test 7: pocket_toolpath — basic pocket
// ===========================================================================
TEST(CamMeshTest, PocketToolpath_Basic) {
auto cube = make_cube_mesh(2.0);
Tool tool;
tool.diameter = 6.0;
PocketParams params;
params.step_over = 1.0;
params.safe_z = 10.0;
params.feed_rate = 800.0;
params.cut_angle = 0.0;
std::vector<HalfedgeMesh> no_islands;
auto tp = pocket_toolpath(cube, no_islands, -1.0, tool, params);
EXPECT_GT(tp.segments.size(), 0u);
EXPECT_DOUBLE_EQ(tp.safe_z, 10.0);
EXPECT_NEAR(tp.cut_z, -1.0, 1e-9);
int linear_cuts = count_linear_cuts(tp);
EXPECT_GT(linear_cuts, 0) << "Should have cutting segments";
}
// ===========================================================================
// Test 8: pocket_toolpath — with islands
// ===========================================================================
TEST(CamMeshTest, PocketToolpath_WithIslands) {
auto cube = make_cube_mesh(3.0); // 6×6×6
// Make a smaller inner cube as an island
HalfedgeMesh island;
double h = 1.0;
island.add_vertex(Point3D(-h, -h, -1));
island.add_vertex(Point3D( h, -h, -1));
island.add_vertex(Point3D( h, h, -1));
island.add_vertex(Point3D(-h, h, -1));
island.add_vertex(Point3D(-h, -h, 1));
island.add_vertex(Point3D( h, -h, 1));
island.add_vertex(Point3D( h, h, 1));
island.add_vertex(Point3D(-h, h, 1));
island.add_face({0, 2, 1}); island.add_face({0, 3, 2});
island.add_face({4, 5, 6}); island.add_face({4, 6, 7});
island.add_face({0, 1, 5}); island.add_face({0, 5, 4});
island.add_face({2, 3, 7}); island.add_face({2, 7, 6});
island.add_face({0, 4, 7}); island.add_face({0, 7, 3});
island.add_face({1, 2, 6}); island.add_face({1, 6, 5});
Tool tool;
tool.diameter = 3.0;
PocketParams params;
params.step_over = 0.8;
params.safe_z = 10.0;
params.feed_rate = 600.0;
params.cut_angle = 45.0;
std::vector<HalfedgeMesh> islands = {island};
auto tp = pocket_toolpath(cube, islands, -1.0, tool, params);
EXPECT_GT(tp.segments.size(), 0u);
EXPECT_DOUBLE_EQ(tp.cut_z, -1.0);
// Should have at least some cutting segments
int linear_cuts = count_linear_cuts(tp);
EXPECT_GT(linear_cuts, 0) << "Pocket with islands should still cut outside";
}
// ===========================================================================
// Test 9: ContourParams / PocketParams defaults
// ===========================================================================
TEST(CamMeshTest, ParamsDefaults) {
ContourParams cp;
EXPECT_DOUBLE_EQ(cp.safe_z, 10.0);
EXPECT_DOUBLE_EQ(cp.step_down, 1.0);
EXPECT_DOUBLE_EQ(cp.feed_rate, 800.0);
EXPECT_DOUBLE_EQ(cp.stock_to_leave, 0.0);
PocketParams pp;
EXPECT_DOUBLE_EQ(pp.step_over, 2.0);
EXPECT_DOUBLE_EQ(pp.safe_z, 10.0);
EXPECT_DOUBLE_EQ(pp.step_down, 1.0);
EXPECT_DOUBLE_EQ(pp.feed_rate, 800.0);
EXPECT_DOUBLE_EQ(pp.cut_angle, 0.0);
}
// ===========================================================================
// Test 10: contour_toolpath — stock_to_leave offset
// ===========================================================================
TEST(CamMeshTest, ContourToolpath_StockToLeave) {
auto cube = make_cube_mesh(2.0);
Tool tool;
ContourParams params;
params.stock_to_leave = 0.5;
params.safe_z = 10.0;
params.step_down = 4.0; // single pass — target z=-2, start z=+2
auto tp = contour_toolpath(cube, -2.0, tool, params);
EXPECT_GT(tp.segments.size(), 0u);
}
// ===========================================================================
// Test 11: pocket_toolpath — empty boundary mesh
// ===========================================================================
TEST(CamMeshTest, PocketToolpath_EmptyBoundary) {
HalfedgeMesh empty;
Tool tool;
PocketParams params;
std::vector<HalfedgeMesh> no_islands;
auto tp = pocket_toolpath(empty, no_islands, 0.0, tool, params);
EXPECT_TRUE(tp.segments.empty());
}
+1
View File
@@ -9,3 +9,4 @@ add_vde_test(test_reverse_engineering)
add_vde_test(test_fea_mesh)
add_vde_test(test_hex_mesh)
add_vde_test(test_visualization)
add_vde_test(test_mesh_to_curve)
+187
View File
@@ -0,0 +1,187 @@
/**
* @file test_mesh_to_curve.cpp
* @brief 测试 mesh→curve 桥接API (VDE-021)
*
* 覆盖:
* 1. mesh_boundary_to_curve — 基本边界提取
* 2. mesh_boundary_to_curve — 闭合流形(无边界)
* 3. extract_profiles_from_mesh — 单轮廓
* 4. extract_profiles_from_mesh — 多轮廓(离散边界环)
* 5. mesh_contour_to_curves — Z 截面
* 6. mesh_contour_to_curves — 无交点
* 7. extrude(mesh) 重载
* 8. loft(mesh) 重载
*/
#include <gtest/gtest.h>
#include "vde/mesh/halfedge_mesh.h"
#include "vde/mesh/mesh_to_curve.h"
#include "vde/brep/modeling.h"
using namespace vde;
using vde::core::Point3D;
using vde::core::Vector3D;
namespace {
// ── Helper: build a square patch mesh with a hole (boundary inside and outside) ──
// Returns a mesh that is a flat quad in XY plane with a triangular hole
mesh::HalfedgeMesh make_square_with_hole() {
// Outer square vertices (counter-clockwise)
// (0,0,0), (4,0,0), (4,4,0), (0,4,0)
// Inner triangle hole vertices (clockwise for hole):
// (1,1,0), (3,1,0), (2,3,0)
std::vector<Point3D> verts = {
{0,0,0}, {4,0,0}, {4,4,0}, {0,4,0}, // outer 0-3
{1,1,0}, {3,1,0}, {2,3,0}, // inner 4-6
};
// Triangulate the annulus region manually
// Using a fan from inner to outer
std::vector<std::array<int,3>> tris;
// Ring: connect outer edges to inner edges
// side 0-1 (bottom) with hole edge 4-5
tris.push_back({0,1,5}); tris.push_back({0,5,4});
// side 1-2 (right) with hole edge 5-6
tris.push_back({1,2,6}); tris.push_back({1,6,5});
// side 2-3 (top) with hole edge 6-4
tris.push_back({2,3,4}); tris.push_back({2,4,6});
// side 3-0 (left)
tris.push_back({3,0,4});
mesh::HalfedgeMesh m;
m.build_from_triangles(verts, tris);
return m;
}
// ── Helper: build a closed tetrahedron (no boundary) ──
mesh::HalfedgeMesh make_tetrahedron() {
std::vector<Point3D> verts = {
{0,0,0}, {2,0,0}, {1,2,0}, {1,1,2}
};
std::vector<std::array<int,3>> tris = {
{0,1,2}, {0,2,3}, {0,3,1}, {1,3,2}
};
mesh::HalfedgeMesh m;
m.build_from_triangles(verts, tris);
return m;
}
// ── Helper: build a mesh with two disconnected boundary loops ──
mesh::HalfedgeMesh make_two_holes() {
std::vector<Point3D> verts = {
{0,0,0}, {8,0,0}, {8,4,0}, {0,4,0}, // outer 0-3
{1,1,0}, {3,1,0}, {2,2,0}, // hole1 4-6
{5,1,0}, {7,1,0}, {6,3,0}, // hole2 7-9
};
std::vector<std::array<int,3>> tris = {
// Bottom strip left of hole1
{0,1,7}, {0,7,4},
// Between hole1 and hole2
{4,5,8}, {4,8,7},
// Right side
{1,2,9}, {1,9,8},
// Top
{2,3,6}, {2,6,9},
// Left
{3,0,4}, {3,4,6},
// Fill between holes top
{5,6,9}, {5,9,8},
};
mesh::HalfedgeMesh m;
m.build_from_triangles(verts, tris);
return m;
}
} // namespace
// ── Test 1: mesh_boundary_to_curve on mesh with hole ──
TEST(MeshToCurve, BoundaryToCurve_Hole) {
auto mesh = make_square_with_hole();
auto curve = mesh::mesh_boundary_to_curve(mesh);
// Should produce a valid curve (degree >= 1)
EXPECT_GT(curve.degree(), 0);
EXPECT_FALSE(curve.control_points().empty());
// Verify it evaluates without error
auto [t0, t1] = curve.domain();
auto pt = curve.evaluate((t0 + t1) * 0.5);
EXPECT_FALSE(std::isnan(pt.x()));
}
// ── Test 2: mesh_boundary_to_curve on closed manifold (no boundary) ──
TEST(MeshToCurve, BoundaryToCurve_ClosedMesh) {
auto mesh = make_tetrahedron();
auto curve = mesh::mesh_boundary_to_curve(mesh);
// No boundary → degenerate curve (degree 0)
EXPECT_EQ(curve.degree(), 0);
EXPECT_TRUE(curve.control_points().empty());
}
// ── Test 3: extract_profiles_from_mesh with single profile ──
TEST(MeshToCurve, ExtractProfiles_Single) {
auto mesh = make_square_with_hole();
auto profiles = mesh::extract_profiles_from_mesh(mesh, Vector3D::UnitZ());
EXPECT_FALSE(profiles.empty());
for (auto& p : profiles) {
EXPECT_GT(p.degree(), 0);
EXPECT_FALSE(p.control_points().empty());
}
}
// ── Test 4: extract_profiles_from_mesh with multiple boundary loops ──
TEST(MeshToCurve, ExtractProfiles_Multiple) {
auto mesh = make_two_holes();
auto profiles = mesh::extract_profiles_from_mesh(mesh, Vector3D::UnitZ());
// Should have at least 2 profiles (outer + inner holes)
EXPECT_GE(profiles.size(), 2u);
for (auto& p : profiles) {
EXPECT_GT(p.degree(), 0);
}
}
// ── Test 5: mesh_contour_to_curves at Z plane ──
TEST(MeshToCurve, ContourToCurves_ZSlice) {
auto mesh = make_tetrahedron();
// The tetrahedron has vertices at z=0,0,0,2. Slice at z=1 should intersect.
auto contours = mesh::mesh_contour_to_curves(mesh, 1.0);
EXPECT_FALSE(contours.empty());
for (auto& c : contours) {
EXPECT_GT(c.degree(), 0);
}
}
// ── Test 6: mesh_contour_to_curves no intersection ──
TEST(MeshToCurve, ContourToCurves_NoIntersection) {
auto mesh = make_tetrahedron();
auto contours = mesh::mesh_contour_to_curves(mesh, 10.0);
// Z=10 is above the tetrahedron, no intersection
EXPECT_TRUE(contours.empty());
}
// ── Test 7: extrude mesh overload ──
TEST(MeshToCurve, ExtrudeMeshOverload) {
auto mesh = make_square_with_hole();
auto result = brep::extrude(mesh, Vector3D(0, 0, 5));
EXPECT_GT(result.num_faces(), 0u);
EXPECT_GT(result.num_bodies(), 0u);
}
// ── Test 8: loft mesh overload ──
TEST(MeshToCurve, LoftMeshOverload) {
// Create two square meshes at different Z heights
auto make_square = [](double z) {
std::vector<Point3D> verts = {
{0,0,z}, {3,0,z}, {3,3,z}, {0,3,z}
};
std::vector<std::array<int,3>> tris = {
{0,1,2}, {0,2,3}
};
mesh::HalfedgeMesh m;
m.build_from_triangles(verts, tris);
return m;
};
auto mesh1 = make_square(0.0);
auto mesh2 = make_square(5.0);
std::vector<mesh::HalfedgeMesh> profiles = {mesh1, mesh2};
auto result = brep::loft(profiles);
EXPECT_GT(result.num_faces(), 0u);
EXPECT_GT(result.num_bodies(), 0u);
}