feat(v12): generative surfaces (Sweep/Loft/Net) + curve tools + surface analysis
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M1 — Generative Surfaces:
- sweep_surface: Explicit/Spine/TwoGuides modes
- loft_surface: multi-section interpolation + guide + tangent constraints
- net_surface: bidirectional curve grid → NURBS

M3 — Curve Tools + Analysis:
- curve_tools: project_curve, parallel_curve, connect_curve(G1-G3), helix, isoparametric
- surface_analysis: inflection_lines, checker_mapping, surface_checker_report (A/B/C/D)
- 14/14 tests passed

Fixed: constraint_solver.h duplicate declaration, fea_mesh.h comment syntax

Pending: M2 surface editing (retrying)
This commit is contained in:
茂之钳
2026-07-27 09:08:01 +08:00
parent 989f1f2328
commit bb0029234f
19 changed files with 3623 additions and 5 deletions
+97
View File
@@ -225,4 +225,101 @@ struct DraftAngleDistribution {
const Vector3D& pull_dir,
int samples = 15);
// ═══════════════════════════════════════════════════════════
// Inflection Lines
// ═══════════════════════════════════════════════════════════
/// 曲率过零点线段
struct InflectionSegment {
Point3D start; ///< 线段起点
Point3D end; ///< 线段终点
};
/// 曲率过零分析结果
struct InflectionLinesResult {
std::vector<InflectionSegment> segments; ///< 高斯曲率过零点连线
int res_u, res_v; ///< 采样分辨率
};
/**
* @brief 提取曲面的曲率过零点连线(inflection lines
*
* 在参数域密集采样高斯曲率,检测曲率符号变化点,连接相邻过零点
* 形成线段。用于检测曲面凹凸变化边界。
*
* @param surf NURBS 曲面
* @param res_u u 方向分辨率(默认 50)
* @param res_v v 方向分辨率(默认 50)
* @return 过零点线段集合
*/
[[nodiscard]] InflectionLinesResult inflection_lines(
const NurbsSurface& surf,
int res_u = 50, int res_v = 50);
// ═══════════════════════════════════════════════════════════
// Checker Mapping
// ═══════════════════════════════════════════════════════════
/// 棋盘格反射数据
struct CheckerMapResult {
int res_u, res_v; ///< 分辨率
std::vector<std::vector<double>> intensity; ///< intensity[i][j] ∈ [0,1](棋盘格亮度)
Vector3D view_dir; ///< 视线方向(归一化)
};
/**
* @brief 计算棋盘格反射映射数据
*
* 模拟棋盘格图案在曲面上的反射效果。将参数域 (u,v) 映射为棋盘格
* 纹理坐标,结合曲面法线计算反射强度。用于评估曲面光顺性——
* 反射棋盘格的均匀度和连续性反映曲率连续性。
*
* @param surf NURBS 曲面
* @param view_dir 视线方向(自动归一化)
* @param res_u u 方向分辨率(默认 60)
* @param res_v v 方向分辨率(默认 60)
* @return 棋盘格反射数据
*/
[[nodiscard]] CheckerMapResult checker_mapping(
const NurbsSurface& surf,
const Vector3D& view_dir,
int res_u = 60, int res_v = 60);
// ═══════════════════════════════════════════════════════════
// Surface Checker Report
// ═══════════════════════════════════════════════════════════
/// 光顺性评估等级
enum class SmoothnessGrade {
A, ///< 优秀 — 反射条纹均匀、无突变、曲率连续
B, ///< 良好 — 轻微不均匀、局部小波动
C, ///< 一般 — 明显扭曲、局部不平滑
D ///< 差 — 严重扭曲、曲率突变
};
/// 曲面光顺性评估报告
struct SurfaceCheckerReport {
SmoothnessGrade grade; ///< 光顺性等级
double checker_uniformity; ///< 棋盘格均匀度 [0,1]1 最佳
double curvature_continuity; ///< 曲率连续性指数 [0,1]
double gaussian_range; ///< 高斯曲率范围
double mean_range; ///< 平均曲率范围
int inflection_count; ///< 曲率过零点数量
std::string description; ///< 文字描述
};
/**
* @brief 生成曲面光顺性评估报告
*
* 综合曲率分析、棋盘格反射和过零点检测,对曲面光顺性进行量化评估。
* 返回等级、均匀度、连续性等综合指标。
*
* @param surf NURBS 曲面
* @param res 综合分析分辨率(默认 60)
* @return 光顺性评估报告
*/
[[nodiscard]] SurfaceCheckerReport surface_checker_report(
const NurbsSurface& surf,
int res = 60);
} // namespace vde::curves