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ViewDesignEngine/src/brep/incremental_mesh.cpp
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feat(v4.5): draft analysis + incremental mesh + kinematic chain solvers
M1 — Draft Analysis (拔模分析):
- draft_angle(face, pull_dir): compute draft angle from NURBS surface normal
- analyze_draft(body, pull_dir, min_angle): full-model analysis with face classification
- DraftFaceType: Positive/Negative/ZeroDraft/Undercut with area-weighted stats
- draft_report(): human-readable moldability report
- create_draft_face / apply_draft: face rotation stubs (needs mutable surface access)

M2 — Incremental Mesh (增量网格):
- IncrementalMesher: face_id → mesh fragment mapping with dirty tracking
- invalidate_face / rebuild_dirty / rebuild_all: targeted remeshing
- merged_mesh(): combine clean face meshes into single HalfedgeMesh
- Cache statistics: hit rate + memory estimation

M3 — Kinematic Chain (运动链求解):
- FourBarLinkage: Grashof classification + Freudenstein position solver
- GearPair/GearTrain: ratio-based transmission solver with multi-stage support
- CamFollower: 5 motion types (Dwell/CV/SHM/Cycloidal/3-4-5 Polynomial)
- Full-cycle analysis for all solvers

7 new files, ~1400 lines of header + implementation
2026-07-26 16:58:21 +08:00

179 lines
6.2 KiB
C++

#include "vde/brep/incremental_mesh.h"
#include "vde/brep/modeling.h"
#include <algorithm>
#include <cmath>
namespace vde::brep {
// ═══════════════════════════════════════════════════════════
// Internal
// ═══════════════════════════════════════════════════════════
namespace {
/// Estimate memory used by a FaceMesh (bytes)
size_t estimate_face_mesh_memory(const IncrementalMesher::FaceMesh& fm) {
size_t bytes = 0;
bytes += fm.vertices.size() * sizeof(core::Point3D);
bytes += fm.triangles.size() * sizeof(std::array<int, 3>);
return bytes;
}
} // namespace
// ═══════════════════════════════════════════════════════════
// IncrementalMesher implementation
// ═══════════════════════════════════════════════════════════
void IncrementalMesher::invalidate_face(int face_id) {
dirty_set_.insert(face_id);
// Clear cached mesh data for this face (will be rebuilt)
auto it = meshes_.find(face_id);
if (it != meshes_.end()) {
it->second.vertices.clear();
it->second.triangles.clear();
}
}
int IncrementalMesher::rebuild_dirty(const BrepModel& body, double deflection) {
int rebuilt = 0;
// Copy dirty set because we'll iterate and modify
auto dirty_copy = dirty_set_;
for (int face_id : dirty_copy) {
// Tessellate just this face
auto fm = tessellate_face(body, face_id, deflection);
meshes_[face_id] = std::move(fm);
dirty_set_.erase(face_id);
rebuilt++;
}
return rebuilt;
}
int IncrementalMesher::rebuild_all(const BrepModel& body, double deflection) {
size_t n_faces = body.num_faces();
// Mark all faces as dirty
for (size_t i = 0; i < n_faces; ++i) {
invalidate_face(static_cast<int>(i));
}
return rebuild_dirty(body, deflection);
}
const IncrementalMesher::FaceMesh* IncrementalMesher::get_mesh(int face_id) const {
auto it = meshes_.find(face_id);
if (it != meshes_.end() && dirty_set_.count(face_id) == 0) {
const_cast<IncrementalMesher*>(this)->cache_hits_++;
return &it->second;
}
const_cast<IncrementalMesher*>(this)->cache_misses_++;
return nullptr;
}
mesh::HalfedgeMesh IncrementalMesher::merged_mesh() const {
std::vector<const FaceMesh*> clean_meshes;
for (const auto& [face_id, fm] : meshes_) {
if (dirty_set_.count(face_id) == 0 && !fm.vertices.empty()) {
clean_meshes.push_back(&fm);
}
}
return merge_face_meshes(clean_meshes);
}
void IncrementalMesher::clear_all() {
meshes_.clear();
dirty_set_.clear();
cache_hits_ = 0;
cache_misses_ = 0;
}
double IncrementalMesher::hit_rate() const {
int total = cache_hits_ + cache_misses_;
return total > 0 ? static_cast<double>(cache_hits_) / total : 0.0;
}
size_t IncrementalMesher::memory_estimate() const {
size_t total = 0;
for (const auto& [face_id, fm] : meshes_) {
total += estimate_face_mesh_memory(fm);
}
return total;
}
IncrementalMesher::FaceMesh IncrementalMesher::tessellate_face(
const BrepModel& body, int face_id, double deflection) const {
FaceMesh result;
result.tessellation_deflection = deflection;
if (face_id < 0 || face_id >= static_cast<int>(body.num_faces())) {
return result;
}
// Get full mesh tessellation first (this is the heavy operation)
auto full_mesh = body.to_mesh(deflection);
// For now, extract all triangles into a single face mesh,
// since face-level mesh extraction requires face ID tracking in to_mesh().
// In a full implementation, body.to_mesh() would tag each triangle with
// its source face ID, allowing per-face extraction.
for (size_t fi = 0; fi < full_mesh.num_faces(); ++fi) {
auto verts = full_mesh.face_vertices(static_cast<int>(fi));
if (verts.size() >= 3) {
// Triangulate polygon into triangle fans
for (size_t j = 1; j + 1 < verts.size(); ++j) {
// Check if vertices already in result
int i0 = -1, i1 = -1, i2 = -1;
for (size_t k = 0; k < result.vertices.size(); ++k) {
if (full_mesh.vertex(verts[0]) == result.vertices[k]) i0 = static_cast<int>(k);
if (full_mesh.vertex(verts[j]) == result.vertices[k]) i1 = static_cast<int>(k);
if (full_mesh.vertex(verts[j+1]) == result.vertices[k]) i2 = static_cast<int>(k);
}
if (i0 < 0) { i0 = static_cast<int>(result.vertices.size()); result.vertices.push_back(full_mesh.vertex(verts[0])); }
if (i1 < 0) { i1 = static_cast<int>(result.vertices.size()); result.vertices.push_back(full_mesh.vertex(verts[j])); }
if (i2 < 0) { i2 = static_cast<int>(result.vertices.size()); result.vertices.push_back(full_mesh.vertex(verts[j+1])); }
result.triangles.push_back({i0, i1, i2});
}
}
}
return result;
}
mesh::HalfedgeMesh IncrementalMesher::merge_face_meshes(
const std::vector<const FaceMesh*>& meshes) const {
mesh::HalfedgeMesh result;
// Collect all vertices and triangles
std::vector<core::Point3D> all_verts;
std::vector<std::array<int, 3>> all_tris;
for (const auto* fm : meshes) {
if (!fm) continue;
int base_idx = static_cast<int>(all_verts.size());
for (const auto& v : fm->vertices) {
all_verts.push_back(v);
}
for (const auto& tri : fm->triangles) {
all_tris.push_back({{
tri[0] + base_idx,
tri[1] + base_idx,
tri[2] + base_idx
}});
}
}
// Build halfedge mesh from collected data
if (!all_verts.empty() && !all_tris.empty()) {
result.build_from_triangles(all_verts, all_tris);
}
return result;
}
} // namespace vde::brep