forked from 1b-agent/opencadstudio-upstream
Refactors solid3d_tess to share tessellate_sat() across Solid3D, Region (2D planar ACIS body), and Body (3D ACIS body). populate_meshes_from_document() and add_entity() now tessellate all three entity types into GPU MeshModels when ACIS SAT data is available. Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
548 lines
19 KiB
Rust
548 lines
19 KiB
Rust
// ACIS SAT → MeshModel tessellation for Solid3D (3DSOLID) entities.
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//
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// Strategy:
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// • plane-surface faces → collect coedge-loop polygon, fan-triangulate.
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// • cone-surface faces → sample a parametric grid (handles both cylinders
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// and true cones).
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// • sphere-surface faces → sample a full UV grid.
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// • torus-surface faces → sample a full UV grid.
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//
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// All other surface types are silently skipped; partial results are still
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// returned so the solid renders with at least its planar faces.
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use std::collections::HashSet;
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use std::f64::consts::TAU;
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use acadrust::entities::acis::{
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SatCoedge, SatConeSurface, SatDocument, SatEdge, SatFace, SatLoop, SatPlaneSurface, SatPoint,
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SatPointer, SatSphereSurface, SatTorusSurface, SatVertex,
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};
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use acadrust::entities::acis::types::Sense;
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use acadrust::entities::{Body, Region, Solid3D};
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use crate::scene::mesh_model::MeshModel;
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// Number of arc segments per full circle for curved surface sampling.
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const CIRC_SEGS: usize = 48;
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// Grid resolution for sphere / torus latitude / longitude subdivision.
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const GRID_U: usize = 32;
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const GRID_V: usize = 16;
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// ── Public entry point ────────────────────────────────────────────────────────
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/// Tessellate a SAT document into mesh buffers — shared by all ACIS entities.
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fn tessellate_sat(sat: &SatDocument, name: String, color: [f32; 4]) -> Option<MeshModel> {
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let mut verts: Vec<[f32; 3]> = Vec::new();
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let mut normals: Vec<[f32; 3]> = Vec::new();
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let mut indices: Vec<u32> = Vec::new();
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for face in sat.faces() {
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let surf_ptr = face.surface();
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let Some(surf_rec) = sat.resolve(surf_ptr) else { continue };
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match surf_rec.entity_type.as_str() {
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"plane-surface" => {
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if let Some(plane) = SatPlaneSurface::from_record(surf_rec) {
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tess_plane_face(sat, &face, &plane, &mut verts, &mut normals, &mut indices);
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}
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}
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"cone-surface" => {
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if let Some(cone) = SatConeSurface::from_record(surf_rec) {
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tess_cone_face(sat, &face, &cone, &mut verts, &mut normals, &mut indices);
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}
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}
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"sphere-surface" => {
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if let Some(sphere) = SatSphereSurface::from_record(surf_rec) {
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tess_sphere_face(&sphere, &mut verts, &mut normals, &mut indices);
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}
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}
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"torus-surface" => {
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if let Some(torus) = SatTorusSurface::from_record(surf_rec) {
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tess_torus_face(&torus, &mut verts, &mut normals, &mut indices);
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}
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}
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_ => {}
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}
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}
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if indices.is_empty() { return None; }
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Some(MeshModel { name, verts, normals, indices, color, selected: false })
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}
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/// Tessellate a `Region` entity (2D planar ACIS body) into a `MeshModel`.
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pub fn tessellate_region(region: &Region, color: [f32; 4]) -> Option<MeshModel> {
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let sat = region.parse_sat()?;
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let name = region.common.handle.value().to_string();
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tessellate_sat(&sat, name, color)
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}
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/// Tessellate a `Body` entity (3D ACIS body) into a `MeshModel`.
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pub fn tessellate_body(body: &Body, color: [f32; 4]) -> Option<MeshModel> {
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let sat = body.parse_sat()?;
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let name = body.common.handle.value().to_string();
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tessellate_sat(&sat, name, color)
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}
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/// Tessellate a `Solid3D` entity into a GPU-ready `MeshModel`.
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///
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/// Returns `None` when the entity has no parseable SAT data or produces no
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/// triangles (e.g. the solid uses only unsupported surface types).
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pub fn tessellate_solid3d(solid: &Solid3D, color: [f32; 4]) -> Option<MeshModel> {
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let sat = solid.parse_sat()?;
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let name = solid.common.handle.value().to_string();
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tessellate_sat(&sat, name, color)
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}
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// ── Topology helpers ──────────────────────────────────────────────────────────
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/// Walk a face's outer coedge loop and collect ordered 3-D vertex positions.
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///
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/// Returns an empty `Vec` when the loop topology is broken or has fewer than
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/// three distinct points.
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fn collect_face_polygon(sat: &SatDocument, face: &SatFace) -> Vec<[f64; 3]> {
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let loop_ptr = face.first_loop();
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let Some(loop_rec) = sat.resolve(loop_ptr) else {
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return vec![];
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};
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let Some(sat_loop) = SatLoop::from_record(loop_rec) else {
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return vec![];
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};
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let first_ptr = sat_loop.first_coedge();
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let mut cur = first_ptr;
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let mut pts: Vec<[f64; 3]> = Vec::new();
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let mut visited: HashSet<i32> = HashSet::new();
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loop {
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if cur.is_null() {
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break;
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}
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if visited.contains(&cur.0) {
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break;
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}
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visited.insert(cur.0);
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if let Some(ce_rec) = sat.resolve(cur) {
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if let Some(coedge) = SatCoedge::from_record(ce_rec) {
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// Pick the vertex that this coedge *starts from*, respecting sense.
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if let Some(edge_rec) = sat.resolve(coedge.edge()) {
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if let Some(edge) = SatEdge::from_record(edge_rec) {
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let v_ptr = if matches!(coedge.sense(), Sense::Forward) {
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edge.start_vertex()
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} else {
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edge.end_vertex()
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};
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if let Some(pt) = resolve_point(sat, v_ptr) {
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pts.push(pt);
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}
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}
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}
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let next = coedge.next();
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if next == first_ptr {
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break;
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}
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cur = next;
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continue;
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}
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}
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break;
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}
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pts
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}
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/// Resolve a vertex pointer all the way to its `[x, y, z]` coordinate.
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fn resolve_point(sat: &SatDocument, v_ptr: SatPointer) -> Option<[f64; 3]> {
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let v_rec = sat.resolve(v_ptr)?;
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let vertex = SatVertex::from_record(v_rec)?;
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let pt_rec = sat.resolve(vertex.point())?;
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let point = SatPoint::from_record(pt_rec)?;
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let (x, y, z) = point.position();
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Some([x, y, z])
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}
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// ── Mesh builder helpers ──────────────────────────────────────────────────────
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/// Append one quad (two triangles) to the mesh buffers.
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#[inline]
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fn push_quad(
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verts: &mut Vec<[f32; 3]>,
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normals: &mut Vec<[f32; 3]>,
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indices: &mut Vec<u32>,
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p: [[f64; 3]; 4],
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n: [f64; 3],
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) {
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let base = verts.len() as u32;
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let nf = [n[0] as f32, n[1] as f32, n[2] as f32];
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for &pt in &p {
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verts.push([pt[0] as f32, pt[1] as f32, pt[2] as f32]);
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normals.push(nf);
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}
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// Two CCW triangles: (0,1,2) and (0,2,3)
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indices.extend_from_slice(&[base, base + 1, base + 2, base, base + 2, base + 3]);
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}
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// ── Planar face ───────────────────────────────────────────────────────────────
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fn tess_plane_face(
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sat: &SatDocument,
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face: &SatFace,
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plane: &SatPlaneSurface,
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verts: &mut Vec<[f32; 3]>,
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normals: &mut Vec<[f32; 3]>,
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indices: &mut Vec<u32>,
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) {
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let poly = collect_face_polygon(sat, face);
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if poly.len() < 3 {
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return;
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}
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let (nx, ny, nz) = plane.normal();
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// Flip normal outward if the face sense is reversed.
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let (nx, ny, nz) = if matches!(face.sense(), Sense::Reversed) {
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(-nx, -ny, -nz)
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} else {
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(nx, ny, nz)
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};
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let nf = [nx as f32, ny as f32, nz as f32];
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let base = verts.len() as u32;
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for &pt in &poly {
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verts.push([pt[0] as f32, pt[1] as f32, pt[2] as f32]);
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normals.push(nf);
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}
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// Fan triangulation from vertex 0.
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let n = poly.len() as u32;
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for i in 1..(n - 1) {
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indices.extend_from_slice(&[base, base + i, base + i + 1]);
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}
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}
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// ── Cone / cylinder face ──────────────────────────────────────────────────────
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fn tess_cone_face(
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sat: &SatDocument,
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face: &SatFace,
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cone: &SatConeSurface,
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verts: &mut Vec<[f32; 3]>,
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normals: &mut Vec<[f32; 3]>,
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indices: &mut Vec<u32>,
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) {
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// Determine the height range and angular span from the boundary polygon.
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let poly = collect_face_polygon(sat, face);
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let (cx, cy, cz) = cone.center();
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let (ax, ay, az) = cone.axis(); // axis direction (unit)
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let (ux, uy, uz) = cone.major_axis(); // u=0 direction
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let radius = cone.radius();
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let sin_a = cone.sin_half_angle();
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let cos_a = cone.cos_half_angle(); // ≈1 for cylinder, <1 for cone
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// Build an orthonormal frame: axis_dir, u_dir, v_dir.
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let axis = norm3([ax, ay, az]);
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let u_dir = norm3([ux, uy, uz]);
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let v_dir = cross3(axis, u_dir);
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// Determine height and angle range from boundary vertices.
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let (h_min, h_max, theta_min, theta_max, full_circle) =
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angular_range(cx, cy, cz, axis, u_dir, v_dir, &poly);
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let segs_u = CIRC_SEGS;
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let segs_v = segs_u / 4; // height subdivisions
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let theta_span = if full_circle { TAU } else { theta_max - theta_min };
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let h_span = h_max - h_min;
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if h_span.abs() < 1e-10 || theta_span.abs() < 1e-10 {
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return;
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}
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for j in 0..segs_v {
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let t0 = h_min + h_span * (j as f64 / segs_v as f64);
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let t1 = h_min + h_span * ((j + 1) as f64 / segs_v as f64);
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for i in 0..segs_u {
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let a0 = theta_min + theta_span * (i as f64 / segs_u as f64);
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let a1 = theta_min + theta_span * ((i + 1) as f64 / segs_u as f64);
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// Cone radius at height t: r(t) = radius + t * sin_a / cos_a
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let r0 = if cos_a.abs() > 1e-9 {
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radius + t0 * sin_a / cos_a
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} else {
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radius
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};
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let r1 = if cos_a.abs() > 1e-9 {
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radius + t1 * sin_a / cos_a
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} else {
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radius
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};
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let p = [
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cone_pt(cx, cy, cz, axis, u_dir, v_dir, r0, a0, t0),
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cone_pt(cx, cy, cz, axis, u_dir, v_dir, r1, a0, t1),
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cone_pt(cx, cy, cz, axis, u_dir, v_dir, r1, a1, t1),
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cone_pt(cx, cy, cz, axis, u_dir, v_dir, r0, a1, t0),
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];
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// Outward normal: perpendicular to axis in the radial direction,
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// tilted by the cone half-angle.
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let mid_a = (a0 + a1) * 0.5;
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let rad_dir = [
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u_dir[0] * mid_a.cos() + v_dir[0] * mid_a.sin(),
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u_dir[1] * mid_a.cos() + v_dir[1] * mid_a.sin(),
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u_dir[2] * mid_a.cos() + v_dir[2] * mid_a.sin(),
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];
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let n = norm3([
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rad_dir[0] * cos_a - axis[0] * sin_a,
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rad_dir[1] * cos_a - axis[1] * sin_a,
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rad_dir[2] * cos_a - axis[2] * sin_a,
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]);
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push_quad(verts, normals, indices, p, n);
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}
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}
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}
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/// Compute a point on a cone/cylinder surface.
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#[inline]
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fn cone_pt(
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cx: f64, cy: f64, cz: f64,
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axis: [f64; 3],
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u_dir: [f64; 3],
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v_dir: [f64; 3],
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r: f64,
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theta: f64,
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h: f64,
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) -> [f64; 3] {
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[
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cx + r * (u_dir[0] * theta.cos() + v_dir[0] * theta.sin()) + h * axis[0],
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cy + r * (u_dir[1] * theta.cos() + v_dir[1] * theta.sin()) + h * axis[1],
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cz + r * (u_dir[2] * theta.cos() + v_dir[2] * theta.sin()) + h * axis[2],
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]
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}
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/// Determine the height range and angular range of a curved face's boundary.
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///
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/// Returns `(h_min, h_max, theta_min, theta_max, full_circle)`.
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/// `full_circle` is true when there are no boundary vertices (e.g. a sphere or
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/// a cylinder with no seam edge).
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fn angular_range(
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cx: f64, cy: f64, cz: f64,
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axis: [f64; 3],
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u_dir: [f64; 3],
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v_dir: [f64; 3],
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poly: &[[f64; 3]],
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) -> (f64, f64, f64, f64, bool) {
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if poly.is_empty() {
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return (0.0, 0.0, 0.0, TAU, true);
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}
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let mut h_min = f64::MAX;
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let mut h_max = f64::MIN;
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let mut angles: Vec<f64> = Vec::new();
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for &pt in poly {
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let dx = pt[0] - cx;
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let dy = pt[1] - cy;
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let dz = pt[2] - cz;
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let h = dot3([dx, dy, dz], axis);
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h_min = h_min.min(h);
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h_max = h_max.max(h);
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let rv = dot3([dx, dy, dz], v_dir);
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// Project onto the plane perpendicular to the axis.
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let ru = dx * u_dir[0] + dy * u_dir[1] + dz * u_dir[2]
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- h * (axis[0] * u_dir[0] + axis[1] * u_dir[1] + axis[2] * u_dir[2]);
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angles.push(rv.atan2(ru));
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}
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// Normalise angles to a contiguous range.
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angles.sort_by(|a, b| a.partial_cmp(b).unwrap());
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let theta_min = *angles.first().unwrap();
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let theta_max = *angles.last().unwrap();
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// If the angular span is almost 2π, treat as full circle.
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let full = (theta_max - theta_min) > TAU * 0.95;
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(h_min, h_max, theta_min, theta_max, full)
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}
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// ── Sphere face ───────────────────────────────────────────────────────────────
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fn tess_sphere_face(
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sphere: &SatSphereSurface,
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verts: &mut Vec<[f32; 3]>,
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normals: &mut Vec<[f32; 3]>,
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indices: &mut Vec<u32>,
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) {
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let (cx, cy, cz) = sphere.center();
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let r = sphere.radius();
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let (px, py, pz) = sphere.pole(); // north-pole direction
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let pole = norm3([px, py, pz]);
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let (ux, uy, uz) = sphere.u_direction();
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let u_dir = norm3([ux, uy, uz]);
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let v_dir = cross3(pole, u_dir);
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let nu = GRID_U;
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let nv = GRID_V;
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for j in 0..nv {
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let phi0 = std::f64::consts::PI * (j as f64 / nv as f64); // 0..π
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let phi1 = std::f64::consts::PI * ((j + 1) as f64 / nv as f64);
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for i in 0..nu {
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let theta0 = TAU * (i as f64 / nu as f64);
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let theta1 = TAU * ((i + 1) as f64 / nu as f64);
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let n00 = sphere_dir(pole, u_dir, v_dir, theta0, phi0);
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let n10 = sphere_dir(pole, u_dir, v_dir, theta0, phi1);
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let n11 = sphere_dir(pole, u_dir, v_dir, theta1, phi1);
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let n01 = sphere_dir(pole, u_dir, v_dir, theta1, phi0);
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let p = [
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[cx + r * n00[0], cy + r * n00[1], cz + r * n00[2]],
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[cx + r * n10[0], cy + r * n10[1], cz + r * n10[2]],
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[cx + r * n11[0], cy + r * n11[1], cz + r * n11[2]],
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[cx + r * n01[0], cy + r * n01[1], cz + r * n01[2]],
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];
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// Average outward normal for the quad.
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let nav = norm3([
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n00[0] + n10[0] + n11[0] + n01[0],
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n00[1] + n10[1] + n11[1] + n01[1],
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n00[2] + n10[2] + n11[2] + n01[2],
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]);
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push_quad(verts, normals, indices, p, nav);
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}
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}
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}
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#[inline]
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fn sphere_dir(
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pole: [f64; 3],
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u_dir: [f64; 3],
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v_dir: [f64; 3],
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theta: f64,
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phi: f64,
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) -> [f64; 3] {
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let sin_phi = phi.sin();
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let cos_phi = phi.cos();
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let cos_theta = theta.cos();
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let sin_theta = theta.sin();
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// pole × cos_phi + (u*cos_theta + v*sin_theta) × sin_phi
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[
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pole[0] * cos_phi + (u_dir[0] * cos_theta + v_dir[0] * sin_theta) * sin_phi,
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pole[1] * cos_phi + (u_dir[1] * cos_theta + v_dir[1] * sin_theta) * sin_phi,
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pole[2] * cos_phi + (u_dir[2] * cos_theta + v_dir[2] * sin_theta) * sin_phi,
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]
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}
|
||
|
||
// ── Torus face ────────────────────────────────────────────────────────────────
|
||
|
||
fn tess_torus_face(
|
||
torus: &SatTorusSurface,
|
||
verts: &mut Vec<[f32; 3]>,
|
||
normals: &mut Vec<[f32; 3]>,
|
||
indices: &mut Vec<u32>,
|
||
) {
|
||
let (cx, cy, cz) = torus.center();
|
||
let (nx, ny, nz) = torus.normal();
|
||
let axis = norm3([nx, ny, nz]); // revolution axis
|
||
let (ux, uy, uz) = torus.u_direction();
|
||
let u_dir = norm3([ux, uy, uz]);
|
||
let v_dir = cross3(axis, u_dir);
|
||
let major_r = torus.major_radius();
|
||
let minor_r = torus.minor_radius();
|
||
|
||
let nu = GRID_U; // around the tube
|
||
let nv = GRID_V; // around the torus
|
||
|
||
for j in 0..nv {
|
||
let phi0 = TAU * (j as f64 / nv as f64);
|
||
let phi1 = TAU * ((j + 1) as f64 / nv as f64);
|
||
|
||
for i in 0..nu {
|
||
let theta0 = TAU * (i as f64 / nu as f64);
|
||
let theta1 = TAU * ((i + 1) as f64 / nu as f64);
|
||
|
||
let p = [
|
||
torus_pt(cx, cy, cz, axis, u_dir, v_dir, major_r, minor_r, theta0, phi0),
|
||
torus_pt(cx, cy, cz, axis, u_dir, v_dir, major_r, minor_r, theta0, phi1),
|
||
torus_pt(cx, cy, cz, axis, u_dir, v_dir, major_r, minor_r, theta1, phi1),
|
||
torus_pt(cx, cy, cz, axis, u_dir, v_dir, major_r, minor_r, theta1, phi0),
|
||
];
|
||
|
||
// Outward tube normal.
|
||
let mid_phi = (phi0 + phi1) * 0.5;
|
||
let mid_theta = (theta0 + theta1) * 0.5;
|
||
// Direction from tube center to surface point.
|
||
let radial = [
|
||
u_dir[0] * mid_phi.cos() + v_dir[0] * mid_phi.sin(),
|
||
u_dir[1] * mid_phi.cos() + v_dir[1] * mid_phi.sin(),
|
||
u_dir[2] * mid_phi.cos() + v_dir[2] * mid_phi.sin(),
|
||
];
|
||
let n = norm3([
|
||
radial[0] * mid_theta.cos() + axis[0] * mid_theta.sin(),
|
||
radial[1] * mid_theta.cos() + axis[1] * mid_theta.sin(),
|
||
radial[2] * mid_theta.cos() + axis[2] * mid_theta.sin(),
|
||
]);
|
||
|
||
push_quad(verts, normals, indices, p, n);
|
||
}
|
||
}
|
||
}
|
||
|
||
#[inline]
|
||
fn torus_pt(
|
||
cx: f64, cy: f64, cz: f64,
|
||
axis: [f64; 3],
|
||
u_dir: [f64; 3],
|
||
v_dir: [f64; 3],
|
||
major_r: f64,
|
||
minor_r: f64,
|
||
theta: f64, // tube angle
|
||
phi: f64, // revolution angle
|
||
) -> [f64; 3] {
|
||
// Ring center at angle phi.
|
||
let ring = [
|
||
cx + major_r * (u_dir[0] * phi.cos() + v_dir[0] * phi.sin()),
|
||
cy + major_r * (u_dir[1] * phi.cos() + v_dir[1] * phi.sin()),
|
||
cz + major_r * (u_dir[2] * phi.cos() + v_dir[2] * phi.sin()),
|
||
];
|
||
// Radial direction from torus axis to ring center.
|
||
let radial = norm3([ring[0] - cx, ring[1] - cy, ring[2] - cz]);
|
||
// Point on tube.
|
||
[
|
||
ring[0] + minor_r * (radial[0] * theta.cos() + axis[0] * theta.sin()),
|
||
ring[1] + minor_r * (radial[1] * theta.cos() + axis[1] * theta.sin()),
|
||
ring[2] + minor_r * (radial[2] * theta.cos() + axis[2] * theta.sin()),
|
||
]
|
||
}
|
||
|
||
// ── Math helpers ──────────────────────────────────────────────────────────────
|
||
|
||
#[inline]
|
||
fn dot3(a: [f64; 3], b: [f64; 3]) -> f64 {
|
||
a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
|
||
}
|
||
|
||
#[inline]
|
||
fn cross3(a: [f64; 3], b: [f64; 3]) -> [f64; 3] {
|
||
[
|
||
a[1] * b[2] - a[2] * b[1],
|
||
a[2] * b[0] - a[0] * b[2],
|
||
a[0] * b[1] - a[1] * b[0],
|
||
]
|
||
}
|
||
|
||
#[inline]
|
||
fn norm3(v: [f64; 3]) -> [f64; 3] {
|
||
let len = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
|
||
if len < 1e-12 {
|
||
[0.0, 0.0, 1.0]
|
||
} else {
|
||
[v[0] / len, v[1] / len, v[2] / len]
|
||
}
|
||
}
|