Files
Bampy/src/lib/components/Scene.svelte
2024-03-03 16:36:38 +01:00

140 lines
3.9 KiB
Svelte

<script lang="ts">
import { T } from '@threlte/core';
import { Gizmo, Grid, OrbitControls } from '@threlte/extras';
import { STLLoader } from 'three/examples/jsm/loaders/STLLoader';
import { useLoader } from '@threlte/core';
import {
BufferGeometry,
MathUtils,
Vector3,
Mesh,
DoubleSide,
Color,
Box3,
Matrix4
} from 'three';
import { ExtendedTriangle, MeshBVH } from 'three-mesh-bvh';
import type { Readable } from 'svelte/store';
import type { HitPointInfo } from 'three-mesh-bvh';
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
export let buildSurface = [300, 300, 300];
export let layerHeight = 0.2;
export let nozzleSize = 0.4;
export let tolerance = 0.005;
export let maxNonPlanarAngle = MathUtils.degToRad(20);
export let bedNormal = new Vector3(0, 0, 1);
export let origin = new Vector3(150, 150, 0);
const stl: Readable<BufferGeometry> = useLoader(STLLoader).load('/benchy.stl');
let mesh: Mesh;
let layers: BufferGeometry[] = [];
$: if ($stl) {
const bvh = new MeshBVH($stl);
const positions = $stl.getAttribute('position');
const index = $stl.index!;
const qualifyingTriangles = Array.from({ length: index.count / 3 }, () => false);
let qualifyingTrianglesCount = 0;
const triangle = new ExtendedTriangle();
const normal = new Vector3();
for (let i = 0; i < index.count / 3; i++) {
triangle.setFromAttributeAndIndices(
positions,
index.array[i * 3],
index.array[i * 3 + 1],
index.array[i * 3 + 2]
);
triangle.getNormal(normal);
const angle = normal.angleTo(bedNormal);
if ((angle > Math.PI / 2 ? Math.PI - angle : angle) < maxNonPlanarAngle) {
qualifyingTriangles[i] = true;
qualifyingTrianglesCount++;
}
}
const surfaces: number[][] = [];
while (qualifyingTrianglesCount > 0) {
const faceIndex = qualifyingTriangles.findIndex((it) => it);
qualifyingTriangles[faceIndex] = false;
qualifyingTrianglesCount--;
const surface = [faceIndex];
let cursor = 0;
while (cursor < surface.length) {
triangle.setFromAttributeAndIndices(
positions,
index.array[surface[cursor] * 3],
index.array[surface[cursor] * 3 + 1],
index.array[surface[cursor] * 3 + 2]
);
bvh.shapecast({
intersectsBounds(box, _isLeaf, _score, _depth, _nodeIndex) {
return triangle.intersectsBox(box);
},
intersectsTriangle(target, triangleIndex, _contained, _depth) {
if (
qualifyingTriangles[triangleIndex] &&
target.distanceToTriangle(triangle) < tolerance
) {
qualifyingTriangles[triangleIndex] = false;
qualifyingTrianglesCount--;
surface.push(triangleIndex);
}
}
});
cursor++;
}
surfaces.push(surface);
}
layers = surfaces.map((surface) => {
const geometry = new BufferGeometry();
geometry.setAttribute('position', positions);
geometry.setAttribute('normal', $stl.getAttribute('normal'));
const indices: number[] = Array.from({ length: surface.length * 3 });
for (let i = 0; i < surface.length; i++) {
const pos = surface[i] * 3;
indices[i * 3] = $stl.index!.array[pos];
indices[i * 3 + 1] = $stl.index!.array[pos + 1];
indices[i * 3 + 2] = $stl.index!.array[pos + 2];
}
geometry.setIndex(indices);
return geometry;
});
}
</script>
<T.PerspectiveCamera makeDefault position={buildSurface} fov={60} up={[0, 0, 1]}>
<OrbitControls enableDamping target.y={1.5} />
</T.PerspectiveCamera>
<Gizmo />
<Grid
position.y={-0.001}
cellColor="#ffffff"
sectionColor="#ff1111"
fadeDistance={buildSurface[0] * 2}
cellSize={10}
sectionSize={0}
plane="xy"
gridSize={[buildSurface[0], buildSurface[1]]}
/>
{#each layers as surface}
<T.Mesh geometry={surface}>
<T.MeshMatcapMaterial color={new Color(Math.random() * 0xffffff)} side={DoubleSide} />
</T.Mesh>
{/each}
{#if $stl && false}
<T.Mesh geometry={$stl} bind:ref={mesh}>
<T.MeshNormalMaterial />
</T.Mesh>
{/if}