mirror of
https://github.com/Theaninova/Bampy.git
synced 2026-01-06 00:32:50 +00:00
140 lines
3.9 KiB
Svelte
140 lines
3.9 KiB
Svelte
<script lang="ts">
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import { T } from '@threlte/core';
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import { Gizmo, Grid, OrbitControls } from '@threlte/extras';
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import { STLLoader } from 'three/examples/jsm/loaders/STLLoader';
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import { useLoader } from '@threlte/core';
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import {
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BufferGeometry,
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MathUtils,
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Vector3,
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Mesh,
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DoubleSide,
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Color,
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Box3,
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Matrix4
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} from 'three';
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import { ExtendedTriangle, MeshBVH } from 'three-mesh-bvh';
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import type { Readable } from 'svelte/store';
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import type { HitPointInfo } from 'three-mesh-bvh';
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import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
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export let buildSurface = [300, 300, 300];
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export let layerHeight = 0.2;
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export let nozzleSize = 0.4;
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export let tolerance = 0.005;
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export let maxNonPlanarAngle = MathUtils.degToRad(20);
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export let bedNormal = new Vector3(0, 0, 1);
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export let origin = new Vector3(150, 150, 0);
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const stl: Readable<BufferGeometry> = useLoader(STLLoader).load('/benchy.stl');
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let mesh: Mesh;
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let layers: BufferGeometry[] = [];
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$: if ($stl) {
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const bvh = new MeshBVH($stl);
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const positions = $stl.getAttribute('position');
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const index = $stl.index!;
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const qualifyingTriangles = Array.from({ length: index.count / 3 }, () => false);
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let qualifyingTrianglesCount = 0;
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const triangle = new ExtendedTriangle();
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const normal = new Vector3();
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for (let i = 0; i < index.count / 3; i++) {
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triangle.setFromAttributeAndIndices(
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positions,
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index.array[i * 3],
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index.array[i * 3 + 1],
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index.array[i * 3 + 2]
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);
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triangle.getNormal(normal);
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const angle = normal.angleTo(bedNormal);
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if ((angle > Math.PI / 2 ? Math.PI - angle : angle) < maxNonPlanarAngle) {
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qualifyingTriangles[i] = true;
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qualifyingTrianglesCount++;
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}
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}
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const surfaces: number[][] = [];
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while (qualifyingTrianglesCount > 0) {
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const faceIndex = qualifyingTriangles.findIndex((it) => it);
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qualifyingTriangles[faceIndex] = false;
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qualifyingTrianglesCount--;
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const surface = [faceIndex];
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let cursor = 0;
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while (cursor < surface.length) {
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triangle.setFromAttributeAndIndices(
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positions,
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index.array[surface[cursor] * 3],
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index.array[surface[cursor] * 3 + 1],
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index.array[surface[cursor] * 3 + 2]
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);
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bvh.shapecast({
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intersectsBounds(box, _isLeaf, _score, _depth, _nodeIndex) {
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return triangle.intersectsBox(box);
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},
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intersectsTriangle(target, triangleIndex, _contained, _depth) {
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if (
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qualifyingTriangles[triangleIndex] &&
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target.distanceToTriangle(triangle) < tolerance
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) {
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qualifyingTriangles[triangleIndex] = false;
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qualifyingTrianglesCount--;
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surface.push(triangleIndex);
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}
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}
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});
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cursor++;
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}
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surfaces.push(surface);
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}
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layers = surfaces.map((surface) => {
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const geometry = new BufferGeometry();
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geometry.setAttribute('position', positions);
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geometry.setAttribute('normal', $stl.getAttribute('normal'));
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const indices: number[] = Array.from({ length: surface.length * 3 });
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for (let i = 0; i < surface.length; i++) {
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const pos = surface[i] * 3;
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indices[i * 3] = $stl.index!.array[pos];
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indices[i * 3 + 1] = $stl.index!.array[pos + 1];
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indices[i * 3 + 2] = $stl.index!.array[pos + 2];
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}
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geometry.setIndex(indices);
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return geometry;
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});
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}
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</script>
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<T.PerspectiveCamera makeDefault position={buildSurface} fov={60} up={[0, 0, 1]}>
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<OrbitControls enableDamping target.y={1.5} />
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</T.PerspectiveCamera>
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<Gizmo />
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<Grid
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position.y={-0.001}
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cellColor="#ffffff"
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sectionColor="#ff1111"
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fadeDistance={buildSurface[0] * 2}
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cellSize={10}
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sectionSize={0}
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plane="xy"
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gridSize={[buildSurface[0], buildSurface[1]]}
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/>
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{#each layers as surface}
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<T.Mesh geometry={surface}>
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<T.MeshMatcapMaterial color={new Color(Math.random() * 0xffffff)} side={DoubleSide} />
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</T.Mesh>
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{/each}
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{#if $stl && false}
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<T.Mesh geometry={$stl} bind:ref={mesh}>
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<T.MeshNormalMaterial />
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</T.Mesh>
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{/if}
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