mesh-tool: mesht - create/inspect/edit OBJ+STL with ASCII multi-view rendering

- OBJ read/write (multi-object, ngon fan-triangulation, negative indices),
  STL binary+ascii with auto-detect and vertex welding
- info: bbox/size/area/volume + watertightness via edge manifold stats
- view: z-buffered orthographic ASCII renders (front/side/top/iso/back)
- transform: center/mirror/scale/rotate/translate/fit, per-object filter,
  winding auto-flip on negative determinant
- create: box/sphere/cylinder/cone/plane/torus; merge; convert
- go tests: primitive volumes vs analytic values, roundtrips, topology

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmdG9GqfSWCzts7AkDwRDh
This commit is contained in:
2026-07-14 02:33:37 +02:00
parent 581e37acd8
commit 62065f237b
13 changed files with 1759 additions and 0 deletions

169
mesh-tool/mesh/ascii.go Normal file
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package mesh
import (
"fmt"
"math"
"strings"
)
// View is an orthographic camera basis: Right/Up span the screen plane,
// Toward points from the scene toward the viewer (bigger depth = closer).
type View struct {
Name string
Axes string // human-readable axis legend
Right, Up, Toward Vec3
}
var Views = map[string]View{
"front": {"front", "X→right Y↑up (seen from +Z)", Vec3{1, 0, 0}, Vec3{0, 1, 0}, Vec3{0, 0, 1}},
"back": {"back", "-X→right Y↑up (seen from -Z)", Vec3{-1, 0, 0}, Vec3{0, 1, 0}, Vec3{0, 0, -1}},
"side": {"side", "-Z→right Y↑up (seen from +X)", Vec3{0, 0, -1}, Vec3{0, 1, 0}, Vec3{1, 0, 0}},
"top": {"top", "X→right Z↓down-screen (seen from above, +Y)", Vec3{1, 0, 0}, Vec3{0, 0, -1}, Vec3{0, 1, 0}},
"iso": {"iso", "isometric from (+X +Y +Z)",
Vec3{1, 0, -1}.Norm(), Vec3{-1, 2, -1}.Norm(), Vec3{1, 1, 1}.Norm()},
}
// ViewOrder is the canonical ordering for multi-view output.
var ViewOrder = []string{"front", "side", "top", "iso", "back"}
const shadeRamp = " .:-=+*#%@"
// charAspect compensates terminal cells being ~2x taller than wide.
const charAspect = 0.5
// RenderASCII draws the mesh from the given view into a text block of
// the given character width. Triangles are z-buffer rasterized and
// shaded by how much each face points toward the light (over the
// viewer's shoulder), so curvature and depth read as brightness.
func RenderASCII(m *Mesh, v View, width int) string {
if width < 8 {
width = 8
}
if len(m.Tris) == 0 {
return "(empty mesh)\n"
}
// project all vertices into view space
type pv struct{ x, y, z float64 }
pts := make([]pv, len(m.Verts))
minX, minY := math.Inf(1), math.Inf(1)
maxX, maxY := math.Inf(-1), math.Inf(-1)
for i, w := range m.Verts {
p := pv{w.Dot(v.Right), w.Dot(v.Up), w.Dot(v.Toward)}
pts[i] = p
minX, maxX = math.Min(minX, p.x), math.Max(maxX, p.x)
minY, maxY = math.Min(minY, p.y), math.Max(maxY, p.y)
}
spanX, spanY := maxX-minX, maxY-minY
if spanX == 0 {
spanX = 1e-9
}
if spanY == 0 {
spanY = 1e-9
}
height := int(float64(width) * (spanY / spanX) * charAspect)
if height < 1 {
height = 1
}
if height > 4*width {
height = 4 * width
}
sx := float64(width-1) / spanX
sy := float64(height-1) / spanY
depth := make([]float64, width*height)
for i := range depth {
depth[i] = math.Inf(-1)
}
shade := make([]float64, width*height)
for i := range shade {
shade[i] = -1
}
light := v.Toward.Mul(0.8).Add(v.Up.Mul(0.5)).Add(v.Right.Mul(0.3)).Norm()
for ti, t := range m.Tris {
n := m.FaceNormal(ti)
// abs: downloaded models often have mixed winding; treat both
// sides as lit so the silhouette never goes black
lum := 0.15 + 0.85*math.Abs(n.Dot(light))
a, b, c := pts[t[0]], pts[t[1]], pts[t[2]]
ax, ay := (a.x-minX)*sx, (maxY-a.y)*sy
bx, by := (b.x-minX)*sx, (maxY-b.y)*sy
cx, cy := (c.x-minX)*sx, (maxY-c.y)*sy
x0 := int(math.Floor(math.Min(ax, math.Min(bx, cx))))
x1 := int(math.Ceil(math.Max(ax, math.Max(bx, cx))))
y0 := int(math.Floor(math.Min(ay, math.Min(by, cy))))
y1 := int(math.Ceil(math.Max(ay, math.Max(by, cy))))
if x0 < 0 {
x0 = 0
}
if y0 < 0 {
y0 = 0
}
if x1 >= width {
x1 = width - 1
}
if y1 >= height {
y1 = height - 1
}
area := (bx-ax)*(cy-ay) - (by-ay)*(cx-ax)
if area == 0 {
continue
}
for py := y0; py <= y1; py++ {
for px := x0; px <= x1; px++ {
fx, fy := float64(px), float64(py)
w0 := (bx-ax)*(fy-ay) - (by-ay)*(fx-ax)
w1 := (cx-bx)*(fy-by) - (cy-by)*(fx-bx)
w2 := (ax-cx)*(fy-cy) - (ay-cy)*(fx-cx)
if !sameSide(w0, w1, w2, area) {
continue
}
// barycentric depth: w2 tracks b, w0 tracks c
l1 := w2 / area
l2 := w0 / area
l0 := 1 - l1 - l2
z := l0*a.z + l1*b.z + l2*c.z
idx := py*width + px
if z > depth[idx] {
depth[idx] = z
shade[idx] = lum
}
}
}
}
var sb strings.Builder
mn, mx := m.BBox()
size := mx.Sub(mn)
fmt.Fprintf(&sb, "%s view — %s\nmodel %.3g x %.3g x %.3g (XYZ)\n",
v.Name, v.Axes, size.X, size.Y, size.Z)
ramp := []rune(shadeRamp)
for py := 0; py < height; py++ {
for px := 0; px < width; px++ {
s := shade[py*width+px]
if s < 0 {
sb.WriteByte(' ')
continue
}
i := int(s * float64(len(ramp)-1))
if i >= len(ramp) {
i = len(ramp) - 1
}
sb.WriteRune(ramp[i])
}
sb.WriteByte('\n')
}
return sb.String()
}
func sameSide(w0, w1, w2, area float64) bool {
if area > 0 {
return w0 >= 0 && w1 >= 0 && w2 >= 0
}
return w0 <= 0 && w1 <= 0 && w2 <= 0
}

59
mesh-tool/mesh/measure.go Normal file
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package mesh
import "math"
// BBox returns the axis-aligned bounding box of the mesh.
func (m *Mesh) BBox() (min, max Vec3) {
if len(m.Verts) == 0 {
return Vec3{}, Vec3{}
}
min, max = m.Verts[0], m.Verts[0]
for _, v := range m.Verts[1:] {
min = min.Min(v)
max = max.Max(v)
}
return
}
// SurfaceArea sums the area of all triangles.
func (m *Mesh) SurfaceArea() float64 {
sum := 0.0
for _, t := range m.Tris {
a, b, c := m.Verts[t[0]], m.Verts[t[1]], m.Verts[t[2]]
sum += b.Sub(a).Cross(c.Sub(a)).Len() / 2
}
return sum
}
// SignedVolume computes the enclosed volume via the divergence theorem.
// Only meaningful for closed meshes; positive when windings face outward.
func (m *Mesh) SignedVolume() float64 {
sum := 0.0
for _, t := range m.Tris {
a, b, c := m.Verts[t[0]], m.Verts[t[1]], m.Verts[t[2]]
sum += a.Dot(b.Cross(c))
}
return sum / 6
}
// Volume is the absolute enclosed volume.
func (m *Mesh) Volume() float64 { return math.Abs(m.SignedVolume()) }
// SceneBBox returns the bounding box over the given meshes.
func SceneBBox(meshes []*Mesh) (min, max Vec3) {
first := true
for _, m := range meshes {
if len(m.Verts) == 0 {
continue
}
mn, mx := m.BBox()
if first {
min, max = mn, mx
first = false
} else {
min = min.Min(mn)
max = max.Max(mx)
}
}
return
}

129
mesh-tool/mesh/mesh.go Normal file
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package mesh
import "fmt"
// Triangle indexes three vertices, counter-clockwise seen from outside.
type Triangle [3]int
// Mesh is one named object: a triangle soup over a shared vertex list.
type Mesh struct {
Name string
Verts []Vec3
Tris []Triangle
}
// Scene is an ordered list of meshes, matching OBJ objects. STL files
// load as a single-mesh scene.
type Scene struct {
Meshes []*Mesh
}
func (s *Scene) TotalVerts() int {
n := 0
for _, m := range s.Meshes {
n += len(m.Verts)
}
return n
}
func (s *Scene) TotalTris() int {
n := 0
for _, m := range s.Meshes {
n += len(m.Tris)
}
return n
}
// Mesh returns the named mesh, or nil.
func (s *Scene) Mesh(name string) *Mesh {
for _, m := range s.Meshes {
if m.Name == name {
return m
}
}
return nil
}
// Merged flattens the scene into a single mesh (copies data).
func (s *Scene) Merged() *Mesh {
out := &Mesh{Name: "merged"}
for _, m := range s.Meshes {
off := len(out.Verts)
out.Verts = append(out.Verts, m.Verts...)
for _, t := range m.Tris {
out.Tris = append(out.Tris, Triangle{t[0] + off, t[1] + off, t[2] + off})
}
}
if len(s.Meshes) == 1 {
out.Name = s.Meshes[0].Name
}
return out
}
// Append adds meshes from another scene, de-duplicating names by
// appending _2, _3, ...
func (s *Scene) Append(other *Scene) {
taken := map[string]bool{}
for _, m := range s.Meshes {
taken[m.Name] = true
}
for _, m := range other.Meshes {
name := m.Name
for i := 2; taken[name]; i++ {
name = fmt.Sprintf("%s_%d", m.Name, i)
}
m.Name = name
taken[name] = true
s.Meshes = append(s.Meshes, m)
}
}
// FaceNormal returns the (unit) normal of triangle i.
func (m *Mesh) FaceNormal(i int) Vec3 {
t := m.Tris[i]
a, b, c := m.Verts[t[0]], m.Verts[t[1]], m.Verts[t[2]]
return b.Sub(a).Cross(c.Sub(a)).Norm()
}
// FlipWinding reverses the orientation of every triangle.
func (m *Mesh) FlipWinding() {
for i, t := range m.Tris {
m.Tris[i] = Triangle{t[0], t[2], t[1]}
}
}
type edge struct{ a, b int }
func normEdge(a, b int) edge {
if a > b {
a, b = b, a
}
return edge{a, b}
}
// EdgeStats classifies the mesh topology: boundary edges belong to one
// triangle, manifold edges to two, anything more is non-manifold. A
// closed (watertight) mesh has zero boundary and zero non-manifold edges.
func (m *Mesh) EdgeStats() (boundary, nonManifold int) {
count := map[edge]int{}
for _, t := range m.Tris {
count[normEdge(t[0], t[1])]++
count[normEdge(t[1], t[2])]++
count[normEdge(t[2], t[0])]++
}
for _, n := range count {
switch {
case n == 1:
boundary++
case n > 2:
nonManifold++
}
}
return
}
// Closed reports whether the mesh is watertight.
func (m *Mesh) Closed() bool {
b, nm := m.EdgeStats()
return b == 0 && nm == 0
}

184
mesh-tool/mesh/mesh_test.go Normal file
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package mesh
import (
"bytes"
"math"
"strings"
"testing"
)
func almost(t *testing.T, name string, got, want, tol float64) {
t.Helper()
if math.Abs(got-want) > tol {
t.Errorf("%s = %g, want %g (±%g)", name, got, want, tol)
}
}
func TestPrimitiveVolumes(t *testing.T) {
box := Box(Vec3{1, 2, 3})
almost(t, "box volume", box.SignedVolume(), 6, 1e-9)
almost(t, "box area", box.SurfaceArea(), 22, 1e-9)
if !box.Closed() {
t.Error("box should be watertight")
}
sph := Sphere(1, 64, 32)
almost(t, "sphere volume", sph.SignedVolume(), 4*math.Pi/3, 0.07)
almost(t, "sphere area", sph.SurfaceArea(), 4*math.Pi, 0.15)
if !sph.Closed() {
t.Error("sphere should be watertight")
}
cyl := Cylinder(0.5, 2, 64)
almost(t, "cylinder volume", cyl.SignedVolume(), math.Pi*0.25*2, 0.01)
if !cyl.Closed() {
t.Error("cylinder should be watertight")
}
cone := Cone(1, 3, 64)
almost(t, "cone volume", cone.SignedVolume(), math.Pi/3*3, 0.02)
if !cone.Closed() {
t.Error("cone should be watertight")
}
tor := Torus(2, 0.5, 64, 32)
almost(t, "torus volume", tor.SignedVolume(), 2*math.Pi*math.Pi*2*0.25, 0.25)
if !tor.Closed() {
t.Error("torus should be watertight")
}
}
func TestBBoxAndMeasure(t *testing.T) {
box := Box(Vec3{2, 4, 6})
mn, mx := box.BBox()
if mn != (Vec3{-1, -2, -3}) || mx != (Vec3{1, 2, 3}) {
t.Errorf("bbox = %v..%v", mn, mx)
}
}
func TestTransformMirrorKeepsVolumePositive(t *testing.T) {
box := Box(Vec3{1, 1, 1})
box.Apply(ScaleXYZ(Vec3{-1, 1, 1}))
almost(t, "mirrored box volume", box.SignedVolume(), 1, 1e-9)
box.Apply(RotateY(45).Mul(RotateX(30)))
almost(t, "rotated box volume", box.SignedVolume(), 1, 1e-9)
box.Apply(Translate(Vec3{10, -5, 3}))
almost(t, "translated box volume", box.SignedVolume(), 1, 1e-6)
}
func TestOBJRoundTrip(t *testing.T) {
scene := &Scene{Meshes: []*Mesh{Box(Vec3{1, 2, 3}), Sphere(1, 8, 4)}}
scene.Meshes[0].Name = "crate"
scene.Meshes[1].Name = "ball"
var buf bytes.Buffer
if err := WriteOBJ(&buf, scene); err != nil {
t.Fatal(err)
}
back, err := ReadOBJ(&buf)
if err != nil {
t.Fatal(err)
}
if len(back.Meshes) != 2 {
t.Fatalf("got %d meshes, want 2", len(back.Meshes))
}
if back.Meshes[0].Name != "crate" || back.Meshes[1].Name != "ball" {
t.Errorf("names = %q, %q", back.Meshes[0].Name, back.Meshes[1].Name)
}
almost(t, "roundtrip crate volume", back.Meshes[0].SignedVolume(), 6, 1e-9)
if !back.Meshes[1].Closed() {
t.Error("roundtripped sphere should stay watertight")
}
}
func TestOBJQuadsAndNegativeIndices(t *testing.T) {
src := `
v 0 0 0
v 1 0 0
v 1 1 0
v 0 1 0
f 1 2 3 4
f -4 -3 -2
`
s, err := ReadOBJ(strings.NewReader(src))
if err != nil {
t.Fatal(err)
}
if got := s.TotalTris(); got != 3 {
t.Errorf("tris = %d, want 3 (quad fan + one negative-index tri)", got)
}
}
func TestSTLRoundTrips(t *testing.T) {
box := Box(Vec3{1, 2, 3})
scene := &Scene{Meshes: []*Mesh{box}}
var bin bytes.Buffer
if err := WriteSTLBinary(&bin, scene); err != nil {
t.Fatal(err)
}
back, err := ReadSTL(bytes.NewReader(bin.Bytes()))
if err != nil {
t.Fatal(err)
}
m := back.Meshes[0]
if len(m.Verts) != 8 {
t.Errorf("binary stl weld: %d verts, want 8", len(m.Verts))
}
almost(t, "binary stl volume", m.SignedVolume(), 6, 1e-6)
var asc bytes.Buffer
if err := WriteSTLAscii(&asc, scene); err != nil {
t.Fatal(err)
}
back2, err := ReadSTL(bytes.NewReader(asc.Bytes()))
if err != nil {
t.Fatal(err)
}
almost(t, "ascii stl volume", back2.Meshes[0].SignedVolume(), 6, 1e-6)
if !back2.Meshes[0].Closed() {
t.Error("ascii stl roundtrip should stay watertight")
}
}
func TestSceneAppendRenames(t *testing.T) {
a := &Scene{Meshes: []*Mesh{Box(Vec3{1, 1, 1})}}
b := &Scene{Meshes: []*Mesh{Box(Vec3{2, 2, 2})}}
a.Append(b)
if a.Meshes[0].Name == a.Meshes[1].Name {
t.Errorf("duplicate names after append: %q", a.Meshes[0].Name)
}
}
func TestRenderASCII(t *testing.T) {
sph := Sphere(1, 32, 16)
out := RenderASCII(sph, Views["front"], 40)
if !strings.Contains(out, "front view") {
t.Errorf("missing header:\n%s", out)
}
ink := 0
for _, r := range out {
if strings.ContainsRune(shadeRamp[1:], r) {
ink++
}
}
if ink < 100 {
t.Errorf("sphere render suspiciously empty (%d shaded cells):\n%s", ink, out)
}
// a sphere should be roughly as tall as wide after aspect correction
lines := strings.Split(strings.TrimRight(out, "\n"), "\n")
rows := len(lines) - 2 // minus the two header lines
if rows < 15 || rows > 25 {
t.Errorf("40-wide sphere should be ~20 rows, got %d", rows)
}
}
func TestEdgeStatsOpenMesh(t *testing.T) {
p := Plane(1, 1)
if p.Closed() {
t.Error("plane must not be watertight")
}
b, nm := p.EdgeStats()
if b != 4 || nm != 0 {
t.Errorf("plane edge stats = %d boundary, %d non-manifold; want 4, 0", b, nm)
}
}

203
mesh-tool/mesh/obj.go Normal file
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package mesh
import (
"bufio"
"fmt"
"io"
"os"
"strconv"
"strings"
)
// ReadOBJ parses a Wavefront OBJ file. Vertices (v), objects/groups
// (o/g) and faces (f) are honored; polygons are fan-triangulated;
// normals, texture coords and materials are ignored (they are
// recomputed or irrelevant for geometry editing).
func ReadOBJ(r io.Reader) (*Scene, error) {
var verts []Vec3
type objFaces struct {
name string
tris []Triangle // indices into the global vert list
}
objs := []*objFaces{}
current := func() *objFaces {
if len(objs) == 0 {
objs = append(objs, &objFaces{name: "default"})
}
return objs[len(objs)-1]
}
sc := bufio.NewScanner(r)
sc.Buffer(make([]byte, 0, 64*1024), 16*1024*1024)
lineNo := 0
for sc.Scan() {
lineNo++
line := strings.TrimSpace(sc.Text())
if line == "" || strings.HasPrefix(line, "#") {
continue
}
fields := strings.Fields(line)
switch fields[0] {
case "v":
if len(fields) < 4 {
return nil, fmt.Errorf("obj line %d: vertex needs x y z", lineNo)
}
var v Vec3
var err error
if v.X, err = strconv.ParseFloat(fields[1], 64); err == nil {
if v.Y, err = strconv.ParseFloat(fields[2], 64); err == nil {
v.Z, err = strconv.ParseFloat(fields[3], 64)
}
}
if err != nil {
return nil, fmt.Errorf("obj line %d: bad vertex: %v", lineNo, err)
}
verts = append(verts, v)
case "o", "g":
name := "unnamed"
if len(fields) > 1 {
name = strings.Join(fields[1:], " ")
}
// only open a new object if the current one has faces
if len(objs) > 0 && len(objs[len(objs)-1].tris) == 0 {
objs[len(objs)-1].name = name
} else {
objs = append(objs, &objFaces{name: name})
}
case "f":
if len(fields) < 4 {
return nil, fmt.Errorf("obj line %d: face needs at least 3 vertices", lineNo)
}
idx := make([]int, 0, len(fields)-1)
for _, f := range fields[1:] {
// "v", "v/vt", "v//vn", "v/vt/vn" — we only need v
vs := strings.SplitN(f, "/", 2)[0]
i, err := strconv.Atoi(vs)
if err != nil {
return nil, fmt.Errorf("obj line %d: bad face index %q", lineNo, f)
}
if i < 0 {
i = len(verts) + i // negative = relative to current count
} else {
i-- // obj is 1-based
}
if i < 0 || i >= len(verts) {
return nil, fmt.Errorf("obj line %d: face index %q out of range (have %d vertices)", lineNo, f, len(verts))
}
idx = append(idx, i)
}
o := current()
for k := 1; k+1 < len(idx); k++ { // fan triangulation
o.tris = append(o.tris, Triangle{idx[0], idx[k], idx[k+1]})
}
}
}
if err := sc.Err(); err != nil {
return nil, err
}
// Compact the global vertex list into per-mesh local lists.
scene := &Scene{}
for _, o := range objs {
if len(o.tris) == 0 {
continue
}
m := &Mesh{Name: o.name}
remap := map[int]int{}
for _, t := range o.tris {
var lt Triangle
for k, gi := range t {
li, ok := remap[gi]
if !ok {
li = len(m.Verts)
m.Verts = append(m.Verts, verts[gi])
remap[gi] = li
}
lt[k] = li
}
m.Tris = append(m.Tris, lt)
}
scene.Meshes = append(scene.Meshes, m)
}
if len(scene.Meshes) == 0 {
return nil, fmt.Errorf("obj contains no faces")
}
return scene, nil
}
// WriteOBJ writes the scene as OBJ, one "o" object per mesh.
func WriteOBJ(w io.Writer, s *Scene) error {
bw := bufio.NewWriter(w)
fmt.Fprintln(bw, "# exported by mesht (agent-tools)")
offset := 1 // obj indices are global and 1-based
for _, m := range s.Meshes {
fmt.Fprintf(bw, "o %s\n", m.Name)
for _, v := range m.Verts {
fmt.Fprintf(bw, "v %g %g %g\n", v.X, v.Y, v.Z)
}
for _, t := range m.Tris {
fmt.Fprintf(bw, "f %d %d %d\n", t[0]+offset, t[1]+offset, t[2]+offset)
}
offset += len(m.Verts)
}
return bw.Flush()
}
// ReadFile loads a scene, picking the format from the file extension
// (.obj, .stl).
func ReadFile(path string) (*Scene, error) {
f, err := os.Open(path)
if err != nil {
return nil, err
}
defer f.Close()
switch ext(path) {
case "obj":
s, err := ReadOBJ(f)
if err != nil {
return nil, fmt.Errorf("%s: %w", path, err)
}
return s, nil
case "stl":
s, err := ReadSTL(f)
if err != nil {
return nil, fmt.Errorf("%s: %w", path, err)
}
return s, nil
}
return nil, fmt.Errorf("%s: unsupported format (use .obj or .stl)", path)
}
// WriteFile saves a scene, picking the format from the file extension.
// asciiSTL selects text STL instead of the default binary.
func WriteFile(path string, s *Scene, asciiSTL bool) error {
f, err := os.Create(path)
if err != nil {
return err
}
defer f.Close()
switch ext(path) {
case "obj":
err = WriteOBJ(f, s)
case "stl":
if asciiSTL {
err = WriteSTLAscii(f, s)
} else {
err = WriteSTLBinary(f, s)
}
default:
err = fmt.Errorf("unsupported output format (use .obj or .stl)")
}
if err != nil {
return fmt.Errorf("%s: %w", path, err)
}
return f.Close()
}
func ext(path string) string {
i := strings.LastIndex(path, ".")
if i < 0 {
return ""
}
return strings.ToLower(path[i+1:])
}

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@@ -0,0 +1,179 @@
package mesh
import "math"
// All primitives are centered at the origin with +Y up and get outward
// (counter-clockwise) winding; ensureOutward fixes the global
// orientation via the signed volume as a safety net.
func ensureOutward(m *Mesh) *Mesh {
if m.SignedVolume() < 0 {
m.FlipWinding()
}
return m
}
// Box builds an axis-aligned box of the given size.
func Box(size Vec3) *Mesh {
x, y, z := size.X/2, size.Y/2, size.Z/2
m := &Mesh{
Name: "box",
Verts: []Vec3{
{-x, -y, -z}, {x, -y, -z}, {x, y, -z}, {-x, y, -z}, // back (z-)
{-x, -y, z}, {x, -y, z}, {x, y, z}, {-x, y, z}, // front (z+)
},
}
quads := [][4]int{
{0, 3, 2, 1}, // back
{4, 5, 6, 7}, // front
{0, 1, 5, 4}, // bottom
{2, 3, 7, 6}, // top
{1, 2, 6, 5}, // right
{0, 4, 7, 3}, // left
}
for _, q := range quads {
m.Tris = append(m.Tris, Triangle{q[0], q[1], q[2]}, Triangle{q[0], q[2], q[3]})
}
return ensureOutward(m)
}
// Plane builds a flat rectangle in the XZ plane (an open mesh).
func Plane(w, d float64) *Mesh {
x, z := w/2, d/2
return &Mesh{
Name: "plane",
Verts: []Vec3{{-x, 0, -z}, {x, 0, -z}, {x, 0, z}, {-x, 0, z}},
Tris: []Triangle{{0, 2, 1}, {0, 3, 2}}, // +Y facing
}
}
// Sphere builds a UV sphere. segments = around the equator (>= 3),
// rings = from pole to pole (>= 2).
func Sphere(r float64, segments, rings int) *Mesh {
if segments < 3 {
segments = 3
}
if rings < 2 {
rings = 2
}
m := &Mesh{Name: "sphere"}
top := len(m.Verts)
m.Verts = append(m.Verts, Vec3{0, r, 0})
// interior rings, top to bottom
ringStart := make([]int, rings)
for i := 1; i < rings; i++ {
theta := math.Pi * float64(i) / float64(rings)
y := r * math.Cos(theta)
rad := r * math.Sin(theta)
ringStart[i] = len(m.Verts)
for j := 0; j < segments; j++ {
phi := 2 * math.Pi * float64(j) / float64(segments)
m.Verts = append(m.Verts, Vec3{rad * math.Cos(phi), y, rad * math.Sin(phi)})
}
}
bottom := len(m.Verts)
m.Verts = append(m.Verts, Vec3{0, -r, 0})
at := func(ring, seg int) int { return ringStart[ring] + seg%segments }
for j := 0; j < segments; j++ {
m.Tris = append(m.Tris, Triangle{top, at(1, j), at(1, j+1)}) // top cap
m.Tris = append(m.Tris, Triangle{bottom, at(rings-1, j+1), at(rings-1, j)})
}
for i := 1; i < rings-1; i++ {
for j := 0; j < segments; j++ {
a, b := at(i, j), at(i, j+1)
c, d := at(i+1, j+1), at(i+1, j)
m.Tris = append(m.Tris, Triangle{a, b, c}, Triangle{a, c, d})
}
}
return ensureOutward(m)
}
// Cylinder builds a closed cylinder of height h around the Y axis.
func Cylinder(r, h float64, segments int) *Mesh {
if segments < 3 {
segments = 3
}
m := &Mesh{Name: "cylinder"}
y := h / 2
topC := len(m.Verts)
m.Verts = append(m.Verts, Vec3{0, y, 0})
botC := len(m.Verts)
m.Verts = append(m.Verts, Vec3{0, -y, 0})
topStart := len(m.Verts)
for j := 0; j < segments; j++ {
phi := 2 * math.Pi * float64(j) / float64(segments)
m.Verts = append(m.Verts, Vec3{r * math.Cos(phi), y, r * math.Sin(phi)})
}
botStart := len(m.Verts)
for j := 0; j < segments; j++ {
phi := 2 * math.Pi * float64(j) / float64(segments)
m.Verts = append(m.Verts, Vec3{r * math.Cos(phi), -y, r * math.Sin(phi)})
}
t := func(j int) int { return topStart + j%segments }
b := func(j int) int { return botStart + j%segments }
for j := 0; j < segments; j++ {
m.Tris = append(m.Tris,
Triangle{topC, t(j + 1), t(j)}, // top cap
Triangle{botC, b(j), b(j + 1)}, // bottom cap
Triangle{t(j), t(j + 1), b(j + 1)}, // side
Triangle{t(j), b(j + 1), b(j)}, // side
)
}
return ensureOutward(m)
}
// Cone builds a closed cone with its base at -h/2 and apex at +h/2.
func Cone(r, h float64, segments int) *Mesh {
if segments < 3 {
segments = 3
}
m := &Mesh{Name: "cone"}
apex := len(m.Verts)
m.Verts = append(m.Verts, Vec3{0, h / 2, 0})
baseC := len(m.Verts)
m.Verts = append(m.Verts, Vec3{0, -h / 2, 0})
start := len(m.Verts)
for j := 0; j < segments; j++ {
phi := 2 * math.Pi * float64(j) / float64(segments)
m.Verts = append(m.Verts, Vec3{r * math.Cos(phi), -h / 2, r * math.Sin(phi)})
}
at := func(j int) int { return start + j%segments }
for j := 0; j < segments; j++ {
m.Tris = append(m.Tris,
Triangle{apex, at(j + 1), at(j)},
Triangle{baseC, at(j), at(j + 1)},
)
}
return ensureOutward(m)
}
// Torus builds a torus around the Y axis: ring radius R (center of tube
// to center of torus) and tube radius r.
func Torus(R, r float64, segments, rings int) *Mesh {
if segments < 3 {
segments = 3
}
if rings < 3 {
rings = 3
}
m := &Mesh{Name: "torus"}
for i := 0; i < segments; i++ { // around the main ring
phi := 2 * math.Pi * float64(i) / float64(segments)
cx, cz := math.Cos(phi), math.Sin(phi)
for j := 0; j < rings; j++ { // around the tube
theta := 2 * math.Pi * float64(j) / float64(rings)
rad := R + r*math.Cos(theta)
m.Verts = append(m.Verts, Vec3{rad * cx, r * math.Sin(theta), rad * cz})
}
}
at := func(i, j int) int { return (i%segments)*rings + j%rings }
for i := 0; i < segments; i++ {
for j := 0; j < rings; j++ {
a, b := at(i, j), at(i+1, j)
c, d := at(i+1, j+1), at(i, j+1)
m.Tris = append(m.Tris, Triangle{a, b, c}, Triangle{a, c, d})
}
}
return ensureOutward(m)
}

182
mesh-tool/mesh/stl.go Normal file
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@@ -0,0 +1,182 @@
package mesh
import (
"bufio"
"bytes"
"encoding/binary"
"fmt"
"io"
"math"
"strconv"
"strings"
)
// ReadSTL reads binary or ASCII STL (auto-detected). STL stores loose
// triangles, so identical vertices are welded back together to recover
// connectivity (needed for watertight checks and sane OBJ export).
func ReadSTL(r io.Reader) (*Scene, error) {
data, err := io.ReadAll(r)
if err != nil {
return nil, err
}
if len(data) >= 84 {
n := binary.LittleEndian.Uint32(data[80:84])
if int(84+50*n) == len(data) {
return readSTLBinary(data)
}
}
if bytes.HasPrefix(bytes.TrimLeft(data, " \t\r\n"), []byte("solid")) {
return readSTLAscii(data)
}
return nil, fmt.Errorf("not a valid STL file (neither binary layout nor 'solid ...' text)")
}
type welder struct {
mesh *Mesh
index map[Vec3]int
}
func newWelder(name string) *welder {
return &welder{mesh: &Mesh{Name: name}, index: map[Vec3]int{}}
}
func (w *welder) add(a, b, c Vec3) {
var t Triangle
for i, v := range [3]Vec3{a, b, c} {
idx, ok := w.index[v]
if !ok {
idx = len(w.mesh.Verts)
w.mesh.Verts = append(w.mesh.Verts, v)
w.index[v] = idx
}
t[i] = idx
}
if t[0] == t[1] || t[1] == t[2] || t[2] == t[0] {
return // degenerate
}
w.mesh.Tris = append(w.mesh.Tris, t)
}
func readSTLBinary(data []byte) (*Scene, error) {
n := int(binary.LittleEndian.Uint32(data[80:84]))
w := newWelder("stl")
off := 84
f32 := func(o int) float64 {
return float64(math.Float32frombits(binary.LittleEndian.Uint32(data[o : o+4])))
}
for i := 0; i < n; i++ {
// 12 bytes normal (ignored), 3 * 12 bytes vertices, 2 bytes attrs
var v [3]Vec3
for k := 0; k < 3; k++ {
base := off + 12 + k*12
v[k] = Vec3{f32(base), f32(base + 4), f32(base + 8)}
}
w.add(v[0], v[1], v[2])
off += 50
}
return &Scene{Meshes: []*Mesh{w.mesh}}, nil
}
func readSTLAscii(data []byte) (*Scene, error) {
name := "stl"
w := newWelder(name)
var cur []Vec3
sc := bufio.NewScanner(bytes.NewReader(data))
sc.Buffer(make([]byte, 0, 64*1024), 16*1024*1024)
lineNo := 0
for sc.Scan() {
lineNo++
fields := strings.Fields(sc.Text())
if len(fields) == 0 {
continue
}
switch fields[0] {
case "solid":
if len(fields) > 1 {
w.mesh.Name = fields[1]
}
case "vertex":
if len(fields) < 4 {
return nil, fmt.Errorf("stl line %d: vertex needs x y z", lineNo)
}
var v Vec3
var err error
if v.X, err = strconv.ParseFloat(fields[1], 64); err == nil {
if v.Y, err = strconv.ParseFloat(fields[2], 64); err == nil {
v.Z, err = strconv.ParseFloat(fields[3], 64)
}
}
if err != nil {
return nil, fmt.Errorf("stl line %d: bad vertex: %v", lineNo, err)
}
cur = append(cur, v)
case "endfacet":
if len(cur) != 3 {
return nil, fmt.Errorf("stl line %d: facet has %d vertices, want 3", lineNo, len(cur))
}
w.add(cur[0], cur[1], cur[2])
cur = cur[:0]
}
}
if err := sc.Err(); err != nil {
return nil, err
}
if len(w.mesh.Tris) == 0 {
return nil, fmt.Errorf("stl contains no triangles")
}
return &Scene{Meshes: []*Mesh{w.mesh}}, nil
}
// WriteSTLBinary writes the whole scene as one binary STL solid
// (STL has no concept of multiple named objects).
func WriteSTLBinary(w io.Writer, s *Scene) error {
m := s.Merged()
bw := bufio.NewWriter(w)
header := make([]byte, 80)
copy(header, []byte("exported by mesht (agent-tools)"))
bw.Write(header)
binary.Write(bw, binary.LittleEndian, uint32(len(m.Tris)))
buf := make([]byte, 50)
for i, t := range m.Tris {
n := m.FaceNormal(i)
le := binary.LittleEndian
le.PutUint32(buf[0:], math.Float32bits(float32(n.X)))
le.PutUint32(buf[4:], math.Float32bits(float32(n.Y)))
le.PutUint32(buf[8:], math.Float32bits(float32(n.Z)))
for k := 0; k < 3; k++ {
v := m.Verts[t[k]]
le.PutUint32(buf[12+k*12:], math.Float32bits(float32(v.X)))
le.PutUint32(buf[16+k*12:], math.Float32bits(float32(v.Y)))
le.PutUint32(buf[20+k*12:], math.Float32bits(float32(v.Z)))
}
buf[48], buf[49] = 0, 0
bw.Write(buf)
}
return bw.Flush()
}
// WriteSTLAscii writes the scene as a text STL solid.
func WriteSTLAscii(w io.Writer, s *Scene) error {
m := s.Merged()
bw := bufio.NewWriter(w)
fmt.Fprintf(bw, "solid %s\n", sanitizeToken(m.Name))
for i, t := range m.Tris {
n := m.FaceNormal(i)
fmt.Fprintf(bw, " facet normal %g %g %g\n outer loop\n", n.X, n.Y, n.Z)
for k := 0; k < 3; k++ {
v := m.Verts[t[k]]
fmt.Fprintf(bw, " vertex %g %g %g\n", v.X, v.Y, v.Z)
}
fmt.Fprintf(bw, " endloop\n endfacet\n")
}
fmt.Fprintf(bw, "endsolid %s\n", sanitizeToken(m.Name))
return bw.Flush()
}
func sanitizeToken(s string) string {
s = strings.ReplaceAll(strings.TrimSpace(s), " ", "_")
if s == "" {
return "mesh"
}
return s
}

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@@ -0,0 +1,20 @@
package mesh
// Apply transforms every vertex by mat. Mirroring transforms (negative
// determinant) flip triangle winding, so it is corrected here to keep
// normals pointing the same way relative to the surface.
func (m *Mesh) Apply(mat Mat4) {
for i := range m.Verts {
m.Verts[i] = mat.Apply(m.Verts[i])
}
if mat.Det3() < 0 {
m.FlipWinding()
}
}
// ApplyAll transforms a set of meshes.
func ApplyAll(meshes []*Mesh, mat Mat4) {
for _, m := range meshes {
m.Apply(mat)
}
}

122
mesh-tool/mesh/vec.go Normal file
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package mesh
import "math"
// Vec3 is a point or direction in 3D space.
type Vec3 struct{ X, Y, Z float64 }
func (a Vec3) Add(b Vec3) Vec3 { return Vec3{a.X + b.X, a.Y + b.Y, a.Z + b.Z} }
func (a Vec3) Sub(b Vec3) Vec3 { return Vec3{a.X - b.X, a.Y - b.Y, a.Z - b.Z} }
func (a Vec3) Mul(s float64) Vec3 { return Vec3{a.X * s, a.Y * s, a.Z * s} }
func (a Vec3) Dot(b Vec3) float64 { return a.X*b.X + a.Y*b.Y + a.Z*b.Z }
func (a Vec3) Len() float64 { return math.Sqrt(a.Dot(a)) }
func (a Vec3) Cross(b Vec3) Vec3 {
return Vec3{
a.Y*b.Z - a.Z*b.Y,
a.Z*b.X - a.X*b.Z,
a.X*b.Y - a.Y*b.X,
}
}
// Norm returns the unit vector, or the zero vector for zero-length input.
func (a Vec3) Norm() Vec3 {
l := a.Len()
if l == 0 {
return Vec3{}
}
return a.Mul(1 / l)
}
// Min/Max return the component-wise minimum/maximum.
func (a Vec3) Min(b Vec3) Vec3 {
return Vec3{math.Min(a.X, b.X), math.Min(a.Y, b.Y), math.Min(a.Z, b.Z)}
}
func (a Vec3) Max(b Vec3) Vec3 {
return Vec3{math.Max(a.X, b.X), math.Max(a.Y, b.Y), math.Max(a.Z, b.Z)}
}
// Mat4 is a row-major 4x4 transform matrix.
type Mat4 [16]float64
func Identity() Mat4 {
return Mat4{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
}
}
// Mul returns m * n (n is applied first when transforming points).
func (m Mat4) Mul(n Mat4) Mat4 {
var r Mat4
for row := 0; row < 4; row++ {
for col := 0; col < 4; col++ {
sum := 0.0
for k := 0; k < 4; k++ {
sum += m[row*4+k] * n[k*4+col]
}
r[row*4+col] = sum
}
}
return r
}
// Apply transforms a point (w = 1).
func (m Mat4) Apply(v Vec3) Vec3 {
return Vec3{
m[0]*v.X + m[1]*v.Y + m[2]*v.Z + m[3],
m[4]*v.X + m[5]*v.Y + m[6]*v.Z + m[7],
m[8]*v.X + m[9]*v.Y + m[10]*v.Z + m[11],
}
}
// Det3 is the determinant of the upper-left 3x3. Negative means the
// transform mirrors space, which flips triangle winding.
func (m Mat4) Det3() float64 {
return m[0]*(m[5]*m[10]-m[6]*m[9]) -
m[1]*(m[4]*m[10]-m[6]*m[8]) +
m[2]*(m[4]*m[9]-m[5]*m[8])
}
func Translate(t Vec3) Mat4 {
m := Identity()
m[3], m[7], m[11] = t.X, t.Y, t.Z
return m
}
func ScaleXYZ(s Vec3) Mat4 {
m := Identity()
m[0], m[5], m[10] = s.X, s.Y, s.Z
return m
}
func RotateX(deg float64) Mat4 {
s, c := math.Sincos(deg * math.Pi / 180)
return Mat4{
1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1,
}
}
func RotateY(deg float64) Mat4 {
s, c := math.Sincos(deg * math.Pi / 180)
return Mat4{
c, 0, s, 0,
0, 1, 0, 0,
-s, 0, c, 0,
0, 0, 0, 1,
}
}
func RotateZ(deg float64) Mat4 {
s, c := math.Sincos(deg * math.Pi / 180)
return Mat4{
c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
}
}