Compare commits
5 Commits
dev/pixel-
...
a5b8a249ed
| Author | SHA1 | Date | |
|---|---|---|---|
| a5b8a249ed | |||
| 2e71a70052 | |||
| 62065f237b | |||
| 3eb4fa0b1d | |||
| 42422be2f7 |
105
.gitea/workflows/release.yml
Normal file
105
.gitea/workflows/release.yml
Normal file
@@ -0,0 +1,105 @@
|
||||
name: release-tools
|
||||
|
||||
# På varje push till master/main: bygg de tools som fått ändringar
|
||||
# (linux x64 + arm64) och lägg binärerna på en rullande
|
||||
# "<tool>-latest"-release på släppsidan i Gitea.
|
||||
on:
|
||||
push:
|
||||
branches: [master, main]
|
||||
workflow_dispatch: {} # manuell körning bygger ALLA tools
|
||||
|
||||
jobs:
|
||||
build-release:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0 # hela historiken behövs för diffen mot 'before'
|
||||
|
||||
- name: Detektera ändrade tools
|
||||
id: changed
|
||||
run: |
|
||||
TOOLS="pixel-sprite-maker mesh-tool"
|
||||
BEFORE="${{ github.event.before }}"
|
||||
CHANGED=""
|
||||
if [ "${{ github.event_name }}" = "workflow_dispatch" ] \
|
||||
|| [ -z "$BEFORE" ] \
|
||||
|| echo "$BEFORE" | grep -Eq '^0+$' \
|
||||
|| ! git cat-file -e "$BEFORE" 2>/dev/null; then
|
||||
echo "första push / manuell körning -> bygger alla tools"
|
||||
CHANGED="$TOOLS"
|
||||
else
|
||||
for t in $TOOLS; do
|
||||
if ! git diff --quiet "$BEFORE" "${{ github.sha }}" -- "$t/"; then
|
||||
CHANGED="$CHANGED $t"
|
||||
fi
|
||||
done
|
||||
fi
|
||||
CHANGED="$(echo $CHANGED)" # trimma whitespace
|
||||
echo "tools=$CHANGED" >> "$GITHUB_OUTPUT"
|
||||
echo "bygger: ${CHANGED:-inget}"
|
||||
|
||||
- name: Installera Go
|
||||
if: steps.changed.outputs.tools != ''
|
||||
uses: actions/setup-go@v5
|
||||
with:
|
||||
go-version: "1.24"
|
||||
cache: false
|
||||
|
||||
- name: Testa + bygg (x64 + arm64)
|
||||
if: steps.changed.outputs.tools != ''
|
||||
run: |
|
||||
set -e
|
||||
VERSION="latest-$(git rev-parse --short HEAD)"
|
||||
for t in ${{ steps.changed.outputs.tools }}; do
|
||||
case "$t" in
|
||||
pixel-sprite-maker) BIN=spritec ;;
|
||||
mesh-tool) BIN=mesht ;;
|
||||
*) echo "okänt tool $t"; exit 1 ;;
|
||||
esac
|
||||
echo "=== $t ($BIN) ==="
|
||||
cd "$t"
|
||||
go test ./...
|
||||
mkdir -p build
|
||||
GOOS=linux GOARCH=amd64 go build -trimpath \
|
||||
-ldflags "-s -w -X main.version=$VERSION" -o "build/$BIN-linux-x64" .
|
||||
GOOS=linux GOARCH=arm64 go build -trimpath \
|
||||
-ldflags "-s -w -X main.version=$VERSION" -o "build/$BIN-linux-arm64" .
|
||||
(cd build && sha256sum "$BIN"-linux-* > checksums.txt && ls -la)
|
||||
cd ..
|
||||
done
|
||||
|
||||
- name: Skapa/uppdatera releaser + ladda upp binärer
|
||||
if: steps.changed.outputs.tools != ''
|
||||
env:
|
||||
API: http://gitea-d:3000/api/v1
|
||||
REPO: ${{ github.repository }}
|
||||
TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
run: |
|
||||
set -e
|
||||
for t in ${{ steps.changed.outputs.tools }}; do
|
||||
case "$t" in
|
||||
pixel-sprite-maker) BIN=spritec ;;
|
||||
mesh-tool) BIN=mesht ;;
|
||||
esac
|
||||
TAG="$t-latest"
|
||||
BODY="$t (binär: $BIN) - rullande bygge från senaste master. Commit: ${{ github.sha }}. Arkitekturer: linux x64 + arm64 (Pi5)."
|
||||
rid=$(curl -s -X POST "$API/repos/$REPO/releases" \
|
||||
-H "Authorization: token $TOKEN" -H 'Content-Type: application/json' \
|
||||
-d "{\"tag_name\":\"$TAG\",\"name\":\"$TAG\",\"body\":\"$BODY\"}" | jq -r '.id // empty')
|
||||
[ -z "$rid" ] && rid=$(curl -s "$API/repos/$REPO/releases/tags/$TAG" \
|
||||
-H "Authorization: token $TOKEN" | jq -r '.id')
|
||||
echo "$t -> release id $rid"
|
||||
for f in "$BIN-linux-x64" "$BIN-linux-arm64" checksums.txt; do
|
||||
aid=$(curl -s "$API/repos/$REPO/releases/$rid/assets" \
|
||||
-H "Authorization: token $TOKEN" | jq -r ".[] | select(.name==\"$f\") | .id")
|
||||
if [ -n "$aid" ] && [ "$aid" != "null" ]; then
|
||||
curl -s -X DELETE "$API/repos/$REPO/releases/$rid/assets/$aid" \
|
||||
-H "Authorization: token $TOKEN" -o /dev/null
|
||||
fi
|
||||
curl -s -X POST "$API/repos/$REPO/releases/$rid/assets?name=$f" \
|
||||
-H "Authorization: token $TOKEN" \
|
||||
-F "attachment=@$t/build/$f" -o /dev/null -w " $f -> HTTP %{http_code}\n"
|
||||
done
|
||||
done
|
||||
44
.vscode/tasks.json
vendored
Normal file
44
.vscode/tasks.json
vendored
Normal file
@@ -0,0 +1,44 @@
|
||||
{
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"label": "build pixel-sprite-maker",
|
||||
"type": "shell",
|
||||
"command": "go build -trimpath -ldflags '-s -w' -o build/spritec .",
|
||||
"options": { "cwd": "${workspaceFolder}/pixel-sprite-maker" },
|
||||
"group": "build",
|
||||
"problemMatcher": ["$go"]
|
||||
},
|
||||
{
|
||||
"label": "build mesh-tool",
|
||||
"type": "shell",
|
||||
"command": "go build -trimpath -ldflags '-s -w' -o build/mesht .",
|
||||
"options": { "cwd": "${workspaceFolder}/mesh-tool" },
|
||||
"group": "build",
|
||||
"problemMatcher": ["$go"]
|
||||
},
|
||||
{
|
||||
"label": "test pixel-sprite-maker",
|
||||
"type": "shell",
|
||||
"command": "go test ./...",
|
||||
"options": { "cwd": "${workspaceFolder}/pixel-sprite-maker" },
|
||||
"group": "test",
|
||||
"problemMatcher": ["$go"]
|
||||
},
|
||||
{
|
||||
"label": "test mesh-tool",
|
||||
"type": "shell",
|
||||
"command": "go test ./...",
|
||||
"options": { "cwd": "${workspaceFolder}/mesh-tool" },
|
||||
"group": "test",
|
||||
"problemMatcher": ["$go"]
|
||||
},
|
||||
{
|
||||
"label": "build",
|
||||
"dependsOn": ["build pixel-sprite-maker", "build mesh-tool"],
|
||||
"dependsOrder": "parallel",
|
||||
"group": { "kind": "build", "isDefault": true },
|
||||
"problemMatcher": []
|
||||
}
|
||||
]
|
||||
}
|
||||
45
README.md
45
README.md
@@ -1,3 +1,46 @@
|
||||
# agent-tools
|
||||
|
||||
smal tools for ai agents
|
||||
Small, self-contained CLI tools built for **AI agents** to use during
|
||||
development work. Every tool is a single static Go binary with a
|
||||
text-first interface: input formats an agent can read and write
|
||||
directly, and output (names, errors, previews) explicit enough that the
|
||||
agent understands the result without opening an image viewer.
|
||||
|
||||
| Tool | Binary | What it does |
|
||||
|------|--------|--------------|
|
||||
| [`pixel-sprite-maker/`](pixel-sprite-maker/) | `spritec` | Turns `.sprite` text files (palette + character grid) into PNG/JPG/SVG pixel art, up to 256x256 px per sprite. Combines several sprites into sprite sheets / animation strips whose **file names document the layout** (`walk_8x8_4x1.png` = 8x8 px frames, 4 columns, 1 row). |
|
||||
| [`mesh-tool/`](mesh-tool/) | `mesht` | Creates, inspects and edits 3D models (OBJ + STL). ASCII multi-view rendering + measurements (bbox, volume, watertightness) let an agent *see* a model, edit it (scale/rotate/mirror/merge/primitives) and verify the result. |
|
||||
|
||||
Each tool has its own folder, its own README with the full format/CLI
|
||||
reference, its own tests and its own dev branch (`dev/<tool>`).
|
||||
|
||||
## Building
|
||||
|
||||
```bash
|
||||
# Arch/Garuda prerequisite:
|
||||
sudo pacman -S go
|
||||
|
||||
cd <tool>/ && go build -o build/<binary> . # per tool
|
||||
go test ./... # per tool
|
||||
```
|
||||
|
||||
VS Code: **Terminal → Run Build Task** — `build` builds every tool into
|
||||
its own `<tool>/build/` folder; per-tool `build <tool>` and
|
||||
`test <tool>` tasks also exist.
|
||||
|
||||
## CI / releases
|
||||
|
||||
`.gitea/workflows/release.yml` runs on every push to `master`/`main` on
|
||||
the self-hosted runner: tools whose folders changed are tested, built
|
||||
for **linux x64 + arm64** (the Pi5), and published to a rolling
|
||||
release per tool on the repo's release page:
|
||||
|
||||
- tag `pixel-sprite-maker-latest` → assets `spritec-linux-x64`, `spritec-linux-arm64`, `checksums.txt`
|
||||
- tag `mesh-tool-latest` → assets `mesht-linux-x64`, `mesht-linux-arm64`, `checksums.txt`
|
||||
|
||||
A manual `workflow_dispatch` run builds all tools regardless of diffs.
|
||||
|
||||
## Branch layout
|
||||
|
||||
- `main` — stable, releases are built from here
|
||||
- `dev/pixel-sprite-maker`, `dev/mesh-tool` — per-tool development branches
|
||||
|
||||
43
doc/plan.md
Normal file
43
doc/plan.md
Normal file
@@ -0,0 +1,43 @@
|
||||
# agent-tools — plan
|
||||
|
||||
## Goal
|
||||
|
||||
A collection of small, agent-friendly CLI tools. The common thread:
|
||||
**text in, verifiable artifacts out**. An agent should be able to author
|
||||
the input format directly, predict what the output will look like, and
|
||||
verify results without a GUI.
|
||||
|
||||
## Stack
|
||||
|
||||
- Go (single static binaries, zero deps, trivial cross-compile to the
|
||||
Pi5's arm64 runner), one Go module per tool.
|
||||
- Targets: linux x64 + linux arm64.
|
||||
|
||||
## Deploy target
|
||||
|
||||
Pattern A (distributable binaries): rolling `<tool>-latest` release per
|
||||
tool on Gitea, built by `.gitea/workflows/release.yml` on push to
|
||||
master/main. Only tools whose folders changed get rebuilt.
|
||||
|
||||
## Milestones
|
||||
|
||||
1. ✅ `pixel-sprite-maker` (`spritec`): .sprite text format → PNG/JPG/SVG,
|
||||
sprite sheets with self-documenting file names, terminal preview.
|
||||
2. ✅ `mesh-tool` (`mesht`): OBJ/STL create/inspect/edit with ASCII
|
||||
multi-view rendering, measurements and watertightness checks.
|
||||
3. ✅ Per-tool VS Code build tasks → `<tool>/build/`.
|
||||
4. ✅ CI: changed-tool detection + per-tool rolling releases.
|
||||
|
||||
## Roadmap / expansion ideas (not agreed yet)
|
||||
|
||||
- spritec: palette import from image files, GIF export for animations,
|
||||
tile-map composer (map file referencing sprite tiles).
|
||||
- mesht: OBJ vertex-color support, simple boolean ops (union via
|
||||
voxelization), PNG snapshot rendering, glTF export.
|
||||
- New tools: bitmap-font maker, sound-effect generator (sfxr-style text
|
||||
presets), tiled-map (.tmx) writer.
|
||||
|
||||
## Open questions
|
||||
|
||||
- Versioned releases (`vX.Y.Z` tags per tool) on top of the rolling
|
||||
`latest` — add when something depends on a pinned version.
|
||||
2
mesh-tool/.gitignore
vendored
Normal file
2
mesh-tool/.gitignore
vendored
Normal file
@@ -0,0 +1,2 @@
|
||||
build/
|
||||
examples/downloads/
|
||||
101
mesh-tool/README.md
Normal file
101
mesh-tool/README.md
Normal file
@@ -0,0 +1,101 @@
|
||||
# mesh-tool (`mesht`)
|
||||
|
||||
Create, inspect and edit **3D models** from the command line — built so an
|
||||
agent can *see* a model (ASCII multi-view rendering + measurements),
|
||||
reason about it, and edit it step by step. Written in Go, zero
|
||||
dependencies, single static binary.
|
||||
|
||||
## Formats
|
||||
|
||||
| Format | Read | Write | Notes |
|
||||
|--------|------|-------|-------|
|
||||
| OBJ | ✔ | ✔ | multiple named objects, quads/ngons triangulated |
|
||||
| STL | ✔ | ✔ | binary + ASCII, auto-detected; vertices re-welded on load |
|
||||
|
||||
OBJ and STL cover the vast majority of simple editing/printing/game
|
||||
pipelines and are plain enough to survive round-trips. glTF/GLB is out of
|
||||
scope for now (a full JSON+buffer+material model; use Blender for that).
|
||||
|
||||
Normals, UVs and materials are ignored on read — this tool edits
|
||||
*geometry*. Viewers recompute normals; STL export writes correct face
|
||||
normals from the winding.
|
||||
|
||||
## Build
|
||||
|
||||
```bash
|
||||
# Arch/Garuda: sudo pacman -S go
|
||||
cd mesh-tool
|
||||
go build -o build/mesht . # or the VS Code task "build mesh-tool"
|
||||
go test ./...
|
||||
```
|
||||
|
||||
## Commands
|
||||
|
||||
```bash
|
||||
mesht info model.obj # verts/tris, bbox, size, area, volume, watertight?
|
||||
mesht view model.obj # ASCII render: front, side, top (default)
|
||||
mesht view model.obj --views iso --width 100 --object wheel
|
||||
|
||||
# creation — box|sphere|cylinder|cone|plane|torus
|
||||
mesht create box --size 2,1,1 --name crate -o crate.obj
|
||||
mesht create sphere --radius 1 --segments 32 --rings 16 -o ball.stl
|
||||
|
||||
# editing (applied in the listed order)
|
||||
mesht transform m.obj --center # bbox center -> origin
|
||||
mesht transform m.obj --mirror x # winding auto-corrected
|
||||
mesht transform m.obj --scale 2 # or --scale 1,2,1
|
||||
mesht transform m.obj --rotate 0,45,0 # degrees, X then Y then Z
|
||||
mesht transform m.obj --translate 0,2,0
|
||||
mesht transform m.obj --fit 10 # largest dimension -> 10 units
|
||||
mesht transform m.obj --object wheel --scale 1.2 -o out.obj # edit one part
|
||||
|
||||
mesht merge body.obj wheels.obj -o car.obj # keeps objects, renames dups
|
||||
mesht merge a.stl b.stl --flatten -o one.obj # single combined object
|
||||
mesht convert model.obj -o model.stl # --ascii for text STL
|
||||
```
|
||||
|
||||
`-o` picks the output format from the extension. `transform` overwrites
|
||||
the input when `-o` is omitted.
|
||||
|
||||
## Conventions
|
||||
|
||||
- **Axes:** right-handed, **+Y up**, +X right, +Z toward the "front" viewer.
|
||||
- Primitives are centered on the origin.
|
||||
- Mirroring / negative scaling automatically flips triangle winding so
|
||||
surfaces keep facing outward.
|
||||
- `info` reports **volume only for watertight meshes** — otherwise it
|
||||
tells you how many boundary/non-manifold edges the mesh has.
|
||||
|
||||
## How an agent should edit a model
|
||||
|
||||
1. `mesht info m.obj` — learn size, orientation and object names.
|
||||
2. `mesht view m.obj` — see the shape (front/side/top; add `iso` for depth).
|
||||
3. Apply **one small transform**, write to a new file.
|
||||
4. `mesht view` again and compare — verify before continuing.
|
||||
|
||||
The ASCII views are z-buffered orthographic renders; brightness = how
|
||||
much the surface faces the light over the viewer's shoulder, so shape
|
||||
and curvature read directly from the text. Each view header repeats the
|
||||
axis legend and model dimensions.
|
||||
|
||||
Example (a 32-segment sphere, front view, width 48):
|
||||
|
||||
```
|
||||
front view — X→right Y↑up (seen from +Z)
|
||||
model 2 x 2 x 2 (XYZ)
|
||||
==++**####%%%%%%%%%%%%###*
|
||||
-==++**######%%%%%%%%%%%%%%####*
|
||||
:-=+++**#######%%%%%%%%%%%%%%%%%%#**
|
||||
-==++***#######%%%%%%%%%%%%%%%%%%%%##*
|
||||
.:--+++***########%%%%%%%%%%%%%%%%%%%%%%##*+
|
||||
```
|
||||
|
||||
## Viewing the results as a human
|
||||
|
||||
Any of these (Arch/Garuda):
|
||||
|
||||
```bash
|
||||
sudo pacman -S f3d # fast minimal viewer: f3d model.obj
|
||||
sudo pacman -S blender # full editor
|
||||
flatpak install org.prusa3d.PrusaSlicer # if you also want to print
|
||||
```
|
||||
9099
mesh-tool/examples/edited/cow_with_hat.obj
Normal file
9099
mesh-tool/examples/edited/cow_with_hat.obj
Normal file
File diff suppressed because it is too large
Load Diff
4027
mesh-tool/examples/edited/snowman.obj
Normal file
4027
mesh-tool/examples/edited/snowman.obj
Normal file
File diff suppressed because it is too large
Load Diff
BIN
mesh-tool/examples/edited/snowman.stl
Normal file
BIN
mesh-tool/examples/edited/snowman.stl
Normal file
Binary file not shown.
9966
mesh-tool/examples/edited/teapot_mirrored.obj
Normal file
9966
mesh-tool/examples/edited/teapot_mirrored.obj
Normal file
File diff suppressed because it is too large
Load Diff
9966
mesh-tool/examples/edited/teapot_tall.obj
Normal file
9966
mesh-tool/examples/edited/teapot_tall.obj
Normal file
File diff suppressed because it is too large
Load Diff
3
mesh-tool/go.mod
Normal file
3
mesh-tool/go.mod
Normal file
@@ -0,0 +1,3 @@
|
||||
module gitea.brasse-pc.eu/brasse/agent-tools/mesh-tool
|
||||
|
||||
go 1.24
|
||||
406
mesh-tool/main.go
Normal file
406
mesh-tool/main.go
Normal file
@@ -0,0 +1,406 @@
|
||||
// mesht creates, inspects and edits 3D models (OBJ and STL) from the
|
||||
// command line, with ASCII multi-view rendering so agents can "see"
|
||||
// a model before and after editing it.
|
||||
package main
|
||||
|
||||
import (
|
||||
"flag"
|
||||
"fmt"
|
||||
"math"
|
||||
"os"
|
||||
"strconv"
|
||||
"strings"
|
||||
|
||||
"gitea.brasse-pc.eu/brasse/agent-tools/mesh-tool/mesh"
|
||||
)
|
||||
|
||||
var version = "dev"
|
||||
|
||||
const usage = `mesht - 3D model tool for agents (OBJ + STL)
|
||||
|
||||
Usage:
|
||||
mesht info <file> stats: size, volume, watertightness
|
||||
mesht view <file> [flags] ASCII render from several angles
|
||||
mesht create <primitive> [flags] box|sphere|cylinder|cone|plane|torus
|
||||
mesht transform <file> [flags] scale/rotate/translate/mirror/center/fit
|
||||
mesht merge <a> <b> ... -o <out> combine several files into one
|
||||
mesht convert <in> -o <out> obj <-> stl
|
||||
mesht version
|
||||
|
||||
View flags:
|
||||
--views front,side,top,iso,back which views to draw (default front,side,top)
|
||||
--width <n> characters per view (default 64)
|
||||
--object <name> only draw one object from the file
|
||||
|
||||
Create flags (always with -o <out.obj|out.stl>):
|
||||
box: --size x,y,z (default 1,1,1)
|
||||
sphere: --radius r --segments n --rings n (default 1, 24, 12)
|
||||
cylinder: --radius r --height h --segments n (default 0.5, 1, 24)
|
||||
cone: --radius r --height h --segments n (default 0.5, 1, 24)
|
||||
plane: --size w,d (default 1,1)
|
||||
torus: --radius R --tube r --segments n --rings n (default 1, 0.25, 24, 12)
|
||||
--name <s> object name in the output
|
||||
|
||||
Transform flags (applied in this order):
|
||||
--center move bounding-box center to the origin
|
||||
--mirror x|y|z mirror across that axis' plane
|
||||
--scale s | x,y,z uniform or per-axis scale
|
||||
--rotate x,y,z degrees around X, then Y, then Z
|
||||
--translate x,y,z move
|
||||
--fit n uniformly scale so the largest dimension = n
|
||||
--object <name> only transform the named object (obj files)
|
||||
-o <out> output file (default: overwrite input)
|
||||
|
||||
Common:
|
||||
--ascii write text STL instead of binary
|
||||
Formats are picked from file extensions (.obj, .stl).
|
||||
|
||||
Axes: +Y is up, +X right, +Z toward the front viewer (right-handed).
|
||||
`
|
||||
|
||||
func main() {
|
||||
if len(os.Args) < 2 {
|
||||
fmt.Print(usage)
|
||||
os.Exit(2)
|
||||
}
|
||||
switch os.Args[1] {
|
||||
case "info":
|
||||
cmdInfo(os.Args[2:])
|
||||
case "view":
|
||||
cmdView(os.Args[2:])
|
||||
case "create":
|
||||
cmdCreate(os.Args[2:])
|
||||
case "transform":
|
||||
cmdTransform(os.Args[2:])
|
||||
case "merge":
|
||||
cmdMerge(os.Args[2:])
|
||||
case "convert":
|
||||
cmdConvert(os.Args[2:])
|
||||
case "version", "--version", "-v":
|
||||
fmt.Println("mesht", version)
|
||||
case "help", "--help", "-h":
|
||||
fmt.Print(usage)
|
||||
default:
|
||||
die("unknown command %q — run 'mesht help'", os.Args[1])
|
||||
}
|
||||
}
|
||||
|
||||
// parseInterspersed lets flags appear before or after positional args.
|
||||
func parseInterspersed(fs *flag.FlagSet, args []string) {
|
||||
var flags, pos []string
|
||||
for i := 0; i < len(args); i++ {
|
||||
a := args[i]
|
||||
if len(a) > 1 && a[0] == '-' {
|
||||
flags = append(flags, a)
|
||||
name := strings.TrimLeft(a, "-")
|
||||
if !strings.Contains(name, "=") {
|
||||
f := fs.Lookup(name)
|
||||
isBool := false
|
||||
if f != nil {
|
||||
if bv, ok := f.Value.(interface{ IsBoolFlag() bool }); ok && bv.IsBoolFlag() {
|
||||
isBool = true
|
||||
}
|
||||
}
|
||||
if !isBool && i+1 < len(args) {
|
||||
i++
|
||||
flags = append(flags, args[i])
|
||||
}
|
||||
}
|
||||
} else {
|
||||
pos = append(pos, a)
|
||||
}
|
||||
}
|
||||
fs.Parse(append(flags, pos...))
|
||||
}
|
||||
|
||||
func parseVec(s string, uniformOK bool) (mesh.Vec3, error) {
|
||||
parts := strings.Split(s, ",")
|
||||
switch len(parts) {
|
||||
case 1:
|
||||
if !uniformOK {
|
||||
return mesh.Vec3{}, fmt.Errorf("%q: want x,y,z", s)
|
||||
}
|
||||
v, err := strconv.ParseFloat(strings.TrimSpace(parts[0]), 64)
|
||||
return mesh.Vec3{X: v, Y: v, Z: v}, err
|
||||
case 3:
|
||||
var v [3]float64
|
||||
for i, p := range parts {
|
||||
f, err := strconv.ParseFloat(strings.TrimSpace(p), 64)
|
||||
if err != nil {
|
||||
return mesh.Vec3{}, fmt.Errorf("%q: bad number %q", s, p)
|
||||
}
|
||||
v[i] = f
|
||||
}
|
||||
return mesh.Vec3{X: v[0], Y: v[1], Z: v[2]}, nil
|
||||
}
|
||||
return mesh.Vec3{}, fmt.Errorf("%q: want one value or x,y,z", s)
|
||||
}
|
||||
|
||||
func cmdInfo(args []string) {
|
||||
if len(args) != 1 {
|
||||
die("info takes exactly one file")
|
||||
}
|
||||
scene, err := mesh.ReadFile(args[0])
|
||||
if err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
merged := scene.Merged()
|
||||
mn, mx := merged.BBox()
|
||||
size := mx.Sub(mn)
|
||||
center := mn.Add(size.Mul(0.5))
|
||||
fmt.Printf("file: %s\n", args[0])
|
||||
fmt.Printf("objects: %d\n", len(scene.Meshes))
|
||||
fmt.Printf("verts: %d\n", scene.TotalVerts())
|
||||
fmt.Printf("tris: %d\n", scene.TotalTris())
|
||||
fmt.Printf("bbox min: (%.4g, %.4g, %.4g)\n", mn.X, mn.Y, mn.Z)
|
||||
fmt.Printf("bbox max: (%.4g, %.4g, %.4g)\n", mx.X, mx.Y, mx.Z)
|
||||
fmt.Printf("size: %.4g x %.4g x %.4g (X Y Z)\n", size.X, size.Y, size.Z)
|
||||
fmt.Printf("center: (%.4g, %.4g, %.4g)\n", center.X, center.Y, center.Z)
|
||||
fmt.Printf("area: %.6g\n", merged.SurfaceArea())
|
||||
if b, nm := merged.EdgeStats(); b == 0 && nm == 0 {
|
||||
fmt.Printf("volume: %.6g (closed mesh)\n", merged.Volume())
|
||||
} else {
|
||||
fmt.Printf("volume: n/a (open mesh: %d boundary edges, %d non-manifold edges)\n", b, nm)
|
||||
}
|
||||
if len(scene.Meshes) > 1 {
|
||||
fmt.Println("per object:")
|
||||
for _, m := range scene.Meshes {
|
||||
closed := "open"
|
||||
if m.Closed() {
|
||||
closed = "closed"
|
||||
}
|
||||
fmt.Printf(" %-24s %7d verts %7d tris %s\n", m.Name, len(m.Verts), len(m.Tris), closed)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func cmdView(args []string) {
|
||||
fs := flag.NewFlagSet("view", flag.ExitOnError)
|
||||
views := fs.String("views", "front,side,top", "comma-separated view list")
|
||||
width := fs.Int("width", 64, "characters per view")
|
||||
object := fs.String("object", "", "only draw this object")
|
||||
parseInterspersed(fs, args)
|
||||
if fs.NArg() != 1 {
|
||||
die("view takes exactly one file")
|
||||
}
|
||||
scene, err := mesh.ReadFile(fs.Arg(0))
|
||||
if err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
m := scene.Merged()
|
||||
if *object != "" {
|
||||
if m = scene.Mesh(*object); m == nil {
|
||||
die("no object named %q in %s (use 'mesht info' to list)", *object, fs.Arg(0))
|
||||
}
|
||||
}
|
||||
for _, name := range strings.Split(*views, ",") {
|
||||
name = strings.TrimSpace(strings.ToLower(name))
|
||||
v, ok := mesh.Views[name]
|
||||
if !ok {
|
||||
die("unknown view %q (available: %s)", name, strings.Join(mesh.ViewOrder, ", "))
|
||||
}
|
||||
fmt.Println(mesh.RenderASCII(m, v, *width))
|
||||
}
|
||||
}
|
||||
|
||||
func cmdCreate(args []string) {
|
||||
if len(args) < 1 {
|
||||
die("create needs a primitive: box, sphere, cylinder, cone, plane, torus")
|
||||
}
|
||||
prim := args[0]
|
||||
fs := flag.NewFlagSet("create", flag.ExitOnError)
|
||||
size := fs.String("size", "1,1,1", "box/plane size")
|
||||
radius := fs.Float64("radius", 0, "radius")
|
||||
tube := fs.Float64("tube", 0.25, "torus tube radius")
|
||||
height := fs.Float64("height", 1, "height")
|
||||
segments := fs.Int("segments", 24, "segments around")
|
||||
rings := fs.Int("rings", 12, "rings (sphere/torus)")
|
||||
name := fs.String("name", "", "object name")
|
||||
out := fs.String("o", "", "output file (.obj or .stl)")
|
||||
ascii := fs.Bool("ascii", false, "write text STL")
|
||||
parseInterspersed(fs, args[1:])
|
||||
if *out == "" {
|
||||
die("create needs -o <out.obj|out.stl>")
|
||||
}
|
||||
var m *mesh.Mesh
|
||||
switch prim {
|
||||
case "box":
|
||||
sz, err := parseVec(*size, true)
|
||||
if err != nil {
|
||||
die("--size: %v", err)
|
||||
}
|
||||
m = mesh.Box(sz)
|
||||
case "sphere":
|
||||
m = mesh.Sphere(defRadius(*radius, 1), *segments, *rings)
|
||||
case "cylinder":
|
||||
m = mesh.Cylinder(defRadius(*radius, 0.5), *height, *segments)
|
||||
case "cone":
|
||||
m = mesh.Cone(defRadius(*radius, 0.5), *height, *segments)
|
||||
case "plane":
|
||||
sz, err := parseVec(*size, true)
|
||||
if err != nil {
|
||||
die("--size: %v", err)
|
||||
}
|
||||
m = mesh.Plane(sz.X, sz.Z)
|
||||
case "torus":
|
||||
m = mesh.Torus(defRadius(*radius, 1), *tube, *segments, *rings)
|
||||
default:
|
||||
die("unknown primitive %q", prim)
|
||||
}
|
||||
if *name != "" {
|
||||
m.Name = *name
|
||||
}
|
||||
scene := &mesh.Scene{Meshes: []*mesh.Mesh{m}}
|
||||
if err := mesh.WriteFile(*out, scene, *ascii); err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
fmt.Printf("%s (%s: %d verts, %d tris)\n", *out, m.Name, len(m.Verts), len(m.Tris))
|
||||
}
|
||||
|
||||
func defRadius(r, def float64) float64 {
|
||||
if r <= 0 {
|
||||
return def
|
||||
}
|
||||
return r
|
||||
}
|
||||
|
||||
func cmdTransform(args []string) {
|
||||
fs := flag.NewFlagSet("transform", flag.ExitOnError)
|
||||
center := fs.Bool("center", false, "move bbox center to origin")
|
||||
mirror := fs.String("mirror", "", "x|y|z")
|
||||
scale := fs.String("scale", "", "s or x,y,z")
|
||||
rotate := fs.String("rotate", "", "degrees x,y,z")
|
||||
translate := fs.String("translate", "", "x,y,z")
|
||||
fit := fs.Float64("fit", 0, "scale so the largest dimension equals this")
|
||||
object := fs.String("object", "", "only transform this object")
|
||||
out := fs.String("o", "", "output file (default: overwrite input)")
|
||||
ascii := fs.Bool("ascii", false, "write text STL")
|
||||
parseInterspersed(fs, args)
|
||||
if fs.NArg() != 1 {
|
||||
die("transform takes exactly one file")
|
||||
}
|
||||
in := fs.Arg(0)
|
||||
scene, err := mesh.ReadFile(in)
|
||||
if err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
targets := scene.Meshes
|
||||
if *object != "" {
|
||||
m := scene.Mesh(*object)
|
||||
if m == nil {
|
||||
die("no object named %q in %s (use 'mesht info' to list)", *object, in)
|
||||
}
|
||||
targets = []*mesh.Mesh{m}
|
||||
}
|
||||
|
||||
if *center {
|
||||
mn, mx := mesh.SceneBBox(targets)
|
||||
c := mn.Add(mx.Sub(mn).Mul(0.5))
|
||||
mesh.ApplyAll(targets, mesh.Translate(c.Mul(-1)))
|
||||
}
|
||||
if *mirror != "" {
|
||||
s := mesh.Vec3{X: 1, Y: 1, Z: 1}
|
||||
switch strings.ToLower(*mirror) {
|
||||
case "x":
|
||||
s.X = -1
|
||||
case "y":
|
||||
s.Y = -1
|
||||
case "z":
|
||||
s.Z = -1
|
||||
default:
|
||||
die("--mirror must be x, y or z")
|
||||
}
|
||||
mesh.ApplyAll(targets, mesh.ScaleXYZ(s))
|
||||
}
|
||||
if *scale != "" {
|
||||
v, err := parseVec(*scale, true)
|
||||
if err != nil {
|
||||
die("--scale: %v", err)
|
||||
}
|
||||
mesh.ApplyAll(targets, mesh.ScaleXYZ(v))
|
||||
}
|
||||
if *rotate != "" {
|
||||
v, err := parseVec(*rotate, false)
|
||||
if err != nil {
|
||||
die("--rotate: %v", err)
|
||||
}
|
||||
rot := mesh.RotateZ(v.Z).Mul(mesh.RotateY(v.Y)).Mul(mesh.RotateX(v.X))
|
||||
mesh.ApplyAll(targets, rot)
|
||||
}
|
||||
if *translate != "" {
|
||||
v, err := parseVec(*translate, false)
|
||||
if err != nil {
|
||||
die("--translate: %v", err)
|
||||
}
|
||||
mesh.ApplyAll(targets, mesh.Translate(v))
|
||||
}
|
||||
if *fit > 0 {
|
||||
mn, mx := mesh.SceneBBox(targets)
|
||||
size := mx.Sub(mn)
|
||||
longest := math.Max(size.X, math.Max(size.Y, size.Z))
|
||||
if longest > 0 {
|
||||
f := *fit / longest
|
||||
mesh.ApplyAll(targets, mesh.ScaleXYZ(mesh.Vec3{X: f, Y: f, Z: f}))
|
||||
}
|
||||
}
|
||||
|
||||
if *out == "" {
|
||||
*out = in
|
||||
}
|
||||
if err := mesh.WriteFile(*out, scene, *ascii); err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
fmt.Printf("%s (%d objects, %d verts, %d tris)\n", *out, len(scene.Meshes), scene.TotalVerts(), scene.TotalTris())
|
||||
}
|
||||
|
||||
func cmdMerge(args []string) {
|
||||
fs := flag.NewFlagSet("merge", flag.ExitOnError)
|
||||
out := fs.String("o", "", "output file")
|
||||
flatten := fs.Bool("flatten", false, "merge everything into a single object")
|
||||
ascii := fs.Bool("ascii", false, "write text STL")
|
||||
parseInterspersed(fs, args)
|
||||
if fs.NArg() < 2 {
|
||||
die("merge needs at least two input files")
|
||||
}
|
||||
if *out == "" {
|
||||
die("merge needs -o <out>")
|
||||
}
|
||||
scene := &mesh.Scene{}
|
||||
for _, path := range fs.Args() {
|
||||
s, err := mesh.ReadFile(path)
|
||||
if err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
scene.Append(s)
|
||||
}
|
||||
if *flatten {
|
||||
scene = &mesh.Scene{Meshes: []*mesh.Mesh{scene.Merged()}}
|
||||
}
|
||||
if err := mesh.WriteFile(*out, scene, *ascii); err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
fmt.Printf("%s (%d objects, %d verts, %d tris)\n", *out, len(scene.Meshes), scene.TotalVerts(), scene.TotalTris())
|
||||
}
|
||||
|
||||
func cmdConvert(args []string) {
|
||||
fs := flag.NewFlagSet("convert", flag.ExitOnError)
|
||||
out := fs.String("o", "", "output file")
|
||||
ascii := fs.Bool("ascii", false, "write text STL")
|
||||
parseInterspersed(fs, args)
|
||||
if fs.NArg() != 1 || *out == "" {
|
||||
die("convert takes one input file and -o <out>")
|
||||
}
|
||||
scene, err := mesh.ReadFile(fs.Arg(0))
|
||||
if err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
if err := mesh.WriteFile(*out, scene, *ascii); err != nil {
|
||||
die("%v", err)
|
||||
}
|
||||
fmt.Printf("%s (%d objects, %d verts, %d tris)\n", *out, len(scene.Meshes), scene.TotalVerts(), scene.TotalTris())
|
||||
}
|
||||
|
||||
func die(format string, a ...any) {
|
||||
fmt.Fprintf(os.Stderr, "mesht: "+format+"\n", a...)
|
||||
os.Exit(1)
|
||||
}
|
||||
169
mesh-tool/mesh/ascii.go
Normal file
169
mesh-tool/mesh/ascii.go
Normal file
@@ -0,0 +1,169 @@
|
||||
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
59
mesh-tool/mesh/measure.go
Normal file
@@ -0,0 +1,59 @@
|
||||
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
129
mesh-tool/mesh/mesh.go
Normal file
@@ -0,0 +1,129 @@
|
||||
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
184
mesh-tool/mesh/mesh_test.go
Normal file
@@ -0,0 +1,184 @@
|
||||
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
203
mesh-tool/mesh/obj.go
Normal file
@@ -0,0 +1,203 @@
|
||||
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:])
|
||||
}
|
||||
179
mesh-tool/mesh/primitives.go
Normal file
179
mesh-tool/mesh/primitives.go
Normal file
@@ -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
182
mesh-tool/mesh/stl.go
Normal file
@@ -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
|
||||
}
|
||||
20
mesh-tool/mesh/transform.go
Normal file
20
mesh-tool/mesh/transform.go
Normal file
@@ -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
122
mesh-tool/mesh/vec.go
Normal file
@@ -0,0 +1,122 @@
|
||||
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,
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user