implicit-0.0.3: Graphics/Implicit/Export/TriangleMeshFormats.hs
{-# LANGUAGE OverloadedStrings #-}
-- Implicit CAD. Copyright (C) 2011, Christopher Olah (chris@colah.ca)
-- Released under the GNU GPL, see LICENSE
module Graphics.Implicit.Export.TriangleMeshFormats where
import Graphics.Implicit.Definitions
import Graphics.Implicit.Export.TextBuilderUtils
import Blaze.ByteString.Builder hiding (Builder)
import Blaze.ByteString.Builder.ByteString
import Data.ByteString (replicate)
import Data.ByteString.Lazy (ByteString)
import Data.Storable.Endian
import Prelude hiding (replicate)
import Data.VectorSpace
import Data.Cross hiding (normal)
normal :: (ℝ3,ℝ3,ℝ3) -> ℝ3
normal (a,b,c) =
normalized $ (b + negateV a) `cross3` (c + negateV a)
stl triangles = toLazyText $ stlHeader <> mconcat (map triangle triangles) <> stlFooter
where
stlHeader = "solid ImplictCADExport\n"
stlFooter = "endsolid ImplictCADExport\n"
vector :: ℝ3 -> Builder
vector (x,y,z) = bf x <> " " <> bf y <> " " <> bf z
vertex :: ℝ3 -> Builder
vertex v = "vertex " <> vector v
triangle :: (ℝ3, ℝ3, ℝ3) -> Builder
triangle (a,b,c) =
"facet normal " <> vector (normal (a,b,c)) <> "\n"
<> "outer loop\n"
<> vertex a <> "\n"
<> vertex b <> "\n"
<> vertex c
<> "\nendloop\nendfacet\n"
-- Write a 32-bit little-endian float to a buffer.
float32LE :: Float -> Write
float32LE = writeStorable . LE
binaryStl :: [Triangle] -> ByteString
binaryStl triangles = toLazyByteString $ header <> lengthField <> mconcat (map triangle triangles)
where header = fromByteString $ replicate 80 0
lengthField = fromWord32le $ toEnum $ length triangles
triangle (a,b,c) = normalV (a,b,c) <> point a <> point b <> point c <> fromWord16le 0
point (x,y,z) = fromWrite $ float32LE x <> float32LE y <> float32LE z
normalV ps = let (x,y,z) = normal ps
in fromWrite $ float32LE x <> float32LE y <> float32LE z
jsTHREE :: TriangleMesh -> Text
jsTHREE triangles = toLazyText $ header <> vertcode <> facecode <> footer
where
-- some dense JS. Let's make helper functions so that we don't repeat code each line
header = mconcat [
"var Shape = function(){\n"
,"var s = this;\n"
,"THREE.Geometry.call(this);\n"
,"function vec(x,y,z){return new THREE.Vector3(x,y,z);}\n"
,"function v(x,y,z){s.vertices.push(vec(x,y,z));}\n"
,"function f(a,b,c){"
,"s.faces.push(new THREE.Face3(a,b,c));"
,"}\n" ]
footer = mconcat [
"}\n"
,"Shape.prototype = new THREE.Geometry();\n"
,"Shape.prototype.constructor = Shape;\n" ]
-- A vertex line; v (0.0, 0.0, 1.0) = "v(0.0,0.0,1.0);\n"
v :: ℝ3 -> Builder
v (x,y,z) = "v(" <> bf x <> "," <> bf y <> "," <> bf z <> ");\n"
-- A face line
f :: Int -> Int -> Int -> Builder
f posa posb posc =
"f(" <> buildInt posa <> "," <> buildInt posb <> "," <> buildInt posc <> ");"
verts = do
-- extract the vertices for each triangle
-- recall that a normed triangle is of the form ((vert, norm), ...)
(a,b,c) <- triangles
-- The vertices from each triangle take up 3 position in the resulting list
[a,b,c]
vertcode = mconcat $ map v verts
facecode = mconcat $ do
(n,_) <- zip [0, 3 ..] triangles
let
(posa, posb, posc) = (n, n+1, n+2)
return $ f posa posb posc