- added renderer
- Added undo
This commit is contained in:
Generated
+47
-39
@@ -43,45 +43,45 @@
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@@ -411,7 +411,15 @@
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<option name="project" value="LOCAL" />
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<updated>1783887704766</updated>
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</task>
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<option name="localTasksCounter" value="38" />
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<task id="LOCAL-00038" summary="- added renderer - Added undo">
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<option name="closed" value="true" />
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<created>1783891561116</created>
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<option name="number" value="00038" />
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<option name="presentableId" value="LOCAL-00038" />
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<option name="project" value="LOCAL" />
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<updated>1783891561116</updated>
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<option name="localTasksCounter" value="39" />
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<servers />
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</component>
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<component name="TypeScriptGeneratedFilesManager">
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@@ -43,6 +43,8 @@ def occ_shape_to_ply(
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all_faces: List[List[int]] = []
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vertex_offset = 0
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from OCP.TopAbs import TopAbs_FORWARD
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explorer = TopExp_Explorer(shape, TopAbs_FACE)
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while explorer.More():
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face = TopoDS.Face_s(explorer.Current())
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@@ -56,6 +58,10 @@ def occ_shape_to_ply(
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# Transform
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trsf = location.Transformation()
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# Check face orientation: FORWARD means the surface normal points
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# outward from the solid; REVERSED means it points inward.
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is_forward = (face.Orientation() == TopAbs_FORWARD)
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# Extract vertices (apply location transform to positions)
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nb_nodes = triangulation.NbNodes()
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for i in range(1, nb_nodes + 1):
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@@ -64,15 +70,25 @@ def occ_shape_to_ply(
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all_vertices.append([pnt.X(), pnt.Y(), pnt.Z()])
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# Extract triangles
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# For REVERSED faces, swap winding order (n1, n3, n2) so that
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# the computed normal points outward consistently.
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nb_triangles = triangulation.NbTriangles()
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for i in range(1, nb_triangles + 1):
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tri = triangulation.Triangle(i)
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n1, n2, n3 = tri.Get()
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all_faces.append([
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n1 - 1 + vertex_offset,
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n2 - 1 + vertex_offset,
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n3 - 1 + vertex_offset,
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])
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if is_forward:
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all_faces.append([
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n1 - 1 + vertex_offset,
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n2 - 1 + vertex_offset,
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n3 - 1 + vertex_offset,
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])
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else:
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# Swap winding for REVERSED faces
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all_faces.append([
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n1 - 1 + vertex_offset,
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n3 - 1 + vertex_offset,
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n2 - 1 + vertex_offset,
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])
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vertex_offset += nb_nodes
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explorer.Next()
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@@ -87,10 +103,8 @@ def occ_shape_to_ply(
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f"Tessellation: {len(vertices)} vertices, {len(faces)} triangles"
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)
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# Compute outward-facing vertex normals AND correct face winding.
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# OCC triangulation produces inconsistent winding across faces (especially
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# after location transforms). Mitsuba uses face winding for front/back
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# determination, so both normals AND winding must be consistent.
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# Compute smooth vertex normals from face normals.
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# Winding is already corrected during tessellation using OCC face orientation.
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normals, corrected_faces = _compute_outward_normals(vertices, faces, shape)
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# Write PLY with corrected faces and normals
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@@ -110,72 +124,28 @@ def _compute_outward_normals(
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) -> Tuple[np.ndarray, np.ndarray]:
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"""Compute outward-facing vertex normals and correct face winding.
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1. Compute per-face normals from cross product of triangle edges.
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2. Determine correct orientation by checking face normals against the
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shape centroid (outward = away from center).
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3. Flip triangles with inward normals before accumulating to vertices.
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4. Average and normalize per-vertex normals.
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The winding is already corrected during tessellation using OCC's face
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orientation (TopAbs_FORWARD/REVERSED). This function computes smooth
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vertex normals by averaging face normals at shared vertices.
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Returns (normals, corrected_faces) so the PLY writer can use consistent
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winding order — critical for Mitsuba which uses winding for front/back
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face determination.
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Returns (normals, corrected_faces) for PLY export.
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"""
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n_verts = len(vertices)
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v_normals = np.zeros((n_verts, 3), dtype=np.float64)
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# Compute shape centroid for outward direction reference.
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# Use OCC bounding box if available, otherwise fall back to vertex bounds.
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if shape is not None:
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from OCP.Bnd import Bnd_Box
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from OCP.BRepBndLib import BRepBndLib
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bbox = Bnd_Box()
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BRepBndLib.Add_s(shape, bbox)
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xmin, ymin, zmin, xmax, ymax, zmax = bbox.Get()
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else:
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vmin = vertices.min(axis=0).astype(np.float64)
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vmax = vertices.max(axis=0).astype(np.float64)
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xmin, ymin, zmin = vmin
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xmax, ymax, zmax = vmax
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centroid = np.array(
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[(xmin + xmax) / 2, (ymin + ymax) / 2, (zmin + zmax) / 2],
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dtype=np.float64,
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)
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# Ensure faces is 2D (numpy creates (3,) for single-face meshes)
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if faces.ndim == 1:
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faces = faces.reshape(1, -1)
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# Compute face normals from triangle geometry
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# Winding is already correct from tessellation (face orientation check).
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# Just compute face normals and accumulate to vertices.
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v0 = vertices[faces[:, 0]]
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v1 = vertices[faces[:, 1]]
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v2 = vertices[faces[:, 2]]
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edge1 = v1 - v0
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edge2 = v2 - v0
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face_normals = np.cross(edge1, edge2)
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# Triangle centroids to test direction from shape center
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tri_centers = (v0 + v1 + v2) / 3.0
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to_tri = tri_centers - centroid
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# Dot product: positive means normal points away from centroid (outward)
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dots = np.sum(face_normals * to_tri, axis=1)
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# Faces with negative dot have inward normals — swap columns 1 and 2
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flip_mask = dots < 0
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corrected_faces = faces.copy()
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col1 = corrected_faces[:, 1]
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col2 = corrected_faces[:, 2]
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corrected_faces[flip_mask, 1] = col2[flip_mask]
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corrected_faces[flip_mask, 2] = col1[flip_mask]
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# Recompute face normals after correction
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v0c = vertices[corrected_faces[:, 0]]
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v1c = vertices[corrected_faces[:, 1]]
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v2c = vertices[corrected_faces[:, 2]]
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fn = np.cross(v1c - v0c, v2c - v0c)
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fn = np.cross(edge1, edge2)
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# Normalize face normals
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lengths = np.linalg.norm(fn, axis=1, keepdims=True)
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@@ -183,8 +153,8 @@ def _compute_outward_normals(
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fn /= lengths
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# Accumulate to vertices
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for i in range(len(corrected_faces)):
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idx = corrected_faces[i]
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for i in range(len(faces)):
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idx = faces[i]
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v_normals[idx[0]] += fn[i]
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v_normals[idx[1]] += fn[i]
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v_normals[idx[2]] += fn[i]
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@@ -194,7 +164,7 @@ def _compute_outward_normals(
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v_lengths[v_lengths < 1e-10] = 1.0
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v_normals /= v_lengths
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return v_normals.astype(np.float32), corrected_faces.astype(np.uint32)
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return v_normals.astype(np.float32), faces.astype(np.uint32)
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def occ_shape_to_stl(
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