--- /dev/null
+package org.simantics.opencascade.jme;\r
+\r
+import java.nio.FloatBuffer;\r
+import java.util.ArrayList;\r
+import java.util.HashMap;\r
+import java.util.List;\r
+import java.util.Map;\r
+\r
+import javax.vecmath.Matrix4d;\r
+import javax.vecmath.Point3d;\r
+import javax.vecmath.Vector3d;\r
+import javax.vecmath.Vector3f;\r
+\r
+import org.jcae.opencascade.jni.BRepMesh_IncrementalMesh;\r
+import org.jcae.opencascade.jni.BRep_Tool;\r
+import org.jcae.opencascade.jni.GP_Trsf;\r
+import org.jcae.opencascade.jni.Poly_Triangulation;\r
+import org.jcae.opencascade.jni.TopAbs_Orientation;\r
+import org.jcae.opencascade.jni.TopAbs_ShapeEnum;\r
+import org.jcae.opencascade.jni.TopExp_Explorer;\r
+import org.jcae.opencascade.jni.TopLoc_Location;\r
+import org.jcae.opencascade.jni.TopoDS_Face;\r
+import org.jcae.opencascade.jni.TopoDS_Shape;\r
+import org.simantics.opencascade.OCCTTool;\r
+import org.simantics.utils.datastructures.MapList;\r
+\r
+import com.jme3.scene.Geometry;\r
+import com.jme3.scene.Mesh;\r
+import com.jme3.scene.Mesh.Mode;\r
+import com.jme3.scene.Node;\r
+import com.jme3.scene.Spatial;\r
+import com.jme3.scene.VertexBuffer.Type;\r
+import com.jme3.scene.mesh.IndexBuffer;\r
+\r
+\r
+\r
+public class JmeOCCTTool {\r
+\r
+ \r
+ public static Spatial vtkOCCShapeToAssembly(TopoDS_Shape shape) {\r
+ double deflection = 0.001;\r
+\r
+ if (deflection <= 0.0) {\r
+ deflection = 0.0005;\r
+ System.out.println("Bad value for deflection. Using: " + deflection);\r
+ }\r
+\r
+ // FIXME : leaks memory!\r
+ //BRepTools.clean(shape);\r
+\r
+ double mass = OCCTTool.getMass(shape);\r
+\r
+ if (mass < 1.0e-12) {\r
+ System.out.println("Non 3D-shape detected");\r
+ System.out.println("The cad import features are currently limited to 3D models.");\r
+ }\r
+\r
+ double length = OCCTTool.getBoundingBoxDiagonal(shape);\r
+ deflection *= length; // use relative units\r
+\r
+ BRepMesh_IncrementalMesh mesh = new BRepMesh_IncrementalMesh(shape,deflection);\r
+\r
+ int faceNumber = 0;\r
+ TopExp_Explorer expFace = new TopExp_Explorer();\r
+\r
+ Node node = new Node();\r
+ for (expFace.init(shape, TopAbs_ShapeEnum.FACE); expFace.more(); expFace.next()) {\r
+ TopoDS_Face face = (TopoDS_Face) expFace.current();\r
+ Mesh partGrid = createPartGrid(face);\r
+ face.delete();\r
+ if (partGrid == null)\r
+ continue;\r
+ faceNumber++;\r
+ //gridToAssembly(assemblies, partGrid, stlSurfaceData, stlEdgeData);\r
+ gridToAssembly(node, partGrid);\r
+ \r
+ }\r
+ expFace.delete();\r
+ mesh.delete();\r
+\r
+ if (faceNumber == 0) {\r
+ System.out\r
+ .println("Cad import: error: no surface triangulation was generated.");\r
+ return null;\r
+ }\r
+\r
+ return node;\r
+ }\r
+ \r
+\r
+\r
+ public static void gridToAssembly(Node assemblies, Mesh partGrid) {\r
+ Geometry geom = new Geometry();\r
+ geom.setMesh(partGrid);\r
+ assemblies.attachChild(geom);\r
+ \r
+ }\r
+ \r
+ \r
+ \r
+ public static Mesh createPartGrid ( TopoDS_Face face)\r
+ {\r
+ TopLoc_Location Location = new TopLoc_Location();\r
+ \r
+ Poly_Triangulation triangulation = BRep_Tool.triangulation(face, Location);\r
+\r
+ if(triangulation == null) {\r
+ Location.delete();\r
+ System.out.println("Encountered empty triangulation after face");\r
+ return null;\r
+ }\r
+ \r
+ boolean reverse = face.orientation()==TopAbs_Orientation.REVERSED;\r
+\r
+ int[]triangles = triangulation.triangles();\r
+ double[]nodes = triangulation.nodes();\r
+\r
+ int nofTriangles = triangulation.nbTriangles();\r
+ int nofNodes = triangulation.nbNodes();\r
+ \r
+ triangulation.delete();\r
+\r
+ if(nofTriangles < 1) {\r
+ System.out.println("No triangles for mesh on face");\r
+ Location.delete();\r
+ return null;\r
+ }\r
+\r
+ if(nofNodes < 1) {\r
+ System.out.println("No nodes for mesh on face:");\r
+ Location.delete();\r
+ return null;\r
+ }\r
+ \r
+ Mesh mesh = new Mesh();\r
+ \r
+ int index[] = new int[nofTriangles*3];\r
+ \r
+ for(int i = 0; i < nofTriangles; i++) \r
+ {\r
+ int n0, n1, n2; \r
+ if (!reverse) {\r
+ n0 = triangles[3 * i];\r
+ n1 = triangles[3 * i + 1];\r
+ n2 = triangles[3 * i + 2];\r
+ } else {\r
+ n0 = triangles[3 * i + 2];\r
+ n1 = triangles[3 * i + 1];\r
+ n2 = triangles[3 * i];\r
+ }\r
+\r
+\r
+ index[i*3] = n0;\r
+ index[i*3+1] = n1;\r
+ index[i*3+2] = n2;\r
+ \r
+ }\r
+ \r
+ \r
+ GP_Trsf transformation = Location.transformation();\r
+ Location.delete();\r
+\r
+ double d_mat[] = new double[16];\r
+ transformation.getValues(d_mat);\r
+ \r
+ Matrix4d mat = new Matrix4d(d_mat);\r
+ \r
+ float vertex[] = new float[nofNodes*3];\r
+ \r
+ for(int i = 0; i < nofNodes; i++) { \r
+ // FIXME: GP_Trsf.transform(double[]) leaks memory\r
+ \r
+ //double xyz[] = new double[]{nodes[3 * i], nodes[3 * i + 1], nodes[3 * i + 2]}; \r
+ //transformation.transforms(xyz);\r
+ //partPoints.InsertPoint(i, xyz);\r
+ Point3d p = new Point3d(nodes[3 * i], nodes[3 * i + 1], nodes[3 * i + 2]);\r
+ mat.transform(p);\r
+ vertex[3 * i] = (float)p.x;\r
+ vertex[3 * i+1] = (float)p.y;\r
+ vertex[3 * i+2] = (float)p.z;\r
+ }\r
+ \r
+ transformation.delete();\r
+ \r
+ mesh.setBuffer(Type.Position, 3, vertex);\r
+ mesh.setBuffer(Type.Index, 3, index);\r
+ return mesh;\r
+ \r
+ }\r
+ \r
+ \r
+ \r
+ public static Mesh createPartGrid ( List<Double> meshPoints, List<Integer> meshTriangles)\r
+ {\r
+ \r
+ \r
+ \r
+\r
+ \r
+ int nofTriangles = meshTriangles.size() / 3;\r
+ int nofNodes = meshPoints.size() /3;\r
+ \r
+ \r
+ if(nofTriangles < 1) {\r
+ System.out.println("No triangles for mesh on face");\r
+ return null;\r
+ }\r
+\r
+ if(nofNodes < 1) {\r
+ System.out.println("No nodes for mesh on face:");\r
+ return null;\r
+ }\r
+ Mesh mesh = new Mesh();\r
+ //System.out.println("v " + nofNodes + " t " +nofTriangles);\r
+ int index[] = new int[nofTriangles*3];\r
+ \r
+ for(int i = 0; i < nofTriangles; i++) \r
+ {\r
+ int n0, n1, n2; \r
+ n0 = meshTriangles.get(3 * i); \r
+ n1 = meshTriangles.get(3 * i + 1);\r
+ n2 = meshTriangles.get(3 * i + 2); \r
+\r
+ index[i * 3 ] = n0;\r
+ index[i * 3 + 1] = n1;\r
+ index[i * 3 + 2] = n2;\r
+ \r
+ }\r
+\r
+ float vertex[] = new float[nofNodes*3];\r
+ \r
+ for(int i = 0; i < nofNodes; i++) { \r
+\r
+ \r
+ vertex[3 * i] = meshPoints.get(3*i).floatValue();\r
+ vertex[3 * i+1] = meshPoints.get(3*i+1).floatValue();\r
+ vertex[3 * i+2] = meshPoints.get(3*i+2).floatValue();\r
+ \r
+ }\r
+ float normal[] = calcNormals(vertex, index);\r
+ \r
+ \r
+ mesh.setBuffer(Type.Position, 3, vertex);\r
+ mesh.setBuffer(Type.Normal, 3, normal);\r
+ mesh.setBuffer(Type.Index, 3, index);\r
+ \r
+ return mesh;\r
+ }\r
+ \r
+ private static float[] calcNormals(float[] fnodes, int[] trias) {\r
+ float nnodes[] = new float[fnodes.length];\r
+ for (int i = 0; i < nnodes.length; i++) nnodes[i] = 0.f;\r
+ Vector3f v1 = new Vector3f();\r
+ Vector3f v2 = new Vector3f();\r
+ Vector3f v3 = new Vector3f();\r
+ Vector3f t1 = new Vector3f();\r
+ Vector3f t2 = new Vector3f();\r
+ Vector3f n = new Vector3f();\r
+ for (int i = 0; i < trias.length; i+=3) {\r
+ v1.x = fnodes[trias[i]*3];\r
+ v1.y = fnodes[trias[i]*3+1];\r
+ v1.z = fnodes[trias[i]*3+2];\r
+ v2.x = fnodes[trias[i+1]*3];\r
+ v2.y = fnodes[trias[i+1]*3+1];\r
+ v2.z = fnodes[trias[i+1]*3+2];\r
+ v3.x = fnodes[trias[i+2]*3];\r
+ v3.y = fnodes[trias[i+2]*3+1];\r
+ v3.z = fnodes[trias[i+2]*3+2];\r
+ t1.sub(v3,v1);\r
+ t2.sub(v2,v1);\r
+ n.cross(t2, t1);\r
+ //n.normalize();\r
+ nnodes[trias[i]*3] += n.x;\r
+ nnodes[trias[i]*3+1] += n.y;\r
+ nnodes[trias[i]*3+2] += n.z;\r
+ nnodes[trias[i+1]*3] += n.x;\r
+ nnodes[trias[i+1]*3+1] += n.y;\r
+ nnodes[trias[i+1]*3+2] += n.z;\r
+ nnodes[trias[i+2]*3] += n.x;\r
+ nnodes[trias[i+2]*3+1] += n.y;\r
+ nnodes[trias[i+2]*3+2] += n.z;\r
+ }\r
+ for (int i = 0; i < nnodes.length; i+=3) {\r
+ n.x = nnodes[i];\r
+ n.y = nnodes[i+1];\r
+ n.z = nnodes[i+2];\r
+ n.normalize();\r
+ nnodes[i] = n.x;\r
+ nnodes[i+1] = n.y;\r
+ nnodes[i+2] = n.z;\r
+ }\r
+ return nnodes;\r
+ }\r
+ \r
+ public static Mesh createEdgeMesh(Mesh triMesh) {\r
+\r
+ // list all edges in the mesh\r
+ MapList<Integer, Integer> triEdgeIndices = new MapList<Integer, Integer>();\r
+ for (int i = 0; i < triMesh.getTriangleCount(); i++) {\r
+ int[] tri = new int[3];\r
+ triMesh.getTriangle(i, tri);\r
+\r
+ if (!triEdgeIndices.contains(tri[0], tri[1])) {\r
+ triEdgeIndices.add(tri[0], tri[1]);\r
+ }\r
+ if (!triEdgeIndices.contains(tri[1], tri[2])) {\r
+ triEdgeIndices.add(tri[1], tri[2]);\r
+ }\r
+ if (!triEdgeIndices.contains(tri[2], tri[0])) {\r
+ triEdgeIndices.add(tri[2], tri[0]);\r
+ } \r
+ }\r
+ // find, which edges are listed only once; those are boundaries of the mesh.\r
+ MapList<Integer, Integer> edgeIndices = new MapList<Integer, Integer>();\r
+ for (int s : triEdgeIndices.getKeys()) {\r
+ for (int e : triEdgeIndices.getValues(s)) {\r
+ if (!triEdgeIndices.contains(e, s)) {\r
+ edgeIndices.add(s,e);\r
+ edgeIndices.add(e,s);\r
+ }\r
+ }\r
+ }\r
+ \r
+ // create a new mesh, containing boundary vertices and edges of the original mesh.\r
+ \r
+ // create list of edge vertices in the original mesh\r
+ List<Integer> vertices = new ArrayList<Integer>();\r
+ FloatBuffer data = triMesh.getFloatBuffer(Type.Position);\r
+ for (Integer i : edgeIndices.getKeys()) {\r
+ List<Integer> edges = edgeIndices.getValues(i);\r
+ if (!vertices.contains(i))\r
+ vertices.add(i);\r
+ if (!vertices.contains(edges.get(0)))\r
+ vertices.add(edges.get(0));\r
+ if (!vertices.contains(edges.get(1)))\r
+ vertices.add(edges.get(1));\r
+\r
+ }\r
+ // create vertices for edge mesh, and map new vertices to orignals.\r
+ float vertex[] = new float[vertices.size() * 3];\r
+ int i2 = 0;\r
+ Map<Integer,Integer> indexMap = new HashMap<Integer, Integer>();\r
+ for (int i : vertices) {\r
+ vertex[i2*3] = data.get(i*3);\r
+ vertex[i2*3+1] = data.get(i*3+1);\r
+ vertex[i2*3+2] = data.get(i*3+2);\r
+ \r
+ indexMap.put(i, i2);\r
+ i2++;\r
+ \r
+ }\r
+ \r
+ // create line indices for the edge mesh.\r
+ List<Integer> indices = new ArrayList<Integer>();\r
+\r
+ for (int i = 0; i < vertices.size(); i++) {\r
+ int s = vertices.get(i);\r
+ List<Integer> edges = edgeIndices.getValues(s);\r
+ for (int e : edges) {\r
+ if (edgeIndices.contains(s, e) && indexMap.containsKey(s) && indexMap.containsKey(e)) {\r
+ indices.add(indexMap.get(s));\r
+ indices.add(indexMap.get(e));\r
+ }\r
+ }\r
+ \r
+ }\r
+ \r
+ int index[] = new int[indices.size()];\r
+ for (int i = 0; i < indices.size(); i++) {\r
+ index[i] = indices.get(i);\r
+ }\r
+ \r
+ Mesh mesh = new Mesh();\r
+ mesh.setMode(Mode.Lines);\r
+ mesh.setBuffer(Type.Position, 3, vertex);\r
+ mesh.setBuffer(Type.Index, 2, index);\r
+ \r
+ return mesh;\r
+ }\r
+ \r
+ public static Mesh createVertexMesh(Mesh edgeMesh) {\r
+\r
+ MapList<Integer, Integer> edgeIndices = new MapList<Integer, Integer>();\r
+ IndexBuffer indices = edgeMesh.getIndexBuffer();\r
+ for (int i = 0; i < indices.size(); i+=2) {\r
+ int s = indices.get(i);\r
+ int e = indices.get(i+1);\r
+\r
+ if (!edgeIndices.contains(s, e)) {\r
+ edgeIndices.add(s, e);\r
+ edgeIndices.add(e, s);\r
+ }\r
+ \r
+ }\r
+ \r
+ List<Integer> vertices = new ArrayList<Integer>();\r
+ float data[] = edgeMesh.getFloatBuffer(Type.Position).array();\r
+ for (Integer i : edgeIndices.getKeys()) {\r
+ List<Integer> edges = edgeIndices.getValues(i);\r
+ if (edges.size() != 2)\r
+ vertices.add(i);\r
+ else {\r
+ Point3d t = new Point3d(data[i*3],data[i*3+1],data[i*3+2]);\r
+ Vector3d v1 = new Vector3d(data[edges.get(0)*3],data[edges.get(0)*3+1],data[edges.get(0)*3+2]);\r
+ Vector3d v2 = new Vector3d(data[edges.get(1)*3],data[edges.get(1)*3+1],data[edges.get(1)*3+2]);\r
+ \r
+ v1.sub(t);\r
+ v2.sub(t);\r
+ double angle = Math.PI - v1.angle(v2);\r
+ if (angle > Math.PI/6)\r
+ vertices.add(i);\r
+ }\r
+ }\r
+ \r
+ float vertex[] = new float[vertices.size() * 3];\r
+ int i2 = 0;\r
+ Map<Integer,Integer> indexMap = new HashMap<Integer, Integer>();\r
+ for (int i : vertices) {\r
+ vertex[i2*3] = data[i*3];\r
+ vertex[i2*3+1] = data[i*3+1];\r
+ vertex[i2*3+2] = data[i*3+2];\r
+ \r
+ indexMap.put(i, i2);\r
+ i2++;\r
+ \r
+ }\r
+ \r
+ int index[] = new int[vertices.size()];\r
+ for (int i = 0; i < vertices.size(); i++) {\r
+ index[i] = i;\r
+ }\r
+ \r
+ Mesh mesh = new Mesh();\r
+ mesh.setMode(Mode.Points);\r
+ mesh.setBuffer(Type.Position, 3, vertex);\r
+ mesh.setBuffer(Type.Index, 1, index);\r
+ \r
+ return mesh;\r
+ }\r
+ \r
+}\r