ifc-lite-geometry 3.1.0

Geometry processing and mesh generation for IFC models
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0. If a copy of the MPL was not distributed with this
// file, You can obtain one at https://mozilla.org/MPL/2.0/.

//! Material-layer slicing.
//!
//! Produces one sub-mesh per [`LayerInfo`][crate::LayerInfo] for elements
//! whose geometry is a single swept solid but whose buildup is described by
//! an `IfcMaterialLayerSetUsage`. The sub-mesh `geometry_id` is set to the
//! layer's `IfcMaterial` entity ID so the styling layer can resolve colour
//! through the existing material-style index.
//!
//! Flow:
//!   1. Build the base mesh via [`GeometryRouter::process_element_with_voids`].
//!      Subtracting voids FIRST and slicing AFTER is cheaper than slicing first
//!      and subtracting per-slab: layer planes don't affect opening topology.
//!   2. Transform each layer-interface plane from the element's local frame
//!      into the same world-RTC frame the mesh lives in.
//!   3. Cut the base mesh into N slabs with N-1 planes using the shared
//!      [`ClippingProcessor`][crate::csg::ClippingProcessor].

use super::GeometryRouter;
use crate::csg::{ClippingProcessor, Plane};
use crate::material_layer_index::{LayerAxis, LayerBuildup, LayerInfo};
use crate::mesh::{SubMesh, SubMeshCollection};
use crate::{Mesh, Point3, Result, Vector3};
use ifc_lite_core::{DecodedEntity, EntityDecoder, IfcType};
use nalgebra::Matrix4;
use rustc_hash::FxHashMap;

/// Minimum layer thickness (in meters) below which slicing is skipped for
/// that interface. Sub-millimetre layers (vapor barriers etc.) destabilise
/// the triangle clipper and aren't visible at typical render scales.
const MIN_SLICEABLE_THICKNESS_M: f64 = 0.002;

impl GeometryRouter {
    /// Helper that consults the attached [`MaterialLayerIndex`][crate::MaterialLayerIndex]
    /// (if any) and returns per-layer sub-meshes for elements whose buildup
    /// is sliceable. Used internally by `process_element_with_submeshes` and
    /// `process_element_with_submeshes_and_voids` — with `void_index = None`
    /// the sliced mesh is built without void subtraction.
    ///
    /// Returns `None` when the router has no layer index, the element has no
    /// recorded buildup, the buildup is not sliceable, or slicing produced
    /// fewer than two non-empty sub-meshes (in which case callers should
    /// fall through to their single-mesh / multi-item paths).
    pub(crate) fn try_layered_sub_meshes(
        &self,
        element: &DecodedEntity,
        decoder: &mut EntityDecoder,
        void_index: Option<&FxHashMap<u32, Vec<u32>>>,
    ) -> Option<SubMeshCollection> {
        let index = self.material_layer_index()?;
        let buildup = index.get(element.id)?;
        if !buildup.is_sliceable() {
            return None;
        }
        let empty: FxHashMap<u32, Vec<u32>> = FxHashMap::default();
        let voids = void_index.unwrap_or(&empty);
        let collection = self
            .process_element_with_material_layers(element, decoder, buildup, voids)
            .ok()
            .flatten()?;
        if collection.sub_meshes.len() < 2 {
            return None;
        }
        Some(collection)
    }

    /// Process an element into per-layer sub-meshes, subtracting any
    /// openings first.
    ///
    /// Returns `Ok(None)` when the buildup isn't sliceable (single material,
    /// constituent set, profile set, degenerate) so the caller can fall back
    /// to the existing sub-mesh-voids path without duplicating work.
    ///
    /// Each emitted [`SubMesh`] carries the layer's `IfcMaterial` entity ID
    /// as its `geometry_id` — callers key colour lookup on that.
    pub fn process_element_with_material_layers(
        &self,
        element: &DecodedEntity,
        decoder: &mut EntityDecoder,
        buildup: &LayerBuildup,
        void_index: &FxHashMap<u32, Vec<u32>>,
    ) -> Result<Option<SubMeshCollection>> {
        let (layers, axis, direction_sense, offset) = match buildup {
            LayerBuildup::Sliceable {
                layers,
                axis,
                direction_sense,
                offset_from_reference_line,
            } => (layers, *axis, *direction_sense, *offset_from_reference_line),
            LayerBuildup::NotSliceable => return Ok(None),
        };

        if layers.len() < 2 {
            return Ok(None);
        }

        // Bail when the representation isn't a single item with identity
        // Position — otherwise layer planes (built from element placement
        // only) would be in a different frame than the mesh. Callers fall
        // through to the unsliced path in that case.
        if !element_is_single_unshifted_item(element, decoder) {
            return Ok(None);
        }

        // Merge sub-mm layers into their thick neighbours before any
        // geometry work so cutting planes never sit on degenerate
        // interfaces. When everything collapses to one visual layer there
        // is nothing to slice.
        let visual_layers = merge_thin_layers(&layers, self.unit_scale);
        if visual_layers.len() < 2 {
            return Ok(None);
        }

        // Void subtraction happens on the merged mesh (cheap + topology-safe).
        let base_mesh = self.process_element_with_voids(element, decoder, void_index)?;
        if base_mesh.is_empty() {
            return Ok(None);
        }

        // Build the interface planes in world-RTC coordinates. Returns None
        // when we can't resolve the element's placement — fall back.
        let planes = match self.build_layer_planes(
            element,
            decoder,
            &visual_layers,
            axis,
            direction_sense,
            offset,
        ) {
            Some(p) => p,
            None => return Ok(None),
        };
        if planes.is_empty() {
            return Ok(None);
        }

        Ok(Some(slice_mesh_into_layers(
            &base_mesh,
            &visual_layers,
            &planes,
        )))
    }

    /// Convert layer thicknesses + axis/offset into N-1 world-space planes
    /// aligned with the layer interfaces.
    ///
    /// All plane normals point in the `direction_sense` direction so
    /// slicing logic is uniform: "keep front of plane i" = "beyond interface
    /// i, deeper into the stack".
    fn build_layer_planes(
        &self,
        element: &DecodedEntity,
        decoder: &mut EntityDecoder,
        visual_layers: &[VisualLayer],
        axis: LayerAxis,
        direction_sense: f64,
        offset: f64,
    ) -> Option<Vec<Plane>> {
        // Use the same placement the mesh was built with: placement ×
        // scale_transform (scales translation only).
        let mut placement = self.get_placement_transform_from_element(element, decoder).ok()?;
        self.scale_transform(&mut placement);

        let scale = self.unit_scale;
        let rtc = self.rtc_offset;

        // Axis unit vector in local coordinates.
        let axis_local = {
            let v = axis.unit_vector();
            Vector3::new(v[0], v[1], v[2])
        };

        // World-space normal (rotation only; translation irrelevant for directions).
        // Direction sense flips the normal so "front" always means "deeper
        // into the layer stack".
        let rotation = placement.fixed_view::<3, 3>(0, 0);
        let world_normal = (rotation * axis_local)
            .try_normalize(1e-12)?
            * direction_sense;

        let offset_m = offset * scale;

        let mut planes = Vec::with_capacity(visual_layers.len().saturating_sub(1));
        let mut cumulative_m = 0.0_f64;
        for (i, layer) in visual_layers.iter().enumerate() {
            cumulative_m += layer.thickness_m;
            // Skip the last layer — there are only N-1 interfaces.
            if i + 1 == visual_layers.len() {
                break;
            }

            // Distance from reference line along the axis, in meters.
            let d = offset_m + direction_sense * cumulative_m;
            // Local-frame plane origin: the axis scaled to distance `d`.
            let local_origin = Point3::new(
                axis_local.x * d,
                axis_local.y * d,
                axis_local.z * d,
            );
            // Transform to world, then subtract RTC offset so the plane sits
            // in the same frame as the mesh (which already had RTC applied).
            let world_origin = placement.transform_point(&local_origin);
            let rtc_origin = Point3::new(
                world_origin.x - rtc.0,
                world_origin.y - rtc.1,
                world_origin.z - rtc.2,
            );
            planes.push(Plane::new(rtc_origin, world_normal));
        }

        Some(planes)
    }
}

/// A collapsed view of the layer stack after merging sub-mm layers into
/// their thick neighbours. Each entry represents one slab that will be
/// emitted as a sub-mesh.
#[derive(Debug, Clone)]
pub(crate) struct VisualLayer {
    /// `IfcMaterial` id that colours the slab. Taken from the dominant
    /// (thickest) source layer in the merge group so thin vapour barriers
    /// don't hijack the slab's colour.
    pub(crate) material_id: u32,
    /// Total thickness of the slab in meters (sum of merged source layers).
    pub(crate) thickness_m: f64,
}

/// Fold sub-mm layers into an adjacent visible layer so every emitted
/// cutting plane sits on a real interface between two slabs that are
/// both thick enough for stable clipping.
///
/// Strategy: start with one slab per source layer. Repeatedly pick the
/// thinnest slab that is still below the clip-stable threshold and fold
/// its thickness into the thicker of its two neighbours (the thicker
/// neighbour's material wins because it dominates the merged slab's
/// appearance). Stops once every slab is above threshold or only one slab
/// remains.
pub(crate) fn merge_thin_layers(layers: &[LayerInfo], unit_scale: f64) -> Vec<VisualLayer> {
    let thresh = MIN_SLICEABLE_THICKNESS_M;
    let mut slabs: Vec<VisualLayer> = layers
        .iter()
        .map(|l| VisualLayer {
            material_id: l.material_id,
            thickness_m: l.thickness * unit_scale,
        })
        .collect();

    loop {
        if slabs.len() <= 1 {
            break;
        }
        // Find the thinnest sub-threshold slab.
        let mut victim: Option<usize> = None;
        let mut victim_thickness = thresh;
        for (i, s) in slabs.iter().enumerate() {
            if s.thickness_m < victim_thickness {
                victim = Some(i);
                victim_thickness = s.thickness_m;
            }
        }
        let Some(v) = victim else { break };

        // Fold into the thicker neighbour; its material dominates the slab.
        let prev = if v > 0 { Some(v - 1) } else { None };
        let next = if v + 1 < slabs.len() {
            Some(v + 1)
        } else {
            None
        };
        let target = match (prev, next) {
            (Some(p), Some(n)) => {
                if slabs[p].thickness_m >= slabs[n].thickness_m {
                    p
                } else {
                    n
                }
            }
            (Some(p), None) => p,
            (None, Some(n)) => n,
            (None, None) => break,
        };
        slabs[target].thickness_m += slabs[v].thickness_m;
        // Adjust target index when removing a slab that preceded it.
        slabs.remove(v);
    }

    slabs
}

/// True when the element's Body representation has exactly one item and
/// that item carries no additional transform relative to the element's
/// own placement. Only in that case do the layer planes (built from the
/// element placement alone) sit in the same frame as the generated mesh.
///
/// We walk the IfcProductDefinitionShape → IfcShapeRepresentation tree,
/// looking at the first representation that will actually contribute to
/// the Body mesh. Any MappedItem, multi-item list, or item with a
/// non-identity `Position` disqualifies the element from layer slicing.
fn element_is_single_unshifted_item(
    element: &DecodedEntity,
    decoder: &mut EntityDecoder,
) -> bool {
    // Element attr 6 = Representation (IfcProductDefinitionShape).
    let rep_attr = match element.get(6) {
        Some(a) if !a.is_null() => a,
        _ => return false,
    };
    let rep = match decoder.resolve_ref(rep_attr) {
        Ok(Some(r)) => r,
        _ => return false,
    };
    if rep.ifc_type != IfcType::IfcProductDefinitionShape {
        return false;
    }
    // attr 2 = Representations (list of IfcShapeRepresentation).
    let reps_attr = match rep.get(2) {
        Some(a) => a,
        None => return false,
    };
    let reps = match decoder.resolve_ref_list(reps_attr) {
        Ok(r) => r,
        Err(_) => return false,
    };

    for shape_rep in &reps {
        if shape_rep.ifc_type != IfcType::IfcShapeRepresentation {
            continue;
        }
        // Only inspect body-style representations — axis/curve/footprint
        // don't contribute to the sliced mesh.
        let is_body = shape_rep
            .get(2)
            .and_then(|a| a.as_string())
            .map(|s| {
                matches!(
                    s,
                    "Body"
                        | "SweptSolid"
                        | "SolidModel"
                        | "Brep"
                        | "CSG"
                        | "Clipping"
                        | "SurfaceModel"
                        | "Tessellation"
                        | "AdvancedSweptSolid"
                        | "AdvancedBrep"
                )
            })
            .unwrap_or(false);
        if !is_body {
            continue;
        }

        // attr 3 = Items.
        let items = match shape_rep.get(3).and_then(|a| a.as_list()) {
            Some(l) => l,
            None => return false,
        };
        if items.len() != 1 {
            return false;
        }
        let item_id = match items.first().and_then(|v| v.as_entity_ref()) {
            Some(id) => id,
            None => return false,
        };
        let item = match decoder.decode_by_id(item_id) {
            Ok(e) => e,
            Err(_) => return false,
        };

        return item_has_identity_position(&item, decoder);
    }

    // No body-style representation found — nothing to slice.
    false
}

/// True when the representation item carries no Position transform (or the
/// Position is the identity). Supports the item types that actually show
/// up with IfcMaterialLayerSetUsage in practice (extrusions, revolved /
/// advanced swept solids, boolean clipping on top of those). Anything
/// exotic returns false so we bail safely.
fn item_has_identity_position(item: &DecodedEntity, decoder: &mut EntityDecoder) -> bool {
    match item.ifc_type {
        // Solid primitives with a Position at attribute 1.
        IfcType::IfcExtrudedAreaSolid
        | IfcType::IfcRevolvedAreaSolid
        | IfcType::IfcSurfaceCurveSweptAreaSolid
        | IfcType::IfcFixedReferenceSweptAreaSolid => {
            attribute_placement_is_identity(item, 1, decoder)
        }
        // Boolean results wrap another operand; recurse on the first
        // operand which carries the visible geometry.
        IfcType::IfcBooleanClippingResult | IfcType::IfcBooleanResult => {
            let first_operand_id = match item.get_ref(1) {
                Some(id) => id,
                None => return false,
            };
            match decoder.decode_by_id(first_operand_id) {
                Ok(inner) => item_has_identity_position(&inner, decoder),
                Err(_) => false,
            }
        }
        // MappedItem applies a target transform by definition — always bail.
        IfcType::IfcMappedItem => false,
        // Tessellated / Brep / surface-model items have no Position
        // attribute; the mesh already sits in the element's local frame.
        IfcType::IfcFacetedBrep
        | IfcType::IfcFacetedBrepWithVoids
        | IfcType::IfcAdvancedBrep
        | IfcType::IfcAdvancedBrepWithVoids
        | IfcType::IfcTriangulatedFaceSet
        | IfcType::IfcTriangulatedIrregularNetwork
        | IfcType::IfcPolygonalFaceSet
        | IfcType::IfcFaceBasedSurfaceModel
        | IfcType::IfcShellBasedSurfaceModel => true,
        _ => false,
    }
}

/// Resolve a placement attribute and compare the resulting 4×4 to the
/// identity matrix within a small tolerance. Returns true when the
/// attribute is absent (treated as implicit identity).
fn attribute_placement_is_identity(
    entity: &DecodedEntity,
    attr_index: usize,
    decoder: &mut EntityDecoder,
) -> bool {
    let attr = match entity.get(attr_index) {
        Some(a) => a,
        None => return true,
    };
    if attr.is_null() {
        return true;
    }
    let placement_id = match attr.as_entity_ref() {
        Some(id) => id,
        None => return false,
    };
    match crate::transform::parse_axis2_placement_3d_from_id(placement_id, decoder) {
        Ok(m) => matrix_is_identity(&m),
        Err(_) => false,
    }
}

#[inline]
fn matrix_is_identity(m: &Matrix4<f64>) -> bool {
    const EPS: f64 = 1e-9;
    let id = Matrix4::<f64>::identity();
    for i in 0..4 {
        for j in 0..4 {
            if (m[(i, j)] - id[(i, j)]).abs() > EPS {
                return false;
            }
        }
    }
    true
}

/// Cut `mesh` into one slab per layer using the pre-computed interface
/// planes. Returns a [`SubMeshCollection`] where each entry's
/// `geometry_id` is the corresponding layer's `material_id` (0 if the
/// layer was an air gap / had no associated material).
///
/// Empty slabs (plane missed the mesh, or clipper returned nothing) are
/// dropped — callers should treat an empty result as "fall back to
/// unsliced mesh".
fn slice_mesh_into_layers(
    mesh: &Mesh,
    visual_layers: &[VisualLayer],
    planes: &[Plane],
) -> SubMeshCollection {
    debug_assert_eq!(planes.len() + 1, visual_layers.len());

    let clipper = ClippingProcessor::new();
    let mut out = SubMeshCollection::new();

    for (i, layer) in visual_layers.iter().enumerate() {
        let after_prev: Option<&Plane> = if i == 0 { None } else { planes.get(i - 1) };
        let before_next: Option<&Plane> = if i + 1 == visual_layers.len() {
            None
        } else {
            planes.get(i)
        };

        let mut slab = mesh.clone();

        if let Some(plane) = after_prev {
            if let Ok(clipped) = clipper.clip_mesh(&slab, plane) {
                slab = clipped;
            }
        }
        if let Some(plane) = before_next {
            let flipped = Plane::new(plane.point, -plane.normal);
            if let Ok(clipped) = clipper.clip_mesh(&slab, &flipped) {
                slab = clipped;
            }
        }

        if !slab.is_empty() {
            out.sub_meshes.push(SubMesh::new(layer.material_id, slab));
        }
    }

    out
}

#[cfg(test)]
mod tests {
    use super::*;

    fn li(material: u32, thickness: f64) -> LayerInfo {
        LayerInfo { material_id: material, thickness }
    }

    #[test]
    fn thin_middle_layer_folded_into_thicker_neighbour() {
        // 100 mm core, 1 mm vapour barrier, 50 mm insulation — unit_scale
        // = 0.001 so values are in meters after scaling.
        let layers = vec![li(1, 100.0), li(2, 1.0), li(3, 50.0)];
        let merged = merge_thin_layers(&layers, 0.001);
        assert_eq!(merged.len(), 2, "3-layer stack with a sub-mm middle should collapse to 2 slabs");
        // First slab absorbed the 1 mm barrier; thicker contributor keeps its material.
        assert_eq!(merged[0].material_id, 1);
        assert!((merged[0].thickness_m - 0.101).abs() < 1e-9);
        assert_eq!(merged[1].material_id, 3);
        assert!((merged[1].thickness_m - 0.050).abs() < 1e-9);
    }

    #[test]
    fn all_thick_layers_stay_separate() {
        let layers = vec![li(1, 50.0), li(2, 80.0), li(3, 30.0)];
        let merged = merge_thin_layers(&layers, 0.001);
        assert_eq!(merged.len(), 3);
        assert_eq!(merged[0].material_id, 1);
        assert_eq!(merged[1].material_id, 2);
        assert_eq!(merged[2].material_id, 3);
    }

    #[test]
    fn trailing_thin_layer_folds_into_previous_slab() {
        let layers = vec![li(1, 50.0), li(2, 80.0), li(3, 1.0)];
        let merged = merge_thin_layers(&layers, 0.001);
        assert_eq!(merged.len(), 2, "sub-mm trailing layer merges into the previous slab");
        assert_eq!(merged[1].material_id, 2);
        assert!((merged[1].thickness_m - 0.081).abs() < 1e-9);
    }

    #[test]
    fn leading_thin_layer_folds_into_next_slab() {
        let layers = vec![li(1, 1.0), li(2, 80.0), li(3, 50.0)];
        let merged = merge_thin_layers(&layers, 0.001);
        assert_eq!(merged.len(), 2);
        // First emitted slab is dominated by layer 2 (thicker than the 1 mm lead-in).
        assert_eq!(merged[0].material_id, 2);
        assert!((merged[0].thickness_m - 0.081).abs() < 1e-9);
        assert_eq!(merged[1].material_id, 3);
    }
}