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// 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/.
use crate::{
extrusion::apply_transform, profiles::ProfileProcessor, scale_segments, Error, Mesh, Point3,
Result, TessellationQuality, Vector3,
};
use ifc_lite_core::{DecodedEntity, EntityDecoder, IfcSchema, IfcType};
use nalgebra::Matrix4;
use super::super::helpers::parse_axis2_placement_3d;
use super::super::tessellated::PolygonalFaceSetProcessor;
use crate::router::GeometryProcessor;
/// RevolvedAreaSolid processor
/// Handles IfcRevolvedAreaSolid - rotates a 2D profile around an axis
pub struct RevolvedAreaSolidProcessor {
profile_processor: ProfileProcessor,
}
impl RevolvedAreaSolidProcessor {
pub fn new(schema: IfcSchema) -> Self {
Self {
profile_processor: ProfileProcessor::new(schema),
}
}
}
impl GeometryProcessor for RevolvedAreaSolidProcessor {
fn process(
&self,
entity: &DecodedEntity,
decoder: &mut EntityDecoder,
_schema: &IfcSchema,
quality: TessellationQuality,
) -> Result<Mesh> {
// IfcRevolvedAreaSolid attributes (inherits IfcSweptAreaSolid):
// 0: SweptArea (IfcProfileDef) - 2D profile in xy plane of Position
// 1: Position (IfcAxis2Placement3D) - solid's local coord system
// 2: Axis (IfcAxis1Placement) - revolution axis in xy plane of Position
// 3: Angle (IfcPlaneAngleMeasure) - revolution angle in the project's
// PLANEANGLEUNIT (radians for SI files, degrees for files that
// declare a DEGREE conversion-based unit). Scaled to radians below
// via decoder.plane_angle_to_radians() — see issue #820 for the
// same class of bug on IfcTrimmedCurve parameters.
let profile_attr = entity
.get(0)
.ok_or_else(|| Error::geometry("RevolvedAreaSolid missing SweptArea".to_string()))?;
let profile = decoder
.resolve_ref(profile_attr)?
.ok_or_else(|| Error::geometry("Failed to resolve SweptArea".to_string()))?;
// Position transform: maps Position-local coords -> object coords.
// Optional in some files; default to identity.
let position_transform = if let Some(pos_attr) = entity.get(1) {
if !pos_attr.is_null() {
if let Some(pos_entity) = decoder.resolve_ref(pos_attr)? {
parse_axis2_placement_3d(&pos_entity, decoder)?
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
};
let axis_attr = entity
.get(2)
.ok_or_else(|| Error::geometry("RevolvedAreaSolid missing Axis".to_string()))?;
let axis_placement = decoder
.resolve_ref(axis_attr)?
.ok_or_else(|| Error::geometry("Failed to resolve Axis".to_string()))?;
let angle = entity
.get_float(3)
.ok_or_else(|| Error::geometry("RevolvedAreaSolid missing Angle".to_string()))?
* decoder.plane_angle_to_radians();
let profile_2d = self.profile_processor.process(&profile, decoder, quality)?;
if profile_2d.outer.is_empty() {
return Ok(Mesh::new());
}
// IfcAxis1Placement: 0=Location (IfcCartesianPoint), 1=Axis (IfcDirection, optional)
let axis_location = {
let loc_attr = axis_placement
.get(0)
.ok_or_else(|| Error::geometry("Axis1Placement missing Location".to_string()))?;
let loc = decoder
.resolve_ref(loc_attr)?
.ok_or_else(|| Error::geometry("Failed to resolve axis location".to_string()))?;
let coords = loc
.get(0)
.and_then(|v| v.as_list())
.ok_or_else(|| Error::geometry("Axis location missing coordinates".to_string()))?;
Point3::new(
coords.first().and_then(|v| v.as_float()).unwrap_or(0.0),
coords.get(1).and_then(|v| v.as_float()).unwrap_or(0.0),
coords.get(2).and_then(|v| v.as_float()).unwrap_or(0.0),
)
};
let axis_direction = {
if let Some(dir_attr) = axis_placement.get(1) {
if !dir_attr.is_null() {
let dir = decoder.resolve_ref(dir_attr)?.ok_or_else(|| {
Error::geometry("Failed to resolve axis direction".to_string())
})?;
let coords = dir.get(0).and_then(|v| v.as_list()).ok_or_else(|| {
Error::geometry("Axis direction missing coordinates".to_string())
})?;
let raw = Vector3::new(
coords.first().and_then(|v| v.as_float()).unwrap_or(0.0),
coords.get(1).and_then(|v| v.as_float()).unwrap_or(1.0),
coords.get(2).and_then(|v| v.as_float()).unwrap_or(0.0),
);
if raw.norm() < 1e-12 {
Vector3::new(0.0, 1.0, 0.0)
} else {
raw.normalize()
}
} else {
Vector3::new(0.0, 1.0, 0.0)
}
} else {
Vector3::new(0.0, 1.0, 0.0)
}
};
let full_circle = angle.abs() >= std::f64::consts::PI * 1.99;
// 24 segments for a full revolve at Medium; ~12 per 180° (min 8) for a
// partial arc. Both scaled by quality; the high upper bound preserves
// the original uncapped partial-arc count at Medium.
let segments = if full_circle {
scale_segments(24, 8, 96, quality)
} else {
let base = (angle.abs() / std::f64::consts::PI * 12.0).ceil() as usize;
scale_segments(base, 8, 4096, quality)
};
let profile_points = &profile_2d.outer;
let num_profile_points = profile_points.len();
let ring_count = if full_circle { segments } else { segments + 1 };
let mut positions = Vec::with_capacity(ring_count * num_profile_points * 3);
let mut indices = Vec::new();
// Rotate each profile vertex around the axis line in Position-local coords.
for i in 0..ring_count {
let t = if full_circle {
std::f64::consts::TAU * i as f64 / segments as f64
} else {
angle * i as f64 / segments as f64
};
let cos_t = t.cos();
let sin_t = t.sin();
let k = axis_direction;
for p2d in profile_points {
// Lift profile vertex into Position-local 3D (xy plane, z=0)
let p_local = Point3::new(p2d.x, p2d.y, 0.0);
// Decompose v = (p_local - axis_location) into parallel + perpendicular
// to the axis, then rotate only the perpendicular component by t.
let v = p_local - axis_location;
let v_par_len = v.dot(&k);
let v_par = k * v_par_len;
let v_perp = v - v_par;
let v_perp_rot = v_perp * cos_t + k.cross(&v_perp) * sin_t;
let pos_local = axis_location + v_par + v_perp_rot;
positions.push(pos_local.x as f32);
positions.push(pos_local.y as f32);
positions.push(pos_local.z as f32);
}
}
// Side quads. The last ring connects back to the first only when the
// sweep closes the loop (full revolution).
let segment_quads = segments;
for i in 0..segment_quads {
let ring_a = i;
let ring_b = (i + 1) % ring_count;
for j in 0..num_profile_points {
let j_next = (j + 1) % num_profile_points;
let a = (ring_a * num_profile_points + j) as u32;
let b = (ring_b * num_profile_points + j) as u32;
let c = (ring_b * num_profile_points + j_next) as u32;
let d = (ring_a * num_profile_points + j_next) as u32;
indices.push(a);
indices.push(b);
indices.push(c);
indices.push(a);
indices.push(c);
indices.push(d);
}
}
// End caps for a partial revolution.
//
// Originally a fan from the profile centroid to consecutive
// boundary points. That assumption only holds for CONVEX
// profiles — for a concave profile (I-beam, L-beam, hollow
// rectangle …) the centroid lies outside the polygon in some
// regions, the fan triangles cross each other, and the cap
// renders as a bow-tie/X artifact (issue #846 follow-up: PR
// #848 sweep landed correctly but the I-beam cross-section came
// out as a zigzag because of this fan path).
//
// Use earcut on the 2D profile boundary instead. The resulting
// triangle indices are in [0..num_profile_points) — they map
// 1:1 onto the ring vertices we already emitted, so the cap
// just reuses those positions (no new vertices except the side-
// wall winding requires flipping one of the two caps so its
// outward normal points away from the swept volume).
if !full_circle && num_profile_points >= 3 {
let profile_flat: Vec<f64> = profile_points
.iter()
.flat_map(|p| [p.x, p.y])
.collect();
let cap_indices = crate::triangulation::safe_earcut(&profile_flat, &[], 2)
.map_err(|e| Error::geometry(format!(
"Revolved profile cap triangulation failed: {e}"
)))?;
for (ring_idx, flip) in [(0usize, true), (segments, false)] {
let base = (ring_idx * num_profile_points) as u32;
for tri in cap_indices.chunks_exact(3) {
let a = base + tri[0] as u32;
let b = base + tri[1] as u32;
let c = base + tri[2] as u32;
if flip {
indices.push(a);
indices.push(c);
indices.push(b);
} else {
indices.push(a);
indices.push(b);
indices.push(c);
}
}
}
}
let mut mesh = Mesh {
positions,
normals: Vec::new(),
indices,
rtc_applied: false,
origin: [0.0; 3], instance_meta: None, local_bounds: None, local_to_world: None };
// Apply Position to lift Position-local coords into object coords.
apply_transform(&mut mesh, &position_transform);
// Profile-boundary creases (e.g. flange-to-web on an I-beam) are
// all sharp 90° edges, but the swept mesh shares vertices between
// adjacent side quads — so per-vertex normal averaging smooths the
// shading across every crease and the cross-section reads as a
// smooth blob. Flat-shade the whole revolved solid (each triangle
// gets its own three vertices with the face normal) so the
// shading matches the actual geometry.
let flat =
PolygonalFaceSetProcessor::build_flat_shaded_mesh(&mesh.positions, &mesh.indices);
mesh.positions = flat.positions;
mesh.normals = flat.normals;
mesh.indices = flat.indices;
Ok(mesh)
}
fn supported_types(&self) -> Vec<IfcType> {
vec![IfcType::IfcRevolvedAreaSolid]
}
}
impl Default for RevolvedAreaSolidProcessor {
fn default() -> Self {
Self::new(IfcSchema::new())
}
}