navaltoolbox 0.9.2

High-performance naval architecture library for hydrostatics, stability, and tank calculations
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
// Copyright (C) 2026 Antoine ANCEAU
//
// This file is part of navaltoolbox.
//
// navaltoolbox is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.

//! Waterplane property calculations.
//!
//! This module provides functions to calculate waterplane properties such as:
//! - Waterplane area
//! - Centroid (LCF, TCF)
//! - Second moments of area (for metacentric calculations)

use nalgebra::Point3;
use parry3d_f64::shape::TriMesh;

/// Properties of a waterplane at a given draft/trim/heel
#[derive(Debug, Clone)]
pub struct WaterplaneProperties {
    /// Waterplane area in m²
    pub area: f64,

    /// Centroid of waterplane [LCF, TCF] in meters
    pub centroid: [f64; 2],

    /// Second moment of area about transverse axis (for rolling)
    /// I_t = ∫∫ y² dA
    pub i_transverse: f64,

    /// Second moment of area about longitudinal axis (for pitching)
    /// I_l = ∫∫ x² dA
    pub i_longitudinal: f64,

    /// Minimum X coordinate of the waterplane (aft-most point)
    pub min_x: f64,
    /// Maximum X coordinate of the waterplane (fore-most point)
    pub max_x: f64,
    /// Minimum Y coordinate of the waterplane
    pub min_y: f64,
    /// Maximum Y coordinate of the waterplane
    pub max_y: f64,
}

/// Calculate waterplane properties from a mesh at a given draft
pub fn calculate_waterplane_properties(mesh: &TriMesh, draft: f64) -> Option<WaterplaneProperties> {
    // Extract waterline contour(s)
    let contours = extract_waterline_contours(mesh, draft)?;

    if contours.is_empty() {
        return None;
    }

    // Accumulators for Green's theorem
    let mut total_area = 0.0;
    let mut moment_x = 0.0; // ∫ x dA
    let mut moment_y = 0.0; // ∫ y dA
    let mut i_xx = 0.0; // ∫ y² dA (about x-axis)
    let mut i_yy = 0.0; // ∫ x² dA (about y-axis)

    let mut min_x = f64::MAX;
    let mut max_x = f64::MIN;
    let mut min_y = f64::MAX;
    let mut max_y = f64::MIN;

    for contour in &contours {
        if contour.len() < 3 {
            continue;
        }

        // Green's theorem integration
        for i in 0..contour.len() {
            let p0 = contour[i];
            let p1 = contour[(i + 1) % contour.len()];

            min_x = min_x.min(p0.x);
            max_x = max_x.max(p0.x);
            min_y = min_y.min(p0.y);
            max_y = max_y.max(p0.y);

            // Cross product term for area (x_i * y_{i+1} - x_{i+1} * y_i)
            let cp = p0.x * p1.y - p1.x * p0.y;

            // Area accumulator
            total_area += cp;

            // First moments
            moment_y += (p0.y + p1.y) * cp; // Cy * 6A
            moment_x += (p0.x + p1.x) * cp; // Cx * 6A

            // Second moments
            // I_x (about X axis) = ∫ y² dA = 1/12 * Σ (y_i² + y_i*y_{i+1} + y_{i+1}²) * cp
            i_xx += (p0.y * p0.y + p0.y * p1.y + p1.y * p1.y) * cp;

            // I_y (about Y axis) = ∫ x² dA = 1/12 * Σ (x_i² + x_i*x_{i+1} + x_{i+1}²) * cp
            i_yy += (p0.x * p0.x + p0.x * p1.x + p1.x * p1.x) * cp;
        }
    }

    // Finalize values

    // Green's theorem usually gives 2 * Area
    total_area *= 0.5;

    // Handle negative area (clockwise winding)
    // We take absolute value, assuming standard properties
    // However, for holes, signed area is important.
    // If the mesh is properly oriented (CCW outside), outside contours are positive, holes result in negative area.
    // So we should just keep the sign until the end?
    // If we assume a set of disjoint solid bodies, total area should be positive.

    // For mass properties, we usually want positive area.
    // But moments should be divided by the SIGNED area to get correct centroid.
    // Let's assume consistent winding from the mesh.

    // NOTE: TriMesh triangles are usually CCW from outside.
    // The intersection segments are generated (p0->p1) such that water is on the left?
    // In extract_waterline_contours, we set direction:
    // if z0 < draft (p0 below) -> intersection -> (p0 is below, p1 is above).
    // The "water" is the solid part of the hull? No, "waterplane" is the slice of the hull.
    // "Waterplane" usually means the cross section of the hull.
    // So "solid" is "waterplane".
    // If triangle normal points OUT, and we go CCW around the solid.
    // z0 < draft < z1: Edge goes UP through waterplane. Inside is LEFT?
    // Standard rule: Looking from above (Z+), traverse boundary CCW.
    // Interior is on Left.
    // If edge p0->p1 crosses UP (z0 < z_plane < z1):
    // Intersection happens. If we define the segment vector according to Right Hand Rule around normal?
    // Let's verify winding later. For now, we normalize at the end.

    if total_area.abs() <= 1e-9 {
        return None;
    }

    // Centroid formula: Cx = (1/6A) * Σ (xi + xi+1)(xi yi+1 - xi+1 yi)
    // My accumulator `moment_x` stores Σ (xi + xi+1)(cp).
    // So Actual Moment Mx = moment_x / 6.0? NO.
    // Cx = moment_x / (3 * (2*Area)) ??
    // Cx = (moment_x / 6.0) / (total_area) ? No wait.

    // Formula check:
    // A = 0.5 * Σ cp
    // Cx = (1 / (6 * A)) * Σ (x_i + x_{i+1}) * cp
    // Mx (First Moment about Y) = A * Cx = (1/6) * Σ ...

    // So:
    // Actual First Moment_Y (Area * Cx) = moment_x / 6.0. ? No.
    // Let's re-verify variable names.
    // `moment_x` accumulator usually accumulates `My` (moment about Y axis, which gives x-coordinate).
    // My code: `moment_x += (p0.x + p1.x) * cp`. That is related to X-coordinate.
    // So this is `Moment_Y` (integral of x dA).

    // Let A_signed = total_area (which includes 0.5 factor).
    // Cx = (1/6 * sum_x_cp) / A_signed.
    // =>  A_signed * Cx = (1/6 * sum_x_cp) = (sum_x_cp / 6.0).
    // So `moment_x_val` = `moment_x_acc / 6.0`.

    // So:
    let my_val = moment_x / 6.0; // Moment about Y (gives LCF)
    let mx_val = moment_y / 6.0; // Moment about X (gives TCF)

    // If area is negative (CW winding), moments are also negative (consistent).
    // Dividing gives correct positive Centroid.
    let lcf = my_val / total_area;
    let tcf = mx_val / total_area;

    // Second moments
    // I_xx (about origin X axis) = (1/12) * sum_y_sq_cp
    // My accumulator `i_xx` is exactly `sum_y_sq_cp`.
    let i_xx_origin = i_xx / 12.0;
    let i_yy_origin = i_yy / 12.0;

    // We need positive Area and Inertia for results
    let _sign = total_area.signum();
    let area_final = total_area.abs();

    // Correct moments to be about Centroid
    // parallel axis theorem: I_c = I_o - A * d²
    // I_transverse (about LCF, TCF axis parallel to X) = I_xx_origin - Area * TCF²
    // Wait. TCF is y-coordinate. Distance from X-axis is y. Correct.

    // Note: If area was negative, `i_xx_origin` is also negative.
    // `total_area * tcf * tcf`: `total_area` is negative. `tcf` is correct coord involved.
    // So `(-I_o) - (-A) * tcf²` = `- (I_o - A*tcf²)`.
    // So we should compute `I_c_signed` then take abs.

    let i_transverse_signed = i_xx_origin - total_area * tcf * tcf;
    let i_longitudinal_signed = i_yy_origin - total_area * lcf * lcf;

    Some(WaterplaneProperties {
        area: area_final,
        centroid: [lcf, tcf],
        i_transverse: i_transverse_signed.abs(),
        i_longitudinal: i_longitudinal_signed.abs(),
        min_x,
        max_x,
        min_y,
        max_y,
    })
}

/// Extract waterline contour(s) from mesh at given draft
fn extract_waterline_contours(mesh: &TriMesh, draft: f64) -> Option<Vec<Vec<Point3<f64>>>> {
    let vertices = mesh.vertices();
    let indices = mesh.indices();

    if vertices.is_empty() || indices.is_empty() {
        return None;
    }

    let tolerance = 1e-6;

    // Collect cut segments
    // A segment is p1->p2
    let mut segments: Vec<(Point3<f64>, Point3<f64>)> = Vec::new();

    for tri_indices in indices {
        let v0 = vertices[tri_indices[0] as usize];
        let v1 = vertices[tri_indices[1] as usize];
        let v2 = vertices[tri_indices[2] as usize];
        let tri_vs = [v0, v1, v2];

        // Check intersections for each edge
        // We want to form a directed segment inside the triangle
        // The tri is v0->v1->v2.
        // If we find intersection points P_a and P_b on edges.
        // We need to order them consistent with CCW winding of the "underwater" (or solid) part?
        // Actually, we just need consistent winding relative to the cut.
        // If we keep the "part below draft" on the left, we get a consistent contour.

        // Find edges crossing the plane
        let mut intersections = Vec::with_capacity(2);

        for i in 0..3 {
            let p_start = tri_vs[i];
            let p_end = tri_vs[(i + 1) % 3];

            let d1 = p_start.z - draft;
            let d2 = p_end.z - draft;

            // Check sign change
            if d1 * d2 < 0.0 {
                // Intersects
                let t = d1 / (d1 - d2); // 0..1
                let pt = Point3::new(
                    p_start.x + (p_end.x - p_start.x) * t,
                    p_start.y + (p_end.y - p_start.y) * t,
                    draft,
                );
                intersections.push((i, pt));
            }
        }

        if intersections.len() == 2 {
            let (idx1, p1) = intersections[0];
            let (idx2, p2) = intersections[1];

            // Determine direction.
            // We want the segment to have "submerged part" on the left?
            // Or just consistent with triangle winding.
            // Triangle normal points OUT.
            // Winding v0->v1->v2 is CCW around normal.
            // If we enter at edge 1 and exit at edge 2?
            // Let's look at the vertex being "isolated".
            // One vertex is on one side, two on the other. Or vice versa.

            // Case 1: 1 vertex below (submerged), 2 above.
            // The submerged region is a triangle corner.
            // Boundary goes: Enter edge -> Corner -> Exit edge -> ...
            // The cut segment closes this corner.
            // To keep "submerged" on Left, we must go from Exit Edge intersection to Enter Edge intersection?
            // Wait.
            // CCW around submerged corner: Corner -> Exit Edge Pt -> Enter Edge Pt -> Corner.
            // So the cut segment is Exit->Enter.

            // Which one is "Enter" vs "Exit"?
            // We follow triangle edges.
            // If edge v0->v1 goes Above->Below (enters water), intersection is "Enter".
            // If edge v1->v2 goes Below->Above (exits water), intersection is "Exit".

            // We want segment Exit->Enter.

            // Let's identify Enter/Exit.
            let get_status = |idx: usize| {
                // Edge starts at idx.
                // d1 = z[idx] - draft.
                // d2 = z[idx+1] - draft.
                // If d1 > 0 and d2 < 0: Above->Below (Enter water).
                // If d1 < 0 and d2 > 0: Below->Above (Exit water).
                let start = tri_vs[idx].z;
                let end = tri_vs[(idx + 1) % 3].z;
                if start > draft && end < draft {
                    1
                }
                // Enter
                else if start < draft && end > draft {
                    -1
                }
                // Exit
                else {
                    0
                }
            };

            let s1 = get_status(idx1);
            let s2 = get_status(idx2);

            if s1 == -1 && s2 == 1 {
                // idx1 is Exit, idx2 is Enter.
                // Segment: p1 -> p2.
                segments.push((p1, p2));
            } else if s1 == 1 && s2 == -1 {
                // idx1 is Enter, idx2 is Exit.
                // Segment: p2 -> p1.
                segments.push((p2, p1));
            }
        }
    }

    // Chain segments
    chain_segments(segments, tolerance)
}

/// Helper to chain directed segments into closed loops
fn chain_segments(
    segments: Vec<(Point3<f64>, Point3<f64>)>,
    tolerance: f64,
) -> Option<Vec<Vec<Point3<f64>>>> {
    if segments.is_empty() {
        return Some(vec![]);
    }

    // We need to match end of one segment to start of another.
    // Use a spatial index or sort.
    // Given the small number of points in a waterplane, simple sort is fast enough.

    #[derive(Clone, Copy)]
    struct Segment {
        p_start: Point3<f64>,
        p_end: Point3<f64>,
        original_idx: usize,
    }

    let mut indexed_segments: Vec<Segment> = segments
        .iter()
        .enumerate()
        .map(|(i, &(s, e))| Segment {
            p_start: s,
            p_end: e,
            original_idx: i,
        })
        .collect();

    // Sort by start point for fast lookup
    // Lexicographical sort on (x, y)
    indexed_segments.sort_by(|a, b| {
        a.p_start
            .x
            .partial_cmp(&b.p_start.x)
            .unwrap()
            .then(a.p_start.y.partial_cmp(&b.p_start.y).unwrap())
    });

    // Helper to find segment starting near p
    let find_next = |p: Point3<f64>, used: &[bool]| -> Option<usize> {
        // Binary search for X
        let found = indexed_segments.binary_search_by(|seg| {
            if seg.p_start.x < p.x - tolerance {
                std::cmp::Ordering::Less
            } else if seg.p_start.x > p.x + tolerance {
                std::cmp::Ordering::Greater
            } else {
                std::cmp::Ordering::Equal
            }
        });

        // Search neighborhood
        let start_idx = match found {
            Ok(i) => i,
            Err(i) => i,
        };

        // Scan backwards
        let mut i = start_idx;
        while i > 0 && indexed_segments[i - 1].p_start.x >= p.x - tolerance {
            i -= 1;
        }

        // Scan fwd
        while i < indexed_segments.len() && indexed_segments[i].p_start.x <= p.x + tolerance {
            let seg = &indexed_segments[i];
            if !used[seg.original_idx] {
                // Check Y and full distance
                if (seg.p_start - p).norm_squared() < tolerance * tolerance {
                    return Some(i);
                }
            }
            i += 1;
        }
        None
    };

    let count = segments.len();
    let mut used = vec![false; count];
    let mut contours = Vec::new();

    // Iterate efficiently. We need to visit all segments.
    // We can iterate through indexed_segments, start a chain if generic segment !used.

    for i in 0..count {
        let root_seg_idx_in_sorted = i;
        // Note: the loop iterates 0..count, but we should check `indexed_segments[i]`

        let root_seg = &indexed_segments[root_seg_idx_in_sorted];
        if used[root_seg.original_idx] {
            continue;
        }

        // Start new contour
        let mut contour = Vec::new();
        let mut current_seg_idx_sorted = root_seg_idx_in_sorted;

        loop {
            let seg = &indexed_segments[current_seg_idx_sorted];
            used[seg.original_idx] = true;
            contour.push(seg.p_start);

            // Find next
            let next_pt = seg.p_end;

            // Try to find a segment starting at next_pt
            if let Some(next_idx) = find_next(next_pt, &used) {
                current_seg_idx_sorted = next_idx;
            } else {
                // Chain broken or closed?
                // If closed, next_pt should be close to contour[0]
                if (next_pt - contour[0]).norm_squared() < tolerance * tolerance {
                    // Closed loop
                    break;
                } else {
                    // Open loop? Waterplane contours should be closed for valid meshes.
                    // But if mesh has holes or is open, we might stop.
                    // For now, assume it ends.
                    contour.push(next_pt);
                    break;
                }
            }
        }

        if contour.len() >= 3 {
            contours.push(contour);
        }
    }

    Some(contours)
}

#[cfg(test)]
mod tests {
    use super::*;
    use parry3d_f64::math::Point;
    use parry3d_f64::shape::TriMesh;

    fn create_box_mesh(loa: f64, boa: f64, depth: f64) -> TriMesh {
        let hb = boa / 2.0;
        let vertices = vec![
            Point::new(0.0, -hb, 0.0),
            Point::new(loa, -hb, 0.0),
            Point::new(loa, hb, 0.0),
            Point::new(0.0, hb, 0.0),
            Point::new(0.0, -hb, depth),
            Point::new(loa, -hb, depth),
            Point::new(loa, hb, depth),
            Point::new(0.0, hb, depth),
        ];
        let indices = vec![
            [0, 2, 1],
            [0, 3, 2],
            [4, 5, 6],
            [4, 6, 7],
            [0, 1, 5],
            [0, 5, 4],
            [2, 3, 7],
            [2, 7, 6],
            [0, 4, 7],
            [0, 7, 3],
            [1, 2, 6],
            [1, 6, 5],
        ];
        TriMesh::new(vertices, indices).unwrap()
    }

    #[test]
    fn test_box_waterplane_area() {
        // 10m × 10m × 10m box
        let mesh = create_box_mesh(10.0, 10.0, 10.0);
        let draft = 5.0;
        let wp = calculate_waterplane_properties(&mesh, draft).unwrap();

        // Expected area = L × B = 100 m²
        let expected_area = 100.0;
        assert!(
            (wp.area - expected_area).abs() < 1.0,
            "Area: got {:.2}, expected {:.2}",
            wp.area,
            expected_area
        );
    }

    #[test]
    fn test_box_waterplane_centroid() {
        let mesh = create_box_mesh(10.0, 10.0, 10.0);
        let draft = 5.0;
        let wp = calculate_waterplane_properties(&mesh, draft).unwrap();

        // Expected LCF = 5.0 (center at x=5)
        // Expected TCF = 0.0 (symmetric)
        assert!(
            (wp.centroid[0] - 5.0).abs() < 0.1,
            "LCF: got {:.2}, expected 5.0",
            wp.centroid[0]
        );
        assert!(
            wp.centroid[1].abs() < 0.1,
            "TCF: got {:.2}, expected 0.0",
            wp.centroid[1]
        );
    }
}