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use fj_math::Transform;
use crate::{
local::Local,
objects::{
Cycle, CyclesInFace, Edge, Face, FaceBRep, GlobalVertex, Vertex,
},
};
pub fn transform_shape(faces: &mut Vec<Face>, transform: &Transform) {
for face in faces {
*face = transform_face(face, transform);
}
}
pub fn transform_face(face: &Face, transform: &Transform) -> Face {
match face {
Face::Face(face) => {
let surface = face.surface.transform(transform);
let exteriors = transform_cycles(&face.exteriors, transform);
let interiors = transform_cycles(&face.interiors, transform);
let color = face.color;
Face::Face(FaceBRep {
surface,
exteriors,
interiors,
color,
})
}
Face::Triangles(triangles) => {
let mut target = Vec::new();
for &(triangle, color) in triangles {
let triangle = transform.transform_triangle(&triangle);
target.push((triangle, color));
}
Face::Triangles(target)
}
}
}
pub fn transform_cycles(
cycles: &CyclesInFace,
transform: &Transform,
) -> CyclesInFace {
let cycles = cycles.as_local().map(|cycle| {
let edges = cycle
.edges
.iter()
.map(|edge| {
let curve_local = edge.curve.local();
let curve_canonical = edge.curve().transform(transform);
let vertices = edge
.clone()
.vertices
.map(|vertex| transform_vertex(&vertex, transform));
Edge {
curve: Local::new(curve_local, curve_canonical),
vertices,
}
})
.collect();
Cycle { edges }
});
CyclesInFace::new(cycles)
}
pub fn transform_vertex(vertex: &Vertex, transform: &Transform) -> Vertex {
let position = transform.transform_point(&vertex.global().position());
let global = GlobalVertex::from_position(position);
Vertex::new(vertex.position(), global)
}