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/**
 * This module provides convenience functions for building common meshes.
 */
use super::{PolyMesh, TetMesh, TriMesh};

/// Axis plane orientation.
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum AxisPlaneOrientation {
    XY,
    YZ,
    ZX,
}

/// Parameters that define a grid that lies in one of the 3 axis planes in 3D space.
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct GridBuilder {
    /// Number of grid cells in each column.
    pub rows: usize,
    /// Number of grid cells in each row.
    pub cols: usize,
    /// Axis orientation of the grid.
    pub orientation: AxisPlaneOrientation,
}

impl GridBuilder {
    /// Generate a [-1,1]x[-1,1] mesh grid with the given cell resolution and grid orientation. The
    /// grid nodes are spcified in row major order.
    pub fn build(self) -> PolyMesh<f64> {
        let GridBuilder {
            rows,
            cols,
            orientation,
        } = self;

        let mut positions = Vec::new();

        // iterate over vertices
        for j in 0..=cols {
            for i in 0..=rows {
                let r = -1.0 + 2.0 * (i as f64) / rows as f64;
                let c = -1.0 + 2.0 * (j as f64) / cols as f64;
                let node_pos = match orientation {
                    AxisPlaneOrientation::XY => [r, c, 0.0],
                    AxisPlaneOrientation::YZ => [0.0, r, c],
                    AxisPlaneOrientation::ZX => [c, 0.0, r],
                };
                positions.push(node_pos);
            }
        }

        let mut indices = Vec::new();

        // iterate over faces
        for i in 0..rows {
            for j in 0..cols {
                indices.push(4);
                indices.push((rows + 1) * j + i);
                indices.push((rows + 1) * j + i + 1);
                indices.push((rows + 1) * (j + 1) + i + 1);
                indices.push((rows + 1) * (j + 1) + i);
            }
        }

        PolyMesh::new(positions, &indices)
    }
}

/// Builder for a [-1,1]x[-1,1]x[-1,1] tetmesh box with the given cell resolution per axis.
/// The tetrahedralization is a simple 6 tets per cube with a regular pattern.
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct SolidBoxBuilder {
    pub res: [usize; 3]
}

impl SolidBoxBuilder {
    pub fn new() -> Self {
        SolidBoxBuilder { res: [1, 1, 1] }
    }

    pub fn build(self) -> TetMesh<f64> {
        let mut positions = Vec::new();
        let [nx, ny, nz] = self.res;

        // iterate over vertices
        for ix in 0..=nx {
            for iy in 0..=ny {
                for iz in 0..=nz {
                    let x = -1.0 + 2.0 * (ix as f64) / nx as f64;
                    let y = -1.0 + 2.0 * (iy as f64) / ny as f64;
                    let z = -1.0 + 2.0 * (iz as f64) / nz as f64;
                    positions.push([x, y, z]);
                }
            }
        }

        let mut indices = Vec::new();

        // iterate over faces
        for ix in 0..nx {
            for iy in 0..ny {
                for iz in 0..nz {
                    let index = |x, y, z| ((ix + x) * (ny + 1) + (iy + y)) * (nz + 1) + (iz + z);
                    // Populate tets in a star pattern
                    let first = index(0, 0, 0);
                    let second = index(1, 1, 1);
                    // Tet 1
                    indices.push(first);
                    indices.push(second);
                    indices.push(index(0, 1, 1));
                    indices.push(index(0, 1, 0));
                    // Tet 2
                    indices.push(first);
                    indices.push(second);
                    indices.push(index(0, 1, 0));
                    indices.push(index(1, 1, 0));
                    // Tet 3
                    indices.push(first);
                    indices.push(second);
                    indices.push(index(1, 1, 0));
                    indices.push(index(1, 0, 0));
                    // Tet 4
                    indices.push(first);
                    indices.push(second);
                    indices.push(index(1, 0, 0));
                    indices.push(index(1, 0, 1));
                    // Tet 5
                    indices.push(first);
                    indices.push(second);
                    indices.push(index(1, 0, 1));
                    indices.push(index(0, 0, 1));
                    // Tet 6
                    indices.push(first);
                    indices.push(second);
                    indices.push(index(0, 0, 1));
                    indices.push(index(0, 1, 1));
                }
            }
        }

        TetMesh::new(positions, indices)
    }
}

// For now this builder builds only regular shapes. This can be extended with a variety of options.
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct PlatonicSolidBuilder { }

impl PlatonicSolidBuilder {
    pub fn build_octahedron() -> TriMesh<f64> {
        let vertices = vec![
            [-0.5, 0.0, 0.0],
            [0.5, 0.0, 0.0],
            [0.0, -0.5, 0.0],
            [0.0, 0.5, 0.0],
            [0.0, 0.0, -0.5],
            [0.0, 0.0, 0.5],
        ];

        let indices = vec![
            0, 5, 3, 4, 0, 3, 1, 4, 3, 5, 1, 3, 5, 0, 2, 0, 4, 2, 4, 1, 2, 1, 5, 2,
        ];

        TriMesh::new(vertices, indices)
    }

    pub fn build_tetrahedron() -> TetMesh<f64> {
        let sqrt_8_by_9 = f64::sqrt(8.0 / 9.0);
        let sqrt_2_by_9 = f64::sqrt(2.0 / 9.0);
        let sqrt_2_by_3 = f64::sqrt(2.0 / 3.0);
        let vertices = vec![
            [0.0, 1.0, 0.0],
            [-sqrt_8_by_9, -1.0 / 3.0, 0.0],
            [sqrt_2_by_9, -1.0 / 3.0, sqrt_2_by_3],
            [sqrt_2_by_9, -1.0 / 3.0, -sqrt_2_by_3],
        ];

        let indices = vec![3, 1, 0, 2];

        TetMesh::new(vertices, indices)
    }

    pub fn build_icosahedron() -> TriMesh<f64> {
        let sqrt5 = 5.0_f64.sqrt();
        let a = 1.0 / sqrt5;
        let w1 = 0.25 * (sqrt5 - 1.0);
        let h1 = (0.125 * (5.0 + sqrt5)).sqrt();
        let w2 = 0.25 * (sqrt5 + 1.0);
        let h2 = (0.125 * (5.0 - sqrt5)).sqrt();
        let vertices = vec![
            // North pole
            [0.0, 0.0, 1.0],
            // Alternating ring
            [0.0, 2.0 * a, a],
            [2.0 * a * h2, 2.0 * a * w2, -a],
            [2.0 * a * h1, 2.0 * a * w1, a],
            [2.0 * a * h1, -2.0 * a * w1, -a],
            [2.0 * a * h2, -2.0 * a * w2, a],
            [0.0, -2.0 * a, -a],
            [-2.0 * a * h2, -2.0 * a * w2, a],
            [-2.0 * a * h1, -2.0 * a * w1, -a],
            [-2.0 * a * h1, 2.0 * a * w1, a],
            [-2.0 * a * h2, 2.0 * a * w2, -a],
            // South pole
            [0.0, 0.0, -1.0],
        ];

        #[rustfmt::skip]
            let indices = vec![
            // North triangles
            0, 1, 3,
            0, 3, 5,
            0, 5, 7,
            0, 7, 9,
            0, 9, 1,
            // Equatorial triangles
            1, 2, 3,
            2, 4, 3,
            3, 4, 5,
            4, 6, 5,
            5, 6, 7,
            6, 8, 7,
            7, 8, 9,
            8, 10, 9,
            9, 10, 1,
            10, 2, 1,
            // South triangles
            11, 2, 10,
            11, 4, 2,
            11, 6, 4,
            11, 8, 6,
            11, 10, 8,
        ];

        TriMesh::new(vertices, indices)
    }
}

#[derive(Copy, Clone, Debug, PartialEq)]
pub struct TorusBuilder {
    pub outer_radius: f32,
    pub inner_radius: f32,
    pub outer_divs: usize,
    pub inner_divs: usize,
}

impl TorusBuilder {
    pub fn new() -> Self {
        TorusBuilder { outer_radius: 0.5, inner_radius: 0.25, outer_divs: 24, inner_divs: 12 }
    }

    pub fn build(self) -> PolyMesh<f64> {
        let TorusBuilder {
            outer_radius,
            inner_radius,
            outer_divs,
            inner_divs
        } = self;

        let mut vertices = Vec::with_capacity(outer_divs * inner_divs);
        let mut indices = Vec::with_capacity(5 * outer_divs * inner_divs);

        let outer_step = 2.0 * std::f64::consts::PI / outer_divs as f64;
        let inner_step = 2.0 * std::f64::consts::PI / inner_divs as f64;

        for i in 0..outer_divs {
            let theta = outer_step * i as f64;
            for j in 0..inner_divs {
                let phi = inner_step * j as f64;
                // Add vertex
                let idx = vertices.len();
                vertices.push([
                    theta.cos() * (outer_radius as f64 + phi.cos() * inner_radius as f64),
                    phi.sin() * inner_radius as f64,
                    theta.sin() * (outer_radius as f64 + phi.cos() * inner_radius as f64),
                ]);

                // Add polygon
                indices.extend_from_slice(&[
                    4, // Number of vertices in the polygon
                    idx,
                    (((idx + 1) % inner_divs) + inner_divs * (idx / inner_divs))
                        % (inner_divs * outer_divs),
                    ((1 + idx) % inner_divs + (1 + idx / inner_divs) * inner_divs)
                        % (inner_divs * outer_divs),
                    (idx % inner_divs + (1 + idx / inner_divs) * inner_divs)
                        % (inner_divs * outer_divs),
                ]);
            }
        }

        PolyMesh::new(vertices, &indices)
    }
}

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

    /// Verify that the icosahedron has unit radius.
    #[test]
    fn icosahedron_unity_test() {
        use approx::assert_relative_eq;
        use crate::mesh::VertexPositions;
        use math::Vector3;

        let icosa = PlatonicSolidBuilder::build_icosahedron();
        for &v in icosa.vertex_positions() {
            assert_relative_eq!(Vector3::from(v).norm(), 1.0);
        }
    }

    #[test]
    fn grid_test() {
        use crate::ops::*;
        let grid = GridBuilder {
            rows: 1,
            cols: 1,
            orientation: AxisPlaneOrientation::ZX,
        }.build();
        let bbox = grid.bounding_box();
        assert_eq!(bbox.min_corner(), [-1.0, 0.0, -1.0]);
        assert_eq!(bbox.max_corner(), [1.0, 0.0, 1.0]);
    }
}