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pub type Vertex = [f32;3];
pub type Line = (Vertex, Vertex);
pub type Slice = Vec<Vertex>;
#[derive(Debug, Clone)]
pub enum Axis
{
X,
Y,
Z
}
#[derive(Debug, Clone )]
pub struct Triangle{
pub vertices: [Vertex;3],
pub lines: [Line;3]
}
#[derive(Debug, Clone )]
pub struct Mesh
{
pub triangles: Vec<Triangle>
}
impl Mesh
{
pub fn new()->Mesh
{
Mesh{triangles: Vec::new()}
}
pub fn from_ascii(data: String)->Mesh
{
let mut vec: Vec<Triangle> = Vec::new();
let iterator: Vec<&str> = data.split_whitespace().collect();
let mut vertex: Vec<Vertex> = Vec::new();
let mut iter = 0;
for word in iterator.clone(){
if word == "vertex"
{
vertex.push([iterator.clone()[iter+1].parse::<f32>().unwrap(), iterator.clone()[iter+2].parse::<f32>().unwrap(),
iterator.clone()[iter+3].parse::<f32>().unwrap()]);
}
if word == "endloop"
{
vec.push(Triangle::new([vertex.remove(0), vertex.remove(0), vertex.remove(0)]));
vertex = Vec::new();
}
iter+=1;
}
Mesh{triangles: vec}
}
pub fn slice(&self, axis: Axis, point: f32)->Slice
{
let mut slice: Slice = Vec::new();
match axis{
Axis::X => {for triangle in &self.triangles{slice.append(&mut triangle.intersects_x(point))}}
Axis::Y => {for triangle in &self.triangles{slice.append(&mut triangle.intersects_y(point))}}
Axis::Z => {for triangle in &self.triangles{slice.append(&mut triangle.intersects_z(point))}}
}
return slice;
}
}
impl Triangle
{
pub fn new(vertices: [Vertex;3])->Triangle
{
let line_a = (vertices[0], vertices[1]);
let line_b = (vertices[1], vertices[2]);
let line_c = (vertices[2], vertices[0]);
Triangle{vertices: vertices, lines: [line_a, line_b, line_c]}
}
pub fn intersects_x(&self, x: f32)->Vec<Vertex>
{
let mut vec: Vec<Vertex> = Vec::new();
for line in &self.lines
{
if line.0[2] < x && line.1[2] > x || line.0[2] > x && line.1[2] < x
{
let mut z = x*((line.1[2]-line.0[2])/(line.1[0]-line.0[0]));
let mut y = z*((line.1[1]-line.0[1])/(line.1[0]-line.0[0]));
if line.1[0]-line.0[0] == 0.0
{
z = 0.0;
y = 0.0;
}
vec.push([x, line.0[1]+y, line.0[2]+z]);
}
}
return vec;
}
pub fn intersects_y(&self, y: f32)->Vec<Vertex>
{
let mut vec: Vec<Vertex> = Vec::new();
for line in &self.lines
{
if line.0[2] < y && line.1[2] > y || line.0[2] > y && line.1[2] < y
{
let mut x = y*((line.1[0]-line.0[0])/(line.1[1]-line.0[1]));
let mut z = x*((line.1[2]-line.0[2])/(line.1[0]-line.0[0]));
if line.1[1]-line.0[1] == 0.0
{
x = 0.0;
z = 0.0;
}
vec.push([line.0[0]+x, y, line.0[2]+z]);
}
}
return vec;
}
pub fn intersects_z(&self, z: f32)->Vec<Vertex>
{
let mut vec: Vec<Vertex> = Vec::new();
for line in &self.lines
{
if line.0[2] < z && line.1[2] > z || line.0[2] > z && line.1[2] < z
{
let mut x = z*((line.1[0]-line.0[0])/(line.1[2]-line.0[2]));
let mut y = x*((line.1[1]-line.0[1])/(line.1[0]-line.0[0]));
if line.1[2]-line.0[2] == 0.0
{
x = 0.0;
y = 0.0;
}
vec.push([line.0[0]+x, line.0[1]+y, z]);
}
}
return vec;
}
}
#[test]
fn file_accessible()
{
use std::fs::File;
use std::io::prelude::*;
let mut file = File::open("assets/ascii.stl").unwrap();
let mut data = String::new();
file.read_to_string(&mut data).unwrap();
}
#[test]
fn parse()
{
use std::fs::File;
use std::io::prelude::*;
let mut file = File::open("assets/ascii.stl").unwrap();
let mut data = String::new();
file.read_to_string(&mut data).unwrap();
Mesh::from_ascii(data);
}
#[test]
fn intersect_x()
{
use std::fs::File;
use std::io::prelude::*;
let mut file = File::open("assets/ascii.stl").unwrap();
let mut data = String::new();
file.read_to_string(&mut data).unwrap();
let slice = Mesh::from_ascii(data).slice(Axis::X, 0.0);
}
#[test]
fn intersects_y()
{
use std::fs::File;
use std::io::prelude::*;
let mut file = File::open("assets/ascii.stl").unwrap();
let mut data = String::new();
file.read_to_string(&mut data).unwrap();
let slice = Mesh::from_ascii(data).slice(Axis::X, 0.0);
}
#[test]
fn intersects_z()
{
use std::fs::File;
use std::io::prelude::*;
let mut file = File::open("assets/ascii.stl").unwrap();
let mut data = String::new();
file.read_to_string(&mut data).unwrap();
let slice = Mesh::from_ascii(data).slice(Axis::X, 0.0);
}