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Update OCC build #221

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Nov 17, 2023
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186 changes: 4 additions & 182 deletions packages/occ-worker/src/actions.ts
Original file line number Diff line number Diff line change
@@ -1,198 +1,20 @@
import {
Handle_Poly_Triangulation,
OpenCascadeInstance,
TopoDS_Shape
} from '@jupytercad/opencascade';
import { OCC } from '@jupytercad/opencascade';
import { IJCadContent, IJCadObject } from '@jupytercad/schema';

import { IDict, WorkerAction } from './types';
import { BrepFile, ShapesFactory } from './occapi';
import { OccParser } from './occparser';
import { IOperatorArg, IOperatorFuncOutput } from './types';

let occ: OpenCascadeInstance;
let occ: OCC.OpenCascadeInstance;

export function getOcc(): OpenCascadeInstance {
export function getOcc(): OCC.OpenCascadeInstance {
if (!occ) {
occ = (self as any).occ as OpenCascadeInstance;
occ = (self as any).occ as OCC.OpenCascadeInstance;
}
return occ;
}

interface IFace {
vertex_coord: Array<any>;
uv_coord: Array<any>;
normal_coord: Array<any>;
tri_indexes: Array<any>;
number_of_triangles: number;
}

/**
* Convert OpenCascade shapes into `THREE` compatible data types.
*
* @param {Array<TopoDS_Shape>} shapeData
* @returns {{
* faceList: any[];
* edgeList: any[];
* }}
*/
export function shapeToThree(
shapeData: Array<{ occShape: TopoDS_Shape; jcObject: IJCadObject }>
): {
faceList: any[];
edgeList: any[];
} {
const oc = getOcc();
const maxDeviation = 0.5;
const faceList: Array<IFace> = [];
const edgeList = [];
const triangulations: Array<Handle_Poly_Triangulation> = [];
shapeData.forEach(data => {
const { occShape: shape, jcObject } = data;
if (!jcObject.visible) {
return;
}
new oc.BRepMesh_IncrementalMesh_2(
shape,
maxDeviation,
false,
maxDeviation * 5,
true
);

const expl = new oc.TopExp_Explorer_2(
shape,
oc.TopAbs_ShapeEnum.TopAbs_FACE as any,
oc.TopAbs_ShapeEnum.TopAbs_SHAPE as any
);
expl.Init(
shape,
oc.TopAbs_ShapeEnum.TopAbs_FACE as any,
oc.TopAbs_ShapeEnum.TopAbs_SHAPE as any
);
while (expl.More()) {
const face = oc.TopoDS.Face_1(expl.Current());
const aLocation = new oc.TopLoc_Location_1();
const myT = oc.BRep_Tool.Triangulation(face, aLocation);
if (myT.IsNull()) {
console.error('Encountered Null Face!');
return;
}
const thisFace: IFace = {
vertex_coord: [],
uv_coord: [],
normal_coord: [],
tri_indexes: [],
number_of_triangles: 0
};
const pc = new oc.Poly_Connect_2(myT);
const nodes = myT.get().Nodes();

thisFace.vertex_coord = new Array(nodes.Length() * 3);
for (let i = 0; i < nodes.Length(); i++) {
const p = nodes.Value(i + 1).Transformed(aLocation.Transformation());
thisFace.vertex_coord[i * 3 + 0] = p.X();
thisFace.vertex_coord[i * 3 + 1] = p.Y();
thisFace.vertex_coord[i * 3 + 2] = p.Z();
}
// Write UV buffer
const orient = face.Orientation_1();
if (myT.get().HasUVNodes()) {
// Get UV Bounds
let UMin = 0,
UMax = 0,
VMin = 0,
VMax = 0;

const UVNodes = myT.get().UVNodes(),
UVNodesLength = UVNodes.Length();
thisFace.uv_coord = new Array(UVNodesLength * 2);
for (let i = 0; i < UVNodesLength; i++) {
const p = UVNodes.Value(i + 1);
const x = p.X(),
y = p.Y();
thisFace.uv_coord[i * 2 + 0] = x;
thisFace.uv_coord[i * 2 + 1] = y;

// Compute UV Bounds
if (i === 0) {
UMin = x;
UMax = x;
VMin = y;
VMax = y;
}
if (x < UMin) {
UMin = x;
} else if (x > UMax) {
UMax = x;
}
if (y < VMin) {
VMin = y;
} else if (y > VMax) {
VMax = y;
}
}

// Normalize each face's UVs to 0-1
for (let i = 0; i < UVNodesLength; i++) {
let x = thisFace.uv_coord[i * 2 + 0],
y = thisFace.uv_coord[i * 2 + 1];

x = (x - UMin) / (UMax - UMin);
y = (y - VMin) / (VMax - VMin);
if (orient !== oc.TopAbs_Orientation.TopAbs_FORWARD) {
x = 1.0 - x;
}

thisFace.uv_coord[i * 2 + 0] = x;
thisFace.uv_coord[i * 2 + 1] = y;
}
}
// Write normal buffer
const myNormal = new oc.TColgp_Array1OfDir_2(
nodes.Lower(),
nodes.Upper()
);
// let SST = new oc.StdPrs_ToolTriangulatedShape();
oc.StdPrs_ToolTriangulatedShape.Normal(face, pc, myNormal);
thisFace.normal_coord = new Array(myNormal.Length() * 3);
for (let i = 0; i < myNormal.Length(); i++) {
const d = myNormal.Value(i + 1).Transformed(aLocation.Transformation());
thisFace.normal_coord[i * 3 + 0] = d.X();
thisFace.normal_coord[i * 3 + 1] = d.Y();
thisFace.normal_coord[i * 3 + 2] = d.Z();
}

// Write triangle buffer
const triangles = myT.get().Triangles();
thisFace.tri_indexes = new Array(triangles.Length() * 3);
let validFaceTriCount = 0;
for (let nt = 1; nt <= myT.get().NbTriangles(); nt++) {
const t = triangles.Value(nt);
let n1 = t.Value(1);
let n2 = t.Value(2);
const n3 = t.Value(3);
if (orient !== oc.TopAbs_Orientation.TopAbs_FORWARD) {
const tmp = n1;
n1 = n2;
n2 = tmp;
}

thisFace.tri_indexes[validFaceTriCount * 3 + 0] = n1 - 1;
thisFace.tri_indexes[validFaceTriCount * 3 + 1] = n2 - 1;
thisFace.tri_indexes[validFaceTriCount * 3 + 2] = n3 - 1;
validFaceTriCount++;
}
thisFace.number_of_triangles = validFaceTriCount;
faceList.push(thisFace);
triangulations.push(myT);
expl.Next();
}
});

return { faceList, edgeList };
}

function buildModel(
model: IJCadContent
): { shapeData: IOperatorFuncOutput; jcObject: IJCadObject }[] {
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