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Copy pathslice.go
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slice.go
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package slicer
import (
"math"
"runtime"
"sort"
"sync"
"github.com/fogleman/fauxgl"
)
func SliceMesh(m *fauxgl.Mesh, step float64) []Layer {
wn := runtime.NumCPU()
minz := m.BoundingBox().Min.Z
maxz := m.BoundingBox().Max.Z
// copy triangles
triangles := make([]*triangle, len(m.Triangles))
var wg sync.WaitGroup
for wi := 0; wi < wn; wi++ {
wg.Add(1)
go func(wi int) {
for i := wi; i < len(m.Triangles); i += wn {
triangles[i] = newTriangle(m.Triangles[i])
}
wg.Done()
}(wi)
}
wg.Wait()
// sort triangles
sort.Slice(triangles, func(i, j int) bool {
return triangles[i].MinZ < triangles[j].MinZ
})
// create jobs for workers
n := int(math.Ceil((maxz - minz) / step))
in := make(chan job, n)
out := make(chan Layer, n)
for wi := 0; wi < wn; wi++ {
go worker(in, out)
}
index := 0
var active []*triangle
for i := 0; i < n; i++ {
z := fauxgl.RoundPlaces(minz+step*float64(i)+step/2, 8)
// remove triangles below plane
newActive := active[:0]
for _, t := range active {
if t.MaxZ >= z {
newActive = append(newActive, t)
}
}
active = newActive
// add triangles above plane
for index < len(triangles) && triangles[index].MinZ <= z {
active = append(active, triangles[index])
index++
}
// copy triangles for worker job
activeCopy := make([]*triangle, len(active))
copy(activeCopy, active)
in <- job{z, activeCopy}
}
close(in)
// read results from workers
layers := make([]Layer, n)
for i := 0; i < n; i++ {
layers[i] = <-out
}
// sort layers
sort.Slice(layers, func(i, j int) bool {
return layers[i].Z < layers[j].Z
})
// filter out empty layers
if len(layers[0].Paths) == 0 {
layers = layers[1:]
}
if len(layers[len(layers)-1].Paths) == 0 {
layers = layers[:len(layers)-1]
}
return layers
}
type job struct {
Z float64
Triangles []*triangle
}
func worker(in chan job, out chan Layer) {
var paths []Path
for j := range in {
paths = paths[:0]
for _, t := range j.Triangles {
if v1, v2, ok := intersectTriangle(j.Z, t); ok {
paths = append(paths, Path{v1, v2})
}
}
out <- Layer{j.Z, joinPaths(paths)}
}
}
func intersectSegment(z float64, v0, v1 fauxgl.Vector) (fauxgl.Vector, bool) {
if v0.Z == v1.Z {
return fauxgl.Vector{}, false
}
t := (z - v0.Z) / (v1.Z - v0.Z)
if t < 0 || t > 1 {
return fauxgl.Vector{}, false
}
v := v0.Add(v1.Sub(v0).MulScalar(t))
return v, true
}
func intersectTriangle(z float64, t *triangle) (fauxgl.Vector, fauxgl.Vector, bool) {
v1, ok1 := intersectSegment(z, t.V1, t.V2)
v2, ok2 := intersectSegment(z, t.V2, t.V3)
v3, ok3 := intersectSegment(z, t.V3, t.V1)
var p1, p2 fauxgl.Vector
if ok1 && ok2 {
p1, p2 = v1, v2
} else if ok1 && ok3 {
p1, p2 = v1, v3
} else if ok2 && ok3 {
p1, p2 = v2, v3
} else {
return fauxgl.Vector{}, fauxgl.Vector{}, false
}
p1 = p1.RoundPlaces(8)
p2 = p2.RoundPlaces(8)
if p1 == p2 {
return fauxgl.Vector{}, fauxgl.Vector{}, false
}
n := fauxgl.Vector{p1.Y - p2.Y, p2.X - p1.X, 0}
if n.Dot(t.N) < 0 {
return p1, p2, true
} else {
return p2, p1, true
}
}