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/*
<?xml version='1.0' standalone='yes' ?>
<script>
<name>Triangular Dipyramid Crystalization of a solid</name>
<author>Simon McAuliffe</author>
<version>0.1</version>
<date>19/11/2006</date>
<description>
This script removes material from an object so that the outer shape is
maintained but is much lighter weight.
This is accomplished by removing triangular bipyramids from the solid.
It was built for the RepRap project
http://reprap.org/
</description>
</script>
*/
/* Copyright (C) 2006 by Simon McAuliffe
This program is free software; you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
*/
double Tolerance = 0.0;
// Global base coordinate system
CoordinateSystem cs = new CoordinateSystem();
ObjectInfo allParts = null;
scene = window.getScene();
maxDim = new ValueField(32, ValueField.NONNEGATIVE);
minDim = new ValueField(0.1, ValueField.NONNEGATIVE);
wall = new ValueField(0.025, ValueField.NONNEGATIVE);
sel = scene.getSelection();
if (sel.length != 1)
{
new MessageDialog(window, "Please select a single object to crystalize.");
return;
}
dlg = new ComponentsDialog(window, "RepRap Crystalization" ,
new Widget [] { maxDim, minDim, wall },
new String [] { "Maximum crystal size:",
"Minimum crystal size:",
"Wall thickness:" }
);
if (!dlg.clickedOk()) return;
///////////////////// TETRAHEDRAL CRYSTALS /////////////////////
// Make a crystal.
// It should be centered about x/y/z based on its bounding box
ObjectInfo makeCrystalTetra(double size, double x, double y, double z) {
vertices = new Vec3[4];
vertices[0] = new Vec3(x, y, z + size * 0.5);
vertices[1] = new Vec3(x + size * 3 * Math.sqrt(2)/8, y, z + size * -0.5);
vertices[2] = new Vec3(x + size * -3 * Math.sqrt(2)/8,
y + size * Math.sqrt(6)/4, z + size * -0.5);
vertices[3] = new Vec3(x + size * -3 * Math.sqrt(2)/8,
y + size * -Math.sqrt(6)/4, z + size * -0.5);
int[][] faces = {{0, 1, 2}, {0, 2, 3}, {0, 3, 1}, {1, 3, 2}};
mesh = new TriangleMesh(vertices, faces);
return new ObjectInfo(mesh, cs, "crystal");
}
// Given a parent crystal, subdivide into smaller crystals
ObjectInfo [] subdivideTetra(ObjectInfo parent) {
BoundingBox bounds = parent.object.getBounds();
// Use height as our base unit
double height = bounds.maxz - bounds.minz;
ObjectInfo [] subs = new ObjectInfo[4];
double scale = height / 2.0;
double x = (bounds.minx + bounds.maxx) / 2.0;
double y = (bounds.miny + bounds.maxy) / 2.0;
double z = (bounds.minz + bounds.maxz) / 2.0;
subs[0] = makeCrystalTetra(scale, x - scale * 3 * Math.sqrt(2)/8,
y + scale * Math.sqrt(6)/4, z - scale * 0.5);
subs[1] = makeCrystalTetra(scale, x - scale * 3 * Math.sqrt(2)/8,
y - scale * Math.sqrt(6)/4, z - scale * 0.5);
subs[2] = makeCrystalTetra(scale, x + scale * 3 * Math.sqrt(2)/8, y,
z - scale * 0.5);
subs[3] = makeCrystalTetra(scale, x, y, z + scale * 0.5);
/// @todo Add pyramids or dipyramid (ie with or without separating wall)
// Special case:
// For tetrahedra, there is also a square dipyramid in the middle
// that we need to fill in
//subs[4] = null;
return subs;
}
///////////////////// CUBOID CRYSTALS /////////////////////
// Make a crystal.
// It should be centered about x/y/z based on its bounding box
// size is the height of the crystal
ObjectInfo makeCrystal(double size, double x, double y, double z, String name) {
Cube cube = new Cube(size, size, size);
CoordinateSystem csc = new CoordinateSystem(new Vec3(x,y,z),
180 * Math.asin(1.0/Math.sqrt(3)) / Math.PI, 0, 45.0);
return new ObjectInfo(cube, csc, name);
}
ObjectInfo [] subdivide(ObjectInfo parent) {
BoundingBox bounds = parent.object.getBounds();
// Use height as our base unit
double height = bounds.maxz - bounds.minz;
ObjectInfo [] subs = new ObjectInfo[8];
double scale = height / 2.0;
Vec3 origin = parent.coords.getOrigin();
double x = (bounds.minx + bounds.maxx) / 2.0 + origin.x;
double y = (bounds.miny + bounds.maxy) / 2.0 + origin.y;
double z = (bounds.minz + bounds.maxz) / 2.0 + origin.z;
String name = parent.name;
subs[0] = makeCrystal(scale, x, y - scale * Math.sqrt(3) / 2, z, name + "0");
subs[1] = makeCrystal(scale, x, y + scale * Math.sqrt(3) / 2, z, name + "1");
subs[2] = makeCrystal(scale, x - scale * Math.sqrt(2)/2,
y - scale * Math.sqrt(3) / 6, z - scale * Math.sqrt(2.0/3.0) / 2.0,
name + "2");
subs[3] = makeCrystal(scale, x, y + scale * Math.sqrt(3) / 6,
z - scale * Math.sqrt(2.0/3.0), name + "3");
subs[4] = makeCrystal(scale, x, y - scale * Math.sqrt(3) / 6,
z + scale * Math.sqrt(2.0/3.0), name + "4");
subs[5] = makeCrystal(scale, x + scale * Math.sqrt(2)/2,
y + scale * Math.sqrt(3) / 6, z + scale * Math.sqrt(2.0/3.0) / 2.0,
name + "5");
subs[6] = makeCrystal(scale, x - scale * Math.sqrt(2)/2,
y + scale * Math.sqrt(3) / 6, z + scale * Math.sqrt(2.0/3.0) / 2.0,
name + "6");
subs[7] = makeCrystal(scale, x + scale * Math.sqrt(2)/2,
y - scale * Math.sqrt(3) / 6, z - scale * Math.sqrt(2.0/3.0) / 2.0,
name + "7");
return subs;
}
///////////////////// GENERAL GEOMETRY /////////////////////
boolean intersects(Object3D o1, Object3D o2) {
ObjectInfo oi1 = new ObjectInfo(o1, cs, "object");
ObjectInfo oi2 = new ObjectInfo(o2, cs, "object");
return intersects(oi1, oi2);
}
// True is there is anything common between oi1 and oi2
boolean intersects(ObjectInfo oi1, ObjectInfo oi2) {
CSGObject intersect = new CSGObject(oi1, oi2, CSGObject.INTERSECTION);
int canConvert = intersect.canConvertToTriangleMesh();
if (canConvert != Object3D.EXACTLY) {
print("Cannot convert to mesh as expected");
return false;
}
TriangleMesh mesh = intersect.convertToTriangleMesh(Tolerance);
return mesh.getEdges().length > 0;
}
// True is oi1 is fully contained within oi2
// Turns out this isn't quite correct. Not sure why. Maybe AoI tolerance.
boolean within(ObjectInfo oi1, ObjectInfo oi2) {
CSGObject diff = new CSGObject(oi1, oi2, CSGObject.DIFFERENCE12);
int canConvert = diff.canConvertToTriangleMesh();
if (canConvert != Object3D.EXACTLY) {
print("Cannot convert to mesh as expected");
return false;
}
TriangleMesh mesh = diff.convertToTriangleMesh(Tolerance);
return mesh.getEdges().length == 0;
}
// Approximately find the smallest crystal that contains our object
ObjectInfo findContainingCrystal(ObjectInfo obj) {
BoundingBox box = obj.object.getBounds();
double size = Math.sqrt(3);
// First pass, get something definitely bigger
for(int maxiter = 0; maxiter < 10; maxiter++) {
Vec3 origin = obj.coords.getOrigin();
double x = (box.minx + box.maxx) / 2.0 + origin.x;
double y = (box.miny + box.maxy) / 2.0 + origin.y;
double z = (box.minz + box.maxz) / 2.0 + origin.z;
ObjectInfo candidate = makeCrystal(size, x, y, z, "root");
if (within(obj, candidate))
break;
size *= 5.0;
}
double lowerbound = 0;
double upperbound = size;
// Search between bounds to find smallest containing crystal
size = (lowerbound + upperbound) / 2;
for(int maxiter = 0; maxiter < 20; maxiter++) {
ObjectInfo candidate = makeCrystal(size,
(box.minx + box.maxx)/2.0,
(box.miny + box.maxy)/2.0,
(box.minz + box.maxz)/2.0, "root");
boolean isWithin = within(obj, candidate);
if (upperbound - lowerbound < 0.1 && isWithin)
return candidate;
if (!isWithin) {
lowerbound = size;
size = (size + upperbound) / 2;
} else {
upperbound = size;
size = (size + lowerbound) / 2;
}
}
return makeCrystal(upperbound,
(box.minx + box.maxx)/2.0,
(box.miny + box.maxy)/2.0,
(box.minz + box.maxz)/2.0, "root");
}
void crystalize(ObjectInfo obj, ObjectInfo container, double minHole, double maxHole, double wallThickness) {
if (!intersects(obj, container))
return;
BoundingBox bounds = container.object.getBounds();
double height = bounds.maxz - bounds.minz;
/// @todo Should be:
/// If too small, stop, done.
/// If below some larger size limit and fully within, then done
/// Otherwise if not fully within, subdivide further
/// This should make smaller holes near the surface and larger
/// holes (up to some size limit) towards the centre.
// We're done if it's small enough
if (height < minHole)
return;
if (height <= maxHole && within(container, obj)) {
Vec3 origin = container.coords.getOrigin();
double x = (bounds.minx + bounds.maxx) / 2.0 + origin.x;
double y = (bounds.miny + bounds.maxy) / 2.0 + origin.y;
double z = (bounds.minz + bounds.maxz) / 2.0 + origin.z;
ObjectInfo shrunk = makeCrystal(height - (wallThickness/2.0),
x, y, z, container.name);
if (allParts == null)
allParts = shrunk;
else
allParts = new ObjectInfo(
new CSGObject(shrunk, allParts, CSGObject.UNION),
cs, "join");
return;
}
// Otherwise subdivide further
ObjectInfo [] subs = subdivide(container);
for(int i = 0; i < subs.length; i++) {
crystalize(obj, subs[i], minHole, maxHole, wallThickness);
}
}
//ObjectInfo obj = new ObjectInfo(new Cube(1, 1, 1), cs, "cube");
ObjectInfo obj = scene.getObject(sel[0]);
ObjectInfo rootCrystal = findContainingCrystal(obj);
//window.addObject(rootCrystal, null);
//window.addObject(obj, null);
crystalize(obj, rootCrystal, minDim.getValue(), maxDim.getValue(), wall.getValue());
//window.addObject(allParts, null);
// Finally, subtract crystals from original object
CSGObject result = new CSGObject(obj, allParts, CSGObject.DIFFERENCE12);
window.addObject(new ObjectInfo(result, cs, obj.name + " crystalised"), null);
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