- now stl output can be porcessed directly by slic3r without intermediate fix wihtin blender - created Wall3dStream instead of keeping all within Wall3d - can save only stl output ( 'Save stl' )
180 lines
5.7 KiB
Java
180 lines
5.7 KiB
Java
package org.artisanlogiciel.games.stl;
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import java.util.Scanner;
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import org.artisanlogiciel.games.Brick;
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import org.artisanlogiciel.games.LabyModel;
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import org.artisanlogiciel.games.WallsProvider;
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import java.io.OutputStream;
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import java.io.IOException;
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/**
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* Wall3d to create walls in 3d for stl conversion South, West North East...
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*
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* wall3D will create a rectangular cuboid with 2 triangle vertex for each face
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**/
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public class Wall3d {
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// 4 triangles in 2 dim space reused 3 times
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// in facts order matters...
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final static int BASE[][][] = {
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// lower left
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{{0, 0}, {1, 0}, {0, 1}},
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// higher right
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{{1, 0}, {1, 1}, {0, 1}},
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// lower right
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{{0, 0}, {1, 0}, {1, 1}},
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// higher left
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{{0, 0}, {1, 1}, {0, 1}}};
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final static short X = 1;
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final static short Y = 2;
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final static short Z = 4;
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// final static short AXIS[][]= {{X,Y},{-Z,Y},{X,Y},{Z,Y},{X,-Z},{X,-Z}};
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// [face][axis]
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final static short AXIS[][] = {
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// face 0 (x,y) back
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{X, Y, 0},
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// face 1 (z,y) left
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{Z, Y, 0},
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// face 2 (x,y,1)
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{X, Y, 1},
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// face 3
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{Z, Y, 1},
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// face 4
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{X, Z, 0},
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// face 5
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{X, Z, 1}};
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final static String normalx = "1.0 0.0 0.0";
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final static String normaly = "0.0 1.0 0.0";
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final static String normalz = "0.0 0.0 1.0";
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final static String normalmx = "-1.0 0.0 0.0";
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final static String normalmy = "0.0 -1.0 0.0";
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final static String normalmz = "0.0 0.0 -1.0";
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// final static short NORMAL[] = {Z,X,Z,X,Y,Y};
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final static String normalstr[] =
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{ normalmz, normalx,
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normalz, normalmx,
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normaly, normalmy
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};
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boolean reverse_vertex[] = {
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true,false,false,true,false,true
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};
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int triangle[][][] = null;
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public Wall3d(int t[][][]) {
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triangle = t;
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}
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public Wall3d(Wall3d origin, int dx, int dy, int dz) {
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triangle = origin.translate(dx, dy, dz);
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}
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Wall3d(int xl, int yl, int zl, int dx, int dy, int dz) {
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int f = 0;
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triangle = new int[12][3][3];
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int[] factor = {xl, yl, zl};
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int[] translate = {dx, dy, dz};
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for (int facet = 0; facet < 12; facet++) {
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// point in a triangle / facet
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for (int p = 0; p < 3; p++) {
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short uaxis = 0;
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// a square face is two facets.
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int face = facet / 2;
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// first two axis ( projected on x,y,z depending on AXIS[face][] )
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for (int axis = 0; axis < 2; axis++) {
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short caxis = AXIS[face][axis];
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if (caxis > 0) {
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f = 1;
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} else if (caxis < 0) {
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// wait wait in AXIS there is no negative value ...
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// so we never enter here, what was the purpose ? might be history.
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f = -1;
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caxis = (short) -caxis;
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}
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// what if caxis == 0 ? f is kept as its previous value ?
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// which is 1 in facts due to AXIS[..][0] > 0
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// uaxis keep track of used axes for this face to find last missing axis
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uaxis |= caxis;
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if (caxis == X) {
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caxis = 0;
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} else if (caxis == Y) {
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caxis = 1;
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} else {
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caxis = 2;
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}
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triangle[facet][p][caxis] = translate[caxis] + BASE[facet % 4][p][axis] * f * factor[caxis];
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}
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// last remaining axis
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if ((uaxis & X) == 0) {
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// no X was used => X
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uaxis = 0;
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} else if ((uaxis & Y) == 0) {
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// X was used byt not Y => Y
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uaxis = 1;
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} else {
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// default X, and Y were used => Z
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uaxis = 2;
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}
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triangle[facet][p][uaxis] = translate[uaxis] + AXIS[facet / 2][2] * factor[uaxis];
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}
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}
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}
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public int[][][] translate(int dx, int dy, int dz) {
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int[] translate = {dx, dy, dz};
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int t[][][] = new int[12][3][3];
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for (int facet = 0; facet < 12; facet ++) {
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// point in a triangle
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for (int p = 0; p < 3; p++) {
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for (int axis = 0; axis < 3; axis++) {
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t[facet][p][axis] = translate[axis] + triangle[facet][p][axis];
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}
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}
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}
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return t;
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}
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/**
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* write triangles as stl text
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**/
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public String toString() {
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String s = "";
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for (int facet = 0; facet < 12; facet++) {
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int face = facet / 2;
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// most software don't care normal but just rely on vertex order ( right hand ).
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String normal = normalstr[face];
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s += "facet normal " + normal + "\nouter loop\n";
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boolean reverse = reverse_vertex[face];
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for (int p = 0; p < 3; p++) {
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s += "vertex";
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// p that accept right hand
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int rhp = p;
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if ( reverse )
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{
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// reverse 2 and 1 ; 0 => 0, 1 => 2 , 2 => 1
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rhp = ( p * 5 ) % 3;
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}
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for (int a = 0; a < 3; a++) {
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s += " " + triangle[facet][rhp][a];
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}
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s += "\n";
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}
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s = s + "endloop\nendfacet\n";
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}
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return s;
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}
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}
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