Create henry
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henry
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| 1 |
+
import math
|
| 2 |
+
import os
|
| 3 |
+
import sys
|
| 4 |
+
import numpy as np
|
| 5 |
+
import torch
|
| 6 |
+
import open3d as o3d
|
| 7 |
+
|
| 8 |
+
from OCC.Core.STEPControl import STEPControl_Reader
|
| 9 |
+
from OCC.Core.IFSelect import IFSelect_RetDone
|
| 10 |
+
from OCC.Core.BRepMesh import BRepMesh_IncrementalMesh
|
| 11 |
+
from OCC.Core.TopExp import TopExp_Explorer
|
| 12 |
+
from OCC.Core.TopAbs import TopAbs_FACE
|
| 13 |
+
from OCC.Core.TopoDS import topods
|
| 14 |
+
from OCC.Core.BRep import BRep_Tool
|
| 15 |
+
from OCC.Core.TopLoc import TopLoc_Location
|
| 16 |
+
from OCC.Core.BRepTools import BRepTools
|
| 17 |
+
|
| 18 |
+
# --------------------------
|
| 19 |
+
# Device info (Torch optional)
|
| 20 |
+
# --------------------------
|
| 21 |
+
device = torch.device("cpu")
|
| 22 |
+
print(f"Using device: {device}")
|
| 23 |
+
|
| 24 |
+
# --------------------------
|
| 25 |
+
# Geometry helpers
|
| 26 |
+
# --------------------------
|
| 27 |
+
def triangle_area(v1, v2, v3):
|
| 28 |
+
"""Area of triangle given 3 vertices (tuples/lists of xyz)."""
|
| 29 |
+
ax, ay, az = v2[0]-v1[0], v2[1]-v1[1], v2[2]-v1[2]
|
| 30 |
+
bx, by, bz = v3[0]-v1[0], v3[1]-v1[1], v3[2]-v1[2]
|
| 31 |
+
cross_x = ay*bz - az*by
|
| 32 |
+
cross_y = az*bx - ax*bz
|
| 33 |
+
cross_z = ax*by - ay*bx
|
| 34 |
+
cross_len = math.sqrt(cross_x**2 + cross_y**2 + cross_z**2)
|
| 35 |
+
return 0.5 * cross_len
|
| 36 |
+
|
| 37 |
+
def sample_triangle_points(args):
|
| 38 |
+
"""
|
| 39 |
+
Uniformly sample points inside a single triangle using barycentric sampling.
|
| 40 |
+
Args: (v1, v2, v3, num_points_for_triangle)
|
| 41 |
+
Returns: list[[x, y, z], ...]
|
| 42 |
+
"""
|
| 43 |
+
v1, v2, v3, num_points_for_triangle = args
|
| 44 |
+
if num_points_for_triangle <= 0:
|
| 45 |
+
return []
|
| 46 |
+
|
| 47 |
+
# Torch used for fast vectorized sampling on CPU
|
| 48 |
+
v1_t = torch.tensor(v1, dtype=torch.float)
|
| 49 |
+
v2_t = torch.tensor(v2, dtype=torch.float)
|
| 50 |
+
v3_t = torch.tensor(v3, dtype=torch.float)
|
| 51 |
+
|
| 52 |
+
rand_vals = torch.rand((num_points_for_triangle, 2))
|
| 53 |
+
u = rand_vals[:, 0]
|
| 54 |
+
w = rand_vals[:, 1]
|
| 55 |
+
# Reflect to keep samples inside the triangle
|
| 56 |
+
mask = (u + w) > 1.0
|
| 57 |
+
u[mask] = 1 - u[mask]
|
| 58 |
+
w[mask] = 1 - w[mask]
|
| 59 |
+
|
| 60 |
+
v2v1 = (v2_t - v1_t)
|
| 61 |
+
v3v1 = (v3_t - v1_t)
|
| 62 |
+
sampled_points = v1_t + u.unsqueeze(1) * v2v1 + w.unsqueeze(1) * v3v1
|
| 63 |
+
return sampled_points.numpy().tolist()
|
| 64 |
+
|
| 65 |
+
# --------------------------
|
| 66 |
+
# OCC meshing helpers
|
| 67 |
+
# --------------------------
|
| 68 |
+
def _clear_triangulation(shape):
|
| 69 |
+
"""Remove any existing triangulations from a shape before remeshing."""
|
| 70 |
+
BRepTools.Clean(shape)
|
| 71 |
+
|
| 72 |
+
def _mesh_shape(shape, linear_deflection, angular_deflection=0.5, is_relative=True, is_in_parallel=True):
|
| 73 |
+
"""
|
| 74 |
+
Run OCC incremental meshing on 'shape' with given params.
|
| 75 |
+
Returns True if meshing succeeds.
|
| 76 |
+
"""
|
| 77 |
+
mesh = BRepMesh_IncrementalMesh(shape, linear_deflection, is_relative, angular_deflection, is_in_parallel)
|
| 78 |
+
mesh.Perform()
|
| 79 |
+
return mesh.IsDone()
|
| 80 |
+
|
| 81 |
+
def _count_triangles(shape):
|
| 82 |
+
"""Return total triangle count in the current OCC triangulation."""
|
| 83 |
+
total = 0
|
| 84 |
+
face_exp = TopExp_Explorer(shape, TopAbs_FACE)
|
| 85 |
+
while face_exp.More():
|
| 86 |
+
face = topods.Face(face_exp.Current())
|
| 87 |
+
loc = TopLoc_Location()
|
| 88 |
+
triangulation = BRep_Tool.Triangulation(face, loc)
|
| 89 |
+
if triangulation is not None:
|
| 90 |
+
total += triangulation.NbTriangles()
|
| 91 |
+
face_exp.Next()
|
| 92 |
+
return total
|
| 93 |
+
|
| 94 |
+
def _shape_to_open3d_triangle_mesh(shape, round_digits=8):
|
| 95 |
+
"""
|
| 96 |
+
Convert OCC triangulations of the entire shape into a single Open3D TriangleMesh.
|
| 97 |
+
Deduplicates vertices by rounding to 'round_digits' decimals.
|
| 98 |
+
"""
|
| 99 |
+
vertex_map = {} # key: (x_r, y_r, z_r) -> new_idx
|
| 100 |
+
vertices = []
|
| 101 |
+
triangles = []
|
| 102 |
+
|
| 103 |
+
face_exp = TopExp_Explorer(shape, TopAbs_FACE)
|
| 104 |
+
while face_exp.More():
|
| 105 |
+
face = topods.Face(face_exp.Current())
|
| 106 |
+
loc = TopLoc_Location()
|
| 107 |
+
triangulation = BRep_Tool.Triangulation(face, loc)
|
| 108 |
+
if triangulation is not None:
|
| 109 |
+
trsf = loc.Transformation()
|
| 110 |
+
nb_tris = triangulation.NbTriangles()
|
| 111 |
+
for i in range(1, nb_tris + 1):
|
| 112 |
+
tri = triangulation.Triangle(i)
|
| 113 |
+
i1, i2, i3 = tri.Get()
|
| 114 |
+
|
| 115 |
+
p1 = triangulation.Node(i1)
|
| 116 |
+
p2 = triangulation.Node(i2)
|
| 117 |
+
p3 = triangulation.Node(i3)
|
| 118 |
+
|
| 119 |
+
# Apply location transform if needed
|
| 120 |
+
if not loc.IsIdentity():
|
| 121 |
+
p1 = p1.Transformed(trsf)
|
| 122 |
+
p2 = p2.Transformed(trsf)
|
| 123 |
+
p3 = p3.Transformed(trsf)
|
| 124 |
+
|
| 125 |
+
v1 = (p1.X(), p1.Y(), p1.Z())
|
| 126 |
+
v2 = (p2.X(), p2.Y(), p2.Z())
|
| 127 |
+
v3 = (p3.X(), p3.Y(), p3.Z())
|
| 128 |
+
|
| 129 |
+
def idx_for(v):
|
| 130 |
+
key = (round(v[0], round_digits), round(v[1], round_digits), round(v[2], round_digits))
|
| 131 |
+
if key in vertex_map:
|
| 132 |
+
return vertex_map[key]
|
| 133 |
+
idx = len(vertices)
|
| 134 |
+
vertices.append(v)
|
| 135 |
+
vertex_map[key] = idx
|
| 136 |
+
return idx
|
| 137 |
+
|
| 138 |
+
i_v1 = idx_for(v1)
|
| 139 |
+
i_v2 = idx_for(v2)
|
| 140 |
+
i_v3 = idx_for(v3)
|
| 141 |
+
triangles.append((i_v1, i_v2, i_v3))
|
| 142 |
+
|
| 143 |
+
face_exp.Next()
|
| 144 |
+
|
| 145 |
+
if not vertices or not triangles:
|
| 146 |
+
raise ValueError("No triangles found when converting shape to Open3D mesh.")
|
| 147 |
+
|
| 148 |
+
mesh = o3d.geometry.TriangleMesh()
|
| 149 |
+
mesh.vertices = o3d.utility.Vector3dVector(np.asarray(vertices, dtype=np.float64))
|
| 150 |
+
mesh.triangles = o3d.utility.Vector3iVector(np.asarray(triangles, dtype=np.int32))
|
| 151 |
+
|
| 152 |
+
# Clean-up to ensure decimation behaves well
|
| 153 |
+
mesh.remove_duplicated_vertices()
|
| 154 |
+
mesh.remove_degenerate_triangles()
|
| 155 |
+
mesh.remove_duplicated_triangles()
|
| 156 |
+
mesh.remove_non_manifold_edges()
|
| 157 |
+
mesh.compute_vertex_normals()
|
| 158 |
+
return mesh
|
| 159 |
+
|
| 160 |
+
def _search_deflection_for_target_triangles(shape,
|
| 161 |
+
target_total_triangles,
|
| 162 |
+
angular_deflection=0.5,
|
| 163 |
+
is_relative=True,
|
| 164 |
+
tol_ratio=0.05,
|
| 165 |
+
min_defl=1e-5,
|
| 166 |
+
max_defl=0.5,
|
| 167 |
+
max_iters=15):
|
| 168 |
+
"""
|
| 169 |
+
Try to reach ~target_total_triangles by binary searching OCC's linear deflection.
|
| 170 |
+
Returns (best_deflection, achieved_triangle_count).
|
| 171 |
+
NOTE: This is approximate; for exact targets, decimate with Open3D.
|
| 172 |
+
"""
|
| 173 |
+
def g(defl):
|
| 174 |
+
_clear_triangulation(shape)
|
| 175 |
+
ok = _mesh_shape(shape, defl, angular_deflection, is_relative=is_relative)
|
| 176 |
+
if not ok:
|
| 177 |
+
raise RuntimeError("Mesh generation failed during deflection search.")
|
| 178 |
+
return _count_triangles(shape)
|
| 179 |
+
|
| 180 |
+
# Evaluate at a fine deflection (many triangles)
|
| 181 |
+
d_lo = min_defl
|
| 182 |
+
n_lo = g(d_lo)
|
| 183 |
+
|
| 184 |
+
# If even at finest mesh we can't reach the target, give up (shape is too simple)
|
| 185 |
+
if n_lo < target_total_triangles:
|
| 186 |
+
print(f"[Deflection search] Max triangles at deflection={d_lo:g} is {n_lo} < target {target_total_triangles}.")
|
| 187 |
+
return d_lo, n_lo
|
| 188 |
+
|
| 189 |
+
# Evaluate at a coarse deflection (few triangles)
|
| 190 |
+
d_hi = max_defl
|
| 191 |
+
n_hi = g(d_hi)
|
| 192 |
+
|
| 193 |
+
# If still too many triangles at coarse deflection, expand up to deflection=1.0
|
| 194 |
+
while n_hi > target_total_triangles and d_hi < 1.0:
|
| 195 |
+
d_hi = min(1.0, d_hi * 2.0)
|
| 196 |
+
n_hi = g(d_hi)
|
| 197 |
+
if d_hi >= 1.0:
|
| 198 |
+
break
|
| 199 |
+
|
| 200 |
+
if n_hi > target_total_triangles:
|
| 201 |
+
# Can't go coarser; accept the coarsest result
|
| 202 |
+
print(f"[Deflection search] Coarsest triangles at deflection={d_hi:g} is {n_hi} > target {target_total_triangles}.")
|
| 203 |
+
return d_hi, n_hi
|
| 204 |
+
|
| 205 |
+
# Now we have n_lo >= target >= n_hi; do bisection
|
| 206 |
+
for _ in range(max_iters):
|
| 207 |
+
d_mid = 0.5 * (d_lo + d_hi)
|
| 208 |
+
n_mid = g(d_mid)
|
| 209 |
+
|
| 210 |
+
if n_mid >= target_total_triangles:
|
| 211 |
+
# Too many triangles -> increase deflection (move lo up)
|
| 212 |
+
d_lo, n_lo = d_mid, n_mid
|
| 213 |
+
else:
|
| 214 |
+
# Too few triangles -> decrease deflection (move hi down)
|
| 215 |
+
d_hi, n_hi = d_mid, n_mid
|
| 216 |
+
|
| 217 |
+
# Check tolerance
|
| 218 |
+
if abs(n_mid - target_total_triangles) <= tol_ratio * target_total_triangles:
|
| 219 |
+
return d_mid, n_mid
|
| 220 |
+
|
| 221 |
+
# Return the closer of (lo, hi)
|
| 222 |
+
if abs(n_lo - target_total_triangles) <= abs(n_hi - target_total_triangles):
|
| 223 |
+
return d_lo, n_lo
|
| 224 |
+
else:
|
| 225 |
+
return d_hi, n_hi
|
| 226 |
+
|
| 227 |
+
# --------------------------
|
| 228 |
+
# STEP -> Point cloud (with triangle budget option)
|
| 229 |
+
# --------------------------
|
| 230 |
+
def step_to_point_cloud(
|
| 231 |
+
step_file_path,
|
| 232 |
+
mesh_linear_deflection=0.05,
|
| 233 |
+
mesh_angular_deflection=0.5,
|
| 234 |
+
target_point_density=20,
|
| 235 |
+
max_total_points=5_000_000,
|
| 236 |
+
target_total_triangles=None, # << NEW: set to an int (e.g., 10000) to control mesh triangle count
|
| 237 |
+
triangles_mode="decimate", # "decimate" (exact-ish) or "deflection_search" (approximate)
|
| 238 |
+
save_decimated_mesh_path=None # if not None, save the decimated mesh here (PLY/OBJ/STL supported by Open3D)
|
| 239 |
+
):
|
| 240 |
+
"""
|
| 241 |
+
Convert STEP to point cloud by sampling triangles.
|
| 242 |
+
If 'target_total_triangles' is set:
|
| 243 |
+
- triangles_mode == "decimate": build a dense mesh, then decimate to exact target using Open3D.
|
| 244 |
+
- triangles_mode == "deflection_search": binary search OCC linear deflection to roughly reach the target.
|
| 245 |
+
Returns: open3d.geometry.PointCloud
|
| 246 |
+
"""
|
| 247 |
+
print(f"Reading STEP file: {step_file_path}")
|
| 248 |
+
step_reader = STEPControl_Reader()
|
| 249 |
+
status = step_reader.ReadFile(step_file_path)
|
| 250 |
+
if status != IFSelect_RetDone:
|
| 251 |
+
raise ValueError(f"Cannot read STEP file: {step_file_path}")
|
| 252 |
+
print("STEP file read successfully.")
|
| 253 |
+
|
| 254 |
+
step_reader.TransferRoots()
|
| 255 |
+
shape = step_reader.OneShape()
|
| 256 |
+
if shape.IsNull():
|
| 257 |
+
raise ValueError("No shape found in STEP file.")
|
| 258 |
+
print("Shape transfer completed.")
|
| 259 |
+
|
| 260 |
+
# ---- Meshing strategy based on triangles control ----
|
| 261 |
+
if target_total_triangles is None:
|
| 262 |
+
# Original path: one-shot tessellation with given deflection
|
| 263 |
+
print("Starting tessellation (no triangle budget)...")
|
| 264 |
+
_clear_triangulation(shape)
|
| 265 |
+
ok = _mesh_shape(shape, mesh_linear_deflection, mesh_angular_deflection, is_relative=True, is_in_parallel=True)
|
| 266 |
+
if not ok:
|
| 267 |
+
raise RuntimeError("Mesh generation failed.")
|
| 268 |
+
print("Tessellation completed.")
|
| 269 |
+
# We'll use OCC triangulation directly for sampling
|
| 270 |
+
triangulation_source = "occ"
|
| 271 |
+
else:
|
| 272 |
+
if triangles_mode not in ("decimate", "deflection_search"):
|
| 273 |
+
raise ValueError("triangles_mode must be 'decimate' or 'deflection_search'.")
|
| 274 |
+
|
| 275 |
+
if triangles_mode == "deflection_search":
|
| 276 |
+
print(f"Starting tessellation (triangle budget via deflection search -> target={target_total_triangles})...")
|
| 277 |
+
best_defl, achieved = _search_deflection_for_target_triangles(
|
| 278 |
+
shape,
|
| 279 |
+
target_total_triangles=target_total_triangles,
|
| 280 |
+
angular_deflection=mesh_angular_deflection,
|
| 281 |
+
is_relative=True,
|
| 282 |
+
tol_ratio=0.05,
|
| 283 |
+
min_defl=1e-5,
|
| 284 |
+
max_defl=0.25,
|
| 285 |
+
max_iters=15
|
| 286 |
+
)
|
| 287 |
+
print(f"Deflection search result: deflection={best_defl:g}, triangles≈{achieved} (target={target_total_triangles})")
|
| 288 |
+
# Already meshed at best_defl inside search; use OCC triangulation directly
|
| 289 |
+
triangulation_source = "occ"
|
| 290 |
+
|
| 291 |
+
|