486 lines
18 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import type { GeometryContext } from '@pascal-app/core'
import type { ColorPreset, RenderShading } from '@pascal-app/viewer'
import {
BufferGeometry,
CylinderGeometry,
DoubleSide,
Euler,
Float32BufferAttribute,
Group,
type Material,
Mesh,
SphereGeometry,
TorusGeometry,
Vector3,
} from 'three'
import {
buildOvalSection,
buildRectSection,
buildSection,
createDuctMaterial,
INCHES_TO_METERS,
} from '../duct-segment/geometry'
import { DUCT_BODY_SLOT_ID } from '../shared/duct-body-paint'
import { localFittingPorts } from './ports'
import type { DuctFittingNode } from './schema'
const RADIAL_SEGMENTS = 24
const UP = new Vector3(0, 1, 0)
/**
* Mitered rectangular elbow as ONE closed solid — the way sheet-metal
* square elbows are actually folded. The rect profile sweeps from the
* inlet face to the outlet face through a single miter ring lying on
* the corner's bisector plane (the classic 2D miter-join offset:
* join(u) = (wA + wB) · u / (1 + wA·wB)), so the two legs meet in a
* crisp seam instead of interpenetrating boxes.
*
* Local frame: legs in the XZ plane (ports convention) so the fold hinge
* is always local Y. `sweepM` is the profile dimension carried through the
* bend (in the XZ bend plane); `cheekM` is the dimension that stays
* constant along the hinge. Which physical dimension (width vs height)
* plays each role depends on the elbow's world orientation and is decided
* by the caller — a floor turn folds about vertical (cheek = height),
* a wall riser folds about horizontal (cheek = width).
*
* Non-indexed triangles → flat face normals for the folded-metal look;
* the closed solid renders double-sided so winding never makes a face
* vanish.
*/
/**
* Stadium (flat-oval) outline in profile (u, v) coordinates: u-extent
* `uM`, v-extent `vM`, semicircular caps of the smaller dimension. The
* caps land on whichever axis is longer, so a riser-rotated profile
* (swapped roles) stays a valid stadium.
*/
function stadiumOutline(uM: number, vM: number, samplesPerCap = 10): Array<[number, number]> {
const pts: Array<[number, number]> = []
const r = Math.min(uM, vM) / 2
const s = (Math.max(uM, vM) - Math.min(uM, vM)) / 2
const cap = (cu: number, cv: number, startA: number) => {
for (let i = 0; i <= samplesPerCap; i++) {
const a = startA + (Math.PI * i) / samplesPerCap
pts.push([cu + r * Math.cos(a), cv + r * Math.sin(a)])
}
}
if (uM >= vM) {
cap(s, 0, -Math.PI / 2)
cap(-s, 0, Math.PI / 2)
} else {
cap(0, s, 0)
cap(0, -s, Math.PI)
}
return pts
}
function buildMiteredElbow(
inletPos: Vector3,
outletPos: Vector3,
sweepM: number,
cheekM: number,
profileShape: 'rect' | 'oval',
material: Material,
): Mesh {
const travelIn = inletPos.clone().multiplyScalar(-1).normalize() // inlet → junction
const travelOut = outletPos.clone().normalize() // junction → outlet
const wA = new Vector3().crossVectors(UP, travelIn).normalize()
const wB = new Vector3().crossVectors(UP, travelOut).normalize()
// Elbow turns are ≤ 90°, so wA·wB ≥ 0 and the join never degenerates.
const miterScale = 1 / (1 + wA.dot(wB))
const wJoin = new Vector3().addVectors(wA, wB)
const hw = sweepM / 2
const hh = cheekM / 2
const corners: Array<[number, number]> =
profileShape === 'oval'
? stadiumOutline(sweepM, cheekM)
: [
[hw, hh],
[-hw, hh],
[-hw, -hh],
[hw, -hh],
]
const n = corners.length
const ring = (center: Vector3, uAxis: Vector3, scale = 1): Vector3[] =>
corners.map(([u, v]) =>
center
.clone()
.addScaledVector(uAxis, u * scale)
.addScaledVector(UP, v),
)
const inletRing = ring(inletPos, wA)
const miterRing = ring(new Vector3(0, 0, 0), wJoin, miterScale)
const outletRing = ring(outletPos, wB)
const positions: number[] = []
const tri = (a: Vector3, b: Vector3, c: Vector3) =>
positions.push(a.x, a.y, a.z, b.x, b.y, b.z, c.x, c.y, c.z)
const quad = (a: Vector3, b: Vector3, c: Vector3, d: Vector3) => {
tri(a, b, c)
tri(a, c, d)
}
const skin = (from: Vector3[], to: Vector3[]) => {
for (let k = 0; k < n; k++) {
const k2 = (k + 1) % n
quad(from[k]!, to[k]!, to[k2]!, from[k2]!)
}
}
skin(inletRing, miterRing)
skin(miterRing, outletRing)
// End caps — triangle fans so any convex profile closes.
for (let k = 1; k < n - 1; k++) {
tri(inletRing[0]!, inletRing[k]!, inletRing[k + 1]!)
tri(outletRing[k + 1]!, outletRing[k]!, outletRing[0]!)
}
const geometry = new BufferGeometry()
geometry.setAttribute('position', new Float32BufferAttribute(positions, 3))
geometry.computeVertexNormals()
const solidMaterial = material.clone()
solidMaterial.side = DoubleSide
const mesh = new Mesh(geometry, solidMaterial)
mesh.name = `fitting-elbow-${profileShape}`
return mesh
}
/**
* Square-to-round loft between a rect ring at `xRect` and a round ring
* at `xRound`, both centered on the local X axis (the straight-through
* run). Profiles are sampled at matching polar angles — the rect point
* is the ray's intersection with the rectangle boundary — so the skin
* twists nowhere. Non-indexed triangles + computed normals give the
* faceted gore look of a real shop-made square-to-round.
*/
function buildRectToRoundLoft(
xRect: number,
xRound: number,
widthM: number,
heightM: number,
radius: number,
material: Material,
): Mesh {
const hw = widthM / 2
const hh = heightM / 2
const rectRing: Vector3[] = []
const roundRing: Vector3[] = []
for (let i = 0; i < RADIAL_SEGMENTS; i++) {
const theta = (2 * Math.PI * i) / RADIAL_SEGMENTS
const cz = Math.cos(theta)
const sy = Math.sin(theta)
// Scale the unit ray until it hits the rectangle boundary. Width
// spans local Z and height local Y — the same axes buildRectSection
// gives a +X run.
const t = 1 / Math.max(Math.abs(cz) / hw, Math.abs(sy) / hh)
rectRing.push(new Vector3(xRect, t * sy, t * cz))
roundRing.push(new Vector3(xRound, radius * sy, radius * cz))
}
const positions: number[] = []
const tri = (a: Vector3, b: Vector3, c: Vector3) =>
positions.push(a.x, a.y, a.z, b.x, b.y, b.z, c.x, c.y, c.z)
for (let i = 0; i < RADIAL_SEGMENTS; i++) {
const j = (i + 1) % RADIAL_SEGMENTS
tri(rectRing[i]!, roundRing[i]!, roundRing[j]!)
tri(rectRing[i]!, roundRing[j]!, rectRing[j]!)
}
const geometry = new BufferGeometry()
geometry.setAttribute('position', new Float32BufferAttribute(positions, 3))
geometry.computeVertexNormals()
const solidMaterial = material.clone()
solidMaterial.side = DoubleSide
const mesh = new Mesh(geometry, solidMaterial)
mesh.name = 'fitting-transition-loft'
return mesh
}
/**
* Pure geometry builder for a duct fitting, in the fitting's LOCAL frame —
* `<ParametricNodeRenderer>` applies `node.position` / `node.rotation`.
*
* Strategy: one cylinder stub per port from the junction center outward
* (reusing the segment builder's `buildSection`), a sphere at the
* junction, and a slightly-oversized crimp collar ring at each port
* opening so fittings read as sheet-metal junctions rather than bare
* tube ends.
*
* The reducer is special-cased: instead of equal stubs + sphere it draws
* a short inlet stub, a tapered cone, and a short outlet stub inline.
*
* Non-round shapes (elbow / tee): run legs carry the fitting's
* width × height profile — rect prisms or flat-oval stadiums — matching
* the trunk they join; a tee's branch leg carries its own `shape2`
* profile (width2 × height2, or round at `diameter2`). The profile's
* height rides local +Y — for the horizontal-plane orientations trunks
* are drawn in, that's world-vertical.
*/
export function buildDuctFittingGeometry(
node: DuctFittingNode,
ctx?: GeometryContext,
shading: RenderShading = 'rendered',
textures = true,
colorPreset: ColorPreset = 'clay',
sceneTheme?: string,
): Group {
const group = new Group()
const material = createDuctMaterial(
node,
ctx?.materials,
shading,
textures,
colorPreset,
sceneTheme,
)
const radiusMain = (node.diameter * INCHES_TO_METERS) / 2
const ports = localFittingPorts(node)
const widthM = node.width * INCHES_TO_METERS
const heightM = node.height * INCHES_TO_METERS
// The elbow folds about its local Y. Width spans the XZ bend plane and
// height rides the hinge ONLY when local Y is world-vertical (a floor
// turn). For a riser the node is rotated so local Y lands horizontal —
// then it's width that runs along the hinge, so the roles swap. Pick by
// where world-up sits in the fitting's local frame.
const hingeWorld = UP.clone().applyEuler(
new Euler(node.rotation[0], node.rotation[1], node.rotation[2]),
)
const hingeIsVertical = Math.abs(hingeWorld.y) >= Math.SQRT1_2
if (node.fittingType === 'reducer') {
const radiusOut = (node.diameter2 * INCHES_TO_METERS) / 2
const inlet = ports[0]!
const outlet = ports[1]!
const taperHalf = Math.abs(inlet.position.x) / 3
const stubA = buildSection(
inlet.position,
new Vector3(-taperHalf, 0, 0),
radiusMain,
material,
'fitting-stub-inlet',
)
if (stubA) group.add(stubA)
const cone = new Mesh(
new CylinderGeometry(radiusOut, radiusMain, taperHalf * 2, RADIAL_SEGMENTS, 1, false),
material,
)
cone.name = 'fitting-taper'
cone.quaternion.setFromUnitVectors(UP, new Vector3(1, 0, 0))
group.add(cone)
const stubB = buildSection(
new Vector3(taperHalf, 0, 0),
outlet.position,
radiusOut,
material,
'fitting-stub-outlet',
)
if (stubB) group.add(stubB)
} else if (node.fittingType === 'transition') {
// Square-to-round: rect stub on the inlet, lofted gore body through
// the junction, round stub on the outlet. Same inline layout as the
// reducer, with the taper replaced by the loft.
const radiusOut = (node.diameter2 * INCHES_TO_METERS) / 2
const inlet = ports[0]!
const outlet = ports[1]!
const taperHalf = Math.abs(inlet.position.x) / 3
const stubA = buildRectSection(
inlet.position,
new Vector3(-taperHalf, 0, 0),
widthM,
heightM,
material,
'fitting-stub-inlet',
)
if (stubA) group.add(stubA)
group.add(buildRectToRoundLoft(-taperHalf, taperHalf, widthM, heightM, radiusOut, material))
const stubB = buildSection(
new Vector3(taperHalf, 0, 0),
outlet.position,
radiusOut,
material,
'fitting-stub-outlet',
)
if (stubB) group.add(stubB)
} else if (node.shape !== 'round' && node.fittingType === 'elbow') {
// One mitered solid — no stubs, no junction blob. Oval profiles
// sweep the same way; the ring is a stadium instead of 4 corners.
const inlet = ports.find((p) => p.id === 'inlet')!
const outlet = ports.find((p) => p.id === 'outlet')!
group.add(
buildMiteredElbow(
inlet.position,
outlet.position,
hingeIsVertical ? widthM : heightM,
hingeIsVertical ? heightM : widthM,
node.shape,
material,
),
)
} else if (node.shape !== 'round' && node.fittingType === 'tee') {
// Straight rect / oval run inlet→outlet (one prism — nothing to
// miter) plus a branch leg tapping its side. The branch carries its
// own profile: rect or oval at width2 × height2, round at diameter2.
//
// Same orientation swap as the elbow: the run prism and branch stub
// are built on the `rectSectionAxes` basis, whose height rides local
// +Y. That's world-vertical only when the tee's local Y stays vertical
// (a flat tap off a horizontal trunk). When the tee is rotated so
// local Y lands horizontal, width and height roles swap so the
// physical height keeps reading as the vertical face — without this a
// tee drawn along the perpendicular axis looks squished.
const inlet = ports.find((p) => p.id === 'inlet')!
const outlet = ports.find((p) => p.id === 'outlet')!
const branch = ports.find((p) => p.id === 'branch')!
const width2M = node.width2 * INCHES_TO_METERS
const height2M = node.height2 * INCHES_TO_METERS
const buildRunSection = node.shape === 'oval' ? buildOvalSection : buildRectSection
const run = buildRunSection(
inlet.position,
outlet.position,
hingeIsVertical ? widthM : heightM,
hingeIsVertical ? heightM : widthM,
material,
'fitting-run',
)
if (run) group.add(run)
const buildBranchSection = node.shape2 === 'oval' ? buildOvalSection : buildRectSection
const stub =
node.shape2 !== 'round'
? buildBranchSection(
new Vector3(0, 0, 0),
branch.position,
hingeIsVertical ? width2M : height2M,
hingeIsVertical ? height2M : width2M,
material,
'fitting-stub-branch',
)
: buildSection(
new Vector3(0, 0, 0),
branch.position,
(branch.diameter * INCHES_TO_METERS) / 2,
material,
'fitting-stub-branch',
)
if (stub) group.add(stub)
} else if (node.shape !== 'round' && node.fittingType === 'cross') {
// Straight rect / oval run inlet→outlet plus two opposed branch legs
// (±Z) carrying the branch profile — both halves of the run that
// passed through, same size at `width2 × height2` / `diameter2`. Same
// orientation swap as the tee / elbow so the cross stays upright when
// rotated so its local Y lands horizontal.
const inlet = ports.find((p) => p.id === 'inlet')!
const outlet = ports.find((p) => p.id === 'outlet')!
const width2M = node.width2 * INCHES_TO_METERS
const height2M = node.height2 * INCHES_TO_METERS
const buildRunSection = node.shape === 'oval' ? buildOvalSection : buildRectSection
const run = buildRunSection(
inlet.position,
outlet.position,
hingeIsVertical ? widthM : heightM,
hingeIsVertical ? heightM : widthM,
material,
'fitting-run',
)
if (run) group.add(run)
const buildBranchSection = node.shape2 === 'oval' ? buildOvalSection : buildRectSection
for (const id of ['branch', 'branch2'] as const) {
const branch = ports.find((p) => p.id === id)!
const stub =
node.shape2 !== 'round'
? buildBranchSection(
new Vector3(0, 0, 0),
branch.position,
hingeIsVertical ? width2M : height2M,
hingeIsVertical ? height2M : width2M,
material,
`fitting-stub-${id}`,
)
: buildSection(
new Vector3(0, 0, 0),
branch.position,
(branch.diameter * INCHES_TO_METERS) / 2,
material,
`fitting-stub-${id}`,
)
if (stub) group.add(stub)
}
} else {
for (const port of ports) {
const stub = buildSection(
new Vector3(0, 0, 0),
port.position,
(port.diameter * INCHES_TO_METERS) / 2,
material,
`fitting-stub-${port.id}`,
)
if (stub) group.add(stub)
}
const junction = new Mesh(new SphereGeometry(radiusMain * 1.02, RADIAL_SEGMENTS, 12), material)
junction.name = 'fitting-junction'
group.add(junction)
}
// Joint trim at each opening. Round legs get a crimp-collar torus just
// proud of the stub; rect legs get a drive-cleat flange — the thin
// raised rim (TDC/S-cleat) real sheet-metal trunk joints wear where a
// section meets a fitting. The plate is centered on the collar plane so
// the rim reads as the seam between fitting and duct. Run legs
// (inlet/outlet) are rect when `shape` is rect; a rect tee's branch is
// rect when `shape2` is rect. Reducers ignore shape.
// Which profile a leg's opening carries: a transition's inlet is its
// rect end regardless of `shape`; reducers are always round; otherwise
// the run legs follow `shape` and a tee's branch follows `shape2`
// (only meaningful when the run itself is non-round).
const legShape = (portId: string): 'round' | 'rect' | 'oval' => {
if (node.fittingType === 'transition') return portId === 'inlet' ? 'rect' : 'round'
if (node.fittingType === 'reducer' || node.shape === 'round') return 'round'
return portId === 'branch' || portId === 'branch2' ? node.shape2 : node.shape
}
// The flange's profile must match the leg it caps: the branch carries
// its own width2 × height2; elbow legs swap width/height roles when the
// fold hinge lies horizontal (riser elbows) — same choice as the
// mitered solid above.
const rectLegProfile = (portId: string): [number, number] => {
if (portId === 'branch' || portId === 'branch2') {
const width2M = node.width2 * INCHES_TO_METERS
const height2M = node.height2 * INCHES_TO_METERS
return hingeIsVertical ? [width2M, height2M] : [height2M, width2M]
}
if (!hingeIsVertical) return [heightM, widthM]
return [widthM, heightM]
}
const FLANGE_LIP_M = 0.02
const FLANGE_THICK_M = 0.012
for (const port of ports) {
const profile = legShape(port.id)
if (profile !== 'round') {
const [w, h] = rectLegProfile(port.id)
const start = port.position.clone().addScaledVector(port.direction, -FLANGE_THICK_M / 2)
const end = port.position.clone().addScaledVector(port.direction, FLANGE_THICK_M / 2)
const buildFlange = profile === 'oval' ? buildOvalSection : buildRectSection
const flange = buildFlange(
start,
end,
w + FLANGE_LIP_M * 2,
h + FLANGE_LIP_M * 2,
material,
`fitting-flange-${port.id}`,
)
if (flange) group.add(flange)
continue
}
const radius = (port.diameter * INCHES_TO_METERS) / 2
const collar = new Mesh(new TorusGeometry(radius, radius * 0.12, 8, RADIAL_SEGMENTS), material)
collar.name = `fitting-collar-${port.id}`
collar.position.copy(port.position)
collar.quaternion.setFromUnitVectors(new Vector3(0, 0, 1), port.direction)
group.add(collar)
}
group.traverse((object) => {
const mesh = object as Mesh
if (mesh.isMesh) mesh.userData.slotId = DUCT_BODY_SLOT_ID
})
return group
}