Simplify debug info

This is less useful than what we had before, but I'm about to make
changes to the algorithm, and this is what the new algorithm will be
able to support easily. We can add more useful info again, as required.
This commit is contained in:
Hanno Braun 2022-04-09 10:24:35 +02:00
parent 143db6e348
commit 80458e9bcd
3 changed files with 17 additions and 24 deletions

View File

@ -112,21 +112,13 @@ impl From<&DebugInfo> for Vertices {
green green
}; };
self_.push_line( self_.push_cross(triangle_edge_check.origin.to_na(), normal, color);
[
triangle_edge_check.ray.origin,
triangle_edge_check.ray.origin
+ triangle_edge_check.ray.dir,
],
normal,
color,
);
for &hit in &triangle_edge_check.hits { for &hit in &triangle_edge_check.hits {
let point = triangle_edge_check.ray.point_at(hit); let line = hit.points().map(|point| point.to_na());
let color = [0., 0., 0., 1.]; let color = [0., 0., 0., 1.];
self_.push_cross(point, normal, color); self_.push_line(line, normal, color);
} }
} }

View File

@ -7,7 +7,7 @@
#![deny(missing_docs)] #![deny(missing_docs)]
use parry3d_f64::query::Ray; use fj_math::{Point, Segment};
/// Debug info from the CAD kernel that can be visualized /// Debug info from the CAD kernel that can be visualized
/// ///
@ -36,18 +36,18 @@ impl DebugInfo {
/// Record of a check to determine if a triangle edge is within a face /// Record of a check to determine if a triangle edge is within a face
pub struct TriangleEdgeCheck { pub struct TriangleEdgeCheck {
/// The ray used to perform the check /// The origin of the ray used to perform the check
pub ray: Ray, pub origin: Point<3>,
/// Where the ray hit any edges of the face /// The points where the ray hit edges of the face
pub hits: Vec<f64>, pub hits: Vec<Segment<3>>,
} }
impl TriangleEdgeCheck { impl TriangleEdgeCheck {
/// Construct a new instance /// Construct a new instance
pub fn new(ray: Ray) -> Self { pub fn new(origin: Point<3>) -> Self {
Self { Self {
ray, origin,
hits: Vec::new(), hits: Vec::new(),
} }
} }

View File

@ -3,7 +3,6 @@ use std::collections::BTreeSet;
use fj_debug::{DebugInfo, TriangleEdgeCheck}; use fj_debug::{DebugInfo, TriangleEdgeCheck};
use fj_math::{Point, PolyChain, Scalar, Segment}; use fj_math::{Point, PolyChain, Scalar, Segment};
use parry2d_f64::query::{Ray as Ray2, RayCast as _}; use parry2d_f64::query::{Ray as Ray2, RayCast as _};
use parry3d_f64::query::Ray as Ray3;
use crate::geometry::Surface; use crate::geometry::Surface;
@ -102,10 +101,8 @@ impl Polygon {
dir: dir.to_na(), dir: dir.to_na(),
}; };
let mut check = TriangleEdgeCheck::new(Ray3 { let mut check =
origin: self.surface.point_surface_to_model(&point).to_na(), TriangleEdgeCheck::new(self.surface.point_surface_to_model(&point));
dir: self.surface.vector_surface_to_model(&dir).to_na(),
});
// We need to keep track of where our ray hits the edges. Otherwise, if // We need to keep track of where our ray hits the edges. Otherwise, if
// the ray hits a vertex, we might count that hit twice, as every vertex // the ray hits a vertex, we might count that hit twice, as every vertex
@ -130,7 +127,11 @@ impl Polygon {
let t = (t * eps).round() / eps; let t = (t * eps).round() / eps;
if hits.insert(t) { if hits.insert(t) {
check.hits.push(t.into_f64()); let edge =
Segment::from_points(edge.points().map(|point| {
self.surface.point_surface_to_model(&point)
}));
check.hits.push(edge);
} }
} }
} }