Preserve all STL assembly faces

This commit is contained in:
2026-08-25 23:00:08 +02:00
parent ed205945d9
commit 61df99e99c
2 changed files with 12 additions and 7 deletions
+3
View File
@@ -18,6 +18,9 @@ to zoom. A cached STL copy is stored locally under the ignored `runtime/`
directory so the model can be restored on the next launch. directory so the model can be restored on the next launch.
STEP/STP CAD solids must first be tessellated/exported as STL because the STEP/STP CAD solids must first be tessellated/exported as STL because the
embedded renderer intentionally does not include a full CAD kernel. embedded renderer intentionally does not include a full CAD kernel.
Binary and ASCII STL faces are preserved in full; large assemblies are not
rendered by skipping triangles. Imports are limited to 30 MB to keep startup
and interactive orbiting responsive.
## Safety first ## Safety first
+9 -7
View File
@@ -4,7 +4,8 @@
const ctx = canvas.getContext('2d'); const ctx = canvas.getContext('2d');
let vertices = null, frame = 0, yaw = 0, pitch = 0, zoom = 1; let vertices = null, frame = 0, yaw = 0, pitch = 0, zoom = 1;
let dragging = false, lastX = 0, lastY = 0; let dragging = false, lastX = 0, lastY = 0;
const renderScale = .62; // Still below native resolution, but high enough for clean assembly contours.
const renderScale = .82;
function parseStl(buffer) { function parseStl(buffer) {
const view = new DataView(buffer); const view = new DataView(buffer);
@@ -12,8 +13,7 @@
const binaryCount = buffer.byteLength >= 84 ? view.getUint32(80, true) : 0; const binaryCount = buffer.byteLength >= 84 ? view.getUint32(80, true) : 0;
const isBinary = binaryCount > 0 && 84 + binaryCount * 50 <= buffer.byteLength; const isBinary = binaryCount > 0 && 84 + binaryCount * 50 <= buffer.byteLength;
if (isBinary) { if (isBinary) {
const stride = Math.max(1, Math.ceil(binaryCount / 14000)); for (let t = 0; t < binaryCount; t++) {
for (let t = 0; t < binaryCount; t += stride) {
const offset = 84 + t * 50 + 12; const offset = 84 + t * 50 + 12;
for (let v = 0; v < 3; v++) { for (let v = 0; v < 3; v++) {
raw.push(view.getFloat32(offset + v * 12, true)); raw.push(view.getFloat32(offset + v * 12, true));
@@ -25,8 +25,7 @@
const text = new TextDecoder().decode(buffer); const text = new TextDecoder().decode(buffer);
const matches = [...text.matchAll(/vertex\s+([-+\deE.]+)\s+([-+\deE.]+)\s+([-+\deE.]+)/gi)]; const matches = [...text.matchAll(/vertex\s+([-+\deE.]+)\s+([-+\deE.]+)\s+([-+\deE.]+)/gi)];
if (matches.length < 3) throw new Error('This file does not contain a readable STL mesh'); if (matches.length < 3) throw new Error('This file does not contain a readable STL mesh');
const stride = Math.max(1, Math.ceil(matches.length / 42000)); for (let i = 0; i + 2 < matches.length; i += 3) {
for (let i = 0; i + 2 < matches.length; i += 3 * stride) {
for (let j = 0; j < 3; j++) raw.push(+matches[i+j][1], +matches[i+j][2], +matches[i+j][3]); for (let j = 0; j < 3; j++) raw.push(+matches[i+j][1], +matches[i+j][2], +matches[i+j][3]);
} }
} }
@@ -53,16 +52,19 @@
return [rx,y*cosP-rz*sinP]; return [rx,y*cosP-rz*sinP];
}; };
maskCtx.fillStyle='#fff'; maskCtx.fillStyle='#fff';
maskCtx.beginPath();
for(let i=0;i<vertices.length;i+=9){ for(let i=0;i<vertices.length;i+=9){
const a=project(vertices[i],vertices[i+1],vertices[i+2]); const a=project(vertices[i],vertices[i+1],vertices[i+2]);
const b=project(vertices[i+3],vertices[i+4],vertices[i+5]); const b=project(vertices[i+3],vertices[i+4],vertices[i+5]);
const c=project(vertices[i+6],vertices[i+7],vertices[i+8]); const c=project(vertices[i+6],vertices[i+7],vertices[i+8]);
maskCtx.beginPath();
maskCtx.moveTo(cx+a[0]*size,cy-a[1]*size); maskCtx.moveTo(cx+a[0]*size,cy-a[1]*size);
maskCtx.lineTo(cx+b[0]*size,cy-b[1]*size); maskCtx.lineTo(cx+b[0]*size,cy-b[1]*size);
maskCtx.lineTo(cx+c[0]*size,cy-c[1]*size); maskCtx.lineTo(cx+c[0]*size,cy-c[1]*size);
maskCtx.closePath();maskCtx.fill(); maskCtx.closePath();
} }
// Rasterize the union once. Filling faces individually creates faint
// antialiased seams that resemble a wireframe on dense assemblies.
maskCtx.fill();
// A filtered copy creates only the exterior contour; triangle boundaries // A filtered copy creates only the exterior contour; triangle boundaries
// never enter the final image because the source is a single solid mask. // never enter the final image because the source is a single solid mask.
ctx.save(); ctx.save();