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Халимов Рустам
2025-12-27 17:46:19 +03:00
parent ec66fceb80
commit d318519cd7
14 changed files with 1227 additions and 1 deletions

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import * as THREE from 'three';
import { STLExporter, mergeBufferGeometries } from 'three-stdlib';
import { AppConfig, LayoutSplits, GeneratedPart } from '../types';
/**
* Calculates the final list of bins based on layout.
* Removes printer bed constraints logic.
*/
export const calculateParts = (
config: AppConfig,
splits: LayoutSplits
): GeneratedPart[] => {
const parts: GeneratedPart[] = [];
// 1. Sort splits to create segments
// CRITICAL FIX: Create a copy of the array before sorting to avoid mutating React state
const xPoints = [0, ...[...splits.x].sort((a, b) => a - b), 1];
const yPoints = [0, ...[...splits.y].sort((a, b) => a - b), 1];
let partCounter = 1;
// 2. Iterate through the grid defined by the user
for (let i = 0; i < xPoints.length - 1; i++) {
for (let j = 0; j < yPoints.length - 1; j++) {
const segmentX = xPoints[i] * config.drawer.width;
const segmentY = yPoints[j] * config.drawer.depth;
const segmentW = (xPoints[i + 1] - xPoints[i]) * config.drawer.width;
const segmentD = (yPoints[j + 1] - yPoints[j]) * config.drawer.depth;
// Apply Printer Tolerance (Gap)
// We subtract the tolerance from the width/depth and shift the position
// so the gap is evenly distributed around the part center.
const realWidth = segmentW - config.printerTolerance;
const realDepth = segmentD - config.printerTolerance;
const realX = segmentX + (config.printerTolerance / 2);
const realY = segmentY + (config.printerTolerance / 2);
// Filter out extremely small parts (likely errors/double lines or consumed by tolerance)
if (realWidth < 1 || realDepth < 1) {
continue;
}
parts.push({
id: `part-${partCounter}`,
name: `Ячейка ${i+1}-${j+1}`,
width: realWidth,
depth: realDepth,
height: config.drawer.height,
x: realX,
y: realY,
color: `hsl(${Math.random() * 360}, 70%, 50%)`
});
partCounter++;
}
}
return parts;
};
/**
* Generates a Three.js Geometry for a hollow bin.
* The floor is at y=0..thickness.
* The walls sit on top of the floor, y=thickness..height.
*/
export const createBinGeometry = (
width: number,
depth: number,
height: number,
thickness: number
): THREE.BufferGeometry => {
const geometries: THREE.BufferGeometry[] = [];
// 1. Floor (Base)
// Positioned at the bottom (0 to thickness)
const floorGeo = new THREE.BoxGeometry(width, thickness, depth);
floorGeo.translate(0, thickness / 2, 0);
geometries.push(floorGeo);
// Wall dimensions
// Walls sit ON TOP of the floor to avoid overlap/z-fighting
const wallHeight = height - thickness;
const wallCenterY = thickness + (wallHeight / 2);
if (wallHeight > 0) {
// 2. Left & Right Walls (Full depth)
const wallLRGeo = new THREE.BoxGeometry(thickness, wallHeight, depth);
const leftWall = wallLRGeo.clone();
leftWall.translate(-(width/2) + (thickness/2), wallCenterY, 0);
geometries.push(leftWall);
const rightWall = wallLRGeo.clone();
rightWall.translate((width/2) - (thickness/2), wallCenterY, 0);
geometries.push(rightWall);
// 3. Front & Back Walls (Width minus LR thickness to fit between)
// Width is reduced by 2*thickness
const wallFBWidth = Math.max(0, width - (2 * thickness));
const wallFBGeo = new THREE.BoxGeometry(wallFBWidth, wallHeight, thickness);
const frontWall = wallFBGeo.clone();
frontWall.translate(0, wallCenterY, (depth/2) - (thickness/2));
geometries.push(frontWall);
const backWall = wallFBGeo.clone();
backWall.translate(0, wallCenterY, -(depth/2) + (thickness/2));
geometries.push(backWall);
}
// Merge geometries into a single mesh for clean STL export
const merged = mergeBufferGeometries(geometries);
return merged || new THREE.BoxGeometry(1, 1, 1);
};
// Generates STL binary data without triggering download
export const generateSTL = (mesh: THREE.Object3D): Uint8Array | string => {
const exporter = new STLExporter();
const result = exporter.parse(mesh, { binary: true });
// JSZip requires Uint8Array or ArrayBuffer, not DataView
if (result instanceof DataView) {
return new Uint8Array(result.buffer, result.byteOffset, result.byteLength);
}
return result as string;
};
// Triggers download immediately
export const exportSTL = (mesh: THREE.Object3D, filename: string) => {
const result = generateSTL(mesh);
const blob = new Blob([result], { type: 'application/octet-stream' });
const link = document.createElement('a');
link.href = URL.createObjectURL(blob);
link.download = filename;
link.click();
};