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anatomia/data-pipeline/scripts/geometry.mjs
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JavaScript

// Minimal parametric mesh generators (box/sphere/cylinder), dependency-free.
// Returns { positions: Float32Array, normals: Float32Array, indices: Uint32Array }.
// skipNormals: normais (como "0,-1,0") das faces a NÃO gerar — usado pelo
// bloco de pele em corte (openFrontBox abaixo) pra deixar a face da frente
// aberta, como uma caixa de diorama, revelando o conteúdo interno em vez de
// escondê-lo atrás de uma parede opaca.
export function box(w, h, d, skipNormals = []) {
const x = w / 2, y = h / 2, z = d / 2;
const positions = [];
const normals = [];
const indices = [];
const faces = [
// [normal, 4 corners CCW]
[[0, 0, 1], [[-x, -y, z], [x, -y, z], [x, y, z], [-x, y, z]]],
[[0, 0, -1], [[x, -y, -z], [-x, -y, -z], [-x, y, -z], [x, y, -z]]],
[[0, 1, 0], [[-x, y, z], [x, y, z], [x, y, -z], [-x, y, -z]]],
[[0, -1, 0], [[-x, -y, -z], [x, -y, -z], [x, -y, z], [-x, -y, z]]],
[[1, 0, 0], [[x, -y, z], [x, -y, -z], [x, y, -z], [x, y, z]]],
[[-1, 0, 0], [[-x, -y, -z], [-x, -y, z], [-x, y, z], [-x, y, -z]]],
];
const skip = new Set(skipNormals.map((n) => n.join(",")));
for (const [n, corners] of faces) {
if (skip.has(n.join(","))) continue;
const base = positions.length / 3;
for (const c of corners) {
positions.push(...c);
normals.push(...n);
}
indices.push(base, base + 1, base + 2, base, base + 2, base + 3);
}
return {
positions: new Float32Array(positions),
normals: new Float32Array(normals),
indices: new Uint32Array(indices),
};
}
// Caixa "de diorama": todas as faces normais, exceto a de baixo em Y
// (nosso eixo "frente/trás" no bloco de pele) — deixa a frente aberta pra
// dar pra ver o conteúdo (folículos, glândulas, vasos) por dentro, em vez
// de uma parede opaca escondendo tudo.
export function openFrontBox(w, h, d) {
return box(w, h, d, [[0, -1, 0]]);
}
export function sphere(radius, widthSegments = 16, heightSegments = 12) {
const positions = [];
const normals = [];
const indices = [];
for (let y = 0; y <= heightSegments; y++) {
const v = y / heightSegments;
const theta = v * Math.PI;
for (let x = 0; x <= widthSegments; x++) {
const u = x / widthSegments;
const phi = u * Math.PI * 2;
const nx = -Math.cos(phi) * Math.sin(theta);
const ny = Math.cos(theta);
const nz = Math.sin(phi) * Math.sin(theta);
positions.push(radius * nx, radius * ny, radius * nz);
normals.push(nx, ny, nz);
}
}
const rowSize = widthSegments + 1;
for (let y = 0; y < heightSegments; y++) {
for (let x = 0; x < widthSegments; x++) {
const a = y * rowSize + x;
const b = a + rowSize;
indices.push(a, b, a + 1, b, b + 1, a + 1);
}
}
return {
positions: new Float32Array(positions),
normals: new Float32Array(normals),
indices: new Uint32Array(indices),
};
}
export function cylinder(radiusTop, radiusBottom, height, radialSegments = 12) {
const positions = [];
const normals = [];
const indices = [];
const halfH = height / 2;
// Side wall.
for (let y = 0; y <= 1; y++) {
const r = y === 0 ? radiusTop : radiusBottom;
const py = y === 0 ? halfH : -halfH;
for (let x = 0; x <= radialSegments; x++) {
const u = (x / radialSegments) * Math.PI * 2;
const nx = Math.sin(u);
const nz = Math.cos(u);
positions.push(r * nx, py, r * nz);
const slope = (radiusBottom - radiusTop) / height;
const len = Math.sqrt(1 + slope * slope);
normals.push(nx / len, -slope / len, nz / len);
}
}
const rowSize = radialSegments + 1;
for (let x = 0; x < radialSegments; x++) {
const a = x, b = a + rowSize;
indices.push(a, b, a + 1, b, b + 1, a + 1);
}
// Caps.
function cap(y, r, py, flip) {
const base = positions.length / 3;
const ny = flip ? 1 : -1;
positions.push(0, py, 0);
normals.push(0, ny, 0);
for (let x = 0; x <= radialSegments; x++) {
const u = (x / radialSegments) * Math.PI * 2;
positions.push(r * Math.sin(u), py, r * Math.cos(u));
normals.push(0, ny, 0);
}
for (let x = 0; x < radialSegments; x++) {
if (flip) indices.push(base, base + x + 2, base + x + 1);
else indices.push(base, base + x + 1, base + x + 2);
}
}
if (radiusTop > 0) cap(0, radiusTop, halfH, true);
if (radiusBottom > 0) cap(1, radiusBottom, -halfH, false);
return {
positions: new Float32Array(positions),
normals: new Float32Array(normals),
indices: new Uint32Array(indices),
};
}
export function buildGeometry(shape) {
switch (shape.type) {
case "box": return box(shape.w, shape.h, shape.d);
case "openFrontBox": return openFrontBox(shape.w, shape.h, shape.d);
case "sphere": return sphere(shape.r);
case "cylinder": return cylinder(shape.rt, shape.rb, shape.h);
default: throw new Error(`Unknown shape type: ${shape.type}`);
}
}