I've been using the commons math geometry libraries for some simple 2d
intersection functions, but I'm now interested in expanding it's use to
include some manipulation of 3d models with polygon counts that will
easily reach 200,000 tris. More specifically I would like to build
physical support structures in 3d models. Given that commons math geo
libraries used BSP trees, I had assumed the performance would be quite
adequate. However I'm having second thoughts as to whether this is the
right API for this modeling. I'm building models from STL files with
this constructor:
org.apache.commons.math3.geometry.euclidean.threed.PolyhedronsSet.PolyhedronsSet(List<Vector3D>,
List<int[]>, double)
It seems there are some quite in-efficient loops in here, and with
models with high polygon counts this function really performs poorly:
org.apache.commons.math3.geometry.euclidean.threed.PolyhedronsSet.buildBoundary(List<Vector3D>,
List<int[]>, double)
It also seems as though this API is going to be quite intolerant of
imperfect geometry.
Below is an example that loads an STL from disk and inserts into this
the PolyhedronsSet:
https://github.com/WesGilster/Photonic3D/blob/master/host/src/main/java/org/area515/resinprinter/supports/ImpossiblePerformance.java
I'm hoping someone with a bit of experience in this API could confirm
this assessment.
Thanks,
Wes G.
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