Add project listing selector, confirmed revision and private 3MF renders

This commit is contained in:
2026-11-08 18:49:32 +00:00
parent e62b6800a6
commit 4e675510fd
29 changed files with 3394 additions and 14 deletions
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<?php
namespace App\Services;
use RuntimeException;
/**
* Renders already-extracted, bounded 3MF geometry (see ThreeMfGeometryExtractor)
* into a flat-shaded isometric product preview — a real numeric projection and
* rasterisation of the actual mesh, never a placeholder thumbnail or a
* fabricated photo.
*
* Z is treated as the "up" axis (the 3D-printing convention: the build plate
* is the XY plane). Projection uses the standard isometric screen-space
* formulas screenX = (x - y) * cos(30°), screenY = (x + y) * sin(30°) - z —
* these already produce a screen-down-positive Y coordinate directly, so no
* further vertical flip is applied; adding one (as an earlier version of
* this class did) inverts Z and renders the model upside down.
*
* The 3MF Core Specification requires mesh triangles to be consistently
* wound counter-clockwise as seen from outside a manifold solid. This class
* trusts that requirement (the same way ManufacturingFileValidator trusts
* well-formed input beyond its own structural checks) to do real backface
* culling: a triangle whose outward normal points away from a camera at the
* (1,1,1) direction is skipped entirely, rather than drawn and left to an
* approximate depth sort to hide. The surviving front-facing triangles are
* shaded by the *signed* angle between that same normal and a fixed,
* asymmetric light direction, so faces at different angles (e.g. a cube's
* top vs. its left vs. its right face) render as visibly different
* brightnesses rather than one flat fill.
*
* Renders to PNG via GD when available. The PNG path rasterises every
* surviving triangle against a real per-pixel depth (z-)buffer — barycentric
* interpolation decides, pixel by pixel, which triangle is actually nearest
* the camera — so overlapping or interleaved geometry is resolved correctly
* regardless of triangle draw order, unlike a whole-triangle centroid
* painter's-algorithm sort. When GD is not available this falls back to a
* fixed-content, numeric-only SVG (polygon coordinates and fill colours
* only — no text, scripts, strokes or external references); since SVG has
* no per-pixel compositing, that path keeps a depth-sorted painter's
* algorithm over the same backface-culled triangle set as its best
* achievable approximation.
*
* Every phase (culling/shading, projection, and PNG/SVG rasterisation) is
* bounded by one shared wall-clock render budget, checked throughout — not
* only inside the final draw loop — so a pathological but in-bounds triangle
* count can't quietly run unbounded before that loop is ever reached.
*
* @phpstan-import-type Triangle from ThreeMfGeometryExtractor
*/
class ProductImageRenderer
{
public const CANVAS_SIZE = 512;
public const RENDERER_GD = 'gd';
public const RENDERER_SVG = 'svg';
private const PADDING = 32;
private const RENDER_TIME_BUDGET_SECONDS = 5.0;
/** Camera looks toward the origin from the (1,1,1) direction — matches the isometric projection below. */
private const CAMERA_DIRECTION = [0.5773502691896258, 0.5773502691896258, 0.5773502691896258];
/** Asymmetric so a cube's top/left/right faces render as visibly different brightnesses. */
private const LIGHT_DIRECTION = [0.4082482904638631, -0.4082482904638631, 0.8164965809277261];
private readonly bool $gdAvailable;
public function __construct(?bool $gdAvailable = null)
{
$this->gdAvailable = $gdAvailable ?? extension_loaded('gd');
}
/**
* @param list<Triangle> $triangles
* @return array{bytes: string, mime: string, renderer: string, width: int, height: int}
*/
public function render(array $triangles): array
{
if ($triangles === []) {
throw new RuntimeException('Nothing to render: no triangles were provided.');
}
foreach ($triangles as $triangle) {
if ($triangle['color'][3] !== 255) {
throw new RuntimeException('Transparent materials are not supported by this renderer.');
}
}
$start = microtime(true);
$visible = $this->cullAndShade($triangles, $start);
if ($visible === []) {
throw new RuntimeException('Nothing to render: every triangle faces away from the camera.');
}
$projected = $this->project($visible, $start);
return $this->gdAvailable ? $this->renderPng($projected, $start) : $this->renderSvg($projected, $start);
}
public function rendererName(): string
{
return $this->gdAvailable ? self::RENDERER_GD : self::RENDERER_SVG;
}
/**
* Computes each triangle's face normal once, uses it to cull back-facing
* triangles (normal pointing away from the camera) and to shade the
* survivors by the *signed* angle to the light — trusting 3MF's
* mandated outward CCW winding, rather than folding both orientations
* into the same brightness via an absolute value as an earlier version
* of this class did.
*
* @param list<Triangle> $triangles
* @return list<Triangle>
*/
private function cullAndShade(array $triangles, float $start): array
{
$visible = [];
foreach ($triangles as $index => $triangle) {
if ($index % 2000 === 0) {
$this->assertWithinBudget($start);
}
[$ax, $ay, $az] = $triangle['v'][0];
[$bx, $by, $bz] = $triangle['v'][1];
[$cx, $cy, $cz] = $triangle['v'][2];
$e1 = [$bx - $ax, $by - $ay, $bz - $az];
$e2 = [$cx - $ax, $cy - $ay, $cz - $az];
$normal = [
$e1[1] * $e2[2] - $e1[2] * $e2[1],
$e1[2] * $e2[0] - $e1[0] * $e2[2],
$e1[0] * $e2[1] - $e1[1] * $e2[0],
];
$length = sqrt($normal[0] ** 2 + $normal[1] ** 2 + $normal[2] ** 2);
if ($length < 1e-9) {
continue; // degenerate (zero-area) triangle
}
$normal = [$normal[0] / $length, $normal[1] / $length, $normal[2] / $length];
$cameraDot = $normal[0] * self::CAMERA_DIRECTION[0] + $normal[1] * self::CAMERA_DIRECTION[1] + $normal[2] * self::CAMERA_DIRECTION[2];
if ($cameraDot <= 1e-6) {
continue; // back-facing (or edge-on): occluded on a manifold solid, cull it
}
$lightDot = $normal[0] * self::LIGHT_DIRECTION[0] + $normal[1] * self::LIGHT_DIRECTION[1] + $normal[2] * self::LIGHT_DIRECTION[2];
$brightness = max(0.15, min(1.0, 0.55 + 0.45 * $lightDot));
$color = $triangle['color'];
$visible[] = [
'v' => $triangle['v'],
'color' => [
min(255, (int) round($color[0] * $brightness)),
min(255, (int) round($color[1] * $brightness)),
min(255, (int) round($color[2] * $brightness)),
$color[3],
],
];
}
return $visible;
}
/**
* @param list<Triangle> $visible
* @return list<array{points: array{0:float,1:float,2:float,3:float,4:float,5:float}, depths: array{0:float,1:float,2:float}, avgDepth: float, color: array{0:int,1:int,2:int,3:int}}>
*/
private function project(array $visible, float $start): array
{
$minX = $minY = INF;
$maxX = $maxY = -INF;
$withScreen = [];
foreach ($visible as $index => $triangle) {
if ($index % 2000 === 0) {
$this->assertWithinBudget($start);
}
$screen = [];
$depths = [];
foreach ($triangle['v'] as $vertex) {
[$x, $y, $z] = $vertex;
// Already screen-down-positive: no further vertical flip.
$screenX = ($x - $y) * M_SQRT3 / 2;
$screenY = ($x + $y) / 2 - $z;
$screen[] = [$screenX, $screenY];
$depths[] = $x + $y + $z;
$minX = min($minX, $screenX);
$maxX = max($maxX, $screenX);
$minY = min($minY, $screenY);
$maxY = max($maxY, $screenY);
}
$withScreen[] = ['screen' => $screen, 'depths' => $depths, 'color' => $triangle['color']];
}
$spanX = max($maxX - $minX, 1e-6);
$spanY = max($maxY - $minY, 1e-6);
$available = self::CANVAS_SIZE - 2 * self::PADDING;
$scale = min($available / $spanX, $available / $spanY);
$result = [];
foreach ($withScreen as $triangle) {
$points = [];
foreach ($triangle['screen'] as [$screenX, $screenY]) {
$points[] = self::PADDING + ($screenX - $minX) * $scale;
$points[] = self::PADDING + ($screenY - $minY) * $scale;
}
$result[] = [
'points' => $points,
'depths' => $triangle['depths'],
'avgDepth' => array_sum($triangle['depths']) / 3,
'color' => $triangle['color'],
];
}
return $result;
}
/**
* @param list<array{points: array{0:float,1:float,2:float,3:float,4:float,5:float}, depths: array{0:float,1:float,2:float}, avgDepth: float, color: array{0:int,1:int,2:int,3:int}}> $projected
* @return array{bytes: string, mime: string, renderer: string, width: int, height: int}
*/
private function renderPng(array $projected, float $start): array
{
$size = self::CANVAS_SIZE;
$image = imagecreatetruecolor($size, $size);
if ($image === false) {
throw new RuntimeException('Unable to create render canvas.');
}
imagesavealpha($image, true);
$background = imagecolorallocatealpha($image, 15, 23, 42, 0);
imagefill($image, 0, 0, $background);
/** @var array<int, float|null> $depthBuffer null = untouched background pixel */
$depthBuffer = array_fill(0, $size * $size, null);
/** @var array<string, int> $colorCache */
$colorCache = [];
foreach ($projected as $index => $triangle) {
if ($index % 200 === 0) {
$this->assertWithinBudget($start);
}
$this->rasterizeTriangle($image, $depthBuffer, $colorCache, $size, $triangle, $start);
}
ob_start();
imagepng($image);
$bytes = ob_get_clean();
imagedestroy($image);
if ($bytes === false || $bytes === '') {
throw new RuntimeException('Unable to encode the rendered PNG.');
}
return ['bytes' => $bytes, 'mime' => 'image/png', 'renderer' => self::RENDERER_GD, 'width' => $size, 'height' => $size];
}
/**
* Real per-pixel hidden-surface removal: for every candidate pixel in
* the triangle's screen-space bounding box, barycentric weights decide
* whether the pixel centre lies inside the triangle and, if so,
* interpolate its depth; the pixel is only painted when that depth is
* nearer the camera than whatever already occupies it. This is what
* correctly resolves overlapping/interleaved front-facing geometry that
* a single whole-triangle centroid sort cannot.
*
* @param array<int, float|null> $depthBuffer
* @param array<string, int> $colorCache
* @param array{points: array{0:float,1:float,2:float,3:float,4:float,5:float}, depths: array{0:float,1:float,2:float}, avgDepth: float, color: array{0:int,1:int,2:int,3:int}} $triangle
*/
private function rasterizeTriangle(\GdImage $image, array &$depthBuffer, array &$colorCache, int $size, array $triangle, float $start): void
{
[$x0, $y0, $x1, $y1, $x2, $y2] = $triangle['points'];
[$z0, $z1, $z2] = $triangle['depths'];
$denom = ($y1 - $y2) * ($x0 - $x2) + ($x2 - $x1) * ($y0 - $y2);
if (abs($denom) < 1e-9) {
return; // degenerate in screen space
}
$minPX = max(0, (int) floor(min($x0, $x1, $x2)));
$maxPX = min($size - 1, (int) ceil(max($x0, $x1, $x2)));
$minPY = max(0, (int) floor(min($y0, $y1, $y2)));
$maxPY = min($size - 1, (int) ceil(max($y0, $y1, $y2)));
if ($minPX > $maxPX || $minPY > $maxPY) {
return;
}
$colorKey = implode(',', $triangle['color']);
if (! isset($colorCache[$colorKey])) {
[$r, $g, $b] = $triangle['color'];
$colorCache[$colorKey] = imagecolorallocate($image, $r, $g, $b);
}
$color = $colorCache[$colorKey];
for ($py = $minPY; $py <= $maxPY; $py++) {
if (microtime(true) - $start > self::RENDER_TIME_BUDGET_SECONDS) {
throw new RuntimeException('Rendering exceeded its time budget.');
}
$rowOffset = $py * $size;
$cy = $py + 0.5;
for ($px = $minPX; $px <= $maxPX; $px++) {
$cx = $px + 0.5;
$w0 = (($y1 - $y2) * ($cx - $x2) + ($x2 - $x1) * ($cy - $y2)) / $denom;
$w1 = (($y2 - $y0) * ($cx - $x2) + ($x0 - $x2) * ($cy - $y2)) / $denom;
$w2 = 1.0 - $w0 - $w1;
if ($w0 < -1e-4 || $w1 < -1e-4 || $w2 < -1e-4) {
continue;
}
$depth = $w0 * $z0 + $w1 * $z1 + $w2 * $z2;
$offset = $rowOffset + $px;
if ($depthBuffer[$offset] === null || $depth > $depthBuffer[$offset]) {
$depthBuffer[$offset] = $depth;
imagesetpixel($image, $px, $py, $color);
}
}
}
}
/**
* @param list<array{points: array{0:float,1:float,2:float,3:float,4:float,5:float}, depths: array{0:float,1:float,2:float}, avgDepth: float, color: array{0:int,1:int,2:int,3:int}}> $projected
* @return array{bytes: string, mime: string, renderer: string, width: int, height: int}
*/
private function renderSvg(array $projected, float $start): array
{
// No per-pixel compositing is possible in a vector format, so this
// is the best achievable approximation over the already
// backface-culled set: draw the (now consistently front-facing)
// triangles farthest-from-camera first.
usort($projected, fn (array $a, array $b): int => $a['avgDepth'] <=> $b['avgDepth']);
$size = self::CANVAS_SIZE;
$parts = [
'<?xml version="1.0" encoding="UTF-8"?>',
sprintf('<svg xmlns="http://www.w3.org/2000/svg" width="%d" height="%d" viewBox="0 0 %d %d">', $size, $size, $size, $size),
sprintf('<rect width="%d" height="%d" fill="#0f172a"/>', $size, $size),
];
foreach ($projected as $index => $triangle) {
if ($index % 2000 === 0) {
$this->assertWithinBudget($start);
}
[$r, $g, $b] = $triangle['color'];
[$x1, $y1, $x2, $y2, $x3, $y3] = $triangle['points'];
$parts[] = sprintf(
'<polygon points="%.2f,%.2f %.2f,%.2f %.2f,%.2f" fill="#%02x%02x%02x"/>',
$x1, $y1, $x2, $y2, $x3, $y3, $r, $g, $b,
);
}
$parts[] = '</svg>';
$bytes = implode('', $parts);
return ['bytes' => $bytes, 'mime' => 'image/svg+xml', 'renderer' => self::RENDERER_SVG, 'width' => $size, 'height' => $size];
}
private function assertWithinBudget(float $start): void
{
if (microtime(true) - $start > self::RENDER_TIME_BUDGET_SECONDS) {
throw new RuntimeException('Rendering exceeded its time budget.');
}
}
}
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<?php
namespace App\Services;
use DOMDocument;
use DOMElement;
use RuntimeException;
use ZipArchive;
/**
* Extracts real, numeric build-plate geometry from an already-upload-validated
* 3MF package, for rendering a product preview image. This is treated as its
* own independent security boundary (not merely trusting that
* ManufacturingFileValidator ran earlier): it re-applies bounded zip reads
* (entry count, per-entry/total uncompressed size, compression ratio,
* encrypted/symlink/duplicate/unsafe-path entries) and an XXE-safe,
* DOCTYPE-rejecting DOMDocument parse of the model part, exactly as that
* validator does, before resolving any scene graph.
*
* Beyond structural safety, this also resolves the actual numeric geometry:
* <object> meshes, nested <components> with their own transforms, and
* <build> items placing one or more instances of an object on the plate —
* composing 3MF affine transforms via ThreeMfTransform. Flat colours are
* resolved where an object or triangle references a <basematerials> or
* <colorgroup> group. Anything this cannot safely and faithfully resolve —
* a <texture2d*> resource, an <item>/<component> referencing another
* package part via a `path` attribute, a pid referencing an unrecognised or
* nonexistent property group, an out-of-range pindex, or a triangle with
* genuinely interpolated (differing p1/p2/p3) per-vertex colours — is
* rejected with a clear message rather than silently rendered wrong (e.g.
* defaulting to grey).
*
* Geometry is bounded on every axis that drives time or memory: entry/part
* byte budgets, object count, vertices/triangles per mesh, an aggregate cap
* on total vertices/triangles across every object (independent of the
* per-mesh cap, closing the "500 objects x 100k vertices each" worst case),
* build item count, component nesting depth (with cycle detection), and the
* total number of triangles resolved after component/instance expansion —
* checked incrementally during expansion, not only at the end. A single
* wall-clock parse budget (injectable via the constructor for deterministic
* tests) is checked throughout every bounded-read and parsing loop — zip
* entry iteration, chunked entry reads, resource/mesh/build-item iteration,
* and scene-graph expansion — not only inside the final expansion step; the
* DOMDocument parse itself cannot be preempted mid-call, so it is bounded by
* the byte caps feeding it and checked immediately before and after.
*
* @phpstan-type Point array{0:float,1:float,2:float}
* @phpstan-type Color array{0:int,1:int,2:int,3:int}
* @phpstan-type Triangle array{v: array{0:Point,1:Point,2:Point}, color: Color}
*/
class ThreeMfGeometryExtractor
{
private const MAX_ENTRIES = 2000;
private const MAX_TOTAL_UNCOMPRESSED = 128 * 1024 * 1024;
private const MAX_RATIO = 100;
private const MAX_MODEL_PART_BYTES = 64 * 1024 * 1024;
private const MAX_TOTAL_PARSED_BYTES = 128 * 1024 * 1024;
private const MAX_OBJECTS = 500;
private const MAX_VERTICES_PER_MESH = 100_000;
private const MAX_TRIANGLES_PER_MESH = 100_000;
private const MAX_BUILD_ITEMS = 200;
private const MAX_COMPONENT_DEPTH = 8;
private const MAX_TOTAL_RESOLVED_TRIANGLES = 150_000;
/** Aggregate cap across every <object>'s parsed mesh, independent of the per-mesh cap — closes the "500 objects x 100k vertices each" worst case. */
private const MAX_TOTAL_PARSED_VERTICES = 500_000;
private const MAX_TOTAL_PARSED_TRIANGLES = 500_000;
private const PARSE_TIME_BUDGET_SECONDS = 5.0;
private const MODEL_NAMESPACE_PREFIX = 'http://schemas.microsoft.com/3dmanufacturing/core/';
/** @var array<int, Color> default grey used when no base material resolves */
private const DEFAULT_COLOR = [148, 163, 184, 255];
private readonly float $timeBudgetSeconds;
private float $deadline = 0.0;
private int $totalParsedVertices = 0;
private int $totalParsedTriangles = 0;
/**
* @param ?float $timeBudgetSeconds Injectable for tests so a deadline-exceeded path can
* be exercised deterministically (an already-tiny or already-past budget) rather than
* with a real sleep. Defaults to PARSE_TIME_BUDGET_SECONDS in production.
*/
public function __construct(?float $timeBudgetSeconds = null)
{
$this->timeBudgetSeconds = $timeBudgetSeconds ?? self::PARSE_TIME_BUDGET_SECONDS;
}
/**
* @return array{triangles: list<Triangle>, triangle_count: int, instance_count: int}
*/
public function extract(string $path): array
{
$this->deadline = microtime(true) + $this->timeBudgetSeconds;
$this->totalParsedVertices = 0;
$this->totalParsedTriangles = 0;
$zip = new ZipArchive;
if ($zip->open($path) !== true) {
throw new RuntimeException('Unable to read 3MF archive.');
}
try {
$modelXml = $this->readModelPart($zip);
$this->assertWithinDeadline();
$document = $this->parseSafeXml($modelXml);
$this->assertWithinDeadline();
[$objects, $baseMaterials] = $this->parseResources($document);
$buildItems = $this->parseBuildItems($document);
$triangles = [];
foreach ($buildItems as $item) {
$this->resolveObjectInstance(
$item['objectid'], $item['transform'], $objects, $baseMaterials, [], 0, $triangles,
);
}
if ($triangles === []) {
throw new RuntimeException('3MF model contains no renderable geometry.');
}
return [
'triangles' => $triangles,
'triangle_count' => count($triangles),
'instance_count' => count($buildItems),
];
} finally {
$zip->close();
}
}
private function readModelPart(ZipArchive $zip): string
{
$count = $zip->count();
if ($count > self::MAX_ENTRIES) {
throw new RuntimeException('3MF archive has too many entries.');
}
$totalUncompressed = 0;
$seenNames = [];
$hasModelPart = false;
for ($i = 0; $i < $count; $i++) {
$this->assertWithinDeadline();
$stat = $zip->statIndex($i);
if ($stat === false) {
throw new RuntimeException('Unable to read 3MF archive entry.');
}
$name = (string) $stat['name'];
if (isset($seenNames[$name])) {
throw new RuntimeException("3MF archive contains a duplicate entry path: {$name}.");
}
$seenNames[$name] = true;
$this->assertSafeZipEntryName($name);
$this->assertNotSymlinkEntry($zip, $i, $name);
if (($stat['encryption_method'] ?? ZipArchive::EM_NONE) !== ZipArchive::EM_NONE) {
throw new RuntimeException("3MF archive contains an encrypted entry: {$name}.");
}
$uncompressed = (int) $stat['size'];
$compressed = (int) $stat['comp_size'];
$totalUncompressed += $uncompressed;
if ($compressed > 0 && ($uncompressed / $compressed) > self::MAX_RATIO) {
throw new RuntimeException('3MF entry has a suspicious compression ratio.');
}
if ($compressed === 0 && $uncompressed > 10 * 1024 * 1024) {
throw new RuntimeException('3MF entry has a suspicious compression ratio.');
}
if ($name === '3D/3dmodel.model') {
$hasModelPart = true;
}
}
if ($totalUncompressed > self::MAX_TOTAL_UNCOMPRESSED) {
throw new RuntimeException('3MF archive exceeds the maximum uncompressed size.');
}
if (! $hasModelPart) {
throw new RuntimeException('3MF archive is missing the required 3D model part.');
}
$budget = self::MAX_TOTAL_PARSED_BYTES;
return $this->readBoundedZipEntry($zip, '3D/3dmodel.model', self::MAX_MODEL_PART_BYTES, $budget);
}
private function readBoundedZipEntry(ZipArchive $zip, string $name, int $perEntryCap, int &$remainingBudget): string
{
$stream = $zip->getStream($name);
if ($stream === false) {
throw new RuntimeException("Unable to read 3MF archive entry: {$name}.");
}
$buffer = '';
$total = 0;
try {
while (! feof($stream)) {
$this->assertWithinDeadline();
$chunk = fread($stream, 65536);
if ($chunk === false) {
throw new RuntimeException("Unable to read 3MF archive entry: {$name}.");
}
$total += strlen($chunk);
if ($total > $perEntryCap) {
throw new RuntimeException("3MF archive entry exceeds its size cap: {$name}.");
}
$remainingBudget -= strlen($chunk);
if ($remainingBudget < 0) {
throw new RuntimeException('3MF archive exceeds the total parse budget.');
}
$buffer .= $chunk;
}
} finally {
fclose($stream);
}
return $buffer;
}
private function parseSafeXml(string $xml): DOMDocument
{
libxml_use_internal_errors(true);
libxml_clear_errors();
libxml_set_external_entity_loader(static fn (): mixed => null);
try {
$document = new DOMDocument;
$loaded = $document->loadXML($xml, LIBXML_NONET | LIBXML_NOERROR | LIBXML_NOWARNING);
if ($loaded === false || $document->documentElement === null) {
throw new RuntimeException('3MF model part is not well-formed XML.');
}
if ($document->doctype !== null) {
throw new RuntimeException('3MF model part contains a disallowed DOCTYPE declaration.');
}
$root = $document->documentElement;
if ($root->localName !== 'model' || ! str_starts_with((string) $root->namespaceURI, self::MODEL_NAMESPACE_PREFIX)) {
throw new RuntimeException('3MF model part does not have a valid <model> root element.');
}
return $document;
} finally {
libxml_clear_errors();
libxml_set_external_entity_loader(null);
}
}
/**
* @return array{0: array<int, array{type: string, pid: ?int, pindex: ?int, mesh: ?array{vertices: list<Point>, triangles: list<array{v1:int,v2:int,v3:int,pid:?int,p1:?int,p2:?int,p3:?int}>}, components: list<array{objectid:int, transform: array}>}>, 1: array<int, array<int, Color>>}
*/
private function parseResources(DOMDocument $document): array
{
$resources = null;
foreach ($document->documentElement->childNodes as $child) {
if ($child instanceof DOMElement && $child->localName === 'resources') {
$resources = $child;
break;
}
}
if ($resources === null) {
throw new RuntimeException('3MF model part is missing a <resources> element.');
}
$objects = [];
$baseMaterials = [];
$objectCount = 0;
foreach ($resources->childNodes as $node) {
$this->assertWithinDeadline();
if (! $node instanceof DOMElement) {
continue;
}
if (stripos($node->localName, 'texture') !== false) {
throw new RuntimeException('3MF model declares texture resources, which are not supported by this renderer.');
}
if ($node->localName === 'basematerials') {
$id = $this->intAttribute($node, 'id');
$baseMaterials[$id] = $this->parseBaseMaterials($node);
continue;
}
if ($node->localName === 'colorgroup') {
$id = $this->intAttribute($node, 'id');
$baseMaterials[$id] = $this->parseColorGroup($node);
continue;
}
if ($node->localName === 'object') {
$objectCount++;
if ($objectCount > self::MAX_OBJECTS) {
throw new RuntimeException('3MF model declares too many objects.');
}
$id = $this->intAttribute($node, 'id');
$objects[$id] = $this->parseObject($node);
}
}
return [$objects, $baseMaterials];
}
/**
* @return array<int, Color>
*/
private function parseBaseMaterials(DOMElement $node): array
{
$colors = [];
$index = 0;
foreach ($node->childNodes as $child) {
$this->assertWithinDeadline();
if (! $child instanceof DOMElement || $child->localName !== 'base') {
continue;
}
$hex = $child->getAttribute('displaycolor');
$color = $this->parseHexColor($hex);
if ($color !== null) {
$colors[$index] = $color;
}
$index++;
}
return $colors;
}
/**
* The Materials and Properties extension's <colorgroup>, resolved the
* same way as <basematerials>: each <color color="#RRGGBB(AA)"/> child
* is indexed by position so a pid/pindex pair can reference it
* identically regardless of which group type it came from.
*
* @return array<int, Color>
*/
private function parseColorGroup(DOMElement $node): array
{
$colors = [];
$index = 0;
foreach ($node->childNodes as $child) {
$this->assertWithinDeadline();
if (! $child instanceof DOMElement || $child->localName !== 'color') {
continue;
}
$color = $this->parseHexColor($child->getAttribute('color'));
if ($color !== null) {
$colors[$index] = $color;
}
$index++;
}
return $colors;
}
/**
* @return Color|null
*/
private function parseHexColor(string $hex): ?array
{
$hex = ltrim($hex, '#');
if (! preg_match('/^[0-9A-Fa-f]{6}([0-9A-Fa-f]{2})?$/', $hex)) {
return null;
}
$r = hexdec(substr($hex, 0, 2));
$g = hexdec(substr($hex, 2, 2));
$b = hexdec(substr($hex, 4, 2));
$a = strlen($hex) === 8 ? hexdec(substr($hex, 6, 2)) : 255;
return [$r, $g, $b, $a];
}
/**
* @return array{type: string, pid: ?int, pindex: ?int, mesh: ?array{vertices: list<Point>, triangles: list<array{v1:int,v2:int,v3:int,pid:?int,p1:?int,p2:?int,p3:?int}>}, components: list<array{objectid:int, transform: array}>}
*/
private function parseObject(DOMElement $object): array
{
$type = $object->getAttribute('type') ?: 'model';
$pid = $object->hasAttribute('pid') ? $this->intAttribute($object, 'pid') : null;
$pindex = $object->hasAttribute('pindex') ? $this->intAttribute($object, 'pindex') : null;
$mesh = null;
$components = [];
foreach ($object->childNodes as $child) {
if (! $child instanceof DOMElement) {
continue;
}
if ($child->localName === 'mesh') {
$mesh = $this->parseMesh($child);
} elseif ($child->localName === 'components') {
foreach ($child->childNodes as $componentNode) {
$this->assertWithinDeadline();
if (! $componentNode instanceof DOMElement || $componentNode->localName !== 'component') {
continue;
}
if ($this->hasPathAttribute($componentNode)) {
throw new RuntimeException('3MF model references an external model part, which is not supported.');
}
$components[] = [
'objectid' => $this->intAttribute($componentNode, 'objectid'),
'transform' => $componentNode->hasAttribute('transform')
? ThreeMfTransform::parse($componentNode->getAttribute('transform'))
: ThreeMfTransform::identity(),
];
}
}
}
return ['type' => $type, 'pid' => $pid, 'pindex' => $pindex, 'mesh' => $mesh, 'components' => $components];
}
/**
* @return array{vertices: list<Point>, triangles: list<array{v1:int,v2:int,v3:int,pid:?int,p1:?int,p2:?int,p3:?int}>}
*/
private function parseMesh(DOMElement $mesh): array
{
$vertices = [];
$triangles = [];
foreach ($mesh->childNodes as $child) {
if (! $child instanceof DOMElement) {
continue;
}
if ($child->localName === 'vertices') {
foreach ($child->childNodes as $vertexNode) {
$this->assertWithinDeadline();
if (! $vertexNode instanceof DOMElement || $vertexNode->localName !== 'vertex') {
continue;
}
if (count($vertices) >= self::MAX_VERTICES_PER_MESH) {
throw new RuntimeException('3MF mesh exceeds the maximum vertex count.');
}
if (++$this->totalParsedVertices > self::MAX_TOTAL_PARSED_VERTICES) {
throw new RuntimeException('3MF model exceeds the maximum total vertex count across all objects.');
}
$vertices[] = [
$this->floatAttribute($vertexNode, 'x'),
$this->floatAttribute($vertexNode, 'y'),
$this->floatAttribute($vertexNode, 'z'),
];
}
} elseif ($child->localName === 'triangles') {
foreach ($child->childNodes as $triangleNode) {
$this->assertWithinDeadline();
if (! $triangleNode instanceof DOMElement || $triangleNode->localName !== 'triangle') {
continue;
}
if (count($triangles) >= self::MAX_TRIANGLES_PER_MESH) {
throw new RuntimeException('3MF mesh exceeds the maximum triangle count.');
}
if (++$this->totalParsedTriangles > self::MAX_TOTAL_PARSED_TRIANGLES) {
throw new RuntimeException('3MF model exceeds the maximum total triangle count across all objects.');
}
$triangles[] = [
'v1' => $this->intAttribute($triangleNode, 'v1'),
'v2' => $this->intAttribute($triangleNode, 'v2'),
'v3' => $this->intAttribute($triangleNode, 'v3'),
'pid' => $triangleNode->hasAttribute('pid') ? $this->intAttribute($triangleNode, 'pid') : null,
'p1' => $triangleNode->hasAttribute('p1') ? $this->intAttribute($triangleNode, 'p1') : null,
'p2' => $triangleNode->hasAttribute('p2') ? $this->intAttribute($triangleNode, 'p2') : null,
'p3' => $triangleNode->hasAttribute('p3') ? $this->intAttribute($triangleNode, 'p3') : null,
];
}
}
}
return ['vertices' => $vertices, 'triangles' => $triangles];
}
/**
* @return list<array{objectid: int, transform: array}>
*/
private function parseBuildItems(DOMDocument $document): array
{
$build = null;
foreach ($document->documentElement->childNodes as $child) {
if ($child instanceof DOMElement && $child->localName === 'build') {
$build = $child;
break;
}
}
if ($build === null) {
throw new RuntimeException('3MF model part is missing a <build> element.');
}
$items = [];
foreach ($build->childNodes as $child) {
$this->assertWithinDeadline();
if (! $child instanceof DOMElement || $child->localName !== 'item') {
continue;
}
if ($this->hasPathAttribute($child)) {
throw new RuntimeException('3MF build references an external model part, which is not supported.');
}
if (count($items) >= self::MAX_BUILD_ITEMS) {
throw new RuntimeException('3MF build plate has too many items.');
}
$items[] = [
'objectid' => $this->intAttribute($child, 'objectid'),
'transform' => $child->hasAttribute('transform')
? ThreeMfTransform::parse($child->getAttribute('transform'))
: ThreeMfTransform::identity(),
];
}
return $items;
}
/**
* Recursively resolves one placed instance of an object (a build item, or
* a component nested inside another object) into world-space triangles,
* composing transforms down the chain and bounding depth, cycles and the
* total resolved triangle count incrementally.
*
* @param array<int, array{type: string, pid: ?int, pindex: ?int, mesh: ?array{vertices: list<Point>, triangles: list<array{v1:int,v2:int,v3:int,pid:?int,p1:?int,p2:?int,p3:?int}>}, components: list<array{objectid:int, transform: array}>}> $objects
* @param array<int, array<int, Color>> $baseMaterials
* @param list<int> $ancestry
* @param list<Triangle> $triangles
*/
private function resolveObjectInstance(
int $objectId,
array $transform,
array $objects,
array $baseMaterials,
array $ancestry,
int $depth,
array &$triangles,
): void {
$this->assertWithinDeadline();
if ($depth > self::MAX_COMPONENT_DEPTH) {
throw new RuntimeException('3MF model nests components too deeply.');
}
if (in_array($objectId, $ancestry, true)) {
throw new RuntimeException('3MF model contains a circular component reference.');
}
if (! isset($objects[$objectId])) {
throw new RuntimeException("3MF build references an object id that does not exist: {$objectId}.");
}
$object = $objects[$objectId];
$ancestry[] = $objectId;
if ($object['mesh'] !== null) {
$defaultColor = $this->resolveColor($baseMaterials, $object['pid'], $object['pindex']);
$determinant = $transform[0] * ($transform[4] * $transform[8] - $transform[5] * $transform[7])
- $transform[1] * ($transform[3] * $transform[8] - $transform[5] * $transform[6])
+ $transform[2] * ($transform[3] * $transform[7] - $transform[4] * $transform[6]);
foreach ($object['mesh']['triangles'] as $triangle) {
$this->assertWithinDeadline();
if ($determinant < 0) {
[$triangle['v2'], $triangle['v3']] = [$triangle['v3'], $triangle['v2']];
}
if (count($triangles) >= self::MAX_TOTAL_RESOLVED_TRIANGLES) {
throw new RuntimeException('3MF model resolves to too many triangles once instances are expanded.');
}
$vertices = $object['mesh']['vertices'];
if (! isset($vertices[$triangle['v1']], $vertices[$triangle['v2']], $vertices[$triangle['v3']])) {
throw new RuntimeException('3MF triangle references a vertex index that does not exist.');
}
$color = $triangle['pid'] !== null
? $this->resolveColor($baseMaterials, $triangle['pid'], $this->resolveTriangleVertexIndex($triangle))
: $defaultColor;
$triangles[] = [
'v' => [
ThreeMfTransform::apply($transform, $vertices[$triangle['v1']]),
ThreeMfTransform::apply($transform, $vertices[$triangle['v2']]),
ThreeMfTransform::apply($transform, $vertices[$triangle['v3']]),
],
'color' => $color,
];
}
}
foreach ($object['components'] as $component) {
$this->resolveObjectInstance(
$component['objectid'],
ThreeMfTransform::compose($transform, $component['transform']),
$objects,
$baseMaterials,
$ancestry,
$depth + 1,
$triangles,
);
}
}
/**
* No silent grey fallback: a pid/pindex pair is only ever absent when no
* colour was specified at all (the legitimate default-colour case). Once
* a pid is specified, the referenced property group and index must
* actually resolve, or this throws rather than quietly rendering the
* wrong colour.
*
* @param array<int, array<int, Color>> $baseMaterials
* @return Color
*/
private function resolveColor(array $baseMaterials, ?int $pid, ?int $pindex): array
{
if ($pid === null && $pindex === null) {
return self::DEFAULT_COLOR;
}
if ($pid === null || $pindex === null) {
throw new RuntimeException('3MF model specifies only one of pid/pindex; both are required to resolve a colour.');
}
if (! isset($baseMaterials[$pid])) {
throw new RuntimeException("3MF model references an unsupported or unknown property group (pid={$pid}); only <basematerials> and <colorgroup> colours are supported.");
}
if (! isset($baseMaterials[$pid][$pindex])) {
throw new RuntimeException("3MF model references an unresolved property index (pid={$pid}, pindex={$pindex}).");
}
return $baseMaterials[$pid][$pindex];
}
/**
* A triangle's p1/p2/p3 attributes let each of its 3 vertices reference
* a different property index, producing an interpolated gradient across
* the face. This renderer only paints one flat colour per triangle, so a
* triangle that actually declares differing per-vertex indices is
* rejected explicitly rather than silently picking p1 and discarding the
* rest of the declared colour data.
*
* @param array{v1:int,v2:int,v3:int,pid:?int,p1:?int,p2:?int,p3:?int} $triangle
*/
private function resolveTriangleVertexIndex(array $triangle): ?int
{
$p1 = $triangle['p1'];
$p2 = $triangle['p2'] ?? $p1;
$p3 = $triangle['p3'] ?? $p1;
if ($p2 !== $p1 || $p3 !== $p1) {
throw new RuntimeException('3MF triangle declares interpolated per-vertex colours (p1/p2/p3 differ), which this renderer cannot faithfully render as a single flat colour.');
}
return $p1;
}
private function assertWithinDeadline(): void
{
if (microtime(true) > $this->deadline) {
throw new RuntimeException('3MF parsing exceeded its time budget.');
}
}
private function hasPathAttribute(DOMElement $element): bool
{
foreach ($element->attributes ?? [] as $attribute) {
if ($attribute instanceof \DOMAttr && $attribute->localName === 'path') {
return true;
}
}
return false;
}
private function intAttribute(DOMElement $element, string $name): int
{
$value = $element->getAttribute($name);
if (! ctype_digit($value) && ! (str_starts_with($value, '-') && ctype_digit(substr($value, 1)))) {
throw new RuntimeException("3MF model has a non-integer `{$name}` attribute.");
}
return (int) $value;
}
private function floatAttribute(DOMElement $element, string $name): float
{
$value = $element->getAttribute($name);
if (! is_numeric($value)) {
throw new RuntimeException("3MF model has a non-numeric `{$name}` attribute.");
}
$float = (float) $value;
if (! is_finite($float)) {
throw new RuntimeException("3MF model has a non-finite `{$name}` attribute.");
}
return $float;
}
private function assertSafeZipEntryName(string $name): void
{
if ($name === ''
|| str_contains($name, '..')
|| str_starts_with($name, '/')
|| str_contains($name, '\\')
|| preg_match('/^[A-Za-z]:/', $name) === 1) {
throw new RuntimeException('3MF archive contains an unsafe entry path.');
}
}
private function assertNotSymlinkEntry(ZipArchive $zip, int $index, string $name): void
{
$external = $zip->getExternalAttributesIndex($index, $opsys, $attr) ? $attr : null;
if ($external === null) {
return;
}
$unixMode = ($external >> 16) & 0xFFFF;
if (($unixMode & 0xF000) === 0xA000) {
throw new RuntimeException("3MF archive contains a symlink entry: {$name}.");
}
}
}
+109
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@@ -0,0 +1,109 @@
<?php
namespace App\Services;
use RuntimeException;
/**
* A 3MF `transform` attribute is 12 space-separated finite floats describing
* an affine map as three row basis vectors plus a translation: [Xx Xy Xz Yx
* Yy Yz Zx Zy Zz Tx Ty Tz]. A point is mapped as
* p' = p.x*X + p.y*Y + p.z*Z + T (row-vector convention). Composing two
* transforms (e.g. a build item transform applied on top of a component's
* own transform) must yield the same result as applying the inner transform
* first and then the outer one to the resulting point.
*
* @phpstan-type Matrix array{0:float,1:float,2:float,3:float,4:float,5:float,6:float,7:float,8:float,9:float,10:float,11:float}
*/
class ThreeMfTransform
{
/**
* @return Matrix
*/
public static function identity(): array
{
return [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0];
}
/**
* @return Matrix
*/
public static function parse(string $raw): array
{
$parts = preg_split('/\s+/', trim($raw)) ?: [];
if (count($parts) !== 12) {
throw new RuntimeException('3MF transform must have exactly 12 values.');
}
$values = [];
foreach ($parts as $part) {
if (! is_numeric($part)) {
throw new RuntimeException('3MF transform contains a non-numeric value.');
}
$value = (float) $part;
if (! is_finite($value)) {
throw new RuntimeException('3MF transform contains a non-finite value.');
}
$values[] = $value;
}
/** @var Matrix $values */
return $values;
}
/**
* Composes transforms so that apply(compose($outer, $inner), $p) ===
* apply($outer, apply($inner, $p)) for every point $p.
*
* @param Matrix $outer
* @param Matrix $inner
* @return Matrix
*/
public static function compose(array $outer, array $inner): array
{
$innerX = [$inner[0], $inner[1], $inner[2]];
$innerY = [$inner[3], $inner[4], $inner[5]];
$innerZ = [$inner[6], $inner[7], $inner[8]];
$innerT = [$inner[9], $inner[10], $inner[11]];
$newX = self::applyLinear($outer, $innerX);
$newY = self::applyLinear($outer, $innerY);
$newZ = self::applyLinear($outer, $innerZ);
$newT = self::apply($outer, $innerT);
return [
$newX[0], $newX[1], $newX[2],
$newY[0], $newY[1], $newY[2],
$newZ[0], $newZ[1], $newZ[2],
$newT[0], $newT[1], $newT[2],
];
}
/**
* @param Matrix $m
* @param array{0:float,1:float,2:float} $p
* @return array{0:float,1:float,2:float}
*/
public static function apply(array $m, array $p): array
{
$linear = self::applyLinear($m, $p);
return [$linear[0] + $m[9], $linear[1] + $m[10], $linear[2] + $m[11]];
}
/**
* Applies only the linear (basis) part of the transform, ignoring translation.
*
* @param Matrix $m
* @param array{0:float,1:float,2:float} $p
* @return array{0:float,1:float,2:float}
*/
private static function applyLinear(array $m, array $p): array
{
return [
$p[0] * $m[0] + $p[1] * $m[3] + $p[2] * $m[6],
$p[0] * $m[1] + $p[1] * $m[4] + $p[2] * $m[7],
$p[0] * $m[2] + $p[1] * $m[5] + $p[2] * $m[8],
];
}
}