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@acransac/vtk.js

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Visualization Toolkit for the Web

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import macro from 'vtk.js/Sources/macro'; import vtkCell from 'vtk.js/Sources/Common/DataModel/Cell'; import * as vtkMath from 'vtk.js/Sources/Common/Core/Math'; import vtkLine from 'vtk.js/Sources/Common/DataModel/Line'; import vtkPlane from 'vtk.js/Sources/Common/DataModel/Plane'; // ---------------------------------------------------------------------------- // Global methods // ---------------------------------------------------------------------------- function computeNormalDirection(v1, v2, v3, n) { // order is important!!! maintain consistency with triangle vertex order const ax = v3[0] - v2[0]; const ay = v3[1] - v2[1]; const az = v3[2] - v2[2]; const bx = v1[0] - v2[0]; const by = v1[1] - v2[1]; const bz = v1[2] - v2[2]; n[0] = ay * bz - az * by; n[1] = az * bx - ax * bz; n[2] = ax * by - ay * bx; } function computeNormal(v1, v2, v3, n) { computeNormalDirection(v1, v2, v3, n); const length = Math.sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]); if (length !== 0.0) { n[0] /= length; n[1] /= length; n[2] /= length; } } // ---------------------------------------------------------------------------- // Static API // ---------------------------------------------------------------------------- export const STATIC = { computeNormalDirection, computeNormal, }; // ---------------------------------------------------------------------------- // vtkTriangle methods // ---------------------------------------------------------------------------- function vtkTriangle(publicAPI, model) { // Set our className model.classHierarchy.push('vtkTriangle'); publicAPI.getCellDimension = () => 2; publicAPI.intersectWithLine = (p1, p2, tol, x, pcoords) => { const outObj = { subId: 0, t: 0, intersect: -1 }; pcoords[2] = 0.0; const closestPoint = []; const tol2 = tol * tol; // Get normal for triangle const pt1 = []; const pt2 = []; const pt3 = []; model.points.getPoint(0, pt1); model.points.getPoint(1, pt2); model.points.getPoint(2, pt3); const n = []; const weights = []; computeNormal(pt1, pt2, pt3, n); if (n[0] !== 0 || n[1] !== 0 || n[2] !== 0) { // Intersect plane of triangle with line const plane = vtkPlane.intersectWithLine(p1, p2, pt1, n); outObj.t = plane.t; x[0] = plane.x[0]; x[1] = plane.x[1]; x[2] = plane.x[2]; if (!plane.intersection) { pcoords[0] = 0.0; pcoords[1] = 0.0; outObj.intersect = 0; return outObj; } // Evaluate position const inside = publicAPI.evaluatePosition( x, closestPoint, pcoords, weights ); if (inside.evaluation >= 0) { if (inside.dist2 <= tol2) { outObj.intersect = 1; return outObj; } outObj.intersect = inside.evaluation; return outObj; } } // Normals are null, so the triangle is degenerated and // we still need to check intersection between line and // the longest edge. const dist2Pt1Pt2 = vtkMath.distance2BetweenPoints(pt1, pt2); const dist2Pt2Pt3 = vtkMath.distance2BetweenPoints(pt2, pt3); const dist2Pt3Pt1 = vtkMath.distance2BetweenPoints(pt3, pt1); if (!model.line) { model.line = vtkLine.newInstance(); } if (dist2Pt1Pt2 > dist2Pt2Pt3 && dist2Pt1Pt2 > dist2Pt3Pt1) { model.line.getPoints().setPoint(0, pt1); model.line.getPoints().setPoint(1, pt2); } else if (dist2Pt2Pt3 > dist2Pt3Pt1 && dist2Pt2Pt3 > dist2Pt1Pt2) { model.line.getPoints().setPoint(0, pt2); model.line.getPoints().setPoint(1, pt3); } else { model.line.getPoints().setPoint(0, pt3); model.line.getPoints().setPoint(1, pt1); } const intersectLine = model.line.intersectWithLine(p1, p2, tol, x, pcoords); if (intersectLine.intersect) { const pt3Pt1 = []; const pt3Pt2 = []; const pt3X = []; // Compute r and s manually, using dot and norm. for (let i = 0; i < 3; i++) { pt3Pt1[i] = pt1[i] - pt3[i]; pt3Pt2[i] = pt2[i] - pt3[i]; pt3X[i] = x[i] - pt3[i]; } pcoords[0] = vtkMath.dot(pt3X, pt3Pt1) / dist2Pt3Pt1; pcoords[1] = vtkMath.dot(pt3X, pt3Pt2) / dist2Pt2Pt3; outObj.evaluation = 1; return outObj; } pcoords[0] = 0.0; pcoords[1] = 0.0; outObj.evaluation = 0; return outObj; }; publicAPI.evaluatePosition = (x, closestPoint, pcoords, weights) => { // will return obj const outObj = { subId: 0, dist2: 0, evaluation: -1 }; let i; let j; const pt1 = []; const pt2 = []; const pt3 = []; const n = []; let fabsn; const rhs = []; const c1 = []; const c2 = []; let det = 0; let idx = 0; const indices = []; let dist2Point; let dist2Line1; let dist2Line2; let closest = []; const closestPoint1 = []; const closestPoint2 = []; const cp = []; outObj.subId = 0; pcoords[2] = 0.0; // Get normal for triangle, only the normal direction is needed, i.e. the // normal need not be normalized (unit length) // model.points.getPoint(1, pt1); model.points.getPoint(2, pt2); model.points.getPoint(0, pt3); computeNormalDirection(pt1, pt2, pt3, n); // Project point to plane vtkPlane.generalizedProjectPoint(x, pt1, n, cp); // Construct matrices. Since we have over determined system, need to find // which 2 out of 3 equations to use to develop equations. (Any 2 should // work since we've projected point to plane.) let maxComponent = 0.0; for (i = 0; i < 3; i++) { // trying to avoid an expensive call to fabs() if (n[i] < 0) { fabsn = -n[i]; } else { fabsn = n[i]; } if (fabsn > maxComponent) { maxComponent = fabsn; idx = i; } } for (j = 0, i = 0; i < 3; i++) { if (i !== idx) { indices[j++] = i; } } for (i = 0; i < 2; i++) { rhs[i] = cp[indices[i]] - pt3[indices[i]]; c1[i] = pt1[indices[i]] - pt3[indices[i]]; c2[i] = pt2[indices[i]] - pt3[indices[i]]; } det = vtkMath.determinant2x2(c1, c2); if (det === 0.0) { pcoords[0] = 0.0; pcoords[1] = 0.0; outObj.evaluation = -1; return outObj; } pcoords[0] = vtkMath.determinant2x2(rhs, c2) / det; pcoords[1] = vtkMath.determinant2x2(c1, rhs) / det; // Okay, now find closest point to element weights[0] = 1 - (pcoords[0] + pcoords[1]); weights[1] = pcoords[0]; weights[2] = pcoords[1]; if ( weights[0] >= 0.0 && weights[0] <= 1.0 && weights[1] >= 0.0 && weights[1] <= 1.0 && weights[2] >= 0.0 && weights[2] <= 1.0 ) { // projection distance if (closestPoint) { outObj.dist2 = vtkMath.distance2BetweenPoints(cp, x); closestPoint[0] = cp[0]; closestPoint[1] = cp[1]; closestPoint[2] = cp[2]; } outObj.evaluation = 1; } else { let t; if (closestPoint) { if (weights[1] < 0.0 && weights[2] < 0.0) { dist2Point = vtkMath.distance2BetweenPoints(x, pt3); dist2Line1 = vtkLine.distanceToLine(x, pt1, pt3, t, closestPoint1); dist2Line2 = vtkLine.distanceToLine(x, pt3, pt2, t, closestPoint2); if (dist2Point < dist2Line1) { outObj.dist2 = dist2Point; closest = pt3; } else { outObj.dist2 = dist2Line1; closest = closestPoint1; } if (dist2Line2 < outObj.dist2) { outObj.dist2 = dist2Line2; closest = closestPoint2; } for (i = 0; i < 3; i++) { closestPoint[i] = closest[i]; } } else if (weights[2] < 0.0 && weights[0] < 0.0) { dist2Point = vtkMath.distance2BetweenPoints(x, pt1); dist2Line1 = vtkLine.distanceToLine(x, pt1, pt3, t, closestPoint1); dist2Line2 = vtkLine.distanceToLine(x, pt1, pt2, t, closestPoint2); if (dist2Point < dist2Line1) { outObj.dist2 = dist2Point; closest = pt1; } else { outObj.dist2 = dist2Line1; closest = closestPoint1; } if (dist2Line2 < outObj.dist2) { outObj.dist2 = dist2Line2; closest = closestPoint2; } for (i = 0; i < 3; i++) { closestPoint[i] = closest[i]; } } else if (weights[1] < 0.0 && weights[0] < 0.0) { dist2Point = vtkMath.distance2BetweenPoints(x, pt2); dist2Line1 = vtkLine.distanceToLine(x, pt2, pt3, t, closestPoint1); dist2Line2 = vtkLine.distanceToLine(x, pt1, pt2, t, closestPoint2); if (dist2Point < dist2Line1) { outObj.dist2 = dist2Point; closest = pt2; } else { outObj.dist2 = dist2Line1; closest = closestPoint1; } if (dist2Line2 < outObj.dist2) { outObj.dist2 = dist2Line2; closest = closestPoint2; } for (i = 0; i < 3; i++) { closestPoint[i] = closest[i]; } } else if (weights[0] < 0.0) { const lineDistance = vtkLine.distanceToLine( x, pt1, pt2, closestPoint ); outObj.dist2 = lineDistance.distance; } else if (weights[1] < 0.0) { const lineDistance = vtkLine.distanceToLine( x, pt2, pt3, closestPoint ); outObj.dist2 = lineDistance.distance; } else if (weights[2] < 0.0) { const lineDistance = vtkLine.distanceToLine( x, pt1, pt3, closestPoint ); outObj.dist2 = lineDistance.distance; } } outObj.evaluation = 0; } return outObj; }; publicAPI.evaluateLocation = (pcoords, x, weights) => { const p0 = []; const p1 = []; const p2 = []; model.points.getPoint(0, p0); model.points.getPoint(1, p1); model.points.getPoint(2, p2); const u3 = 1.0 - pcoords[0] - pcoords[1]; for (let i = 0; i < 3; i++) { x[i] = p0[i] * u3 + p1[i] * pcoords[0] + p2[i] * pcoords[1]; } weights[0] = u3; weights[1] = pcoords[0]; weights[2] = pcoords[1]; }; publicAPI.getParametricDistance = (pcoords) => { let pDist; let pDistMax = 0.0; const pc = []; pc[0] = pcoords[0]; pc[1] = pcoords[1]; pc[2] = 1.0 - pcoords[0] - pcoords[1]; for (let i = 0; i < 3; i++) { if (pc[i] < 0.0) { pDist = -pc[i]; } else if (pc[i] > 1.0) { pDist = pc[i] - 1.0; } else { // inside the cell in the parametric direction pDist = 0.0; } if (pDist > pDistMax) { pDistMax = pDist; } } return pDistMax; }; } // ---------------------------------------------------------------------------- // Object factory // ---------------------------------------------------------------------------- const DEFAULT_VALUES = {}; // ---------------------------------------------------------------------------- export function extend(publicAPI, model, initialValues = {}) { Object.assign(model, DEFAULT_VALUES, initialValues); vtkCell.extend(publicAPI, model, initialValues); vtkTriangle(publicAPI, model); } // ---------------------------------------------------------------------------- export const newInstance = macro.newInstance(extend, 'vtkTriangle'); // ---------------------------------------------------------------------------- export default { newInstance, extend, ...STATIC };