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@kitware/vtk.js

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Visualization Toolkit for the Web

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import { m as macro } from '../../macros2.js'; import vtkCell from './Cell.js'; import { d as dot, j as cross, l as normalize, m as multiplyAccumulate, e as distance2BetweenPoints, o as determinant2x2 } from '../Core/Math/index.js'; import vtkLine from './Line.js'; import vtkPlane from './Plane.js'; // ---------------------------------------------------------------------------- // 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; } } function intersectWithTriangle(p1, q1, r1, p2, q2, r2) { let tolerance = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : 1e-6; let coplanar = false; const pt1 = []; const pt2 = []; const surfaceId = []; const n1 = []; const n2 = []; // Compute supporting plane normals. computeNormal(p1, q1, r1, n1); computeNormal(p2, q2, r2, n2); const s1 = -dot(n1, p1); const s2 = -dot(n2, p2); // Compute signed distances of points p1, q1, r1 from supporting // plane of second triangle. const dist1 = [dot(n2, p1) + s2, dot(n2, q1) + s2, dot(n2, r1) + s2]; // If signs of all points are the same, all the points lie on the // same side of the supporting plane, and we can exit early. if (dist1[0] * dist1[1] > tolerance && dist1[0] * dist1[2] > tolerance) { // vtkDebugMacro(<<"Same side supporting plane 1!"); return { intersect: false, coplanar, pt1, pt2, surfaceId }; } // Do the same for p2, q2, r2 and supporting plane of first // triangle. const dist2 = [dot(n1, p2) + s1, dot(n1, q2) + s1, dot(n1, r2) + s1]; // If signs of all points are the same, all the points lie on the // same side of the supporting plane, and we can exit early. if (dist2[0] * dist2[1] > tolerance && dist2[0] * dist2[2] > tolerance) { // vtkDebugMacro(<<"Same side supporting plane 2!"); return { intersect: false, coplanar, pt1, pt2, surfaceId }; } // Check for coplanarity of the supporting planes. if (Math.abs(n1[0] - n2[0]) < 1e-9 && Math.abs(n1[1] - n2[1]) < 1e-9 && Math.abs(n1[2] - n2[2]) < 1e-9 && Math.abs(s1 - s2) < 1e-9) { coplanar = true; // vtkDebugMacro(<<"Coplanar!"); return { intersect: false, coplanar, pt1, pt2, surfaceId }; } // There are more efficient ways to find the intersection line (if // it exists), but this is clear enough. const pts1 = [p1, q1, r1]; const pts2 = [p2, q2, r2]; // Find line of intersection (L = p + t*v) between two planes. const n1n2 = dot(n1, n2); const a = (s1 - s2 * n1n2) / (n1n2 * n1n2 - 1.0); const b = (s2 - s1 * n1n2) / (n1n2 * n1n2 - 1.0); const p = [a * n1[0] + b * n2[0], a * n1[1] + b * n2[1], a * n1[2] + b * n2[2]]; const v = cross(n1, n2, []); normalize(v); let index1 = 0; let index2 = 0; const t1 = []; const t2 = []; let ts1 = 50; let ts2 = 50; for (let i = 0; i < 3; i++) { const id1 = i; const id2 = (i + 1) % 3; // Find t coordinate on line of intersection between two planes. const val1 = vtkPlane.intersectWithLine(pts1[id1], pts1[id2], p2, n2); if (val1.intersection && val1.t > 0 - tolerance && val1.t < 1 + tolerance) { if (val1.t < 1 + tolerance && val1.t > 1 - tolerance) { ts1 = index1; } t1[index1++] = dot(val1.x, v) - dot(p, v); } const val2 = vtkPlane.intersectWithLine(pts2[id1], pts2[id2], p1, n1); if (val2.intersection && val2.t > 0 - tolerance && val2.t < 1 + tolerance) { if (val2.t < 1 + tolerance && val2.t > 1 - tolerance) { ts2 = index2; } t2[index2++] = dot(val2.x, v) - dot(p, v); } } // If the value of the index is greater than 2, the intersecting point // actually is intersected by all three edges. In this case, set the two // edges to the two edges where the intersecting point is not the end point if (index1 > 2) { index1--; // swap const t12 = t1[2]; t1[2] = t1[ts1]; t1[ts1] = t12; } if (index2 > 2) { index2--; const t22 = t2[2]; t2[2] = t2[ts2]; t2[ts2] = t22; } // Check if only one edge or all edges intersect the supporting // planes intersection. if (index1 !== 2 || index2 !== 2) { // vtkDebugMacro(<<"Only one edge intersecting!"); return { intersect: false, coplanar, pt1, pt2, surfaceId }; } // Check for NaNs if (Number.isNaN(t1[0]) || Number.isNaN(t1[1]) || Number.isNaN(t2[0]) || Number.isNaN(t2[1])) { // vtkWarningMacro(<<"NaNs!"); return { intersect: false, coplanar, pt1, pt2, surfaceId }; } if (t1[0] > t1[1]) { // swap const t11 = t1[1]; t1[1] = t1[0]; t1[0] = t11; } if (t2[0] > t2[1]) { // swap const t21 = t2[1]; t2[1] = t2[0]; t2[0] = t21; } // Handle the different interval configuration cases. let tt1; let tt2; if (t1[1] < t2[0] || t2[1] < t1[0]) { // vtkDebugMacro(<<"No Overlap!"); return { intersect: false, coplanar, pt1, pt2, surfaceId }; // No overlap } if (t1[0] < t2[0]) { if (t1[1] < t2[1]) { // First point on surface 2, second point on surface 1 surfaceId[0] = 2; surfaceId[1] = 1; tt1 = t2[0]; tt2 = t1[1]; } else { // Both points belong to lines on surface 2 surfaceId[0] = 2; surfaceId[1] = 2; tt1 = t2[0]; tt2 = t2[1]; } } // t1[0] >= t2[0] else if (t1[1] < t2[1]) { // Both points belong to lines on surface 1 surfaceId[0] = 1; surfaceId[1] = 1; tt1 = t1[0]; tt2 = t1[1]; } else { // First point on surface 1, second point on surface 2 surfaceId[0] = 1; surfaceId[1] = 2; tt1 = t1[0]; tt2 = t2[1]; } // Create actual intersection points. multiplyAccumulate(p, v, tt1, pt1); multiplyAccumulate(p, v, tt2, pt2); return { intersect: true, coplanar, pt1, pt2, surfaceId }; } // ---------------------------------------------------------------------------- // Static API // ---------------------------------------------------------------------------- const STATIC = { computeNormalDirection, computeNormal, intersectWithTriangle }; // ---------------------------------------------------------------------------- // 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: Number.MAX_VALUE, intersect: 0, betweenPoints: false }; 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.betweenPoints = plane.betweenPoints; 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 = distance2BetweenPoints(pt1, pt2); const dist2Pt2Pt3 = distance2BetweenPoints(pt2, pt3); const dist2Pt3Pt1 = 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); outObj.betweenPoints = intersectLine.betweenPoints; outObj.t = intersectLine.t; 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] = dot(pt3X, pt3Pt1) / dist2Pt3Pt1; pcoords[1] = dot(pt3X, pt3Pt2) / dist2Pt2Pt3; outObj.intersect = 1; return outObj; } pcoords[0] = 0.0; pcoords[1] = 0.0; outObj.intersect = 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 = determinant2x2(c1, c2); if (det === 0.0) { pcoords[0] = 0.0; pcoords[1] = 0.0; outObj.evaluation = -1; return outObj; } pcoords[0] = determinant2x2(rhs, c2) / det; pcoords[1] = 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 = 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 = 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 = 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 = 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 = {}; // ---------------------------------------------------------------------------- function extend(publicAPI, model) { let initialValues = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {}; Object.assign(model, DEFAULT_VALUES, initialValues); vtkCell.extend(publicAPI, model, initialValues); vtkTriangle(publicAPI, model); } // ---------------------------------------------------------------------------- const newInstance = macro.newInstance(extend, 'vtkTriangle'); // ---------------------------------------------------------------------------- var vtkTriangle$1 = { newInstance, extend, ...STATIC }; export { STATIC, vtkTriangle$1 as default, extend, newInstance };