@matematrolii/sketchbook
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3D matematrolii playground built on three.js and cannon.js
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JavaScript
/**
QuickHull
---------
The MIT License
Copyright © 2010-2014 three.js authors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
@author mark lundin / http://mark-lundin.com
This is a 3D implementation of the Quick Hull algorithm.
It is a fast way of computing a convex hull with average complexity
of O(n log(n)).
It uses depends on three.js and is supposed to create THREE.Geometry.
It's also very messy
*/
import * as THREE from 'three';
export const quickhull = (function(){
var faces = [],
faceStack = [],
i, NUM_POINTS, extremes,
max = 0,
dcur, current, j, v0, v1, v2, v3,
N, D;
var ab, ac, ax,
suba, subb, normal,
diff, subaA, subaB, subC;
function reset(){
ab = new THREE.Vector3(),
ac = new THREE.Vector3(),
ax = new THREE.Vector3(),
suba = new THREE.Vector3(),
subb = new THREE.Vector3(),
normal = new THREE.Vector3(),
diff = new THREE.Vector3(),
subaA = new THREE.Vector3(),
subaB = new THREE.Vector3(),
subC = new THREE.Vector3();
}
//temporary vectors
function process( points ){
// Iterate through all the faces and remove
while( faceStack.length > 0 ){
cull( faceStack.shift(), points );
}
}
var norm = function(){
var ca = new THREE.Vector3(),
ba = new THREE.Vector3(),
N = new THREE.Vector3();
return function( a, b, c ){
ca.subVectors( c, a );
ba.subVectors( b, a );
N.crossVectors( ca, ba );
return N.normalize();
}
}();
function getNormal( face, points ){
if( face.normal !== undefined ) return face.normal;
var p0 = points[face[0]],
p1 = points[face[1]],
p2 = points[face[2]];
ab.subVectors( p1, p0 );
ac.subVectors( p2, p0 );
normal.crossVectors( ac, ab );
normal.normalize();
return face.normal = normal.clone();
}
function assignPoints( face, pointset, points ){
// ASSIGNING POINTS TO FACE
var p0 = points[face[0]],
dots = [], apex,
norm = getNormal( face, points );
// Sory all the points by there distance from the plane
pointset.sort( function( aItem, bItem ){
dots[aItem.x/3] = dots[aItem.x/3] !== undefined ? dots[aItem.x/3] : norm.dot( suba.subVectors( aItem, p0 ));
dots[bItem.x/3] = dots[bItem.x/3] !== undefined ? dots[bItem.x/3] : norm.dot( subb.subVectors( bItem, p0 ));
return dots[aItem.x/3] - dots[bItem.x/3] ;
});
//TODO :: Must be a faster way of finding and index in this array
var index = pointset.length;
if( index === 1 ) dots[pointset[0].x/3] = norm.dot( suba.subVectors( pointset[0], p0 ));
while( index-- > 0 && dots[pointset[index].x/3] > 0 )
var point;
if( index + 1 < pointset.length && dots[pointset[index+1].x/3] > 0 ){
face.visiblePoints = pointset.splice( index + 1 );
}
}
function cull( face, points ){
var i = faces.length,
dot, visibleFace, currentFace,
visibleFaces = [face];
var apex = points.indexOf( face.visiblePoints.pop() );
// Iterate through all other faces...
while( i-- > 0 ){
currentFace = faces[i];
if( currentFace !== face ){
// ...and check if they're pointing in the same direction
dot = getNormal( currentFace, points ).dot( diff.subVectors( points[apex], points[currentFace[0]] ));
if( dot > 0 ){
visibleFaces.push( currentFace );
}
}
}
var index, neighbouringIndex, vertex;
// Determine Perimeter - Creates a bounded horizon
// 1. Pick an edge A out of all possible edges
// 2. Check if A is shared by any other face. a->b === b->a
// 2.1 for each edge in each triangle, isShared = ( f1.a == f2.a && f1.b == f2.b ) || ( f1.a == f2.b && f1.b == f2.a )
// 3. If not shared, then add to convex horizon set,
//pick an end point (N) of the current edge A and choose a new edge NA connected to A.
//Restart from 1.
// 4. If A is shared, it is not an horizon edge, therefore flag both faces that share this edge as candidates for culling
// 5. If candidate geometry is a degenrate triangle (ie. the tangent space normal cannot be computed) then remove that triangle from all further processing
var j = i = visibleFaces.length;
var isDistinct = false,
hasOneVisibleFace = i === 1,
cull = [],
perimeter = [],
edgeIndex = 0, compareFace, nextIndex,
a, b;
var allPoints = [];
var originFace = [visibleFaces[0][0], visibleFaces[0][1], visibleFaces[0][1], visibleFaces[0][2], visibleFaces[0][2], visibleFaces[0][0]];
if( visibleFaces.length === 1 ){
currentFace = visibleFaces[0];
perimeter = [currentFace[0], currentFace[1], currentFace[1], currentFace[2], currentFace[2], currentFace[0]];
// remove visible face from list of faces
if( faceStack.indexOf( currentFace ) > -1 ){
faceStack.splice( faceStack.indexOf( currentFace ), 1 );
}
if( currentFace.visiblePoints ) allPoints = allPoints.concat( currentFace.visiblePoints );
faces.splice( faces.indexOf( currentFace ), 1 );
}else{
while( i-- > 0 ){ // for each visible face
currentFace = visibleFaces[i];
// remove visible face from list of faces
if( faceStack.indexOf( currentFace ) > -1 ){
faceStack.splice( faceStack.indexOf( currentFace ), 1 );
}
if( currentFace.visiblePoints ) allPoints = allPoints.concat( currentFace.visiblePoints );
faces.splice( faces.indexOf( currentFace ), 1 );
var isSharedEdge;
cEdgeIndex = 0;
while( cEdgeIndex < 3 ){ // Iterate through it's edges
isSharedEdge = false;
j = visibleFaces.length;
a = currentFace[cEdgeIndex]
b = currentFace[(cEdgeIndex+1)%3];
while( j-- > 0 && !isSharedEdge ){ // find another visible faces
compareFace = visibleFaces[j];
edgeIndex = 0;
// isSharedEdge = compareFace == currentFace;
if( compareFace !== currentFace ){
while( edgeIndex < 3 && !isSharedEdge ){ //Check all it's indices
nextIndex = ( edgeIndex + 1 );
isSharedEdge = ( compareFace[edgeIndex] === a && compareFace[nextIndex%3] === b ) ||
( compareFace[edgeIndex] === b && compareFace[nextIndex%3] === a );
edgeIndex++;
}
}
}
if( !isSharedEdge || hasOneVisibleFace ){
perimeter.push( a );
perimeter.push( b );
}
cEdgeIndex++;
}
}
}
// create new face for all pairs around edge
i = 0;
var l = perimeter.length/2;
var f;
while( i < l ){
f = [ perimeter[i*2+1], apex, perimeter[i*2] ];
assignPoints( f, allPoints, points );
faces.push( f )
if( f.visiblePoints !== undefined )faceStack.push( f );
i++;
}
}
var distSqPointSegment = function(){
var ab = new THREE.Vector3(),
ac = new THREE.Vector3(),
bc = new THREE.Vector3();
return function( a, b, c ){
ab.subVectors( b, a );
ac.subVectors( c, a );
bc.subVectors( c, b );
var e = ac.dot(ab);
if (e < 0.0) return ac.dot( ac );
var f = ab.dot( ab );
if (e >= f) return bc.dot( bc );
return ac.dot( ac ) - e * e / f;
}
}();
return function( geometry ){
reset();
points = geometry.vertices;
faces = [],
faceStack = [],
i = NUM_POINTS = points.length,
extremes = points.slice( 0, 6 ),
max = 0;
/*
* FIND EXTREMETIES
*/
while( i-- > 0 ){
if( points[i].x < extremes[0].x ) extremes[0] = points[i];
if( points[i].x > extremes[1].x ) extremes[1] = points[i];
if( points[i].y < extremes[2].y ) extremes[2] = points[i];
if( points[i].y < extremes[3].y ) extremes[3] = points[i];
if( points[i].z < extremes[4].z ) extremes[4] = points[i];
if( points[i].z < extremes[5].z ) extremes[5] = points[i];
}
/*
* Find the longest line between the extremeties
*/
j = i = 6;
while( i-- > 0 ){
j = i - 1;
while( j-- > 0 ){
if( max < (dcur = extremes[i].distanceToSquared( extremes[j] )) ){
max = dcur;
v0 = extremes[ i ];
v1 = extremes[ j ];
}
}
}
// 3. Find the most distant point to the line segment, this creates a plane
i = 6;
max = 0;
while( i-- > 0 ){
dcur = distSqPointSegment( v0, v1, extremes[i]);
if( max < dcur ){
max = dcur;
v2 = extremes[ i ];
}
}
// 4. Find the most distant point to the plane.
N = norm(v0, v1, v2);
D = N.dot( v0 );
max = 0;
i = NUM_POINTS;
while( i-- > 0 ){
dcur = Math.abs( points[i].dot( N ) - D );
if( max < dcur ){
max = dcur;
v3 = points[i];
}
}
var v0Index = points.indexOf( v0 ),
v1Index = points.indexOf( v1 ),
v2Index = points.indexOf( v2 ),
v3Index = points.indexOf( v3 );
// We now have a tetrahedron as the base geometry.
// Now we must subdivide the
var tetrahedron =[
[ v2Index, v1Index, v0Index ],
[ v1Index, v3Index, v0Index ],
[ v2Index, v3Index, v1Index ],
[ v0Index, v3Index, v2Index ],
];
subaA.subVectors( v1, v0 ).normalize();
subaB.subVectors( v2, v0 ).normalize();
subC.subVectors ( v3, v0 ).normalize();
var sign = subC.dot( new THREE.Vector3().crossVectors( subaB, subaA ));
// Reverse the winding if negative sign
if( sign < 0 ){
tetrahedron[0].reverse();
tetrahedron[1].reverse();
tetrahedron[2].reverse();
tetrahedron[3].reverse();
}
//One for each face of the pyramid
var pointsCloned = points.slice();
pointsCloned.splice( pointsCloned.indexOf( v0 ), 1 );
pointsCloned.splice( pointsCloned.indexOf( v1 ), 1 );
pointsCloned.splice( pointsCloned.indexOf( v2 ), 1 );
pointsCloned.splice( pointsCloned.indexOf( v3 ), 1 );
var i = tetrahedron.length;
while( i-- > 0 ){
assignPoints( tetrahedron[i], pointsCloned, points );
if( tetrahedron[i].visiblePoints !== undefined ){
faceStack.push( tetrahedron[i] );
}
faces.push( tetrahedron[i] );
}
process( points );
// Assign to our geometry object
var ll = faces.length;
while( ll-- > 0 ){
geometry.faces[ll] = new THREE.Face3( faces[ll][2], faces[ll][1], faces[ll][0], faces[ll].normal )
}
geometry.normalsNeedUpdate = true;
return geometry;
}
}())