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https://github.com/Doodle3D/Doodle3D-Slicer.git
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596 lines
18 KiB
JavaScript
596 lines
18 KiB
JavaScript
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// Constructive Solid Geometry (CSG) is a modeling technique that uses Boolean
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// operations like union and intersection to combine 3D solids. This library
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// implements CSG operations on meshes elegantly and concisely using BSP trees,
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// and is meant to serve as an easily understandable implementation of the
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// algorithm. All edge cases involving overlapping coplanar polygons in both
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// solids are correctly handled.
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//
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// Example usage:
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//
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// var cube = CSG.cube();
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// var sphere = CSG.sphere({ radius: 1.3 });
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// var polygons = cube.subtract(sphere).toPolygons();
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//
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// ## Implementation Details
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//
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// All CSG operations are implemented in terms of two functions, `clipTo()` and
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// `invert()`, which remove parts of a BSP tree inside another BSP tree and swap
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// solid and empty space, respectively. To find the union of `a` and `b`, we
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// want to remove everything in `a` inside `b` and everything in `b` inside `a`,
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// then combine polygons from `a` and `b` into one solid:
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//
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// a.clipTo(b);
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// b.clipTo(a);
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// a.build(b.allPolygons());
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//
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// The only tricky part is handling overlapping coplanar polygons in both trees.
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// The code above keeps both copies, but we need to keep them in one tree and
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// remove them in the other tree. To remove them from `b` we can clip the
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// inverse of `b` against `a`. The code for union now looks like this:
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//
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// a.clipTo(b);
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// b.clipTo(a);
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// b.invert();
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// b.clipTo(a);
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// b.invert();
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// a.build(b.allPolygons());
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//
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// Subtraction and intersection naturally follow from set operations. If
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// union is `A | B`, subtraction is `A - B = ~(~A | B)` and intersection is
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// `A & B = ~(~A | ~B)` where `~` is the complement operator.
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//
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// ## License
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//
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// Copyright (c) 2011 Evan Wallace (http://madebyevan.com/), under the MIT license.
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// # class CSG
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// Holds a binary space partition tree representing a 3D solid. Two solids can
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// be combined using the `union()`, `subtract()`, and `intersect()` methods.
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CSG = function() {
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this.polygons = [];
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};
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// Construct a CSG solid from a list of `CSG.Polygon` instances.
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CSG.fromPolygons = function(polygons) {
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var csg = new CSG();
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csg.polygons = polygons;
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return csg;
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};
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CSG.prototype = {
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clone: function() {
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var csg = new CSG();
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csg.polygons = this.polygons.map(function(p) { return p.clone(); });
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return csg;
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},
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toPolygons: function() {
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return this.polygons;
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},
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// Return a new CSG solid representing space in either this solid or in the
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// solid `csg`. Neither this solid nor the solid `csg` are modified.
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//
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// A.union(B)
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//
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// +-------+ +-------+
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// | | | |
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// | A | | |
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// | +--+----+ = | +----+
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// +----+--+ | +----+ |
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// | B | | |
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// | | | |
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// +-------+ +-------+
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//
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union: function(csg) {
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var a = new CSG.Node(this.clone().polygons);
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var b = new CSG.Node(csg.clone().polygons);
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a.clipTo(b);
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b.clipTo(a);
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b.invert();
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b.clipTo(a);
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b.invert();
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a.build(b.allPolygons());
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return CSG.fromPolygons(a.allPolygons());
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},
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// Return a new CSG solid representing space in this solid but not in the
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// solid `csg`. Neither this solid nor the solid `csg` are modified.
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//
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// A.subtract(B)
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//
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// +-------+ +-------+
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// | | | |
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// | A | | |
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// | +--+----+ = | +--+
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// +----+--+ | +----+
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// | B |
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// | |
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// +-------+
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//
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subtract: function(csg) {
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var a = new CSG.Node(this.clone().polygons);
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var b = new CSG.Node(csg.clone().polygons);
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a.invert();
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a.clipTo(b);
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b.clipTo(a);
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b.invert();
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b.clipTo(a);
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b.invert();
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a.build(b.allPolygons());
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a.invert();
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return CSG.fromPolygons(a.allPolygons());
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},
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// Return a new CSG solid representing space both this solid and in the
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// solid `csg`. Neither this solid nor the solid `csg` are modified.
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//
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// A.intersect(B)
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//
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// +-------+
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// | |
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// | A |
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// | +--+----+ = +--+
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// +----+--+ | +--+
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// | B |
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// | |
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// +-------+
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//
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intersect: function(csg) {
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var a = new CSG.Node(this.clone().polygons);
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var b = new CSG.Node(csg.clone().polygons);
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a.invert();
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b.clipTo(a);
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b.invert();
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a.clipTo(b);
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b.clipTo(a);
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a.build(b.allPolygons());
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a.invert();
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return CSG.fromPolygons(a.allPolygons());
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},
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// Return a new CSG solid with solid and empty space switched. This solid is
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// not modified.
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inverse: function() {
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var csg = this.clone();
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csg.polygons.map(function(p) { p.flip(); });
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return csg;
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}
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};
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// Construct an axis-aligned solid cuboid. Optional parameters are `center` and
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// `radius`, which default to `[0, 0, 0]` and `[1, 1, 1]`. The radius can be
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// specified using a single number or a list of three numbers, one for each axis.
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//
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// Example code:
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//
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// var cube = CSG.cube({
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// center: [0, 0, 0],
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// radius: 1
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// });
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CSG.cube = function(options) {
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options = options || {};
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var c = new CSG.Vector(options.center || [0, 0, 0]);
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var r = !options.radius ? [1, 1, 1] : options.radius.length ?
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options.radius : [options.radius, options.radius, options.radius];
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return CSG.fromPolygons([
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[[0, 4, 6, 2], [-1, 0, 0]],
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[[1, 3, 7, 5], [+1, 0, 0]],
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[[0, 1, 5, 4], [0, -1, 0]],
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[[2, 6, 7, 3], [0, +1, 0]],
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[[0, 2, 3, 1], [0, 0, -1]],
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[[4, 5, 7, 6], [0, 0, +1]]
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].map(function(info) {
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return new CSG.Polygon(info[0].map(function(i) {
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var pos = new CSG.Vector(
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c.x + r[0] * (2 * !!(i & 1) - 1),
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c.y + r[1] * (2 * !!(i & 2) - 1),
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c.z + r[2] * (2 * !!(i & 4) - 1)
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);
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return new CSG.Vertex(pos, new CSG.Vector(info[1]));
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}));
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}));
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};
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// Construct a solid sphere. Optional parameters are `center`, `radius`,
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// `slices`, and `stacks`, which default to `[0, 0, 0]`, `1`, `16`, and `8`.
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// The `slices` and `stacks` parameters control the tessellation along the
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// longitude and latitude directions.
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//
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// Example usage:
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//
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// var sphere = CSG.sphere({
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// center: [0, 0, 0],
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// radius: 1,
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// slices: 16,
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// stacks: 8
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// });
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CSG.sphere = function(options) {
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options = options || {};
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var c = new CSG.Vector(options.center || [0, 0, 0]);
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var r = options.radius || 1;
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var slices = options.slices || 16;
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var stacks = options.stacks || 8;
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var polygons = [], vertices;
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function vertex(theta, phi) {
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theta *= Math.PI * 2;
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phi *= Math.PI;
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var dir = new CSG.Vector(
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Math.cos(theta) * Math.sin(phi),
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Math.cos(phi),
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Math.sin(theta) * Math.sin(phi)
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);
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vertices.push(new CSG.Vertex(c.plus(dir.times(r)), dir));
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}
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for (var i = 0; i < slices; i++) {
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for (var j = 0; j < stacks; j++) {
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vertices = [];
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vertex(i / slices, j / stacks);
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if (j > 0) vertex((i + 1) / slices, j / stacks);
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if (j < stacks - 1) vertex((i + 1) / slices, (j + 1) / stacks);
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vertex(i / slices, (j + 1) / stacks);
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polygons.push(new CSG.Polygon(vertices));
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}
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}
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return CSG.fromPolygons(polygons);
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};
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// Construct a solid cylinder. Optional parameters are `start`, `end`,
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// `radius`, and `slices`, which default to `[0, -1, 0]`, `[0, 1, 0]`, `1`, and
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// `16`. The `slices` parameter controls the tessellation.
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//
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// Example usage:
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//
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// var cylinder = CSG.cylinder({
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// start: [0, -1, 0],
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// end: [0, 1, 0],
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// radius: 1,
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// slices: 16
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// });
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CSG.cylinder = function(options) {
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options = options || {};
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var s = new CSG.Vector(options.start || [0, -1, 0]);
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var e = new CSG.Vector(options.end || [0, 1, 0]);
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var ray = e.minus(s);
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var r = options.radius || 1;
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var slices = options.slices || 16;
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var axisZ = ray.unit(), isY = (Math.abs(axisZ.y) > 0.5);
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var axisX = new CSG.Vector(isY, !isY, 0).cross(axisZ).unit();
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var axisY = axisX.cross(axisZ).unit();
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var start = new CSG.Vertex(s, axisZ.negated());
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var end = new CSG.Vertex(e, axisZ.unit());
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var polygons = [];
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function point(stack, slice, normalBlend) {
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var angle = slice * Math.PI * 2;
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var out = axisX.times(Math.cos(angle)).plus(axisY.times(Math.sin(angle)));
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var pos = s.plus(ray.times(stack)).plus(out.times(r));
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var normal = out.times(1 - Math.abs(normalBlend)).plus(axisZ.times(normalBlend));
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return new CSG.Vertex(pos, normal);
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}
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for (var i = 0; i < slices; i++) {
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var t0 = i / slices, t1 = (i + 1) / slices;
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polygons.push(new CSG.Polygon([start, point(0, t0, -1), point(0, t1, -1)]));
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polygons.push(new CSG.Polygon([point(0, t1, 0), point(0, t0, 0), point(1, t0, 0), point(1, t1, 0)]));
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polygons.push(new CSG.Polygon([end, point(1, t1, 1), point(1, t0, 1)]));
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}
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return CSG.fromPolygons(polygons);
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};
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// # class Vector
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// Represents a 3D vector.
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//
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// Example usage:
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//
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// new CSG.Vector(1, 2, 3);
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// new CSG.Vector([1, 2, 3]);
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// new CSG.Vector({ x: 1, y: 2, z: 3 });
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CSG.Vector = function(x, y, z) {
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if (arguments.length == 3) {
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this.x = x;
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this.y = y;
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this.z = z;
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} else if ('x' in x) {
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this.x = x.x;
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this.y = x.y;
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this.z = x.z;
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} else {
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this.x = x[0];
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this.y = x[1];
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this.z = x[2];
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}
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};
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CSG.Vector.prototype = {
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clone: function() {
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return new CSG.Vector(this.x, this.y, this.z);
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},
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negated: function() {
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return new CSG.Vector(-this.x, -this.y, -this.z);
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},
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plus: function(a) {
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return new CSG.Vector(this.x + a.x, this.y + a.y, this.z + a.z);
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},
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minus: function(a) {
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return new CSG.Vector(this.x - a.x, this.y - a.y, this.z - a.z);
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},
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times: function(a) {
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return new CSG.Vector(this.x * a, this.y * a, this.z * a);
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},
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dividedBy: function(a) {
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return new CSG.Vector(this.x / a, this.y / a, this.z / a);
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},
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dot: function(a) {
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return this.x * a.x + this.y * a.y + this.z * a.z;
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},
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lerp: function(a, t) {
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return this.plus(a.minus(this).times(t));
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},
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length: function() {
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return Math.sqrt(this.dot(this));
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},
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unit: function() {
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return this.dividedBy(this.length());
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},
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cross: function(a) {
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return new CSG.Vector(
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this.y * a.z - this.z * a.y,
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this.z * a.x - this.x * a.z,
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this.x * a.y - this.y * a.x
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);
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}
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};
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// # class Vertex
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// Represents a vertex of a polygon. Use your own vertex class instead of this
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// one to provide additional features like texture coordinates and vertex
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// colors. Custom vertex classes need to provide a `pos` property and `clone()`,
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// `flip()`, and `interpolate()` methods that behave analogous to the ones
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// defined by `CSG.Vertex`. This class provides `normal` so convenience
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// functions like `CSG.sphere()` can return a smooth vertex normal, but `normal`
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// is not used anywhere else.
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CSG.Vertex = function(pos, normal) {
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this.pos = new CSG.Vector(pos);
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this.normal = new CSG.Vector(normal);
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};
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CSG.Vertex.prototype = {
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clone: function() {
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return new CSG.Vertex(this.pos.clone(), this.normal.clone());
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},
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// Invert all orientation-specific data (e.g. vertex normal). Called when the
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// orientation of a polygon is flipped.
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flip: function() {
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this.normal = this.normal.negated();
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},
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// Create a new vertex between this vertex and `other` by linearly
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// interpolating all properties using a parameter of `t`. Subclasses should
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// override this to interpolate additional properties.
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interpolate: function(other, t) {
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return new CSG.Vertex(
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this.pos.lerp(other.pos, t),
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this.normal.lerp(other.normal, t)
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);
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}
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};
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// # class Plane
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// Represents a plane in 3D space.
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CSG.Plane = function(normal, w) {
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this.normal = normal;
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this.w = w;
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};
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// `CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
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// point is on the plane.
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CSG.Plane.EPSILON = 1e-5;
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CSG.Plane.fromPoints = function(a, b, c) {
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var n = b.minus(a).cross(c.minus(a)).unit();
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|
return new CSG.Plane(n, n.dot(a));
|
||
|
};
|
||
|
|
||
|
CSG.Plane.prototype = {
|
||
|
clone: function() {
|
||
|
return new CSG.Plane(this.normal.clone(), this.w);
|
||
|
},
|
||
|
|
||
|
flip: function() {
|
||
|
this.normal = this.normal.negated();
|
||
|
this.w = -this.w;
|
||
|
},
|
||
|
|
||
|
// Split `polygon` by this plane if needed, then put the polygon or polygon
|
||
|
// fragments in the appropriate lists. Coplanar polygons go into either
|
||
|
// `coplanarFront` or `coplanarBack` depending on their orientation with
|
||
|
// respect to this plane. Polygons in front or in back of this plane go into
|
||
|
// either `front` or `back`.
|
||
|
splitPolygon: function(polygon, coplanarFront, coplanarBack, front, back) {
|
||
|
var COPLANAR = 0;
|
||
|
var FRONT = 1;
|
||
|
var BACK = 2;
|
||
|
var SPANNING = 3;
|
||
|
|
||
|
// Classify each point as well as the entire polygon into one of the above
|
||
|
// four classes.
|
||
|
var polygonType = 0;
|
||
|
var types = [];
|
||
|
for (var i = 0; i < polygon.vertices.length; i++) {
|
||
|
var t = this.normal.dot(polygon.vertices[i].pos) - this.w;
|
||
|
var type = (t < -CSG.Plane.EPSILON) ? BACK : (t > CSG.Plane.EPSILON) ? FRONT : COPLANAR;
|
||
|
polygonType |= type;
|
||
|
types.push(type);
|
||
|
}
|
||
|
|
||
|
// Put the polygon in the correct list, splitting it when necessary.
|
||
|
switch (polygonType) {
|
||
|
case COPLANAR:
|
||
|
(this.normal.dot(polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
|
||
|
break;
|
||
|
case FRONT:
|
||
|
front.push(polygon);
|
||
|
break;
|
||
|
case BACK:
|
||
|
back.push(polygon);
|
||
|
break;
|
||
|
case SPANNING:
|
||
|
var f = [], b = [];
|
||
|
for (var i = 0; i < polygon.vertices.length; i++) {
|
||
|
var j = (i + 1) % polygon.vertices.length;
|
||
|
var ti = types[i], tj = types[j];
|
||
|
var vi = polygon.vertices[i], vj = polygon.vertices[j];
|
||
|
if (ti != BACK) f.push(vi);
|
||
|
if (ti != FRONT) b.push(ti != BACK ? vi.clone() : vi);
|
||
|
if ((ti | tj) == SPANNING) {
|
||
|
var t = (this.w - this.normal.dot(vi.pos)) / this.normal.dot(vj.pos.minus(vi.pos));
|
||
|
var v = vi.interpolate(vj, t);
|
||
|
f.push(v);
|
||
|
b.push(v.clone());
|
||
|
}
|
||
|
}
|
||
|
if (f.length >= 3) front.push(new CSG.Polygon(f, polygon.shared));
|
||
|
if (b.length >= 3) back.push(new CSG.Polygon(b, polygon.shared));
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// # class Polygon
|
||
|
|
||
|
// Represents a convex polygon. The vertices used to initialize a polygon must
|
||
|
// be coplanar and form a convex loop. They do not have to be `CSG.Vertex`
|
||
|
// instances but they must behave similarly (duck typing can be used for
|
||
|
// customization).
|
||
|
//
|
||
|
// Each convex polygon has a `shared` property, which is shared between all
|
||
|
// polygons that are clones of each other or were split from the same polygon.
|
||
|
// This can be used to define per-polygon properties (such as surface color).
|
||
|
|
||
|
CSG.Polygon = function(vertices, shared) {
|
||
|
this.vertices = vertices;
|
||
|
this.shared = shared;
|
||
|
this.plane = CSG.Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
|
||
|
};
|
||
|
|
||
|
CSG.Polygon.prototype = {
|
||
|
clone: function() {
|
||
|
var vertices = this.vertices.map(function(v) { return v.clone(); });
|
||
|
return new CSG.Polygon(vertices, this.shared);
|
||
|
},
|
||
|
|
||
|
flip: function() {
|
||
|
this.vertices.reverse().map(function(v) { v.flip(); });
|
||
|
this.plane.flip();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// # class Node
|
||
|
|
||
|
// Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
|
||
|
// by picking a polygon to split along. That polygon (and all other coplanar
|
||
|
// polygons) are added directly to that node and the other polygons are added to
|
||
|
// the front and/or back subtrees. This is not a leafy BSP tree since there is
|
||
|
// no distinction between internal and leaf nodes.
|
||
|
|
||
|
CSG.Node = function(polygons) {
|
||
|
this.plane = null;
|
||
|
this.front = null;
|
||
|
this.back = null;
|
||
|
this.polygons = [];
|
||
|
if (polygons) this.build(polygons);
|
||
|
};
|
||
|
|
||
|
CSG.Node.prototype = {
|
||
|
clone: function() {
|
||
|
var node = new CSG.Node();
|
||
|
node.plane = this.plane && this.plane.clone();
|
||
|
node.front = this.front && this.front.clone();
|
||
|
node.back = this.back && this.back.clone();
|
||
|
node.polygons = this.polygons.map(function(p) { return p.clone(); });
|
||
|
return node;
|
||
|
},
|
||
|
|
||
|
// Convert solid space to empty space and empty space to solid space.
|
||
|
invert: function() {
|
||
|
for (var i = 0; i < this.polygons.length; i++) {
|
||
|
this.polygons[i].flip();
|
||
|
}
|
||
|
this.plane.flip();
|
||
|
if (this.front) this.front.invert();
|
||
|
if (this.back) this.back.invert();
|
||
|
var temp = this.front;
|
||
|
this.front = this.back;
|
||
|
this.back = temp;
|
||
|
},
|
||
|
|
||
|
// Recursively remove all polygons in `polygons` that are inside this BSP
|
||
|
// tree.
|
||
|
clipPolygons: function(polygons) {
|
||
|
if (!this.plane) return polygons.slice();
|
||
|
var front = [], back = [];
|
||
|
for (var i = 0; i < polygons.length; i++) {
|
||
|
this.plane.splitPolygon(polygons[i], front, back, front, back);
|
||
|
}
|
||
|
if (this.front) front = this.front.clipPolygons(front);
|
||
|
if (this.back) back = this.back.clipPolygons(back);
|
||
|
else back = [];
|
||
|
return front.concat(back);
|
||
|
},
|
||
|
|
||
|
// Remove all polygons in this BSP tree that are inside the other BSP tree
|
||
|
// `bsp`.
|
||
|
clipTo: function(bsp) {
|
||
|
this.polygons = bsp.clipPolygons(this.polygons);
|
||
|
if (this.front) this.front.clipTo(bsp);
|
||
|
if (this.back) this.back.clipTo(bsp);
|
||
|
},
|
||
|
|
||
|
// Return a list of all polygons in this BSP tree.
|
||
|
allPolygons: function() {
|
||
|
var polygons = this.polygons.slice();
|
||
|
if (this.front) polygons = polygons.concat(this.front.allPolygons());
|
||
|
if (this.back) polygons = polygons.concat(this.back.allPolygons());
|
||
|
return polygons;
|
||
|
},
|
||
|
|
||
|
// Build a BSP tree out of `polygons`. When called on an existing tree, the
|
||
|
// new polygons are filtered down to the bottom of the tree and become new
|
||
|
// nodes there. Each set of polygons is partitioned using the first polygon
|
||
|
// (no heuristic is used to pick a good split).
|
||
|
build: function(polygons) {
|
||
|
if (!polygons.length) return;
|
||
|
if (!this.plane) this.plane = polygons[0].plane.clone();
|
||
|
var front = [], back = [];
|
||
|
for (var i = 0; i < polygons.length; i++) {
|
||
|
this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
|
||
|
}
|
||
|
if (front.length) {
|
||
|
if (!this.front) this.front = new CSG.Node();
|
||
|
this.front.build(front);
|
||
|
}
|
||
|
if (back.length) {
|
||
|
if (!this.back) this.back = new CSG.Node();
|
||
|
this.back.build(back);
|
||
|
}
|
||
|
}
|
||
|
};
|