mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
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223 lines
4.1 KiB
JavaScript
223 lines
4.1 KiB
JavaScript
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/**
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* @author qiao / https://github.com/qiao
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* @fileoverview This is a convex hull generator using the incremental method.
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* The complexity is O(n^2) where n is the number of vertices.
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* O(nlogn) algorithms do exist, but they are much more complicated.
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*
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* Benchmark:
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*
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* Platform: CPU: P7350 @2.00GHz Engine: V8
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*
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* Num Vertices Time(ms)
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*
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* 10 1
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* 20 3
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* 30 19
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* 40 48
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* 50 107
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*/
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THREE.ConvexGeometry = function( vertices ) {
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THREE.Geometry.call( this );
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var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ];
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for ( var i = 3; i < vertices.length; i ++ ) {
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addPoint( i );
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}
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function addPoint( vertexId ) {
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var vertex = vertices[ vertexId ].clone();
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var mag = vertex.length();
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vertex.x += mag * randomOffset();
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vertex.y += mag * randomOffset();
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vertex.z += mag * randomOffset();
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var hole = [];
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for ( var f = 0; f < faces.length; ) {
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var face = faces[ f ];
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// for each face, if the vertex can see it,
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// then we try to add the face's edges into the hole.
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if ( visible( face, vertex ) ) {
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for ( var e = 0; e < 3; e ++ ) {
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var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
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var boundary = true;
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// remove duplicated edges.
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for ( var h = 0; h < hole.length; h ++ ) {
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if ( equalEdge( hole[ h ], edge ) ) {
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hole[ h ] = hole[ hole.length - 1 ];
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hole.pop();
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boundary = false;
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break;
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}
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}
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if ( boundary ) {
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hole.push( edge );
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}
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}
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// remove faces[ f ]
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faces[ f ] = faces[ faces.length - 1 ];
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faces.pop();
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} else { // not visible
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f ++;
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}
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}
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// construct the new faces formed by the edges of the hole and the vertex
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for ( var h = 0; h < hole.length; h ++ ) {
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faces.push( [
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hole[ h ][ 0 ],
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hole[ h ][ 1 ],
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vertexId
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] );
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}
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}
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/**
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* Whether the face is visible from the vertex
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*/
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function visible( face, vertex ) {
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var va = vertices[ face[ 0 ] ];
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var vb = vertices[ face[ 1 ] ];
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var vc = vertices[ face[ 2 ] ];
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var n = normal( va, vb, vc );
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// distance from face to origin
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var dist = n.dot( va );
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return n.dot( vertex ) >= dist;
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}
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/**
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* Face normal
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*/
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function normal( va, vb, vc ) {
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var cb = new THREE.Vector3();
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var ab = new THREE.Vector3();
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cb.subVectors( vc, vb );
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ab.subVectors( va, vb );
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cb.cross( ab );
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cb.normalize();
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return cb;
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}
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/**
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* Detect whether two edges are equal.
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* Note that when constructing the convex hull, two same edges can only
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* be of the negative direction.
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*/
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function equalEdge( ea, eb ) {
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return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ];
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}
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/**
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* Create a random offset between -1e-6 and 1e-6.
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*/
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function randomOffset() {
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return ( Math.random() - 0.5 ) * 2 * 1e-6;
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}
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/**
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* XXX: Not sure if this is the correct approach. Need someone to review.
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*/
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function vertexUv( vertex ) {
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var mag = vertex.length();
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return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
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}
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// Push vertices into `this.vertices`, skipping those inside the hull
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var id = 0;
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var newId = new Array( vertices.length ); // map from old vertex id to new id
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for ( var i = 0; i < faces.length; i ++ ) {
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var face = faces[ i ];
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for ( var j = 0; j < 3; j ++ ) {
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if ( newId[ face[ j ] ] === undefined ) {
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newId[ face[ j ] ] = id ++;
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this.vertices.push( vertices[ face[ j ] ] );
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}
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face[ j ] = newId[ face[ j ] ];
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}
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}
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// Convert faces into instances of THREE.Face3
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for ( var i = 0; i < faces.length; i ++ ) {
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this.faces.push( new THREE.Face3(
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faces[ i ][ 0 ],
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faces[ i ][ 1 ],
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faces[ i ][ 2 ]
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) );
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}
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// Compute UVs
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for ( var i = 0; i < this.faces.length; i ++ ) {
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var face = this.faces[ i ];
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this.faceVertexUvs[ 0 ].push( [
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vertexUv( this.vertices[ face.a ] ),
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vertexUv( this.vertices[ face.b ] ),
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vertexUv( this.vertices[ face.c ])
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] );
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}
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this.computeFaceNormals();
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this.computeVertexNormals();
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};
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THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
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THREE.ConvexGeometry.prototype.constructor = THREE.ConvexGeometry;
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