Doodle3D-Slicer/three.js-master/examples/js/geometries/ConvexGeometry.js
2017-06-22 13:21:07 +02:00

223 lines
4.1 KiB
JavaScript
Executable File

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