mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-17 03:27:57 +01:00
223 lines
4.1 KiB
JavaScript
Executable File
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;
|