-
Notifications
You must be signed in to change notification settings - Fork 0
/
convex.js
224 lines (150 loc) · 4.13 KB
/
convex.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
/**
* @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);