|
@@ -1,214 +0,0 @@
|
|
|
-/**
|
|
|
- * @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;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // 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 ]
|
|
|
- ) );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- this.computeFaceNormals();
|
|
|
-
|
|
|
- // Compute flat vertex normals
|
|
|
- for ( var i = 0; i < this.faces.length; i ++ ) {
|
|
|
-
|
|
|
- var face = this.faces[ i ];
|
|
|
- var normal = face.normal;
|
|
|
-
|
|
|
- face.vertexNormals[ 0 ] = normal.clone();
|
|
|
- face.vertexNormals[ 1 ] = normal.clone();
|
|
|
- face.vertexNormals[ 2 ] = normal.clone();
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
-THREE.ConvexGeometry.prototype.constructor = THREE.ConvexGeometry;
|
|
|
-
|