GeometryUtils.js 5.2 KB

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  1. ( function () {
  2. /**
  3. * Generates 2D-Coordinates in a very fast way.
  4. *
  5. * Based on work by:
  6. * @link http://www.openprocessing.org/sketch/15493
  7. *
  8. * @param center Center of Hilbert curve.
  9. * @param size Total width of Hilbert curve.
  10. * @param iterations Number of subdivisions.
  11. * @param v0 Corner index -X, -Z.
  12. * @param v1 Corner index -X, +Z.
  13. * @param v2 Corner index +X, +Z.
  14. * @param v3 Corner index +X, -Z.
  15. */
  16. function hilbert2D( center = new THREE.Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3 ) {
  17. const half = size / 2;
  18. const vec_s = [ new THREE.Vector3( center.x - half, center.y, center.z - half ), new THREE.Vector3( center.x - half, center.y, center.z + half ), new THREE.Vector3( center.x + half, center.y, center.z + half ), new THREE.Vector3( center.x + half, center.y, center.z - half ) ];
  19. const vec = [ vec_s[ v0 ], vec_s[ v1 ], vec_s[ v2 ], vec_s[ v3 ] ];
  20. // Recurse iterations
  21. if ( 0 <= -- iterations ) {
  22. return [ ...hilbert2D( vec[ 0 ], half, iterations, v0, v3, v2, v1 ), ...hilbert2D( vec[ 1 ], half, iterations, v0, v1, v2, v3 ), ...hilbert2D( vec[ 2 ], half, iterations, v0, v1, v2, v3 ), ...hilbert2D( vec[ 3 ], half, iterations, v2, v1, v0, v3 ) ];
  23. }
  24. // Return complete Hilbert Curve.
  25. return vec;
  26. }
  27. /**
  28. * Generates 3D-Coordinates in a very fast way.
  29. *
  30. * Based on work by:
  31. * @link https://openprocessing.org/user/5654
  32. *
  33. * @param center Center of Hilbert curve.
  34. * @param size Total width of Hilbert curve.
  35. * @param iterations Number of subdivisions.
  36. * @param v0 Corner index -X, +Y, -Z.
  37. * @param v1 Corner index -X, +Y, +Z.
  38. * @param v2 Corner index -X, -Y, +Z.
  39. * @param v3 Corner index -X, -Y, -Z.
  40. * @param v4 Corner index +X, -Y, -Z.
  41. * @param v5 Corner index +X, -Y, +Z.
  42. * @param v6 Corner index +X, +Y, +Z.
  43. * @param v7 Corner index +X, +Y, -Z.
  44. */
  45. function hilbert3D( center = new THREE.Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3, v4 = 4, v5 = 5, v6 = 6, v7 = 7 ) {
  46. // Default Vars
  47. const half = size / 2;
  48. const vec_s = [ new THREE.Vector3( center.x - half, center.y + half, center.z - half ), new THREE.Vector3( center.x - half, center.y + half, center.z + half ), new THREE.Vector3( center.x - half, center.y - half, center.z + half ), new THREE.Vector3( center.x - half, center.y - half, center.z - half ), new THREE.Vector3( center.x + half, center.y - half, center.z - half ), new THREE.Vector3( center.x + half, center.y - half, center.z + half ), new THREE.Vector3( center.x + half, center.y + half, center.z + half ), new THREE.Vector3( center.x + half, center.y + half, center.z - half ) ];
  49. const vec = [ vec_s[ v0 ], vec_s[ v1 ], vec_s[ v2 ], vec_s[ v3 ], vec_s[ v4 ], vec_s[ v5 ], vec_s[ v6 ], vec_s[ v7 ] ];
  50. // Recurse iterations
  51. if ( -- iterations >= 0 ) {
  52. return [ ...hilbert3D( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ), ...hilbert3D( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ), ...hilbert3D( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ), ...hilbert3D( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ), ...hilbert3D( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ), ...hilbert3D( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ), ...hilbert3D( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ), ...hilbert3D( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) ];
  53. }
  54. // Return complete Hilbert Curve.
  55. return vec;
  56. }
  57. /**
  58. * Generates a Gosper curve (lying in the XY plane)
  59. *
  60. * https://gist.github.com/nitaku/6521802
  61. *
  62. * @param size The size of a single gosper island.
  63. */
  64. function gosper( size = 1 ) {
  65. function fractalize( config ) {
  66. let output;
  67. let input = config.axiom;
  68. for ( let i = 0, il = config.steps; 0 <= il ? i < il : i > il; 0 <= il ? i ++ : i -- ) {
  69. output = '';
  70. for ( let j = 0, jl = input.length; j < jl; j ++ ) {
  71. const char = input[ j ];
  72. if ( char in config.rules ) {
  73. output += config.rules[ char ];
  74. } else {
  75. output += char;
  76. }
  77. }
  78. input = output;
  79. }
  80. return output;
  81. }
  82. function toPoints( config ) {
  83. let currX = 0,
  84. currY = 0;
  85. let angle = 0;
  86. const path = [ 0, 0, 0 ];
  87. const fractal = config.fractal;
  88. for ( let i = 0, l = fractal.length; i < l; i ++ ) {
  89. const char = fractal[ i ];
  90. if ( char === '+' ) {
  91. angle += config.angle;
  92. } else if ( char === '-' ) {
  93. angle -= config.angle;
  94. } else if ( char === 'F' ) {
  95. currX += config.size * Math.cos( angle );
  96. currY += - config.size * Math.sin( angle );
  97. path.push( currX, currY, 0 );
  98. }
  99. }
  100. return path;
  101. }
  102. //
  103. const gosper = fractalize( {
  104. axiom: 'A',
  105. steps: 4,
  106. rules: {
  107. A: 'A+BF++BF-FA--FAFA-BF+',
  108. B: '-FA+BFBF++BF+FA--FA-B'
  109. }
  110. } );
  111. const points = toPoints( {
  112. fractal: gosper,
  113. size: size,
  114. angle: Math.PI / 3 // 60 degrees
  115. } );
  116. return points;
  117. }
  118. THREE.GeometryUtils = {};
  119. THREE.GeometryUtils.gosper = gosper;
  120. THREE.GeometryUtils.hilbert2D = hilbert2D;
  121. THREE.GeometryUtils.hilbert3D = hilbert3D;
  122. } )();