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ConvexHull.js
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import {
Line3,
Plane,
Triangle,
Vector3
} from 'three';
/**
* Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio)
*/
var ConvexHull = ( function () {
var Visible = 0;
var Deleted = 1;
var v1 = new Vector3();
function ConvexHull() {
this.tolerance = - 1;
this.faces = []; // the generated faces of the convex hull
this.newFaces = []; // this array holds the faces that are generated within a single iteration
// the vertex lists work as follows:
//
// let 'a' and 'b' be 'Face' instances
// let 'v' be points wrapped as instance of 'Vertex'
//
// [v, v, ..., v, v, v, ...]
// ^ ^
// | |
// a.outside b.outside
//
this.assigned = new VertexList();
this.unassigned = new VertexList();
this.vertices = []; // vertices of the hull (internal representation of given geometry data)
}
Object.assign( ConvexHull.prototype, {
toJSON: function () {
// Original ('src') indices do not include interior vertices,
// but 'this.vertices' (the list they index) does. Output ('dst')
// arrays have interior vertices omitted.
const srcIndices = this.faces.map((f) => f.toArray());
const uniqueSrcIndices = Array.from(new Set(srcIndices.flat())).sort();
// Output vertex positions, omitting interior vertices.
const dstPositions = [];
for (let i = 0; i < uniqueSrcIndices.length; i++) {
dstPositions.push(
this.vertices[uniqueSrcIndices[i]].point.x,
this.vertices[uniqueSrcIndices[i]].point.y,
this.vertices[uniqueSrcIndices[i]].point.z,
);
}
// Mapping from 'src' (this.vertices) to 'dst' (dstPositions) indices.
const srcToDstIndexMap = new Map();
for (let i = 0; i < uniqueSrcIndices.length; i++) {
srcToDstIndexMap.set(uniqueSrcIndices[i], i);
}
// Output triangles, as indices on dstPositions.
const dstIndices = [];
for (let i = 0; i < srcIndices.length; i++) {
dstIndices.push([
srcToDstIndexMap.get(srcIndices[i][0]),
srcToDstIndexMap.get(srcIndices[i][1]),
srcToDstIndexMap.get(srcIndices[i][2]),
]);
}
return [dstPositions, dstIndices];
},
setFromPoints: function ( points ) {
if ( Array.isArray( points ) !== true ) {
console.error( 'THREE.ConvexHull: Points parameter is not an array.' );
}
if ( points.length < 4 ) {
console.error( 'THREE.ConvexHull: The algorithm needs at least four points.' );
}
this.makeEmpty();
for ( var i = 0, l = points.length; i < l; i ++ ) {
this.vertices.push( new VertexNode( points[ i ], i ) );
}
this.compute();
return this;
},
setFromObject: function ( object ) {
var points = [];
object.updateMatrixWorld( true );
object.traverse( function ( node ) {
var i, l, point;
var geometry = node.geometry;
if ( geometry === undefined ) return;
if ( geometry.isGeometry ) {
geometry = geometry.toBufferGeometry
? geometry.toBufferGeometry()
: new BufferGeometry().fromGeometry( geometry );
}
if ( geometry.isBufferGeometry ) {
var attribute = geometry.attributes.position;
if ( attribute !== undefined ) {
for ( i = 0, l = attribute.count; i < l; i ++ ) {
point = new Vector3();
point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
points.push( point );
}
}
}
} );
return this.setFromPoints( points );
},
containsPoint: function ( point ) {
var faces = this.faces;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
// compute signed distance and check on what half space the point lies
if ( face.distanceToPoint( point ) > this.tolerance ) return false;
}
return true;
},
intersectRay: function ( ray, target ) {
// based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II
var faces = this.faces;
var tNear = - Infinity;
var tFar = Infinity;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
// interpret faces as planes for the further computation
var vN = face.distanceToPoint( ray.origin );
var vD = face.normal.dot( ray.direction );
// if the origin is on the positive side of a plane (so the plane can "see" the origin) and
// the ray is turned away or parallel to the plane, there is no intersection
if ( vN > 0 && vD >= 0 ) return null;
// compute the distance from the ray’s origin to the intersection with the plane
var t = ( vD !== 0 ) ? ( - vN / vD ) : 0;
// only proceed if the distance is positive. a negative distance means the intersection point
// lies "behind" the origin
if ( t <= 0 ) continue;
// now categorized plane as front-facing or back-facing
if ( vD > 0 ) {
// plane faces away from the ray, so this plane is a back-face
tFar = Math.min( t, tFar );
} else {
// front-face
tNear = Math.max( t, tNear );
}
if ( tNear > tFar ) {
// if tNear ever is greater than tFar, the ray must miss the convex hull
return null;
}
}
// evaluate intersection point
// always try tNear first since its the closer intersection point
if ( tNear !== - Infinity ) {
ray.at( tNear, target );
} else {
ray.at( tFar, target );
}
return target;
},
intersectsRay: function ( ray ) {
return this.intersectRay( ray, v1 ) !== null;
},
makeEmpty: function () {
this.faces = [];
this.vertices = [];
return this;
},
// Adds a vertex to the 'assigned' list of vertices and assigns it to the given face
addVertexToFace: function ( vertex, face ) {
vertex.face = face;
if ( face.outside === null ) {
this.assigned.append( vertex );
} else {
this.assigned.insertBefore( face.outside, vertex );
}
face.outside = vertex;
return this;
},
// Removes a vertex from the 'assigned' list of vertices and from the given face
removeVertexFromFace: function ( vertex, face ) {
if ( vertex === face.outside ) {
// fix face.outside link
if ( vertex.next !== null && vertex.next.face === face ) {
// face has at least 2 outside vertices, move the 'outside' reference
face.outside = vertex.next;
} else {
// vertex was the only outside vertex that face had
face.outside = null;
}
}
this.assigned.remove( vertex );
return this;
},
// Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list
removeAllVerticesFromFace: function ( face ) {
if ( face.outside !== null ) {
// reference to the first and last vertex of this face
var start = face.outside;
var end = face.outside;
while ( end.next !== null && end.next.face === face ) {
end = end.next;
}
this.assigned.removeSubList( start, end );
// fix references
start.prev = end.next = null;
face.outside = null;
return start;
}
},
// Removes all the visible vertices that 'face' is able to see
deleteFaceVertices: function ( face, absorbingFace ) {
var faceVertices = this.removeAllVerticesFromFace( face );
if ( faceVertices !== undefined ) {
if ( absorbingFace === undefined ) {
// mark the vertices to be reassigned to some other face
this.unassigned.appendChain( faceVertices );
} else {
// if there's an absorbing face try to assign as many vertices as possible to it
var vertex = faceVertices;
do {
// we need to buffer the subsequent vertex at this point because the 'vertex.next' reference
// will be changed by upcoming method calls
var nextVertex = vertex.next;
var distance = absorbingFace.distanceToPoint( vertex.point );
// check if 'vertex' is able to see 'absorbingFace'
if ( distance > this.tolerance ) {
this.addVertexToFace( vertex, absorbingFace );
} else {
this.unassigned.append( vertex );
}
// now assign next vertex
vertex = nextVertex;
} while ( vertex !== null );
}
}
return this;
},
// Reassigns as many vertices as possible from the unassigned list to the new faces
resolveUnassignedPoints: function ( newFaces ) {
if ( this.unassigned.isEmpty() === false ) {
var vertex = this.unassigned.first();
do {
// buffer 'next' reference, see .deleteFaceVertices()
var nextVertex = vertex.next;
var maxDistance = this.tolerance;
var maxFace = null;
for ( var i = 0; i < newFaces.length; i ++ ) {
var face = newFaces[ i ];
if ( face.mark === Visible ) {
var distance = face.distanceToPoint( vertex.point );
if ( distance > maxDistance ) {
maxDistance = distance;
maxFace = face;
}
if ( maxDistance > 1000 * this.tolerance ) break;
}
}
// 'maxFace' can be null e.g. if there are identical vertices
if ( maxFace !== null ) {
this.addVertexToFace( vertex, maxFace );
}
vertex = nextVertex;
} while ( vertex !== null );
}
return this;
},
// Computes the extremes of a simplex which will be the initial hull
computeExtremes: function () {
var min = new Vector3();
var max = new Vector3();
var minVertices = [];
var maxVertices = [];
var i, l, j;
// initially assume that the first vertex is the min/max
for ( i = 0; i < 3; i ++ ) {
minVertices[ i ] = maxVertices[ i ] = this.vertices[ 0 ];
}
min.copy( this.vertices[ 0 ].point );
max.copy( this.vertices[ 0 ].point );
// compute the min/max vertex on all six directions
for ( i = 0, l = this.vertices.length; i < l; i ++ ) {
var vertex = this.vertices[ i ];
var point = vertex.point;
// update the min coordinates
for ( j = 0; j < 3; j ++ ) {
if ( point.getComponent( j ) < min.getComponent( j ) ) {
min.setComponent( j, point.getComponent( j ) );
minVertices[ j ] = vertex;
}
}
// update the max coordinates
for ( j = 0; j < 3; j ++ ) {
if ( point.getComponent( j ) > max.getComponent( j ) ) {
max.setComponent( j, point.getComponent( j ) );
maxVertices[ j ] = vertex;
}
}
}
// use min/max vectors to compute an optimal epsilon
this.tolerance = 3 * Number.EPSILON * (
Math.max( Math.abs( min.x ), Math.abs( max.x ) ) +
Math.max( Math.abs( min.y ), Math.abs( max.y ) ) +
Math.max( Math.abs( min.z ), Math.abs( max.z ) )
);
return { min: minVertices, max: maxVertices };
},
// Computes the initial simplex assigning to its faces all the points
// that are candidates to form part of the hull
computeInitialHull: function () {
var line3, plane, closestPoint;
return function computeInitialHull() {
if ( line3 === undefined ) {
line3 = new Line3();
plane = new Plane();
closestPoint = new Vector3();
}
var vertex, vertices = this.vertices;
var extremes = this.computeExtremes();
var min = extremes.min;
var max = extremes.max;
var v0, v1, v2, v3;
var i, l, j;
// 1. Find the two vertices 'v0' and 'v1' with the greatest 1d separation
// (max.x - min.x)
// (max.y - min.y)
// (max.z - min.z)
var distance, maxDistance = 0;
var index = 0;
for ( i = 0; i < 3; i ++ ) {
distance = max[ i ].point.getComponent( i ) - min[ i ].point.getComponent( i );
if ( distance > maxDistance ) {
maxDistance = distance;
index = i;
}
}
v0 = min[ index ];
v1 = max[ index ];
// 2. The next vertex 'v2' is the one farthest to the line formed by 'v0' and 'v1'
maxDistance = 0;
line3.set( v0.point, v1.point );
for ( i = 0, l = this.vertices.length; i < l; i ++ ) {
vertex = vertices[ i ];
if ( vertex !== v0 && vertex !== v1 ) {
line3.closestPointToPoint( vertex.point, true, closestPoint );
distance = closestPoint.distanceToSquared( vertex.point );
if ( distance > maxDistance ) {
maxDistance = distance;
v2 = vertex;
}
}
}
// 3. The next vertex 'v3' is the one farthest to the plane 'v0', 'v1', 'v2'
maxDistance = - 1;
plane.setFromCoplanarPoints( v0.point, v1.point, v2.point );
for ( i = 0, l = this.vertices.length; i < l; i ++ ) {
vertex = vertices[ i ];
if ( vertex !== v0 && vertex !== v1 && vertex !== v2 ) {
distance = Math.abs( plane.distanceToPoint( vertex.point ) );
if ( distance > maxDistance ) {
maxDistance = distance;
v3 = vertex;
}
}
}
var faces = [];
if ( plane.distanceToPoint( v3.point ) < 0 ) {
// the face is not able to see the point so 'plane.normal' is pointing outside the tetrahedron
faces.push(
Face.create( v0, v1, v2 ),
Face.create( v3, v1, v0 ),
Face.create( v3, v2, v1 ),
Face.create( v3, v0, v2 )
);
// set the twin edge
for ( i = 0; i < 3; i ++ ) {
j = ( i + 1 ) % 3;
// join face[ i ] i > 0, with the first face
faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( j ) );
// join face[ i ] with face[ i + 1 ], 1 <= i <= 3
faces[ i + 1 ].getEdge( 1 ).setTwin( faces[ j + 1 ].getEdge( 0 ) );
}
} else {
// the face is able to see the point so 'plane.normal' is pointing inside the tetrahedron
faces.push(
Face.create( v0, v2, v1 ),
Face.create( v3, v0, v1 ),
Face.create( v3, v1, v2 ),
Face.create( v3, v2, v0 )
);
// set the twin edge
for ( i = 0; i < 3; i ++ ) {
j = ( i + 1 ) % 3;
// join face[ i ] i > 0, with the first face
faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( ( 3 - i ) % 3 ) );
// join face[ i ] with face[ i + 1 ]
faces[ i + 1 ].getEdge( 0 ).setTwin( faces[ j + 1 ].getEdge( 1 ) );
}
}
// the initial hull is the tetrahedron
for ( i = 0; i < 4; i ++ ) {
this.faces.push( faces[ i ] );
}
// initial assignment of vertices to the faces of the tetrahedron
for ( i = 0, l = vertices.length; i < l; i ++ ) {
vertex = vertices[ i ];
if ( vertex !== v0 && vertex !== v1 && vertex !== v2 && vertex !== v3 ) {
maxDistance = this.tolerance;
var maxFace = null;
for ( j = 0; j < 4; j ++ ) {
distance = this.faces[ j ].distanceToPoint( vertex.point );
if ( distance > maxDistance ) {
maxDistance = distance;
maxFace = this.faces[ j ];
}
}
if ( maxFace !== null ) {
this.addVertexToFace( vertex, maxFace );
}
}
}
return this;
};
}(),
// Removes inactive faces
reindexFaces: function () {
var activeFaces = [];
for ( var i = 0; i < this.faces.length; i ++ ) {
var face = this.faces[ i ];
if ( face.mark === Visible ) {
activeFaces.push( face );
}
}
this.faces = activeFaces;
return this;
},
// Finds the next vertex to create faces with the current hull
nextVertexToAdd: function () {
// if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined'
if ( this.assigned.isEmpty() === false ) {
var eyeVertex, maxDistance = 0;
// grap the first available face and start with the first visible vertex of that face
var eyeFace = this.assigned.first().face;
var vertex = eyeFace.outside;
// now calculate the farthest vertex that face can see
do {
var distance = eyeFace.distanceToPoint( vertex.point );
if ( distance > maxDistance ) {
maxDistance = distance;
eyeVertex = vertex;
}
vertex = vertex.next;
} while ( vertex !== null && vertex.face === eyeFace );
return eyeVertex;
}
},
// Computes a chain of half edges in CCW order called the 'horizon'.
// For an edge to be part of the horizon it must join a face that can see
// 'eyePoint' and a face that cannot see 'eyePoint'.
computeHorizon: function ( eyePoint, crossEdge, face, horizon ) {
// moves face's vertices to the 'unassigned' vertex list
this.deleteFaceVertices( face );
face.mark = Deleted;
var edge;
if ( crossEdge === null ) {
edge = crossEdge = face.getEdge( 0 );
} else {
// start from the next edge since 'crossEdge' was already analyzed
// (actually 'crossEdge.twin' was the edge who called this method recursively)
edge = crossEdge.next;
}
do {
var twinEdge = edge.twin;
var oppositeFace = twinEdge.face;
if ( oppositeFace.mark === Visible ) {
if ( oppositeFace.distanceToPoint( eyePoint ) > this.tolerance ) {
// the opposite face can see the vertex, so proceed with next edge
this.computeHorizon( eyePoint, twinEdge, oppositeFace, horizon );
} else {
// the opposite face can't see the vertex, so this edge is part of the horizon
horizon.push( edge );
}
}
edge = edge.next;
} while ( edge !== crossEdge );
return this;
},
// Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head' in CCW order
addAdjoiningFace: function ( eyeVertex, horizonEdge ) {
// all the half edges are created in ccw order thus the face is always pointing outside the hull
var face = Face.create( eyeVertex, horizonEdge.tail(), horizonEdge.head() );
this.faces.push( face );
// join face.getEdge( - 1 ) with the horizon's opposite edge face.getEdge( - 1 ) = face.getEdge( 2 )
face.getEdge( - 1 ).setTwin( horizonEdge.twin );
return face.getEdge( 0 ); // the half edge whose vertex is the eyeVertex
},
// Adds 'horizon.length' faces to the hull, each face will be linked with the
// horizon opposite face and the face on the left/right
addNewFaces: function ( eyeVertex, horizon ) {
this.newFaces = [];
var firstSideEdge = null;
var previousSideEdge = null;
for ( var i = 0; i < horizon.length; i ++ ) {
var horizonEdge = horizon[ i ];
// returns the right side edge
var sideEdge = this.addAdjoiningFace( eyeVertex, horizonEdge );
if ( firstSideEdge === null ) {
firstSideEdge = sideEdge;
} else {
// joins face.getEdge( 1 ) with previousFace.getEdge( 0 )
sideEdge.next.setTwin( previousSideEdge );
}
this.newFaces.push( sideEdge.face );
previousSideEdge = sideEdge;
}
// perform final join of new faces
firstSideEdge.next.setTwin( previousSideEdge );
return this;
},
// Adds a vertex to the hull
addVertexToHull: function ( eyeVertex ) {
var horizon = [];
this.unassigned.clear();
// remove 'eyeVertex' from 'eyeVertex.face' so that it can't be added to the 'unassigned' vertex list
this.removeVertexFromFace( eyeVertex, eyeVertex.face );
this.computeHorizon( eyeVertex.point, null, eyeVertex.face, horizon );
this.addNewFaces( eyeVertex, horizon );
// reassign 'unassigned' vertices to the new faces
this.resolveUnassignedPoints( this.newFaces );
return this;
},
cleanup: function () {
this.assigned.clear();
this.unassigned.clear();
this.newFaces = [];
return this;
},
compute: function () {
var vertex;
this.computeInitialHull();
// add all available vertices gradually to the hull
while ( ( vertex = this.nextVertexToAdd() ) !== undefined ) {
this.addVertexToHull( vertex );
}
this.reindexFaces();
this.cleanup();
return this;
}
} );
//
function Face() {
this.normal = new Vector3();
this.midpoint = new Vector3();
this.area = 0;
this.constant = 0; // signed distance from face to the origin
this.outside = null; // reference to a vertex in a vertex list this face can see
this.mark = Visible;
this.edge = null;
}
Object.assign( Face, {
create: function ( a, b, c ) {
var face = new Face();
var e0 = new HalfEdge( a, face );
var e1 = new HalfEdge( b, face );
var e2 = new HalfEdge( c, face );