]>
Commit | Line | Data |
---|---|---|
1 | /* nt3d - Javascript library for doing some 3D stuff. | |
2 | * Copyright (C) 2012 Scott Worley <ScottWorley@ScottWorley.com> | |
3 | * | |
4 | * This program is free software: you can redistribute it and/or modify | |
5 | * it under the terms of the GNU Affero General Public License as | |
6 | * published by the Free Software Foundation, either version 3 of the | |
7 | * License, or (at your option) any later version. | |
8 | * | |
9 | * This program is distributed in the hope that it will be useful, | |
10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
12 | * GNU Affero General Public License for more details. | |
13 | * | |
14 | * You should have received a copy of the GNU Affero General Public License | |
15 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | |
16 | */ | |
17 | ||
18 | nt3d = { | |
19 | triangle: function(a, b, c) { | |
20 | return [a, b, c]; | |
21 | }, | |
22 | quad: function(a, b, c, d) { | |
23 | return this.triangle(a, b, c).concat( | |
24 | this.triangle(c, d, a)); | |
25 | }, | |
26 | trianglefan: function(fan) { | |
27 | var result = []; | |
28 | for (var i = 2; i < fan.length; i++) { | |
29 | result.push(fan[0], fan[i-1], fan[i]); | |
30 | } | |
31 | return result; | |
32 | }, | |
33 | closed_trianglefan: function(fan) { | |
34 | return this.trianglefan(fan.concat([fan[1]])); | |
35 | }, | |
36 | quadstrip: function(strip) { | |
37 | if (strip.length % 2 != 0) { | |
38 | alert("quadstrip length not divisble by 2!"); | |
39 | } | |
40 | var result = []; | |
41 | for (var i = 2; i < strip.length; i += 2) { | |
42 | result = result.concat(this.quad(strip[i-2], strip[i-1], strip[i+1], strip[i])); | |
43 | } | |
44 | return result; | |
45 | }, | |
46 | closed_quadstrip: function(strip) { | |
47 | return this.quadstrip(strip.concat([strip[0], strip[1]])); | |
48 | }, | |
49 | circle: function(r, n) { | |
50 | var points = []; | |
51 | for (var i = 0; i < n; i++) { | |
52 | points.push([r*Math.cos(2*Math.PI*i/n), | |
53 | r*Math.sin(2*Math.PI*i/n), | |
54 | 0]); | |
55 | } | |
56 | return points; | |
57 | }, | |
58 | cone: function(base_center, apex, radius, steps) { | |
59 | var base = this.circle(radius, steps); | |
60 | base = this.rotate_onto(base, [0,0,1], this.sub(apex, base_center)); | |
61 | base = this.translate(base, base_center); | |
62 | return this.closed_trianglefan([apex].concat(base)).concat( | |
63 | this.trianglefan(base.reverse())); | |
64 | }, | |
65 | shapenormals_from_closed_path: function(path) { | |
66 | return function(i) { | |
67 | var prev = (i == 0) ? path.length-1 : i-1; | |
68 | var next = (i == path.length-1) ? 0 : i+1; | |
69 | return nt3d.sub(path[next], path[prev]); | |
70 | }; | |
71 | }, | |
72 | shapenormals_from_path_and_extra_points: function(path, first_point, last_point) { | |
73 | return function(i) { | |
74 | var prev = (i == 0) ? first_point : path[i-1]; | |
75 | var next = (i == path.length-1) ? last_point : path[i+1]; | |
76 | return nt3d.sub(next, prev); | |
77 | }; | |
78 | }, | |
79 | shapenormals_from_path_and_first_and_last_normals: function(path, first_normal, last_normal) { | |
80 | return function(i) { | |
81 | if (i == 0) { return first_normal; } | |
82 | if (i == path.length-1) { return last_normal; } | |
83 | return nt3d.sub(path[i+1], path[i-1]); | |
84 | }; | |
85 | }, | |
86 | pathnormals_from_point: function(path, p) { | |
87 | // Use this with any point that is not on any path tangent line | |
88 | var pathnormals = []; | |
89 | for (var i = 0; i < path.length; i++) { | |
90 | pathnormals.push(this.sub(path[i], p)); | |
91 | } | |
92 | return pathnormals; | |
93 | }, | |
94 | to_function: function(thing, make_indexer) { | |
95 | // If thing is a point, just yield thing every time. | |
96 | // If thing is a list of points && make_indexer, index into thing. | |
97 | // If thing is already a function, just return it. | |
98 | if (({}).toString.call(thing) === "[object Function]") { | |
99 | return thing; // Already a function | |
100 | } | |
101 | if (make_indexer && Array.isArray(thing[0])) { | |
102 | // Looks like a list of points. | |
103 | return function(i) { return thing[i]; } | |
104 | } | |
105 | return function() { return thing; } | |
106 | }, | |
107 | extrude: function(path, shape, shapenormals, pathnormals) { | |
108 | ||
109 | var guts_result = this._extrude_guts(path, shape, shapenormals, pathnormals); | |
110 | // Add the end-caps | |
111 | // XXX: This doesn't work if shape is not convex | |
112 | return guts_result.points.concat( | |
113 | this.trianglefan(guts_result.first_loop.reverse()), | |
114 | this.trianglefan(guts_result.last_loop)); | |
115 | ||
116 | }, | |
117 | closed_extrude: function(path, shape, shapenormals, pathnormals) { | |
118 | var guts_result = this._extrude_guts(path, shape, shapenormals, pathnormals); | |
119 | // Stitch the ends together | |
120 | return guts_result.points.concat( | |
121 | this.closed_quadstrip(this.zip(guts_result.first_loop, guts_result.last_loop))); | |
122 | }, | |
123 | _extrude_guts: function(path, shape, shapenormals, pathnormals) { | |
124 | var shape_fun = this.to_function(shape, false); | |
125 | var shapenormal_fun = this.to_function(shapenormals, true); | |
126 | var pathnormal_fun = this.to_function(pathnormals, true); | |
127 | var result = { points: [] }; | |
128 | var prev_loop; | |
129 | for (var i = 0; i < path.length; i++) { | |
130 | var shapenormali = shapenormal_fun(i, path[i]); | |
131 | var pathnormali = pathnormal_fun(i, path[i], shapenormali); | |
132 | ||
133 | // Fix pathnormali to be perfectly perpendicular to | |
134 | // shapenormali. pathnormali must be perpendicular to | |
135 | // shapenormali or the second rotation will take loop | |
136 | // back out of the shapenormali plane that the first | |
137 | // rotation so carefully placed it in. But, letting | |
138 | // callers be sloppy with the pathnormals can greatly | |
139 | // simplify generating them -- so much so that you can | |
140 | // often just pass a constant to use the same value | |
141 | // along the whole path. | |
142 | pathnormali = this.project_to_orthogonal(shapenormali, pathnormali); | |
143 | ||
144 | var shapei = shape_fun(i, path[i], shapenormali, pathnormali); | |
145 | ||
146 | // loop is shapei in 3d with (0,0) at path[i], shape's | |
147 | // z axis in the direction of shapenormali, and shape's | |
148 | // x axis in the direction of pathnormali. We tack | |
149 | // [1,0,0] onto the end as a hack to see where it ends | |
150 | // up after the first rotation. This is removed later. | |
151 | var loop = shapei.concat([[1,0,0]]); | |
152 | ||
153 | // This is done in three steps: | |
154 | // 1. Rotate shape out of the xy plane so that [0,0,1] | |
155 | // becomes shapenormali. This puts the shape in | |
156 | // the correct plane, but does not constrain its | |
157 | // rotation about shapenormali. | |
158 | loop = this.rotate_onto(loop, [0,0,1], shapenormali); | |
159 | var shapex = loop.pop(); | |
160 | ||
161 | // 2. Rotate around shapenormali so that [1,0,0] | |
162 | // becomes pathnormali. | |
163 | loop = this.rotate_onto(loop, shapex, pathnormali); | |
164 | ||
165 | // (This would probably be faster and more numerically stable | |
166 | // if the two rotations were applied as one combined operation | |
167 | // rather than separate steps.) | |
168 | ||
169 | // 3. Translate to path[i]. | |
170 | loop = this.translate(loop, path[i]); | |
171 | ||
172 | if (i == 0) { | |
173 | result.first_loop = loop; | |
174 | } else { | |
175 | result.points = result.points.concat(this.closed_quadstrip(this.zip(loop, prev_loop))); | |
176 | } | |
177 | prev_loop = loop; | |
178 | } | |
179 | result.last_loop = prev_loop; | |
180 | return result; | |
181 | }, | |
182 | zip: function(a, b) { | |
183 | var result = []; | |
184 | if (a.length != b.length) { | |
185 | alert("Zip over different-sized inputs"); | |
186 | } | |
187 | for (var i = 0; i < a.length; i++) { | |
188 | result.push(a[i], b[i]); | |
189 | } | |
190 | return result; | |
191 | }, | |
192 | magnitude: function(a) { | |
193 | return Math.sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]); | |
194 | }, | |
195 | unit: function(a) { | |
196 | return this.scale(a, 1 / this.magnitude(a)); | |
197 | }, | |
198 | sub: function(a, b) { | |
199 | return [a[0] - b[0], | |
200 | a[1] - b[1], | |
201 | a[2] - b[2]]; | |
202 | }, | |
203 | neg: function(a) { | |
204 | return [-a[0], -a[1], -a[2]]; | |
205 | }, | |
206 | dot: function(a, b) { | |
207 | return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; | |
208 | }, | |
209 | scale: function(v, s) { // Scale vector v by scalar s | |
210 | return [s*v[0], s*v[1], s*v[2]]; | |
211 | }, | |
212 | cross: function(a, b) { | |
213 | return [a[1]*b[2] - a[2]*b[1], | |
214 | a[2]*b[0] - a[0]*b[2], | |
215 | a[0]*b[1] - a[1]*b[0]]; | |
216 | }, | |
217 | normal: function(a, b, c) { | |
218 | return this.cross(this.sub(a, b), this.sub(b, c)); | |
219 | }, | |
220 | project: function(a, b) { // Project b onto a | |
221 | var a_magnitude = this.magnitude(a); | |
222 | return this.scale(a, this.dot(a, b) / (a_magnitude * a_magnitude)); | |
223 | }, | |
224 | project_to_orthogonal: function(a, b) { | |
225 | // The nearest thing to b that is orthogonal to a | |
226 | return this.sub(b, this.project(a, b)); | |
227 | }, | |
228 | translate: function(points, offset) { | |
229 | var translated = []; | |
230 | for (var i = 0; i < points.length; i++) { | |
231 | translated[i] = this.translate_point(points[i], offset); | |
232 | } | |
233 | return translated; | |
234 | }, | |
235 | translate_point: function(point, offset) { | |
236 | return [point[0] + offset[0], | |
237 | point[1] + offset[1], | |
238 | point[2] + offset[2]]; | |
239 | }, | |
240 | angle_between: function(a, b) { // a and b must be unit vectors | |
241 | return Math.acos(this.dot(a, b)); | |
242 | }, | |
243 | rotate_about_origin: function(points, axis, angle) { // axis must be a unit vector | |
244 | // From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/ | |
245 | var cosangle = Math.cos(angle); | |
246 | var sinangle = Math.sin(angle); | |
247 | var rotated = []; | |
248 | for (var i = 0; i < points.length; i++) { | |
249 | var p = points[i]; | |
250 | var tmp = this.dot(p, axis) * (1 - cosangle); | |
251 | rotated[i] = [ | |
252 | axis[0]*tmp + p[0]*cosangle + (-axis[2]*p[1] + axis[1]*p[2])*sinangle, | |
253 | axis[1]*tmp + p[1]*cosangle + ( axis[2]*p[0] - axis[0]*p[2])*sinangle, | |
254 | axis[2]*tmp + p[2]*cosangle + (-axis[1]*p[0] + axis[0]*p[1])*sinangle]; | |
255 | } | |
256 | return rotated; | |
257 | }, | |
258 | rotate_onto: function(points, a, b) { | |
259 | // Rotate points such that a (in points-space) maps onto b | |
260 | // by crossing a and b to get a rotation axis and using | |
261 | // angle_between to get a rotation angle. | |
262 | var angle = this.angle_between(this.unit(a), this.unit(b)); | |
263 | if (Math.abs(angle) < 1e-15) { | |
264 | // No siginificant rotation to perform. Bail to avoid | |
265 | // NaNs and numerical error | |
266 | return points; | |
267 | } | |
268 | var axis = this.unit(this.cross(a, b)); | |
269 | return this.rotate_about_origin(points, axis, angle); | |
270 | }, | |
271 | rotate: function(points, center, axis, angle) { // axis must be a unit vector | |
272 | return this.translate( | |
273 | this.rotate_about_origin( | |
274 | this.translate(points, this.neg(center)), | |
275 | axis, | |
276 | angle), | |
277 | center); | |
278 | }, | |
279 | go: function() { | |
280 | // Remove any previous download links | |
281 | var old_download_link = document.getElementById("nt3d_download"); | |
282 | if (old_download_link) { | |
283 | old_download_link.parentNode.removeChild(old_download_link); | |
284 | } | |
285 | ||
286 | // Continue in a callback, so that there's not a stale download | |
287 | // link hanging around while we process. | |
288 | setTimeout(function(the_this) { (function() { | |
289 | ||
290 | // Get params from form | |
291 | var params = []; | |
292 | for (var i = 0; i < this.user_params.length; i++) { | |
293 | var as_string = this.form.elements["param"+i].value; | |
294 | var as_num = +as_string; | |
295 | params[i] = isNaN(as_num) ? as_string : as_num; | |
296 | } | |
297 | ||
298 | // Run user_function | |
299 | this.points = this.user_function.apply(null, params); | |
300 | if (this.points.length % 3 != 0) { | |
301 | alert("Points list length not divisble by 3!"); | |
302 | } | |
303 | var n = this.points.length / 3; | |
304 | ||
305 | // Make STL | |
306 | this.stl = "solid " + this.user_function.name + "\n"; | |
307 | for (var i = 0; i < n; i++) { | |
308 | var a = this.points[i*3+0]; | |
309 | var b = this.points[i*3+1]; | |
310 | var c = this.points[i*3+2]; | |
311 | var normal = this.normal(a, b, c); | |
312 | this.stl += "facet normal " + normal[0] + " " + normal[1] + " " + normal[2] + "\n" + | |
313 | "outer loop\n" + | |
314 | "vertex " + a[0] + " " + a[1] + " " + a[2] + "\n"+ | |
315 | "vertex " + b[0] + " " + b[1] + " " + b[2] + "\n"+ | |
316 | "vertex " + c[0] + " " + c[1] + " " + c[2] + "\n"+ | |
317 | "endloop\n" + | |
318 | "endfacet\n"; | |
319 | } | |
320 | this.stl += "endsolid " + this.user_function.name + "\n"; | |
321 | ||
322 | ||
323 | // Offer result as download | |
324 | var download_link = document.createElement("a"); | |
325 | download_link.appendChild(document.createTextNode("Download!")); | |
326 | download_link.setAttribute("id", "nt3d_download"); | |
327 | download_link.setAttribute("style", "background-color: blue"); | |
328 | download_link.setAttribute("download", this.user_function.name + ".stl"); | |
329 | download_link.setAttribute("href", "data:application/sla," + encodeURIComponent(this.stl)); | |
330 | this.ui.appendChild(download_link); | |
331 | setTimeout(function() { download_link.setAttribute("style", "-webkit-transition: background-color 0.4s; -moz-transition: background-color 0.4s; -o-transition: background-color 0.4s; -ms-transition: background-color 0.4s; transition: background-color 0.4s; background-color: inherit"); }, 0); | |
332 | ||
333 | }).call(the_this); }, 0, this); // (We were in a callback this whole time, remember?) | |
334 | }, | |
335 | framework: function (f, params) { | |
336 | this.user_function = f; | |
337 | this.user_params = params; | |
338 | ||
339 | // Make the UI | |
340 | this.ui = document.getElementById("nt3dui"); | |
341 | if (!this.ui) { | |
342 | this.ui = document.createElement("div"); | |
343 | this.ui.setAttribute("id", "nt3dui"); | |
344 | document.body.appendChild(this.ui); | |
345 | } | |
346 | this.form = document.createElement("form"); | |
347 | this.form.setAttribute("onsubmit", "nt3d.go(); return false"); | |
348 | this.ui.appendChild(this.form); | |
349 | var table = document.createElement("table"); | |
350 | this.form.appendChild(table); | |
351 | var tr = document.createElement("tr"); | |
352 | table.appendChild(tr); | |
353 | var th = document.createElement("th"); | |
354 | th.appendChild(document.createTextNode("Variable")); | |
355 | tr.appendChild(th); | |
356 | th = document.createElement("th"); | |
357 | th.appendChild(document.createTextNode("Value")); | |
358 | tr.appendChild(th); | |
359 | for (var i = 0; i < params.length; i++) { | |
360 | tr = document.createElement("tr"); | |
361 | table.appendChild(tr); | |
362 | var td = document.createElement("td"); | |
363 | td.appendChild(document.createTextNode(params[i][0])); | |
364 | tr.appendChild(td); | |
365 | td = document.createElement("td"); | |
366 | var input = document.createElement("input"); | |
367 | input.setAttribute("name", "param" + i); | |
368 | input.setAttribute("value", params[i][1]); | |
369 | td.appendChild(input); | |
370 | tr.appendChild(td); | |
371 | } | |
372 | var go = document.createElement("input"); | |
373 | go.setAttribute("type", "button"); | |
374 | go.setAttribute("value", "Go!"); | |
375 | go.setAttribute("onclick", "nt3d.go()"); | |
376 | this.form.appendChild(go); | |
377 | } | |
378 | }; |