]>
git.scottworley.com Git - nt3d/blob - nt3d.js
5f7fad750de86a8064f433ab44d049e86f278a9b
1 /* nt3d - Javascript library for doing some 3D stuff.
2 * Copyright (C) 2012 Scott Worley <ScottWorley@ScottWorley.com>
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.
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.
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/>.
19 triangle: function(a
, b
, c
) {
22 quad: function(a
, b
, c
, d
) {
23 return this.triangle(a
, b
, c
).concat(
24 this.triangle(c
, d
, a
));
26 trianglefan: function(fan
) {
28 for (var i
= 2; i
< fan
.length
; i
++) {
29 result
.push(fan
[0], fan
[i
-1], fan
[i
]);
33 closed_trianglefan: function(fan
) {
34 return this.trianglefan(fan
.concat([fan
[1]]));
36 quadstrip: function(strip
) {
37 if (strip
.length
% 2 != 0) {
38 alert("quadstrip length not divisble by 2!");
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
]));
46 closed_quadstrip: function(strip
) {
47 return this.quadstrip(strip
.concat([strip
[0], strip
[1]]));
49 extrude: function(shape
, path
, shapenormals
, pathnormals
) {
50 var guts_result
= nt3d
._extrude_guts(shape
, path
, shapenormals
, pathnormals
);
52 // XXX: This doesn't work if shape is not convex
53 return guts_result
.points
.concat(
54 nt3d
.trianglefan(guts_result
.first_loop
.reverse()),
55 nt3d
.trianglefan(guts_result
.last_loop
));
58 closed_extrude: function(shape
, path
, shapenormals
, pathnormals
) {
59 var guts_result
= nt3d
._extrude_guts(shape
, path
, shapenormals
, pathnormals
);
60 // Stitch the ends together
61 return guts_result
.points
.concat(
62 nt3d
.closed_quadstrip(nt3d
.zip(guts_result
.first_loop
, guts_result
.last_loop
)));
64 _fix_pathnormals: function(shapenormals
, pathnormals
) {
65 // Fix pathnormals[i] to be perfectly perpendicular to
66 // shapenormals[i]. This lets extrude callers be sloppy
67 // with pathnormals, which can greatly simplify things.
68 var fixedpathnormals
= [];
69 for (var i
= 0; i
< pathnormals
.length
; i
++) {
70 var proj
= this.project(shapenormals
[i
], pathnormals
[i
]);
71 fixedpathnormals
[i
] = this.sub(pathnormals
[i
], proj
);
73 return fixedpathnormals
;
75 _extrude_guts: function(shape
, path
, shapenormals
, pathnormals
) {
76 var fixedpathnormals
= this._fix_pathnormals(shapenormals
, pathnormals
);
77 var result
= { points: [] };
79 for (var i
= 0; i
< path
.length
; i
++) {
80 // loop is shape in 3d with (0,0) at path[i], shape's
81 // z axis in the direction of shapenormals[i], and
82 // shape's x axis in the direction of pathnormals[i].
85 // This is done in three steps:
86 // 1. Rotate shape out of the xy plane so that [0,0,1]
87 // becomes shapenormals[i] by crossing [0,0,1] and
88 // shapenormals[i] to get a rotation axis and taking
89 // their dot product to get a rotation angle. This
90 // puts the shape in the correct plane, but does not
91 // constrain its rotation about shapenormals[i].
92 var rot1axis
= this.unit(this.cross([0,0,1], shapenormals
[i
]));
93 var rot1angle
= this.angle_between([0,0,1], this.unit(shapenormals
[i
]));
94 if (rot1angle
> 1e-7) {
95 loop
= this.rotate_about_origin(loop
, rot1axis
, rot1angle
);
98 // 2. Rotate around shapenormals[i] so that [1,0,0]
99 // becomes fixedpathnormals[i].
100 var rot2axis
= this.unit(shapenormals
[i
]);
101 var rot2angle
= this.angle_between([1,0,0], this.unit(fixedpathnormals
[i
]));
102 if (rot2angle
> 1e-7) {
103 loop
= this.rotate_about_origin(loop
, rot2axis
, rot2angle
);
105 // This would probably be faster and more numerically stable
106 // if the two rotations were applied as one combined operation
107 // rather than separate steps.
109 // 3. Translate to path[i].
110 loop
= this.translate(loop
, path
[i
]);
113 result
.first_loop
= loop
;
115 result
.points
= result
.points
.concat(nt3d
.closed_quadstrip(nt3d
.zip(loop
, prev_loop
)));
119 result
.last_loop
= prev_loop
;
122 zip: function(a
, b
) {
124 if (a
.length
!= b
.length
) {
125 alert("Zip over different-sized inputs");
127 for (var i
= 0; i
< a
.length
; i
++) {
128 result
.push(a
[i
], b
[i
]);
132 magnitude: function(a
) {
133 return Math
.sqrt(a
[0]*a
[0] + a
[1]*a
[1] + a
[2]*a
[2]);
136 return this.scale(a
, 1 / this.magnitude(a
));
138 sub: function(a
, b
) {
144 return [-a
[0], -a
[1], -a
[2]];
146 dot: function(a
, b
) {
147 return a
[0]*b
[0] + a
[1]*b
[1] + a
[2]*b
[2];
149 scale: function(v
, s
) { // Scale vector v by scalar s
150 return [s
*v
[0], s
*v
[1], s
*v
[2]];
152 cross: function(a
, b
) {
153 return [a
[1]*b
[2] - a
[2]*b
[1],
154 a
[2]*b
[0] - a
[0]*b
[2],
155 a
[0]*b
[1] - a
[1]*b
[0]];
157 normal: function(a
, b
, c
) {
158 return this.cross(this.sub(a
, b
), this.sub(b
, c
));
160 project: function(a
, b
) { // Project b onto a
161 var a_magnitude
= this.magnitude(a
);
162 return this.scale(a
, this.dot(a
, b
) / a_magnitude
* a_magnitude
);
164 translate: function(points
, offset
) {
166 for (var i
= 0; i
< points
.length
; i
++) {
167 translated
[i
] = [points
[i
][0] + offset
[0],
168 points
[i
][1] + offset
[1],
169 points
[i
][2] + offset
[2]];
173 angle_between: function(a
, b
) { // a and b must be unit vectors
174 return Math
.acos(this.dot(a
, b
));
176 rotate_about_origin: function(points
, axis
, angle
) { // axis must be a unit vector
177 // From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
178 var cosangle
= Math
.cos(angle
);
179 var sinangle
= Math
.sin(angle
);
181 for (var i
= 0; i
< points
.length
; i
++) {
183 var tmp
= this.dot(p
, axis
) * (1 - cosangle
);
185 axis
[0]*tmp
+ p
[0]*cosangle
+ (-axis
[2]*p
[1] + axis
[1]*p
[2])*sinangle
,
186 axis
[1]*tmp
+ p
[1]*cosangle
+ ( axis
[2]*p
[0] - axis
[0]*p
[2])*sinangle
,
187 axis
[2]*tmp
+ p
[2]*cosangle
+ (-axis
[1]*p
[0] + axis
[0]*p
[1])*sinangle
];
191 rotate: function(points
, center
, axis
, angle
) { // axis must be a unit vector
192 return this.translate(
193 this.rotate_about_origin(
194 this.translate(points
, this.neg(center
)),
200 // Remove any previous download links
201 var old_download_link
= document
.getElementById("nt3d_download");
202 if (old_download_link
) {
203 old_download_link
.parentNode
.removeChild(old_download_link
);
206 // Continue in a callback, so that there's not a stale download
207 // link hanging around while we process.
208 setTimeout(function(the_this
) { (function() {
210 // Get params from form
212 for (var i
= 0; i
< this.user_params
.length
; i
++) {
213 var as_string
= this.form
.elements
["param"+i
].value
;
214 var as_num
= +as_string
;
215 params
[i
] = isNaN(as_num
) ? as_string : as_num
;
219 this.points
= this.user_function
.apply(null, params
);
220 if (this.points
.length
% 3 != 0) {
221 alert("Points list length not divisble by 3!");
223 var n
= this.points
.length
/ 3;
226 this.stl
= "solid " + this.user_function
.name
+ "\n";
227 for (var i
= 0; i
< n
; i
++) {
228 var a
= this.points
[i
*3+0];
229 var b
= this.points
[i
*3+1];
230 var c
= this.points
[i
*3+2];
231 var normal
= this.normal(a
, b
, c
);
232 this.stl
+= "facet normal " + normal
[0] + " " + normal
[1] + " " + normal
[2] + "\n" +
234 "vertex " + a
[0] + " " + a
[1] + " " + a
[2] + "\n"+
235 "vertex " + b
[0] + " " + b
[1] + " " + b
[2] + "\n"+
236 "vertex " + c
[0] + " " + c
[1] + " " + c
[2] + "\n"+
240 this.stl
+= "endsolid " + this.user_function
.name
+ "\n";
243 // Offer result as download
244 var download_link
= document
.createElement("a");
245 download_link
.appendChild(document
.createTextNode("Download!"));
246 download_link
.setAttribute("id", "nt3d_download");
247 download_link
.setAttribute("style", "background-color: blue");
248 download_link
.setAttribute("download", this.user_function
.name
+ ".stl");
249 download_link
.setAttribute("href", "data:application/sla," + encodeURIComponent(this.stl
));
250 this.ui
.appendChild(download_link
);
251 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);
253 }).call(the_this
); }, 0, this); // (We were in a callback this whole time, remember?)
255 framework: function (f
, params
) {
256 this.user_function
= f
;
257 this.user_params
= params
;
260 this.ui
= document
.getElementById("nt3dui");
262 this.ui
= document
.createElement("div");
263 this.ui
.setAttribute("id", "nt3dui");
264 document
.body
.appendChild(this.ui
);
266 this.form
= document
.createElement("form");
267 this.form
.setAttribute("onsubmit", "nt3d.go(); return false");
268 this.ui
.appendChild(this.form
);
269 var table
= document
.createElement("table");
270 this.form
.appendChild(table
);
271 var tr
= document
.createElement("tr");
272 table
.appendChild(tr
);
273 var th
= document
.createElement("th");
274 th
.appendChild(document
.createTextNode("Variable"));
276 th
= document
.createElement("th");
277 th
.appendChild(document
.createTextNode("Value"));
279 for (var i
= 0; i
< params
.length
; i
++) {
280 tr
= document
.createElement("tr");
281 table
.appendChild(tr
);
282 var td
= document
.createElement("td");
283 td
.appendChild(document
.createTextNode(params
[i
][0]));
285 td
= document
.createElement("td");
286 var input
= document
.createElement("input");
287 input
.setAttribute("name", "param" + i
);
288 input
.setAttribute("value", params
[i
][1]);
289 td
.appendChild(input
);
292 var go
= document
.createElement("input");
293 go
.setAttribute("type", "button");
294 go
.setAttribute("value", "Go!");
295 go
.setAttribute("onclick", "nt3d.go()");
296 this.form
.appendChild(go
);