]>
git.scottworley.com Git - nt3d/blob - nt3d.js
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 circle: function(r
, n
) {
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
),
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()));
65 sphere: function(center
, radius
, latitude_steps
, longitude_steps
) {
66 return this.oriented_sphere(center
, radius
, [0,0,1], [1,0,0], latitude_steps
, longitude_steps
);
68 oriented_sphere: function(center
, radius
, north
, greenwich
, latitude_steps
, longitude_steps
) {
69 var unit_north
= this.unit(north
);
70 var north_pole
= this.translate_point(this.scale(unit_north
, radius
), center
);
71 var south_pole
= this.translate_point(this.scale(unit_north
, -radius
), center
);
72 return this.spheroid(north_pole
, south_pole
, radius
, greenwich
, latitude_steps
, longitude_steps
);
74 spheroid: function(north_pole
, south_pole
, radius
, greenwich
, latitude_steps
, longitude_steps
) {
75 var delta
= this.sub(north_pole
, south_pole
);
77 for (var i
= 0; i
< latitude_steps
-1; i
++) {
78 path
.push(this.translate_point(south_pole
, this.scale(delta
, (1-Math
.cos(Math
.PI
*i
/(latitude_steps-1)))/2)));
80 path
.push(north_pole
);
82 return nt3d
.circle(radius
*Math
.sin(Math
.PI
*i
/(latitude_steps
-1)), longitude_steps
);
84 return this.extrude(path
, shape
, delta
, greenwich
);
86 shapenormals_from_closed_path: function(path
) {
88 var prev
= (i
== 0) ? path
.length
-1 : i
-1;
89 var next
= (i
== path
.length
-1) ? 0 : i
+1;
90 return nt3d
.sub(path
[next
], path
[prev
]);
93 shapenormals_from_path_and_extra_points: function(path
, first_point
, last_point
) {
95 var prev
= (i
== 0) ? first_point : path
[i
-1];
96 var next
= (i
== path
.length
-1) ? last_point : path
[i
+1];
97 return nt3d
.sub(next
, prev
);
100 shapenormals_from_path_and_first_and_last_normals: function(path
, first_normal
, last_normal
) {
102 if (i
== 0) { return first_normal
; }
103 if (i
== path
.length
-1) { return last_normal
; }
104 return nt3d
.sub(path
[i
+1], path
[i
-1]);
107 pathnormals_from_point: function(path
, p
) {
108 // Use this with any point that is not on any path tangent line
109 var pathnormals
= [];
110 for (var i
= 0; i
< path
.length
; i
++) {
111 pathnormals
.push(this.sub(path
[i
], p
));
115 to_function: function(thing
, make_indexer
) {
116 // If thing is a point, just yield thing every time.
117 // If thing is a list of points && make_indexer, index into thing.
118 // If thing is already a function, just return it.
119 if (({}).toString
.call(thing
) === "[object Function]") {
120 return thing
; // Already a function
122 if (make_indexer
&& Array
.isArray(thing
[0])) {
123 // Looks like a list of points.
124 return function(i
) { return thing
[i
]; }
126 return function() { return thing
; }
128 extrude: function(path
, shape
, shapenormals
, pathnormals
) {
130 var guts_result
= this._extrude_guts(path
, shape
, shapenormals
, pathnormals
);
132 // XXX: This doesn't work if shape is not convex
133 return guts_result
.points
.concat(
134 this.trianglefan(guts_result
.first_loop
.reverse()),
135 this.trianglefan(guts_result
.last_loop
));
138 closed_extrude: function(path
, shape
, shapenormals
, pathnormals
) {
139 var guts_result
= this._extrude_guts(path
, shape
, shapenormals
, pathnormals
);
140 // Stitch the ends together
141 return guts_result
.points
.concat(
142 this.closed_quadstrip(this.zip(guts_result
.first_loop
, guts_result
.last_loop
)));
144 _extrude_guts: function(path
, shape
, shapenormals
, pathnormals
) {
145 var shape_fun
= this.to_function(shape
, false);
146 var shapenormal_fun
= this.to_function(shapenormals
, true);
147 var pathnormal_fun
= this.to_function(pathnormals
, true);
148 var result
= { points: [] };
150 for (var i
= 0; i
< path
.length
; i
++) {
151 var shapenormali
= shapenormal_fun(i
, path
[i
]);
152 var pathnormali
= pathnormal_fun(i
, path
[i
], shapenormali
);
154 // Fix pathnormali to be perfectly perpendicular to
155 // shapenormali. pathnormali must be perpendicular to
156 // shapenormali or the second rotation will take loop
157 // back out of the shapenormali plane that the first
158 // rotation so carefully placed it in. But, letting
159 // callers be sloppy with the pathnormals can greatly
160 // simplify generating them -- so much so that you can
161 // often just pass a constant to use the same value
162 // along the whole path.
163 pathnormali
= this.project_to_orthogonal(shapenormali
, pathnormali
);
165 var shapei
= shape_fun(i
, path
[i
], shapenormali
, pathnormali
);
167 // loop is shapei in 3d with (0,0) at path[i], shape's
168 // z axis in the direction of shapenormali, and shape's
169 // x axis in the direction of pathnormali. We tack
170 // [1,0,0] onto the end as a hack to see where it ends
171 // up after the first rotation. This is removed later.
172 var loop
= shapei
.concat([[1,0,0]]);
174 // This is done in three steps:
175 // 1. Rotate shape out of the xy plane so that [0,0,1]
176 // becomes shapenormali. This puts the shape in
177 // the correct plane, but does not constrain its
178 // rotation about shapenormali.
179 loop
= this.rotate_onto(loop
, [0,0,1], shapenormali
);
180 var shapex
= loop
.pop();
182 // 2. Rotate around shapenormali so that [1,0,0]
183 // becomes pathnormali.
184 loop
= this.rotate_onto(loop
, shapex
, pathnormali
);
186 // (This would probably be faster and more numerically stable
187 // if the two rotations were applied as one combined operation
188 // rather than separate steps.)
190 // 3. Translate to path[i].
191 loop
= this.translate(loop
, path
[i
]);
194 result
.first_loop
= loop
;
196 result
.points
= result
.points
.concat(this.closed_quadstrip(this.zip(loop
, prev_loop
)));
200 result
.last_loop
= prev_loop
;
203 zip: function(a
, b
) {
205 if (a
.length
!= b
.length
) {
206 alert("Zip over different-sized inputs");
208 for (var i
= 0; i
< a
.length
; i
++) {
209 result
.push(a
[i
], b
[i
]);
213 magnitude: function(a
) {
214 return Math
.sqrt(a
[0]*a
[0] + a
[1]*a
[1] + a
[2]*a
[2]);
217 return this.scale(a
, 1 / this.magnitude(a
));
219 sub: function(a
, b
) {
225 return [-a
[0], -a
[1], -a
[2]];
227 dot: function(a
, b
) {
228 return a
[0]*b
[0] + a
[1]*b
[1] + a
[2]*b
[2];
230 scale: function(v
, s
) { // Scale vector v by scalar s
231 return [s
*v
[0], s
*v
[1], s
*v
[2]];
233 cross: function(a
, b
) {
234 return [a
[1]*b
[2] - a
[2]*b
[1],
235 a
[2]*b
[0] - a
[0]*b
[2],
236 a
[0]*b
[1] - a
[1]*b
[0]];
238 normal: function(a
, b
, c
) {
239 return this.cross(this.sub(a
, b
), this.sub(b
, c
));
241 project: function(a
, b
) { // Project b onto a
242 var a_magnitude
= this.magnitude(a
);
243 return this.scale(a
, this.dot(a
, b
) / (a_magnitude
* a_magnitude
));
245 project_to_orthogonal: function(a
, b
) {
246 // The nearest thing to b that is orthogonal to a
247 return this.sub(b
, this.project(a
, b
));
249 translate: function(points
, offset
) {
251 for (var i
= 0; i
< points
.length
; i
++) {
252 translated
[i
] = this.translate_point(points
[i
], offset
);
256 translate_point: function(point
, offset
) {
257 return [point
[0] + offset
[0],
258 point
[1] + offset
[1],
259 point
[2] + offset
[2]];
261 angle_between: function(a
, b
) { // a and b must be unit vectors
262 var the_dot
= this.dot(a
, b
);
269 return Math
.acos(the_dot
);
271 rotate_about_origin: function(points
, axis
, angle
) { // axis must be a unit vector
272 // From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
273 var cosangle
= Math
.cos(angle
);
274 var sinangle
= Math
.sin(angle
);
276 for (var i
= 0; i
< points
.length
; i
++) {
278 var tmp
= this.dot(p
, axis
) * (1 - cosangle
);
280 axis
[0]*tmp
+ p
[0]*cosangle
+ (-axis
[2]*p
[1] + axis
[1]*p
[2])*sinangle
,
281 axis
[1]*tmp
+ p
[1]*cosangle
+ ( axis
[2]*p
[0] - axis
[0]*p
[2])*sinangle
,
282 axis
[2]*tmp
+ p
[2]*cosangle
+ (-axis
[1]*p
[0] + axis
[0]*p
[1])*sinangle
];
286 rotate_onto: function(points
, a
, b
) {
287 // Rotate points such that a (in points-space) maps onto b
288 // by crossing a and b to get a rotation axis and using
289 // angle_between to get a rotation angle.
290 var angle
= this.angle_between(this.unit(a
), this.unit(b
));
291 if (Math
.abs(angle
) < 1e-15) {
292 // No siginificant rotation to perform. Bail to avoid
293 // NaNs and numerical error
296 var axis
= this.unit(this.cross(a
, b
));
297 return this.rotate_about_origin(points
, axis
, angle
);
299 rotate: function(points
, center
, axis
, angle
) { // axis must be a unit vector
300 return this.translate(
301 this.rotate_about_origin(
302 this.translate(points
, this.neg(center
)),
307 point_equal: function(a
, b
, epsilon
) {
308 return Math
.abs(a
[0] - b
[0]) < epsilon
&&
309 Math
.abs(a
[1] - b
[1]) < epsilon
&&
310 Math
.abs(a
[2] - b
[2]) < epsilon
;
312 degenerate_face_epsilon: 1e-10,
313 is_degenerate: function(a
, b
, c
) {
314 return this.point_equal(a
, b
, this.degenerate_face_epsilon
) ||
315 this.point_equal(b
, c
, this.degenerate_face_epsilon
) ||
316 this.point_equal(c
, a
, this.degenerate_face_epsilon
);
319 // Remove any previous download links
320 var old_download_link
= document
.getElementById("nt3d_download");
321 if (old_download_link
) {
322 old_download_link
.parentNode
.removeChild(old_download_link
);
325 // Continue in a callback, so that there's not a stale download
326 // link hanging around while we process.
327 setTimeout(function(the_this
) { (function() {
329 // Get params from form
331 for (var i
= 0; i
< this.user_params
.length
; i
++) {
332 var as_string
= this.form
.elements
["param"+i
].value
;
333 var as_num
= +as_string
;
334 params
[i
] = isNaN(as_num
) ? as_string : as_num
;
338 this.points
= this.user_function
.apply(null, params
);
340 // Do a little validation
341 if (this.points
.length
% 3 != 0) {
342 alert("Points list length not divisble by 3!");
345 var nan_point_count
= 0;
346 var nan_face_count
= 0;
347 for (var i
= 0; i
< this.points
.length
/3; i
++) {
348 var nan_in_face
= false;
349 for (var j
= 0; j
< 3; j
++) {
350 var nan_in_point
= false;
351 for (var k
= 0; k
< 3; k
++) {
352 if (isNaN(this.points
[i
*3+j
][k
])) {
358 if (nan_in_point
) nan_point_count
++;
360 if (nan_in_face
) nan_face_count
++;
362 if (nan_count
!= 0) {
363 alert(nan_count
+ " NaNs in " + nan_point_count
+ " points in " + nan_face_count
+ " faces (" + (100 * nan_face_count
/ (this.points
.length
/3)) + "% of faces).");
366 // Remove degenerate faces
367 var degenerate_face_count
= 0;
368 for (var i
= 0; i
< this.points
.length
/3; i
++) {
369 if (this.is_degenerate(this.points
[i
*3+0],
371 this.points
[i
*3+2])) {
372 this.points
.splice(i
*3, 3);
374 degenerate_face_count
++;
377 if (degenerate_face_count
!= 0) {
378 console
.log("Removed " + degenerate_face_count
+ " degenerate faces");
382 this.stl
= "solid " + this.user_function
.name
+ "\n";
383 for (var i
= 0; i
< this.points
.length
/3; i
++) {
384 var a
= this.points
[i
*3+0];
385 var b
= this.points
[i
*3+1];
386 var c
= this.points
[i
*3+2];
387 var normal
= this.normal(a
, b
, c
);
388 this.stl
+= "facet normal " + normal
[0] + " " + normal
[1] + " " + normal
[2] + "\n" +
390 "vertex " + a
[0] + " " + a
[1] + " " + a
[2] + "\n"+
391 "vertex " + b
[0] + " " + b
[1] + " " + b
[2] + "\n"+
392 "vertex " + c
[0] + " " + c
[1] + " " + c
[2] + "\n"+
396 this.stl
+= "endsolid " + this.user_function
.name
+ "\n";
399 // Offer result as download
400 var download_link
= document
.createElement("a");
401 download_link
.appendChild(document
.createTextNode("Download!"));
402 download_link
.setAttribute("id", "nt3d_download");
403 download_link
.setAttribute("style", "background-color: blue");
404 download_link
.setAttribute("download", this.user_function
.name
+ ".stl");
405 download_link
.setAttribute("href", "data:application/sla," + encodeURIComponent(this.stl
));
406 this.ui
.appendChild(download_link
);
407 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);
409 }).call(the_this
); }, 0, this); // (We were in a callback this whole time, remember?)
411 framework: function (f
, params
) {
412 this.user_function
= f
;
413 this.user_params
= params
;
416 this.ui
= document
.getElementById("nt3dui");
418 this.ui
= document
.createElement("div");
419 this.ui
.setAttribute("id", "nt3dui");
420 document
.body
.appendChild(this.ui
);
422 this.form
= document
.createElement("form");
423 this.form
.setAttribute("onsubmit", "nt3d.go(); return false");
424 this.ui
.appendChild(this.form
);
425 var table
= document
.createElement("table");
426 this.form
.appendChild(table
);
427 var tr
= document
.createElement("tr");
428 table
.appendChild(tr
);
429 var th
= document
.createElement("th");
430 th
.appendChild(document
.createTextNode("Variable"));
432 th
= document
.createElement("th");
433 th
.appendChild(document
.createTextNode("Value"));
435 for (var i
= 0; i
< params
.length
; i
++) {
436 tr
= document
.createElement("tr");
437 table
.appendChild(tr
);
438 var td
= document
.createElement("td");
439 td
.appendChild(document
.createTextNode(params
[i
][0]));
441 td
= document
.createElement("td");
442 var input
= document
.createElement("input");
443 input
.setAttribute("name", "param" + i
);
444 input
.setAttribute("value", params
[i
][1]);
445 td
.appendChild(input
);
448 var go
= document
.createElement("input");
449 go
.setAttribute("type", "button");
450 go
.setAttribute("value", "Go!");
451 go
.setAttribute("onclick", "nt3d.go()");
452 this.form
.appendChild(go
);