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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 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);
67 },
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);
73 },
74 spheroid: function(north_pole, south_pole, radius, greenwich, latitude_steps, longitude_steps) {
75 var delta = this.sub(north_pole, south_pole);
76 var path = [];
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)));
79 }
80 path.push(north_pole);
81 function shape(i) {
82 return nt3d.circle(radius*Math.sin(Math.PI*i/(latitude_steps-1)), longitude_steps);
83 }
84 return this.extrude(path, shape, delta, greenwich);
85 },
86 shapenormals_from_closed_path: function(path) {
87 return function(i) {
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]);
91 };
92 },
93 shapenormals_from_path_and_extra_points: function(path, first_point, last_point) {
94 return function(i) {
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);
98 };
99 },
100 shapenormals_from_path_and_first_and_last_normals: function(path, first_normal, last_normal) {
101 return function(i) {
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]);
105 };
106 },
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));
112 }
113 return pathnormals;
114 },
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
121 }
122 if (make_indexer && Array.isArray(thing[0])) {
123 // Looks like a list of points.
124 return function(i) { return thing[i]; }
125 }
126 return function() { return thing; }
127 },
128 extrude: function(path, shape, shapenormals, pathnormals) {
129
130 var guts_result = this._extrude_guts(path, shape, shapenormals, pathnormals);
131 // Add the end-caps
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));
136
137 },
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)));
143 },
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: [] };
149 var prev_loop;
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);
153
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);
164
165 var shapei = shape_fun(i, path[i], shapenormali, pathnormali);
166
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]]);
173
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();
181
182 // 2. Rotate around shapenormali so that [1,0,0]
183 // becomes pathnormali.
184 if (!this.opposite(shapex, pathnormali)) {
185 loop = this.rotate_onto(loop, shapex, pathnormali);
186 } else {
187 // Rare edge case: When shapex and pathnormali are
188 // opposite, rotate_onto cannot cross them to get
189 // an axis of rotation. In this case, we (extrude)
190 // already know what to do -- just rotate PI around
191 // shapenormali!
192 loop = this.rotate_about_origin(loop, shapenormali, Math.PI);
193 }
194
195 // (This would probably be faster and more numerically stable
196 // if the two rotations were applied as one combined operation
197 // rather than separate steps.)
198
199 // 3. Translate to path[i].
200 loop = this.translate(loop, path[i]);
201
202 if (i == 0) {
203 result.first_loop = loop;
204 } else {
205 result.points = result.points.concat(this.closed_quadstrip(this.zip(loop, prev_loop)));
206 }
207 prev_loop = loop;
208 }
209 result.last_loop = prev_loop;
210 return result;
211 },
212 zip: function(a, b) {
213 var result = [];
214 if (a.length != b.length) {
215 alert("Zip over different-sized inputs");
216 }
217 for (var i = 0; i < a.length; i++) {
218 result.push(a[i], b[i]);
219 }
220 return result;
221 },
222 magnitude: function(a) {
223 return Math.sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
224 },
225 unit: function(a) {
226 return this.scale(a, 1 / this.magnitude(a));
227 },
228 sub: function(a, b) {
229 return [a[0] - b[0],
230 a[1] - b[1],
231 a[2] - b[2]];
232 },
233 neg: function(a) {
234 return [-a[0], -a[1], -a[2]];
235 },
236 dot: function(a, b) {
237 return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
238 },
239 scale: function(v, s) { // Scale vector v by scalar s
240 return [s*v[0], s*v[1], s*v[2]];
241 },
242 cross: function(a, b) {
243 return [a[1]*b[2] - a[2]*b[1],
244 a[2]*b[0] - a[0]*b[2],
245 a[0]*b[1] - a[1]*b[0]];
246 },
247 normal: function(a, b, c) {
248 return this.cross(this.sub(a, b), this.sub(b, c));
249 },
250 project: function(a, b) { // Project b onto a
251 var a_magnitude = this.magnitude(a);
252 return this.scale(a, this.dot(a, b) / (a_magnitude * a_magnitude));
253 },
254 project_to_orthogonal: function(a, b) {
255 // The nearest thing to b that is orthogonal to a
256 return this.sub(b, this.project(a, b));
257 },
258 translate: function(points, offset) {
259 var translated = [];
260 for (var i = 0; i < points.length; i++) {
261 translated[i] = this.translate_point(points[i], offset);
262 }
263 return translated;
264 },
265 translate_point: function(point, offset) {
266 return [point[0] + offset[0],
267 point[1] + offset[1],
268 point[2] + offset[2]];
269 },
270 angle_between: function(a, b) { // a and b must be unit vectors
271 var the_dot = this.dot(a, b);
272 if (the_dot <= -1) {
273 return Math.PI;
274 }
275 if (the_dot >= 1) {
276 return 0;
277 }
278 return Math.acos(the_dot);
279 },
280 rotate_about_origin: function(points, axis, angle) { // axis must be a unit vector
281 // From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
282 var cosangle = Math.cos(angle);
283 var sinangle = Math.sin(angle);
284 var rotated = [];
285 for (var i = 0; i < points.length; i++) {
286 var p = points[i];
287 var tmp = this.dot(p, axis) * (1 - cosangle);
288 rotated[i] = [
289 axis[0]*tmp + p[0]*cosangle + (-axis[2]*p[1] + axis[1]*p[2])*sinangle,
290 axis[1]*tmp + p[1]*cosangle + ( axis[2]*p[0] - axis[0]*p[2])*sinangle,
291 axis[2]*tmp + p[2]*cosangle + (-axis[1]*p[0] + axis[0]*p[1])*sinangle];
292 }
293 return rotated;
294 },
295 angle_epsilon: 1e-7,
296 opposite: function(a, b) {
297 // Do a and b point in exactly opposite directions?
298 return Math.abs(this.angle_between(this.unit(a), this.unit(b)) - Math.PI) < this.angle_epsilon;
299 },
300 rotate_onto: function(points, a, b) {
301 // Rotate points such that a (in points-space) maps onto b
302 // by crossing a and b to get a rotation axis and using
303 // angle_between to get a rotation angle.
304 var angle = this.angle_between(this.unit(a), this.unit(b));
305 var abs_angle = Math.abs(angle);
306 if (Math.abs(angle) < this.angle_epsilon) {
307 // No significant rotation to perform. Bail to avoid
308 // NaNs and numerical error
309 return points;
310 }
311 var axis;
312 if (Math.abs(abs_angle - Math.PI) < this.angle_epsilon) {
313 // a and b point in opposite directions, so
314 // we cannot cross them. So just pick something.
315 // If the caller wishes to avoid this behaviour,
316 // they should check with this.opposite() first.
317 axis = this.project_to_orthogonal(a, [1,0,0]);
318 console.log("rotate_onto: a and b are opposite! If you carefully chose them to meet some other constraint, you will be sad! Arbitrarily using axis [1,0,0] ->", axis);
319 if (this.magnitude(axis) < this.angle_epsilon) {
320 // Oh, double bad luck! Our arbitrary choice
321 // lines up too! A second, orthogonal arbitrary
322 // choice is now guaranteed to succeed.
323 axis = this.project_to_orthogonal(a, [0,1,0]);
324 console.log("rotate_onto: Double bad luck! Arbitrarily using axis [0,1,0] ->", axis);
325 }
326 } else {
327 axis = this.unit(this.cross(a, b));
328 }
329 return this.rotate_about_origin(points, axis, angle);
330 },
331 rotate: function(points, center, axis, angle) { // axis must be a unit vector
332 return this.translate(
333 this.rotate_about_origin(
334 this.translate(points, this.neg(center)),
335 axis,
336 angle),
337 center);
338 },
339 point_equal: function(a, b, epsilon) {
340 return Math.abs(a[0] - b[0]) < epsilon &&
341 Math.abs(a[1] - b[1]) < epsilon &&
342 Math.abs(a[2] - b[2]) < epsilon;
343 },
344 degenerate_face_epsilon: 1e-10,
345 is_degenerate: function(a, b, c) {
346 return this.point_equal(a, b, this.degenerate_face_epsilon) ||
347 this.point_equal(b, c, this.degenerate_face_epsilon) ||
348 this.point_equal(c, a, this.degenerate_face_epsilon);
349 },
350 validate: function(points) {
351 // Do a little validation
352 if (points.length % 3 != 0) {
353 alert("Points list length not divisble by 3!");
354 }
355 var nan_count = 0;
356 var nan_point_count = 0;
357 var nan_face_count = 0;
358 for (var i = 0; i < points.length/3; i++) {
359 var nan_in_face = false;
360 for (var j = 0; j < 3; j++) {
361 var nan_in_point = false;
362 for (var k = 0; k < 3; k++) {
363 if (isNaN(points[i*3+j][k])) {
364 nan_count++;
365 nan_in_point = true;
366 nan_in_face = true;
367 }
368 }
369 if (nan_in_point) nan_point_count ++;
370 }
371 if (nan_in_face) nan_face_count ++;
372 }
373 if (nan_count != 0) {
374 alert(nan_count + " NaNs in " + nan_point_count + " points in " + nan_face_count + " faces (" + (100 * nan_face_count / (points.length/3)) + "% of faces).");
375 }
376 },
377 remove_degenerate_faces: function(points) {
378 // Note: This modifies points
379 var degenerate_face_count = 0;
380 for (var i = 0; i < points.length/3; i++) {
381 if (this.is_degenerate(points[i*3+0],
382 points[i*3+1],
383 points[i*3+2])) {
384 points.splice(i*3, 3);
385 i--;
386 degenerate_face_count ++;
387 }
388 }
389 if (degenerate_face_count != 0) {
390 console.log("Removed " + degenerate_face_count + " degenerate faces");
391 }
392 return points;
393 },
394 to_stl: function(points, name) {
395 var stl = "solid " + name + "\n";
396 for (var i = 0; i < points.length/3; i++) {
397 var a = points[i*3+0];
398 var b = points[i*3+1];
399 var c = points[i*3+2];
400 var normal = this.normal(a, b, c);
401 stl += "facet normal " + normal[0] + " " + normal[1] + " " + normal[2] + "\n" +
402 "outer loop\n" +
403 "vertex " + a[0] + " " + a[1] + " " + a[2] + "\n"+
404 "vertex " + b[0] + " " + b[1] + " " + b[2] + "\n"+
405 "vertex " + c[0] + " " + c[1] + " " + c[2] + "\n"+
406 "endloop\n" +
407 "endfacet\n";
408 }
409 stl += "endsolid " + name + "\n";
410 return stl;
411 },
412 go: function() {
413 // Remove any previous download links
414 var old_download_link = document.getElementById("nt3d_download");
415 if (old_download_link) {
416 old_download_link.parentNode.removeChild(old_download_link);
417 }
418
419 // Continue in a callback, so that there's not a stale download
420 // link hanging around while we process.
421 setTimeout(function(the_this) { (function() {
422
423 // Get params from form
424 var params = [];
425 for (var i = 0; i < this.user_params.length; i++) {
426 var as_string = this.form.elements["param"+i].value;
427 var as_num = +as_string;
428 params[i] = isNaN(as_num) ? as_string : as_num;
429 }
430
431 this.points = this.user_function.apply(null, params);
432
433 this.validate(this.points);
434
435 this.remove_degenerate_faces(this.points);
436
437 this.stl = this.to_stl(this.points, this.user_function.name);
438
439 // Offer result as download
440 var download_link = document.createElement("a");
441 download_link.appendChild(document.createTextNode("Download!"));
442 download_link.setAttribute("id", "nt3d_download");
443 download_link.setAttribute("style", "background-color: blue");
444 download_link.setAttribute("download", this.user_function.name + ".stl");
445 download_link.setAttribute("href", "data:application/sla," + encodeURIComponent(this.stl));
446 this.ui.appendChild(download_link);
447 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);
448
449 }).call(the_this); }, 0, this); // (We were in a callback this whole time, remember?)
450 },
451 framework: function (f, params) {
452 this.user_function = f;
453 this.user_params = params;
454
455 // Make the UI
456 this.ui = document.getElementById("nt3dui");
457 if (!this.ui) {
458 this.ui = document.createElement("div");
459 this.ui.setAttribute("id", "nt3dui");
460 document.body.appendChild(this.ui);
461 }
462 this.form = document.createElement("form");
463 this.form.setAttribute("onsubmit", "nt3d.go(); return false");
464 this.ui.appendChild(this.form);
465 var table = document.createElement("table");
466 this.form.appendChild(table);
467 var tr = document.createElement("tr");
468 table.appendChild(tr);
469 var th = document.createElement("th");
470 th.appendChild(document.createTextNode("Variable"));
471 tr.appendChild(th);
472 th = document.createElement("th");
473 th.appendChild(document.createTextNode("Value"));
474 tr.appendChild(th);
475 for (var i = 0; i < params.length; i++) {
476 tr = document.createElement("tr");
477 table.appendChild(tr);
478 var td = document.createElement("td");
479 td.appendChild(document.createTextNode(params[i][0]));
480 tr.appendChild(td);
481 td = document.createElement("td");
482 var input = document.createElement("input");
483 input.setAttribute("name", "param" + i);
484 input.setAttribute("value", params[i][1]);
485 td.appendChild(input);
486 tr.appendChild(td);
487 }
488 var go = document.createElement("input");
489 go.setAttribute("type", "button");
490 go.setAttribute("value", "Go!");
491 go.setAttribute("onclick", "nt3d.go()");
492 this.form.appendChild(go);
493 }
494 };