]>
git.scottworley.com Git - nt3d/blob - nt3d.js
9b09b09532e233aa5b450130bd36d4bd43be02e2
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 to_function: function(thing
, make_indexer
) {
66 // If thing is a point, just yield thing every time.
67 // If thing is a list of points && make_indexer, index into thing.
68 // If thing is already a function, just return it.
69 if (({}).toString
.call(thing
) === "[object Function]") {
70 return thing
; // Already a function
72 if (make_indexer
&& Array
.isArray(thing
[0])) {
73 // Looks like a list of points.
74 return function(i
) { return thing
[i
]; }
76 return function() { return thing
; }
78 extrude: function(path
, shape
, shapenormals
, pathnormals
) {
80 var guts_result
= nt3d
._extrude_guts(path
, shape
, shapenormals
, pathnormals
);
82 // XXX: This doesn't work if shape is not convex
83 return guts_result
.points
.concat(
84 nt3d
.trianglefan(guts_result
.first_loop
.reverse()),
85 nt3d
.trianglefan(guts_result
.last_loop
));
88 closed_extrude: function(path
, shape
, shapenormals
, pathnormals
) {
89 var guts_result
= nt3d
._extrude_guts(path
, shape
, shapenormals
, pathnormals
);
90 // Stitch the ends together
91 return guts_result
.points
.concat(
92 nt3d
.closed_quadstrip(nt3d
.zip(guts_result
.first_loop
, guts_result
.last_loop
)));
94 _extrude_guts: function(path
, shape
, shapenormals
, pathnormals
) {
95 var shape_fun
= this.to_function(shape
, false);
96 var shapenormal_fun
= this.to_function(shapenormals
, true);
97 var pathnormal_fun
= this.to_function(pathnormals
, true);
98 var result
= { points: [] };
100 for (var i
= 0; i
< path
.length
; i
++) {
101 var shapenormali
= shapenormal_fun(i
, path
[i
]);
102 var pathnormali
= pathnormal_fun(i
, path
[i
], shapenormali
);
104 // Fix pathnormali to be perfectly perpendicular to
105 // shapenormali. pathnormali must be perpendicular to
106 // shapenormali or the second rotation will take loop
107 // back out of the shapenormali plane that the first
108 // rotation so carefully placed it in. But, letting
109 // callers be sloppy with the pathnormals can greatly
110 // simplify generating them -- so much so that you can
111 // often just pass a constant to use the same value
112 // along the whole path.
113 pathnormali
= this.project_to_orthogonal(shapenormali
, pathnormali
);
115 var shapei
= shape_fun(i
, path
[i
], shapenormali
, pathnormali
);
117 // loop is shapei in 3d with (0,0) at path[i], shape's
118 // z axis in the direction of shapenormali, and shape's
119 // x axis in the direction of pathnormali. We tack
120 // [1,0,0] onto the end as a hack to see where it ends
121 // up after the first rotation. This is removed later.
122 var loop
= shapei
.concat([[1,0,0]]);
124 // This is done in three steps:
125 // 1. Rotate shape out of the xy plane so that [0,0,1]
126 // becomes shapenormali. This puts the shape in
127 // the correct plane, but does not constrain its
128 // rotation about shapenormali.
129 loop
= this.rotate_onto(loop
, [0,0,1], shapenormali
);
130 var shapex
= loop
.pop();
132 // 2. Rotate around shapenormali so that [1,0,0]
133 // becomes pathnormali.
134 loop
= this.rotate_onto(loop
, shapex
, pathnormali
);
136 // (This would probably be faster and more numerically stable
137 // if the two rotations were applied as one combined operation
138 // rather than separate steps.)
140 // 3. Translate to path[i].
141 loop
= this.translate(loop
, path
[i
]);
144 result
.first_loop
= loop
;
146 result
.points
= result
.points
.concat(nt3d
.closed_quadstrip(nt3d
.zip(loop
, prev_loop
)));
150 result
.last_loop
= prev_loop
;
153 zip: function(a
, b
) {
155 if (a
.length
!= b
.length
) {
156 alert("Zip over different-sized inputs");
158 for (var i
= 0; i
< a
.length
; i
++) {
159 result
.push(a
[i
], b
[i
]);
163 magnitude: function(a
) {
164 return Math
.sqrt(a
[0]*a
[0] + a
[1]*a
[1] + a
[2]*a
[2]);
167 return this.scale(a
, 1 / this.magnitude(a
));
169 sub: function(a
, b
) {
175 return [-a
[0], -a
[1], -a
[2]];
177 dot: function(a
, b
) {
178 return a
[0]*b
[0] + a
[1]*b
[1] + a
[2]*b
[2];
180 scale: function(v
, s
) { // Scale vector v by scalar s
181 return [s
*v
[0], s
*v
[1], s
*v
[2]];
183 cross: function(a
, b
) {
184 return [a
[1]*b
[2] - a
[2]*b
[1],
185 a
[2]*b
[0] - a
[0]*b
[2],
186 a
[0]*b
[1] - a
[1]*b
[0]];
188 normal: function(a
, b
, c
) {
189 return this.cross(this.sub(a
, b
), this.sub(b
, c
));
191 project: function(a
, b
) { // Project b onto a
192 var a_magnitude
= this.magnitude(a
);
193 return this.scale(a
, this.dot(a
, b
) / a_magnitude
* a_magnitude
);
195 project_to_orthogonal: function(a
, b
) {
196 // The nearest thing to b that is orthogonal to a
197 return this.sub(b
, this.project(a
, b
));
199 translate: function(points
, offset
) {
201 for (var i
= 0; i
< points
.length
; i
++) {
202 translated
[i
] = [points
[i
][0] + offset
[0],
203 points
[i
][1] + offset
[1],
204 points
[i
][2] + offset
[2]];
208 angle_between: function(a
, b
) { // a and b must be unit vectors
209 return Math
.acos(this.dot(a
, b
));
211 rotate_about_origin: function(points
, axis
, angle
) { // axis must be a unit vector
212 // From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
213 var cosangle
= Math
.cos(angle
);
214 var sinangle
= Math
.sin(angle
);
216 for (var i
= 0; i
< points
.length
; i
++) {
218 var tmp
= this.dot(p
, axis
) * (1 - cosangle
);
220 axis
[0]*tmp
+ p
[0]*cosangle
+ (-axis
[2]*p
[1] + axis
[1]*p
[2])*sinangle
,
221 axis
[1]*tmp
+ p
[1]*cosangle
+ ( axis
[2]*p
[0] - axis
[0]*p
[2])*sinangle
,
222 axis
[2]*tmp
+ p
[2]*cosangle
+ (-axis
[1]*p
[0] + axis
[0]*p
[1])*sinangle
];
226 rotate_onto: function(points
, a
, b
) {
227 // Rotate points such that a (in points-space) maps onto b
228 // by crossing a and b to get a rotation axis and using
229 // angle_between to get a rotation angle.
230 var angle
= this.angle_between(this.unit(a
), this.unit(b
));
231 if (Math
.abs(angle
) < 1e-15) {
232 // No siginificant rotation to perform. Bail to avoid
233 // NaNs and numerical error
236 var axis
= this.unit(this.cross(a
, b
));
237 return this.rotate_about_origin(points
, axis
, angle
);
239 rotate: function(points
, center
, axis
, angle
) { // axis must be a unit vector
240 return this.translate(
241 this.rotate_about_origin(
242 this.translate(points
, this.neg(center
)),
248 // Remove any previous download links
249 var old_download_link
= document
.getElementById("nt3d_download");
250 if (old_download_link
) {
251 old_download_link
.parentNode
.removeChild(old_download_link
);
254 // Continue in a callback, so that there's not a stale download
255 // link hanging around while we process.
256 setTimeout(function(the_this
) { (function() {
258 // Get params from form
260 for (var i
= 0; i
< this.user_params
.length
; i
++) {
261 var as_string
= this.form
.elements
["param"+i
].value
;
262 var as_num
= +as_string
;
263 params
[i
] = isNaN(as_num
) ? as_string : as_num
;
267 this.points
= this.user_function
.apply(null, params
);
268 if (this.points
.length
% 3 != 0) {
269 alert("Points list length not divisble by 3!");
271 var n
= this.points
.length
/ 3;
274 this.stl
= "solid " + this.user_function
.name
+ "\n";
275 for (var i
= 0; i
< n
; i
++) {
276 var a
= this.points
[i
*3+0];
277 var b
= this.points
[i
*3+1];
278 var c
= this.points
[i
*3+2];
279 var normal
= this.normal(a
, b
, c
);
280 this.stl
+= "facet normal " + normal
[0] + " " + normal
[1] + " " + normal
[2] + "\n" +
282 "vertex " + a
[0] + " " + a
[1] + " " + a
[2] + "\n"+
283 "vertex " + b
[0] + " " + b
[1] + " " + b
[2] + "\n"+
284 "vertex " + c
[0] + " " + c
[1] + " " + c
[2] + "\n"+
288 this.stl
+= "endsolid " + this.user_function
.name
+ "\n";
291 // Offer result as download
292 var download_link
= document
.createElement("a");
293 download_link
.appendChild(document
.createTextNode("Download!"));
294 download_link
.setAttribute("id", "nt3d_download");
295 download_link
.setAttribute("style", "background-color: blue");
296 download_link
.setAttribute("download", this.user_function
.name
+ ".stl");
297 download_link
.setAttribute("href", "data:application/sla," + encodeURIComponent(this.stl
));
298 this.ui
.appendChild(download_link
);
299 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);
301 }).call(the_this
); }, 0, this); // (We were in a callback this whole time, remember?)
303 framework: function (f
, params
) {
304 this.user_function
= f
;
305 this.user_params
= params
;
308 this.ui
= document
.getElementById("nt3dui");
310 this.ui
= document
.createElement("div");
311 this.ui
.setAttribute("id", "nt3dui");
312 document
.body
.appendChild(this.ui
);
314 this.form
= document
.createElement("form");
315 this.form
.setAttribute("onsubmit", "nt3d.go(); return false");
316 this.ui
.appendChild(this.form
);
317 var table
= document
.createElement("table");
318 this.form
.appendChild(table
);
319 var tr
= document
.createElement("tr");
320 table
.appendChild(tr
);
321 var th
= document
.createElement("th");
322 th
.appendChild(document
.createTextNode("Variable"));
324 th
= document
.createElement("th");
325 th
.appendChild(document
.createTextNode("Value"));
327 for (var i
= 0; i
< params
.length
; i
++) {
328 tr
= document
.createElement("tr");
329 table
.appendChild(tr
);
330 var td
= document
.createElement("td");
331 td
.appendChild(document
.createTextNode(params
[i
][0]));
333 td
= document
.createElement("td");
334 var input
= document
.createElement("input");
335 input
.setAttribute("name", "param" + i
);
336 input
.setAttribute("value", params
[i
][1]);
337 td
.appendChild(input
);
340 var go
= document
.createElement("input");
341 go
.setAttribute("type", "button");
342 go
.setAttribute("value", "Go!");
343 go
.setAttribute("onclick", "nt3d.go()");
344 this.form
.appendChild(go
);