]>
git.scottworley.com Git - nt3d/blob - nt3d.js
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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 shapenormals_from_closed_path: function(path
) {
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
]);
72 shapenormals_from_path_and_extra_points: function(path
, first_point
, last_point
) {
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
);
79 shapenormals_from_path_and_first_and_last_normals: function(path
, first_normal
, last_normal
) {
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]);
86 to_function: function(thing
, make_indexer
) {
87 // If thing is a point, just yield thing every time.
88 // If thing is a list of points && make_indexer, index into thing.
89 // If thing is already a function, just return it.
90 if (({}).toString
.call(thing
) === "[object Function]") {
91 return thing
; // Already a function
93 if (make_indexer
&& Array
.isArray(thing
[0])) {
94 // Looks like a list of points.
95 return function(i
) { return thing
[i
]; }
97 return function() { return thing
; }
99 extrude: function(path
, shape
, shapenormals
, pathnormals
) {
101 var guts_result
= this._extrude_guts(path
, shape
, shapenormals
, pathnormals
);
103 // XXX: This doesn't work if shape is not convex
104 return guts_result
.points
.concat(
105 this.trianglefan(guts_result
.first_loop
.reverse()),
106 this.trianglefan(guts_result
.last_loop
));
109 closed_extrude: function(path
, shape
, shapenormals
, pathnormals
) {
110 var guts_result
= this._extrude_guts(path
, shape
, shapenormals
, pathnormals
);
111 // Stitch the ends together
112 return guts_result
.points
.concat(
113 this.closed_quadstrip(this.zip(guts_result
.first_loop
, guts_result
.last_loop
)));
115 _extrude_guts: function(path
, shape
, shapenormals
, pathnormals
) {
116 var shape_fun
= this.to_function(shape
, false);
117 var shapenormal_fun
= this.to_function(shapenormals
, true);
118 var pathnormal_fun
= this.to_function(pathnormals
, true);
119 var result
= { points: [] };
121 for (var i
= 0; i
< path
.length
; i
++) {
122 var shapenormali
= shapenormal_fun(i
, path
[i
]);
123 var pathnormali
= pathnormal_fun(i
, path
[i
], shapenormali
);
125 // Fix pathnormali to be perfectly perpendicular to
126 // shapenormali. pathnormali must be perpendicular to
127 // shapenormali or the second rotation will take loop
128 // back out of the shapenormali plane that the first
129 // rotation so carefully placed it in. But, letting
130 // callers be sloppy with the pathnormals can greatly
131 // simplify generating them -- so much so that you can
132 // often just pass a constant to use the same value
133 // along the whole path.
134 pathnormali
= this.project_to_orthogonal(shapenormali
, pathnormali
);
136 var shapei
= shape_fun(i
, path
[i
], shapenormali
, pathnormali
);
138 // loop is shapei in 3d with (0,0) at path[i], shape's
139 // z axis in the direction of shapenormali, and shape's
140 // x axis in the direction of pathnormali. We tack
141 // [1,0,0] onto the end as a hack to see where it ends
142 // up after the first rotation. This is removed later.
143 var loop
= shapei
.concat([[1,0,0]]);
145 // This is done in three steps:
146 // 1. Rotate shape out of the xy plane so that [0,0,1]
147 // becomes shapenormali. This puts the shape in
148 // the correct plane, but does not constrain its
149 // rotation about shapenormali.
150 loop
= this.rotate_onto(loop
, [0,0,1], shapenormali
);
151 var shapex
= loop
.pop();
153 // 2. Rotate around shapenormali so that [1,0,0]
154 // becomes pathnormali.
155 loop
= this.rotate_onto(loop
, shapex
, pathnormali
);
157 // (This would probably be faster and more numerically stable
158 // if the two rotations were applied as one combined operation
159 // rather than separate steps.)
161 // 3. Translate to path[i].
162 loop
= this.translate(loop
, path
[i
]);
165 result
.first_loop
= loop
;
167 result
.points
= result
.points
.concat(this.closed_quadstrip(this.zip(loop
, prev_loop
)));
171 result
.last_loop
= prev_loop
;
174 zip: function(a
, b
) {
176 if (a
.length
!= b
.length
) {
177 alert("Zip over different-sized inputs");
179 for (var i
= 0; i
< a
.length
; i
++) {
180 result
.push(a
[i
], b
[i
]);
184 magnitude: function(a
) {
185 return Math
.sqrt(a
[0]*a
[0] + a
[1]*a
[1] + a
[2]*a
[2]);
188 return this.scale(a
, 1 / this.magnitude(a
));
190 sub: function(a
, b
) {
196 return [-a
[0], -a
[1], -a
[2]];
198 dot: function(a
, b
) {
199 return a
[0]*b
[0] + a
[1]*b
[1] + a
[2]*b
[2];
201 scale: function(v
, s
) { // Scale vector v by scalar s
202 return [s
*v
[0], s
*v
[1], s
*v
[2]];
204 cross: function(a
, b
) {
205 return [a
[1]*b
[2] - a
[2]*b
[1],
206 a
[2]*b
[0] - a
[0]*b
[2],
207 a
[0]*b
[1] - a
[1]*b
[0]];
209 normal: function(a
, b
, c
) {
210 return this.cross(this.sub(a
, b
), this.sub(b
, c
));
212 project: function(a
, b
) { // Project b onto a
213 var a_magnitude
= this.magnitude(a
);
214 return this.scale(a
, this.dot(a
, b
) / (a_magnitude
* a_magnitude
));
216 project_to_orthogonal: function(a
, b
) {
217 // The nearest thing to b that is orthogonal to a
218 return this.sub(b
, this.project(a
, b
));
220 translate: function(points
, offset
) {
222 for (var i
= 0; i
< points
.length
; i
++) {
223 translated
[i
] = [points
[i
][0] + offset
[0],
224 points
[i
][1] + offset
[1],
225 points
[i
][2] + offset
[2]];
229 angle_between: function(a
, b
) { // a and b must be unit vectors
230 return Math
.acos(this.dot(a
, b
));
232 rotate_about_origin: function(points
, axis
, angle
) { // axis must be a unit vector
233 // From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
234 var cosangle
= Math
.cos(angle
);
235 var sinangle
= Math
.sin(angle
);
237 for (var i
= 0; i
< points
.length
; i
++) {
239 var tmp
= this.dot(p
, axis
) * (1 - cosangle
);
241 axis
[0]*tmp
+ p
[0]*cosangle
+ (-axis
[2]*p
[1] + axis
[1]*p
[2])*sinangle
,
242 axis
[1]*tmp
+ p
[1]*cosangle
+ ( axis
[2]*p
[0] - axis
[0]*p
[2])*sinangle
,
243 axis
[2]*tmp
+ p
[2]*cosangle
+ (-axis
[1]*p
[0] + axis
[0]*p
[1])*sinangle
];
247 rotate_onto: function(points
, a
, b
) {
248 // Rotate points such that a (in points-space) maps onto b
249 // by crossing a and b to get a rotation axis and using
250 // angle_between to get a rotation angle.
251 var angle
= this.angle_between(this.unit(a
), this.unit(b
));
252 if (Math
.abs(angle
) < 1e-15) {
253 // No siginificant rotation to perform. Bail to avoid
254 // NaNs and numerical error
257 var axis
= this.unit(this.cross(a
, b
));
258 return this.rotate_about_origin(points
, axis
, angle
);
260 rotate: function(points
, center
, axis
, angle
) { // axis must be a unit vector
261 return this.translate(
262 this.rotate_about_origin(
263 this.translate(points
, this.neg(center
)),
269 // Remove any previous download links
270 var old_download_link
= document
.getElementById("nt3d_download");
271 if (old_download_link
) {
272 old_download_link
.parentNode
.removeChild(old_download_link
);
275 // Continue in a callback, so that there's not a stale download
276 // link hanging around while we process.
277 setTimeout(function(the_this
) { (function() {
279 // Get params from form
281 for (var i
= 0; i
< this.user_params
.length
; i
++) {
282 var as_string
= this.form
.elements
["param"+i
].value
;
283 var as_num
= +as_string
;
284 params
[i
] = isNaN(as_num
) ? as_string : as_num
;
288 this.points
= this.user_function
.apply(null, params
);
289 if (this.points
.length
% 3 != 0) {
290 alert("Points list length not divisble by 3!");
292 var n
= this.points
.length
/ 3;
295 this.stl
= "solid " + this.user_function
.name
+ "\n";
296 for (var i
= 0; i
< n
; i
++) {
297 var a
= this.points
[i
*3+0];
298 var b
= this.points
[i
*3+1];
299 var c
= this.points
[i
*3+2];
300 var normal
= this.normal(a
, b
, c
);
301 this.stl
+= "facet normal " + normal
[0] + " " + normal
[1] + " " + normal
[2] + "\n" +
303 "vertex " + a
[0] + " " + a
[1] + " " + a
[2] + "\n"+
304 "vertex " + b
[0] + " " + b
[1] + " " + b
[2] + "\n"+
305 "vertex " + c
[0] + " " + c
[1] + " " + c
[2] + "\n"+
309 this.stl
+= "endsolid " + this.user_function
.name
+ "\n";
312 // Offer result as download
313 var download_link
= document
.createElement("a");
314 download_link
.appendChild(document
.createTextNode("Download!"));
315 download_link
.setAttribute("id", "nt3d_download");
316 download_link
.setAttribute("style", "background-color: blue");
317 download_link
.setAttribute("download", this.user_function
.name
+ ".stl");
318 download_link
.setAttribute("href", "data:application/sla," + encodeURIComponent(this.stl
));
319 this.ui
.appendChild(download_link
);
320 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);
322 }).call(the_this
); }, 0, this); // (We were in a callback this whole time, remember?)
324 framework: function (f
, params
) {
325 this.user_function
= f
;
326 this.user_params
= params
;
329 this.ui
= document
.getElementById("nt3dui");
331 this.ui
= document
.createElement("div");
332 this.ui
.setAttribute("id", "nt3dui");
333 document
.body
.appendChild(this.ui
);
335 this.form
= document
.createElement("form");
336 this.form
.setAttribute("onsubmit", "nt3d.go(); return false");
337 this.ui
.appendChild(this.form
);
338 var table
= document
.createElement("table");
339 this.form
.appendChild(table
);
340 var tr
= document
.createElement("tr");
341 table
.appendChild(tr
);
342 var th
= document
.createElement("th");
343 th
.appendChild(document
.createTextNode("Variable"));
345 th
= document
.createElement("th");
346 th
.appendChild(document
.createTextNode("Value"));
348 for (var i
= 0; i
< params
.length
; i
++) {
349 tr
= document
.createElement("tr");
350 table
.appendChild(tr
);
351 var td
= document
.createElement("td");
352 td
.appendChild(document
.createTextNode(params
[i
][0]));
354 td
= document
.createElement("td");
355 var input
= document
.createElement("input");
356 input
.setAttribute("name", "param" + i
);
357 input
.setAttribute("value", params
[i
][1]);
358 td
.appendChild(input
);
361 var go
= document
.createElement("input");
362 go
.setAttribute("type", "button");
363 go
.setAttribute("value", "Go!");
364 go
.setAttribute("onclick", "nt3d.go()");
365 this.form
.appendChild(go
);