/* nt3d - Javascript library for doing some 3D stuff. * Copyright (C) 2012 Scott Worley * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as * published by the Free Software Foundation, either version 3 of the * License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see . */ nt3d = { triangle: function(a, b, c) { return [a, b, c]; }, quad: function(a, b, c, d) { return this.triangle(a, b, c).concat( this.triangle(c, d, a)); }, trianglefan: function(fan) { var result = []; for (var i = 2; i < fan.length; i++) { result.push(fan[0], fan[i-1], fan[i]); } return result; }, closed_trianglefan: function(fan) { return this.trianglefan(fan.concat([fan[1]])); }, quadstrip: function(strip) { if (strip.length % 2 != 0) { alert("quadstrip length not divisble by 2!"); } var result = []; for (var i = 2; i < strip.length; i += 2) { result = result.concat(this.quad(strip[i-2], strip[i-1], strip[i+1], strip[i])); } return result; }, closed_quadstrip: function(strip) { return this.quadstrip(strip.concat([strip[0], strip[1]])); }, extrude: function(shape, path, shapenormals, pathnormals) { var guts_result = nt3d._extrude_guts(shape, path, shapenormals, pathnormals); // Add the end-caps // XXX: This doesn't work if shape is not convex return guts_result.points.concat( nt3d.trianglefan(guts_result.first_loop.reverse()), nt3d.trianglefan(guts_result.last_loop)); }, closed_extrude: function(shape, path, shapenormals, pathnormals) { var guts_result = nt3d._extrude_guts(shape, path, shapenormals, pathnormals); // Stitch the ends together return guts_result.points.concat( nt3d.closed_quadstrip(nt3d.zip(guts_result.first_loop, guts_result.last_loop))); }, _fix_pathnormals: function(shapenormals, pathnormals) { // Fix pathnormals[i] to be perfectly perpendicular to // shapenormals[i]. This lets extrude callers be sloppy // with pathnormals, which can greatly simplify things. var fixedpathnormals = []; for (var i = 0; i < pathnormals.length; i++) { var proj = this.project(shapenormals[i], pathnormals[i]); fixedpathnormals[i] = this.sub(pathnormals[i], proj); } return fixedpathnormals; }, _extrude_guts: function(shape, path, shapenormals, pathnormals) { var fixedpathnormals = this._fix_pathnormals(shapenormals, pathnormals); var result = { points: [] }; var prev_loop; for (var i = 0; i < path.length; i++) { // loop is shape in 3d with (0,0) at path[i], shape's // z axis in the direction of shapenormals[i], and // shape's x axis in the direction of pathnormals[i]. var loop = shape; // This is done in three steps: // 1. Rotate shape out of the xy plane so that [0,0,1] // becomes shapenormals[i] by crossing [0,0,1] and // shapenormals[i] to get a rotation axis and taking // their dot product to get a rotation angle. This // puts the shape in the correct plane, but does not // constrain its rotation about shapenormals[i]. var rot1axis = this.unit(this.cross([0,0,1], shapenormals[i])); var rot1angle = this.angle_between([0,0,1], this.unit(shapenormals[i])); if (rot1angle > 1e-7) { loop = this.rotate_about_origin(loop, rot1axis, rot1angle); } // 2. Rotate around shapenormals[i] so that [1,0,0] // becomes fixedpathnormals[i]. var rot2axis = this.unit(shapenormals[i]); var rot2angle = this.angle_between([1,0,0], this.unit(fixedpathnormals[i])); if (rot2angle > 1e-7) { loop = this.rotate_about_origin(loop, rot2axis, rot2angle); } // This would probably be faster and more numerically stable // if the two rotations were applied as one combined operation // rather than separate steps. // 3. Translate to path[i]. loop = this.translate(loop, path[i]); if (i == 0) { result.first_loop = loop; } else { result.points = result.points.concat(nt3d.closed_quadstrip(nt3d.zip(loop, prev_loop))); } prev_loop = loop; } result.last_loop = prev_loop; return result; }, zip: function(a, b) { var result = []; if (a.length != b.length) { alert("Zip over different-sized inputs"); } for (var i = 0; i < a.length; i++) { result.push(a[i], b[i]); } return result; }, magnitude: function(a) { return Math.sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]); }, unit: function(a) { return this.scale(a, 1 / this.magnitude(a)); }, sub: function(a, b) { return [a[0] - b[0], a[1] - b[1], a[2] - b[2]]; }, neg: function(a) { return [-a[0], -a[1], -a[2]]; }, dot: function(a, b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }, scale: function(v, s) { // Scale vector v by scalar s return [s*v[0], s*v[1], s*v[2]]; }, cross: function(a, b) { return [a[1]*b[2] - a[2]*b[1], a[2]*b[0] - a[0]*b[2], a[0]*b[1] - a[1]*b[0]]; }, normal: function(a, b, c) { return this.cross(this.sub(a, b), this.sub(b, c)); }, project: function(a, b) { // Project b onto a var a_magnitude = this.magnitude(a); return this.scale(a, this.dot(a, b) / a_magnitude * a_magnitude); }, translate: function(points, offset) { var translated = []; for (var i = 0; i < points.length; i++) { translated[i] = [points[i][0] + offset[0], points[i][1] + offset[1], points[i][2] + offset[2]]; } return translated; }, angle_between: function(a, b) { // a and b must be unit vectors return Math.acos(this.dot(a, b)); }, rotate_about_origin: function(points, axis, angle) { // axis must be a unit vector // From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/ var cosangle = Math.cos(angle); var sinangle = Math.sin(angle); var rotated = []; for (var i = 0; i < points.length; i++) { var p = points[i]; var tmp = this.dot(p, axis) * (1 - cosangle); rotated[i] = [ axis[0]*tmp + p[0]*cosangle + (-axis[2]*p[1] + axis[1]*p[2])*sinangle, axis[1]*tmp + p[1]*cosangle + ( axis[2]*p[0] - axis[0]*p[2])*sinangle, axis[2]*tmp + p[2]*cosangle + (-axis[1]*p[0] + axis[0]*p[1])*sinangle]; } return rotated; }, rotate: function(points, center, axis, angle) { // axis must be a unit vector return this.translate( this.rotate_about_origin( this.translate(points, this.neg(center)), axis, angle), center); }, go: function() { // Get params from form var params = []; for (var i = 0; i < this.user_params.length; i++) { params[i] = this.form.elements["param"+i].value; } // Run user_function this.points = this.user_function.apply(null, params); if (this.points.length % 3 != 0) { alert("Points list length not divisble by 3!"); } var n = this.points.length / 3; // Make STL this.stl = "solid " + this.user_function.name + "\n"; for (var i = 0; i < n; i++) { var a = this.points[i*3+0]; var b = this.points[i*3+1]; var c = this.points[i*3+2]; var normal = this.normal(a, b, c); this.stl += "facet normal " + normal[0] + " " + normal[1] + " " + normal[2] + "\n" + "outer loop\n" + "vertex " + a[0] + " " + a[1] + " " + a[2] + "\n"+ "vertex " + b[0] + " " + b[1] + " " + b[2] + "\n"+ "vertex " + c[0] + " " + c[1] + " " + c[2] + "\n"+ "endloop\n" + "endfacet\n"; } this.stl += "endsolid " + this.user_function.name + "\n"; // Remove any previous download links var old_download_link = document.getElementById("nt3d_download"); if (old_download_link) { old_download_link.parentNode.removeChild(old_download_link); } // Offer result as download var download_link = document.createElement("a"); download_link.appendChild(document.createTextNode("Download!")); download_link.setAttribute("id", "nt3d_download"); download_link.setAttribute("style", "background-color: blue"); download_link.setAttribute("download", this.user_function.name + ".stl"); download_link.setAttribute("href", "data:application/sla," + encodeURIComponent(this.stl)); this.ui.appendChild(download_link); 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); }, framework: function (f, params) { this.user_function = f; this.user_params = params; // Make the UI this.ui = document.getElementById("nt3dui"); if (!this.ui) { this.ui = document.createElement("div"); this.ui.setAttribute("id", "nt3dui"); document.body.appendChild(this.ui); } this.form = document.createElement("form"); this.form.setAttribute("onsubmit", "nt3d.go(); return false"); this.ui.appendChild(this.form); var table = document.createElement("table"); this.form.appendChild(table); var tr = document.createElement("tr"); table.appendChild(tr); var th = document.createElement("th"); th.appendChild(document.createTextNode("Variable")); tr.appendChild(th); th = document.createElement("th"); th.appendChild(document.createTextNode("Value")); tr.appendChild(th); for (var i = 0; i < params.length; i++) { tr = document.createElement("tr"); table.appendChild(tr); var td = document.createElement("td"); td.appendChild(document.createTextNode(params[i][0])); tr.appendChild(td); td = document.createElement("td"); var input = document.createElement("input"); input.setAttribute("name", "param" + i); input.setAttribute("value", params[i][1]); td.appendChild(input); tr.appendChild(td); } var go = document.createElement("input"); go.setAttribute("type", "button"); go.setAttribute("value", "Go!"); go.setAttribute("onclick", "nt3d.go()"); this.form.appendChild(go); } };