]> git.scottworley.com Git - nt3d/blobdiff - nt3d.js
Explicitly bounds-check in angle_between()
[nt3d] / nt3d.js
diff --git a/nt3d.js b/nt3d.js
index 9b09b09532e233aa5b450130bd36d4bd43be02e2..038994678f9328de72fca780f4a8b639a58e915b 100644 (file)
--- a/nt3d.js
+++ b/nt3d.js
@@ -62,6 +62,56 @@ nt3d = {
                return this.closed_trianglefan([apex].concat(base)).concat(
                       this.trianglefan(base.reverse()));
        },
+       sphere: function(center, radius, latitude_steps, longitude_steps) {
+               return this.oriented_sphere(center, radius, [0,0,1], [1,0,0], latitude_steps, longitude_steps);
+       },
+       oriented_sphere: function(center, radius, north, greenwich, latitude_steps, longitude_steps) {
+               var unit_north = this.unit(north);
+               var north_pole = this.translate_point(this.scale(unit_north,  radius), center);
+               var south_pole = this.translate_point(this.scale(unit_north, -radius), center);
+               return this.spheroid(north_pole, south_pole, radius, greenwich, latitude_steps, longitude_steps);
+       },
+       spheroid: function(north_pole, south_pole, radius, greenwich, latitude_steps, longitude_steps) {
+               var delta = this.sub(north_pole, south_pole);
+               var path = [];
+               for (var i = 0; i < latitude_steps-1; i++) {
+                       path.push(this.translate_point(south_pole, this.scale(delta, (1-Math.cos(Math.PI*i/(latitude_steps-1)))/2)));
+               }
+               path.push(north_pole);
+               function shape(i) {
+                       return nt3d.circle(radius*Math.sin(Math.PI*i/(latitude_steps-1)), longitude_steps);
+               }
+               return this.extrude(path, shape, delta, greenwich);
+       },
+       shapenormals_from_closed_path: function(path) {
+               return function(i) {
+                       var prev = (i == 0) ? path.length-1 : i-1;
+                       var next = (i == path.length-1) ? 0 : i+1;
+                       return nt3d.sub(path[next], path[prev]);
+               };
+       },
+       shapenormals_from_path_and_extra_points: function(path, first_point, last_point) {
+               return function(i) {
+                       var prev = (i == 0) ? first_point : path[i-1];
+                       var next = (i == path.length-1) ? last_point : path[i+1];
+                       return nt3d.sub(next, prev);
+               };
+       },
+       shapenormals_from_path_and_first_and_last_normals: function(path, first_normal, last_normal) {
+               return function(i) {
+                       if (i == 0) { return first_normal; }
+                       if (i == path.length-1) { return last_normal; }
+                       return nt3d.sub(path[i+1], path[i-1]);
+               };
+       },
+       pathnormals_from_point: function(path, p) {
+               // Use this with any point that is not on any path tangent line
+               var pathnormals = [];
+               for (var i = 0; i < path.length; i++) {
+                       pathnormals.push(this.sub(path[i], p));
+               }
+               return pathnormals;
+       },
        to_function: function(thing, make_indexer) {
                // If thing is a point, just yield thing every time.
                // If thing is a list of points && make_indexer, index into thing.
@@ -77,19 +127,19 @@ nt3d = {
        },
        extrude: function(path, shape, shapenormals, pathnormals) {
 
-               var guts_result = nt3d._extrude_guts(path, shape, shapenormals, pathnormals);
+               var guts_result = this._extrude_guts(path, shape, 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));
+                       this.trianglefan(guts_result.first_loop.reverse()),
+                       this.trianglefan(guts_result.last_loop));
 
        },
        closed_extrude: function(path, shape, shapenormals, pathnormals) {
-               var guts_result = nt3d._extrude_guts(path, shape, shapenormals, pathnormals);
+               var guts_result = this._extrude_guts(path, shape, shapenormals, pathnormals);
                // Stitch the ends together
                return guts_result.points.concat(
-                       nt3d.closed_quadstrip(nt3d.zip(guts_result.first_loop, guts_result.last_loop)));
+                       this.closed_quadstrip(this.zip(guts_result.first_loop, guts_result.last_loop)));
        },
        _extrude_guts: function(path, shape, shapenormals, pathnormals) {
                var shape_fun = this.to_function(shape, false);
@@ -143,7 +193,7 @@ nt3d = {
                        if (i == 0) {
                                result.first_loop = loop;
                        } else {
-                               result.points = result.points.concat(nt3d.closed_quadstrip(nt3d.zip(loop, prev_loop)));
+                               result.points = result.points.concat(this.closed_quadstrip(this.zip(loop, prev_loop)));
                        }
                        prev_loop = loop;
                }
@@ -190,7 +240,7 @@ nt3d = {
        },
        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);
+               return this.scale(a, this.dot(a, b) / (a_magnitude * a_magnitude));
        },
        project_to_orthogonal: function(a, b) {
                // The nearest thing to b that is orthogonal to a
@@ -199,14 +249,24 @@ nt3d = {
        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]];
+                       translated[i] = this.translate_point(points[i], offset);
                }
                return translated;
        },
+       translate_point: function(point, offset) {
+               return [point[0] + offset[0],
+                       point[1] + offset[1],
+                       point[2] + offset[2]];
+       },
        angle_between: function(a, b) { // a and b must be unit vectors
-               return Math.acos(this.dot(a, b));
+               var the_dot = this.dot(a, b);
+               if (the_dot <= -1) {
+                       return Math.PI;
+               }
+               if (the_dot >= 1) {
+                       return 0;
+               }
+               return Math.acos(the_dot);
        },
        rotate_about_origin: function(points, axis, angle) { // axis must be a unit vector
                // From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
@@ -244,6 +304,17 @@ nt3d = {
                                angle),
                        center);
        },
+       point_equal: function(a, b, epsilon) {
+               return Math.abs(a[0] - b[0]) < epsilon &&
+                      Math.abs(a[1] - b[1]) < epsilon &&
+                      Math.abs(a[2] - b[2]) < epsilon;
+       },
+       degenerate_face_epsilon: 1e-10,
+       is_degenerate: function(a, b, c) {
+               return this.point_equal(a, b, this.degenerate_face_epsilon) ||
+                      this.point_equal(b, c, this.degenerate_face_epsilon) ||
+                      this.point_equal(c, a, this.degenerate_face_epsilon);
+       },
        go: function() {
                // Remove any previous download links
                var old_download_link = document.getElementById("nt3d_download");
@@ -265,14 +336,51 @@ nt3d = {
 
                // Run user_function
                this.points = this.user_function.apply(null, params);
+
+               // Do a little validation
                if (this.points.length % 3 != 0) {
                        alert("Points list length not divisble by 3!");
                }
-               var n = this.points.length / 3;
+               var nan_count = 0;
+               var nan_point_count = 0;
+               var nan_face_count = 0;
+               for (var i = 0; i < this.points.length/3; i++) {
+                       var nan_in_face = false;
+                       for (var j = 0; j < 3; j++) {
+                               var nan_in_point = false;
+                               for (var k = 0; k < 3; k++) {
+                                       if (isNaN(this.points[i*3+j][k])) {
+                                               nan_count++;
+                                               nan_in_point = true;
+                                               nan_in_face = true;
+                                       }
+                               }
+                               if (nan_in_point) nan_point_count ++;
+                       }
+                       if (nan_in_face) nan_face_count ++;
+               }
+               if (nan_count != 0) {
+                       alert(nan_count + " NaNs in " + nan_point_count + " points in " + nan_face_count + " faces (" + (100 * nan_face_count / (this.points.length/3)) + "% of faces).");
+               }
+
+               // Remove degenerate faces
+               var degenerate_face_count = 0;
+               for (var i = 0; i < this.points.length/3; i++) {
+                       if (this.is_degenerate(this.points[i*3+0], 
+                                              this.points[i*3+1], 
+                                              this.points[i*3+2])) {
+                               this.points.splice(i*3, 3);
+                               i--;
+                               degenerate_face_count ++;
+                       }
+               }
+               if (degenerate_face_count != 0) {
+                       console.log("Removed " + degenerate_face_count + " degenerate faces");
+               }
 
                // Make STL
                this.stl = "solid " + this.user_function.name + "\n";
-               for (var i = 0; i < n; i++) {
+               for (var i = 0; i < this.points.length/3; i++) {
                        var a = this.points[i*3+0];
                        var b = this.points[i*3+1];
                        var c = this.points[i*3+2];