]> git.scottworley.com Git - nt3d/blobdiff - nt3d.js
Sphere primitive
[nt3d] / nt3d.js
diff --git a/nt3d.js b/nt3d.js
index ba2315fd777ad28c43ac0dd956a33f967739cb8e..28766983fe33341b262ee572f4a09fc01d917d4c 100644 (file)
--- a/nt3d.js
+++ b/nt3d.js
@@ -23,24 +23,213 @@ nt3d = {
                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(nt3d.quad(strip[i-2], strip[i-1], strip[i+1], strip[i]));
+                       result = result.concat(this.quad(strip[i-2], strip[i-1], strip[i+1], strip[i]));
                }
                return result;
        },
        closed_quadstrip: function(strip) {
-               return nt3d.quadstrip(strip).concat(nt3d.quad(strip[strip.length-2], strip[strip.length-1], strip[1], strip[0]));
+               return this.quadstrip(strip.concat([strip[0], strip[1]]));
+       },
+       circle: function(r, n) {
+               var points = [];
+               for (var i = 0; i < n; i++) {
+                       points.push([r*Math.cos(2*Math.PI*i/n),
+                                    r*Math.sin(2*Math.PI*i/n),
+                                    0]);
+               }
+               return points;
+       },
+       cone: function(base_center, apex, radius, steps) {
+               var base = this.circle(radius, steps);
+               base = this.rotate_onto(base, [0,0,1], this.sub(apex, base_center));
+               base = this.translate(base, base_center);
+               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.
+               // If thing is already a function, just return it.
+               if (({}).toString.call(thing) === "[object Function]") {
+                       return thing;  // Already a function
+               }
+               if (make_indexer && Array.isArray(thing[0])) {
+                       // Looks like a list of points.
+                       return function(i) { return thing[i]; }
+               }
+               return function() { return thing; }
+       },
+       extrude: function(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(
+                       this.trianglefan(guts_result.first_loop.reverse()),
+                       this.trianglefan(guts_result.last_loop));
+
+       },
+       closed_extrude: function(path, shape, shapenormals, pathnormals) {
+               var guts_result = this._extrude_guts(path, shape, shapenormals, pathnormals);
+               // Stitch the ends together
+               return guts_result.points.concat(
+                       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);
+               var shapenormal_fun = this.to_function(shapenormals, true);
+               var pathnormal_fun = this.to_function(pathnormals, true);
+               var result = { points: [] };
+               var prev_loop;
+               for (var i = 0; i < path.length; i++) {
+                       var shapenormali = shapenormal_fun(i, path[i]);
+                       var pathnormali = pathnormal_fun(i, path[i], shapenormali);
+
+                       // Fix pathnormali to be perfectly perpendicular to
+                       // shapenormali.  pathnormali must be perpendicular to
+                       // shapenormali or the second rotation will take loop
+                       // back out of the shapenormali plane that the first
+                       // rotation so carefully placed it in.  But, letting
+                       // callers be sloppy with the pathnormals can greatly
+                       // simplify generating them -- so much so that you can
+                       // often just pass a constant to use the same value
+                       // along the whole path.
+                       pathnormali = this.project_to_orthogonal(shapenormali, pathnormali);
+
+                       var shapei = shape_fun(i, path[i], shapenormali, pathnormali);
+
+                       // loop is shapei in 3d with (0,0) at path[i], shape's
+                       // z axis in the direction of shapenormali, and shape's
+                       // x axis in the direction of pathnormali.  We tack
+                       // [1,0,0] onto the end as a hack to see where it ends
+                       // up after the first rotation.  This is removed later.
+                       var loop = shapei.concat([[1,0,0]]);
+
+                       // This is done in three steps:
+                       // 1. Rotate shape out of the xy plane so that [0,0,1]
+                       //    becomes shapenormali.  This puts the shape in
+                       //    the correct plane, but does not constrain its
+                       //    rotation about shapenormali.
+                       loop = this.rotate_onto(loop, [0,0,1], shapenormali);
+                       var shapex = loop.pop();
+
+                       // 2. Rotate around shapenormali so that [1,0,0]
+                       //    becomes pathnormali.
+                       loop = this.rotate_onto(loop, shapex, pathnormali);
+
+                       // (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(this.closed_quadstrip(this.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],
@@ -49,11 +238,82 @@ nt3d = {
        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));
+       },
+       project_to_orthogonal: function(a, b) {
+               // The nearest thing to b that is orthogonal to a
+               return this.sub(b, this.project(a, b));
+       },
+       translate: function(points, offset) {
+               var translated = [];
+               for (var i = 0; i < points.length; i++) {
+                       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));
+       },
+       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_onto: function(points, a, b) {
+               // Rotate points such that a (in points-space) maps onto b
+               // by crossing a and b to get a rotation axis and using
+               // angle_between to get a rotation angle.
+               var angle = this.angle_between(this.unit(a), this.unit(b));
+               if (Math.abs(angle) < 1e-15) {
+                       // No siginificant rotation to perform.  Bail to avoid
+                       // NaNs and numerical error
+                       return points;
+               }
+               var axis = this.unit(this.cross(a, b));
+               return this.rotate_about_origin(points, axis, angle);
+       },
+       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() {
+               // 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);
+               }
+
+               // Continue in a callback, so that there's not a stale download
+               // link hanging around while we process.
+               setTimeout(function(the_this) { (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;
+                       var as_string = this.form.elements["param"+i].value;
+                       var as_num = +as_string;
+                       params[i] = isNaN(as_num) ? as_string : as_num;
                }
 
                // Run user_function
@@ -80,11 +340,6 @@ nt3d = {
                }
                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");
@@ -95,6 +350,8 @@ nt3d = {
                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);
+
+               }).call(the_this); }, 0, this); // (We were in a callback this whole time, remember?)
        },
        framework: function (f, params) {
                this.user_function = f;