X-Git-Url: http://git.scottworley.com/nt3d/blobdiff_plain/1b9ec3f33236204d027507b7dec5215677b51707..1a18e646fe84c30984a5298c284d959e925e6a54:/nt3d.js diff --git a/nt3d.js b/nt3d.js index 59b11b2..0443913 100644 --- a/nt3d.js +++ b/nt3d.js @@ -46,6 +46,22 @@ nt3d = { closed_quadstrip: function(strip) { 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())); + }, extrude: function(shape, path, shapenormals, pathnormals) { var guts_result = nt3d._extrude_guts(shape, path, shapenormals, pathnormals); // Add the end-caps @@ -80,35 +96,25 @@ nt3d = { // 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; + // We tack [1,0,0] onto the end as a hack to see where + // it ends up after rotation. This is removed later. + var loop = shape.concat([[1,0,0]]); // 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])); - var shapex = [[1,0,0]]; - if (rot1angle > 1e-7) { - loop = this.rotate_about_origin(loop, rot1axis, rot1angle); - shapex = this.rotate_about_origin(shapex, rot1axis, rot1angle); - - } + // becomes shapenormals[i]. This puts the shape in + // the correct plane, but does not constrain its + // rotation about shapenormals[i]. + loop = this.rotate_onto(loop, [0,0,1], shapenormals[i]); + var shapex = loop.pop(); // 2. Rotate around shapenormals[i] so that [1,0,0] // becomes fixedpathnormals[i]. - var rot2axis = this.unit(shapenormals[i]); - var rot2angle = this.angle_between(shapex[0], this.unit(fixedpathnormals[i])); - console.log(rot2angle); - if (rot2angle > 1e-7) { - loop = this.rotate_about_origin(loop, rot2axis, rot2angle); - } - // This would probably be faster and more numerically stable + loop = this.rotate_onto(loop, shapex, fixedpathnormals[i]); + + // (This would probably be faster and more numerically stable // if the two rotations were applied as one combined operation - // rather than separate steps. + // rather than separate steps.) // 3. Translate to path[i]. loop = this.translate(loop, path[i]); @@ -192,6 +198,19 @@ nt3d = { } 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(