X-Git-Url: http://git.scottworley.com/nt3d/blobdiff_plain/94faa4e58b86d3e6acdbe4f56d15d8fe21adf5c0..4a6f6f14490c1c6f51843229d2d521368aa25c7f:/nt3d.js?ds=inline diff --git a/nt3d.js b/nt3d.js index d0d7161..239b03c 100644 --- a/nt3d.js +++ b/nt3d.js @@ -46,73 +46,133 @@ nt3d = { 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); + 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())); + }, + 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( - 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(shape, path, shapenormals, pathnormals) { - var guts_result = nt3d._extrude_guts(shape, path, shapenormals, pathnormals); + 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( - 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; + this.closed_quadstrip(this.zip(guts_result.first_loop, guts_result.last_loop))); }, - _extrude_guts: function(shape, path, shapenormals, pathnormals) { - var fixedpathnormals = this._fix_pathnormals(shapenormals, pathnormals); + _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++) { - // 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 = []; + 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 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])); - // 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])); - // 3. Translate to path[i]. - // This would probably be faster and more numerically stable + // 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. - for (var j = 0; j < shape.length; j++) { - var p = [shape[j][0], shape[j][1], 0]; - if (rot1angle > 1e-7) { - p = this.rotate(p, rot1axis, rot1angle); - } - if (rot2angle > 1e-7) { - p = this.rotate(p, rot2axis, rot2angle); - } - p = this.translate(p, path[i]); - loop[j] = p; - } + // 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))); + result.points = result.points.concat(this.closed_quadstrip(this.zip(loop, prev_loop))); } prev_loop = loop; } @@ -140,6 +200,9 @@ nt3d = { 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]; }, @@ -156,28 +219,80 @@ 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 + 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: function(a, b) { - return [a[0] + b[0], a[1] + b[1], a[2] + b[2]]; + 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: function(point, axis, angle) { // axis must be a unit vector + 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 tmp = this.dot(point, axis) * (1 - cosangle); - return [axis[0]*tmp + point[0]*cosangle + (-axis[2]*point[1] + axis[1]*point[2])*sinangle, - axis[1]*tmp + point[1]*cosangle + ( axis[2]*point[0] - axis[0]*point[2])*sinangle, - axis[2]*tmp + point[2]*cosangle + (-axis[1]*point[0] + axis[0]*point[1])*sinangle]; + 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 @@ -204,11 +319,6 @@ 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"); @@ -219,6 +329,8 @@ 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;