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");
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 < n; i++) {
+ 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;
alert(nan_count + " NaNs in " + nan_point_count + " points in " + nan_face_count + " 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];