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			1219 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			1219 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/**
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 * @author Mugen87 / https://github.com/Mugen87
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 *
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 * Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio)
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 *
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 */
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( function() {
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	var Visible = 0;
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	var Deleted = 1;
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	function QuickHull() {
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		this.tolerance = - 1;
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		this.faces = []; // the generated faces of the convex hull
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		this.newFaces = []; // this array holds the faces that are generated within a single iteration
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		// the vertex lists work as follows:
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		//
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		// let 'a' and 'b' be 'Face' instances
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		// let 'v' be points wrapped as instance of 'Vertex'
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		//
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		//     [v, v, ..., v, v, v, ...]
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		//      ^             ^
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		//      |             |
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		//  a.outside     b.outside
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		//
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		this.assigned = new VertexList();
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		this.unassigned = new VertexList();
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		this.vertices = []; 	// vertices of the hull (internal representation of given geometry data)
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	}
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	Object.assign( QuickHull.prototype, {
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		setFromPoints: function ( points ) {
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			if ( Array.isArray( points ) !== true ) {
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				console.error( 'THREE.QuickHull: Points parameter is not an array.' );
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			}
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			if ( points.length < 4 ) {
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				console.error( 'THREE.QuickHull: The algorithm needs at least four points.' );
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			}
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			this.makeEmpty();
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			for ( var i = 0, l = points.length; i < l; i ++ ) {
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				this.vertices.push( new VertexNode( points[ i ] ) );
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			}
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			this.compute();
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			return this;
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		},
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		setFromObject: function ( object ) {
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			var points = [];
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			object.updateMatrixWorld( true );
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			object.traverse( function ( node ) {
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				var i, l, point;
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				var geometry = node.geometry;
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				if ( geometry !== undefined ) {
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					if ( geometry.isGeometry ) {
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						var vertices = geometry.vertices;
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						for ( i = 0, l = vertices.length; i < l; i ++ ) {
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							point = vertices[ i ].clone();
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							point.applyMatrix4( node.matrixWorld );
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							points.push( point );
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						}
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					} else if ( geometry.isBufferGeometry ) {
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						var attribute = geometry.attributes.position;
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						if ( attribute !== undefined ) {
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							for ( i = 0, l = attribute.count; i < l; i ++ ) {
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								point = new THREE.Vector3();
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								point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
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								points.push( point );
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							}
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						}
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					}
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				}
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			} );
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			return this.setFromPoints( points );
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		},
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		makeEmpty: function () {
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			this.faces = [];
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			this.vertices = [];
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			return this;
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		},
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		// Adds a vertex to the 'assigned' list of vertices and assigns it to the given face
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		addVertexToFace: function ( vertex, face ) {
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			vertex.face = face;
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			if ( face.outside === null ) {
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				this.assigned.append( vertex );
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			} else {
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				this.assigned.insertBefore( face.outside, vertex );
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			}
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			face.outside = vertex;
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			return this;
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		},
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		// Removes a vertex from the 'assigned' list of vertices and from the given face
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		removeVertexFromFace: function ( vertex, face ) {
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			if ( vertex === face.outside ) {
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				// fix face.outside link
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				if ( vertex.next !== null && vertex.next.face === face ) {
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					// face has at least 2 outside vertices, move the 'outside' reference
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					face.outside = vertex.next;
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				} else {
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					// vertex was the only outside vertex that face had
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					face.outside = null;
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				}
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			}
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			this.assigned.remove( vertex );
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			return this;
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		},
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		// Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list
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		removeAllVerticesFromFace: function ( face ) {
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			if ( face.outside !== null ) {
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				// reference to the first and last vertex of this face
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				var start = face.outside;
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				var end = face.outside;
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				while ( end.next !== null && end.next.face === face ) {
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					end = end.next;
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				}
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				this.assigned.removeSubList( start, end );
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				// fix references
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				start.prev = end.next = null;
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				face.outside = null;
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				return start;
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			}
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		},
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		// Removes all the visible vertices that 'face' is able to see
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		deleteFaceVertices: function ( face, absorbingFace ) {
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			var faceVertices = this.removeAllVerticesFromFace( face );
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			if ( faceVertices !== undefined ) {
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				if ( absorbingFace === undefined ) {
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					// mark the vertices to be reassigned to some other face
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					this.unassigned.appendChain( faceVertices );
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				} else {
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					// if there's an absorbing face try to assign as many vertices as possible to it
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					var vertex = faceVertices;
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					do {
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						// we need to buffer the subsequent vertex at this point because the 'vertex.next' reference
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						// will be changed by upcoming method calls
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						var nextVertex = vertex.next;
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						var distance = absorbingFace.distanceToPoint( vertex.point );
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						// check if 'vertex' is able to see 'absorbingFace'
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						if ( distance > this.tolerance ) {
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							this.addVertexToFace( vertex, absorbingFace );
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						} else {
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							this.unassigned.append( vertex );
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						}
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						// now assign next vertex
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						vertex = nextVertex;
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					} while ( vertex !== null );
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				}
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			}
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			return this;
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		},
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		// Reassigns as many vertices as possible from the unassigned list to the new faces
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		resolveUnassignedPoints: function ( newFaces ) {
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			if ( this.unassigned.isEmpty() === false ) {
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				var vertex = this.unassigned.first();
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				do {
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					// buffer 'next' reference, see .deleteFaceVertices()
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					var nextVertex = vertex.next;
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					var maxDistance = this.tolerance;
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					var maxFace = null;
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					for ( var i = 0; i < newFaces.length; i ++ ) {
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						var face = newFaces[ i ];
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						if ( face.mark === Visible ) {
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							var distance = face.distanceToPoint( vertex.point );
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							if ( distance > maxDistance ) {
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								maxDistance = distance;
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								maxFace = face;
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							}
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							if ( maxDistance > 1000 * this.tolerance ) break;
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						}
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					}
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					// 'maxFace' can be null e.g. if there are identical vertices
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					if ( maxFace !== null ) {
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						this.addVertexToFace( vertex, maxFace );
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					}
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					vertex = nextVertex;
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				} while ( vertex !== null );
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			}
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			return this;
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		},
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		// Computes the extremes of a simplex which will be the initial hull
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		computeExtremes: function () {
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			var min = new THREE.Vector3();
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			var max = new THREE.Vector3();
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			var minVertices = [];
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			var maxVertices = [];
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			var i, l, j;
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			// initially assume that the first vertex is the min/max
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			for ( i = 0; i < 3; i ++ ) {
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				minVertices[ i ] = maxVertices[ i ] = this.vertices[ 0 ];
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			}
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			min.copy( this.vertices[ 0 ].point );
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			max.copy( this.vertices[ 0 ].point );
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			// compute the min/max vertex on all six directions
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			for ( i = 0, l = this.vertices.length; i < l ; i ++ ) {
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				var vertex = this.vertices[ i ];
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				var point = vertex.point;
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				// update the min coordinates
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				for ( j = 0; j < 3; j ++ ) {
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					if ( point.getComponent( j ) < min.getComponent( j ) ) {
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						min.setComponent( j, point.getComponent( j ) );
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						minVertices[ j ] = vertex;
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					}
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				}
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				// update the max coordinates
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				for ( j = 0; j < 3; j ++ ) {
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					if ( point.getComponent( j ) > max.getComponent( j ) ) {
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						max.setComponent( j, point.getComponent( j ) );
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						maxVertices[ j ] = vertex;
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					}
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				}
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			}
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			// use min/max vectors to compute an optimal epsilon
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			this.tolerance = 3 * Number.EPSILON * (
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				Math.max( Math.abs( min.x ), Math.abs( max.x ) ) +
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				Math.max( Math.abs( min.y ), Math.abs( max.y ) ) +
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				Math.max( Math.abs( min.z ), Math.abs( max.z ) )
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			);
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			return { min: minVertices, max: maxVertices };
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		},
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		// Computes the initial simplex assigning to its faces all the points
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		// that are candidates to form part of the hull
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		computeInitialHull: function () {
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			var line3, plane, closestPoint;
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			return function computeInitialHull () {
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				if ( line3 === undefined ) {
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					line3 = new THREE.Line3();
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					plane = new THREE.Plane();
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					closestPoint = new THREE.Vector3();
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				}
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				var vertex, vertices = this.vertices;
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				var extremes = this.computeExtremes();
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				var min = extremes.min;
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				var max = extremes.max;
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				var v0, v1, v2, v3;
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				var i, l, j;
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				// 1. Find the two vertices 'v0' and 'v1' with the greatest 1d separation
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				// (max.x - min.x)
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				// (max.y - min.y)
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				// (max.z - min.z)
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				var distance, maxDistance = 0;
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				var index = 0;
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				for ( i = 0; i < 3; i ++ ) {
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					distance = max[ i ].point.getComponent( i ) - min[ i ].point.getComponent( i );
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					if ( distance > maxDistance ) {
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						maxDistance = distance;
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						index = i;
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					}
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				}
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				v0 = min[ index ];
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				v1 = max[ index ];
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				// 2. The next vertex 'v2' is the one farthest to the line formed by 'v0' and 'v1'
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				maxDistance = 0;
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				line3.set( v0.point, v1.point );
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				for ( i = 0, l = this.vertices.length; i < l; i ++ ) {
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					vertex = vertices[ i ];
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					if ( vertex !== v0 && vertex !== v1 ) {
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						line3.closestPointToPoint( vertex.point, true, closestPoint );
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						distance = closestPoint.distanceToSquared( vertex.point );
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						if ( distance > maxDistance ) {
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							maxDistance = distance;
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							v2 = vertex;
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						}
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					}
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				}
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						|
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				// 3. The next vertex 'v3' is the one farthest to the plane 'v0', 'v1', 'v2'
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				maxDistance = 0;
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				plane.setFromCoplanarPoints( v0.point, v1.point, v2.point );
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				for ( i = 0, l = this.vertices.length; i < l; i ++ ) {
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					vertex = vertices[ i ];
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					if ( vertex !== v0 && vertex !== v1 && vertex !== v2 ) {
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						distance = Math.abs( plane.distanceToPoint( vertex.point ) );
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						if ( distance > maxDistance ) {
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							maxDistance = distance;
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							v3 = vertex;
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						}
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					}
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				}
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				var faces = [];
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				if ( plane.distanceToPoint( v3.point ) < 0 ) {
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					// the face is not able to see the point so 'plane.normal' is pointing outside the tetrahedron
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					faces.push(
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						Face.create( v0, v1, v2 ),
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						Face.create( v3, v1, v0 ),
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						Face.create( v3, v2, v1 ),
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						Face.create( v3, v0, v2 )
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					);
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					// set the twin edge
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					for ( i = 0; i < 3; i ++ ) {
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						j = ( i + 1 ) % 3;
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						// join face[ i ] i > 0, with the first face
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						faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( j ) );
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						// join face[ i ] with face[ i + 1 ], 1 <= i <= 3
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						faces[ i + 1 ].getEdge( 1 ).setTwin( faces[ j + 1 ].getEdge( 0 ) );
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					}
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				} else {
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					// the face is able to see the point so 'plane.normal' is pointing inside the tetrahedron
 | 
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					faces.push(
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						Face.create( v0, v2, v1 ),
 | 
						|
						Face.create( v3, v0, v1 ),
 | 
						|
						Face.create( v3, v1, v2 ),
 | 
						|
						Face.create( v3, v2, v0 )
 | 
						|
					);
 | 
						|
 | 
						|
					// set the twin edge
 | 
						|
 | 
						|
					for ( i = 0; i < 3; i ++ ) {
 | 
						|
 | 
						|
						j = ( i + 1 ) % 3;
 | 
						|
 | 
						|
						// join face[ i ] i > 0, with the first face
 | 
						|
 | 
						|
						faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( ( 3 - i ) % 3 ) );
 | 
						|
 | 
						|
						// join face[ i ] with face[ i + 1 ]
 | 
						|
 | 
						|
						faces[ i + 1 ].getEdge( 0 ).setTwin( faces[ j + 1 ].getEdge( 1 ) );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// the initial hull is the tetrahedron
 | 
						|
 | 
						|
				for ( i = 0; i < 4; i ++ ) {
 | 
						|
 | 
						|
					this.faces.push( faces[ i ] );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				// initial assignment of vertices to the faces of the tetrahedron
 | 
						|
 | 
						|
				for ( i = 0, l = vertices.length; i < l; i ++ ) {
 | 
						|
 | 
						|
					vertex = vertices[i];
 | 
						|
 | 
						|
					if ( vertex !== v0 && vertex !== v1 && vertex !== v2 && vertex !== v3 ) {
 | 
						|
 | 
						|
						maxDistance = this.tolerance;
 | 
						|
						var maxFace = null;
 | 
						|
 | 
						|
						for ( j = 0; j < 4; j ++ ) {
 | 
						|
 | 
						|
							distance = this.faces[ j ].distanceToPoint( vertex.point );
 | 
						|
 | 
						|
							if ( distance > maxDistance ) {
 | 
						|
 | 
						|
								maxDistance = distance;
 | 
						|
								maxFace = this.faces[ j ];
 | 
						|
 | 
						|
							}
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						if ( maxFace !== null ) {
 | 
						|
 | 
						|
	          	this.addVertexToFace( vertex, maxFace );
 | 
						|
 | 
						|
	        	}
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		// Removes inactive faces
 | 
						|
 | 
						|
		reindexFaces: function () {
 | 
						|
 | 
						|
			var activeFaces = [];
 | 
						|
 | 
						|
			for ( var i = 0; i < this.faces.length; i ++ ) {
 | 
						|
 | 
						|
				var face = this.faces[ i ];
 | 
						|
 | 
						|
				if ( face.mark === Visible ) {
 | 
						|
 | 
						|
					activeFaces.push( face );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.faces = activeFaces;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Finds the next vertex to create faces with the current hull
 | 
						|
 | 
						|
		nextVertexToAdd: function () {
 | 
						|
 | 
						|
			// if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined'
 | 
						|
 | 
						|
			if ( this.assigned.isEmpty() === false ) {
 | 
						|
 | 
						|
				var eyeVertex, maxDistance = 0;
 | 
						|
 | 
						|
				// grap the first available face and start with the first visible vertex of that face
 | 
						|
 | 
						|
				var eyeFace = this.assigned.first().face;
 | 
						|
				var vertex = eyeFace.outside;
 | 
						|
 | 
						|
				// now calculate the farthest vertex that face can see
 | 
						|
 | 
						|
				do {
 | 
						|
 | 
						|
					var distance = eyeFace.distanceToPoint( vertex.point );
 | 
						|
 | 
						|
					if ( distance > maxDistance ) {
 | 
						|
 | 
						|
						maxDistance = distance;
 | 
						|
						eyeVertex = vertex;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
					vertex = vertex.next;
 | 
						|
 | 
						|
				} while ( vertex !== null && vertex.face === eyeFace );
 | 
						|
 | 
						|
				return eyeVertex;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Computes a chain of half edges in CCW order called the 'horizon'.
 | 
						|
		// For an edge to be part of the horizon it must join a face that can see
 | 
						|
		// 'eyePoint' and a face that cannot see 'eyePoint'.
 | 
						|
 | 
						|
		computeHorizon: function ( eyePoint, crossEdge, face, horizon ) {
 | 
						|
 | 
						|
			// moves face's vertices to the 'unassigned' vertex list
 | 
						|
 | 
						|
			this.deleteFaceVertices( face );
 | 
						|
 | 
						|
			face.mark = Deleted;
 | 
						|
 | 
						|
			var edge;
 | 
						|
 | 
						|
			if ( crossEdge === null ) {
 | 
						|
 | 
						|
				edge = crossEdge = face.getEdge( 0 );
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				// start from the next edge since 'crossEdge' was already analyzed
 | 
						|
				// (actually 'crossEdge.twin' was the edge who called this method recursively)
 | 
						|
 | 
						|
				edge = crossEdge.next;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			do {
 | 
						|
 | 
						|
				var twinEdge = edge.twin;
 | 
						|
				var oppositeFace = twinEdge.face;
 | 
						|
 | 
						|
				if ( oppositeFace.mark === Visible ) {
 | 
						|
 | 
						|
					if ( oppositeFace.distanceToPoint( eyePoint ) > this.tolerance ) {
 | 
						|
 | 
						|
						// the opposite face can see the vertex, so proceed with next edge
 | 
						|
 | 
						|
						this.computeHorizon( eyePoint, twinEdge, oppositeFace, horizon );
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						// the opposite face can't see the vertex, so this edge is part of the horizon
 | 
						|
 | 
						|
						horizon.push( edge );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				edge = edge.next;
 | 
						|
 | 
						|
			} while ( edge !== crossEdge );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head' in CCW order
 | 
						|
 | 
						|
		addAdjoiningFace: function ( eyeVertex, horizonEdge ) {
 | 
						|
 | 
						|
			// all the half edges are created in ccw order thus the face is always pointing outside the hull
 | 
						|
 | 
						|
			var face = Face.create( eyeVertex, horizonEdge.tail(), horizonEdge.head() );
 | 
						|
 | 
						|
			this.faces.push( face );
 | 
						|
 | 
						|
			// join face.getEdge( - 1 ) with the horizon's opposite edge face.getEdge( - 1 ) = face.getEdge( 2 )
 | 
						|
 | 
						|
			face.getEdge( - 1 ).setTwin( horizonEdge.twin );
 | 
						|
 | 
						|
			return face.getEdge( 0 ); // the half edge whose vertex is the eyeVertex
 | 
						|
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		//  Adds 'horizon.length' faces to the hull, each face will be linked with the
 | 
						|
		//  horizon opposite face and the face on the left/right
 | 
						|
 | 
						|
		addNewFaces: function ( eyeVertex, horizon ) {
 | 
						|
 | 
						|
			this.newFaces = [];
 | 
						|
 | 
						|
			var firstSideEdge = null;
 | 
						|
			var previousSideEdge = null;
 | 
						|
 | 
						|
			for ( var i = 0; i < horizon.length; i ++ ) {
 | 
						|
 | 
						|
				var horizonEdge = horizon[ i ];
 | 
						|
 | 
						|
				// returns the right side edge
 | 
						|
 | 
						|
				var sideEdge = this.addAdjoiningFace( eyeVertex, horizonEdge );
 | 
						|
 | 
						|
				if ( firstSideEdge === null ) {
 | 
						|
 | 
						|
					firstSideEdge = sideEdge;
 | 
						|
 | 
						|
				} else {
 | 
						|
 | 
						|
					// joins face.getEdge( 1 ) with previousFace.getEdge( 0 )
 | 
						|
 | 
						|
					sideEdge.next.setTwin( previousSideEdge );
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				this.newFaces.push( sideEdge.face );
 | 
						|
				previousSideEdge = sideEdge;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			// perform final join of new faces
 | 
						|
 | 
						|
			firstSideEdge.next.setTwin( previousSideEdge );
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Adds a vertex to the hull
 | 
						|
 | 
						|
		addVertexToHull: function ( eyeVertex ) {
 | 
						|
 | 
						|
			var horizon = [];
 | 
						|
			var i, face;
 | 
						|
 | 
						|
			this.unassigned.clear();
 | 
						|
 | 
						|
			// remove 'eyeVertex' from 'eyeVertex.face' so that it can't be added to the 'unassigned' vertex list
 | 
						|
 | 
						|
			this.removeVertexFromFace( eyeVertex, eyeVertex.face );
 | 
						|
 | 
						|
			this.computeHorizon( eyeVertex.point, null, eyeVertex.face, horizon );
 | 
						|
 | 
						|
			this.addNewFaces( eyeVertex, horizon );
 | 
						|
 | 
						|
			// reassign 'unassigned' vertices to the new faces
 | 
						|
 | 
						|
			this.resolveUnassignedPoints( this.newFaces );
 | 
						|
 | 
						|
			return	this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		cleanup: function () {
 | 
						|
 | 
						|
			this.assigned.clear();
 | 
						|
			this.unassigned.clear();
 | 
						|
			this.newFaces = [];
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		compute: function () {
 | 
						|
 | 
						|
			var vertex;
 | 
						|
 | 
						|
			this.computeInitialHull();
 | 
						|
 | 
						|
			// add all available vertices gradually to the hull
 | 
						|
 | 
						|
			while ( ( vertex = this.nextVertexToAdd() ) !== undefined ) {
 | 
						|
 | 
						|
				this.addVertexToHull( vertex );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.reindexFaces();
 | 
						|
 | 
						|
			this.cleanup();
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	//
 | 
						|
 | 
						|
	function Face() {
 | 
						|
 | 
						|
		this.normal = new THREE.Vector3();
 | 
						|
		this.midpoint = new THREE.Vector3();
 | 
						|
		this.area = 0;
 | 
						|
 | 
						|
		this.constant = 0; // signed distance from face to the origin
 | 
						|
		this.outside = null; // reference to a vertex in a vertex list this face can see
 | 
						|
		this.mark = Visible;
 | 
						|
		this.edge = null;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( Face, {
 | 
						|
 | 
						|
		create: function( a, b, c ) {
 | 
						|
 | 
						|
			var face = new Face();
 | 
						|
 | 
						|
			var e0 = new HalfEdge( a, face );
 | 
						|
			var e1 = new HalfEdge( b, face );
 | 
						|
			var e2 = new HalfEdge( c, face );
 | 
						|
 | 
						|
			// join edges
 | 
						|
 | 
						|
			e0.next = e2.prev = e1;
 | 
						|
			e1.next = e0.prev = e2;
 | 
						|
			e2.next = e1.prev = e0;
 | 
						|
 | 
						|
			// main half edge reference
 | 
						|
 | 
						|
			face.edge = e0;
 | 
						|
 | 
						|
			return face.compute();
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	Object.assign( Face.prototype, {
 | 
						|
 | 
						|
		getEdge: function ( i ) {
 | 
						|
 | 
						|
			var edge = this.edge;
 | 
						|
 | 
						|
			while ( i > 0 ) {
 | 
						|
 | 
						|
				edge = edge.next;
 | 
						|
				i --;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			while ( i < 0 ) {
 | 
						|
 | 
						|
				edge = edge.prev;
 | 
						|
				i ++;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return edge;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		compute: function () {
 | 
						|
 | 
						|
			var triangle;
 | 
						|
 | 
						|
			return function compute () {
 | 
						|
 | 
						|
				if ( triangle === undefined ) triangle = new THREE.Triangle();
 | 
						|
 | 
						|
				var a = this.edge.tail();
 | 
						|
				var b = this.edge.head();
 | 
						|
				var c = this.edge.next.head();
 | 
						|
 | 
						|
				triangle.set( a.point, b.point, c.point );
 | 
						|
 | 
						|
				triangle.normal( this.normal );
 | 
						|
				triangle.midpoint( this.midpoint );
 | 
						|
				this.area = triangle.area();
 | 
						|
 | 
						|
				this.constant = this.normal.dot( this.midpoint );
 | 
						|
 | 
						|
				return this;
 | 
						|
 | 
						|
			};
 | 
						|
 | 
						|
		}(),
 | 
						|
 | 
						|
		distanceToPoint: function ( point ) {
 | 
						|
 | 
						|
			return this.normal.dot( point ) - this.constant;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	// Entity for a Doubly-Connected Edge List (DCEL).
 | 
						|
 | 
						|
	function HalfEdge( vertex, face ) {
 | 
						|
 | 
						|
		this.vertex = vertex;
 | 
						|
		this.prev = null;
 | 
						|
		this.next = null;
 | 
						|
		this.twin = null;
 | 
						|
		this.face = face;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( HalfEdge.prototype, {
 | 
						|
 | 
						|
		head: function () {
 | 
						|
 | 
						|
			return this.vertex;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		tail: function () {
 | 
						|
 | 
						|
			return this.prev ? this.prev.vertex : null;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		length: function () {
 | 
						|
 | 
						|
			var head = this.head();
 | 
						|
			var tail = this.tail();
 | 
						|
 | 
						|
			if ( tail !== null ) {
 | 
						|
 | 
						|
				return tail.point.distanceTo( head.point );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return - 1;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		lengthSquared: function () {
 | 
						|
 | 
						|
			var head = this.head();
 | 
						|
			var tail = this.tail();
 | 
						|
 | 
						|
			if ( tail !== null ) {
 | 
						|
 | 
						|
				return tail.point.distanceToSquared( head.point );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return - 1;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		setTwin: function ( edge ) {
 | 
						|
 | 
						|
			this.twin = edge;
 | 
						|
			edge.twin = this;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	// A vertex as a double linked list node.
 | 
						|
 | 
						|
	function VertexNode( point ) {
 | 
						|
 | 
						|
		this.point = point;
 | 
						|
		this.prev = null;
 | 
						|
		this.next = null;
 | 
						|
		this.face = null; // the face that is able to see this vertex
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	// A double linked list that contains vertex nodes.
 | 
						|
 | 
						|
	function VertexList() {
 | 
						|
 | 
						|
		this.head = null;
 | 
						|
		this.tail = null;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	Object.assign( VertexList.prototype, {
 | 
						|
 | 
						|
		first: function () {
 | 
						|
 | 
						|
			return this.head;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		last: function () {
 | 
						|
 | 
						|
			return this.tail;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		clear: function () {
 | 
						|
 | 
						|
			this.head = this.tail = null;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Inserts a vertex before the target vertex
 | 
						|
 | 
						|
		insertBefore: function ( target, vertex ) {
 | 
						|
 | 
						|
			vertex.prev = target.prev;
 | 
						|
			vertex.next = target;
 | 
						|
 | 
						|
			if ( vertex.prev === null ) {
 | 
						|
 | 
						|
				this.head = vertex;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				vertex.prev.next = vertex;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			target.prev = vertex;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Inserts a vertex after the target vertex
 | 
						|
 | 
						|
		insertAfter: function ( target, vertex ) {
 | 
						|
 | 
						|
			vertex.prev = target;
 | 
						|
			vertex.next = target.next;
 | 
						|
 | 
						|
			if ( vertex.next === null ) {
 | 
						|
 | 
						|
				this.tail = vertex;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				vertex.next.prev = vertex;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			target.next = vertex;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Appends a vertex to the end of the linked list
 | 
						|
 | 
						|
		append: function ( vertex ) {
 | 
						|
 | 
						|
			if ( this.head === null ) {
 | 
						|
 | 
						|
				this.head = vertex;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.tail.next = vertex;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			vertex.prev = this.tail;
 | 
						|
			vertex.next = null; // the tail has no subsequent vertex
 | 
						|
 | 
						|
			this.tail = vertex;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Appends a chain of vertices where 'vertex' is the head.
 | 
						|
 | 
						|
		appendChain: function ( vertex ) {
 | 
						|
 | 
						|
			if ( this.head === null ) {
 | 
						|
 | 
						|
				this.head = vertex;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this.tail.next = vertex;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			vertex.prev = this.tail;
 | 
						|
 | 
						|
			// ensure that the 'tail' reference points to the last vertex of the chain
 | 
						|
 | 
						|
			while ( vertex.next !== null ) {
 | 
						|
 | 
						|
				vertex = vertex.next;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			this.tail = vertex;
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Removes a vertex from the linked list
 | 
						|
 | 
						|
		remove: function ( vertex ) {
 | 
						|
 | 
						|
			if ( vertex.prev === null ) {
 | 
						|
 | 
						|
				this.head = vertex.next;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				vertex.prev.next = vertex.next;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( vertex.next === null ) {
 | 
						|
 | 
						|
				this.tail = vertex.prev;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				vertex.next.prev = vertex.prev;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		// Removes a list of vertices whose 'head' is 'a' and whose 'tail' is b
 | 
						|
 | 
						|
		removeSubList: function ( a, b ) {
 | 
						|
 | 
						|
			if ( a.prev === null ) {
 | 
						|
 | 
						|
				this.head = b.next;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				a.prev.next = b.next;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( b.next === null ) {
 | 
						|
 | 
						|
				this.tail = a.prev;
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				b.next.prev = a.prev;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			return this;
 | 
						|
 | 
						|
		},
 | 
						|
 | 
						|
		isEmpty: function() {
 | 
						|
 | 
						|
			return this.head === null;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	} );
 | 
						|
 | 
						|
	// export
 | 
						|
 | 
						|
	THREE.QuickHull = QuickHull;
 | 
						|
 | 
						|
 | 
						|
} ) ();
 |