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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /math /ConvexHull.js
| import { | |
| Line3, | |
| Plane, | |
| Triangle, | |
| Vector3 | |
| } from 'three'; | |
| /** | |
| * Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio) | |
| */ | |
| const Visible = 0; | |
| const Deleted = 1; | |
| const _v1 = new Vector3(); | |
| const _line3 = new Line3(); | |
| const _plane = new Plane(); | |
| const _closestPoint = new Vector3(); | |
| const _triangle = new Triangle(); | |
| class ConvexHull { | |
| constructor() { | |
| this.tolerance = - 1; | |
| this.faces = []; // the generated faces of the convex hull | |
| this.newFaces = []; // this array holds the faces that are generated within a single iteration | |
| // the vertex lists work as follows: | |
| // | |
| // let 'a' and 'b' be 'Face' instances | |
| // let 'v' be points wrapped as instance of 'Vertex' | |
| // | |
| // [v, v, ..., v, v, v, ...] | |
| // ^ ^ | |
| // | | | |
| // a.outside b.outside | |
| // | |
| this.assigned = new VertexList(); | |
| this.unassigned = new VertexList(); | |
| this.vertices = []; // vertices of the hull (internal representation of given geometry data) | |
| } | |
| setFromPoints( points ) { | |
| // The algorithm needs at least four points. | |
| if ( points.length >= 4 ) { | |
| this.makeEmpty(); | |
| for ( let i = 0, l = points.length; i < l; i ++ ) { | |
| this.vertices.push( new VertexNode( points[ i ] ) ); | |
| } | |
| this.compute(); | |
| } | |
| return this; | |
| } | |
| setFromObject( object ) { | |
| const points = []; | |
| object.updateMatrixWorld( true ); | |
| object.traverse( function ( node ) { | |
| const geometry = node.geometry; | |
| if ( geometry !== undefined ) { | |
| const attribute = geometry.attributes.position; | |
| if ( attribute !== undefined ) { | |
| for ( let i = 0, l = attribute.count; i < l; i ++ ) { | |
| const point = new Vector3(); | |
| point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); | |
| points.push( point ); | |
| } | |
| } | |
| } | |
| } ); | |
| return this.setFromPoints( points ); | |
| } | |
| containsPoint( point ) { | |
| const faces = this.faces; | |
| for ( let i = 0, l = faces.length; i < l; i ++ ) { | |
| const face = faces[ i ]; | |
| // compute signed distance and check on what half space the point lies | |
| if ( face.distanceToPoint( point ) > this.tolerance ) return false; | |
| } | |
| return true; | |
| } | |
| intersectRay( ray, target ) { | |
| // based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II | |
| const faces = this.faces; | |
| let tNear = - Infinity; | |
| let tFar = Infinity; | |
| for ( let i = 0, l = faces.length; i < l; i ++ ) { | |
| const face = faces[ i ]; | |
| // interpret faces as planes for the further computation | |
| const vN = face.distanceToPoint( ray.origin ); | |
| const vD = face.normal.dot( ray.direction ); | |
| // if the origin is on the positive side of a plane (so the plane can "see" the origin) and | |
| // the ray is turned away or parallel to the plane, there is no intersection | |
| if ( vN > 0 && vD >= 0 ) return null; | |
| // compute the distance from the ray’s origin to the intersection with the plane | |
| const t = ( vD !== 0 ) ? ( - vN / vD ) : 0; | |
| // only proceed if the distance is positive. a negative distance means the intersection point | |
| // lies "behind" the origin | |
| if ( t <= 0 ) continue; | |
| // now categorized plane as front-facing or back-facing | |
| if ( vD > 0 ) { | |
| // plane faces away from the ray, so this plane is a back-face | |
| tFar = Math.min( t, tFar ); | |
| } else { | |
| // front-face | |
| tNear = Math.max( t, tNear ); | |
| } | |
| if ( tNear > tFar ) { | |
| // if tNear ever is greater than tFar, the ray must miss the convex hull | |
| return null; | |
| } | |
| } | |
| // evaluate intersection point | |
| // always try tNear first since its the closer intersection point | |
| if ( tNear !== - Infinity ) { | |
| ray.at( tNear, target ); | |
| } else { | |
| ray.at( tFar, target ); | |
| } | |
| return target; | |
| } | |
| intersectsRay( ray ) { | |
| return this.intersectRay( ray, _v1 ) !== null; | |
| } | |
| makeEmpty() { | |
| this.faces = []; | |
| this.vertices = []; | |
| return this; | |
| } | |
| // Adds a vertex to the 'assigned' list of vertices and assigns it to the given face | |
| addVertexToFace( vertex, face ) { | |
| vertex.face = face; | |
| if ( face.outside === null ) { | |
| this.assigned.append( vertex ); | |
| } else { | |
| this.assigned.insertBefore( face.outside, vertex ); | |
| } | |
| face.outside = vertex; | |
| return this; | |
| } | |
| // Removes a vertex from the 'assigned' list of vertices and from the given face | |
| removeVertexFromFace( vertex, face ) { | |
| if ( vertex === face.outside ) { | |
| // fix face.outside link | |
| if ( vertex.next !== null && vertex.next.face === face ) { | |
| // face has at least 2 outside vertices, move the 'outside' reference | |
| face.outside = vertex.next; | |
| } else { | |
| // vertex was the only outside vertex that face had | |
| face.outside = null; | |
| } | |
| } | |
| this.assigned.remove( vertex ); | |
| return this; | |
| } | |
| // Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertex list | |
| removeAllVerticesFromFace( face ) { | |
| if ( face.outside !== null ) { | |
| // reference to the first and last vertex of this face | |
| const start = face.outside; | |
| let end = face.outside; | |
| while ( end.next !== null && end.next.face === face ) { | |
| end = end.next; | |
| } | |
| this.assigned.removeSubList( start, end ); | |
| // fix references | |
| start.prev = end.next = null; | |
| face.outside = null; | |
| return start; | |
| } | |
| } | |
| // Removes all the visible vertices that 'face' is able to see | |
| deleteFaceVertices( face, absorbingFace ) { | |
| const faceVertices = this.removeAllVerticesFromFace( face ); | |
| if ( faceVertices !== undefined ) { | |
| if ( absorbingFace === undefined ) { | |
| // mark the vertices to be reassigned to some other face | |
| this.unassigned.appendChain( faceVertices ); | |
| } else { | |
| // if there's an absorbing face try to assign as many vertices as possible to it | |
| let vertex = faceVertices; | |
| do { | |
| // we need to buffer the subsequent vertex at this point because the 'vertex.next' reference | |
| // will be changed by upcoming method calls | |
| const nextVertex = vertex.next; | |
| const distance = absorbingFace.distanceToPoint( vertex.point ); | |
| // check if 'vertex' is able to see 'absorbingFace' | |
| if ( distance > this.tolerance ) { | |
| this.addVertexToFace( vertex, absorbingFace ); | |
| } else { | |
| this.unassigned.append( vertex ); | |
| } | |
| // now assign next vertex | |
| vertex = nextVertex; | |
| } while ( vertex !== null ); | |
| } | |
| } | |
| return this; | |
| } | |
| // Reassigns as many vertices as possible from the unassigned list to the new faces | |
| resolveUnassignedPoints( newFaces ) { | |
| if ( this.unassigned.isEmpty() === false ) { | |
| let vertex = this.unassigned.first(); | |
| do { | |
| // buffer 'next' reference, see .deleteFaceVertices() | |
| const nextVertex = vertex.next; | |
| let maxDistance = this.tolerance; | |
| let maxFace = null; | |
| for ( let i = 0; i < newFaces.length; i ++ ) { | |
| const face = newFaces[ i ]; | |
| if ( face.mark === Visible ) { | |
| const distance = face.distanceToPoint( vertex.point ); | |
| if ( distance > maxDistance ) { | |
| maxDistance = distance; | |
| maxFace = face; | |
| } | |
| if ( maxDistance > 1000 * this.tolerance ) break; | |
| } | |
| } | |
| // 'maxFace' can be null e.g. if there are identical vertices | |
| if ( maxFace !== null ) { | |
| this.addVertexToFace( vertex, maxFace ); | |
| } | |
| vertex = nextVertex; | |
| } while ( vertex !== null ); | |
| } | |
| return this; | |
| } | |
| // Computes the extremes of a simplex which will be the initial hull | |
| computeExtremes() { | |
| const min = new Vector3(); | |
| const max = new Vector3(); | |
| const minVertices = []; | |
| const maxVertices = []; | |
| // initially assume that the first vertex is the min/max | |
| for ( let i = 0; i < 3; i ++ ) { | |
| minVertices[ i ] = maxVertices[ i ] = this.vertices[ 0 ]; | |
| } | |
| min.copy( this.vertices[ 0 ].point ); | |
| max.copy( this.vertices[ 0 ].point ); | |
| // compute the min/max vertex on all six directions | |
| for ( let i = 0, l = this.vertices.length; i < l; i ++ ) { | |
| const vertex = this.vertices[ i ]; | |
| const point = vertex.point; | |
| // update the min coordinates | |
| for ( let j = 0; j < 3; j ++ ) { | |
| if ( point.getComponent( j ) < min.getComponent( j ) ) { | |
| min.setComponent( j, point.getComponent( j ) ); | |
| minVertices[ j ] = vertex; | |
| } | |
| } | |
| // update the max coordinates | |
| for ( let j = 0; j < 3; j ++ ) { | |
| if ( point.getComponent( j ) > max.getComponent( j ) ) { | |
| max.setComponent( j, point.getComponent( j ) ); | |
| maxVertices[ j ] = vertex; | |
| } | |
| } | |
| } | |
| // use min/max vectors to compute an optimal epsilon | |
| this.tolerance = 3 * Number.EPSILON * ( | |
| Math.max( Math.abs( min.x ), Math.abs( max.x ) ) + | |
| Math.max( Math.abs( min.y ), Math.abs( max.y ) ) + | |
| Math.max( Math.abs( min.z ), Math.abs( max.z ) ) | |
| ); | |
| return { min: minVertices, max: maxVertices }; | |
| } | |
| // Computes the initial simplex assigning to its faces all the points | |
| // that are candidates to form part of the hull | |
| computeInitialHull() { | |
| const vertices = this.vertices; | |
| const extremes = this.computeExtremes(); | |
| const min = extremes.min; | |
| const max = extremes.max; | |
| // 1. Find the two vertices 'v0' and 'v1' with the greatest 1d separation | |
| // (max.x - min.x) | |
| // (max.y - min.y) | |
| // (max.z - min.z) | |
| let maxDistance = 0; | |
| let index = 0; | |
| for ( let i = 0; i < 3; i ++ ) { | |
| const distance = max[ i ].point.getComponent( i ) - min[ i ].point.getComponent( i ); | |
| if ( distance > maxDistance ) { | |
| maxDistance = distance; | |
| index = i; | |
| } | |
| } | |
| const v0 = min[ index ]; | |
| const v1 = max[ index ]; | |
| let v2; | |
| let v3; | |
| // 2. The next vertex 'v2' is the one farthest to the line formed by 'v0' and 'v1' | |
| maxDistance = 0; | |
| _line3.set( v0.point, v1.point ); | |
| for ( let i = 0, l = this.vertices.length; i < l; i ++ ) { | |
| const vertex = vertices[ i ]; | |
| if ( vertex !== v0 && vertex !== v1 ) { | |
| _line3.closestPointToPoint( vertex.point, true, _closestPoint ); | |
| const distance = _closestPoint.distanceToSquared( vertex.point ); | |
| if ( distance > maxDistance ) { | |
| maxDistance = distance; | |
| v2 = vertex; | |
| } | |
| } | |
| } | |
| // 3. The next vertex 'v3' is the one farthest to the plane 'v0', 'v1', 'v2' | |
| maxDistance = - 1; | |
| _plane.setFromCoplanarPoints( v0.point, v1.point, v2.point ); | |
| for ( let i = 0, l = this.vertices.length; i < l; i ++ ) { | |
| const vertex = vertices[ i ]; | |
| if ( vertex !== v0 && vertex !== v1 && vertex !== v2 ) { | |
| const distance = Math.abs( _plane.distanceToPoint( vertex.point ) ); | |
| if ( distance > maxDistance ) { | |
| maxDistance = distance; | |
| v3 = vertex; | |
| } | |
| } | |
| } | |
| const faces = []; | |
| if ( _plane.distanceToPoint( v3.point ) < 0 ) { | |
| // the face is not able to see the point so 'plane.normal' is pointing outside the tetrahedron | |
| faces.push( | |
| Face.create( v0, v1, v2 ), | |
| Face.create( v3, v1, v0 ), | |
| Face.create( v3, v2, v1 ), | |
| Face.create( v3, v0, v2 ) | |
| ); | |
| // set the twin edge | |
| for ( let i = 0; i < 3; i ++ ) { | |
| const j = ( i + 1 ) % 3; | |
| // join face[ i ] i > 0, with the first face | |
| faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( j ) ); | |
| // join face[ i ] with face[ i + 1 ], 1 <= i <= 3 | |
| faces[ i + 1 ].getEdge( 1 ).setTwin( faces[ j + 1 ].getEdge( 0 ) ); | |
| } | |
| } else { | |
| // the face is able to see the point so 'plane.normal' is pointing inside the tetrahedron | |
| faces.push( | |
| 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 ( let i = 0; i < 3; i ++ ) { | |
| const 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 ( let i = 0; i < 4; i ++ ) { | |
| this.faces.push( faces[ i ] ); | |
| } | |
| // initial assignment of vertices to the faces of the tetrahedron | |
| for ( let i = 0, l = vertices.length; i < l; i ++ ) { | |
| const vertex = vertices[ i ]; | |
| if ( vertex !== v0 && vertex !== v1 && vertex !== v2 && vertex !== v3 ) { | |
| maxDistance = this.tolerance; | |
| let maxFace = null; | |
| for ( let j = 0; j < 4; j ++ ) { | |
| const 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() { | |
| const activeFaces = []; | |
| for ( let i = 0; i < this.faces.length; i ++ ) { | |
| const 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() { | |
| // if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined' | |
| if ( this.assigned.isEmpty() === false ) { | |
| let eyeVertex, maxDistance = 0; | |
| // grap the first available face and start with the first visible vertex of that face | |
| const eyeFace = this.assigned.first().face; | |
| let vertex = eyeFace.outside; | |
| // now calculate the farthest vertex that face can see | |
| do { | |
| const 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( eyePoint, crossEdge, face, horizon ) { | |
| // moves face's vertices to the 'unassigned' vertex list | |
| this.deleteFaceVertices( face ); | |
| face.mark = Deleted; | |
| let 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 { | |
| const twinEdge = edge.twin; | |
| const 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( eyeVertex, horizonEdge ) { | |
| // all the half edges are created in ccw order thus the face is always pointing outside the hull | |
| const 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( eyeVertex, horizon ) { | |
| this.newFaces = []; | |
| let firstSideEdge = null; | |
| let previousSideEdge = null; | |
| for ( let i = 0; i < horizon.length; i ++ ) { | |
| const horizonEdge = horizon[ i ]; | |
| // returns the right side edge | |
| const 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( eyeVertex ) { | |
| const horizon = []; | |
| 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() { | |
| this.assigned.clear(); | |
| this.unassigned.clear(); | |
| this.newFaces = []; | |
| return this; | |
| } | |
| compute() { | |
| let 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; | |
| } | |
| } | |
| // | |
| class Face { | |
| constructor() { | |
| this.normal = new Vector3(); | |
| this.midpoint = new 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; | |
| } | |
| static create( a, b, c ) { | |
| const face = new Face(); | |
| const e0 = new HalfEdge( a, face ); | |
| const e1 = new HalfEdge( b, face ); | |
| const 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(); | |
| } | |
| getEdge( i ) { | |
| let edge = this.edge; | |
| while ( i > 0 ) { | |
| edge = edge.next; | |
| i --; | |
| } | |
| while ( i < 0 ) { | |
| edge = edge.prev; | |
| i ++; | |
| } | |
| return edge; | |
| } | |
| compute() { | |
| const a = this.edge.tail(); | |
| const b = this.edge.head(); | |
| const c = this.edge.next.head(); | |
| _triangle.set( a.point, b.point, c.point ); | |
| _triangle.getNormal( this.normal ); | |
| _triangle.getMidpoint( this.midpoint ); | |
| this.area = _triangle.getArea(); | |
| this.constant = this.normal.dot( this.midpoint ); | |
| return this; | |
| } | |
| distanceToPoint( point ) { | |
| return this.normal.dot( point ) - this.constant; | |
| } | |
| } | |
| // Entity for a Doubly-Connected Edge List (DCEL). | |
| class HalfEdge { | |
| constructor( vertex, face ) { | |
| this.vertex = vertex; | |
| this.prev = null; | |
| this.next = null; | |
| this.twin = null; | |
| this.face = face; | |
| } | |
| head() { | |
| return this.vertex; | |
| } | |
| tail() { | |
| return this.prev ? this.prev.vertex : null; | |
| } | |
| length() { | |
| const head = this.head(); | |
| const tail = this.tail(); | |
| if ( tail !== null ) { | |
| return tail.point.distanceTo( head.point ); | |
| } | |
| return - 1; | |
| } | |
| lengthSquared() { | |
| const head = this.head(); | |
| const tail = this.tail(); | |
| if ( tail !== null ) { | |
| return tail.point.distanceToSquared( head.point ); | |
| } | |
| return - 1; | |
| } | |
| setTwin( edge ) { | |
| this.twin = edge; | |
| edge.twin = this; | |
| return this; | |
| } | |
| } | |
| // A vertex as a double linked list node. | |
| class VertexNode { | |
| constructor( 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. | |
| class VertexList { | |
| constructor() { | |
| this.head = null; | |
| this.tail = null; | |
| } | |
| first() { | |
| return this.head; | |
| } | |
| last() { | |
| return this.tail; | |
| } | |
| clear() { | |
| this.head = this.tail = null; | |
| return this; | |
| } | |
| // Inserts a vertex before the target vertex | |
| insertBefore( 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( 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( 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( 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( 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( 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() { | |
| return this.head === null; | |
| } | |
| } | |
| export { ConvexHull, Face, HalfEdge, VertexNode, VertexList }; | |
Xet Storage Details
- Size:
- 21.8 kB
- Xet hash:
- 845f880d535ae45be4d79cda03506bcf08d5d5d9ecd715da48c0917fadcecfc9
·
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