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extrudePolygon.js
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extrudePolygon.js
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var Xflow = Xflow || {};
var XML3D = XML3D || {};
(function() {
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// ported from http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
var Triangulate = function(contour) {
this.contour = contour;
// TODO: check whether the first and the last point are the same
this.points = (this.contour.length / 3) - 1;
};
Triangulate.prototype.GetX = function(idx) {
// TODO: check idx < this.points
return this.contour[3*idx];
}
Triangulate.prototype.GetY = function(idx) {
// TODO: check idx < this.points
return this.contour[3*idx+2];
}
Triangulate.prototype.EPSILON = 0.0000000001;
// compute area of a contour/polygon
Triangulate.prototype.Area = function(V)
{
var n = V.length; // this.points;
var A = 0.0;
for (var p=n-1, q=0; q<n; p=q++)
A += this.GetX(V[p])*this.GetY(V[q]) - this.GetX(V[q])*this.GetY(V[p]);
return 0.5*A;
}
// InsideTriangle decides if a point P is Inside of the triangle
// defined by A, B, C.
Triangulate.prototype.InsideTriangle = function(
Ax, Ay, Bx, By, Cx, Cy,
Px, Py
){
var ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
var cCROSSap, bCROSScp, aCROSSbp;
ax = Cx - Bx; ay = Cy - By;
bx = Ax - Cx; by = Ay - Cy;
cx = Bx - Ax; cy = By - Ay;
apx= Px - Ax; apy= Py - Ay;
bpx= Px - Bx; bpy= Py - By;
cpx= Px - Cx; cpy= Py - Cy;
aCROSSbp = ax*bpy - ay*bpx;
cCROSSap = cx*apy - cy*apx;
bCROSScp = bx*cpy - by*cpx;
return ((aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0));
};
Triangulate.prototype.Snip = function(
u, v, w,
n, V
) {
var p;
var Ax, Ay, Bx, By, Cx, Cy, Px, Py;
Ax = this.GetX(V[u]);
Ay = this.GetY(V[u]);
Bx = this.GetX(V[v]);
By = this.GetY(V[v]);
Cx = this.GetX(V[w]);
Cy = this.GetY(V[w]);
if (this.EPSILON > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax))))
return false;
for (p=0; p<n; p++)
{
if( (p == u) || (p == v) || (p == w) )
continue;
Px = this.GetX(V[p]);
Py = this.GetY(V[p]);
if (this.InsideTriangle(Ax,Ay, Bx,By, Cx,Cy, Px,Py))
return false;
}
return true;
}
Triangulate.prototype.Process = function(
result, U
) {
// allocate and initialize list of Vertices in polygon
var n = this.points;
if (n < 3)
return false;
// TODO: use typed array
if (U == null) {
U = new Array(n);
for (var v=0; v<n; v++) U[v] = v;
} else {
this.points = n = U.length;
}
var V = new Array(n);
// we want a counter-clockwise polygon in V
if (0.0 < this.Area(U)) {
for (var v=0; v<n; v++) V[v] = U[v];
} else {
for (var v=0; v<n; v++) V[v] = U[(n-1)-v];
}
var nv = n;
// remove nv-2 Vertices, creating 1 triangle every time
var count = 2*nv; // error detection
for (var m=0, v=nv-1; nv>2; )
{
// if we loop, it is probably a non-simple polygon
if (0 >= (count--)) {
// Triangulate: ERROR - probable bad polygon!
return false;
}
// three consecutive vertices in current polygon, <u,v,w>
var u = v; if (nv <= u) u = 0; // previous
v = u+1; if (nv <= v) v = 0; // new v
var w = v+1; if (nv <= w) w = 0; // next
if (this.Snip(u, v, w, nv, V))
{
var a,b,c,s,t;
// true names of the vertices
a = V[u]; b = V[v]; c = V[w];
// output Triangle
result.push(a);
result.push(c);
result.push(b);
m++;
// remove v from remaining polygon
for (s=v, t=v+1; t<nv; s++, t++) V[s] = V[t]; nv--;
// reset error detection counter
count = 2*nv;
}
}
return true;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
Xflow.registerOperator("xflow.extrudePolygon", {
outputs: [
{type: 'float3', name: 'position', customAlloc: true},
{type: 'int', name: 'index', customAlloc: true}
],
params: [
{type: 'float3', source: 'contour'},
{type: 'float', source: 'height'}
],
alloc: function(sizes, contour, height)
{
var points = (contour.length / 3) - 1;
sizes['position'] = 2 * points;
var wall_points = 2 * 3 * points;
// TODO: use noAlloc: true for indices
var tri = new Triangulate(contour);
var result = new Array();
tri.Process(result);
var roof_points = result.length;
sizes['index'] = wall_points + roof_points;
},
evaluate: function(position, index, contour, height, info)
{
var points = (contour.length / 3) - 1;
var nv = (position.length / 3);
// TODO: check 2*points == nv
// console.log("points:" + points);
// console.log("nv:" + nv);
// clone contour points
for (var i = 0; i < points; i++)
{
position[6*i ] = contour[3*i ];
position[6*i+1] = contour[3*i+1];
position[6*i+2] = contour[3*i+2];
position[6*i+3] = contour[3*i ];
position[6*i+4] = contour[3*i+1] + height[0];
position[6*i+5] = contour[3*i+2];
}
// generate indices for the walls
for (var i = 0; i < points; i++)
{
var tp = 2* i;
var np = (2*(i+1)) % nv;
// TODO: check order in terms of cracks caused by interpolation issues
index[6*i ] = tp+1;
index[6*i+1] = np;
index[6*i+2] = tp;
index[6*i+3] = np;
index[6*i+4] = tp+1;
index[6*i+5] = np+1;
}
// generate indices for the roof
// console.log("position.length:" + position.length);
var tri = new Triangulate(position);
var result = new Array();
// use every odd point from position, which is the upper contour
var V = new Array();
for (var i = 1; i < nv; i+=2) V.push(i);
tri.Process(result, V);
// console.log("V:" + V);
// console.log("result:" + result);
// console.log("index.length:" + index.length);
var offset = 6*points;
// console.log("offset:" + offset);
for (var i = 0; i < result.length; i++)
index[offset+i] = result[i];
return true;
}
});
})();