@woosh/meep-engine 2.33.35 → 2.33.39
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/core/collection/HashMap.js +19 -12
- package/core/collection/table/RowFirstTable.js +13 -8
- package/core/collection/table/RowFirstTableSpec.js +6 -0
- package/core/color/Color.js +5 -9
- package/core/color/ColorUtils.js +4 -150
- package/core/color/YCbCr_to_rgb_uint24.js +20 -0
- package/core/color/hsv2rgb.js +54 -0
- package/core/color/int2rgb.js +12 -0
- package/core/color/parseHex.js +18 -0
- package/core/color/rgb2hex.js +16 -0
- package/core/color/rgb2hsv.js +47 -0
- package/core/color/rgb2uint24.js +17 -0
- package/core/color/rgb_to_YCbCr_uint24.js +18 -0
- package/core/geom/3d/aabb/compute_aabb_from_points.js +28 -0
- package/core/geom/3d/plane/orient3d_fast.js +51 -0
- package/core/geom/3d/plane/plane_computeConvex3PlaneIntersection.js +5 -0
- package/core/geom/3d/tetrahedra/GetDepthForTetrahedronProbe.glsl +43 -0
- package/core/geom/3d/tetrahedra/compute_bounding_simplex_3d.js +177 -0
- package/core/geom/3d/tetrahedra/compute_bounding_simplex_3d.spec.js +66 -0
- package/core/geom/3d/tetrahedra/compute_circumsphere.js +271 -0
- package/core/geom/3d/tetrahedra/compute_delaunay_tetrahedral_mesh.js +50 -0
- package/core/geom/3d/tetrahedra/compute_delaunay_tetrahedral_mesh.spec.js +14 -0
- package/core/geom/3d/tetrahedra/point_in_tetrahedron_circumsphere.js +77 -0
- package/core/geom/3d/tetrahedra/tetrahedra_collection.js +279 -0
- package/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +25 -0
- package/core/geom/Quaternion.js +4 -0
- package/core/math/hash/murmur3_32.js +39 -0
- package/core/process/undo/ActionProcessor.d.ts +2 -0
- package/core/process/undo/ActionProcessor.js +15 -4
- package/editor/tools/FoliagePaintTool.js +1 -1
- package/editor/tools/GridPaintTool.js +1 -1
- package/engine/asset/loaders/GLTFAssetLoader.js +4 -8
- package/engine/ecs/foliage/InstancedFoliage.js +45 -0
- package/engine/ecs/foliage/ecs/InstancedMeshLayer.js +4 -0
- package/engine/ecs/storage/BinaryBufferSerializer.js +48 -38
- package/engine/ecs/storage/binary/collection/BinaryCollectionSerializer.js +1 -1
- package/engine/ecs/terrain/ecs/splat/SplatMapOptimizerDebugger.js +1 -1
- package/engine/ecs/terrain/tiles/TerrainTile.js +1 -1
- package/engine/graphics/GraphicsEngine.js +7 -0
- package/engine/graphics/ecs/mesh/Mesh.js +2 -2
- package/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +13 -0
- package/engine/graphics/geometry/instancing/InstancedMeshGroup.js +339 -314
- package/engine/graphics/micron/build/PatchRepresentation.js +1 -1
- package/engine/graphics/micron/build/buildMicronGeometryFromBufferGeometry.js +1 -1
- package/engine/graphics/micron/build/fill_patch_geometry_data.js +1 -1
- package/engine/graphics/micron/format/serialization/deserialize_patch.js +1 -1
- package/engine/graphics/micron/format/serialization/serialize_patch.js +1 -1
- package/engine/graphics/micron/prototypeVirtualGeometry.js +4 -1
- package/engine/graphics/micron/render/instanced/PatchDataTextures.js +3 -3
- package/engine/graphics/micron/render/instanced/ThreeInstancedAdapter.js +1 -1
- package/engine/graphics/micron/render/instanced/shader/shader_rewrite_standard.js +1 -1
- package/engine/graphics/micron/render/makeThreeMeshFromVirtualGeometry.js +1 -1
- package/engine/graphics/micron/render/v1/MaterialVertexSpec.js +2 -2
- package/engine/graphics/micron/render/v1/ThreeVirtualGeometryAdapter.js +1 -1
- package/engine/graphics/micron/render/v1/VGThreeRenderer.js +7 -3
- package/engine/graphics/particles/node-based/rendering/billboard/ParticleBillboardShader.js +1 -1
- package/engine/graphics/particles/particular/engine/renderers/billboard/ParticleBillboardMaterial.js +100 -55
- package/engine/graphics/particles/particular/engine/shader/ShaderManager.js +6 -1
- package/engine/graphics/particles/particular/engine/utils/volume/ParticleVolume.js +1 -0
- package/engine/graphics/render/forward_plus/cluster/compute_light_data_hash_0.js +1 -1
- package/engine/graphics/render/forward_plus/materials/fp_build_fragment_shader.js +17 -4
- package/engine/graphics/render/forward_plus/plugin/ForwardPlusRenderingPlugin.js +1 -1
- package/engine/graphics/render/visibility/VisibilityComputer.js +8 -7
- package/engine/graphics/shaders/TerrainShader.js +5 -5
- package/engine/graphics/shadows/testShadowMapRendering.js +192 -0
- package/package.json +3 -1
- package/view/elements/ColorPickerView.js +2 -1
|
@@ -0,0 +1,177 @@
|
|
|
1
|
+
import { v3_dot } from "../../v3_dot.js";
|
|
2
|
+
import { min2 } from "../../../math/min2.js";
|
|
3
|
+
import { max2 } from "../../../math/max2.js";
|
|
4
|
+
import { plane_computeConvex3PlaneIntersection } from "../plane/plane_computeConvex3PlaneIntersection.js";
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* Planes used to bound the simplex
|
|
8
|
+
* NOTE: these might be computed for a given set of points instead, to produce a tighter fit, but this was good enough for my needs so far
|
|
9
|
+
*
|
|
10
|
+
* @readonly
|
|
11
|
+
* @type {Float32Array}
|
|
12
|
+
*/
|
|
13
|
+
const SIMPLEX_PROJECTION_AXES = new Float32Array([
|
|
14
|
+
Math.sqrt(8 / 9), 0, -1 / 3.,
|
|
15
|
+
-Math.sqrt(2 / 9), Math.sqrt(2 / 3), -1 / 3,
|
|
16
|
+
-Math.sqrt(2 / 9), -Math.sqrt(2 / 3), -1 / 3,
|
|
17
|
+
0, 0, 1
|
|
18
|
+
]);
|
|
19
|
+
|
|
20
|
+
/**
|
|
21
|
+
* Compute bounding tetrahedron (3d simplex) for a given set of input points
|
|
22
|
+
*
|
|
23
|
+
* @see https://github.com/bryanmcnett/aabo/blob/master/aabo.cpp
|
|
24
|
+
* @author Alexander Goldring (c) 2021
|
|
25
|
+
*
|
|
26
|
+
* @param {number[]|Float32Array|Float64Array} result
|
|
27
|
+
* @param {number} result_offset
|
|
28
|
+
* @param {number[]|Float32Array|Float64Array} input
|
|
29
|
+
* @param {number} input_count
|
|
30
|
+
* @param {number} padding Planar offset for each of the simple sides, positive padding value will create a larger simplex. Useful for ensuring that input points do not lie directly on the simplex planes
|
|
31
|
+
*/
|
|
32
|
+
export function compute_bounding_simplex_3d(
|
|
33
|
+
result,
|
|
34
|
+
result_offset,
|
|
35
|
+
input,
|
|
36
|
+
input_count,
|
|
37
|
+
padding
|
|
38
|
+
) {
|
|
39
|
+
if (input_count <= 0) {
|
|
40
|
+
// no inputs
|
|
41
|
+
return;
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
// initialize
|
|
45
|
+
let x = input[0];
|
|
46
|
+
let y = input[1];
|
|
47
|
+
let z = input[2];
|
|
48
|
+
|
|
49
|
+
let a = v3_dot(
|
|
50
|
+
x,
|
|
51
|
+
y,
|
|
52
|
+
z,
|
|
53
|
+
SIMPLEX_PROJECTION_AXES[0],
|
|
54
|
+
SIMPLEX_PROJECTION_AXES[1],
|
|
55
|
+
SIMPLEX_PROJECTION_AXES[2],
|
|
56
|
+
);
|
|
57
|
+
let b = v3_dot(
|
|
58
|
+
x,
|
|
59
|
+
y,
|
|
60
|
+
z,
|
|
61
|
+
SIMPLEX_PROJECTION_AXES[3],
|
|
62
|
+
SIMPLEX_PROJECTION_AXES[4],
|
|
63
|
+
SIMPLEX_PROJECTION_AXES[5],
|
|
64
|
+
);
|
|
65
|
+
let c = v3_dot(
|
|
66
|
+
x,
|
|
67
|
+
y,
|
|
68
|
+
z,
|
|
69
|
+
SIMPLEX_PROJECTION_AXES[6],
|
|
70
|
+
SIMPLEX_PROJECTION_AXES[7],
|
|
71
|
+
SIMPLEX_PROJECTION_AXES[8],
|
|
72
|
+
);
|
|
73
|
+
let d = v3_dot(
|
|
74
|
+
x,
|
|
75
|
+
y,
|
|
76
|
+
z,
|
|
77
|
+
SIMPLEX_PROJECTION_AXES[9],
|
|
78
|
+
SIMPLEX_PROJECTION_AXES[10],
|
|
79
|
+
SIMPLEX_PROJECTION_AXES[11],
|
|
80
|
+
);
|
|
81
|
+
|
|
82
|
+
let min_a = a;
|
|
83
|
+
let min_b = b;
|
|
84
|
+
let min_c = c;
|
|
85
|
+
let min_d = d;
|
|
86
|
+
|
|
87
|
+
let max_a = a;
|
|
88
|
+
let max_b = b;
|
|
89
|
+
let max_c = c;
|
|
90
|
+
let max_d = d;
|
|
91
|
+
|
|
92
|
+
for (let i = 1; i < input_count; i++) {
|
|
93
|
+
|
|
94
|
+
const i3 = i * 3;
|
|
95
|
+
|
|
96
|
+
x = input[i3];
|
|
97
|
+
y = input[i3 + 1];
|
|
98
|
+
z = input[i3 + 2];
|
|
99
|
+
|
|
100
|
+
a = v3_dot(
|
|
101
|
+
x,
|
|
102
|
+
y,
|
|
103
|
+
z,
|
|
104
|
+
SIMPLEX_PROJECTION_AXES[0],
|
|
105
|
+
SIMPLEX_PROJECTION_AXES[1],
|
|
106
|
+
SIMPLEX_PROJECTION_AXES[2],
|
|
107
|
+
);
|
|
108
|
+
b = v3_dot(
|
|
109
|
+
x,
|
|
110
|
+
y,
|
|
111
|
+
z,
|
|
112
|
+
SIMPLEX_PROJECTION_AXES[3],
|
|
113
|
+
SIMPLEX_PROJECTION_AXES[4],
|
|
114
|
+
SIMPLEX_PROJECTION_AXES[5],
|
|
115
|
+
);
|
|
116
|
+
c = v3_dot(
|
|
117
|
+
x,
|
|
118
|
+
y,
|
|
119
|
+
z,
|
|
120
|
+
SIMPLEX_PROJECTION_AXES[6],
|
|
121
|
+
SIMPLEX_PROJECTION_AXES[7],
|
|
122
|
+
SIMPLEX_PROJECTION_AXES[8],
|
|
123
|
+
);
|
|
124
|
+
d = v3_dot(
|
|
125
|
+
x,
|
|
126
|
+
y,
|
|
127
|
+
z,
|
|
128
|
+
SIMPLEX_PROJECTION_AXES[9],
|
|
129
|
+
SIMPLEX_PROJECTION_AXES[10],
|
|
130
|
+
SIMPLEX_PROJECTION_AXES[11],
|
|
131
|
+
);
|
|
132
|
+
|
|
133
|
+
min_a = min2(min_a, a);
|
|
134
|
+
min_b = min2(min_b, b);
|
|
135
|
+
min_c = min2(min_c, c);
|
|
136
|
+
min_d = min2(min_d, d);
|
|
137
|
+
|
|
138
|
+
max_a = max2(max_a, a);
|
|
139
|
+
max_b = max2(max_b, b);
|
|
140
|
+
max_c = max2(max_c, c);
|
|
141
|
+
max_d = max2(max_d, d);
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
// we now have the planar offset for each projection axis
|
|
145
|
+
|
|
146
|
+
// apply padding offset
|
|
147
|
+
min_a -= padding;
|
|
148
|
+
min_b -= padding;
|
|
149
|
+
min_c -= padding;
|
|
150
|
+
min_d -= padding;
|
|
151
|
+
|
|
152
|
+
// lets compute intersection points for each tri-plane combination to find simplex corners
|
|
153
|
+
plane_computeConvex3PlaneIntersection(
|
|
154
|
+
result, result_offset,
|
|
155
|
+
SIMPLEX_PROJECTION_AXES[0], SIMPLEX_PROJECTION_AXES[1], SIMPLEX_PROJECTION_AXES[2], -min_a,
|
|
156
|
+
SIMPLEX_PROJECTION_AXES[3], SIMPLEX_PROJECTION_AXES[4], SIMPLEX_PROJECTION_AXES[5], -min_b,
|
|
157
|
+
SIMPLEX_PROJECTION_AXES[6], SIMPLEX_PROJECTION_AXES[7], SIMPLEX_PROJECTION_AXES[8], -min_c
|
|
158
|
+
);
|
|
159
|
+
plane_computeConvex3PlaneIntersection(
|
|
160
|
+
result, result_offset + 3,
|
|
161
|
+
SIMPLEX_PROJECTION_AXES[3], SIMPLEX_PROJECTION_AXES[4], SIMPLEX_PROJECTION_AXES[5], -min_b,
|
|
162
|
+
SIMPLEX_PROJECTION_AXES[6], SIMPLEX_PROJECTION_AXES[7], SIMPLEX_PROJECTION_AXES[8], -min_c,
|
|
163
|
+
SIMPLEX_PROJECTION_AXES[9], SIMPLEX_PROJECTION_AXES[10], SIMPLEX_PROJECTION_AXES[11], -min_d
|
|
164
|
+
);
|
|
165
|
+
plane_computeConvex3PlaneIntersection(
|
|
166
|
+
result, result_offset + 6,
|
|
167
|
+
SIMPLEX_PROJECTION_AXES[0], SIMPLEX_PROJECTION_AXES[1], SIMPLEX_PROJECTION_AXES[2], -min_a,
|
|
168
|
+
SIMPLEX_PROJECTION_AXES[3], SIMPLEX_PROJECTION_AXES[4], SIMPLEX_PROJECTION_AXES[5], -min_b,
|
|
169
|
+
SIMPLEX_PROJECTION_AXES[9], SIMPLEX_PROJECTION_AXES[10], SIMPLEX_PROJECTION_AXES[11], -min_d
|
|
170
|
+
);
|
|
171
|
+
plane_computeConvex3PlaneIntersection(
|
|
172
|
+
result, result_offset + 9,
|
|
173
|
+
SIMPLEX_PROJECTION_AXES[6], SIMPLEX_PROJECTION_AXES[7], SIMPLEX_PROJECTION_AXES[8], -min_c,
|
|
174
|
+
SIMPLEX_PROJECTION_AXES[0], SIMPLEX_PROJECTION_AXES[1], SIMPLEX_PROJECTION_AXES[2], -min_a,
|
|
175
|
+
SIMPLEX_PROJECTION_AXES[9], SIMPLEX_PROJECTION_AXES[10], SIMPLEX_PROJECTION_AXES[11], -min_d
|
|
176
|
+
);
|
|
177
|
+
}
|
|
@@ -0,0 +1,66 @@
|
|
|
1
|
+
import { compute_bounding_simplex_3d } from "./compute_bounding_simplex_3d.js";
|
|
2
|
+
import { v3_distance } from "../../v3_distance.js";
|
|
3
|
+
import { orient3d_fast } from "../plane/orient3d_fast.js";
|
|
4
|
+
|
|
5
|
+
test('one point', () => {
|
|
6
|
+
const r = [];
|
|
7
|
+
compute_bounding_simplex_3d(r, 0, [1, 2, 3], 1, 0);
|
|
8
|
+
|
|
9
|
+
for (let i = 0; i < 4; i++) {
|
|
10
|
+
const i3 = i * 3;
|
|
11
|
+
|
|
12
|
+
expect(r[i3]).toBeCloseTo(1);
|
|
13
|
+
expect(r[i3 + 1]).toBeCloseTo(2);
|
|
14
|
+
expect(r[i3 + 2]).toBeCloseTo(3);
|
|
15
|
+
}
|
|
16
|
+
});
|
|
17
|
+
|
|
18
|
+
test('planar containment, one point', () => {
|
|
19
|
+
const r = [];
|
|
20
|
+
|
|
21
|
+
compute_bounding_simplex_3d(r, 0, [0, 0, 0], 1, 1);
|
|
22
|
+
|
|
23
|
+
r.push(0, 0, 0);
|
|
24
|
+
|
|
25
|
+
expect(orient3d_fast(r, 1, 3, 2, 4)).toBeLessThan(0);
|
|
26
|
+
expect(orient3d_fast(r, 2, 3, 0, 4)).toBeLessThan(0);
|
|
27
|
+
expect(orient3d_fast(r, 3, 1, 0, 4)).toBeLessThan(0);
|
|
28
|
+
expect(orient3d_fast(r, 0, 1, 2, 4)).toBeLessThan(0);
|
|
29
|
+
});
|
|
30
|
+
|
|
31
|
+
test('positive padding results in larger simplex', () => {
|
|
32
|
+
const r_0 = [];
|
|
33
|
+
const r_n = [];
|
|
34
|
+
const r_p = [];
|
|
35
|
+
|
|
36
|
+
const volume = [
|
|
37
|
+
-100, 0, 0,
|
|
38
|
+
100, 0, 0,
|
|
39
|
+
0, -100, 0,
|
|
40
|
+
0, 100, 0,
|
|
41
|
+
0, 0, -100,
|
|
42
|
+
0, 0, 100,
|
|
43
|
+
];
|
|
44
|
+
|
|
45
|
+
compute_bounding_simplex_3d(r_0, 0, volume, 6, 0);
|
|
46
|
+
compute_bounding_simplex_3d(r_n, 0, volume, 6, -1);
|
|
47
|
+
compute_bounding_simplex_3d(r_p, 0, volume, 6, 1);
|
|
48
|
+
|
|
49
|
+
function compute_distance_sum(ref, points, point_count) {
|
|
50
|
+
let r = 0;
|
|
51
|
+
for (let i = 0; i < point_count; i++) {
|
|
52
|
+
const i3 = i * 3;
|
|
53
|
+
|
|
54
|
+
r += v3_distance(points[i3], points[i3 + 1], points[i3 + 2], ref[0], ref[1], ref[2]);
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
return r;
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
const d_0 = compute_distance_sum([0, 0, 0], r_0, 4);
|
|
61
|
+
const d_n = compute_distance_sum([0, 0, 0], r_n, 4);
|
|
62
|
+
const d_p = compute_distance_sum([0, 0, 0], r_p, 4);
|
|
63
|
+
|
|
64
|
+
expect(d_0).toBeLessThan(d_p);
|
|
65
|
+
expect(d_0).toBeGreaterThan(d_n);
|
|
66
|
+
});
|
|
@@ -0,0 +1,271 @@
|
|
|
1
|
+
import { array_copy } from "../../../collection/array/copyArray.js";
|
|
2
|
+
import { v3_dot } from "../../v3_dot.js";
|
|
3
|
+
|
|
4
|
+
const MAX_FLOAT32 = 3.4028234663852886e+38;
|
|
5
|
+
const SMALL_NUMBER = 1e-12;
|
|
6
|
+
const VTK_MAX_WARNS = 3;
|
|
7
|
+
|
|
8
|
+
/**
|
|
9
|
+
* Compute the circumcenter (center[3]) and radius squared (method
|
|
10
|
+
* return value) of a tetrahedron defined by the four points x1, x2,
|
|
11
|
+
* x3, and x4.
|
|
12
|
+
*
|
|
13
|
+
* @see https://github.com/Kitware/VTK/blob/ac3fd8005bce7b3da4423c305f61ffd9df9695ef/Common/DataModel/vtkTetra.cxx
|
|
14
|
+
* @param {number[]} result [center_x, center_y, center_z, radius_squared]
|
|
15
|
+
* @param {number[]} points
|
|
16
|
+
* @param {number} a
|
|
17
|
+
* @param {number} b
|
|
18
|
+
* @param {number} c
|
|
19
|
+
* @param {number} d
|
|
20
|
+
*/
|
|
21
|
+
export function compute_circumsphere(
|
|
22
|
+
result,
|
|
23
|
+
points,
|
|
24
|
+
a, b, c, d
|
|
25
|
+
) {
|
|
26
|
+
const n12 = [];
|
|
27
|
+
const n13 = [];
|
|
28
|
+
const n14 = [];
|
|
29
|
+
|
|
30
|
+
const x12 = [];
|
|
31
|
+
const x13 = [];
|
|
32
|
+
const x14 = [];
|
|
33
|
+
|
|
34
|
+
// calculate normals and intersection points of bisecting planes.
|
|
35
|
+
for (let i = 0; i < 3; i++) {
|
|
36
|
+
const v_a = points[a * 3 + i];
|
|
37
|
+
|
|
38
|
+
const v_b = points[b * 3 + i];
|
|
39
|
+
n12[i] = v_b - v_a;
|
|
40
|
+
const v_c = points[c * 3 + i];
|
|
41
|
+
n13[i] = v_c - v_a;
|
|
42
|
+
const v_d = points[d * 3 + i];
|
|
43
|
+
n14[i] = v_d - v_a;
|
|
44
|
+
|
|
45
|
+
x12[i] = (v_b + v_a) * 0.5;
|
|
46
|
+
x13[i] = (v_c + v_a) * 0.5;
|
|
47
|
+
x14[i] = (v_d + v_a) * 0.5;
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
const A = [];
|
|
51
|
+
|
|
52
|
+
array_copy(n12, 0, A, 0, 3);
|
|
53
|
+
array_copy(n13, 0, A, 3, 3);
|
|
54
|
+
array_copy(n14, 0, A, 6, 3);
|
|
55
|
+
|
|
56
|
+
const rhs = [];
|
|
57
|
+
|
|
58
|
+
rhs[0] = v3_dot(n12[0], n12[1], n12[2], x12[0], x12[1], x12[2]);
|
|
59
|
+
rhs[1] = v3_dot(n13[0], n13[1], n13[2], x13[0], x13[1], x13[2]);
|
|
60
|
+
rhs[2] = v3_dot(n14[0], n14[1], n14[2], x14[0], x14[1], x14[2]);
|
|
61
|
+
|
|
62
|
+
// Solve system of equations
|
|
63
|
+
if (solve_linear_system(A, rhs, 3) === false) {
|
|
64
|
+
// failed to solve, fall-back to infinitely-sized sphere centered around origin
|
|
65
|
+
result[0] = result[1] = result[2] = 0;
|
|
66
|
+
result[3] = MAX_FLOAT32;
|
|
67
|
+
return;
|
|
68
|
+
} else {
|
|
69
|
+
result[0] = rhs[0];
|
|
70
|
+
result[1] = rhs[1];
|
|
71
|
+
result[2] = rhs[2];
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
let sum = 0;
|
|
75
|
+
let diff;
|
|
76
|
+
|
|
77
|
+
for (let i = 0; i < 3; i++) {
|
|
78
|
+
const rhs_offset = rhs[i];
|
|
79
|
+
|
|
80
|
+
diff = points[a * 3 + i] - rhs_offset;
|
|
81
|
+
sum += diff * diff;
|
|
82
|
+
diff = points[b * 3 + i] - rhs_offset;
|
|
83
|
+
sum += diff * diff;
|
|
84
|
+
diff = points[c * 3 + i] - rhs_offset;
|
|
85
|
+
sum += diff * diff;
|
|
86
|
+
diff = points[d * 3 + i] - rhs_offset;
|
|
87
|
+
sum += diff * diff;
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
// divide
|
|
91
|
+
sum *= 0.25;
|
|
92
|
+
|
|
93
|
+
if (sum >= MAX_FLOAT32) {
|
|
94
|
+
result[3] = MAX_FLOAT32;
|
|
95
|
+
} else {
|
|
96
|
+
result[3] = sum;
|
|
97
|
+
}
|
|
98
|
+
}
|
|
99
|
+
|
|
100
|
+
/**
|
|
101
|
+
* Solve linear equations Ax = b using Crout's method. Input is square matrix A
|
|
102
|
+
* and load vector b. Solution x is written over load vector. The dimension of
|
|
103
|
+
* the matrix is specified in size. If error is found, method returns a 0.
|
|
104
|
+
*
|
|
105
|
+
* @see https://github.com/Kitware/VTK/blob/af928016f4041ad8a6a193d032355b909721fc95/Common/Core/vtkMath.cxx
|
|
106
|
+
*
|
|
107
|
+
* @param {number[]} A
|
|
108
|
+
* @param {number[]} x
|
|
109
|
+
* @param {number} size
|
|
110
|
+
* @returns {boolean}
|
|
111
|
+
*/
|
|
112
|
+
function solve_linear_system(A, x, size) {
|
|
113
|
+
const index = [];
|
|
114
|
+
|
|
115
|
+
if (luf_factor_linear_system(A, index, size) === 0) {
|
|
116
|
+
return false;
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
luf_solve_linear_system(A, index, x, size);
|
|
120
|
+
|
|
121
|
+
return true;
|
|
122
|
+
}
|
|
123
|
+
|
|
124
|
+
|
|
125
|
+
/**
|
|
126
|
+
* Factor linear equations Ax = b using LU decomposition A = LU where L is
|
|
127
|
+
* lower triangular matrix and U is upper triangular matrix. Input is
|
|
128
|
+
* square matrix A, integer array of pivot indices index[0->n-1], and size
|
|
129
|
+
* of square matrix n. Output factorization LU is in matrix A. If error is
|
|
130
|
+
* found, method returns 0.
|
|
131
|
+
* @param {number[]} A
|
|
132
|
+
* @param {number[]} index
|
|
133
|
+
* @param {number} size
|
|
134
|
+
*/
|
|
135
|
+
function luf_factor_linear_system(A, index, size) {
|
|
136
|
+
const scale = [];
|
|
137
|
+
|
|
138
|
+
// double scratch[10];
|
|
139
|
+
// double* scale = (size < 10 ? scratch : new double[size]);
|
|
140
|
+
//
|
|
141
|
+
// int i, j, k;
|
|
142
|
+
// int maxI = 0;
|
|
143
|
+
// double largest, temp1, temp2, sum;
|
|
144
|
+
//
|
|
145
|
+
// // Manage number of output warnings
|
|
146
|
+
// static int numWarns = 0;
|
|
147
|
+
//
|
|
148
|
+
// //
|
|
149
|
+
|
|
150
|
+
let numWarns = 0;
|
|
151
|
+
let i, j, k;
|
|
152
|
+
let maxI = 0;
|
|
153
|
+
let largest, temp1, temp2, sum;
|
|
154
|
+
// Loop over rows to get implicit scaling information
|
|
155
|
+
//
|
|
156
|
+
for (i = 0; i < size; ++i) {
|
|
157
|
+
for (largest = 0.0, j = 0; j < size; ++j) {
|
|
158
|
+
if ((temp2 = Math.abs(A[i * size + j])) > largest) {
|
|
159
|
+
largest = temp2;
|
|
160
|
+
}
|
|
161
|
+
}
|
|
162
|
+
|
|
163
|
+
if (largest === 0.0 && numWarns++ < VTK_MAX_WARNS) {
|
|
164
|
+
// vtkGenericWarningMacro(<< "Unable to factor linear system");
|
|
165
|
+
return 0;
|
|
166
|
+
}
|
|
167
|
+
scale[i] = 1.0 / largest;
|
|
168
|
+
}
|
|
169
|
+
//
|
|
170
|
+
// Loop over all columns using Crout's method
|
|
171
|
+
//
|
|
172
|
+
for (j = 0; j < size; ++j) {
|
|
173
|
+
for (i = 0; i < j; ++i) {
|
|
174
|
+
sum = A[i * size + j];
|
|
175
|
+
for (k = 0; k < i; ++k) {
|
|
176
|
+
sum -= A[i * size + k] * A[k * size + j];
|
|
177
|
+
}
|
|
178
|
+
A[i * size + j] = sum;
|
|
179
|
+
}
|
|
180
|
+
//
|
|
181
|
+
// Begin search for largest pivot element
|
|
182
|
+
//
|
|
183
|
+
for (largest = 0.0, i = j; i < size; ++i) {
|
|
184
|
+
sum = A[i * size + j];
|
|
185
|
+
for (k = 0; k < j; ++k) {
|
|
186
|
+
sum -= A[i * size + k] * A[k * size + j];
|
|
187
|
+
}
|
|
188
|
+
A[i * size + j] = sum;
|
|
189
|
+
|
|
190
|
+
if ((temp1 = scale[i] * Math.abs(sum)) >= largest) {
|
|
191
|
+
largest = temp1;
|
|
192
|
+
maxI = i;
|
|
193
|
+
}
|
|
194
|
+
}
|
|
195
|
+
//
|
|
196
|
+
// Check for row interchange
|
|
197
|
+
//
|
|
198
|
+
if (j !== maxI) {
|
|
199
|
+
for (k = 0; k < size; ++k) {
|
|
200
|
+
temp1 = A[maxI * size + k];
|
|
201
|
+
A[maxI * size + k] = A[j * size + k];
|
|
202
|
+
A[j * size + k] = temp1;
|
|
203
|
+
}
|
|
204
|
+
scale[maxI] = scale[j];
|
|
205
|
+
}
|
|
206
|
+
//
|
|
207
|
+
// Divide by pivot element and perform elimination
|
|
208
|
+
//
|
|
209
|
+
index[j] = maxI;
|
|
210
|
+
|
|
211
|
+
if (Math.abs(A[j * size + j]) <= SMALL_NUMBER && numWarns++ < VTK_MAX_WARNS) {
|
|
212
|
+
//vtkGenericWarningMacro(<< "Unable to factor linear system");
|
|
213
|
+
return 0;
|
|
214
|
+
}
|
|
215
|
+
|
|
216
|
+
if (j !== (size - 1)) {
|
|
217
|
+
temp1 = 1.0 / A[j * size + j];
|
|
218
|
+
for (i = j + 1; i < size; ++i) {
|
|
219
|
+
A[i * size + j] *= temp1;
|
|
220
|
+
}
|
|
221
|
+
}
|
|
222
|
+
}
|
|
223
|
+
|
|
224
|
+
return 1;
|
|
225
|
+
}
|
|
226
|
+
|
|
227
|
+
/**
|
|
228
|
+
* Solve linear equations Ax = b using LU decomposition A = LU where L is
|
|
229
|
+
* lower triangular matrix and U is upper triangular matrix. Input is
|
|
230
|
+
* factored matrix A=LU, integer array of pivot indices index[0->n-1],
|
|
231
|
+
* load vector x[0->n-1], and size of square matrix n. Note that A=LU and
|
|
232
|
+
* index[] are generated from method LUFactorLinearSystem). Also, solution
|
|
233
|
+
* vector is written directly over input load vector.
|
|
234
|
+
* @param {number[]} A
|
|
235
|
+
* @param {number[]} index
|
|
236
|
+
* @param {number[]} x
|
|
237
|
+
* @param {number} size
|
|
238
|
+
*/
|
|
239
|
+
function luf_solve_linear_system(A, index, x, size) {
|
|
240
|
+
let i, j, ii, idx;
|
|
241
|
+
let sum;
|
|
242
|
+
//
|
|
243
|
+
// Proceed with forward and backsubstitution for L and U
|
|
244
|
+
// matrices. First, forward substitution.
|
|
245
|
+
//
|
|
246
|
+
for (ii = -1, i = 0; i < size; ++i) {
|
|
247
|
+
idx = index[i];
|
|
248
|
+
sum = x[idx];
|
|
249
|
+
x[idx] = x[i];
|
|
250
|
+
|
|
251
|
+
if (ii >= 0) {
|
|
252
|
+
for (j = ii; j <= (i - 1); ++j) {
|
|
253
|
+
sum -= A[i * size + j] * x[j];
|
|
254
|
+
}
|
|
255
|
+
} else if (sum !== 0.0) {
|
|
256
|
+
ii = i;
|
|
257
|
+
}
|
|
258
|
+
|
|
259
|
+
x[i] = sum;
|
|
260
|
+
}
|
|
261
|
+
//
|
|
262
|
+
// Now, back substitution
|
|
263
|
+
//
|
|
264
|
+
for (i = size - 1; i >= 0; i--) {
|
|
265
|
+
sum = x[i];
|
|
266
|
+
for (j = i + 1; j < size; ++j) {
|
|
267
|
+
sum -= A[i * size + j] * x[j];
|
|
268
|
+
}
|
|
269
|
+
x[i] = sum / A[i * size + i];
|
|
270
|
+
}
|
|
271
|
+
}
|
|
@@ -0,0 +1,50 @@
|
|
|
1
|
+
//
|
|
2
|
+
|
|
3
|
+
import { compute_bounding_simplex_3d } from "./compute_bounding_simplex_3d.js";
|
|
4
|
+
import { TetrahedraCollection } from "./tetrahedra_collection.js";
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* @see https://en.wikipedia.org/wiki/Bowyer%E2%80%93Watson_algorithm
|
|
8
|
+
* @see [1] "One machine, one minute, three billion tetrahedra" by Célestin Marot et al
|
|
9
|
+
* @param {number[]} input serialized set of 3d points (x,y,z)
|
|
10
|
+
* @param {number} n number of points in the input
|
|
11
|
+
*/
|
|
12
|
+
export function compute_delaunay_tetrahedral_mesh(input, n) {
|
|
13
|
+
if (n < 4) {
|
|
14
|
+
// no mesh can be created, too few points
|
|
15
|
+
return;
|
|
16
|
+
}
|
|
17
|
+
|
|
18
|
+
/**
|
|
19
|
+
* According to [1] number of tetrahedra is around 6 times greater than number of input vertices, we use that fact to pre-allocate memory
|
|
20
|
+
* From the book of Cheng et al. 'Delaunay Mesh Generation' A triangulation of n vertices in R^3 has at most `ntet=(n^2 − 3n − 2)/2` tetrahedra,
|
|
21
|
+
* at most nedg=(n^2 − n)/2` edges (this is simply the 2-combination of n)
|
|
22
|
+
* and at most `ntri=n^2 − 3n = 2*ntet+2` triangles
|
|
23
|
+
*
|
|
24
|
+
* The +7 is for the initial "super" tetrahedron and 6 tetras for intermediate triangulation
|
|
25
|
+
*/
|
|
26
|
+
const tetrahedron_count_upper_bound = Math.ceil((n * n - 3 * n - 2) / 2) + 7;
|
|
27
|
+
const tetrahedrons = new TetrahedraCollection(tetrahedron_count_upper_bound);
|
|
28
|
+
// TODO apply spatial sort to point, to get better cache locality
|
|
29
|
+
|
|
30
|
+
// compute bounds over the input
|
|
31
|
+
const points = new Float32Array((n + 4) * 3);
|
|
32
|
+
|
|
33
|
+
points.set(input);
|
|
34
|
+
|
|
35
|
+
/*
|
|
36
|
+
create super bounding volume
|
|
37
|
+
*/
|
|
38
|
+
compute_bounding_simplex_3d(points, n * 3, points, n, 1);
|
|
39
|
+
|
|
40
|
+
tetrahedrons.append(points, n, n + 1, n + 2, n + 3);
|
|
41
|
+
|
|
42
|
+
// add all points to the mesh
|
|
43
|
+
for (let i = 0; i < n; i++) {
|
|
44
|
+
tetrahedrons.insertPoint(points, i);
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
// remove tetras formed by with the super bounding volume
|
|
48
|
+
tetrahedrons.removeTetrasConnectedToPoints(points, n, n + 3);
|
|
49
|
+
}
|
|
50
|
+
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
import { compute_delaunay_tetrahedral_mesh } from "./compute_delaunay_tetrahedral_mesh.js";
|
|
2
|
+
|
|
3
|
+
test('single point', () => {
|
|
4
|
+
compute_delaunay_tetrahedral_mesh([1, 2, 3], 1);
|
|
5
|
+
});
|
|
6
|
+
|
|
7
|
+
test('exactly 4 points', () => {
|
|
8
|
+
compute_delaunay_tetrahedral_mesh([
|
|
9
|
+
-1, 0, 0,
|
|
10
|
+
1, 0, 0,
|
|
11
|
+
0.5, 1, 0,
|
|
12
|
+
0.5, 0, 1
|
|
13
|
+
], 4);
|
|
14
|
+
});
|
|
@@ -0,0 +1,77 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Approximate 3D insphere test. Nonrobust.
|
|
3
|
+
*
|
|
4
|
+
* Return a positive value if the point pe lies inside the
|
|
5
|
+
* sphere passing through pa, pb, pc, and pd; a negative value
|
|
6
|
+
* if it lies outside; and zero if the five points are
|
|
7
|
+
* cospherical. The points pa, pb, pc, and pd must be ordered
|
|
8
|
+
* so that they have a positive orientation (as defined by
|
|
9
|
+
* orient3d()), or the sign of the result will be reversed.
|
|
10
|
+
*
|
|
11
|
+
* @see "Adaptive Precision Floating-Point Arithmetic and Fast Robust Geometric Predicates." Technical Report CMU-CS-96-140, School of Computer Science, Carnegie Mellon University, Pittsburgh, Pennsylvania, May 1996
|
|
12
|
+
* @see http://www.cs.cmu.edu/~quake/robust.html
|
|
13
|
+
* @see https://gitlab.onelab.info/gmsh/gmsh/-/blob/master/contrib/hxt/predicates/src/predicates.c
|
|
14
|
+
* @param {number[]} points
|
|
15
|
+
* @param {number} a tetrahedral point index
|
|
16
|
+
* @param {number} b tetrahedral point index
|
|
17
|
+
* @param {number} c tetrahedral point index
|
|
18
|
+
* @param {number} d tetrahedral point index
|
|
19
|
+
* @param {number} e reference point index
|
|
20
|
+
* @returns {number}
|
|
21
|
+
*/
|
|
22
|
+
export function point_in_tetrahedron_circumsphere(points, a, b, c, d, e) {
|
|
23
|
+
const ex = points[e * 3];
|
|
24
|
+
const ey = points[e * 3 + 1];
|
|
25
|
+
const ez = points[e * 3 + 2];
|
|
26
|
+
|
|
27
|
+
const aex = points[a * 3] - ex;
|
|
28
|
+
const bex = points[b * 3] - ex;
|
|
29
|
+
const cex = points[c * 3] - ex;
|
|
30
|
+
const dex = points[d * 3] - ex;
|
|
31
|
+
|
|
32
|
+
const aey = points[a * 3 + 1] - ey;
|
|
33
|
+
const bey = points[b * 3 + 1] - ey;
|
|
34
|
+
const cey = points[c * 3 + 1] - ey;
|
|
35
|
+
const dey = points[d * 3 + 1] - ey;
|
|
36
|
+
|
|
37
|
+
const aez = points[a * 3 + 2] - ez;
|
|
38
|
+
const bez = points[b * 3 + 2] - ez;
|
|
39
|
+
const cez = points[c * 3 + 2] - ez;
|
|
40
|
+
const dez = points[d * 3 + 1] - ez;
|
|
41
|
+
|
|
42
|
+
const aexbey = aex * bey;
|
|
43
|
+
const bexaey = bex * aey;
|
|
44
|
+
const ab = aexbey - bexaey;
|
|
45
|
+
const bexcey = bex * cey;
|
|
46
|
+
const cexbey = cex * bey;
|
|
47
|
+
const bc = bexcey - cexbey;
|
|
48
|
+
const cexdey = cex * dey;
|
|
49
|
+
const dexcey = dex * cey;
|
|
50
|
+
const cd = cexdey - dexcey;
|
|
51
|
+
const dexaey = dex * aey;
|
|
52
|
+
const aexdey = aex * dey;
|
|
53
|
+
const da = dexaey - aexdey;
|
|
54
|
+
|
|
55
|
+
const aexcey = aex * cey;
|
|
56
|
+
const cexaey = cex * aey;
|
|
57
|
+
const ac = aexcey - cexaey;
|
|
58
|
+
const bexdey = bex * dey;
|
|
59
|
+
const dexbey = dex * bey;
|
|
60
|
+
const bd = bexdey - dexbey;
|
|
61
|
+
|
|
62
|
+
const abc = aez * bc - bez * ac + cez * ab;
|
|
63
|
+
const bcd = bez * cd - cez * bd + dez * bc;
|
|
64
|
+
const cda = cez * da + dez * ac + aez * cd;
|
|
65
|
+
const dab = dez * ab + aez * bd + bez * da;
|
|
66
|
+
|
|
67
|
+
const alift = aex * aex + aey * aey + aez * aez;
|
|
68
|
+
const blift = bex * bex + bey * bey + bez * bez;
|
|
69
|
+
const clift = cex * cex + cey * cey + cez * cez;
|
|
70
|
+
const dlift = dex * dex + dey * dey + dez * dez;
|
|
71
|
+
|
|
72
|
+
const det = (dlift * abc - clift * dab) + (blift * cda - alift * bcd);
|
|
73
|
+
|
|
74
|
+
// TODO HXT uses 2 more methods to perform exact calculation (avoiding rounding errors), we could include that if necessary
|
|
75
|
+
|
|
76
|
+
return det;
|
|
77
|
+
}
|