// ## License // // Copyright (c) 2011 Evan Wallace (http://madebyevan.com/), under the MIT license. // Modified for GridApps by Stewart Allen (sa@grid.space) (function() { // dep: geo.base let base = self.base; if (base.CSG) return; // # class CSG // Holds a binary space partition tree representing a 3D solid. Two solids can // be combined using the `union()`, `subtract()`, and `intersect()` methods. class CSG { constructor(polygons) { this.polygons = polygons || []; } clone() { let csg = new CSG(); csg.polygons = this.polygons.map(p=>p.clone()) return csg; } toPolygons() { return this.polygons; } union(csg) { let a = new Node(this.clone().polygons); let b = new Node(csg.clone().polygons); a.clipTo(b); b.clipTo(a); b.invert(); b.clipTo(a); b.invert(); a.build(b.allPolygons()); return CSG.fromPolygons(a.allPolygons()); } subtract(csg) { let a = new Node(this.clone().polygons); let b = new Node(csg.clone().polygons); a.invert(); a.clipTo(b); b.clipTo(a); b.invert(); b.clipTo(a); b.invert(); a.build(b.allPolygons()); a.invert(); return CSG.fromPolygons(a.allPolygons()); } intersect(csg) { let a = new Node(this.clone().polygons); let b = new Node(csg.clone().polygons); a.invert(); b.clipTo(a); b.invert(); a.clipTo(b); b.clipTo(a); a.build(b.allPolygons()); a.invert(); return CSG.fromPolygons(a.allPolygons()); } // Return a new CSG solid with solid and empty space switched. This solid is // not modified. inverse() { let csg = this.clone(); csg.polygons.forEach(p=>p.flip()); return csg; } } // Construct a CSG solid from a list of `Polygon` instances. CSG.fromPolygons = function(polygons) { return new CSG(polygons); }; // Construct a CSG from a THREE Geometry BufferAttribute array (or similar) CSG.fromPositionArray = function(array) { let polys = []; for (let i=0, l=array.length; i Plane.EPSILON) ? FRONT : COPLANAR; polygonType |= type; types.push(type); } // Put the polygon in the correct list, splitting it when necessary. switch (polygonType) { case COPLANAR: (this.normal.dot(polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon); break; case FRONT: front.push(polygon); break; case BACK: back.push(polygon); break; case SPANNING: let f = [] , b = []; for (let i = 0; i < polygon.vertices.length; i++) { let j = (i + 1) % polygon.vertices.length; let ti = types[i] , tj = types[j]; let vi = polygon.vertices[i] , vj = polygon.vertices[j]; if (ti != BACK) f.push(vi); if (ti != FRONT) b.push(ti != BACK ? vi.clone() : vi); if ((ti | tj) == SPANNING) { let t = (this.w - this.normal.dot(vi.pos)) / this.normal.dot(tv0.copy(vj.pos).sub(vi.pos)); let v = vi.interpolate(vj, t); f.push(v); b.push(v.clone()); } } if (f.length >= 3) front.push(new Polygon(f,polygon.shared)); if (b.length >= 3) back.push(new Polygon(b,polygon.shared)); break; } } } // `Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a // point is on the plane. Plane.EPSILON = 1e-5; Plane.fromPoints = function(a, b, c) { let n = tv0.copy(b).sub(a).cross(tv1.copy(c).sub(a)).normalize() return new Plane(n.clone(),n.dot(a)); }; // # class Polygon // Represents a convex polygon. The vertices used to initialize a polygon must // be coplanar and form a convex loop. They do not have to be `Vertex` // instances but they must behave similarly (duck typing can be used for // customization). // // Each convex polygon has a `shared` property, which is shared between all // polygons that are clones of each other or were split from the same polygon. // This can be used to define per-polygon properties (such as surface color). class Polygon { constructor(vertices, shared) { this.vertices = vertices; this.shared = shared; this.plane = Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos); } clone() { return new Polygon(this.vertices.map(v=>v.clone()),this.shared); } flip() { this.vertices.reverse().forEach(v=>v.flip()) this.plane.flip(); } } // # class Node // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons // by picking a polygon to split along. That polygon (and all other coplanar // polygons) are added directly to that node and the other polygons are added to // the front and/or back subtrees. This is not a leafy BSP tree since there is // no distinction between internal and leaf nodes. class Node { constructor(polygons) { this.plane = null; this.front = null; this.back = null; this.polygons = []; if (polygons) this.build(polygons); } clone() { let node = new Node(); node.plane = this.plane && this.plane.clone(); node.front = this.front && this.front.clone(); node.back = this.back && this.back.clone(); node.polygons = this.polygons.map(p=>p.clone()); return node; } // Convert solid space to empty space and empty space to solid space. invert() { for (let i = 0; i < this.polygons.length; i++) this.polygons[i].flip(); this.plane && this.plane.flip(); this.front && this.front.invert(); this.back && this.back.invert(); let temp = this.front; this.front = this.back; this.back = temp; } // Recursively remove all polygons in `polygons` that are inside this BSP tree. clipPolygons(polygons) { if (!this.plane) return polygons.slice(); let front = [] , back = []; for (let i = 0; i < polygons.length; i++) { this.plane.splitPolygon(polygons[i], front, back, front, back); } if (this.front) front = this.front.clipPolygons(front); if (this.back) back = this.back.clipPolygons(back); else back = []; //return front; return front.concat(back); } // Remove all polygons in this BSP tree that are inside the other BSP tree `bsp`. clipTo(bsp) { this.polygons = bsp.clipPolygons(this.polygons); if (this.front) this.front.clipTo(bsp); if (this.back) this.back.clipTo(bsp); } // Return a list of all polygons in this BSP tree. allPolygons() { let polygons = this.polygons.slice(); if (this.front) polygons = polygons.concat(this.front.allPolygons()); if (this.back) polygons = polygons.concat(this.back.allPolygons()); return polygons; } // Build a BSP tree out of `polygons`. When called on an existing tree, the // new polygons are filtered down to the bottom of the tree and become new // nodes there. Each set of polygons is partitioned using the first polygon // (no heuristic is used to pick a good split). build(polygons) { if (!polygons.length) return; if (!this.plane) this.plane = polygons[0].plane.clone(); let front = [] , back = []; for (let i = 0; i < polygons.length; i++) { this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back); } if (front.length) { if (!this.front) this.front = new Node(); this.front.build(front); } if (back.length) { if (!this.back) this.back = new Node(); this.back.build(back); } } } // add to base objects base.CSG = { Solid: CSG, Vector, Vertex, Plane, Node }; })();