1272 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			1272 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Line3,
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									Plane,
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									Triangle,
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									Vector3
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								} from 'three';
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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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								const Visible = 0;
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								const Deleted = 1;
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								const _v1 = new Vector3();
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								const _line3 = new Line3();
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								const _plane = new Plane();
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								const _closestPoint = new Vector3();
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								const _triangle = new Triangle();
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								class ConvexHull {
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									constructor() {
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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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									setFromPoints( points ) {
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										// The algorithm needs at least four points.
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										if ( points.length >= 4 ) {
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											this.makeEmpty();
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											for ( let 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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										}
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										return this;
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									}
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									setFromObject( object ) {
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										const points = [];
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										object.updateMatrixWorld( true );
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										object.traverse( function ( node ) {
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											const geometry = node.geometry;
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											if ( geometry !== undefined ) {
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												const attribute = geometry.attributes.position;
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												if ( attribute !== undefined ) {
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													for ( let i = 0, l = attribute.count; i < l; i ++ ) {
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														const point = new 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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										return this.setFromPoints( points );
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									}
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									containsPoint( point ) {
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										const faces = this.faces;
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										for ( let i = 0, l = faces.length; i < l; i ++ ) {
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											const face = faces[ i ];
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											// compute signed distance and check on what half space the point lies
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											if ( face.distanceToPoint( point ) > this.tolerance ) return false;
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										}
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										return true;
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									}
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									intersectRay( ray, target ) {
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										// based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II
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										const faces = this.faces;
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										let tNear = - Infinity;
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										let tFar = Infinity;
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										for ( let i = 0, l = faces.length; i < l; i ++ ) {
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											const face = faces[ i ];
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											// interpret faces as planes for the further computation
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											const vN = face.distanceToPoint( ray.origin );
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											const vD = face.normal.dot( ray.direction );
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											// if the origin is on the positive side of a plane (so the plane can "see" the origin) and
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											// the ray is turned away or parallel to the plane, there is no intersection
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											if ( vN > 0 && vD >= 0 ) return null;
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											// compute the distance from the ray’s origin to the intersection with the plane
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											const t = ( vD !== 0 ) ? ( - vN / vD ) : 0;
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											// only proceed if the distance is positive. a negative distance means the intersection point
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											// lies "behind" the origin
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											if ( t <= 0 ) continue;
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											// now categorized plane as front-facing or back-facing
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											if ( vD > 0 ) {
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												// plane faces away from the ray, so this plane is a back-face
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												tFar = Math.min( t, tFar );
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											} else {
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												// front-face
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												tNear = Math.max( t, tNear );
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											}
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											if ( tNear > tFar ) {
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												// if tNear ever is greater than tFar, the ray must miss the convex hull
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												return null;
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											}
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										}
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										// evaluate intersection point
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										// always try tNear first since its the closer intersection point
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										if ( tNear !== - Infinity ) {
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											ray.at( tNear, target );
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										} else {
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											ray.at( tFar, target );
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										}
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										return target;
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									}
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									intersectsRay( ray ) {
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										return this.intersectRay( ray, _v1 ) !== null;
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									}
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									makeEmpty() {
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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( 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( 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' vertex list
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									removeAllVerticesFromFace( 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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											const start = face.outside;
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											let 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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								 | 
							
									}
							 | 
						|||
| 
								 | 
							
								
							 | 
						|||
| 
								 | 
							
									// 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 };
							 |