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4 changed files with 873 additions and 28 deletions

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@ -35,7 +35,28 @@
<scale <v 2.0 2.0 0.1>
<box>>>>>>
<sprite "house" []
<sprite "t" []
<move <v -2.0 0.001 0.0>
<rotate <v 0.0 0.0 0.0>
<turtle [
90 U
90 L 0.05 B 90 R
PenDown 1 F 90 L 0.1 F 90 L 1 F 90 L 0.1 F DefinePen
Home
"double" SetSideOrientation
#t SetMiter
#f SetWireframe
90 L
PenDown
90 R 0 F
1 F 90 R 0 F
1 F 90 R 0 F
1 F 90 R 0 F
PenUp
]>
>>>
@<sprite "house" []
<move <v 0.0 0.0 10.0>
<rotate <v 0.0 0.0 0.0>
<texture ["textures/oak-herringbone-5e80fb40b00c9-1200.jpg"]
@ -82,13 +103,16 @@
[ to [angle length] [ angle L [length F] draw ] saved ] to wall
#f SetWireframe
#t SetMiter
[ 0 F ] to miter
[ 90 L miter ] to --
[ 90 R miter ] to ++
exteriorWall
--
[
++
2.1 F --
0.3 F [1 F] eDoor 0.9 F ++
7.7 F ++

767
src/earcut.ts Normal file
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@ -0,0 +1,767 @@
/*
ISC License
Copyright (c) 2016, Mapbox
Permission to use, copy, modify, and/or distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright notice
and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
THIS SOFTWARE.
*/
// Ported to TypeScript by Tony Garnock-Jones tonyg@leastfixedpoint.com, Feb 2023
export function earcut(
data: ArrayLike<number>,
holeIndices?: ArrayLike<number>,
dim = 2,
): number[] {
const hasHoles = holeIndices && holeIndices.length;
const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
let outerNode = linkedList(data, 0, outerLen, dim, true);
const triangles: number[] = [];
if (!outerNode || outerNode.next === outerNode.prev) return triangles;
let minX: number = NaN;
let minY: number = NaN;
let invSize: number = NaN;
if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
let maxX = minX = data[0];
let maxY = minY = data[1];
for (var i = dim; i < outerLen; i += dim) {
const x = data[i];
const y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and invSize are later used to transform coords into integers for z-order calculation
invSize = Math.max(maxX - minX, maxY - minY);
invSize = invSize !== 0 ? 32767 / invSize : 0;
}
earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
return triangles;
}
// create a circular doubly linked list from polygon points in the specified winding order
function linkedList(
data: ArrayLike<number>,
start: number,
end: number,
dim: number,
clockwise: boolean,
): Node | null {
let last: Node | null = null;
if (clockwise === (signedArea(data, start, end, dim) > 0)) {
for (let i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
} else {
for (let i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
}
if (last && equals(last, last.next)) {
removeNode(last);
last = last.next;
}
return last;
}
// eliminate colinear or duplicate points
function filterPoints(start: Node, end?: Node): Node;
function filterPoints(start?: Node | null, end?: Node | null): Node | null;
function filterPoints(start?: Node | null, end?: Node | null): Node | null {
if (!start) return start ?? null;
if (!end) end = start;
var p: Node = start;
let again: boolean;
do {
again = false;
if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
removeNode(p);
p = end = p.prev;
if (p === p.next) break;
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked(
ear0: Node | null,
triangles: number[],
dim: number,
minX: number,
minY: number,
invSize: number,
pass: number,
): void {
if (!ear0) return;
let ear = ear0;
// interlink polygon nodes in z-order
if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
let stop = ear;
let prev: Node;
let next: Node;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev;
next = ear.next;
if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
// cut off the triangle
triangles.push(prev.i / dim | 0);
triangles.push(ear.i / dim | 0);
triangles.push(next.i / dim | 0);
removeNode(ear);
// skipping the next vertex leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
splitEarcut(ear, triangles, dim, minX, minY, invSize);
}
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
function isEar(ear: Node): boolean {
var a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
// triangle bbox; min & max are calculated like this for speed
var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);
var p = c.next;
while (p !== a) {
if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
}
function isEarHashed(ear: Node, minX: number, minY: number, invSize: number): boolean {
var a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
// triangle bbox; min & max are calculated like this for speed
var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);
// z-order range for the current triangle bbox;
var minZ = zOrder(x0, y0, minX, minY, invSize),
maxZ = zOrder(x1, y1, minX, minY, invSize);
var p = ear.prevZ,
n = ear.nextZ;
// look for points inside the triangle in both directions
while (p && p.z >= minZ && n && n.z <= maxZ) {
if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
n = n.nextZ;
}
// look for remaining points in decreasing z-order
while (p && p.z >= minZ) {
if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
// look for remaining points in increasing z-order
while (n && n.z <= maxZ) {
if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
n = n.nextZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections(
start: Node,
triangles: number[],
dim: number,
): Node {
let p = start;
do {
const a = p.prev;
const b = p.next.next;
if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
triangles.push(a.i / dim | 0);
triangles.push(p.i / dim | 0);
triangles.push(b.i / dim | 0);
// remove two nodes involved
removeNode(p);
removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return filterPoints(p);
}
// try splitting polygon into two and triangulate them independently
function splitEarcut(
start: Node,
triangles: number[],
dim: number,
minX: number,
minY: number,
invSize: number,
): void {
// look for a valid diagonal that divides the polygon into two
let a = start;
do {
let b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
let c = splitPolygon(a, b);
// filter colinear points around the cuts
a = filterPoints(a, a.next);
c = filterPoints(c, c.next);
// run earcut on each half
earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
}
// link every hole into the outer loop, producing a single-ring polygon without holes
function eliminateHoles(
data: ArrayLike<number>,
holeIndices: ArrayLike<number>,
outerNode: Node,
dim: number,
): Node {
const queue: Node[] = [];
const len = holeIndices.length;
for (let i = 0; i < len; i++) {
const start = holeIndices[i] * dim;
const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
const list = linkedList(data, start, end, dim, false)!;
if (list === list.next) list.steiner = true;
queue.push(getLeftmost(list));
}
queue.sort(compareX);
// process holes from left to right
for (let i = 0; i < queue.length; i++) {
outerNode = eliminateHole(queue[i], outerNode);
}
return outerNode;
}
function compareX(a: Node, b: Node): number {
return a.x - b.x;
}
// find a bridge between vertices that connects hole with an outer ring and and link it
function eliminateHole(
hole: Node,
outerNode: Node,
): Node {
const bridge = findHoleBridge(hole, outerNode);
if (!bridge) {
return outerNode;
}
const bridgeReverse = splitPolygon(bridge, hole);
// filter collinear points around the cuts
filterPoints(bridgeReverse, bridgeReverse.next);
return filterPoints(bridge, bridge.next);
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge(
hole: Node,
outerNode: Node,
): Node | null {
let p = outerNode;
const hx = hole.x;
const hy = hole.y;
let qx = -Infinity;
let m: Node | null = null;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
m = p.x < p.next.x ? p : p.next;
if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
}
}
p = p.next;
} while (p !== outerNode);
if (!m) return null;
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
const stop = m;
const mx = m.x;
const my = m.y;
let tanMin = Infinity;
p = m;
do {
if (hx >= p.x && p.x >= mx && hx !== p.x &&
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if (locallyInside(p, hole) &&
(tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
m = p;
tanMin = tan;
}
}
p = p.next;
} while (p !== stop);
return m;
}
// whether sector in vertex m contains sector in vertex p in the same coordinates
function sectorContainsSector(m: Node, p: Node): boolean {
return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
}
// interlink polygon nodes in z-order
function indexCurve(start: Node, minX: number, minY: number, invSize: number): void {
let p = start;
do {
if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ!.nextZ = null;
p.prevZ = null;
sortLinked(p);
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked(list: Node): Node;
function sortLinked(list: Node | null): Node | null;
function sortLinked(list: Node | null): Node | null {
let inSize = 1;
let numMerges: number;
do {
let p: Node | null = list;
let tail = null;
list = null;
numMerges = 0;
while (p) {
numMerges++;
let q: Node | null = p;
let pSize = 0;
for (let i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) break;
}
let qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
let e;
if (pSize !== 0 && (qSize === 0 || !q || p!.z <= q.z)) {
e = p!;
p = p!.nextZ;
pSize--;
} else {
e = q!;
q = q!.nextZ;
qSize--;
}
if (tail) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail!.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
}
// z-order of a point given coords and inverse of the longer side of data bbox
function zOrder(x: number, y: number, minX: number, minY: number, invSize: number): number {
// coords are transformed into non-negative 15-bit integer range
x = (x - minX) * invSize | 0;
y = (y - minY) * invSize | 0;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
}
// find the leftmost node of a polygon ring
function getLeftmost(start: Node): Node {
let p = start;
let leftmost = start;
do {
if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
p = p.next;
} while (p !== start);
return leftmost;
}
// check if a point lies within a convex triangle
function pointInTriangle(
ax: number,
ay: number,
bx: number,
by: number,
cx: number,
cy: number,
px: number,
py: number,
): boolean {
return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
(ax - px) * (by - py) >= (bx - px) * (ay - py) &&
(bx - px) * (cy - py) >= (cx - px) * (by - py);
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal(a: Node, b: Node): boolean {
return (a.next.i !== b.i)
&& (a.prev.i !== b.i)
&& !intersectsPolygon(a, b)
&& (// doesn't intersect other edges
locallyInside(a, b)
&& locallyInside(b, a)
&& middleInside(a, b)
&& (// locally visible
!!area(a.prev, a, b.prev) || !!area(a, b.prev, b))
|| // does not create opposite-facing sectors
equals(a, b)
&& area(a.prev, a, a.next) > 0
&& area(b.prev, b, b.next) > 0); // special zero-length case
}
// signed area of a triangle
function area(p: Node, q: Node, r: Node): number {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
}
// check if two points are equal
function equals(p1: Node, p2: Node): boolean {
return p1.x === p2.x && p1.y === p2.y;
}
// check if two segments intersect
function intersects(p1: Node, q1: Node, p2: Node, q2: Node): boolean {
const o1 = sign(area(p1, q1, p2));
const o2 = sign(area(p1, q1, q2));
const o3 = sign(area(p2, q2, p1));
const o4 = sign(area(p2, q2, q1));
if (o1 !== o2 && o3 !== o4) return true; // general case
if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
return false;
}
// for collinear points p, q, r, check if point q lies on segment pr
function onSegment(p: Node, q: Node, r: Node): boolean {
return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
}
function sign(num: number): -1 | 0 | 1 {
return num > 0 ? 1 : num < 0 ? -1 : 0;
}
// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon(a: Node, b: Node): boolean {
let p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p !== a);
return false;
}
// check if a polygon diagonal is locally inside the polygon
function locallyInside(a: Node, b: Node): boolean {
return area(a.prev, a, a.next) < 0 ?
area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
}
// check if the middle point of a polygon diagonal is inside the polygon
function middleInside(a: Node, b: Node): boolean {
let p = a;
let inside = false;
const px = (a.x + b.x) / 2;
const py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
(px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p !== a);
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
function splitPolygon(a: Node, b: Node): Node {
const an = a.next;
const bp = b.prev;
a.next = b;
b.prev = a;
const a2 = new Node(a.i, a.x, a.y, null!, an);
an.prev = a2;
const b2 = new Node(b.i, b.x, b.y, bp, a2);
a2.prev = b2;
bp.next = b2;
return b2;
}
// create a node and optionally link it with previous one (in a circular doubly linked list)
function insertNode(i: number, x: number, y: number, last: Node | null): Node {
if (!last) {
const p = new Node(i, x, y, null!, null!);
p.prev = p;
p.next = p;
return p;
} else {
const p = new Node(i, x, y, last, last.next);
last.next.prev = p;
last.next = p;
return p;
}
}
function removeNode(p: Node) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
}
class Node {
z = 0; // z-order curve value
// previous and next nodes in z-order
prevZ: Node | null = null;
nextZ: Node | null = null;
// indicates whether this is a steiner point
steiner = false;
constructor(
public i: number, // vertex index in coordinates array
public x: number,
public y: number,
// previous and next vertex nodes in a polygon ring
public prev: Node,
public next: Node,
) {}
}
// return a percentage difference between the polygon area and its triangulation area;
// used to verify correctness of triangulation
earcut.deviation = function (
data: ArrayLike<number>,
holeIndices: ArrayLike<number> | null | undefined,
dim: number,
triangles: number[],
): number {
const hasHoles = holeIndices && holeIndices.length;
const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
let polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
if (hasHoles) {
for (let i = 0, len = holeIndices.length; i < len; i++) {
const start = holeIndices[i] * dim;
const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
polygonArea -= Math.abs(signedArea(data, start, end, dim));
}
}
let trianglesArea = 0;
for (let i = 0; i < triangles.length; i += 3) {
const a = triangles[i] * dim;
const b = triangles[i + 1] * dim;
const c = triangles[i + 2] * dim;
trianglesArea += Math.abs(
(data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
(data[a] - data[b]) * (data[c + 1] - data[a + 1]));
}
return polygonArea === 0 && trianglesArea === 0 ? 0 :
Math.abs((trianglesArea - polygonArea) / polygonArea);
};
function signedArea(
data: ArrayLike<number>,
start: number,
end: number,
dim: number,
): number {
let sum = 0;
for (let i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
return sum;
}
export type Flattened = {
vertices: number[],
holes: number[],
dimensions: number,
};
// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
earcut.flatten = function (
data: number[][][],
): Flattened {
const dim = data[0][0].length;
const result: Flattened = {vertices: [], holes: [], dimensions: dim};
let holeIndex = 0;
for (let i = 0; i < data.length; i++) {
for (let j = 0; j < data[i].length; j++) {
for (let d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);
}
if (i > 0) {
holeIndex += data[i - 1].length;
result.holes.push(holeIndex);
}
}
return result;
};

View File

@ -1,5 +1,6 @@
import {
Mesh,
MeshBuilder,
Plane,
Quaternion,
Ray,
@ -9,6 +10,7 @@ import {
} from '@babylonjs/core/Legacy/legacy';
import * as Cat from './cat.js';
import { earcut } from './earcut';
export class PenError extends Cat.RuntimeError {}
@ -40,6 +42,11 @@ export class PenState {
this.directions = [];
}
up() {
this.paths = null;
this.directions = null;
}
push(pos: Vector3, q: Quaternion, miter: boolean) {
const directions = this.directions!;
const paths = this.paths!;
@ -53,23 +60,40 @@ export class PenState {
for (let pathIndex = 0; pathIndex < paths.length; pathIndex++) {
const steps = paths[pathIndex];
const p = steps[steps.length - 1];
steps[steps.length - 1] = p.add(lastDir.scale(new Ray(p, lastDir).intersectsPlane(miterPlane)!));
const d = pointDistance(p, lastDir, miterPlane);
if (d !== null) steps[steps.length - 1] = p.add(lastDir.scale(d));
}
this.templatePath.forEach((p, i) => {
const r = p.multiply(this.templateScale).applyRotationQuaternion(q).addInPlace(pos);
const d = pointDistance(r, thisDir, miterPlane);
if (d !== null) r.addInPlace(thisDir.scale(d));
paths[i].push(r);
});
} else {
this.templatePath.forEach((p, i) => {
const r = p.multiply(this.templateScale).applyRotationQuaternion(q).addInPlace(pos);
paths[i].push(r);
});
}
this.templatePath.forEach((p, i) => {
paths[i].push(p.multiply(this.templateScale).applyRotationQuaternion(q).addInPlace(pos));
});
directions.push(q);
}
};
// Adapted from Ray.intersectsPlane
function pointDistance(origin: Vector3, direction: Vector3, plane: Plane): number | null {
const result1 = Vector3.Dot(plane.normal, direction);
if (Math.abs(result1) < 1e-6) return null; // direction parallel to plane
const result2 = Vector3.Dot(plane.normal, origin);
return (-plane.d - result2) / result1;
}
const D2R = Math.PI / 180;
export class TurtleVM extends Cat.VM<TurtleVM> {
container: Mesh;
meshes: Mesh[] = [];
wireframe = false;
counter = 0;
sideOrientation = Mesh.DEFAULTSIDE;
@ -121,10 +145,37 @@ export class TurtleVM extends Cat.VM<TurtleVM> {
throw new Error('todo');
}
const m = new Mesh(this.container.name + this.counter++);
// TODO: this.sideOrientation
if (this.wireframe) {
this.emitWireframe();
} else {
this.emitSolid();
}
const vertexData = new VertexData();
this.pen.up();
}
emitWireframe() {
const lines: Vector3[][] = [];
const paths = this.pen.paths!;
const pathCount = paths.length;
const stepCount = paths[0].length;
for (let pathIndex = 1; pathIndex < pathCount; pathIndex++) {
for (let stepIndex = 1; stepIndex < stepCount; stepIndex++) {
lines.push([paths[pathIndex - 1][stepIndex - 1],
paths[pathIndex - 1][stepIndex],
paths[pathIndex][stepIndex],
paths[pathIndex][stepIndex - 1]]);
}
}
const meshName = this.container.name + this.counter++;
const ls = MeshBuilder.CreateLineSystem(meshName, { lines }, null);
ls.parent = this.container;
this.meshes.push(ls);
}
emitSolid() {
const positions: number[] = [];
const indices: number[] = [];
const normals: number[] = [];
@ -139,6 +190,10 @@ export class TurtleVM extends Cat.VM<TurtleVM> {
const uTotal: number[] = [];
const vTotal: number[] = [];
const capVerts = paths.flatMap(p => p[0].asArray());
console.log(capVerts);
console.log(earcut(capVerts, void 0, 3).map(i => paths[0][i].asArray()));
for (let pathIndex = 0; pathIndex < pathCount; pathIndex++) {
uTotal.push(0);
us.push([]);
@ -167,7 +222,8 @@ export class TurtleVM extends Cat.VM<TurtleVM> {
const pointIndex = positions.length / 3;
const p = paths[pathIndex][stepIndex];
positions.push(... p.asArray());
uvs.push((p.x - p.z) / 1.2, (p.y) / 0.9);
uvs.push((p.x - p.z), (p.y));
// uvs.push((p.x - p.z) / 1.2, (p.y) / 0.9);
// uvs.push(us[pathIndex][stepIndex] / uTotal[pathIndex],
// vs[stepIndex][pathIndex] / vTotal[stepIndex]);
return pointIndex;
@ -195,18 +251,15 @@ export class TurtleVM extends Cat.VM<TurtleVM> {
VertexData.ComputeNormals(positions, indices, normals);
VertexData._ComputeSides(this.sideOrientation, positions, indices, normals, uvs);
const vertexData = new VertexData();
vertexData.positions = new Float32Array(positions);
vertexData.indices = new Int32Array(indices);
vertexData.normals = new Float32Array(normals);
vertexData.uvs = new Float32Array(uvs);
const m = new Mesh(this.container.name + this.counter++);
vertexData.applyToMesh(m);
// const m = MeshBuilder.CreateRibbon(this.container.name + this.counter++, {
// pathArray: this.pen.paths!,
// sideOrientation: this.sideOrientation,
// });
m.parent = this.container;
this.meshes.push(m);
}
@ -275,6 +328,7 @@ export const TurtlePrimitives: Cat.Environment<TurtleVM> = Object.assign({}, Cat
'PenUp'() { this.penUp(false); return []; },
'Close'() { this.penUp(true); return []; },
'SetWireframe'(b) { this.wireframe = b as boolean; return []; },
'SetSmooth'(b) { this.smooth = b as boolean; return []; },
'SetMiter'(b) { this.miter = b as boolean; return []; },
'SetSideOrientation'(s) {

View File

@ -71,23 +71,23 @@
salty-crypto "0.3.1"
"@syndicate-lang/html@*":
version "0.14.3"
resolved "https://registry.yarnpkg.com/@syndicate-lang/html/-/html-0.14.3.tgz#b197bdb18b05a5472da70b92f0ad41522f703eda"
integrity sha512-Cyrew6JGEMY7nXSr4HGLHKlvIbnO4XZoTuPU9wPlXpRM0YbRqoItTZoLi7/wIVN5IwDUgbHCuTLA6LxADnyK5g==
version "0.14.4"
resolved "https://registry.yarnpkg.com/@syndicate-lang/html/-/html-0.14.4.tgz#6006d5a2af003951651162405466c4940a1ece7b"
integrity sha512-vnq+VxnVqyBKF6QuqSMCR6Eqr+PPBrAzdhoy1zqrBQmnTtLnZsrShHf5ZcFHOu8hXTbmb3mqILLT4EbpOxuKSw==
dependencies:
"@syndicate-lang/core" "^0.14.1"
"@syndicate-lang/timer@*":
version "0.14.3"
resolved "https://registry.yarnpkg.com/@syndicate-lang/timer/-/timer-0.14.3.tgz#3f0d967fac3c4fa92bab0b5457979cf1b274a058"
integrity sha512-sP4VGCWhJJc4v0+OUzXF+wI+9D3WnNQFImrew6ugz1QVzIqJVK/SXdqzAw4nqLVgjDqT0dtDRwDEzWh3+5Knew==
version "0.14.4"
resolved "https://registry.yarnpkg.com/@syndicate-lang/timer/-/timer-0.14.4.tgz#fd97c7bebac9d735639528b342ec67fa0bf0a257"
integrity sha512-FaPwfk6Dlikf24c4arVFBnN6AfM/aZde64wfB/LaCJwfFijWqFVsw3rdusm5FFVKti2+Dbdf8lshINCszQBy5Q==
dependencies:
"@syndicate-lang/core" "^0.14.1"
"@syndicate-lang/ts-plugin@*":
version "0.14.1"
resolved "https://registry.yarnpkg.com/@syndicate-lang/ts-plugin/-/ts-plugin-0.14.1.tgz#9fc2b78fb771e4db2c1c0ee02ef6c419a59666b7"
integrity sha512-7Ebov50uYc96oRpNOMIJn7jOPGONdT7p1pHdty1Xj1wXCPFbo7NUGrgs6ZghJmhq1WzsCQ3L0VlUT4Rbbx2Rzg==
version "0.15.0"
resolved "https://registry.yarnpkg.com/@syndicate-lang/ts-plugin/-/ts-plugin-0.15.0.tgz#b7ad58e6427f97b07709f5c15514e14093ce44a8"
integrity sha512-xVztn9NaZLXYFwxBFfzkmOyN8Uhw2qR8D8bR/n5mxUweJGGLELo6SXmYOM/VEAJvawA3Zk3xLBYqB5VtQOyYDQ==
dependencies:
"@syndicate-lang/compiler" "^0.13.1"
"@syndicate-lang/core" "^0.14.1"
@ -103,9 +103,9 @@
yargs "^16.2.0"
"@syndicate-lang/ws-relay@*":
version "0.14.3"
resolved "https://registry.yarnpkg.com/@syndicate-lang/ws-relay/-/ws-relay-0.14.3.tgz#358373159119d30d427e36394985be2288bd0f09"
integrity sha512-NMVXrUYFIvDeOcdviQ3FxH3k4cFsYyPgJVWTXb/x09Tbmk0ogRnVx4Lg/jwnSb0tEzjAYO0A3D9vUiUKjL72Pw==
version "0.14.4"
resolved "https://registry.yarnpkg.com/@syndicate-lang/ws-relay/-/ws-relay-0.14.4.tgz#4d446cec0a4579fabfe9dfcc40e04ff51ec4123b"
integrity sha512-SITEMOKSVK4Cs964/YnVeltbA9Ospg/k3KJuitUyIQcR6eBUMp5BKXIlTuwv9zmQK7zqsbOjZdBDhKTSNaksRw==
dependencies:
"@preserves/core" ">=0.20.2"
"@syndicate-lang/core" "^0.14.1"