GeometryUtils.js 5.4 KB

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  1. import { Vector3 } from 'three';
  2. /**
  3. * Generates 2D-Coordinates in a very fast way.
  4. *
  5. * Based on work by:
  6. * @link http://www.openprocessing.org/sketch/15493
  7. *
  8. * @param {Vector3} center - Center of Hilbert curve.
  9. * @param {number} [size=10] - Total width of Hilbert curve.
  10. * @param {number} [iterations=10] - Number of subdivisions.
  11. * @param {number} [v0=0] - Corner index -X, -Z.
  12. * @param {number} [v1=1] - Corner index -X, +Z.
  13. * @param {number} [v2=2] - Corner index +X, +Z.
  14. * @param {number} [v3=3] - Corner index +X, -Z.
  15. * @returns {Array<Array<number>>} The Hilbert curve points.
  16. */
  17. function hilbert2D( center = new Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3 ) {
  18. const half = size / 2;
  19. const vec_s = [
  20. new Vector3( center.x - half, center.y, center.z - half ),
  21. new Vector3( center.x - half, center.y, center.z + half ),
  22. new Vector3( center.x + half, center.y, center.z + half ),
  23. new Vector3( center.x + half, center.y, center.z - half )
  24. ];
  25. const vec = [
  26. vec_s[ v0 ],
  27. vec_s[ v1 ],
  28. vec_s[ v2 ],
  29. vec_s[ v3 ]
  30. ];
  31. // Recurse iterations
  32. if ( 0 <= -- iterations ) {
  33. return [
  34. ...hilbert2D( vec[ 0 ], half, iterations, v0, v3, v2, v1 ),
  35. ...hilbert2D( vec[ 1 ], half, iterations, v0, v1, v2, v3 ),
  36. ...hilbert2D( vec[ 2 ], half, iterations, v0, v1, v2, v3 ),
  37. ...hilbert2D( vec[ 3 ], half, iterations, v2, v1, v0, v3 )
  38. ];
  39. }
  40. // Return complete Hilbert Curve.
  41. return vec;
  42. }
  43. /**
  44. * Generates 3D-Coordinates in a very fast way.
  45. *
  46. * Based on work by:
  47. * @link https://openprocessing.org/user/5654
  48. *
  49. * @param {Vector3} [center=new Vector3( 0, 0, 0 )] - Center of Hilbert curve.
  50. * @param {number} [size=10] - Total width of Hilbert curve.
  51. * @param {number} [iterations=1] - Number of subdivisions.
  52. * @param {number} [v0=0] - Corner index -X, +Y, -Z.
  53. * @param {number} [v1=1] - Corner index -X, +Y, +Z.
  54. * @param {number} [v2=2] - Corner index -X, -Y, +Z.
  55. * @param {number} [v3=3] - Corner index -X, -Y, -Z.
  56. * @param {number} [v4=4] - Corner index +X, -Y, -Z.
  57. * @param {number} [v5=5] - Corner index +X, -Y, +Z.
  58. * @param {number} [v6=6] - Corner index +X, +Y, +Z.
  59. * @param {number} [v7=7] - Corner index +X, +Y, -Z.
  60. * @returns {Array<Array<number>>} - The Hilbert curve points.
  61. */
  62. function hilbert3D( center = new Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3, v4 = 4, v5 = 5, v6 = 6, v7 = 7 ) {
  63. // Default Vars
  64. const half = size / 2;
  65. const vec_s = [
  66. new Vector3( center.x - half, center.y + half, center.z - half ),
  67. new Vector3( center.x - half, center.y + half, center.z + half ),
  68. new Vector3( center.x - half, center.y - half, center.z + half ),
  69. new Vector3( center.x - half, center.y - half, center.z - half ),
  70. new Vector3( center.x + half, center.y - half, center.z - half ),
  71. new Vector3( center.x + half, center.y - half, center.z + half ),
  72. new Vector3( center.x + half, center.y + half, center.z + half ),
  73. new Vector3( center.x + half, center.y + half, center.z - half )
  74. ];
  75. const vec = [
  76. vec_s[ v0 ],
  77. vec_s[ v1 ],
  78. vec_s[ v2 ],
  79. vec_s[ v3 ],
  80. vec_s[ v4 ],
  81. vec_s[ v5 ],
  82. vec_s[ v6 ],
  83. vec_s[ v7 ]
  84. ];
  85. // Recurse iterations
  86. if ( -- iterations >= 0 ) {
  87. return [
  88. ...hilbert3D( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ),
  89. ...hilbert3D( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ),
  90. ...hilbert3D( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ),
  91. ...hilbert3D( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ),
  92. ...hilbert3D( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ),
  93. ...hilbert3D( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ),
  94. ...hilbert3D( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ),
  95. ...hilbert3D( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 )
  96. ];
  97. }
  98. // Return complete Hilbert Curve.
  99. return vec;
  100. }
  101. /**
  102. * Generates a Gosper curve (lying in the XY plane)
  103. *
  104. * https://gist.github.com/nitaku/6521802
  105. *
  106. * @param {number} [size=1] - The size of a single gosper island.
  107. * @return {Array<[number, number, number]>} The gosper island points.
  108. */
  109. function gosper( size = 1 ) {
  110. function fractalize( config ) {
  111. let output;
  112. let input = config.axiom;
  113. for ( let i = 0, il = config.steps; 0 <= il ? i < il : i > il; 0 <= il ? i ++ : i -- ) {
  114. output = '';
  115. for ( let j = 0, jl = input.length; j < jl; j ++ ) {
  116. const char = input[ j ];
  117. if ( char in config.rules ) {
  118. output += config.rules[ char ];
  119. } else {
  120. output += char;
  121. }
  122. }
  123. input = output;
  124. }
  125. return output;
  126. }
  127. function toPoints( config ) {
  128. let currX = 0, currY = 0;
  129. let angle = 0;
  130. const path = [ 0, 0, 0 ];
  131. const fractal = config.fractal;
  132. for ( let i = 0, l = fractal.length; i < l; i ++ ) {
  133. const char = fractal[ i ];
  134. if ( char === '+' ) {
  135. angle += config.angle;
  136. } else if ( char === '-' ) {
  137. angle -= config.angle;
  138. } else if ( char === 'F' ) {
  139. currX += config.size * Math.cos( angle );
  140. currY += - config.size * Math.sin( angle );
  141. path.push( currX, currY, 0 );
  142. }
  143. }
  144. return path;
  145. }
  146. //
  147. const gosper = fractalize( {
  148. axiom: 'A',
  149. steps: 4,
  150. rules: {
  151. A: 'A+BF++BF-FA--FAFA-BF+',
  152. B: '-FA+BFBF++BF+FA--FA-B'
  153. }
  154. } );
  155. const points = toPoints( {
  156. fractal: gosper,
  157. size: size,
  158. angle: Math.PI / 3 // 60 degrees
  159. } );
  160. return points;
  161. }
  162. export {
  163. hilbert2D,
  164. hilbert3D,
  165. gosper,
  166. };
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