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polyhedron.js
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polyhedron.js
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// Polyhédronisme
//===================================================================================================
//
// A toy for constructing and manipulating polyhedra.
//
// Copyright 2019, Anselm Levskaya
// Released under the MIT License
//
function __range__(left, right, inclusive) {
let range = [];
let ascending = left < right;
let end = !inclusive ? right : ascending ? right + 1 : right - 1;
for (let i = left; ascending ? i < end : i > end; ascending ? i++ : i--) {
range.push(i);
}
return range;
}
// Polyhedra Functions
// =================================================================================================
//
// Topology stored as set of faces. Each face is list of n vertex indices
// corresponding to one oriented, n-sided face. Vertices listed clockwise as seen from outside.
// Generate an array of edges [v1,v2] for the face.
const faceToEdges = function(face) {
const edges = [];
let [v1] = face.slice(-1);
for (let v2 of face) {
edges.push([v1, v2]);
v1 = v2;
}
return edges;
};
const vertColors = function(poly) {
const vertcolors=[];
for (let i = 0; i < poly.faces.length; i++) {
const face = poly.faces[i];
for (let v of face) {
vertcolors[v] = poly.face_classes[i];
}
}
return vertcolors;
};
// Polyhedra Coloring Functions
// =================================================================================================
const rwb_palette = ["#ff7777", "#dddddd", "#889999", "#fff0e5",
"#aa3333", "#ff0000", "#ffffff", "#aaaaaa"];
let PALETTE = rwb_palette; // GLOBAL
const palette = function(n) {
const k = n % PALETTE.length;
return hextofloats(PALETTE[k])
};
// converts [h,s,l] float args to [r,g,b] list
function hsl2rgb(h, s, l) {
let r, g, b;
if (s == 0) {
r = g = b = l; // achromatic
} else {
const hue2rgb = function(p, q, t) {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1/6) return p + (q - p) * 6 * t;
if (t < 1/2) return q;
if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
let q = l < 0.5 ? l * (1 + s) : l + s - l * s;
let p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
return [r, g, b];
}
// converts #xxxxxx / #xxx format into list of [r,g,b] floats
const hextofloats = function(hexstr){
let rgb;
if (hexstr[0] === "#") {
hexstr = hexstr.slice(1);
}
if (hexstr.length === 3) {
rgb = hexstr.split('').map(c=> parseInt(c+c, 16)/255);
} else {
rgb = hexstr.match(/.{2}/g).map(c=> parseInt(c, 16)/255);
}
return rgb;
};
// converts [r,g,b] floats to #xxxxxx form
const floatstohex = function(rgb){
let r_hex = Number(parseInt(255 * rgb[0], 10)).toString(16);
let g_hex = Number(parseInt(255 * rgb[1], 10)).toString(16);
let b_hex = Number(parseInt(255 * rgb[2], 10)).toString(16);
return "#" + r_hex + g_hex + b_hex;
}
// randomize color palette
const rndcolors = function(){
let newpalette=[];
for(let i=0; i<100; i++){
let h = random();
let s = 0.5*random() + 0.3;
let l = 0.5*random() + 0.45;
let rgb = hsl2rgb(h, s, l);
newpalette.push(floatstohex(rgb));
}
return newpalette;
}
// color the faces of the polyhedra for display
const paintPolyhedron = function(poly) {
poly.face_classes = [];
const colormemory = {};
// memorized color assignment to faces of similar areas
const colorassign = function(hash, colormemory) {
//const hash = ar;
if (hash in colormemory) {
return colormemory[hash];
} else {
const fclr = _.toArray(colormemory).length;
colormemory[hash] = fclr;
return fclr;
}
};
for (var f of poly.faces) {
var clr, face_verts;
if (COLOR_METHOD === "area") {
// color by face planar area assuming flatness
face_verts = f.map(v => poly.vertices[v])
clr = colorassign(sigfigs(planararea(face_verts), COLOR_SENSITIVITY), colormemory);
} else if (COLOR_METHOD === "signature") {
// color by congruence signature
face_verts = f.map(v => poly.vertices[v])
clr = colorassign(faceSignature(face_verts, COLOR_SENSITIVITY), colormemory);
} else if (COLOR_METHOD === "inradius") {
// color by inradius
face_verts = f.map(v=>poly.vertices[v])
clr = colorassign(sigfigs(dot(normal(face_verts), face_verts[0])/mag(normal(face_verts)), COLOR_SENSITIVITY), colormemory);
} else {
// color by face-sidedness
clr = f.length - 3;
}
poly.face_classes.push(clr);
}
console.log(_.toArray(colormemory).length+" face classes");
return poly;
};
// z sorts faces of poly
// -------------------------------------------------------------------------
const sortfaces = function(poly) {
//smallestZ = (x) -> _.sortBy(x,(a,b)->a[2]-b[2])[0]
//closests = (smallestZ(poly.vertices[v] for v in f) for f in poly.faces)
let idx;
const centroids = poly.centers();
const normals = poly.normals();
const ray_origin = [0,0, ((persp_z_max * persp_ratio) - persp_z_min)/(1-persp_ratio)];
// sort by binary-space partition: are you on same side as view-origin or not?
// !!! there is something wrong with this. even triangulated surfaces have artifacts.
const planesort = (a,b) =>
//console.log dot(sub(ray_origin,a[0]),a[1]), dot(sub(b[0],a[0]),a[1])
-dot(sub(ray_origin,a[0]),a[1])*dot(sub(b[0],a[0]),a[1]);
// sort by centroid z-depth: not correct but more stable heuristic w. weird non-planar "polygons"
const zcentroidsort = (a, b) => a[0][2]-b[0][2];
const zsortIndex = _.zip(centroids, normals, __range__(0, poly.faces.length, false))
//.sort(planesort)
.sort(zcentroidsort)
.map(x=> x[2]);
// sort all face-associated properties
poly.faces = zsortIndex.map(idx=>poly.faces[idx]);
poly.face_classes = zsortIndex.map(idx=>poly.face_classes[idx]);
};
class polyhedron {
// constructor of initially null polyhedron
constructor(verts, faces, name) {
// array of faces. faces.length = # faces
this.faces = faces || new Array();
// array of vertex coords. vertices.length = # of vertices
this.vertices = verts || new Array();
this.name = name || "null polyhedron";
}
// return a non-redundant list of the polyhedron's edges
edges() {
let e, a, b;
const uniqEdges = {};
const faceEdges = this.faces.map(faceToEdges);
for (let edgeSet of faceEdges) {
for (e of edgeSet) {
if (e[0] < e[1]) {
[a, b] = e;
} else {
[b, a] = e;
}
uniqEdges[`${a}~${b}`] = e;
}
}
return _.values(uniqEdges);
}
// get array of face centers
centers() {
const centersArray = [];
for (let face of this.faces) {
let fcenter = [0, 0, 0];
// average vertex coords
for (let vidx of face) {
fcenter = add(fcenter, this.vertices[vidx]);
}
centersArray.push(mult(1.0 / face.length, fcenter));
}
// return face-ordered array of centroids
return centersArray;
}
// get array of face normals
normals() {
const normalsArray = [];
for (let face of this.faces) {
normalsArray.push(normal(face.map(vidx => this.vertices[vidx])));
}
return normalsArray;
}
// get array of array of vertices in faces
faceVerts() {
const vertsArray = [];
for (let face of this.faces) {
vertsArray.push(face.map(vidx => this.vertices[vidx]));
}
return vertsArray;
}
// informative string
data() {
const nEdges = (this.faces.length + this.vertices.length) - 2; // E = V + F - 2
return `${this.faces.length} faces, ${nEdges} edges, ${this.vertices.length} vertices`;
}
moreData() {
// return `min edge length ${this.minEdgeLength().toPrecision(4)}<br>` +
// `min face radius ${this.minFaceRadius().toPrecision(4)}<br>` +
// `polyhedron center ${this.magCenter().toPrecision(4)}<br>` +
return `inradius ${this.inradius().toPrecision(6)}`;
}
minEdgeLength() {
let min2 = Number.MAX_VALUE;
// compute minimum edge length
for (let e of this.edges()) {
// square of edge length
const d2 = mag2(sub(this.vertices[e[0]], this.vertices[e[1]]));
if (d2 < min2) {
min2 = d2;
}
}
// this is normalized if rescaling has happened.
return sqrt(min2);
}
minFaceRadius() {
let min2 = Number.MAX_VALUE;
const nFaces = this.faces.length;
const centers = this.centers();
for (let f = 0, end = nFaces; f < end; f++) {
const c = centers[f];
for (let e of faceToEdges(this.faces[f])) {
// Check distance from center to each edge.
const de2 = linePointDist2(this.vertices[e[0]], this.vertices[e[1]], c);
if (de2 < min2) {
min2 = de2;
}
}
}
return sqrt(min2);
}
magCenter() {
let polycenter = [0, 0, 0];
// sum centers to find center of gravity
for (let v of this.vertices) {
polycenter = add(polycenter, v);
}
return mag(polycenter);
}
inradius() {
let shr = Number.MAX_VALUE;
for (let f of this.faces) {
const norm = normal(f.map(v=>this.vertices[v]))
const s = dot(norm, this.vertices[f[0]])/mag(norm)
if (s < shr) {
shr = s;
}
}
return shr;
}
// Export / Formatting Routines --------------------------------------------------
// produces vanilla OBJ files for import into 3d apps
toOBJ() {
let f;
let v;
let objstr="#Produced by polyHédronisme http://levskaya.github.com/polyhedronisme\n";
objstr+=`group ${this.name}\n`;
objstr+="#vertices\n";
for (v of this.vertices) {
objstr += `v ${v[0]} ${v[1]} ${v[2]}\n`;
}
objstr += "#normal vector defs \n";
for (f of this.faces) {
const norm = normal(f.map(v=>this.vertices[v]))
objstr += `vn ${norm[0]} ${norm[1]} ${norm[2]}\n`;
}
objstr += "#face defs \n";
for (let i = 0; i < this.faces.length; i++) {
f = this.faces[i];
objstr += "f ";
for (v of f) {
objstr += `${v+1}//${i+1} `;
}
objstr += "\n";
}
return objstr;
}
toX3D() {
let v;
// ShapeWays uses 1unit = 1meter, so reduce to 3cm scale
const SCALE_FACTOR = .03;
// opening cruft
let x3dstr=`\
<?xml version="1.0" encoding ="UTF-8"?>
<X3D profile="Interchange" version="3.0">
<head>
<component name="Rendering" level="3"/>
<meta name="generator" content="Polyhedronisme"/>
<meta name="version" content="0.1.0"/>
</head>
<Scene>
<Shape>
<IndexedFaceSet normalPerVertex="false" coordIndex="\
`;
// face indices
for (let f of this.faces) {
for (v of f) {
x3dstr+=`${v} `;
}
x3dstr+='-1\n';
}
x3dstr+='">\n';
// per-face Color
x3dstr+='<Color color="';
for (let cl of vertColors(this)) {//@face_class
const clr=palette(cl);
x3dstr+=`${clr[0]} ${clr[1]} ${clr[2]} `;
}
x3dstr+='"/>';
// re-scaled xyz coordinates
x3dstr+='<Coordinate point="';
for (v of this.vertices) {
x3dstr+=`${v[0]*SCALE_FACTOR} ${v[1]*SCALE_FACTOR} ${v[2]*SCALE_FACTOR} `;
}
x3dstr+='"/>\n';
// end cruft
x3dstr+=`\
</IndexedFaceSet>
</Shape>
</Scene>
</X3D>`;
return x3dstr;
}
toVRML() {
let v;
// ShapeWays uses 1unit = 1meter, so reduce to 3cm scale
const SCALE_FACTOR = .03;
// opening cruft
let x3dstr=`\
#VRML V2.0 utf8
#Generated by Polyhedronisme
NavigationInfo {
type [ "EXAMINE", "ANY" ]
}
Transform {
scale 1 1 1
translation 0 0 0
children
[
Shape
{
geometry IndexedFaceSet
{
creaseAngle .5
solid FALSE
coord Coordinate
{
point
[\
`;
// re-scaled xyz coordinates
for (v of this.vertices) {
x3dstr+=`${v[0]*SCALE_FACTOR} ${v[1]*SCALE_FACTOR} ${v[2]*SCALE_FACTOR},`;
}
x3dstr=x3dstr.slice(0, +-2 + 1 || undefined);
x3dstr+=`\
]
}
color Color
{
color
[\
`;
// per-face Color
for (let cl of this.face_classes) {
const clr=palette(cl);
x3dstr+=`${clr[0]} ${clr[1]} ${clr[2]} ,`;
}
x3dstr=x3dstr.slice(0, +-2 + 1 || undefined);
x3dstr+=`\
]
}
colorPerVertex FALSE
coordIndex
[\
`;
// face indices
for (let f of this.faces) {
for (v of f) {
x3dstr+=`${v}, `;
}
x3dstr+='-1,';
}
x3dstr=x3dstr.slice(0, +-2 + 1 || undefined);
x3dstr+=`\
]
}
appearance Appearance
{
material Material
{
ambientIntensity 0.2
diffuseColor 0.9 0.9 0.9
specularColor .1 .1 .1
shininess .5
}
}
}
]
}\
`;
return x3dstr;
}
}
// ===================================================================================================
// Primitive Polyhedra Seeds
// ===================================================================================================
const tetrahedron = function() {
const poly = new polyhedron();
poly.name = "T";
poly.faces = [ [0,1,2], [0,2,3], [0,3,1], [1,3,2] ];
poly.vertices = [ [1.0,1.0,1.0], [1.0,-1.0,-1.0], [-1.0,1.0,-1.0], [-1.0,-1.0,1.0] ];
return poly;
};
const octahedron = function() {
const poly = new polyhedron();
poly.name = "O";
poly.faces = [ [0,1,2], [0,2,3], [0,3,4], [0,4,1], [1,4,5], [1,5,2], [2,5,3], [3,5,4] ];
poly.vertices = [ [0,0,1.4142135623730951], [1.4142135623730951,0,0], [0,1.4142135623730951,0], [-1.4142135623730951,0,0], [0,-1.4142135623730951,0], [0,0,-1.4142135623730951] ];
return poly;
};
const cube = function() {
const poly = new polyhedron();
poly.name = "C";
poly.faces = [ [3,0,1,2], [3,4,5,0], [0,5,6,1], [1,6,7,2], [2,7,4,3], [5,4,7,6] ];
poly.vertices = [ [0.7071067811865475,0.7071067811865475,0.7071067811865475], [-0.7071067811865475,0.7071067811865475,0.7071067811865475], [-0.7071067811865475,-0.7071067811865475,0.7071067811865475], [0.7071067811865475,-0.7071067811865475,0.7071067811865475],
[0.7071067811865475,-0.7071067811865475,-0.7071067811865475], [0.7071067811865475,0.7071067811865475,-0.7071067811865475], [-0.7071067811865475,0.7071067811865475,-0.7071067811865475], [-0.7071067811865475,-0.7071067811865475,-0.7071067811865475] ];
return poly;
};
const icosahedron = function() {
const poly = new polyhedron();
poly.name = "I";
poly.faces = [ [0,1,2], [0,2,3], [0,3,4], [0,4,5],
[0,5,1], [1,5,7], [1,7,6], [1,6,2],
[2,6,8], [2,8,3], [3,8,9], [3,9,4],
[4,9,10], [4,10,5], [5,10,7], [6,7,11],
[6,11,8], [7,10,11], [8,11,9], [9,11,10] ];
poly.vertices = [ [0,0,1.1755705045849463], [1.0514622242382672,0,0.5257311121191336],
[0.32491969623290634,1.0,0.5257311121191336], [-0.85065080835204,0.6180339887498949,0.5257311121191336],
[-0.85065080835204,-0.6180339887498949,0.5257311121191336], [0.32491969623290634,-1.0,0.5257311121191336],
[0.85065080835204,0.6180339887498949,-0.5257311121191336], [0.85065080835204,-0.6180339887498949,-0.5257311121191336],
[-0.32491969623290634,1.0,-0.5257311121191336], [-1.0514622242382672,0,-0.5257311121191336],
[-0.32491969623290634,-1.0,-0.5257311121191336], [0,0,-1.1755705045849463] ];
return poly;
};
const dodecahedron = function() {
const poly = new polyhedron();
poly.name = "D";
poly.faces = [ [0,1,4,7,2], [0,2,6,9,3], [0,3,8,5,1],
[1,5,11,10,4], [2,7,13,12,6], [3,9,15,14,8],
[4,10,16,13,7], [5,8,14,17,11], [6,12,18,15,9],
[10,11,17,19,16], [12,13,16,19,18], [14,15,18,19,17] ];
poly.vertices = [ [0,0,1.0704662693192697], [0.7136441795461799,0,0.7978784486061616],
[-0.35682208977308993,0.6180339887498949,0.7978784486061616], [-0.35682208977308993,-0.6180339887498949,0.7978784486061616],
[0.7978784486061616,0.6180339887498949,0.35682208977308993], [0.7978784486061616,-0.6180339887498949,0.35682208977308993],
[-0.9341723589627158,0.38196601125010515,0.35682208977308993], [0.1362939103565541,1.0,0.35682208977308993],
[0.1362939103565541,-1.0,0.35682208977308993], [-0.9341723589627158,-0.38196601125010515,0.35682208977308993],
[0.9341723589627158,0.38196601125010515,-0.35682208977308993], [0.9341723589627158,-0.38196601125010515,-0.35682208977308993],
[-0.7978784486061616,0.6180339887498949,-0.35682208977308993], [-0.1362939103565541,1.0,-0.35682208977308993],
[-0.1362939103565541,-1.0,-0.35682208977308993], [-0.7978784486061616,-0.6180339887498949,-0.35682208977308993],
[0.35682208977308993,0.6180339887498949,-0.7978784486061616], [0.35682208977308993,-0.6180339887498949,-0.7978784486061616],
[-0.7136441795461799,0,-0.7978784486061616], [0,0,-1.0704662693192697] ];
return poly;
};
const prism = function(n) {
let i;
const theta = (2*PI)/n; // pie angle
const h = sin(theta/2); // half-edge
let poly = new polyhedron();
poly.name = `P${n}`;
for (i = 0; i < n; i++) { // vertex #'s 0 to n-1 around one face
poly.vertices.push([-cos(i*theta), -sin(i*theta), -h]);
}
for (i = 0; i < n; i++) { // vertex #'s n to 2n-1 around other
poly.vertices.push([-cos(i*theta), -sin(i*theta), h]);
}
poly.faces.push(__range__(n-1, 0, true)); //top
poly.faces.push(__range__(n, 2*n, false)); //bottom
for (i = 0; i < n; i++) { //n square sides
poly.faces.push([i, (i+1)%n, ((i+1)%n)+n, i+n]);
}
poly = adjustXYZ(poly,1);
return poly;
};
const antiprism = function(n) {
let i;
const theta = (2*PI)/n; // pie angle
let h = sqrt(1-(4/((4+(2*cos(theta/2)))-(2*cos(theta)))));
let r = sqrt(1-(h*h));
const f = sqrt((h*h) + pow(r*cos(theta/2),2));
// correction so edge midpoints (not vertices) on unit sphere
r = -r/f;
h = -h/f;
let poly = new polyhedron();
poly.name = `A${n}`;
for (i = 0; i < n; i++) { // vertex #'s 0...n-1 around one face
poly.vertices.push([r * cos(i*theta), r * sin(i*theta), h]);
}
for (i = 0; i < n; i++) { // vertex #'s n...2n-1 around other
poly.vertices.push([r * cos((i+0.5)*theta), r * sin((i+0.5)*theta), -h]);
}
poly.faces.push(__range__(n-1, 0, true)); //top
poly.faces.push(__range__(n, (2*n)-1, true)); //bottom
for (i = 0; i <= n-1; i++) { //2n triangular sides
poly.faces.push([i, (i+1)%n, i+n]);
poly.faces.push([i, i+n, ((((n+i)-1)%n)+n)]);
}
poly = adjustXYZ(poly,1);
return poly;
};
const pyramid = function(n) {
let i;
const theta = (2*PI)/n; // pie angle
const height = 1;
let poly = new polyhedron();
poly.name = `Y${n}`;
for (i = 0; i < n; i++) { // vertex #'s 0...n-1 around one face
poly.vertices.push([-cos(i*theta), -sin(i*theta), -0.2]);
}
poly.vertices.push([0,0, height]); // apex
poly.faces.push(__range__(n-1, 0, true)); // base
for (i = 0; i < n; i++) { // n triangular sides
poly.faces.push([i, (i+1)%n, n]);
}
poly = canonicalXYZ(poly, 3);
return poly;
};
const cupola = function(n, alpha, height) {
let i;
if (n===undefined) { n = 3; }
if (alpha===undefined) { alpha = 0.0; }
let poly = new polyhedron();
poly.name = `U${n}`;
if (n < 2) {
return poly;
}
let s = 1.0;
// alternative face/height scaling
//let rb = s / 2 / sin(PI / 2 / n - alpha);
let rb = s / 2 / sin(PI / 2 / n);
let rt = s / 2 / sin(PI / n);
if (height===undefined) {
height = (rb - rt);
// set correct height for regularity for n=3,4,5
if (2 <= n && n <= 5) {
height = s * sqrt(1 - 1 / 4 / sin(PI/n) / sin(PI/n));
}
}
// init 3N vertices
for (i = 0; i < 3*n; i++) {
poly.vertices.push([0,0,0]);
}
// fill vertices
for (i = 0; i < n; i++) {
poly.vertices[2*i] = [rb * cos(PI*(2*i)/n + PI/2/n+alpha),
rb * sin(PI*(2*i)/n + PI/2/n+alpha),
0.0];
poly.vertices[2*i+1] = [rb * cos(PI*(2*i+1)/n + PI/2/n-alpha),
rb * sin(PI*(2*i+1)/n + PI/2/n-alpha),
0.0];
poly.vertices[2*n+i] = [rt * cos(2*PI*i/n),
rt * sin(2*PI*i/n),
height];
}
poly.faces.push(__range__(2*n-1, 0, true)); // base
poly.faces.push(__range__(2*n, 3*n-1, true)); // top
for (i = 0; i < n; i++) { // n triangular sides and n square sides
poly.faces.push([(2*i+1)%(2*n), (2*i+2)%(2*n), 2*n+(i+1)%n]);
poly.faces.push([2*i, (2*i+1)%(2*n), 2*n+(i+1)%n, 2*n+i]);
}
return poly;
}
const anticupola = function(n, alpha, height) {
let i;
if (n===undefined) { n = 3; }
if (alpha===undefined) { alpha = 0.0; }
let poly = new polyhedron();
poly.name = `U${n}`;
if (n < 3) {
return poly;
}
let s = 1.0;
// alternative face/height scaling
//let rb = s / 2 / sin(PI / 2 / n - alpha);
let rb = s / 2 / sin(PI / 2 / n);
let rt = s / 2 / sin(PI / n);
if (height===undefined) {
height = (rb - rt);
}
// init 3N vertices
for (i = 0; i < 3*n; i++) {
poly.vertices.push([0,0,0]);
}
// fill vertices
for (i = 0; i < n; i++) {
poly.vertices[2*i] = [rb * cos(PI*(2*i)/n + alpha),
rb * sin(PI*(2*i)/n + alpha),
0.0];
poly.vertices[2*i+1] = [rb * cos(PI*(2*i+1)/n - alpha),
rb * sin(PI*(2*i+1)/n - alpha),
0.0];
poly.vertices[2*n+i] = [rt * cos(2*PI*i/n),
rt * sin(2*PI*i/n),
height];
}
poly.faces.push(__range__(2*n-1, 0, true)); // base
poly.faces.push(__range__(2*n, 3*n-1, true)); // top
for (i = 0; i < n; i++) { // n triangular sides and n square sides
poly.faces.push([(2*i)%(2*n), (2*i+1)%(2*n), 2*n+(i)%n]);
poly.faces.push([2*n+(i+1)%n, (2*i+1)%(2*n), (2*i+2)%(2*n)]);
poly.faces.push([2*n+(i+1)%n, 2*n+(i)%n, (2*i+1)%(2*n)]);
}
return poly;
}
const Qgrid = function(n) {
let i, j;
let poly = new polyhedron();
poly.name = `Q${n}`;
for (i = 0; i < n; i++) { // vertex #'s 0...n-1 around one face
for (j = 0; j < n; j++) { // vertex #'s 0...n-1 around one face
poly.vertices.push([n / 2 - i, n / 2 - j, 0 ]);
}
}
for (i = 0; i < n - 1; i++) { // vertex #'s 0...n-1 around one face
for (j = 0; j < n - 1; j++) { // vertex #'s 0...n-1 around one face
poly.faces.push([i * n + j, i * n + j + 1, (i + 1) * n + j + 1, (i + 1) * n + j]);
}
}
// poly = canonicalXYZ(poly, 3);
return poly;
};