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📄 ConvexHull.js

📊 Analysis Summary

Metric Count
🔧 Functions 40
🧱 Classes 5
📦 Imports 4
📊 Variables & Constants 68

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/math/ConvexHull.js

📦 Imports

Name Source
Line3 three
Plane three
Triangle three
Vector3 three

Variables & Constants

Name Type Kind Value Exported
Visible 0 let/var 0
Deleted 1 let/var 1
_v1 any let/var new Vector3()
_line3 any let/var new Line3()
_plane any let/var new Plane()
_closestPoint any let/var new Vector3()
_triangle any let/var new Triangle()
points any[] let/var []
geometry any let/var node.geometry
attribute any let/var geometry.attributes.position
point any let/var new Vector3()
faces any[] let/var this.faces
face any let/var faces[ i ]
faces any[] let/var this.faces
tNear number let/var - Infinity
tFar number let/var Infinity
face any let/var faces[ i ]
t number let/var ( vD !== 0 ) ? ( - vN / vD ) : 0
start VertexNode let/var face.outside
end VertexNode let/var face.outside
vertex VertexNode let/var faceVertices
nextVertex VertexNode let/var vertex.next
nextVertex VertexNode let/var vertex.next
maxDistance number let/var this.tolerance
maxFace any let/var null
face Face let/var newFaces[ i ]
min any let/var new Vector3()
max any let/var new Vector3()
minVertices any[] let/var []
maxVertices any[] let/var []
vertex any let/var this.vertices[ i ]
point any let/var vertex.point
vertices any[] let/var this.vertices
min any let/var extremes.min
max any let/var extremes.max
maxDistance number let/var 0
index number let/var 0
distance number let/var max[ i ].point.getComponent( i ) - min[ i ].point.getComponent( i )
v0 any let/var min[ index ]
v1 any let/var max[ index ]
v2 any let/var *not shown*
v3 any let/var *not shown*
vertex any let/var vertices[ i ]
vertex any let/var vertices[ i ]
faces any[] let/var []
j number let/var ( i + 1 ) % 3
j number let/var ( i + 1 ) % 3
vertex any let/var vertices[ i ]
maxFace any let/var null
activeFaces any[] let/var []
face any let/var this.faces[ i ]
eyeVertex any let/var *not shown*
maxDistance number let/var 0
eyeFace Face let/var this.assigned.first().face
vertex VertexNode let/var eyeFace.outside
edge any let/var *not shown*
twinEdge HalfEdge let/var edge.twin
oppositeFace Face let/var twinEdge.face
firstSideEdge any let/var null
previousSideEdge any let/var null
horizonEdge HalfEdge let/var horizon[ i ]
horizon any[] let/var []
vertex any let/var *not shown*
face Face let/var new Face()
e0 HalfEdge let/var new HalfEdge( a, face )
e1 HalfEdge let/var new HalfEdge( b, face )
e2 HalfEdge let/var new HalfEdge( c, face )
edge HalfEdge let/var this.edge

Functions

ConvexHull.setFromPoints(points: Vector3[]): ConvexHull

JSDoc:

/**
     * Computes to convex hull for the given array of points.
     *
     * @param {Array<Vector3>} points - The array of points in 3D space.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • points Vector3[]

Returns: ConvexHull

Calls:

  • this.makeEmpty
  • this.vertices.push
  • this._compute

Internal Comments:

// The algorithm needs at least four points.

Code
setFromPoints( points ) {

        // The algorithm needs at least four points.

        if ( points.length >= 4 ) {

            this.makeEmpty();

            for ( let i = 0, l = points.length; i < l; i ++ ) {

                this.vertices.push( new VertexNode( points[ i ] ) );

            }

            this._compute();

        }

        return this;

    }

ConvexHull.setFromObject(object: Object3D): ConvexHull

JSDoc:

/**
     * Computes the convex hull of the given 3D object (including its descendants),
     * accounting for the world transforms of both the 3D object and its descendants.
     *
     * @param {Object3D} object - The 3D object to compute the convex hull for.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • object Object3D

Returns: ConvexHull

Calls:

  • object.updateMatrixWorld
  • object.traverse
  • point.fromBufferAttribute( attribute, i ).applyMatrix4
  • points.push
  • this.setFromPoints
Code
setFromObject( object ) {

        const points = [];

        object.updateMatrixWorld( true );

        object.traverse( function ( node ) {

            const geometry = node.geometry;

            if ( geometry !== undefined ) {

                const attribute = geometry.attributes.position;

                if ( attribute !== undefined ) {

                    for ( let i = 0, l = attribute.count; i < l; i ++ ) {

                        const point = new Vector3();

                        point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );

                        points.push( point );

                    }

                }

            }

        } );

        return this.setFromPoints( points );

    }

ConvexHull.containsPoint(point: Vector3): boolean

JSDoc:

/**
     * Returns `true` if the given point lies in the convex hull.
     *
     * @param {Vector3} point - The point to test.
     * @return {boolean} Whether the given point lies in the convex hull or not.
     */

Parameters:

  • point Vector3

Returns: boolean

Calls:

  • face.distanceToPoint

Internal Comments:

// compute signed distance and check on what half space the point lies

Code
containsPoint( point ) {

        const faces = this.faces;

        for ( let i = 0, l = faces.length; i < l; i ++ ) {

            const face = faces[ i ];

            // compute signed distance and check on what half space the point lies

            if ( face.distanceToPoint( point ) > this.tolerance ) return false;

        }

        return true;

    }

ConvexHull.intersectRay(ray: Ray, target: Vector3): any

JSDoc:

/**
     * Computes the intersections point of the given ray and this convex hull.
     *
     * @param {Ray} ray - The ray to test.
     * @param {Vector3} target - The target vector that is used to store the method's result.
     * @return {Vector3|null} The intersection point. Returns `null` if not intersection was detected.
     */

Parameters:

  • ray Ray
  • target Vector3

Returns: any

Calls:

  • face.distanceToPoint
  • face.normal.dot
  • Math.min
  • Math.max
  • ray.at

Internal Comments:

// based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II (x2)
// interpret faces as planes for the further computation (x2)
// if the origin is on the positive side of a plane (so the plane can "see" the origin) and
// the ray is turned away or parallel to the plane, there is no intersection
// compute the distance from the ray’s origin to the intersection with the plane (x2)
// only proceed if the distance is positive. a negative distance means the intersection point
// lies "behind" the origin
// now categorized plane as front-facing or back-facing
// plane faces away from the ray, so this plane is a back-face (x3)
// front-face (x3)
// if tNear ever is greater than tFar, the ray must miss the convex hull
// evaluate intersection point
// always try tNear first since its the closer intersection point

Code
intersectRay( ray, target ) {

        // based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II

        const faces = this.faces;

        let tNear = - Infinity;
        let tFar = Infinity;

        for ( let i = 0, l = faces.length; i < l; i ++ ) {

            const face = faces[ i ];

            // interpret faces as planes for the further computation

            const vN = face.distanceToPoint( ray.origin );
            const vD = face.normal.dot( ray.direction );

            // if the origin is on the positive side of a plane (so the plane can "see" the origin) and
            // the ray is turned away or parallel to the plane, there is no intersection

            if ( vN > 0 && vD >= 0 ) return null;

            // compute the distance from the ray’s origin to the intersection with the plane

            const t = ( vD !== 0 ) ? ( - vN / vD ) : 0;

            // only proceed if the distance is positive. a negative distance means the intersection point
            // lies "behind" the origin

            if ( t <= 0 ) continue;

            // now categorized plane as front-facing or back-facing

            if ( vD > 0 ) {

                // plane faces away from the ray, so this plane is a back-face

                tFar = Math.min( t, tFar );

            } else {

                // front-face

                tNear = Math.max( t, tNear );

            }

            if ( tNear > tFar ) {

                // if tNear ever is greater than tFar, the ray must miss the convex hull

                return null;

            }

        }

        // evaluate intersection point

        // always try tNear first since its the closer intersection point

        if ( tNear !== - Infinity ) {

            ray.at( tNear, target );

        } else {

            ray.at( tFar, target );

        }

        return target;

    }

ConvexHull.intersectsRay(ray: Ray): boolean

JSDoc:

/**
     * Returns `true` if the given ray intersects with this convex hull.
     *
     * @param {Ray} ray - The ray to test.
     * @return {boolean} Whether the given ray intersects with this convex hull or not.
     */

Parameters:

  • ray Ray

Returns: boolean

Calls:

  • this.intersectRay
Code
intersectsRay( ray ) {

        return this.intersectRay( ray, _v1 ) !== null;

    }

ConvexHull.makeEmpty(): ConvexHull

JSDoc:

/**
     * Makes the convex hull empty.
     *
     * @return {ConvexHull} A reference to this convex hull.
     */

Returns: ConvexHull

Code
makeEmpty() {

        this.faces = [];
        this.vertices = [];

        return this;

    }

ConvexHull._addVertexToFace(vertex: VertexNode, face: Face): ConvexHull

JSDoc:

/**
     * Adds a vertex to the 'assigned' list of vertices and assigns it to the given face.
     *
     * @private
     * @param {VertexNode} vertex - The vertex to add.
     * @param {Face} face - The target face.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • vertex VertexNode
  • face Face

Returns: ConvexHull

Calls:

  • this.assigned.append
  • this.assigned.insertBefore
Code
_addVertexToFace( vertex, face ) {

        vertex.face = face;

        if ( face.outside === null ) {

            this.assigned.append( vertex );

        } else {

            this.assigned.insertBefore( face.outside, vertex );

        }

        face.outside = vertex;

        return this;

    }

ConvexHull._removeVertexFromFace(vertex: VertexNode, face: Face): ConvexHull

JSDoc:

/**
     * Removes a vertex from the 'assigned' list of vertices and from the given face.
     * It also makes sure that the link from 'face' to the first vertex it sees in 'assigned'
     * is linked correctly after the removal.
     *
     * @private
     * @param {VertexNode} vertex - The vertex to remove.
     * @param {Face} face - The target face.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • vertex VertexNode
  • face Face

Returns: ConvexHull

Calls:

  • this.assigned.remove

Internal Comments:

// fix face.outside link
// face has at least 2 outside vertices, move the 'outside' reference (x4)
// vertex was the only outside vertex that face had (x4)

Code
_removeVertexFromFace( vertex, face ) {

        if ( vertex === face.outside ) {

            // fix face.outside link

            if ( vertex.next !== null && vertex.next.face === face ) {

                // face has at least 2 outside vertices, move the 'outside' reference

                face.outside = vertex.next;

            } else {

                // vertex was the only outside vertex that face had

                face.outside = null;

            }

        }

        this.assigned.remove( vertex );

        return this;

    }

ConvexHull._removeAllVerticesFromFace(face: Face): VertexNode

JSDoc:

/**
     * Removes all the visible vertices that a given face is able to see which are stored in
     * the 'assigned' vertex list.
     *
     * @private
     * @param {Face} face - The target face.
     * @return {VertexNode|undefined} A reference to this convex hull.
     */

Parameters:

  • face Face

Returns: VertexNode

Calls:

  • this.assigned.removeSubList

Internal Comments:

// reference to the first and last vertex of this face (x2)
// fix references (x4)

Code
_removeAllVerticesFromFace( face ) {

        if ( face.outside !== null ) {

            // reference to the first and last vertex of this face

            const start = face.outside;
            let end = face.outside;

            while ( end.next !== null && end.next.face === face ) {

                end = end.next;

            }

            this.assigned.removeSubList( start, end );

            // fix references

            start.prev = end.next = null;
            face.outside = null;

            return start;

        }

    }

ConvexHull._deleteFaceVertices(face: Face, absorbingFace: Face): ConvexHull

JSDoc:

/**
     * Removes all the visible vertices that `face` is able to see.
     *
     * - If `absorbingFace` doesn't exist, then all the removed vertices will be added to the 'unassigned' vertex list.
     * - If `absorbingFace` exists, then this method will assign all the vertices of 'face' that can see 'absorbingFace'.
     * - If a vertex cannot see `absorbingFace`, it's added to the 'unassigned' vertex list.
     *
     * @private
     * @param {Face} face - The given face.
     * @param {Face} [absorbingFace] - An optional face that tries to absorb the vertices of the first face.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • face Face
  • absorbingFace Face

Returns: ConvexHull

Calls:

  • this._removeAllVerticesFromFace
  • this.unassigned.appendChain
  • absorbingFace.distanceToPoint
  • this._addVertexToFace
  • this.unassigned.append

Internal Comments:

// mark the vertices to be reassigned to some other face (x5)
// if there's an absorbing face try to assign as many vertices as possible to it (x2)
// we need to buffer the subsequent vertex at this point because the 'vertex.next' reference (x2)
// will be changed by upcoming method calls (x2)
// check if 'vertex' is able to see 'absorbingFace'
// now assign next vertex (x3)

Code
_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;

    }

ConvexHull._resolveUnassignedPoints(newFaces: Face[]): ConvexHull

JSDoc:

/**
     * Reassigns as many vertices as possible from the unassigned list to the new faces.
     *
     * @private
     * @param {Array<Face>} newFaces - The new faces.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • newFaces Face[]

Returns: ConvexHull

Calls:

  • this.unassigned.isEmpty
  • this.unassigned.first
  • face.distanceToPoint
  • this._addVertexToFace

Internal Comments:

// buffer 'next' reference, see ._deleteFaceVertices() (x2)
// 'maxFace' can be null e.g. if there are identical vertices

Code
_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;

    }

ConvexHull._computeExtremes(): any

JSDoc:

/**
     * Computes the extremes values (min/max vectors) which will be used to
     * compute the initial hull.
     *
     * @private
     * @return {Object} The extremes.
     */

Returns: any

Calls:

  • min.copy
  • max.copy
  • point.getComponent
  • min.getComponent
  • min.setComponent
  • max.getComponent
  • max.setComponent
  • Math.max
  • Math.abs

Internal Comments:

// initially assume that the first vertex is the min/max
// compute the min/max vertex on all six directions
// update the min coordinates
// update the max coordinates
// use min/max vectors to compute an optimal epsilon (x4)

Code
_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 };

    }

ConvexHull._computeInitialHull(): ConvexHull

JSDoc:

/**
     * Computes the initial simplex assigning to its faces all the points that are
     * candidates to form part of the hull.
     *
     * @private
     * @return {ConvexHull} A reference to this convex hull.
     */

Returns: ConvexHull

Calls:

  • this._computeExtremes
  • max[ i ].point.getComponent
  • min[ i ].point.getComponent
  • _line3.set
  • _line3.closestPointToPoint
  • _closestPoint.distanceToSquared
  • _plane.setFromCoplanarPoints
  • Math.abs
  • _plane.distanceToPoint
  • faces.push
  • Face.create
  • faces[ i + 1 ].getEdge( 2 ).setTwin
  • faces[ 0 ].getEdge
  • faces[ i + 1 ].getEdge( 1 ).setTwin
  • faces[ j + 1 ].getEdge
  • faces[ i + 1 ].getEdge( 0 ).setTwin
  • this.faces.push
  • this.faces[ j ].distanceToPoint
  • this._addVertexToFace

Internal Comments:

// 1. Find the two vertices 'v0' and 'v1' with the greatest 1d separation (x2)
// (max.x - min.x) (x2)
// (max.y - min.y) (x2)
// (max.z - min.z) (x2)
// 2. The next vertex 'v2' is the one farthest to the line formed by 'v0' and 'v1' (x3)
// 3. The next vertex 'v3' is the one farthest to the plane 'v0', 'v1', 'v2' (x3)
// the face is not able to see the point so 'plane.normal' is pointing outside the tetrahedron (x4)
// set the twin edge (x2)
// join face[ i ] i > 0, with the first face (x14)
// join face[ i ] with face[ i + 1 ], 1 <= i <= 3 (x7)
// the face is able to see the point so 'plane.normal' is pointing inside the tetrahedron (x4)
// join face[ i ] with face[ i + 1 ] (x7)
// the initial hull is the tetrahedron
// initial assignment of vertices to the faces of the tetrahedron

Code
_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;

    }

ConvexHull._reindexFaces(): ConvexHull

JSDoc:

/**
     * Removes inactive (e.g. deleted) faces from the internal face list.
     *
     * @private
     * @return {ConvexHull} A reference to this convex hull.
     */

Returns: ConvexHull

Calls:

  • activeFaces.push
Code
_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;

    }

ConvexHull._nextVertexToAdd(): VertexNode

JSDoc:

/**
     * Finds the next vertex to create faces with the current hull.
     *
     * - Let the initial face be the first face existing in the 'assigned' vertex list.
     * - If a face doesn't exist then return since there're no vertices left.
     * - Otherwise for each vertex that face sees find the one furthest away from it.
     *
     * @private
     * @return {?VertexNode} The next vertex to add.
     */

Returns: VertexNode

Calls:

  • this.assigned.isEmpty
  • this.assigned.first
  • eyeFace.distanceToPoint

Internal Comments:

// if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined'
// grab the first available face and start with the first visible vertex of that face (x2)
// now calculate the farthest vertex that face can see

Code
_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;

            // grab 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;

        }

    }

ConvexHull._computeHorizon(eyePoint: Vector3, crossEdge: HalfEdge, face: Face, horizon: HalfEdge[]): ConvexHull

JSDoc:

/**
     * 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'.
     *
     * @private
     * @param {Vector3} eyePoint - The 3D-coordinates of a point.
     * @param {HalfEdge} crossEdge - The edge used to jump to the current face.
     * @param {Face} face - The current face being tested.
     * @param {Array<HalfEdge>} horizon - The edges that form part of the horizon in CCW order.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • eyePoint Vector3
  • crossEdge HalfEdge
  • face Face
  • horizon HalfEdge[]

Returns: ConvexHull

Calls:

  • this._deleteFaceVertices
  • face.getEdge
  • oppositeFace.distanceToPoint
  • this._computeHorizon
  • horizon.push

Internal Comments:

// moves face's vertices to the 'unassigned' vertex list (x4)
// start from the next edge since 'crossEdge' was already analyzed (x3)
// (actually 'crossEdge.twin' was the edge who called this method recursively) (x3)
// the opposite face can see the vertex, so proceed with next edge (x4)
// the opposite face can't see the vertex, so this edge is part of the horizon (x4)

Code
_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;

    }

ConvexHull._addAdjoiningFace(eyeVertex: VertexNode, horizonEdge: HalfEdge): HalfEdge

JSDoc:

/**
     * Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head'
     * in CCW order. All the half edges are created in CCW order thus the face is always pointing
     * outside the hull.
     *
     * @private
     * @param {VertexNode} eyeVertex - The vertex that is added to the hull.
     * @param {HalfEdge} horizonEdge - A single edge of the horizon.
     * @return {HalfEdge} The half edge whose vertex is the eyeVertex.
     */

Parameters:

  • eyeVertex VertexNode
  • horizonEdge HalfEdge

Returns: HalfEdge

Calls:

  • Face.create
  • horizonEdge.tail
  • horizonEdge.head
  • this.faces.push
  • face.getEdge( - 1 ).setTwin
  • face.getEdge

Internal Comments:

// all the half edges are created in ccw order thus the face is always pointing outside the hull (x2)
// join face.getEdge( - 1 ) with the horizon's opposite edge face.getEdge( - 1 ) = face.getEdge( 2 ) (x6)

Code
_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


    }

ConvexHull._addNewFaces(eyeVertex: VertexNode, horizon: HalfEdge[]): ConvexHull

JSDoc:

/**
     * Adds 'horizon.length' faces to the hull, each face will be linked with the horizon
     * opposite face and the face on the left/right.
     *
     * @private
     * @param {VertexNode} eyeVertex - The vertex that is added to the hull.
     * @param {Array<HalfEdge>} horizon - The horizon.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • eyeVertex VertexNode
  • horizon HalfEdge[]

Returns: ConvexHull

Calls:

  • this._addAdjoiningFace
  • sideEdge.next.setTwin
  • this.newFaces.push
  • firstSideEdge.next.setTwin

Internal Comments:

// returns the right side edge (x2)
// joins face.getEdge( 1 ) with previousFace.getEdge( 0 ) (x5)
// perform final join of new faces (x5)

Code
_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;

    }

ConvexHull._addVertexToHull(eyeVertex: VertexNode): ConvexHull

JSDoc:

/**
     * Adds a vertex to the hull with the following algorithm:
     *
     * - Compute the 'horizon' which is a chain of half edges. For an edge to belong to this group
     * it must be the edge connecting a face that can see 'eyeVertex' and a face which cannot see 'eyeVertex'.
     * - All the faces that can see 'eyeVertex' have its visible vertices removed from the assigned vertex list.
     * - A new set of faces is created with each edge of the 'horizon' and 'eyeVertex'. Each face is connected
     * with the opposite horizon face and the face on the left/right.
     * - The vertices removed from all the visible faces are assigned to the new faces if possible.
     *
     * @private
     * @param {VertexNode} eyeVertex - The vertex to add.
     * @return {ConvexHull} A reference to this convex hull.
     */

Parameters:

  • eyeVertex VertexNode

Returns: ConvexHull

Calls:

  • this.unassigned.clear
  • this._removeVertexFromFace
  • this._computeHorizon
  • this._addNewFaces
  • this._resolveUnassignedPoints

Internal Comments:

// remove 'eyeVertex' from 'eyeVertex.face' so that it can't be added to the 'unassigned' vertex list (x4)
// reassign 'unassigned' vertices to the new faces (x4)

Code
_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;

    }

ConvexHull._cleanup(): ConvexHull

JSDoc:

/**
     * Cleans up internal properties after computing the convex hull.
     *
     * @private
     * @return {ConvexHull} A reference to this convex hull.
     */

Returns: ConvexHull

Calls:

  • this.assigned.clear
  • this.unassigned.clear
Code
_cleanup() {

        this.assigned.clear();
        this.unassigned.clear();
        this.newFaces = [];

        return this;

    }

ConvexHull._compute(): ConvexHull

JSDoc:

/**
     * Starts the execution of the quick hull algorithm.
     *
     * @private
     * @return {ConvexHull} A reference to this convex hull.
     */

Returns: ConvexHull

Calls:

  • this._computeInitialHull
  • this._nextVertexToAdd
  • this._addVertexToHull
  • this._reindexFaces
  • this._cleanup

Internal Comments:

// add all available vertices gradually to the hull

Code
_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;

    }

Face.create(a: VertexNode, b: VertexNode, c: VertexNode): Face

JSDoc:

/**
     * Creates a face from the given vertex nodes.
     *
     * @private
     * @param {VertexNode} a - The first vertex node.
     * @param {VertexNode} b - The second vertex node.
     * @param {VertexNode} c - The third vertex node.
     * @return {Face} The created face.
     */

Parameters:

  • a VertexNode
  • b VertexNode
  • c VertexNode

Returns: Face

Calls:

  • face.compute

Internal Comments:

// join edges (x4)
// main half edge reference (x4)

Code
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();

    }

Face.getEdge(i: number): HalfEdge

JSDoc:

/**
     * Returns an edge by the given index.
     *
     * @private
     * @param {number} i - The edge index.
     * @return {HalfEdge} The edge.
     */

Parameters:

  • i number

Returns: HalfEdge

Code
getEdge( i ) {

        let edge = this.edge;

        while ( i > 0 ) {

            edge = edge.next;
            i --;

        }

        while ( i < 0 ) {

            edge = edge.prev;
            i ++;

        }

        return edge;

    }

Face.compute(): Face

JSDoc:

/**
     * Computes all properties of the face.
     *
     * @private
     * @return {Face} A reference to this face.
     */

Returns: Face

Calls:

  • this.edge.tail
  • this.edge.head
  • this.edge.next.head
  • _triangle.set
  • _triangle.getNormal
  • _triangle.getMidpoint
  • _triangle.getArea
  • this.normal.dot
Code
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;

    }

Face.distanceToPoint(point: Vector3): number

JSDoc:

/**
     * Returns the signed distance from a given point to the plane representation of this face.
     *
     * @private
     * @param {Vector3} point - The point to compute the distance to.
     * @return {number} The distance.
     */

Parameters:

  • point Vector3

Returns: number

Calls:

  • this.normal.dot
Code
distanceToPoint( point ) {

        return this.normal.dot( point ) - this.constant;

    }

HalfEdge.head(): VertexNode

JSDoc:

/**
     * Returns the destination vertex.
     *
     * @private
     * @return {VertexNode} The destination vertex.
     */

Returns: VertexNode

Code
head() {

        return this.vertex;

    }

HalfEdge.tail(): VertexNode

JSDoc:

/**
     * Returns the origin vertex.
     *
     * @private
     * @return {VertexNode} The destination vertex.
     */

Returns: VertexNode

Code
tail() {

        return this.prev ? this.prev.vertex : null;

    }

HalfEdge.length(): number

JSDoc:

/**
     * Returns the Euclidean length (straight-line length) of the edge.
     *
     * @private
     * @return {number} The edge's length.
     */

Returns: number

Calls:

  • this.head
  • this.tail
  • tail.point.distanceTo
Code
length() {

        const head = this.head();
        const tail = this.tail();

        if ( tail !== null ) {

            return tail.point.distanceTo( head.point );

        }

        return - 1;

    }

HalfEdge.lengthSquared(): number

JSDoc:

/**
     * Returns the square of the Euclidean length (straight-line length) of the edge.
     *
     * @private
     * @return {number} The square of the edge's length.
     */

Returns: number

Calls:

  • this.head
  • this.tail
  • tail.point.distanceToSquared
Code
lengthSquared() {

        const head = this.head();
        const tail = this.tail();

        if ( tail !== null ) {

            return tail.point.distanceToSquared( head.point );

        }

        return - 1;

    }

HalfEdge.setTwin(edge: HalfEdge): HalfEdge

JSDoc:

/**
     * Sets the twin edge of this half-edge. It also ensures that the twin reference
     * of the given half-edge is correctly set.
     *
     * @private
     * @param {HalfEdge} edge - The twin edge to set.
     * @return {HalfEdge} A reference to this edge.
     */

Parameters:

  • edge HalfEdge

Returns: HalfEdge

Code
setTwin( edge ) {

        this.twin = edge;
        edge.twin = this;

        return this;

    }

VertexList.first(): VertexNode

JSDoc:

/**
     * Returns the head reference.
     *
     * @private
     * @return {VertexNode} The head reference.
     */

Returns: VertexNode

Code
first() {

        return this.head;

    }

VertexList.last(): VertexNode

JSDoc:

/**
     * Returns the tail reference.
     *
     * @private
     * @return {VertexNode} The tail reference.
     */

Returns: VertexNode

Code
last() {

        return this.tail;

    }

VertexList.clear(): VertexList

JSDoc:

/**
     * Clears the linked list.
     *
     * @private
     * @return {VertexList} A reference to this vertex list.
     */

Returns: VertexList

Code
clear() {

        this.head = this.tail = null;

        return this;

    }

VertexList.insertBefore(target: VertexNode, vertex: VertexNode): VertexList

JSDoc:

/**
     * Inserts a vertex before a target vertex.
     *
     * @private
     * @param {VertexNode} target - The target.
     * @param {VertexNode} vertex - The vertex to insert.
     * @return {VertexList} A reference to this vertex list.
     */

Parameters:

  • target VertexNode
  • vertex VertexNode

Returns: VertexList

Code
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;

    }

VertexList.insertAfter(target: VertexNode, vertex: VertexNode): VertexList

JSDoc:

/**
     * Inserts a vertex after a target vertex.
     *
     * @private
     * @param {VertexNode} target - The target.
     * @param {VertexNode} vertex - The vertex to insert.
     * @return {VertexList} A reference to this vertex list.
     */

Parameters:

  • target VertexNode
  • vertex VertexNode

Returns: VertexList

Code
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;

    }

VertexList.append(vertex: VertexNode): VertexList

JSDoc:

/**
     * Appends a vertex to this vertex list.
     *
     * @private
     * @param {VertexNode} vertex - The vertex to append.
     * @return {VertexList} A reference to this vertex list.
     */

Parameters:

  • vertex VertexNode

Returns: VertexList

Code
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;

    }

VertexList.appendChain(vertex: VertexNode): VertexList

JSDoc:

/**
     * Appends a chain of vertices where the given vertex is the head.
     *
     * @private
     * @param {VertexNode} vertex - The head vertex of a chain of vertices.
     * @return {VertexList} A reference to this vertex list.
     */

Parameters:

  • vertex VertexNode

Returns: VertexList

Internal Comments:

// ensure that the 'tail' reference points to the last vertex of the chain

Code
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;

    }

VertexList.remove(vertex: VertexNode): VertexList

JSDoc:

/**
     * Removes a vertex from the linked list.
     *
     * @private
     * @param {VertexNode} vertex - The vertex to remove.
     * @return {VertexList} A reference to this vertex list.
     */

Parameters:

  • vertex VertexNode

Returns: VertexList

Code
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;

    }

VertexList.removeSubList(a: VertexNode, b: VertexNode): VertexList

JSDoc:

/**
     * Removes a sublist of vertices from the linked list.
     *
     * @private
     * @param {VertexNode} a - The head of the sublist.
     * @param {VertexNode} b - The tail of the sublist.
     * @return {VertexList} A reference to this vertex list.
     */

Parameters:

  • a VertexNode
  • b VertexNode

Returns: VertexList

Code
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;

    }

VertexList.isEmpty(): boolean

JSDoc:

/**
     * Returns `true` if the linked list is empty.
     *
     * @private
     * @return {boolean} Whether the linked list is empty or not.
     */

Returns: boolean

Code
isEmpty() {

        return this.head === null;

    }

Classes

ConvexHull

Class Code
class ConvexHull {

    /**
     * Constructs a new convex hull.
     */
    constructor() {

        this.tolerance = - 1;

        this.faces = []; // the generated faces of the convex hull
        this.newFaces = []; // this array holds the faces that are generated within a single iteration

        // the vertex lists work as follows:
        //
        // let 'a' and 'b' be 'Face' instances
        // let 'v' be points wrapped as instance of 'Vertex'
        //
        //     [v, v, ..., v, v, v, ...]
        //      ^             ^
        //      |             |
        //  a.outside     b.outside
        //
        this.assigned = new VertexList();
        this.unassigned = new VertexList();

        this.vertices = []; // vertices of the hull (internal representation of given geometry data)

    }

    /**
     * Computes to convex hull for the given array of points.
     *
     * @param {Array<Vector3>} points - The array of points in 3D space.
     * @return {ConvexHull} A reference to this convex hull.
     */
    setFromPoints( points ) {

        // The algorithm needs at least four points.

        if ( points.length >= 4 ) {

            this.makeEmpty();

            for ( let i = 0, l = points.length; i < l; i ++ ) {

                this.vertices.push( new VertexNode( points[ i ] ) );

            }

            this._compute();

        }

        return this;

    }

    /**
     * Computes the convex hull of the given 3D object (including its descendants),
     * accounting for the world transforms of both the 3D object and its descendants.
     *
     * @param {Object3D} object - The 3D object to compute the convex hull for.
     * @return {ConvexHull} A reference to this convex hull.
     */
    setFromObject( object ) {

        const points = [];

        object.updateMatrixWorld( true );

        object.traverse( function ( node ) {

            const geometry = node.geometry;

            if ( geometry !== undefined ) {

                const attribute = geometry.attributes.position;

                if ( attribute !== undefined ) {

                    for ( let i = 0, l = attribute.count; i < l; i ++ ) {

                        const point = new Vector3();

                        point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );

                        points.push( point );

                    }

                }

            }

        } );

        return this.setFromPoints( points );

    }

    /**
     * Returns `true` if the given point lies in the convex hull.
     *
     * @param {Vector3} point - The point to test.
     * @return {boolean} Whether the given point lies in the convex hull or not.
     */
    containsPoint( point ) {

        const faces = this.faces;

        for ( let i = 0, l = faces.length; i < l; i ++ ) {

            const face = faces[ i ];

            // compute signed distance and check on what half space the point lies

            if ( face.distanceToPoint( point ) > this.tolerance ) return false;

        }

        return true;

    }

    /**
     * Computes the intersections point of the given ray and this convex hull.
     *
     * @param {Ray} ray - The ray to test.
     * @param {Vector3} target - The target vector that is used to store the method's result.
     * @return {Vector3|null} The intersection point. Returns `null` if not intersection was detected.
     */
    intersectRay( ray, target ) {

        // based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II

        const faces = this.faces;

        let tNear = - Infinity;
        let tFar = Infinity;

        for ( let i = 0, l = faces.length; i < l; i ++ ) {

            const face = faces[ i ];

            // interpret faces as planes for the further computation

            const vN = face.distanceToPoint( ray.origin );
            const vD = face.normal.dot( ray.direction );

            // if the origin is on the positive side of a plane (so the plane can "see" the origin) and
            // the ray is turned away or parallel to the plane, there is no intersection

            if ( vN > 0 && vD >= 0 ) return null;

            // compute the distance from the ray’s origin to the intersection with the plane

            const t = ( vD !== 0 ) ? ( - vN / vD ) : 0;

            // only proceed if the distance is positive. a negative distance means the intersection point
            // lies "behind" the origin

            if ( t <= 0 ) continue;

            // now categorized plane as front-facing or back-facing

            if ( vD > 0 ) {

                // plane faces away from the ray, so this plane is a back-face

                tFar = Math.min( t, tFar );

            } else {

                // front-face

                tNear = Math.max( t, tNear );

            }

            if ( tNear > tFar ) {

                // if tNear ever is greater than tFar, the ray must miss the convex hull

                return null;

            }

        }

        // evaluate intersection point

        // always try tNear first since its the closer intersection point

        if ( tNear !== - Infinity ) {

            ray.at( tNear, target );

        } else {

            ray.at( tFar, target );

        }

        return target;

    }

    /**
     * Returns `true` if the given ray intersects with this convex hull.
     *
     * @param {Ray} ray - The ray to test.
     * @return {boolean} Whether the given ray intersects with this convex hull or not.
     */
    intersectsRay( ray ) {

        return this.intersectRay( ray, _v1 ) !== null;

    }

    /**
     * Makes the convex hull empty.
     *
     * @return {ConvexHull} A reference to this convex hull.
     */
    makeEmpty() {

        this.faces = [];
        this.vertices = [];

        return this;

    }

    // private

    /**
     * Adds a vertex to the 'assigned' list of vertices and assigns it to the given face.
     *
     * @private
     * @param {VertexNode} vertex - The vertex to add.
     * @param {Face} face - The target face.
     * @return {ConvexHull} A reference to this convex hull.
     */
    _addVertexToFace( vertex, face ) {

        vertex.face = face;

        if ( face.outside === null ) {

            this.assigned.append( vertex );

        } else {

            this.assigned.insertBefore( face.outside, vertex );

        }

        face.outside = vertex;

        return this;

    }

    /**
     * Removes a vertex from the 'assigned' list of vertices and from the given face.
     * It also makes sure that the link from 'face' to the first vertex it sees in 'assigned'
     * is linked correctly after the removal.
     *
     * @private
     * @param {VertexNode} vertex - The vertex to remove.
     * @param {Face} face - The target face.
     * @return {ConvexHull} A reference to this convex hull.
     */
    _removeVertexFromFace( vertex, face ) {

        if ( vertex === face.outside ) {

            // fix face.outside link

            if ( vertex.next !== null && vertex.next.face === face ) {

                // face has at least 2 outside vertices, move the 'outside' reference

                face.outside = vertex.next;

            } else {

                // vertex was the only outside vertex that face had

                face.outside = null;

            }

        }

        this.assigned.remove( vertex );

        return this;

    }

    /**
     * Removes all the visible vertices that a given face is able to see which are stored in
     * the 'assigned' vertex list.
     *
     * @private
     * @param {Face} face - The target face.
     * @return {VertexNode|undefined} A reference to this convex hull.
     */
    _removeAllVerticesFromFace( face ) {

        if ( face.outside !== null ) {

            // reference to the first and last vertex of this face

            const start = face.outside;
            let end = face.outside;

            while ( end.next !== null && end.next.face === face ) {

                end = end.next;

            }

            this.assigned.removeSubList( start, end );

            // fix references

            start.prev = end.next = null;
            face.outside = null;

            return start;

        }

    }

    /**
     * Removes all the visible vertices that `face` is able to see.
     *
     * - If `absorbingFace` doesn't exist, then all the removed vertices will be added to the 'unassigned' vertex list.
     * - If `absorbingFace` exists, then this method will assign all the vertices of 'face' that can see 'absorbingFace'.
     * - If a vertex cannot see `absorbingFace`, it's added to the 'unassigned' vertex list.
     *
     * @private
     * @param {Face} face - The given face.
     * @param {Face} [absorbingFace] - An optional face that tries to absorb the vertices of the first face.
     * @return {ConvexHull} A reference to this convex hull.
     */
    _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.
     *
     * @private
     * @param {Array<Face>} newFaces - The new faces.
     * @return {ConvexHull} A reference to this convex hull.
     */
    _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 values (min/max vectors) which will be used to
     * compute the initial hull.
     *
     * @private
     * @return {Object} The extremes.
     */
    _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.
     *
     * @private
     * @return {ConvexHull} A reference to this convex 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 (e.g. deleted) faces from the internal face list.
     *
     * @private
     * @return {ConvexHull} A reference to this convex hull.
     */
    _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.
     *
     * - Let the initial face be the first face existing in the 'assigned' vertex list.
     * - If a face doesn't exist then return since there're no vertices left.
     * - Otherwise for each vertex that face sees find the one furthest away from it.
     *
     * @private
     * @return {?VertexNode} The next vertex to add.
     */
    _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;

            // grab 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'.
     *
     * @private
     * @param {Vector3} eyePoint - The 3D-coordinates of a point.
     * @param {HalfEdge} crossEdge - The edge used to jump to the current face.
     * @param {Face} face - The current face being tested.
     * @param {Array<HalfEdge>} horizon - The edges that form part of the horizon in CCW order.
     * @return {ConvexHull} A reference to this convex hull.
     */
    _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. All the half edges are created in CCW order thus the face is always pointing
     * outside the hull.
     *
     * @private
     * @param {VertexNode} eyeVertex - The vertex that is added to the hull.
     * @param {HalfEdge} horizonEdge - A single edge of the horizon.
     * @return {HalfEdge} The half edge whose vertex is the eyeVertex.
     */
    _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.
     *
     * @private
     * @param {VertexNode} eyeVertex - The vertex that is added to the hull.
     * @param {Array<HalfEdge>} horizon - The horizon.
     * @return {ConvexHull} A reference to this convex hull.
     */
    _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 with the following algorithm:
     *
     * - Compute the 'horizon' which is a chain of half edges. For an edge to belong to this group
     * it must be the edge connecting a face that can see 'eyeVertex' and a face which cannot see 'eyeVertex'.
     * - All the faces that can see 'eyeVertex' have its visible vertices removed from the assigned vertex list.
     * - A new set of faces is created with each edge of the 'horizon' and 'eyeVertex'. Each face is connected
     * with the opposite horizon face and the face on the left/right.
     * - The vertices removed from all the visible faces are assigned to the new faces if possible.
     *
     * @private
     * @param {VertexNode} eyeVertex - The vertex to add.
     * @return {ConvexHull} A reference to this convex 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;

    }

    /**
     * Cleans up internal properties after computing the convex hull.
     *
     * @private
     * @return {ConvexHull} A reference to this convex hull.
     */
    _cleanup() {

        this.assigned.clear();
        this.unassigned.clear();
        this.newFaces = [];

        return this;

    }

    /**
     * Starts the execution of the quick hull algorithm.
     *
     * @private
     * @return {ConvexHull} A reference to this convex hull.
     */
    _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;

    }

}

Methods

setFromPoints(points: Vector3[]): ConvexHull
Code
setFromPoints( points ) {

        // The algorithm needs at least four points.

        if ( points.length >= 4 ) {

            this.makeEmpty();

            for ( let i = 0, l = points.length; i < l; i ++ ) {

                this.vertices.push( new VertexNode( points[ i ] ) );

            }

            this._compute();

        }

        return this;

    }
setFromObject(object: Object3D): ConvexHull
Code
setFromObject( object ) {

        const points = [];

        object.updateMatrixWorld( true );

        object.traverse( function ( node ) {

            const geometry = node.geometry;

            if ( geometry !== undefined ) {

                const attribute = geometry.attributes.position;

                if ( attribute !== undefined ) {

                    for ( let i = 0, l = attribute.count; i < l; i ++ ) {

                        const point = new Vector3();

                        point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );

                        points.push( point );

                    }

                }

            }

        } );

        return this.setFromPoints( points );

    }
containsPoint(point: Vector3): boolean
Code
containsPoint( point ) {

        const faces = this.faces;

        for ( let i = 0, l = faces.length; i < l; i ++ ) {

            const face = faces[ i ];

            // compute signed distance and check on what half space the point lies

            if ( face.distanceToPoint( point ) > this.tolerance ) return false;

        }

        return true;

    }
intersectRay(ray: Ray, target: Vector3): any
Code
intersectRay( ray, target ) {

        // based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II

        const faces = this.faces;

        let tNear = - Infinity;
        let tFar = Infinity;

        for ( let i = 0, l = faces.length; i < l; i ++ ) {

            const face = faces[ i ];

            // interpret faces as planes for the further computation

            const vN = face.distanceToPoint( ray.origin );
            const vD = face.normal.dot( ray.direction );

            // if the origin is on the positive side of a plane (so the plane can "see" the origin) and
            // the ray is turned away or parallel to the plane, there is no intersection

            if ( vN > 0 && vD >= 0 ) return null;

            // compute the distance from the ray’s origin to the intersection with the plane

            const t = ( vD !== 0 ) ? ( - vN / vD ) : 0;

            // only proceed if the distance is positive. a negative distance means the intersection point
            // lies "behind" the origin

            if ( t <= 0 ) continue;

            // now categorized plane as front-facing or back-facing

            if ( vD > 0 ) {

                // plane faces away from the ray, so this plane is a back-face

                tFar = Math.min( t, tFar );

            } else {

                // front-face

                tNear = Math.max( t, tNear );

            }

            if ( tNear > tFar ) {

                // if tNear ever is greater than tFar, the ray must miss the convex hull

                return null;

            }

        }

        // evaluate intersection point

        // always try tNear first since its the closer intersection point

        if ( tNear !== - Infinity ) {

            ray.at( tNear, target );

        } else {

            ray.at( tFar, target );

        }

        return target;

    }
intersectsRay(ray: Ray): boolean
Code
intersectsRay( ray ) {

        return this.intersectRay( ray, _v1 ) !== null;

    }
makeEmpty(): ConvexHull
Code
makeEmpty() {

        this.faces = [];
        this.vertices = [];

        return this;

    }
_addVertexToFace(vertex: VertexNode, face: Face): ConvexHull
Code
_addVertexToFace( vertex, face ) {

        vertex.face = face;

        if ( face.outside === null ) {

            this.assigned.append( vertex );

        } else {

            this.assigned.insertBefore( face.outside, vertex );

        }

        face.outside = vertex;

        return this;

    }
_removeVertexFromFace(vertex: VertexNode, face: Face): ConvexHull
Code
_removeVertexFromFace( vertex, face ) {

        if ( vertex === face.outside ) {

            // fix face.outside link

            if ( vertex.next !== null && vertex.next.face === face ) {

                // face has at least 2 outside vertices, move the 'outside' reference

                face.outside = vertex.next;

            } else {

                // vertex was the only outside vertex that face had

                face.outside = null;

            }

        }

        this.assigned.remove( vertex );

        return this;

    }
_removeAllVerticesFromFace(face: Face): VertexNode
Code
_removeAllVerticesFromFace( face ) {

        if ( face.outside !== null ) {

            // reference to the first and last vertex of this face

            const start = face.outside;
            let end = face.outside;

            while ( end.next !== null && end.next.face === face ) {

                end = end.next;

            }

            this.assigned.removeSubList( start, end );

            // fix references

            start.prev = end.next = null;
            face.outside = null;

            return start;

        }

    }
_deleteFaceVertices(face: Face, absorbingFace: Face): ConvexHull
Code
_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;

    }
_resolveUnassignedPoints(newFaces: Face[]): ConvexHull
Code
_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;

    }
_computeExtremes(): any
Code
_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 };

    }
_computeInitialHull(): ConvexHull
Code
_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;

    }
_reindexFaces(): ConvexHull
Code
_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;

    }
_nextVertexToAdd(): VertexNode
Code
_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;

            // grab 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;

        }

    }
_computeHorizon(eyePoint: Vector3, crossEdge: HalfEdge, face: Face, horizon: HalfEdge[]): ConvexHull
Code
_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;

    }
_addAdjoiningFace(eyeVertex: VertexNode, horizonEdge: HalfEdge): HalfEdge
Code
_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


    }
_addNewFaces(eyeVertex: VertexNode, horizon: HalfEdge[]): ConvexHull
Code
_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;

    }
_addVertexToHull(eyeVertex: VertexNode): ConvexHull
Code
_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(): ConvexHull
Code
_cleanup() {

        this.assigned.clear();
        this.unassigned.clear();
        this.newFaces = [];

        return this;

    }
_compute(): ConvexHull
Code
_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;

    }

Face

Class Code
class Face {

    /**
     * Constructs a new face.
     */
    constructor() {

        /**
         * The normal vector of the face.
         *
         * @private
         * @type {Vector3}
         */
        this.normal = new Vector3();

        /**
         * The midpoint or centroid of the face.
         *
         * @private
         * @type {Vector3}
         */
        this.midpoint = new Vector3();

        /**
         * The area of the face.
         *
         * @private
         * @type {number}
         * @default 0
         */
        this.area = 0;

        /**
         * Signed distance from face to the origin.
         *
         * @private
         * @type {number}
         * @default 0
         */
        this.constant = 0;

        /**
         * Reference to a vertex in a vertex list this face can see.
         *
         * @private
         * @type {?VertexNode}
         * @default null
         */
        this.outside = null; // reference to a vertex in a vertex list this face can see
        this.mark = Visible;

        /**
         * Reference to the base edge of a face. To retrieve all edges, you can use the
         * `next` reference of the current edge.
         *
         * @private
         * @type {?HalfEdge}
         * @default null
         */
        this.edge = null;

    }

    /**
     * Creates a face from the given vertex nodes.
     *
     * @private
     * @param {VertexNode} a - The first vertex node.
     * @param {VertexNode} b - The second vertex node.
     * @param {VertexNode} c - The third vertex node.
     * @return {Face} The created face.
     */
    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();

    }

    /**
     * Returns an edge by the given index.
     *
     * @private
     * @param {number} i - The edge index.
     * @return {HalfEdge} The edge.
     */
    getEdge( i ) {

        let edge = this.edge;

        while ( i > 0 ) {

            edge = edge.next;
            i --;

        }

        while ( i < 0 ) {

            edge = edge.prev;
            i ++;

        }

        return edge;

    }

    /**
     * Computes all properties of the face.
     *
     * @private
     * @return {Face} A reference to this face.
     */
    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;

    }

    /**
     * Returns the signed distance from a given point to the plane representation of this face.
     *
     * @private
     * @param {Vector3} point - The point to compute the distance to.
     * @return {number} The distance.
     */
    distanceToPoint( point ) {

        return this.normal.dot( point ) - this.constant;

    }

}

Methods

create(a: VertexNode, b: VertexNode, c: VertexNode): Face
Code
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: number): HalfEdge
Code
getEdge( i ) {

        let edge = this.edge;

        while ( i > 0 ) {

            edge = edge.next;
            i --;

        }

        while ( i < 0 ) {

            edge = edge.prev;
            i ++;

        }

        return edge;

    }
compute(): Face
Code
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: Vector3): number
Code
distanceToPoint( point ) {

        return this.normal.dot( point ) - this.constant;

    }

HalfEdge

Class Code
class HalfEdge {

    /**
     * Constructs a new half edge.
     *
     * @param {VertexNode} vertex - A reference to its destination vertex.
     * @param {Face} face - A reference to its face.
     */
    constructor( vertex, face ) {

        /**
         * A reference to its destination vertex.
         *
         * @private
         * @type {VertexNode}
         */
        this.vertex = vertex;

        /**
         * Reference to the previous half-edge of the same face.
         *
         * @private
         * @type {?HalfEdge}
         * @default null
         */
        this.prev = null;

        /**
         * Reference to the next half-edge of the same face.
         *
         * @private
         * @type {?HalfEdge}
         * @default null
         */
        this.next = null;

        /**
         * Reference to the twin half-edge to reach the opposite face.
         *
         * @private
         * @type {?HalfEdge}
         * @default null
         */
        this.twin = null;

        /**
         * A reference to its face.
         *
         * @private
         * @type {Face}
         */
        this.face = face;

    }

    /**
     * Returns the destination vertex.
     *
     * @private
     * @return {VertexNode} The destination vertex.
     */
    head() {

        return this.vertex;

    }

    /**
     * Returns the origin vertex.
     *
     * @private
     * @return {VertexNode} The destination vertex.
     */
    tail() {

        return this.prev ? this.prev.vertex : null;

    }

    /**
     * Returns the Euclidean length (straight-line length) of the edge.
     *
     * @private
     * @return {number} The edge's length.
     */
    length() {

        const head = this.head();
        const tail = this.tail();

        if ( tail !== null ) {

            return tail.point.distanceTo( head.point );

        }

        return - 1;

    }

    /**
     * Returns the square of the Euclidean length (straight-line length) of the edge.
     *
     * @private
     * @return {number} The square of the edge's length.
     */
    lengthSquared() {

        const head = this.head();
        const tail = this.tail();

        if ( tail !== null ) {

            return tail.point.distanceToSquared( head.point );

        }

        return - 1;

    }

    /**
     * Sets the twin edge of this half-edge. It also ensures that the twin reference
     * of the given half-edge is correctly set.
     *
     * @private
     * @param {HalfEdge} edge - The twin edge to set.
     * @return {HalfEdge} A reference to this edge.
     */
    setTwin( edge ) {

        this.twin = edge;
        edge.twin = this;

        return this;

    }

}

Methods

head(): VertexNode
Code
head() {

        return this.vertex;

    }
tail(): VertexNode
Code
tail() {

        return this.prev ? this.prev.vertex : null;

    }
length(): number
Code
length() {

        const head = this.head();
        const tail = this.tail();

        if ( tail !== null ) {

            return tail.point.distanceTo( head.point );

        }

        return - 1;

    }
lengthSquared(): number
Code
lengthSquared() {

        const head = this.head();
        const tail = this.tail();

        if ( tail !== null ) {

            return tail.point.distanceToSquared( head.point );

        }

        return - 1;

    }
setTwin(edge: HalfEdge): HalfEdge
Code
setTwin( edge ) {

        this.twin = edge;
        edge.twin = this;

        return this;

    }

VertexNode

Class Code
class VertexNode {

    /**
     * Constructs a new vertex node.
     *
     * @param {Vector3} point - A point in 3D space.
     */
    constructor( point ) {

        /**
         * A point in 3D space.
         *
         * @private
         * @type {Vector3}
         */
        this.point = point;

        /**
         * Reference to the previous vertex in the double linked list.
         *
         * @private
         * @type {?VertexNode}
         * @default null
         */
        this.prev = null;

        /**
         * Reference to the next vertex in the double linked list.
         *
         * @private
         * @type {?VertexNode}
         * @default null
         */
        this.next = null;

        /**
         * Reference to the face that is able to see this vertex.
         *
         * @private
         * @type {?Face}
         * @default null
         */
        this.face = null;

    }

}

VertexList

Class Code
class VertexList {

    /**
     * Constructs a new vertex list.
     */
    constructor() {

        /**
         * Reference to the first vertex of the linked list.
         *
         * @private
         * @type {?VertexNode}
         * @default null
         */
        this.head = null;

        /**
         * Reference to the last vertex of the linked list.
         *
         * @private
         * @type {?VertexNode}
         * @default null
         */
        this.tail = null;

    }

    /**
     * Returns the head reference.
     *
     * @private
     * @return {VertexNode} The head reference.
     */
    first() {

        return this.head;

    }

    /**
     * Returns the tail reference.
     *
     * @private
     * @return {VertexNode} The tail reference.
     */
    last() {

        return this.tail;

    }

    /**
     * Clears the linked list.
     *
     * @private
     * @return {VertexList} A reference to this vertex list.
     */
    clear() {

        this.head = this.tail = null;

        return this;

    }

    /**
     * Inserts a vertex before a target vertex.
     *
     * @private
     * @param {VertexNode} target - The target.
     * @param {VertexNode} vertex - The vertex to insert.
     * @return {VertexList} A reference to this vertex list.
     */
    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 a target vertex.
     *
     * @private
     * @param {VertexNode} target - The target.
     * @param {VertexNode} vertex - The vertex to insert.
     * @return {VertexList} A reference to this vertex list.
     */
    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 this vertex list.
     *
     * @private
     * @param {VertexNode} vertex - The vertex to append.
     * @return {VertexList} A reference to this vertex 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 the given vertex is the head.
     *
     * @private
     * @param {VertexNode} vertex - The head vertex of a chain of vertices.
     * @return {VertexList} A reference to this vertex list.
     */
    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.
     *
     * @private
     * @param {VertexNode} vertex - The vertex to remove.
     * @return {VertexList} A reference to this vertex 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 sublist of vertices from the linked list.
     *
     * @private
     * @param {VertexNode} a - The head of the sublist.
     * @param {VertexNode} b - The tail of the sublist.
     * @return {VertexList} A reference to this vertex list.
     */
    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;

    }

    /**
     * Returns `true` if the linked list is empty.
     *
     * @private
     * @return {boolean} Whether the linked list is empty or not.
     */
    isEmpty() {

        return this.head === null;

    }

}

Methods

first(): VertexNode
Code
first() {

        return this.head;

    }
last(): VertexNode
Code
last() {

        return this.tail;

    }
clear(): VertexList
Code
clear() {

        this.head = this.tail = null;

        return this;

    }
insertBefore(target: VertexNode, vertex: VertexNode): VertexList
Code
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;

    }
insertAfter(target: VertexNode, vertex: VertexNode): VertexList
Code
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;

    }
append(vertex: VertexNode): VertexList
Code
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;

    }
appendChain(vertex: VertexNode): VertexList
Code
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;

    }
remove(vertex: VertexNode): VertexList
Code
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;

    }
removeSubList(a: VertexNode, b: VertexNode): VertexList
Code
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(): boolean
Code
isEmpty() {

        return this.head === null;

    }