📄 ShapeUtils.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 5 |
🧱 Classes | 1 |
📦 Imports | 1 |
📊 Variables & Constants | 7 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/extras/ShapeUtils.js
📦 Imports¶
Name | Source |
---|---|
Earcut |
./Earcut.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
n |
number |
let/var | contour.length |
✗ |
a |
number |
let/var | 0.0 |
✗ |
vertices |
any[] |
let/var | [] |
✗ |
holeIndices |
any[] |
let/var | [] |
✗ |
faces |
any[] |
let/var | [] |
✗ |
holeIndex |
number |
let/var | contour.length |
✗ |
l |
any |
let/var | points.length |
✗ |
Functions¶
ShapeUtils.area(contour: Vector2[]): number
¶
JSDoc:
/**
* Calculate area of a ( 2D ) contour polygon.
*
* @param {Array<Vector2>} contour - An array of 2D points.
* @return {number} The area.
*/
Parameters:
contour
Vector2[]
Returns: number
Code
ShapeUtils.isClockWise(pts: Vector2[]): boolean
¶
JSDoc:
/**
* Returns `true` if the given contour uses a clockwise winding order.
*
* @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
* @return {boolean} Whether the given contour uses a clockwise winding order or not.
*/
Parameters:
pts
Vector2[]
Returns: boolean
Calls:
ShapeUtils.area
ShapeUtils.triangulateShape(contour: Vector2[], holes: Vector2[][]): number[][]
¶
JSDoc:
/**
* Triangulates the given shape definition.
*
* @param {Array<Vector2>} contour - An array of 2D points defining the contour.
* @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
* @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
*/
Parameters:
contour
Vector2[]
holes
Vector2[][]
Returns: number[][]
Calls:
removeDupEndPts
addContour
holes.forEach
holeIndices.push
Earcut.triangulate
faces.push
triangles.slice
Internal Comments:
Code
static triangulateShape( contour, holes ) {
const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
const holeIndices = []; // array of hole indices
const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
removeDupEndPts( contour );
addContour( vertices, contour );
//
let holeIndex = contour.length;
holes.forEach( removeDupEndPts );
for ( let i = 0; i < holes.length; i ++ ) {
holeIndices.push( holeIndex );
holeIndex += holes[ i ].length;
addContour( vertices, holes[ i ] );
}
//
const triangles = Earcut.triangulate( vertices, holeIndices );
//
for ( let i = 0; i < triangles.length; i += 3 ) {
faces.push( triangles.slice( i, i + 3 ) );
}
return faces;
}
removeDupEndPts(points: any): void
¶
Parameters:
points
any
Returns: void
Calls:
points[ l - 1 ].equals
points.pop
Code
addContour(vertices: any, contour: any): void
¶
Parameters:
vertices
any
contour
any
Returns: void
Calls:
vertices.push
Code
Classes¶
ShapeUtils
¶
Class Code
class ShapeUtils {
/**
* Calculate area of a ( 2D ) contour polygon.
*
* @param {Array<Vector2>} contour - An array of 2D points.
* @return {number} The area.
*/
static area( contour ) {
const n = contour.length;
let a = 0.0;
for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
}
return a * 0.5;
}
/**
* Returns `true` if the given contour uses a clockwise winding order.
*
* @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
* @return {boolean} Whether the given contour uses a clockwise winding order or not.
*/
static isClockWise( pts ) {
return ShapeUtils.area( pts ) < 0;
}
/**
* Triangulates the given shape definition.
*
* @param {Array<Vector2>} contour - An array of 2D points defining the contour.
* @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
* @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
*/
static triangulateShape( contour, holes ) {
const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
const holeIndices = []; // array of hole indices
const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
removeDupEndPts( contour );
addContour( vertices, contour );
//
let holeIndex = contour.length;
holes.forEach( removeDupEndPts );
for ( let i = 0; i < holes.length; i ++ ) {
holeIndices.push( holeIndex );
holeIndex += holes[ i ].length;
addContour( vertices, holes[ i ] );
}
//
const triangles = Earcut.triangulate( vertices, holeIndices );
//
for ( let i = 0; i < triangles.length; i += 3 ) {
faces.push( triangles.slice( i, i + 3 ) );
}
return faces;
}
}
Methods¶
area(contour: Vector2[]): number
¶
Code
isClockWise(pts: Vector2[]): boolean
¶
triangulateShape(contour: Vector2[], holes: Vector2[][]): number[][]
¶
Code
static triangulateShape( contour, holes ) {
const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
const holeIndices = []; // array of hole indices
const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
removeDupEndPts( contour );
addContour( vertices, contour );
//
let holeIndex = contour.length;
holes.forEach( removeDupEndPts );
for ( let i = 0; i < holes.length; i ++ ) {
holeIndices.push( holeIndex );
holeIndex += holes[ i ].length;
addContour( vertices, holes[ i ] );
}
//
const triangles = Earcut.triangulate( vertices, holeIndices );
//
for ( let i = 0; i < triangles.length; i += 3 ) {
faces.push( triangles.slice( i, i + 3 ) );
}
return faces;
}