quickhull3d
v3.1.1
Published
A quickhull implementation for 3d points
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quickhull3d
A robust quickhull implementation to find the convex hull of a set of 3d points in O(n log n)
ported from John Lloyd implementation
Additional implementation material:
- Dirk Gregorius presentation: https://archive.org/details/GDC2014Gregorius
- Convex Hull Generation with Quick Hull by Randy Gaul (lost link)
This library was incorporated into ThreeJS!. Thanks to https://github.com/Mugen87 for his work to move the primitives to ThreeJS primitives, the quickhull3d library will always be library agnostic and will operate with raw arrays.
Features
- Key functions are well documented (including ascii graphics)
- Faster than other JavaScript implementations of convex hull
Demo
Click on the image to see a demo!
Minimal browser demo (using v3 or above)
<script type="module">
import qh from 'https://cdn.jsdelivr.net/npm/quickhull3d@<version>/+esm'
const points = [
[0, 1, 0],
[1, -1, 1],
[-1, -1, 1],
[0, -1, -1]
]
const faces = qh(points)
console.log(faces)
// output:
// [ [ 2, 1, 0 ], [ 3, 1, 2 ], [ 3, 0, 1 ], [ 3, 2, 0 ] ]
// 1st face:
// points[2] = [-1, -1, 1]
// points[1] = [1, -1, 1]
// points[0] = [0, 1, 0]
// normal = (points[1] - points[2]) x (points[0] - points[2])
</script>
Installation
$ npm install --save quickhull3d
Usage
import qh from 'quickhull3d'
qh(points, options)
params
points
{Array<Array>} an array of 3d points whose convex hull needs to be computedoptions
{Object} (optional)options.skipTriangulation
{Boolean} True to skip the triangulation of the faces (returning n-vertex faces)
returns An array of 3 element arrays, each subarray has the indices of 3 points which form a face whose normal points outside the polyhedra
isPointInsideHull(point, points, faces)
params
point
{Array} The point that we want to check that it's a convex hull.points
{Array<Array>} The array of 3d points whose convex hull was computedfaces
{Array<Array>} An array of 3 element arrays, each subarray has the indices of 3 points which form a face whose normal points outside the polyhedra
returns true
if the point point
is inside the convex hull
example
import qh, { isPointInsideHull } from 'quickhull3d'
const points = [
[0, 0, 0], [1, 0, 0], [0, 1, 0], [0, 0, 1],
[1, 1, 0], [1, 0, 1], [0, 1, 1], [1, 1, 1]
]
const faces = qh(points)
expect(isPointInsideHull([0.5, 0.5, 0.5], points, faces)).toBe(true)
expect(isPointInsideHull([0, 0, -0.1], points, faces)).toBe(false)
Constructor
import QuickHull from 'quickhull3d/dist/QuickHull'
instance = new QuickHull(points)
params
points
{Array} an array of 3d points whose convex hull needs to be computed
instance.build()
Computes the quickhull of all the points stored in the instance
time complexity O(n log n)
instance.collectFaces(skipTriangulation)
params
skipTriangulation
{Boolean} (default: false) True to skip the triangulation and return n-vertices faces
returns
An array of 3-element arrays (or n-element arrays if skipTriangulation = true
)
which are the faces of the convex hull
Example
import qh from 'quickhull3d'
const points = [
[0, 1, 0],
[1, -1, 1],
[-1, -1, 1],
[0, -1, -1]
]
qh(points)
// output:
// [ [ 2, 0, 3 ], [ 0, 1, 3 ], [ 2, 1, 0 ], [ 2, 3, 1 ] ]
// 1st face:
// points[2] = [-1, -1, 1]
// points[0] = [0, 1, 0]
// points[3] = [0, -1, -1]
// normal = (points[0] - points[2]) x (points[3] - points[2])
Using the constructor:
import { QuickHull } from 'quickhull3d'
const points = [
[0, 1, 0],
[1, -1, 1],
[-1, -1, 1],
[0, -1, -1]
];
const instance = new QuickHull(points)
instance.build()
instance.collectFaces() // returns an array of 3-element arrays
Benchmarks
Specs:
MacBook Pro (Retina, Mid 2012)
2.3 GHz Intel Core i7
8 GB 1600 MHz DDR3
NVIDIA GeForce GT 650M 1024 MB
Versus convex-hull
// LEGEND: program:numberOfPoints
quickhull3d:100 x 6,212 ops/sec 1.24% (92 runs sampled)
convexhull:100 x 2,507 ops/sec 1.20% (89 runs sampled)
quickhull3d:1000 x 1,171 ops/sec 0.93% (97 runs sampled)
convexhull:1000 x 361 ops/sec 1.38% (88 runs sampled)
quickhull3d:10000 x 190 ops/sec 1.33% (87 runs sampled)
convexhull:10000 x 32.04 ops/sec 2.37% (56 runs sampled)
quickhull3d:100000 x 11.90 ops/sec 6.34% (34 runs sampled)
convexhull:100000 x 2.81 ops/sec 2.17% (11 runs sampled)
quickhull3d:200000 x 5.11 ops/sec 10.05% (18 runs sampled)
convexhull:200000 x 1.23 ops/sec 3.33% (8 runs sampled)
License
Mauricio Poppe. Licensed under the MIT license.