StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics https://doi.org/10.1109/TVCG.2020.3030352
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StackGenVis/frontend/node_modules/sylvester-es6/src/Plane.js

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"use strict";
import { PRECISION } from "./PRECISION";
import { Matrix } from "./Matrix";
import { Vector } from "./Vector";
import { Line } from "./Line";
export class Plane
{
constructor (anchor, v1, v2)
{
this.setVectors(anchor, v1, v2);
}
eql (plane)
{
return (this.contains(plane.anchor) && this.isParallelTo(plane));
}
dup ()
{
return new Plane(this.anchor, this.normal);
}
translate (vector)
{
var V = vector.elements || vector;
return new Plane([
this.anchor.elements[0] + V[0],
this.anchor.elements[1] + V[1],
this.anchor.elements[2] + (V[2] || 0)
], this.normal);
}
isParallelTo (obj)
{
var theta;
if (obj.normal)
{
// obj is a plane
theta = this.normal.angleFrom(obj.normal);
return (Math.abs(theta) <= PRECISION || Math.abs(Math.PI - theta) <= PRECISION);
}
else if (obj.direction)
{
// obj is a line
return this.normal.isPerpendicularTo(obj.direction);
}
return null;
}
isPerpendicularTo (plane)
{
var theta = this.normal.angleFrom(plane.normal);
return (Math.abs(Math.PI/2 - theta) <= PRECISION);
}
distanceFrom (obj)
{
if (this.intersects(obj) || this.contains(obj))
{
return 0;
}
if (obj.anchor)
{
// obj is a plane or line
var A = this.anchor.elements, B = obj.anchor.elements, N = this.normal.elements;
return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]);
}
else
{
// obj is a point
var P = obj.elements || obj;
var A = this.anchor.elements, N = this.normal.elements;
return Math.abs((A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]);
}
}
contains (obj)
{
if (obj.normal)
{
return null;
}
if (obj.direction)
{
return (this.contains(obj.anchor) && this.contains(obj.anchor.add(obj.direction)));
}
else
{
var P = obj.elements || obj;
var A = this.anchor.elements, N = this.normal.elements;
var diff = Math.abs(N[0]*(A[0] - P[0]) + N[1]*(A[1] - P[1]) + N[2]*(A[2] - (P[2] || 0)));
return (diff <= PRECISION);
}
}
intersects (obj)
{
if (typeof(obj.direction) === 'undefined' && typeof(obj.normal) === 'undefined')
{
return null;
}
return !this.isParallelTo(obj);
}
intersectionWith (obj)
{
if (!this.intersects(obj))
{
return null;
}
if (obj.direction)
{
// obj is a line
var A = obj.anchor.elements,
D = obj.direction.elements,
P = this.anchor.elements,
N = this.normal.elements;
var multiplier = (N[0]*(P[0]-A[0]) + N[1]*(P[1]-A[1]) + N[2]*(P[2]-A[2])) / (N[0]*D[0] + N[1]*D[1] + N[2]*D[2]);
return new Vector([A[0] + D[0]*multiplier, A[1] + D[1]*multiplier, A[2] + D[2]*multiplier]);
}
else if (obj.normal)
{
// obj is a plane
var direction = this.normal.cross(obj.normal).toUnitVector();
// To find an anchor point, we find one co-ordinate that has a value of
// zero somewhere on the intersection, and remember which one we picked
var N = this.normal.elements,
A = this.anchor.elements,
O = obj.normal.elements,
B = obj.anchor.elements;
var solver = Matrix.Zero(2,2), i = 0;
while (solver.isSingular())
{
i++;
solver = new Matrix([
[ N[i%3], N[(i+1)%3] ],
[ O[i%3], O[(i+1)%3] ]
]);
}
// Then we solve the simultaneous equations in the remaining dimensions
var inverse = solver.inverse().elements;
var x = N[0]*A[0] + N[1]*A[1] + N[2]*A[2];
var y = O[0]*B[0] + O[1]*B[1] + O[2]*B[2];
var intersection = [
inverse[0][0] * x + inverse[0][1] * y,
inverse[1][0] * x + inverse[1][1] * y
];
var anchor = [];
for (var j = 1; j <= 3; j++)
{
// This formula picks the right element from intersection by cycling
// depending on which element we set to zero above
anchor.push((i === j) ? 0 : intersection[(j + (5 - i)%3)%3]);
}
return new Line(anchor, direction);
}
}
pointClosestTo (point)
{
var P = point.elements || point;
var A = this.anchor.elements, N = this.normal.elements;
var dot = (A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2];
return new Vector([P[0] + N[0] * dot, P[1] + N[1] * dot, (P[2] || 0) + N[2] * dot]);
}
rotate (t, line)
{
var R = t.determinant ? t.elements : Matrix.Rotation(t, line.direction).elements;
var C = line.pointClosestTo(this.anchor).elements;
var A = this.anchor.elements, N = this.normal.elements;
var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2];
var x = A1 - C1, y = A2 - C2, z = A3 - C3;
return new Plane(
[
C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z,
C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z,
C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z
],
[
R[0][0] * N[0] + R[0][1] * N[1] + R[0][2] * N[2],
R[1][0] * N[0] + R[1][1] * N[1] + R[1][2] * N[2],
R[2][0] * N[0] + R[2][1] * N[1] + R[2][2] * N[2]
]
);
}
reflectionIn (obj)
{
if (obj.normal)
{
// obj is a plane
var A = this.anchor.elements, N = this.normal.elements;
var A1 = A[0], A2 = A[1], A3 = A[2], N1 = N[0], N2 = N[1], N3 = N[2];
var newA = this.anchor.reflectionIn(obj).elements;
// Add the plane's normal to its anchor, then mirror that in the other plane
var AN1 = A1 + N1, AN2 = A2 + N2, AN3 = A3 + N3;
var Q = obj.pointClosestTo([AN1, AN2, AN3]).elements;
var newN = [Q[0] + (Q[0] - AN1) - newA[0], Q[1] + (Q[1] - AN2) - newA[1], Q[2] + (Q[2] - AN3) - newA[2]];
return new Plane(newA, newN);
}
else if (obj.direction)
{
// obj is a line
return this.rotate(Math.PI, obj);
}
else
{
// obj is a point
var P = obj.elements || obj;
return new Plane(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.normal);
}
}
setVectors (anchor, v1, v2)
{
anchor = new Vector(anchor);
anchor = anchor.to3D(); if (anchor === null) { return null; }
v1 = new Vector(v1);
v1 = v1.to3D(); if (v1 === null) { return null; }
if (typeof(v2) === 'undefined')
{
v2 = null;
}
else
{
v2 = new Vector(v2);
v2 = v2.to3D();
if (v2 === null)
{
return null;
}
}
var A1 = anchor.elements[0], A2 = anchor.elements[1], A3 = anchor.elements[2];
var v11 = v1.elements[0], v12 = v1.elements[1], v13 = v1.elements[2];
var normal, mod;
if (v2 !== null)
{
var v21 = v2.elements[0], v22 = v2.elements[1], v23 = v2.elements[2];
normal = new Vector([
(v12 - A2) * (v23 - A3) - (v13 - A3) * (v22 - A2),
(v13 - A3) * (v21 - A1) - (v11 - A1) * (v23 - A3),
(v11 - A1) * (v22 - A2) - (v12 - A2) * (v21 - A1)
]);
mod = normal.modulus();
if (mod === 0)
{
return null;
}
normal = new Vector([normal.elements[0] / mod, normal.elements[1] / mod, normal.elements[2] / mod]);
}
else
{
mod = Math.sqrt(v11*v11 + v12*v12 + v13*v13);
if (mod === 0)
{
return null;
}
normal = new Vector([v1.elements[0] / mod, v1.elements[1] / mod, v1.elements[2] / mod]);
}
this.anchor = anchor;
this.normal = normal;
return this;
}
}
Plane.XY = new Plane(Vector.Zero(3), Vector.k);
Plane.YZ = new Plane(Vector.Zero(3), Vector.i);
Plane.ZX = new Plane(Vector.Zero(3), Vector.j);
Plane.YX = Plane.XY; Plane.ZY = Plane.YZ; Plane.XZ = Plane.ZX;
Plane.fromPoints = function(points)
{
var np = points.length,
list = [],
i, P, n, N, A, B, C, D, theta, prevN,
totalN = Vector.Zero(3);
for (i = 0; i < np; i++)
{
P = new Vector(points[i]).to3D();
if (P === null)
{
return null;
}
list.push(P);
n = list.length;
if (n > 2)
{
// Compute plane normal for the latest three points
A = list[n-1].elements; B = list[n-2].elements; C = list[n-3].elements;
N = new Vector([
(A[1] - B[1]) * (C[2] - B[2]) - (A[2] - B[2]) * (C[1] - B[1]),
(A[2] - B[2]) * (C[0] - B[0]) - (A[0] - B[0]) * (C[2] - B[2]),
(A[0] - B[0]) * (C[1] - B[1]) - (A[1] - B[1]) * (C[0] - B[0])
]).toUnitVector();
if (n > 3)
{
// If the latest normal is not (anti)parallel to the previous one, we've
// strayed off the plane. This might be a slightly long-winded way of
// doing things, but we need the sum of all the normals to find which
// way the plane normal should point so that the points form an
// anticlockwise list.
theta = N.angleFrom(prevN);
if (theta !== null)
{
if (!(Math.abs(theta) <= PRECISION || Math.abs(theta - Math.PI) <= PRECISION)) { return null; }
}
}
totalN = totalN.add(N);
prevN = N;
}
}
// We need to add in the normals at the start and end points, which the above
// misses out
A = list[1].elements; B = list[0].elements; C = list[n-1].elements; D = list[n-2].elements;
totalN = totalN.add(new Vector([
(A[1] - B[1]) * (C[2] - B[2]) - (A[2] - B[2]) * (C[1] - B[1]),
(A[2] - B[2]) * (C[0] - B[0]) - (A[0] - B[0]) * (C[2] - B[2]),
(A[0] - B[0]) * (C[1] - B[1]) - (A[1] - B[1]) * (C[0] - B[0])
]).toUnitVector()).add(new Vector([
(B[1] - C[1]) * (D[2] - C[2]) - (B[2] - C[2]) * (D[1] - C[1]),
(B[2] - C[2]) * (D[0] - C[0]) - (B[0] - C[0]) * (D[2] - C[2]),
(B[0] - C[0]) * (D[1] - C[1]) - (B[1] - C[1]) * (D[0] - C[0])
]).toUnitVector());
return new Plane(list[0], totalN);
};