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https://github.com/jedwards1211/ritter-bounding-sphere
Compute bounding sphere for a set of points using Jack Ritter's algorithm
https://github.com/jedwards1211/ritter-bounding-sphere
3d bounding-sphere geometry point-cloud spatial spatial-indexing sphere
Last synced: 2 months ago
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Compute bounding sphere for a set of points using Jack Ritter's algorithm
- Host: GitHub
- URL: https://github.com/jedwards1211/ritter-bounding-sphere
- Owner: jedwards1211
- License: mit
- Created: 2019-04-18T04:35:50.000Z (over 5 years ago)
- Default Branch: master
- Last Pushed: 2023-01-03T19:54:52.000Z (almost 2 years ago)
- Last Synced: 2024-04-28T19:45:12.594Z (8 months ago)
- Topics: 3d, bounding-sphere, geometry, point-cloud, spatial, spatial-indexing, sphere
- Language: JavaScript
- Homepage:
- Size: 3.72 MB
- Stars: 3
- Watchers: 3
- Forks: 0
- Open Issues: 24
-
Metadata Files:
- Readme: README.md
- License: LICENSE.md
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README
# ritter-bounding-sphere
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[![npm version](https://badge.fury.io/js/ritter-bounding-sphere.svg)](https://badge.fury.io/js/ritter-bounding-sphere)Compute bounding sphere for a set of points using Jack Ritter's algorithm
https://en.wikipedia.org/wiki/Bounding_sphere#Ritter's_bounding_sphere
Ritter's algorithm is very simple and efficient, but gives only a coarse result
which is usually 5% to 20% larger than the optimum.## Compatibility
`ritter-bounding-sphere` requires `Symbol.iterator` to be supported.
It definitely works in Node 8+, but older environments may require a polyfill.## `require('ritter-bounding-sphere')(points, [output])`
Computes a bounding sphere for `points`, which must be an
`Iterable<[x, y, z]>`. The iterator can mutate and yield the
same array instance more than once if desired.Returns the bounding sphere as an array of the form `[x, y, z, radiusSquared]`
where `x, y, z` is the center. You can pass the `output` array to store the
result in if you want to avoid the array allocation.## Adapting other point formats
`ritter-bounding-sphere` accepts point data in arrays so that you can optionally
use `Float32Array`/`Float64Array`s for speed. But if your points are in a
different format you can easily adapt them to this library.Let's say your points are in `{x: number, y: number, z: number}` format instead,
and you want to output a bounding sphere of the form
`{center: {x: number, y: number, z: number}, radius: number}`.
Here's how your adapter could work:```js
const boundingSphere = require('ritter-bounding-sphere')export function myBoundingSphere(points) {
const point = [0, 0, 0]
function* adapter() {
for (let { x, y, z } of points) {
point[0] = x
point[1] = y
point[2] = z
yield point
}
}
const [x, y, z, r2] = boundingSphere(adapter())
return {
center: { x, y, z },
radius: Math.sqrt(r2),
}
}
```## Example
On a tetrahedron:
```
> require('ritter-bounding-sphere')([[0, 0, 0], [1, 1, 0], [1, 0, 1], [0, 1, 1]])
[ 0.5540595619320077, // center x
0.44594043806799233, // center y
0.2785205487644272, // center z
1.1344965948917598 ] // radius squared
```Notice that this is about 22% larger than the optimum bounding sphere
([0.5, 0.5, 0.5, 0.75]). A perfect tetrahedron is one of the worst cases
since all its points are equidistant.## Loose mode
`require('ritter-bounding-sphere')` corrects for floating-point error by
doing a final pass to check if all points are in the resulting sphere,
increasing the radius squared as necessary.
If you want more performance and less accuracy, you can skip this final pass by
using `require('ritter-bounding-sphere').loose` instead, which has the same
signature.Some points may lie just barely outside the loose output sphere (for instance,
on 100 random points between `[0, 0, 0]` and `[1, 1, 1]`) the output sphere's
radius squared is usually ~`1e-16` less than the distance squared to some point.