A quickhull implementation for 3d points
npm install quickhull3d[![NPM version][npm-image]][npm-url]
[![Codecov Status][codecov-image]][codecov-url]

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.
- Key functions are well documented (including ascii graphics)
- Faster than other JavaScript implementations of convex hull
Click on the image to see a demo!

``html`
`bash`
$ npm install --save quickhull3d
`javascript`
import qh from 'quickhull3d'
params
* points {Arrayoptions
* {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
params
* point {Arraypoints
* {Arrayfaces
* {Array
returns true if the point point is inside the convex hull
example
`javascript
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)
`
`javascript`
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
`javascript
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:
`javascript`
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
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)

Mauricio Poppe. Licensed under the MIT license.
[npm-url]: https://npmjs.org/package/quickhull3d
[npm-image]: https://img.shields.io/npm/v/quickhull3d.svg?style=flat
[codecov-url]: https://codecov.io/github/mauriciopoppe/quickhull3d
[codecov-image]: https://img.shields.io/codecov/c/github/mauriciopoppe/quickhull3d.svg?style=flat
