mapillary-js
A WebGL interactive street imagery library
Found 20 results for computational-geometry
A WebGL interactive street imagery library
detect collisions 2d between all possible kinds of shapes. It uses Bounding Volume Hierarchy (BVH) for sweep wide quick tree trim phase, and the Separating Axis Theorem (SAT) for accurate detection inside nearby groups. This library supports RayCasting, o
TypeScript port of Clipper2 polygon clipping, boolean operations, offsetting, and triangulation library
Polygons, Ellipses, Circles, Boxes, Lines, Points. Ray-Casting, offsets, rotation, scaling, padding, groups.
Fast and exact mesh booleans, spatial queries, arrangements, registration, and remeshing — at native speed in the browser and Node.js. WASM-backed NDArrays, sync and async.
A new algorithm for retrieving topological skeleton as a set of polylines from binary images
Vector3D
TypeScript types and JSON Schema for polliwog, the Python 2D and 3D computational geometry library
TypeScript library for adaptive remeshing of non-manifold surfaces using Three.js
2D and 3D computational geometry library in TypeScript
A new algorithm for retrieving topological skeleton as a set of polylines from binary images: WASM version
TypeScript library for polygon boolean operations
Fast continuous level of detail geometry simplification using the Visvalingam area approach. Provides methods for simplifying to a target point count or percentage in addition to point-area significance.
TypeScript implementation of the FlipOut geodesic algorithm for Three.js triangle meshes
Components for computational geometry.
Points, Lines, Boxes, Polygons (also hollow), Ellipses, Circles. RayCasting, offsets, rotation, scaling, bounding box padding, flags for static and ghost/trigger bodies.(based on https://github.com/Prozi/detect-collisions)
Straight skeleton algorithm implementation in TypeScript
A high-performance implementation of the Liang-Barsky line clipping algorithm
Domain-agnostic computational geometry: primitives, polygons, NFP, collision detection, spatial indexing.
Zero-GC 2D Delaunay triangulation for per-frame use. Pre-allocated Int32Array arena, sweepline algorithm (Mapbox-style), half-edge mesh output. ~500 LOC, no dependencies, no per-frame allocations.