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Quickhull3d

A JS library to find the convex hull of a finite set of 3d points

Install / Use

/learn @mauriciopoppe/Quickhull3d
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

quickhull3d

NPM version Codecov Status FOSSA Status

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!

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<number>>} an array of 3d points whose convex hull needs to be computed
  • options {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<number>} The point that we want to check that it's a convex hull.
  • points {Array<Array<number>>} The array of 3d points whose convex hull was computed
  • faces {Array<Array<number>>} 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)

quickhull3d vs convexhull

License

Mauricio Poppe. Licensed under the MIT license.

FOSSA Status

Related Skills

View on GitHub
GitHub Stars148
CategoryDevelopment
Updated2mo ago
Forks18

Languages

TypeScript

Security Score

100/100

Audited on Jan 28, 2026

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