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@xtor/cga.js

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Xtor Compute Geometry Algorithm Libary 计算几何算法库

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"use strict"; var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } }); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) { Object.defineProperty(o, "default", { enumerable: true, value: v }); }) : function(o, v) { o["default"] = v; }); var __importStar = (this && this.__importStar) || function (mod) { if (mod && mod.__esModule) return mod; var result = {}; if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k); __setModuleDefault(result, mod); return result; }; var __spreadArrays = (this && this.__spreadArrays) || function () { for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length; for (var r = Array(s), k = 0, i = 0; i < il; i++) for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++) r[k] = a[j]; return r; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.trianglutionToGeometryBuffer = exports.linksToMesh = exports.linkToMesh = exports.extrudeToMesh = exports.extrudeToGeometryBuffer = exports.toGeometryBuffer = void 0; var THREE = __importStar(require("three")); var mesh_1 = require("../render/mesh"); var Vec3_1 = require("../math/Vec3"); var extrude_1 = require("../alg/extrude"); var trianglution_1 = require("../alg/trianglution"); var array_1 = require("../utils/array"); function toGeometryBuffer(vertices, triangles, uvs) { if (uvs === void 0) { uvs = []; } var buffer = mesh_1.toGeoBuffer(vertices, triangles, uvs); var geometry = new THREE.BufferGeometry(); if (buffer.indices) geometry.setIndex(new THREE.BufferAttribute(buffer.indices, 1)); geometry.setAttribute('position', new THREE.BufferAttribute(buffer.vertices, 3)); if (buffer.uvs) geometry.setAttribute('uv', new THREE.BufferAttribute(buffer.uvs, 2)); geometry.computeVertexNormals(); return geometry; } exports.toGeometryBuffer = toGeometryBuffer; /** * shape 挤压后转几何体 * @param {*} shape * @param {*} arg_path * @param {*} options */ function extrudeToGeometryBuffer(shape, arg_path, options) { var extrudeRes = extrude_1.extrude(shape, arg_path, options); return toGeometryBuffer(extrudeRes.vertices, extrudeRes.triangles, extrudeRes.uvs); } exports.extrudeToGeometryBuffer = extrudeToGeometryBuffer; /** * shape 挤压后转Mesh * @param {*} shape * @param {*} arg_path * @param {*} options * @param {*} material */ function extrudeToMesh(shape, arg_path, options, material) { if (material === void 0) { material = new THREE.MeshStandardMaterial({ color: 0xeeaabb }); } var geometry = extrudeToGeometryBuffer(shape, arg_path, options); return new THREE.Mesh(geometry, material); } exports.extrudeToMesh = extrudeToMesh; /** * 两个轮廓缝合 * @param {*} shape * @param {*} arg_path * @param {*} options * @param {*} material */ function linkToMesh(shape, shape1, isClose, material) { if (isClose === void 0) { isClose = false; } if (material === void 0) { material = new THREE.MeshStandardMaterial({ color: 0xeeaabb }); } var vertices = __spreadArrays(shape, shape1); mesh_1.indexable(vertices); var tris = extrude_1.linkSide(shape, shape1, isClose); var geometry = toGeometryBuffer(vertices, tris); return new THREE.Mesh(geometry, material); } exports.linkToMesh = linkToMesh; /** * 多个轮廓缝合 * @param shape * @param isClose * @param material */ function linksToMesh(shape, isClose, material) { if (isClose === void 0) { isClose = false; } if (material === void 0) { material = new THREE.MeshStandardMaterial({ color: 0xeeaabb }); } var vertices = array_1.flat(shape); mesh_1.indexable(vertices); var tris = extrude_1.linkSides(shape, isClose); var geometry = toGeometryBuffer(vertices, tris); return new THREE.Mesh(geometry, material); } exports.linksToMesh = linksToMesh; /** * 三角剖分后转成几何体 * 只考虑XY平面 * @param {*} boundary * @param {*} hole * @param {*} options */ function trianglutionToGeometryBuffer(boundary, holes, options) { if (holes === void 0) { holes = []; } if (options === void 0) { options = { normal: Vec3_1.Vec3.UnitZ }; } var triangles = trianglution_1.triangulation(boundary, holes, options); var vertices = __spreadArrays(boundary, array_1.flat(holes)); var uvs = []; vertices.reduce(function (acc, v) { acc.push(v.x, v.y); return acc; }, uvs); var geometry = toGeometryBuffer(vertices, triangles, uvs); return geometry; } exports.trianglutionToGeometryBuffer = trianglutionToGeometryBuffer;