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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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import { Vector3, v3 } from "../math/Vector3"; import { Path } from "../struct/3d/Path"; import { rotateByUnitVectors, translate } from "./points"; import { clone } from "../utils/array"; import { ArrayEx } from "../struct/data/ArrayEx"; import { indexable } from "./mesh"; import { Vector2 } from "../math/Vector2"; import { triangulation } from "./triangulation"; import { recognitionPolygonNormal } from "../struct/3d/Polygon"; import { Point } from "../struct/3d/Point"; /** * 常用shape几何操作 */ /** * 缝合两个边 * @param {Array} side0 * @param {Array} side1 * @param {Boolean} isClosed * @returns {Array<Vector3>} 三角形数组,每三个为一个三角形 */ export function linkSide(side0, side1, isClosed = false) { if (side0.length !== side1.length) throw ("拉伸两边的点数量不一致 linkSide"); if (side0.length < 2 || side1.length < 2) return []; var sidelength = side0.length; var orgLen = side0.length; var length = isClosed ? side0.length : side0.length - 1; var triangles = new ArrayEx(); if (side0[0] instanceof Number) { //索引三角形 for (var i = 0; i < length; i++) { var v00 = side0[i]; var v01 = side0[(i + 1) % orgLen]; var v10 = side1[i]; var v11 = side1[(i + 1) % orgLen]; triangles.push(v00); triangles.push(v10); triangles.push(v11); triangles.push(v00); triangles.push(v11); triangles.push(v01); } } else { if (side0[0].index !== undefined) { //含索引的顶点 for (var i = 0; i < length; i++) { var v00 = side0[i]; var v01 = side0[(i + 1) % orgLen]; var v10 = side1[i]; var v11 = side1[(i + 1) % orgLen]; triangles.push(v00.index); triangles.push(v10.index); triangles.push(v11.index); triangles.push(v00.index); triangles.push(v11.index); triangles.push(v01.index); } } else { //三角形顶点 for (var i = 0; i < length; i++) { var v00 = side0[i]; var v01 = side0[(i + 1) % orgLen]; var v10 = side1[i]; var v11 = side1[(i + 1) % orgLen]; triangles.push(v00); triangles.push(v10); triangles.push(v11); triangles.push(v00); triangles.push(v01); triangles.push(v11); } } } return triangles; } /** * 缝合shape集合 * @param {Array<Array<Point|Vector3>} shapes 路基 点集的集合, 每个shape的点数量一致 * @param {Boolean} isClosed 每一个shape是否是封闭的圈 默认false * @returns {Array} 返回三角形集合 如果有所用范围索引,否则返回顶点 */ export function linkSides(shapes, isClosed = false, isClosed2 = false) { var length = isClosed2 ? shapes.length : shapes.length - 1; var triangles = new ArrayEx(); for (var i = 0; i < length; i++) { triangles.push(...linkSide(shapes[i], shapes[(i + 1) % shapes.length], isClosed)); } return triangles; } /** * 缝合shape 折线集合 * @param {Array} polylines 路基 点集的集合, * @returns {Array} 返回三角形集合 如果有所用范围索引,否则返回顶点 */ export function linkPolyline(polylines) { return linkSides(polylines, false); } /** * 缝合shape 多边形集合 * @param {Array} polygon * @returns {Array} 返回三角形集合 如果有所用范围索引,否则返回顶点 */ export function linkPloygon(polygon) { return linkSides(polygon, false); } /** * 挤压 * @param {Polygon|Array<Point|Vector3> } shape 多边形或顶点数组 * @param {Path|Array<Point|Vector3> } path 路径或者或顶点数组 * @param {Object} options { * isClosed: false,闭合为多边形 * isClosed2: false, 闭合为圈 * textureEnable: true, 计算纹理坐标 * textureScale: new Vector2(1, 1),纹理坐标缩放 * smoothAngle: Math.PI / 180 * 30,大于这个角度则不平滑 * sealStart: true, 是否密封开始面 * sealEnd: true,是否密封结束面} */ export function extrude(shape, arg_path, options = {}) { options = { isClosed: false, isClosed2: false, textureEnable: true, textureScale: new Vector2(1, 1), smoothAngle: Math.PI / 180 * 30, sealStart: false, sealEnd: false, normal: Vector3.UnitZ, ...options } var normal = options.normal || recognitionPolygonNormal(shape); var startSeal = clone(shape); var shapepath = new Path(shape); var insertNum = 0; for (let i = 1; i < shapepath.length - 1; i++) { //大角度插入点 if (Math.acos(shapepath[i].tangent.dot(shapepath[i + 1].tangent)) > options.smoothAngle) shape.splice(i + insertNum++, 0, shapepath[i].clone()); } if (options.isClosed) { //大角度插入点 var dir1 = shapepath.get(-1).clone().sub(shapepath.get(-2)).normalize(); var dir2 = shapepath[0].clone().sub(shapepath.get(-1)).normalize(); if (Math.acos(dir1.dot(dir2)) > options.smoothAngle); shape.push(shape.get(-1).clone()); //新加起始点纹理拉伸 shape.unshift(shape[0].clone()); } let path = arg_path; if (!(path instanceof Path) && path instanceof Array) path = new Path(arg_path); const shapeArray = []; for (let i = 0; i < path.length; i++) { const node = path[i]; var dir = node.tangent; var newShape = clone(shape); rotateByUnitVectors(newShape, normal, dir); translate(newShape, node); shapeArray.push(newShape); } const index = { index: 0 }; var vertices = shapeArray.flat(2); indexable(vertices, index); var triangles = linkSides(shapeArray, options.isClosed, options.isClosed2); shapepath = new Path(shape); var uvs = []; for (let i = 0; i < path.length; i++) { for (let j = 0; j < shapepath.length; j++) { uvs.push(shapepath[j].tlen * options.textureScale.x, path[i].tlen * options.textureScale.y); } } var sealUv = clone(startSeal); if (normal.dot(Vector3.UnitZ) < 1 - 1e-4) rotateByUnitVectors(sealUv, normal, v3(0, 0, 1)) var endSeal = clone(startSeal); rotateByUnitVectors(startSeal, normal, path[0].tangent); translate(startSeal, path[0]) rotateByUnitVectors(endSeal, normal, path.get(-1).tangent); translate(endSeal, path.get(-1)); var sealStartTris = triangulation(sealUv, [], { normal }) if (options.sealStart) indexable(startSeal, index); if (options.sealEnd) indexable(endSeal, index); var sealEndTris = [] var hasVLen = vertices.length; if (options.sealStart) for (let i = 0; i < sealStartTris.length; i++) { sealStartTris[i] += hasVLen; } if (options.sealEnd && !options.sealStart) for (let i = 0; i < sealStartTris.length; i++) { sealEndTris[i] = sealStartTris[i] + hasVLen; } if (options.sealEnd && options.sealStart) for (let i = 0; i < sealStartTris.length; i++) { sealEndTris[i] = sealStartTris[i] + startSeal.length; } if (options.sealStart) { vertices.push(...startSeal); triangles.push(...sealStartTris); for (let i = 0; i < sealUv.length; i++) uvs.push(sealUv[i].x, sealUv[i].y); } if (options.sealEnd) { vertices.push(...endSeal); triangles.push(...sealEndTris); for (let i = 0; i < sealUv.length; i++) uvs.push(sealUv[i].x, sealUv[i].y); } return { vertices, triangles, uvs }; }