@xtor/cga.js
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Xtor Compute Geometry Algorithm Libary 计算几何算法库
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JavaScript
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
};
}