@xtor/cga.js
Version:
Xtor Compute Geometry Algorithm Libary 计算几何算法库
331 lines (296 loc) • 9.19 kB
text/typescript
import { Vec3, v3 } from '../math/Vec3';
import { Point } from '../struct/3d/Point';
import { gPrecision } from '../math/Math';
import { Line } from '../struct/3d/Line';
import { circle, Circle } from '../struct/3d/Circle';
import { Quat } from '../math/Quat';
import { Plane } from '../struct/3d/Plane';
import { Mat4 } from '../math/Mat4';
const XYZSort = (e1: Vec3, e2: Vec3) => {
if (e1.x !== e2.x)
return e1.x - e2.x;
else if (e1.y !== e2.y)
return e1.y - e2.y;
else
return e1.z - e2.z;
}
const _vector = v3();
export function clone(array: any | []) {
var result = new Array()
for (let i = 0; i < array.length; i++) {
var ele = array[i];
if (ele instanceof Number || ele instanceof String)
result[i] = ele;
else if (ele.clone) {
result[i] = ele.clone();
}
else if (ele instanceof Array)
result[i] = clone(ele);
else
throw ("数组有元素不能clone")
}
return result;
}
/**
* 点排序函数
* @param {Vector*} a
* @param {Vector*} b
*/
export function vectorCompare(a: any | Vec3, b: any | Vec3) {
if (a.x === b.x) {
if (a.z !== undefined && a.y === b.y)
return a.z - b.z
else
return a.y - b.y;
}
else
return a.x - b.x;
}
/**
* 将向量拆解为数字
* @param {Array} points
* @param {String} feature
* @returns {Array<Number>} 数字数组
*/
export function verctorToNumbers(points: any, feature = "xyz"): any {
if (!(points instanceof Array)) {
console.error("传入参数必须是数组");
return;
}
var numbers: any = [];
if (points[0].x !== undefined && points[0].y !== undefined && points[0].z !== undefined) {
for (var i = 0; i < points.length; i++) {
for (let j = 0; j < feature.length; j++) {
numbers.push(points[i][feature[j]]);
}
}
} else if (points[0].x !== undefined && points[0].y !== undefined)
for (var i = 0; i < points.length; i++) {
numbers.push(points[i].x);
numbers.push(points[i].y);
}
else if (points[0] instanceof Array) {
for (var i = 0; i < points.length; i++) {
numbers = numbers.concat(verctorToNumbers(points[i]));
}
} else {
console.error("数组内部的元素不是向量");
}
return numbers;
}
/**
* 计算包围盒
* @param {*} points 点集
* @returns {Array[min,max]} 返回最小最大值
*/
export function boundingBox(points: Vec3[]) {
const min = new Vec3(+Infinity, +Infinity, +Infinity);
const max = new Vec3(-Infinity, -Infinity, -Infinity);
for (let i = 0; i < points.length; i++) {
min.min(points[i]);
max.max(points[i]);
}
return [min, max];
}
/**
*
* @param {*} points
* @param {*} Quat
* @param {Boolean} ref 是否是引用
*/
export function applyQuat(points: any | Vec3[], Quat: Quat, ref = true): Vec3 | any {
if (ref) {
points.flat(Infinity).forEach((point: Vec3 | any) => {
point.applyQuat(Quat);
});
return points;
}
return applyQuat(clone(points), Quat)
}
/**
* 平移
* @param {*} points
* @param {*} distance
* @param {*} ref
*/
export function translate(points: any | Vec3[], distance: Vec3, ref = true): Vec3[] | any {
if (ref) {
points.flat(Infinity).forEach((point: Vec3 | any) => {
point.add(distance);
});
return points;
}
return translate(clone(points), distance)
}
/**
* 旋转
* @param {*} points
* @param {*} axis
* @param {*} angle
* @param {*} ref
*/
export function rotate(points: any | Vec3[], axis: Vec3, angle: number, ref = true) {
return applyQuat(points, new Quat().setFromAxisAngle(axis, angle), ref)
}
/**
* 两个向量之间存在的旋转量来旋转点集
* @param {*} points
* @param {*} axis
* @param {*} angle
* @param {*} ref
*/
export function rotateByUnitVectors(points: any | Vec3[], vFrom: Vec3, vTo: Vec3, ref = true) {
return applyQuat(points, new Quat().setFromUnitVecs(vFrom, vTo), ref)
}
/**
* 缩放
* @param {*} points
* @param {*} axis
* @param {*} angle
* @param {*} ref
*/
export function scale(points: any | Vec3[], _scale: Vec3, ref = true): Vec3[] | any {
if (ref) {
points.flat(Infinity).forEach((point: Vec3 | any) => {
point.scale.multiply(_scale);
});
return points;
}
return scale(clone(points), _scale);
}
/**
* 响应矩阵
* @param {*} points
* @param {*} axis
* @param {*} angle
* @param {*} ref
*/
export function applyMatrix4(points: any | Vec3[], matrix: Mat4, ref = true): Vec3[] | any {
if (ref) {
points.flat(Infinity).forEach((point: Vec3 | any) => {
point.applyMatrix4(matrix);
});
return points;
}
return applyMatrix4(clone(points), matrix);
}
/**
* 简化点集数组,折线,路径
* @param {*} points 点集数组,折线,路径 ,继承Array
* @param {*} maxDistance 简化最大距离
* @param {*} maxAngle 简化最大角度
*/
export function simplifyPointList(points: any | Vec3[], maxDistance = 0.1, maxAngle = Math.PI / 180 * 5) {
for (let i = 0; i < points.length; i++) {
// 删除小距离
const P = points[i];
const nextP = points[i + 1];
if (P.distanceTo(nextP) < maxDistance) {
if (i === 0)
points.remove(i + 1, 1);
else if (i === points.length - 2)
points.splice(i, 1);
else {
points.splice(i, 2, P.clone().add(nextP).multiplyScalar(0.5));
}
i--;
}
}
for (let i = 1; i < points.length - 1; i++) {
// 删除小小角度
const preP = points[i - 1];
const P = points[i];
const nextP = points[i + 1];
if (Math.acos(P.clone().sub(preP).normalize().dot(nextP.clone().sub(P).normalize())) < maxAngle) {
points.splice(i, 1);
i--
}
}
return points;
}
/**
* 以某个平面生成对称镜像
* @param {*} points 点集
* @param {*} plane 对称镜像平面
*/
export function reverseOnPlane(points: any | Vec3[], plane: Plane) {
}
/**
* 投影到平面
* @param {*} points 点集
* @param {*} plane 投影平面
* @param {*} projectDirect 默认是法线的方向
*/
export function projectOnPlane(points: any | Vec3[], plane: Plane, projectDirect: Vec3) {
return points;
}
/**
* 计算共面点集所在的平面
* @param {Array<Vec3|Point>} points
*/
export function recognitionPlane(points: Vec3[] | any) {
points.sort(vectorCompare);
var line = new Line(points[0], points.get(-1));
var maxDistance = -Infinity;
var ipos = -1;
for (let i = 1; i < points.length - 1; i++) {
const pt = points[i];
const distance: any | number = line.distancePoint(pt).distance;
if (distance > maxDistance) {
maxDistance = distance;
ipos = i;
}
}
var plane = new Plane();
plane.setFromThreePoint(points[0], points.get(-1), points[ipos]);
return plane;
}
/**
* 判断所有点是否在同一个平面
* @param {Array<Vec3|Point>} points
* @param {*} precision
* @returns {Boolean|Plane} 如果在同一个平面返回所在平面,否则返回false
*/
export function isInOnePlane(points: Vec3[] | any, precision = gPrecision) {
var plane = recognitionPlane(points);
for (let i = 0; i < points.length; i++) {
const pt = points[i];
if (plane.distancePoint(pt) >= precision)
return false;
}
return plane;
}
/**
* 判断多边是否共线:
* 考虑情况点之间的距离应该大于最小容忍值
* @param {...Vec3[]} ps
*/
export function pointsCollinear(...ps: Vec3[]) {
ps.sort(XYZSort);
var sedir = ps[ps.length - 1].clone().sub(ps[0])
var selen = ps[ps.length - 1].distanceTo(ps[0])
for (let i = 1; i < ps.length - 1; i++) {
var ilens = ps[i].distanceTo(ps[0]);
var ilene = ps[i].distanceTo(ps[ps.length - 1]);
if (ilens < ilene) {
if (Math.abs(ps[i].clone().sub(ps[0]).dot(sedir) - selen * ilens) > gPrecision)
return false
} else {
if (Math.abs(ps[i].clone().sub(ps[ps.length - 1]).dot(sedir) - selen * ilene) > gPrecision)
return false
}
}
return true
}
/**
* 三点计算圆
* @param p0
* @param p1
* @param p2
*/
export function calcCircleFromThreePoint(p0: Vec3, p1: Vec3, p2: Vec3) {
return new Circle().setFrom3Points(p0, p1, p2);
}
export function angle(v0: Vec3, v1: Vec3, normal?: Vec3): number {
return v0.angleTo(v1, normal)
}