@xtor/cga.js
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Xtor Compute Geometry Algorithm Libary 计算几何算法库
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text/typescript
import { Quat } from "../math/Quat";
import { clone } from "../utils/array";
import { v3, Vec3 } from "../math/Vec3";
import { gPrecision } from "../math/Math";
import { Line } from "../struct/3d/Line";
import { Plane } from "../struct/3d/Plane";
import { Mat4 } from '../math/Mat4';
const _Vec = v3();
/**
* 点排序函数
* @param {Vec*} a
* @param {Vec*} b
*/
export function VecCompare(a: { x: number; z: number | undefined; y: number; }, b: { x: number; y: number; z: number; }) {
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: string | any[], feature = "xyz") {
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: string | any[]) {
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];
}
/**
* 点集响应矩阵
* @param {*} points
* @param {*} Quat
* @param {Boolean} ref 是否是引用
*/
export function applyQuat(points: any | any[], quat: Quat, ref: boolean = true): Quat {
if (ref) {
points.flat(Infinity).forEach((point: { applyQuat: (arg0: any) => void; }) => {
point.applyQuat(quat);
});
return points;
}
return applyQuat(clone(points), quat)
}
/**
* 平移
* @param {*} points
* @param {*} distance
* @param {*} ref
*/
export function translate(points: any[] | any, distance?: Vec3, ref = true): any {
if (ref) {
points.flat(Infinity).forEach((point: { add: (arg0: any) => void; }) => {
point.add(distance);
});
return points;
}
return translate(clone(points))
}
/**
* 旋转
* @param {*} points
* @param {*} axis
* @param {*} angle
* @param {*} ref
*/
export function rotate(points: any, axis: any, angle: any, 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 rotateByUnitVecs(points: any, vFrom: any, vTo: any, 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, scale: (arg0: any[]) => any, ref = true) {
if (ref) {
points.flat(Infinity).forEach((point: { scale: { multiply: (arg0: any) => void; }; }) => {
point.scale.multiply(scale);
});
return points;
}
return scale(clone(points));
}
/**
* 响应矩阵
* @param {*} points
* @param {*} axis
* @param {*} angle
* @param {*} ref
*/
export function applyMat4(points: any, mat4: Mat4, ref: boolean = true): any {
if (ref) {
points.flat(Infinity).forEach((point: { applyMat4: (arg0: any) => void; }) => {
point.applyMat4(mat4);
});
return points;
}
return applyMat4(clone(points), mat4);
}
/**
* 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, 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, 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: Vec3[], plane: Plane, projectDirect: Vec3 = plane.normal, ref: boolean = true): any {
if (ref) {
for (let i = 0; i < points.length; i++) {
const pt = points[i];
pt.projectDirectionOnPlane(plane, projectDirect);
}
return points;
} else {
return projectOnPlane(clone(points), plane, projectDirect)
}
}
/**
* 计算共面点集所在的平面
* @param {Array<Vec3|Point>} points
*/
export function recognitionPlane(points: any) {
points.sort(VecCompare);
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];
var distance: any = 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: string | 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;
}
// export function