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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 { WebGLRenderer, Scene, PerspectiveCamera, Object3D, Vector2, Raycaster, MeshPhongMaterial, WebGLRenderTarget, PMREMGenerator, RGBFormat, sRGBEncoding, EquirectangularReflectionMapping, DirectionalLight, Mesh, PlaneBufferGeometry, MeshPhysicalMaterial, DoubleSide, UnsignedByteType, AxesHelper, GridHelper, Texture, Color, Vector3, PointLight } from 'three'; // import { OrbitControls } from "three/examples/jsm/controls/OrbitControls" import { TransformControls } from "three/examples/jsm/controls/TransformControls" import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer" import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass'; import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'; const raycaster = new Raycaster(); const mouse = new Vector2(); const selectMaterial = new MeshPhongMaterial({ color: 0xaa3366 }); const PMREM = { Scene: 0, Equirectangular: 1, CubeMap: 2 } export class GLView { private _scene: Scene; private _modelScene: Object3D; private _helperScene: Object3D; renderer: WebGLRenderer; container: HTMLElement; [x: string]: any; _controls!: OrbitControls; constructor(settings: any = {}) { this.allowSelected = true; this.renderer = new WebGLRenderer({ antialias: true }); this.container = settings.container; if (this.container) this.container.appendChild(this.renderer.domElement); this._scene = settings.scene || new Scene(); this._scene.name = "默认场景"; this._modelScene = new Object3D(); this._modelScene.name = "模型场景"; this._scene.add(this._modelScene); this._helperScene = new Object3D(); this._helperScene.add(new AxesHelper(1000000)); this._scene.add(this._helperScene); this.clearColor = settings.clearColor; this.selectedObject = new Object3D(); this.selectedObject.parent = this._scene; this.selecteds = this.selectedObject.children; this.updates = []; // Prefiltered, Mipmapped Radiance Environment Map this._pmremGenerator = null this._enablePostProcessing = settings._enablePostProcessing || false; this.effectComposer = new EffectComposer(this.renderer) this.init(settings); this.onResize(); this.domElement.addEventListener("mousedown", this.onMousedown.bind(this)); window.addEventListener("resize", this.onResize.bind(this)); } init(settings: any) { this._camera = settings.camera || new PerspectiveCamera(45, 1, 0.1, 20000); this._camera.position.set(16, 4, -30); this._camera.name = "默认相机"; this._controls = new OrbitControls(this._camera, this.domElement); this._controls.addEventListener("change", (e) => { // console.log(e); const oc: OrbitControls = e.target; console.log(oc.target); console.log(oc.object.position); }) this._controls.minDistance = 10; this._transfromControl = new TransformControls(this._camera, this.domElement) this.scene.add(this._transfromControl); this.scene.add(this._camera); var light = new DirectionalLight(); light.name = "默认方向光"; light.position.set(1, 1, 1); this.scene.add(light); var pl = new PointLight(); pl.distance = 1000; this._camera.add(pl); this.scene.add(this._camera) this.scene.add(new AxesHelper(10000)) this.scene.add(new GridHelper(100, 20, 0xff0000, 0xaaaaaa)) //添加一个地板 // var gdGeo = new PlaneBufferGeometry(1000000, 1000000); // gdGeo.rotateX(-Math.PI / 2) // var mesh = new Mesh(gdGeo, new MeshPhysicalMaterial({ // color: 0xffffff, // transparency: 0.7, // transparent: true, // metalness: 0.0, // roughness: 0.7, // polygonOffset: true, // polygonOffsetFactor: -1, // polygonOffsetUnits: -1 // // side: DoubleSide // } as any)); // (<any>mesh).isHelper = true; // mesh.position.set(0, -1, 0) // this.add(mesh); //添加一个环境光 // new RGBELoader() // .setDataType(UnsignedByteType) // .load('../../assets/textures/env/quarry_01_1k.hdr', (texture) => { // this.pmrenvMap(texture) // }) } set modelScene(val: Object3D) { this._modelScene = val; this.add(val); } get modelScene(): Object3D { return this._modelScene; } set helperScene(val: Object3D) { this._helperScene = val; this.add(val); } get helperScene(): Object3D { return this._helperScene; } set clearColor(val: Color | number) { val = val || 0xaaeeff this.renderer.setClearColor(<Color>val) } setTransfromMode(mode: any) { this._transfromControl.setMode(mode); } attach(model: any) { if (!model) { this.detach(model) } else { this._transfromControl.attach(model); this._controls.enabled = false; } } detach(model: any) { this._transfromControl.detach(model); this._controls.enabled = true; } pmrenvMap(texture: Texture, type = PMREM.Equirectangular) { texture.mapping = EquirectangularReflectionMapping; if (!this._pmremGenerator) this._pmremGenerator = new PMREMGenerator(this.renderer); let renderTarget; switch (type) { case PMREM.CubeMap: this._pmremGenerator.compileCubemapShader(); renderTarget = this._pmremGenerator.fromCubemap(texture) break; case PMREM.Equirectangular: renderTarget = this._pmremGenerator.fromEquirectangular(texture); this._pmremGenerator.compileEquirectangularShader(); break; default: throw ("pmrem error"); } // this.scene.background = renderTarget.texture; this.scene.environment = renderTarget.texture; } set toneExposure(val: any) { this.renderer.toneMappingExposure = val; } get camera() { return this._camera; } set camera(value) { this._camera = value; this._controls.object = value; } get scene() { return this._scene; } get width() { return this.domElement.width; } get height() { return this.domElement.height; } set scene(value) { this._scene = value; } get domElement() { return this.renderer.domElement; } get enablePostProcessing() { return this._enablePostProcessing } set enablePostProcessing(value) { this._enablePostProcessing = value; if (!value) return if (!this.renderPass) { this.renderPass = new RenderPass(this._scene, this._camera); this.effectComposer.addPass(this.renderPass); this.effectComposer.setSize(this.width, this.height); } } addPass(pass: any) { this.effectComposer.addPass(pass) } addPassEx(name: string, params = { threshold: 0.01, strength: 0.1, radius: 0.4 }) { if (name === "Bloom") { var bloomPass = new UnrealBloomPass(new Vector2(this.width, this.height), 1.5, 0.4, 0.85); bloomPass.threshold = params.threshold; bloomPass.strength = params.strength; bloomPass.radius = params.radius; this.effectComposer.addPass(bloomPass); return bloomPass } } /** * 向场景添加模型 * @param {Object3D} object 模型 */ add(...object: any[] | Object3D[] | Mesh[]) { for (let i = 0; i < object.length; i++) { const object_i = object[i]; if (object_i.isSequence) { this._modelScene.add(object_i.renderObject); this.addUpdates(object_i) } if (object_i.isBody) { this._modelScene.add(object_i.renderObject); } else if (object_i.isHelper) { this._helperScene.add(object_i) } else { this._modelScene.add(object_i) } } return this; } /** * 场景移除模型 * @param {Object3D} object 模型 */ remove(...object: any[] | Object3D[] | Mesh[]) { for (let i = 0; i < object.length; i++) { const object_i = object[i]; if (object_i.isSequence) { this._modelScene.remove(object_i.renderObject); this.removeUpdates(object_i) } if (object_i.isBody) { this._modelScene.remove(object_i.renderObject); } else if (object_i.isHelper) { this._helperScene.remove(object_i) } else { this._modelScene.remove(object_i) } } return this; } /** * 设置渲染DOM的宽高 更新相机 * @param {} width * @param {} height */ size(width: number, height: number) { this.camera.aspect = width / height; this.camera.updateProjectionMatrix(); this.renderer.setSize(width, height); if (this._enablePostProcessing) this.effectComposer.setSize(width, height); } /** * 添加更新函数 * @param {} ...updates */ addUpdates(...updates: any[]) { this.updates.push(...updates); } removeUpdates(...updates: any[]) { for (let i = 0; i < updates.length; i++) { const upm = updates[i]; var upos = this.updates.indexOf(upm) if (upos >= 0) this.updates.splice(upos, 1); } } onMousedown(event: MouseEvent) { let rect = this.domElement.getBoundingClientRect(); mouse.x = ((event.clientX - rect.left) / this.width) * 2 - 1; mouse.y = -((event.clientY - rect.top) / this.height) * 2 + 1; if (event.button === 0) { let intersect = this.getSelect(mouse, false); } } onResize() { this.size(window.innerWidth, window.innerHeight); } /** * 世界坐标投影到屏幕坐标 * @param {Vector3} v3 世界坐标 */ project(v3: Vector3) { return v3.project(this.camera); } /** * 世界坐标中的点对应document坐标 * @param {} v3 */ getScreenPosition(v3: Vector3) { v3 = this.project(v3); let rect = this.domElement.getBoundingClientRect(); let x = ((v3.x + 1) / 2) * this.width + rect.left; let y = -((v3.y - 1) / 2) * this.height + rect.top; return new Vector2(x, y); } /** * 从一个坐标点获取模型 * @param {} v2 * @param {} first=true */ getSelect(v2: Vector2, isMousePos = true, first = true) { if (isMousePos) { let rect = this.domElement.getBoundingClientRect(); v2.x = ((v2.x - rect.left) / this.width) * 2 - 1; v2.y = -((v2.y - rect.top) / this.height) * 2 + 1; } //渲染区域之外 if (v2.x < -1 || v2.x > 1 || v2.y < -1 || v2.y > 1) return null; raycaster.setFromCamera(v2, this.camera); var intersects = raycaster.intersectObject(this.modelScene, true); if (intersects.length > 0) { if (first) return intersects[0]; else return intersects; } return null; } /** * 将屏幕点反投影到世界坐标 * @param {} v3 */ unproject(v3: Vector3) { return v3.unproject(this.camera); } selectMD(mulSelected = false) { if (!this.allowSelected) return null; raycaster.setFromCamera(mouse, this.camera); var intersects = raycaster.intersectObject(this.modelScene, true); if (intersects.length > 0) { var intersect = intersects[0]; const itrObj = this.getUserParent(intersect.object); console.log(intersect.point); if (!mulSelected) { // 不允许多选 this.unselect(); } if (!itrObj.selected) { this.select(itrObj); } else { itrObj.selected = false; var idx = this.selecteds.indexOf(itrObj); this.selecteds.splice(idx, 1); itrObj.material = itrObj.orgMaterial; } return itrObj; } else { this.unselect(); } return null; } /** * 设置要选中的模型为选中状态 * @param {} models */ selectModels(models: any) { let ary = Array.isArray(models) ? models : [models]; //unselected this.unselect(); //selected this.select(ary); } select(models: any[] | undefined) { if (!this.allowSelected) return; if (models && !Array.isArray(models)) this._modelControl.attach(this.getUserParent(models)); let ary; if (models === undefined) ary = this.selecteds; else ary = Array.isArray(models) ? models : [models]; ary = ary.map((o: any) => this.getUserParent(o)); this.selecteds.push(...ary); for (let i = 0; i < ary.length; i++) { var model = ary[i]; //显示开始和结束的控制点 var model_bone; model.children.forEach((cm: { name: string | string[]; }) => { if (cm.name.indexOf("bone_start") !== -1) { model_bone = cm; return; } }); if (model_bone) { this.startControl.attach(model_bone); } //End---------------------------------------------- for (let j = 0; j < model.children.length; j++) { var m = model.children[j]; //当前层级的选中 if (m.name.indexOf("hide_node") !== -1) { m.traverse((obj: { orgMaterial: any; material: MeshPhongMaterial; selected: boolean; }) => { if (!obj.orgMaterial) obj.orgMaterial = obj.material; obj.selected = true; obj.material = selectMaterial; }); } //显示骨骼操作点 if (m.name.indexOf("bone") !== -1) m.visible = true; } } } /** * 取消模型的选中状态 * @param {} models */ unselect(models?: any) { this._modelControl.detach(); let ary; if (models === undefined) ary = this.selecteds; else ary = Array.isArray(models) ? models : [models]; for (let i = 0; i < ary.length; i++) { var model = ary[i]; for (let j = 0; j < model.children.length; j++) { var m = model.children[j]; //当前层级的选中 if (m.name.indexOf("hide_node") !== -1) { if (m.orgMaterial && m.selected) m.material = m.orgMaterial; } //显示骨骼操作点 if (m.name.indexOf("bone") !== -1) m.visible = false; } } // this.selectedObject.remove(...ary); while (ary.length > 0) { const objs = ary.pop(); objs.traverse((obj: { orgMaterial: any; selected: boolean; material: any; }) => { if (obj.orgMaterial && obj.selected) obj.material = obj.orgMaterial; obj.selected = false; }); } this.startControl.detach(); this.endControl.detach(); } /** * 判断点是否在渲染区域(是否可见) * @param {} v3 */ inRendererArea(v3: Vector3) { v3 = this.project(v3); return !(v3.x > 1 || v3.x < -1 || v3.y > 1 || v3.y < -1); } render() { if (this._enablePostProcessing) this.effectComposer.render() else this.renderer.render(this._scene, this._camera); } run() { this.render(); requestAnimationFrame(this.run.bind(this)); } hide(obj: { visible: boolean; }) { obj.visible = false; } hideOther(obj: { traverse: (arg0: (e: any) => void) => void; visible: boolean; parent: any; }) { this.modelScene.traverse((e: { visible: boolean; }) => { e.visible = false; }); obj.traverse((e: { visible: boolean; }) => { e.visible = true; }); this.modelScene.visible = true; while (obj !== this.modelScene) { obj.visible = true; obj = obj.parent; } } showAll() { this.modelScene.traverse((e: { visible: boolean; }) => { e.visible = true; }); } //---模型转化使用API----------------------------------------------------------------------- }