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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 { v3, Vec3 } from "../../math/Vec3"; import { DistanceResult } from '../../alg/result'; import { Polyline } from '../../math/Polyline'; import { Segment } from './Segment'; import { gPrecision } from '../../math/Math'; import { Ray } from './Ray'; import { Triangle } from './Triangle'; export class Line { direction: Vec3; constructor(public origin: Vec3 = v3(), public end: Vec3 = v3()) { this.direction = this.end .clone() .sub(this.origin) .normalize(); } distancePoint(pt: Vec3): DistanceResult { var res: DistanceResult = pt.distanceLine(this)!; // res.closests?.reverse(); // res.parameters?.reverse(); return res; } distanceSegment(segment: Segment): DistanceResult { var result: DistanceResult = { parameters: [], closests: [] }; var segCenter = segment.center; var segDirection = segment.direction; var segExtent = segment.extent * 0.5; var diff = this.origin.clone().sub(segCenter); var a01 = - this.direction.dot(segDirection); var b0 = diff.dot(this.direction); var s0, s1; if (Math.abs(a01) < 1) { // 判断是否平行 var det = 1 - a01 * a01; var extDet = segExtent * det; var b1 = -diff.dot(segDirection); s1 = a01 * b0 - b1; if (s1 >= -extDet) { if (s1 <= extDet) { // Two interior points are closest, one on the this // and one on the segment. s0 = (a01 * b1 - b0) / det; s1 /= det; } else { // The endpoint e1 of the segment and an interior // point of the this are closest. s1 = segExtent; s0 = -(a01 * s1 + b0); } } else { // The endpoint e0 of the segment and an interior point // of the this are closest. s1 = -segExtent; s0 = -(a01 * s1 + b0); } } else { // The this and segment are parallel. Choose the closest pair // so that one point is at segment origin. s1 = 0; s0 = -b0; } result.parameters![0] = s0; result.parameters![1] = s1; result.closests![0] = this.direction.clone().multiplyScalar(s0).add(this.origin); result.closests![1] = segDirection.clone().multiplyScalar(s1).add(segCenter); diff = result.closests![0].clone().sub(result.closests![1]); result.distanceSqr = diff.dot(diff); result.distance = Math.sqrt(result.distanceSqr); return result; } //---距离------------- /** * 直线到直线的距离 * 参数与最近点顺序一致 * @param {Line} line */ distanceLine(line: Line) { var result: DistanceResult = { parameters: [], closests: [] }; var diff = this.origin.clone().sub(line.origin); var a01 = -this.direction.dot(line.direction); var b0 = diff.dot(this.direction); var s0, s1; if (Math.abs(a01) < 1) { var det = 1 - a01 * a01; var b1 = -diff.dot(line.direction); s0 = (a01 * b1 - b0) / det; s1 = (a01 * b0 - b1) / det; } else { s0 = -b0; s1 = 0; } result.parameters![0] = s0; result.parameters![1] = s1; result.closests![0] = this.direction .clone() .multiplyScalar(s0) .add(this.origin); result.closests![1] = line.direction .clone() .multiplyScalar(s1) .add(line.origin); diff = result.closests![0].clone().sub(result.closests![1]); result.distanceSqr = diff.dot(diff); result.distance = Math.sqrt(result.distanceSqr); return result; } /** * 直线与射线的距离 * @param {Ray} ray */ distanceRay(ray: Ray): DistanceResult { const result: DistanceResult = { parameters: [], closests: [] }; var diff = this.origin.clone().sub(ray.origin); var a01 = - this.direction.dot(ray.direction); var b0 = diff.dot(this.direction); var s0, s1; if (Math.abs(a01) < 1) { var b1 = -diff.dot(ray.direction); s1 = a01 * b0 - b1; if (s1 >= 0) { //在最近点在射线上,相当于直线与直线最短距离 var det = 1 - a01 * a01; s0 = (a01 * b1 - b0) / det; s1 /= det; } else { // 射线的起始点是离直线的最近点 s0 = -b0; s1 = 0; } } else { s0 = -b0; s1 = 0; } result.parameters![0] = s0; result.parameters![1] = s1; result.closests![0] = this.direction.clone().multiplyScalar(s0).add(this.origin); result.closests![1] = ray.direction.clone().multiplyScalar(s1).add(ray.origin); diff = result.closests![0].clone().sub(result.closests![1]); result.distanceSqr = diff.dot(diff); result.distance = Math.sqrt(result.distanceSqr); return result; } /** * * @param triangle */ distanceTriangle(triangle: Triangle): DistanceResult { function Orthonormalize(numInputs: any, v: any, robust = false) { if (v && 1 <= numInputs && numInputs <= 3) { var minLength = v[0].length(); v[0].normalize(); for (var i = 1; i < numInputs; ++i) { for (var j = 0; j < i; ++j) { var dot = v[i].dot(v[j]); v[i].sub(v[j].clone().multiplyScalar(dot)); } var length = v[i].length(); v[i].normalize(); if (length < minLength) { minLength = length; } } return minLength; } return 0; } function ComputeOrthogonalComplement(numInputs: any, v: any, robust = false) { if (numInputs === 1) { if (Math.abs(v[0][0]) > Math.abs(v[0][1])) { v[1] = v3(- v[0].z, 0, +v[0].x) } else { v[1] = v3(0, + v[0].z, -v[0].y) }; numInputs = 2; } if (numInputs == 2) { v[2] = v[0].clone().cross(v[1]); return Orthonormalize(3, v, robust); } return 0; } const result: DistanceResult = { closests: [], parameters: [], triangleParameters: [], }; // Test if line intersects triangle. If so, the squared distance // is zero. var edge0 = triangle.p1.clone().sub(triangle.p0); var edge1 = triangle.p2.clone().sub(triangle.p0); var normal = edge0.clone().cross(edge1).normalize(); var NdD = normal.dot(this.direction); if (Math.abs(NdD) >= gPrecision) { // The line and triangle are not parallel, so the line // intersects/ the plane of the triangle. var diff = this.origin.clone().sub(triangle.p0); var basis = new Array(3); // {D, U, V} basis[0] = this.direction; ComputeOrthogonalComplement(1, basis); var UdE0 = basis[1].dot(edge0); var UdE1 = basis[1].dot(edge1); var UdDiff = basis[1].dot(diff); var VdE0 = basis[2].dot(edge0); var VdE1 = basis[2].dot(edge1); var VdDiff = basis[2].dot(diff); var invDet = 1 / (UdE0 * VdE1 - UdE1 * VdE0); // Barycentric coordinates for the point of intersection. var b1 = (VdE1 * UdDiff - UdE1 * VdDiff) * invDet; var b2 = (UdE0 * VdDiff - VdE0 * UdDiff) * invDet; var b0 = 1 - b1 - b2; if (b0 >= 0 && b1 >= 0 && b2 >= 0) { // Line parameter for the point of intersection. var DdE0 = this.direction.dot(edge0); var DdE1 = this.direction.dot(edge1); var DdDiff = this.direction.dot(diff); result.lineParameter = b1 * DdE0 + b2 * DdE1 - DdDiff; // Barycentric coordinates for the point of intersection. result.triangleParameters![0] = b0; result.triangleParameters![1] = b1; result.triangleParameters![2] = b2; // The intersection point is inside or on the triangle. result.closests![0] = this.direction.clone().multiplyScalar(result.lineParameter).add(this.origin); result.closests![1] = edge0.multiplyScalar(b1).add(edge1.multiplyScalar(b2)).add(triangle.p0); result.distance = 0; result.distanceSqr = 0; return result; } } // Either (1) the line is not parallel to the triangle and the // point of intersection of the line and the plane of the triangle // is outside the triangle or (2) the line and triangle are // parallel. Regardless, the closest point on the triangle is on // an edge of the triangle. Compare the line to all three edges // of the triangle. result.distance = +Infinity; result.distanceSqr = +Infinity; for (var i0 = 2, i1 = 0; i1 < 3; i0 = i1++) { var segCenter = triangle[i0].clone().add(triangle[i1]).multiplyScalar(0.5); var segDirection = triangle[i1].clone().sub(triangle[i0]); var segExtent = 0.5 * segDirection.length(); segDirection.normalize(); var segment = new Segment(triangle[i0], triangle[i1]); var lsResult = this.distanceSegment(segment); if (lsResult.distanceSqr! < result.distanceSqr!) { result.distanceSqr = lsResult.distanceSqr; result.distance = lsResult.distance; result.lineParameter = lsResult.parameters![0]; result.triangleParameters![i0] = 0.5 * (1 - lsResult.parameters![0] / segExtent); result.triangleParameters![i1] = 1 - result.triangleParameters![i0]; result.triangleParameters![3 - i0 - i1] = 0; result.closests![0] = lsResult.closests![0]; result.closests![1] = lsResult.closests![1]; } } return result; } distancePolyline(polyline: Polyline | Vec3[]): DistanceResult { let result: DistanceResult | any = null; var maodian: number = -1; for (let i = 0; i < polyline.length - 1; i++) { const segment = new Segment(polyline[i], polyline[i + 1]); var oneres: DistanceResult = this.distanceSegment(segment) as any; if (!result || (result as any).distance < (oneres as any).distance) { result = oneres; } if ((result as any).distance < gPrecision) { maodian = i; break; } } return { distance: result?.distance, distanceSqr: result?.distanceSqr, parameters: result?.parameters, closests: result?.closests, segmentIndex: maodian, } } } export function line(start?: Vec3, end?: Vec3) { return new Line(start, end); }