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import _inheritsLoose from "@babel/runtime/helpers/inheritsLoose"; import * as THREE from 'three'; import BaseGraphics from './base'; function closestAngle(value, to) { var pi2 = 2 * Math.PI; while (Math.abs(value - pi2 - to) < Math.abs(value - to)) { value -= pi2; } while (Math.abs(value + pi2 - to) < Math.abs(value - to)) { value += pi2; } return value; } var Angular = /*#__PURE__*/ function (_BaseGraphics) { _inheritsLoose(Angular, _BaseGraphics); function Angular() { for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } return _BaseGraphics.call.apply(_BaseGraphics, [this].concat(args, [2, 2, 2])) || this; } var _proto = Angular.prototype; _proto.updateFromState = function updateFromState(info) { var _BaseGraphics$prototy; //take local coordinates of four points from CC data members var _map = ['startPt', 'endPt', 'dimPt', 'cornerPt'].map(function (x) { return new THREE.Vector3().fromArray(info.dimension.members[x].value); }), start = _map[0], end = _map[1], dim = _map[2], corner = _map[3]; var extendCrn = info.dimension.members.extendToCorner.value; //calculate radius & polar angles of the arc var radius = corner.distanceTo(dim); var startAng = Math.atan2(start.y - corner.y, start.x - corner.x), endAng = Math.atan2(end.y - corner.y, end.x - corner.x); //arc always goes from "start" to "end" according to "ccw" flag if (!info.dimension.members.ccw.value) { var _ref = [end, start, endAng, startAng]; start = _ref[0]; end = _ref[1]; startAng = _ref[2]; endAng = _ref[3]; } if (endAng < startAng) endAng += 2 * Math.PI; //check if dim-pos is outside of sector var midAng = (startAng + endAng) * 0.5; var dimAng = Math.atan2(dim.y - corner.y, dim.x - corner.x); dimAng = closestAngle(dimAng, midAng); var outside = dimAng < startAng || dimAng > endAng; //set geometry for dimension var _map2 = [start, end].map(function (x) { return x.clone().sub(corner).setLength(radius).add(corner); }), startFoot = _map2[0], endFoot = _map2[1]; var startTang = new THREE.Vector3(Math.sin(startAng), -Math.cos(startAng), 0).multiplyScalar(outside ? -1 : 1); var endTang = new THREE.Vector3(-Math.sin(endAng), Math.cos(endAng), 0).multiplyScalar(outside ? -1 : 1); this.updateLine(0, extendCrn ? corner : start, startFoot); this.updateLine(1, endFoot, extendCrn ? corner : end); this.updateArc(0, corner, radius, startAng, dimAng); this.updateArc(1, corner, radius, endAng, dimAng); this.updateArrow(0, startFoot, startTang); this.updateArrow(1, endFoot, endTang); for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) { args[_key2 - 1] = arguments[_key2]; } (_BaseGraphics$prototy = _BaseGraphics.prototype.updateFromState).call.apply(_BaseGraphics$prototy, [this, info].concat(args)); }; return Angular; }(BaseGraphics); export { Angular as default };