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Xtor Compute Geometry Algorithm Libary 计算几何算法库

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import { Quat, quat } from './Quat'; import { Mat3 } from './Mat3'; import { Mat4 } from './Mat4'; import { clamp } from './Math'; import { euler, Euler } from './Euler'; import { ResultDistance } from '../alg/result'; import { Line, line } from '../struct/3d/Line'; import { Ray } from '../struct/3d/Ray'; import { Segment } from '../struct/3d/Segment'; import { Plane } from '../struct/3d/Plane'; import { buildAccessors } from '../render/thing'; import { EventHandler } from '../render/eventhandler'; export class Vec3 extends EventHandler { x!: number; y!: number; z!: number; constructor(private _x: number = 0, private _y: number = 0, private _z: number = 0) { super(); buildAccessors(['x', 'y', 'z'], this); } static isVec3(v: any) { return !isNaN(v.x) && !isNaN(v.y) && !isNaN(v.z) && isNaN(v.w); } get isVec3() { return true; } static get Up() { return new Vec3(0, 1, 0); } static get Down() { return new Vec3(0, 1, 0); } static get UnitX() { return new Vec3(1, 0, 0); } static get UnitY() { return new Vec3(0, 1, 0); } static get UnitZ() { return new Vec3(0, 0, 1); } set(x: number, y: number, z: number) { this.x = x; this.y = y; this.z = z; return this; } setScalar(scalar: number) { this.x = scalar; this.y = scalar; this.z = scalar; return this; } setComponent(index: number, value: number) { switch (index) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Error("index is out of range: " + index); } return this; } getComponent(index: number) { switch (index) { case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Error("index is out of range: " + index); } } clone(): Vec3 { return new Vec3(this.x, this.y, this.z); } copy(v: Vec3) { this.x = v.x; this.y = v.y; this.z = v.z; return this; } add(v: Vec3, w?: Vec3) { if (w !== undefined) { console.warn( "Vec3: .add() now only accepts one argument. Use .addVecs( a, b ) instead." ); return this.addVecs(v, w); } this.x += v.x; this.y += v.y; this.z += v.z; return this; } addScalar(s: number) { this.x += s; this.y += s; this.z += s; return this; } addVecs(a: Vec3, b: Vec3) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; } addScaledVec(v: Vec3, s: number) { this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; return this; } sub(v: Vec3, w?: Vec3) { if (w !== undefined) { console.warn( "Vec3: .sub() now only accepts one argument. Use .subVecs( a, b ) instead." ); return this.subVecs(v, w); } this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; } subScalar(s: number) { this.x -= s; this.y -= s; this.z -= s; return this; } subVecs(a: Vec3, b: Vec3) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; } multiply(v: Vec3, w: Vec3) { if (w !== undefined) { return this.multiplyVecs(v, w); } this.x *= v.x; this.y *= v.y; this.z *= v.z; return this; } multiplyScalar(scalar: number) { this.x *= scalar; this.y *= scalar; this.z *= scalar; return this; } multiplyVecs(a: Vec3, b: Vec3) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; } applyEuler(euler: Euler) { if (!(euler && euler.isEuler)) { console.error( "Vec3: .applyEuler() now expects an Euler rotation rather than a Vec3 and order." ); } return this.applyQuat(_quat.setFromEuler(euler)); } applyAxisAngle(axis: any, angle: any) { return this.applyQuat(_quat.setFromAxisAngle(axis, angle)); } applyMat3(m: Mat3) { var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[0] * x + e[3] * y + e[6] * z; this.y = e[1] * x + e[4] * y + e[7] * z; this.z = e[2] * x + e[5] * y + e[8] * z; return this; } applyMat4(m: Mat4) { var x = this.x, y = this.y, z = this.z; var e = m.elements; var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]); this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w; this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w; this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w; return this; } applyQuat(q: { x: any; y: any; z: any; w: any; }) { var x = this.x, y = this.y, z = this.z; var qx = q.x, qy = q.y, qz = q.z, qw = q.w; // calculate Quat * Vec var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = -qx * x - qy * y - qz * z; // calculate result * inverse Quat this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return this; } project(camera: { matrixWorldInverse: any; projectionMatrix: any; }) { return this.applyMat4(camera.matrixWorldInverse).applyMat4( camera.projectionMatrix ); } unproject(camera: { projectionMatrixInverse: any; matrixWorld: any; }) { return this.applyMat4(camera.projectionMatrixInverse).applyMat4( camera.matrixWorld ); } transformDirection(m: { elements: any; }) { // input: Mat4 affine matrix // Vec interpreted as a direction var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[0] * x + e[4] * y + e[8] * z; this.y = e[1] * x + e[5] * y + e[9] * z; this.z = e[2] * x + e[6] * y + e[10] * z; return this.normalize(); } divide(v: Vec3) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; } divideScalar(scalar: number) { return this.multiplyScalar(1 / scalar); } min(v: Vec3) { this.x = Math.min(this.x, v.x); this.y = Math.min(this.y, v.y); this.z = Math.min(this.z, v.z); return this; } max(v: Vec3) { this.x = Math.max(this.x, v.x); this.y = Math.max(this.y, v.y); this.z = Math.max(this.z, v.z); return this; } clamp(min: Vec3, max: Vec3) { // assumes min < max, componentwise this.x = Math.max(min.x, Math.min(max.x, this.x)); this.y = Math.max(min.y, Math.min(max.y, this.y)); this.z = Math.max(min.z, Math.min(max.z, this.z)); return this; } clampScalar(minVal: number, maxVal: number) { this.x = Math.max(minVal, Math.min(maxVal, this.x)); this.y = Math.max(minVal, Math.min(maxVal, this.y)); this.z = Math.max(minVal, Math.min(maxVal, this.z)); return this; } clampLength(min: number, max: number) { var length = this.length(); return this.divideScalar(length || 1).multiplyScalar( Math.max(min, Math.min(max, length)) ); } floor() { this.x = Math.floor(this.x); this.y = Math.floor(this.y); this.z = Math.floor(this.z); return this; } ceil() { this.x = Math.ceil(this.x); this.y = Math.ceil(this.y); this.z = Math.ceil(this.z); return this; } round() { this.x = Math.round(this.x); this.y = Math.round(this.y); this.z = Math.round(this.z); return this; } roundToZero() { this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); return this; } negate() { this.x = -this.x; this.y = -this.y; this.z = -this.z; return this; } dot(v: Vec3) { return this.x * v.x + this.y * v.y + this.z * v.z; } // TODO lengthSquared? lengthSq() { return this.x * this.x + this.y * this.y + this.z * this.z; } length() { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); } manhattanLength() { return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z); } normalize(robust = false) { return this.divideScalar(this.length() || 1); // if (robust) // { // var maxAbsComp = Math.abs(v[0]); // for (var i = 1; i < N; ++i) // { // var absComp = Math.abs(v[i]); // if (absComp > maxAbsComp) // { // maxAbsComp = absComp; // } // } // var length; // if (maxAbsComp > 0) // { // v /= maxAbsComp; // length = Math.sqrt(Dot(v, v)); // v /= length; // length *= maxAbsComp; // } // else // { // length = 0; // for (var i = 0; i < N; ++i) // { // v[i] = 0; // } // } // return length; // } // else // { // var length = this.length(); // if (length > 0) // { // v /= length; // } // else // { // for (var i = 0; i < N; ++i) // { // v[i] = 0; // } // } // } } setLength(length: any) { return this.normalize().multiplyScalar(length); } lerp(v: Vec3, alpha: number) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; this.z += (v.z - this.z) * alpha; return this; } lerpVecs(v1: Vec3, v2: any, alpha: any) { return this.subVecs(v2, v1) .multiplyScalar(alpha) .add(v1); } cross(v: Vec3, w?: Vec3) { if (w !== undefined) { console.warn( "Vec3: .cross() now only accepts one argument. Use .crossVecs( a, b ) instead." ); return this.crossVecs(v, w); } return this.crossVecs(this, v); } crossVecs(a: Vec3, b: Vec3) { var ax = a.x, ay = a.y, az = a.z; var bx = b.x, by = b.y, bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; } projectOnVec(vec: Vec3) { var scalar = vec.dot(this) / vec.lengthSq(); return this.copy(vec).multiplyScalar(scalar); } projectOnPlane(planeNormal: any) { _vec.copy(this).projectOnVec(planeNormal); return this.sub(_vec); } reflect(normal: any) { // reflect incident Vec off plane orthogonal to normal // normal is assumed to have unit length return this.sub(_vec.copy(normal).multiplyScalar(2 * this.dot(normal))); } angleTo(v: Vec3, normal: Vec3 | any) { if (normal) return this.angleToEx(v, normal) var theta = this.dot(v) / Math.sqrt(this.lengthSq() * v.lengthSq()); return Math.acos(clamp(theta, -1, 1)); } angleToEx(v: Vec3, normal: Vec3) { var theta = this.dot(v) / Math.sqrt(this.lengthSq() * v.lengthSq()); if (this.clone().cross(v).dot(normal) > 0) return Math.acos(clamp(theta, -1, 1)); else return Math.PI * 2 - Math.acos(clamp(theta, -1, 1)); } distanceTo(v: any) { return Math.sqrt(this.distanceToSquared(v)); } distanceToSquared(v: Vec3) { var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; return dx * dx + dy * dy + dz * dz; } manhattanDistanceTo(v: Vec3) { return ( Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z) ); } setFromSpherical(s: { radius: any; phi: any; theta: any; }) { return this.setFromSphericalCoords(s.radius, s.phi, s.theta); } setFromSphericalCoords(radius: number, phi: number, theta: number) { var sinPhiRadius = Math.sin(phi) * radius; this.x = sinPhiRadius * Math.sin(theta); this.y = Math.cos(phi) * radius; this.z = sinPhiRadius * Math.cos(theta); return this; } setFromCylindrical(c: { radius: any; theta: any; y: any; }) { return this.setFromCylindricalCoords(c.radius, c.theta, c.y); } setFromCylindricalCoords(radius: number, theta: number, y: number) { this.x = radius * Math.sin(theta); this.y = y; this.z = radius * Math.cos(theta); return this; } setFromMatrixPosition(m: { elements: any; }) { var e = m.elements; this.x = e[12]; this.y = e[13]; this.z = e[14]; return this; } setFromMatrixScale(m: any) { var sx = this.setFromMatrixColumn(m, 0).length(); var sy = this.setFromMatrixColumn(m, 1).length(); var sz = this.setFromMatrixColumn(m, 2).length(); this.x = sx; this.y = sy; this.z = sz; return this; } setFromMatrixColumn(m: { elements: any; }, index: number) { return this.fromArray(m.elements, index * 4); } equals(v: Vec3) { return v.x === this.x && v.y === this.y && v.z === this.z; } fromArray(array: { [x: string]: number; }, offset: number | undefined) { if (offset === undefined) offset = 0; this.x = array[offset]; this.y = array[offset + 1]; this.z = array[offset + 2]; return this; } toArray(array: number[] = [], offset: number = 0) { array[offset] = this.x; array[offset + 1] = this.y; array[offset + 2] = this.z; return array; } fromBufferAttribute(attribute: { getX: (arg0: any) => number; getY: (arg0: any) => number; getZ: (arg0: any) => number; }, index: any, offset: undefined) { if (offset !== undefined) { console.warn( "Vec3: offset has been removed from .fromBufferAttribute()." ); } this.x = attribute.getX(index); this.y = attribute.getY(index); this.z = attribute.getZ(index); return this; } toFixed(fractionDigits: number | undefined) { if (fractionDigits !== undefined) { this.x = parseFloat(this.x.toFixed(fractionDigits)) this.y = parseFloat(this.y.toFixed(fractionDigits)) this.z = parseFloat(this.z.toFixed(fractionDigits)) } return this; } //---Distance------------------------------------------------------------------------------- distancePoint(point: Vec3): ResultDistance { const result: ResultDistance = {}; result.distanceSqr = this.distanceToSquared(point); result.distance = Math.sqrt(result.distanceSqr); return result; } distanceLine(line: Line): ResultDistance { const result: ResultDistance = { parameters: [], closests: [] }; var diff = this.clone().sub(line.origin); var lineParameter = line.direction.dot(diff); var lineClosest = line.direction .clone() .multiplyScalar(lineParameter) .add(line.origin); result.parameters!.push(0, lineParameter); result.closests!.push(this, lineClosest); diff = result.closests![0].clone().sub(result.closests![1]); result.distanceSqr = diff.dot(diff); result.distance = Math.sqrt(result.distanceSqr); return result; } /** * Test success * 到射线的距离 * @param {Line} line * @returns {Object} lineParameter 最近点的参数 lineClosest 最近点 distanceSqr 到最近点距离的平方 distance 到最近点距离 */ distanceRay(ray: Ray) { var result: ResultDistance = { parameters: [], closests: [] }; var diff = this.clone().sub(ray.origin); result.parameters![1] = ray.direction.dot(diff); if (result.parameters![1] > 0) { result.closests![1] = ray.direction .clone() .multiplyScalar(result.parameters![1]) .add(ray.origin); } else { result.closests![1] = ray.origin.clone(); } diff = this.clone().sub(result.closests![1]); result.distanceSqr = diff.dot(diff); result.distance = Math.sqrt(result.distanceSqr); return result; } /** * Test success * 到线段的距离 * @param {Line} line * @returns {Object} lineParameter 最近点的参数 lineClosest 最近点 distanceSqr 到最近点距离的平方 distance 到最近点距离 */ distanceSegment(segment: Segment) { const result: ResultDistance = { parameters: [], closests: [] }; var diff = this.clone().sub(segment.p1); var t = segment.extentDirection.dot(diff); if (t >= 0) { result.parameters![1] = 1; result.closests![1] = segment.p1; } else { diff = this.clone().sub(segment.p0); t = segment.extentDirection.dot(diff); if (t <= 0) { result.parameters![1] = 0; result.closests![1] = segment.p0; } else { var sqrLength = segment.extentSqr; if (sqrLength <= 0) sqrLength = 0; t /= sqrLength; result.parameters![1] = t; result.closests![1] = segment.extentDirection .clone() .multiplyScalar(t) .add(segment.p0); } } diff = this.clone().sub(result.closests![1]); result.distanceSqr = diff.dot(diff); result.distance = Math.sqrt(result.distanceSqr); return result; } /** * 点与线段的距离 * @param plane */ distancePlane(plane: Plane) { // this.clone().sub(plane.origin).dot(plane.normal); const result: ResultDistance = { parameters: [], closests: [], signedDistance: 0, distance: 0 }; result.signedDistance = this.clone().dot(plane.normal) - plane.w; result.distance = Math.abs(result.signedDistance); result.closests![1] = this.clone().sub(plane.normal.clone().multiplyScalar(result.signedDistance)); return result; } } const _vec = v3(); const _quat: Quat = quat(); export function v3(x?: number, y?: number, z?: number) { return new Vec3(x, y, z); }