xtorcga
Version:
Xtor Compute Geometry Algorithm Libary 计算几何算法库
242 lines (241 loc) • 11.9 kB
JavaScript
"use strict";
// // import { Vec3, v3, Quat, Segment } from "./index"
// import { createProgram } from './render/gl';
// // var v = new Vec3();
// // v.add(v3(10, 1230, 12));
// // document.write(v.toString());
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } });
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k in mod) if (k !== "default" && Object.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
__setModuleDefault(result, mod);
return result;
};
Object.defineProperty(exports, "__esModule", { value: true });
// // var quat = new Quat();
// // document.write(quat.x + "")
// // var segment = new Segment(v3(10, 20, 0), v3(100, 100, 0));
// // const distance = v.distanceSegment(segment);
// // document.write(JSON.stringify(distance))
// const vs = `
// uniform mat4 u,worldViewProjection;
// uniform vec3 u,lightWorldPos;
// uniform mat4 u,world;
// uniform mat4 u,viewInverse;
// uniform mat4 u,worldInverseTranspose;
// attribute vec4 position;
// attribute vec3 normal;
// attribute vec2 texcoord;
// varying vec4 v,position;
// varying vec2 v,texCoord;
// varying vec3 v,normal;
// varying vec3 v,surfaceToLight;
// varying vec3 v,surfaceToView;
// void main() {
// v,texCoord = texcoord;
// v,position = u,worldViewProjection * position;
// v,normal = (u,worldInverseTranspose * vec4(normal, 0)).xyz;
// v,surfaceToLight = u,lightWorldPos - (u,world * position).xyz;
// v,surfaceToView = (u,viewInverse[3] - (u,world * position)).xyz;
// gl,Position = v,position;
// }
// `
// const fs = `
// varying vec4 v,position;
// varying vec2 v,texCoord;
// varying vec3 v,normal;
// varying vec3 v,surfaceToLight;
// varying vec3 v,surfaceToView;
// uniform vec4 u,lightColor;
// uniform vec4 u,ambient;
// uniform sampler2D u,diffuse;
// uniform vec4 u,specular;
// uniform float u,shininess;
// uniform float u,specularFactor;
// vec4 lit(float l, float h, float m) {
// return vec4(1.0,
// max(l, 0.0),
// (l > 0.0) ? pow(max(0.0, h), m) : 0.0,
// 1.0);
// }
// void main() {
// vec4 diffuseColor = texture2D(u,diffuse, v,texCoord);
// vec3 a,normal = normalize(v,normal);
// vec3 surfaceToLight = normalize(v,surfaceToLight);
// vec3 surfaceToView = normalize(v,surfaceToView);
// vec3 halfVector = normalize(surfaceToLight + surfaceToView);
// vec4 litR = lit(dot(a,normal, surfaceToLight),
// dot(a,normal, halfVector), u,shininess);
// vec4 outColor = vec4((
// u,lightColor * (diffuseColor * litR.y + diffuseColor * u,ambient +
// u,specular * litR.z * u,specularFactor)).rgb,
// diffuseColor.a);
// gl,FragColor = outColor;
// }
// `
// const canvas = document.createElement('canvas');
// const renderer: WebGL2RenderingContext | WebGLRenderingContext = canvas.getContext("webgl2") || canvas.getContext("webgl")!;
// const program = createProgram(renderer, { vertexShader: vs, fragmentShader: fs })
// const arrays = {
// position: [1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1],
// normal: [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1],
// texcoord: [1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1],
// indices: [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23],
// };
// function render(time: number) {
// requestAnimationFrame(render);
// }
// requestAnimationFrame(render)
var cga = __importStar(require("./index"));
var Vec3_1 = require("./math/Vec3");
var glview_1 = require("./glview");
var three_1 = require("three");
var extrude_1 = require("./alg/extrude");
// var a = Vec3.fromDegrees(-75.62898254394531, 40.02804946899414, 0.0);
// console.log(a);
var glv = new glview_1.GLView({ container: document.body });
glv.run();
// var delaunay = new cga.Delaunay()
// var vs = []
// var data = []
// for (let i = 0; i < 10000; i++) {
// var x = Math.random() * 1000 - 500
// var y = Math.random() * 1000 - 500
// vs.push(new Vec3(x, y, 0));
// data.push(x, y);
// }
// // // var index = delaunay.triangulation(vs)
// // var delaunator = Delaunay.from(data);
// // // const delaunay1 = Delaunay.from(data);
// // var index = delaunator.triangles;
// // const voronoi = delaunator.voronoi([-520, -520, 520, 520]);
// // var k = -1;
// // var geometry = new Geometry();
// // while (k++ < 10000) {
// // var vvs: any = voronoi._clip(k);
// // debugger
// // for (let i = 0; i < vvs.length; i++) {
// // const e0 = vvs[i];
// // const e1 = vvs[(i + 1) % vvs.length];
// // geometry.vertices.push(new Vector3(e0[0], e0[1], 0));
// // geometry.vertices.push(new Vector3(e1[0], e1[1], 0));
// // }
// // }
// // var geo = toGeometryBuffer(vs, index)
// // glv.add(new Mesh(geo, new MeshBasicMaterial({ wireframe: true, side: DoubleSide })));
// // glv.add(new LineSegments(geometry, new LineBasicMaterial({ color: 0xff0000 })));
// // var section = [-1, -1, -1, 1, 1, 1, 1, -1];
// // extrudeNext(section, path, { sectionClosed: true, pathClosed: false, vecdim: 2 })
// var pathx = [v3(-20, 0, 0), v3(-20, 0, 20), v3(20, 0, 20), v3(20, 0, 0)]
// var polyline = new Polyline(pathx);
// polyline.offset(1)
var shape1 = [new cga.Vec3(-10, -10, 0), new cga.Vec3(10, -10, 0), new cga.Vec3(10, 10, 0), new cga.Vec3(-10, 10, 0)];
var path1 = [new cga.Vec3(), new cga.Vec3(0, 0, 100)];
extrude_1.extrude({ shape: shape1, path: path1, enableSmooth: true });
var dizhu = function (bottomR, topR, bh, gh, th) {
var bq = [];
var tq = [];
for (var i = 0; i < 33; i++) {
var x = Math.cos(cga.PI_TWO / 32 * i);
var z = Math.sin(cga.PI_TWO / 32 * i);
bq.push(cga.v3(x, 0, z));
}
tq = cga.clone(bq);
cga.scale(bq, cga.v3(bottomR, 1, bottomR));
var bq1 = cga.clone(bq);
cga.translate(bq1, cga.v3(0, bh, 0));
cga.scale(tq, cga.v3(topR, 1, topR));
var tq1 = cga.clone(tq);
cga.translate(tq, cga.v3(0, bh + gh, 0));
cga.translate(tq1, cga.v3(0, bh + gh + th, 0));
var sides = [bq, bq1, cga.clone(bq1), tq, cga.clone(tq), tq1];
var index = { index: 0 };
var geo = cga.linkSides({ shapes: sides, index: index, orgShape: bq });
var geometry = cga.toGeometryBuffer(geo);
return geometry;
};
var shape = [Vec3_1.v3(-5, 0, 0), Vec3_1.v3(5, 0, 0), Vec3_1.v3(5, 0, 0), Vec3_1.v3(5, 10, 0), Vec3_1.v3(5, 10, 0), Vec3_1.v3(-5, 10, 0), Vec3_1.v3(-5, 10, 0)];
var hole3 = [Vec3_1.v3(-4, 5, 0), Vec3_1.v3(-1, 5, 0), Vec3_1.v3(-1, 5, 0), Vec3_1.v3(-4, 9, 0), Vec3_1.v3(-4, 9, 0), Vec3_1.v3(-4, 5, 0)];
var hole1 = [Vec3_1.v3(1, 5, 0), Vec3_1.v3(4, 5, 0), Vec3_1.v3(4, 5, 0), Vec3_1.v3(4, 9, 0), Vec3_1.v3(4, 9, 0), Vec3_1.v3(1, 9, 0), Vec3_1.v3(1, 9, 0), Vec3_1.v3(1, 5, 0)];
var hole2 = [Vec3_1.v3(-4, 1, 0), Vec3_1.v3(4, 1, 0), Vec3_1.v3(4, 1, 0), Vec3_1.v3(4, 4, 0), Vec3_1.v3(4, 4, 0), Vec3_1.v3(-4, 4, 0), Vec3_1.v3(-4, 4, 0), Vec3_1.v3(-4, 1, 0)];
var holes = [hole1, hole2, hole3];
var path = [];
var ia = Math.PI / 100;
for (var i = 0; i <= 100; i++) {
var x = Math.cos(ia * i) * 50 + 50;
var y = Math.sin(ia * i) * 50;
path.push(Vec3_1.v3(x, y, 0));
}
var geo = extrude_1.extrude({ shape: shape, path: path, right: Vec3_1.Vec3.UnitZ, sealStart: true });
// var geo = dizhu(1.8, 0.9, 0.3, 0.5, 10);
var geometry = cga.toGeometryBuffer(geo);
geometry.computeVertexNormals();
var THREE = __importStar(require("three"));
var breath_light_1 = require("./effect/breath-light");
var Mat4_1 = require("./math/Mat4");
var tgeo = new THREE.BufferGeometry();
tgeo.setAttribute('position', new THREE.Float32BufferAttribute(geometry.getAttribute('position').array, 3));
tgeo.setAttribute('normal', new THREE.Float32BufferAttribute(geometry.getAttribute('normal').array, 3));
tgeo.setAttribute('uv', new THREE.Float32BufferAttribute(geometry.getAttribute('uv').array, 2));
tgeo.setIndex(new THREE.Uint16BufferAttribute(geometry.getIndex().array, 1));
var map = new THREE.TextureLoader().load("./assets/color.jpg");
map.repeat.set(0.4, 0.4);
map.wrapT = map.wrapS = THREE.MirroredRepeatWrapping;
var renderTarget = new three_1.WebGLRenderTarget(window.innerWidth, window.innerHeight, { depthTexture: new three_1.DepthTexture(window.innerWidth, window.innerHeight) });
var normalMaterial = new three_1.MeshNormalMaterial();
var mesh = new three_1.Mesh(tgeo, new three_1.MeshPhongMaterial({ map: map, side: three_1.FrontSide }));
glv.add(mesh);
// var mesh1 = new Mesh(new PlaneBufferGeometry(100, 100), new MeshBasicMaterial({ map: renderTarget.depthTexture, side: DoubleSide }));
// glv.add(mesh1);
// glv.addUpdates(() => {
// glv.renderer.setRenderTarget(renderTarget);
// glv.render();
// glv.renderer.setRenderTarget(null);
// })
var LabelTexture = /** @class */ (function () {
function LabelTexture(width, height, sideColor, areaColor) {
if (width === void 0) { width = 1; }
if (height === void 0) { height = 1; }
if (sideColor === void 0) { sideColor = "#1f9ccf"; }
if (areaColor === void 0) { areaColor = "#1f9cff1f"; }
this.canvas = document.createElement('canvas');
this.ctx = this.canvas.getContext('2d');
this.fontsize = 100;
this.width = width;
this.height = height;
this.sideColor = sideColor;
this.areaColor = areaColor;
}
return LabelTexture;
}());
glv.add(new breath_light_1.BreathLight());
var label = new LabelTexture();
var mesh1 = new three_1.Mesh(new three_1.PlaneBufferGeometry(100, 10), new three_1.MeshBasicMaterial({ map: new three_1.CanvasTexture(label.canvas), side: three_1.DoubleSide, transparent: true }));
glv.add(mesh1);
var shapeMaterial = new three_1.ShaderMaterial({ transparent: true, side: three_1.DoubleSide });
var planeGeo = new three_1.PlaneBufferGeometry(10, 10);
planeGeo.translate(0, 5, -1);
var mesh = new three_1.Mesh(planeGeo, shapeMaterial);
glv.add(mesh);
var m = new Mat4_1.Mat4();
var geo = extrude_1.extrude({ shape: shape, path: path, right: Vec3_1.Vec3.UnitZ, sealStart: true });
var geometry = cga.toGeometryBuffer(geo);
geometry.computeVertexNormals();
var tgeo = new THREE.BufferGeometry();
tgeo.setAttribute('position', new THREE.Float32BufferAttribute(geometry.getAttribute('position').array, 3));
tgeo.setAttribute('normal', new THREE.Float32BufferAttribute(geometry.getAttribute('normal').array, 3));
tgeo.setAttribute('uv', new THREE.Float32BufferAttribute(geometry.getAttribute('uv').array, 2));
tgeo.setIndex(new THREE.Uint16BufferAttribute(geometry.getIndex().array, 1));
var mesh = new three_1.Mesh(tgeo, new three_1.MeshPhongMaterial({}));