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xtorcga

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Xtor Compute Geometry Algorithm Libary 计算几何算法库

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"use strict"; var __spreadArrays = (this && this.__spreadArrays) || function () { for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length; for (var r = Array(s), k = 0, i = 0; i < il; i++) for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++) r[k] = a[j]; return r; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.trianglutionToGeometryBuffer = exports.toGeoBuffer = exports.triangListToBuffer = exports.indexable = void 0; /* * @Description : * @Author : 赵耀圣 * @Q群 : 632839661 * @Date : 2020-12-10 15:01:42 * @LastEditTime : 2021-03-11 09:09:57 * @FilePath : \cga.js\src\render\mesh.ts */ var Vec3_1 = require("../math/Vec3"); var array_1 = require("../utils/array"); var geometry_1 = require("./geometry"); var trianglution_1 = require("../alg/trianglution"); function indexable(obj, refIndexInfo, force) { if (refIndexInfo === void 0) { refIndexInfo = { index: 0 }; } if (force === void 0) { force = false; } if (obj instanceof Array) { for (var i = 0; i < obj.length; i++) indexable(obj[i], refIndexInfo); } else if (obj instanceof Object) { if (obj.index === undefined) obj.index = refIndexInfo.index++; else if (force) obj.index = refIndexInfo.index++; } } exports.indexable = indexable; function triangListToBuffer(vertices, triangleList) { indexable(triangleList); var indices = []; array_1.forall(triangleList, function (v) { indices.push(v.index); }); return toGeoBuffer(vertices, indices); } exports.triangListToBuffer = triangListToBuffer; /** * 顶点纹理坐标所以转化为buffer数据 * @param {Array<Verctor3|Number>} vertices * @param {Array<Number>} indices * @param {Array<Verctor2|Number>} uvs */ function toGeoBuffer(vertices, indices, uvs) { var geometry = new geometry_1.BufferGeometry(); geometry.addAttribute('position', vertices, 3); geometry.addAttribute('uv', uvs || new Float32Array(geometry.getAttribute('position').array.length / 3 * 2), 2); geometry.setIndex(indices); return geometry; } exports.toGeoBuffer = toGeoBuffer; /** * 三角剖分后转成几何体 * 只考虑XY平面 * @param {*} boundary * @param {*} hole * @param {*} options */ function trianglutionToGeometryBuffer(boundary, holes, options) { if (holes === void 0) { holes = []; } if (options === void 0) { options = { normal: Vec3_1.Vec3.UnitZ }; } var triangles = trianglution_1.triangulation(boundary, holes, options); var vertices = __spreadArrays(boundary, array_1.flat(holes)); var uvs = []; vertices.forEach(function (v) { uvs.push(v.x, v.z); }); var geometry = toGeoBuffer(vertices, triangles, uvs); return geometry; } exports.trianglutionToGeometryBuffer = trianglutionToGeometryBuffer;