xtorcga
Version:
Xtor Compute Geometry Algorithm Libary 计算几何算法库
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text/typescript
/*
* @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
*/
import { Vec3 } from "../math/Vec3";
import { Vec2 } from "../math/Vec2";
import { flat, forall } from '../utils/array';
import { BufferGeometry } from "./geometry";
import { BufferAttribute } from "./buffer-attribute";
import { Vec4 } from "../math/Vec4";
import { TypedArray } from "./types";
import { triangulation } from "../alg/trianglution";
export function indexable(obj: any[] | any, refIndexInfo = { index: 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++;
}
}
export function triangListToBuffer(vertices: Vec3[], triangleList: Vec3[]) {
indexable(triangleList);
const indices: number[] = [];
forall(triangleList, (v: Vec3 | any) => {
indices.push(v.index);
})
return toGeoBuffer(vertices, indices);
}
/**
* 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
*/
export function toGeoBuffer(vertices: BufferAttribute | Array<number | Vec2 | Vec3 | Vec4> | TypedArray, indices: number[] | Uint32Array | Uint16Array, uvs?: BufferAttribute | TypedArray | Array<Vec2 | number>): BufferGeometry {
const geometry = new 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;
}
/**
* 三角剖分后转成几何体
* 只考虑XY平面
* @param {*} boundary
* @param {*} hole
* @param {*} options
*/
export function trianglutionToGeometryBuffer(boundary: any, holes: any[] = [], options: any = { normal: Vec3.UnitZ }): BufferGeometry {
var triangles = triangulation(boundary, holes, options)
var vertices = [...boundary, ...flat(holes)]
var uvs: any = [];
vertices.forEach(v => {
uvs.push(v.x, v.z);
})
var geometry = toGeoBuffer(vertices, triangles, uvs);
return geometry;
}