xtorcga
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Xtor Compute Geometry Algorithm Libary 计算几何算法库
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text/typescript
import { EndType, JoinType } from "../../alg/extrude";
import { delta4 } from "../../math/Math";
import { IVec3, Vec3 } from '../../math/Vec3';
import { Line } from "./Line";
import { Segment } from "./Segment";
import { ArrayList } from '../data/ArrayList';
import { Polygon } from "./Polygon";
/**
* 线段正反原则:右手坐标系中,所在平面为XZ平面,把指向方向看着负Z轴,x正为正方向,x负为负方向
*/
export class Polyline<T> extends ArrayList<T> {
isCoPlanar: boolean;
isPolyline: boolean = true;
normal: Vec3;
constructor(vs?: Array<T> | Polyline<T> | Polygon<T>, normal: Vec3 = Vec3.UnitY) {
super(vs);
this.normal = normal;
this.isCoPlanar = true;
}
/**
* 偏移
* @param {Number} distance 偏移距离
* @param {Vector3} normal 折线所在平面法线
*/
offset(distance: number, normal: Vec3 = Vec3.UnitY, endtype: EndType = EndType.Butt, jointype: JoinType = JoinType.Miter): Polyline<T> {
const segs = []
for (let i = 0; i < this.length - 1; i++) {
const seg: Segment = new Segment(this.get(i).clone(), this.get(i + 1).clone());
const segtangetvec = seg[1].clone().sub(seg[0]).normalize().applyAxisAngle(normal, Math.PI / 2).multiplyScalar(distance);
seg.forEach((e: Vec3) => e.add(segtangetvec));
segs.push(seg);
}
for (let i = 0; i < segs.length - 1; i++) {
const segi: Segment = segs[i];
for (let j = i + 1; j < segs.length; j++) {
const segj = segs[j];
const disRes = segi.distanceSegment(segj);
if (disRes.distance! < delta4) {
//相交
segj[0].copy(disRes.closests![0])
segi[1].copy(disRes.closests![0])
} else {
//判断是否在内
// var i_o = segi.direction.clone().cross(segj.p0.clone().sub(segi.p0)).dot(normal);
}
}
}
var offsetPts: any = []
offsetPts.push(segs[0].p0)
for (let i = 0; i < segs.length; i++) {
const element = segs[i];
offsetPts.push(element.p1)
}
return new Polyline<T>(offsetPts);
}
/**
* 圆角 将折线拐点圆角化
* @param {Number} useDistance 圆角段距离
* @param {Number} segments 分切割段数
*/
corner(useDistance: number, normal = this.normal): Polyline<T> {
var polyline: Polyline<T> = new Polyline<T>();
for (let i = 0; i < this.length - 2; i++) {
const p0: Vec3 = this.get(i);
const p1: Vec3 = this.get(i + 1);
const p2: Vec3 = this.get(i + 2);
polyline.push(p0);
var fixedPoint0 = p0.distanceTo(p1) <= useDistance * 2 ? p0.clone().add(p1).multiplyScalar(0.5) : p0.clone().sub(p1).normalize().multiplyScalar(useDistance).add(p1);
var fixedPoint1 = p2.distanceTo(p1) <= useDistance * 2 ? p2.clone().add(p1).multiplyScalar(0.5) : p2.clone().sub(p1).normalize().multiplyScalar(useDistance).add(p1);
polyline.push(fixedPoint0);
var binormal0 = p1.clone().sub(p0).applyAxisAngle(normal, Math.PI / 2);
var binormal1 = p1.clone().sub(p0).applyAxisAngle(normal, Math.PI / 2);
//计算圆弧点
var line0 = new Line(fixedPoint0, binormal0.add(fixedPoint0));
var line1 = new Line(fixedPoint1, binormal1.add(fixedPoint1));
polyline.push(fixedPoint1);
}
return polyline;
}
}