修复:并集错误

This commit is contained in:
ChenX
2023-09-15 17:14:55 +08:00
parent a11f502f9a
commit c81cda5cb5
2115 changed files with 297 additions and 22774 deletions

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@@ -1,13 +0,0 @@
import { Box3, Sphere } from "three";
import { CameraUpdate } from "./CameraUpdate";
export declare class CameraUpdateForIos {
private camera;
boundingSphere: Sphere;
box: Box3;
constructor(camera: CameraUpdate);
private _line;
private _plane;
private _iPoint;
Fix(): void;
}
//# sourceMappingURL=CameraUpdateForIos.d.ts.map

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@@ -1 +0,0 @@
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@@ -1,55 +0,0 @@
import { Object3D, Vector3 } from "three";
export declare enum CursorMode {
None = 0,
GetEntity = 1,
GetPoint = 2,
Cross = 3
}
/**
* 在前视图中显示的光标
*/
export declare class Cursor {
/**
* 光标的绘制对象
*/
CursorObject: Object3D;
/**
* 方向框大小
*/
private _SquareSize;
/**
* 延伸线长度
*/
private _LineLength;
private _3DLineLength;
private _SquareObject;
private _OutsideCrossLineObject;
private _CrossLineObject;
private _threeDLine;
private _Mode;
private _isTheeeDMode;
constructor();
get IsThreeMode(): boolean;
set IsThreeMode(bool: boolean);
set Mode(mode: CursorMode);
get LineLength2D(): number;
set LineLength2D(l: number);
set LineLength3D(l: number);
UpdateCursor(): void;
set Position(ptView: Vector3);
/**
* 设置选择框的大小
*/
set SquareSize(size: number);
get SquareSize(): number;
set CrossLineLength(length: number);
get CrossLineLength(): number;
UpdateEvent(): void;
Update3DLine(): void;
private SquarePts;
private OutsideLinePts;
private CrossLinePts;
private CreateCross3DLine;
set Color(n: number);
}
//# sourceMappingURL=Cursor.d.ts.map

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@@ -1 +0,0 @@
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@@ -1,6 +0,0 @@
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass";
export declare class FXAAPass extends ShaderPass {
constructor();
setSize(width: number, height: number): void;
}
//# sourceMappingURL=FXAAPass.d.ts.map

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@@ -1 +0,0 @@
{"version":3,"file":"FXAAPass.d.ts","sourceRoot":"","sources":["../../../src/GraphicsSystem/FXAAPass.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,8CAA8C,CAAC;AAE1E,qBAAa,QAAS,SAAQ,UAAU;;IAOpC,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;CAIxC"}

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@@ -1,52 +0,0 @@
import { Vector3 } from "three";
/**
* 移植THree。js八叉树未完善
*/
export declare class Octree {
nodeCount: any;
INDEX_INSIDE_CROSS: any;
INDEX_OUTSIDE_OFFSET: any;
INDEX_OUTSIDE_POS_X: any;
INDEX_OUTSIDE_NEG_X: any;
INDEX_OUTSIDE_POS_Y: any;
INDEX_OUTSIDE_NEG_Y: any;
INDEX_OUTSIDE_POS_Z: any;
INDEX_OUTSIDE_NEG_Z: any;
INDEX_OUTSIDE_MAP: any;
FLAG_POS_X: any;
FLAG_NEG_X: any;
FLAG_POS_Y: any;
FLAG_NEG_Y: any;
FLAG_POS_Z: any;
FLAG_NEG_Z: any;
utilVec31Search: Vector3;
utilVec32Search: Vector3;
scene: any;
visualGeometry: any;
visualMaterial: any;
objects: any;
objectsMap: {};
objectsData: any[];
objectsDeferred: any[];
depthMax: any;
objectsThreshold: any;
overlapPct: any;
undeferred: any;
root: any;
constructor(parameters?: any);
update(): void;
add(object: any, options?: any): void;
addDeferred(object: any, options?: any): void;
addObjectData(object: any, part: any): void;
remove(object: any): void;
extend(octree: Octree): void;
rebuild(): void;
updateObject(object: any): void;
search(position: Vector3, radius: number, organizeByObject: boolean, direction: Vector3): void;
setRoot(root: any): void;
getDepthEnd(): number;
getNodeCountEnd(): number;
getObjectCountEnd(): number;
toConsole(): void;
}
//# sourceMappingURL=Octree.d.ts.map

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@@ -1 +0,0 @@
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@@ -50,6 +50,14 @@ export declare class OffsetPolyline {
protected GeneralCirclesAndVertexs(): void;
protected OffsetSubCurves(): void;
LinkSubCurves(): void;
/**
* 判断两曲线是否尖角化
* 在
* 1.直线和圆弧,圆弧和圆弧
* 2.有交点,无真交点时
* 必须在正确的方向做出延伸动作,所以必须在尖角的情况下延伸,偏移的结果就像一个谷字去掉一个口的结果,上面的人就是偏移后的结果.
* 如果是谷,则允许连接 #I7WKKG
*/
private IsSharpCorner;
protected GeneralTrimContours(): void;
protected TrimByContours(): void;

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@@ -1 +1 @@
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@@ -1,61 +0,0 @@
import { Color, Matrix4, MeshBasicMaterial, MeshDepthMaterial, Object3D, OrthographicCamera, PerspectiveCamera, Scene, ShaderMaterial, Vector2, WebGLRenderer, WebGLRenderTarget } from "three";
import { Pass } from "three/examples/jsm/postprocessing/Pass";
/**
* @author spidersharma / http://eduperiment.com/
*/
export declare class OutlinePass extends Pass {
renderScene: Scene;
renderCamera: OrthographicCamera | PerspectiveCamera;
resolution: Vector2;
selectedObjects: Object3D[];
renderObjects: Object3D[];
visibleEdgeColor: Color;
hiddenEdgeColor: Color;
edgeGlow: number;
usePatternTexture: boolean;
edgeThickness: number;
edgeStrength: number;
downSampleRatio: number;
pulsePeriod: number;
maskBufferMaterial: MeshBasicMaterial;
renderTargetMaskBuffer: WebGLRenderTarget;
depthMaterial: MeshDepthMaterial;
prepareMaskMaterial: ShaderMaterial;
renderTargetDepthBuffer: WebGLRenderTarget;
renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
renderTargetBlurBuffer1: WebGLRenderTarget;
renderTargetBlurBuffer2: WebGLRenderTarget;
edgeDetectionMaterial: ShaderMaterial;
renderTargetEdgeBuffer1: WebGLRenderTarget;
renderTargetEdgeBuffer2: WebGLRenderTarget;
separableBlurMaterial1: ShaderMaterial;
separableBlurMaterial2: ShaderMaterial;
overlayMaterial: ShaderMaterial;
copyUniforms: {
[x: string]: {
value: any;
};
};
materialCopy: ShaderMaterial;
oldClearColor: Color;
oldClearAlpha: number;
fsQuad: Pass.FullScreenQuad;
tempPulseColor1: Color;
tempPulseColor2: Color;
textureMatrix: Matrix4;
patternTexture: any;
constructor(renderScene: Scene, renderCamera: OrthographicCamera | PerspectiveCamera, resolution?: Vector2, selectedObjects?: Object3D[]);
dispose(): void;
setSize(width: number, height: number): void;
changeVisibilityOfSelectedObjects(bVisible: boolean): void;
changeVisibilityOfNonSelectedObjects(bVisible: boolean): void;
updateTextureMatrix(): void;
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void;
getPrepareMaskMaterial(): ShaderMaterial;
getEdgeDetectionMaterial(): ShaderMaterial;
getSeperableBlurMaterial(maxRadius: number): ShaderMaterial;
getOverlayMaterial(): ShaderMaterial;
static BlurDirectionX: Vector2;
static BlurDirectionY: Vector2;
}
//# sourceMappingURL=OutlinePass.d.ts.map

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@@ -1 +0,0 @@
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@@ -1,47 +0,0 @@
import { Line, LineBasicMaterial, LineDashedMaterial, Scene, Vector3, WebGLRenderer } from 'three';
import { CameraUpdate } from './CameraUpdate';
import { Cursor } from './Cursor';
export declare enum DrawMode {
Square = 0,
Cross = 1,
ObliqueCross = 2
}
export declare class PreViewer {
private container;
private _bNeedUpdate;
private _Render;
private _Scene;
protected _Camera: CameraUpdate;
private _Width;
private _Height;
/**
* 光标对象
*/
Cursor: Cursor;
constructor(container: HTMLElement);
get Renderer(): WebGLRenderer;
UpdateSize(width: number, height: number): void;
get Width(): number;
get Height(): number;
get Scene(): Scene;
get Camera(): import("three").PerspectiveCamera | import("three").OrthographicCamera;
UpdateScreen(): void;
StartRender: () => void;
Render(): void;
private InitCamera;
private InitRender;
WorldToViewPoint(pWcs: Vector3): Vector3;
ScreenPointToViewerPoint(p: Vector3): Vector3;
ViewerPointToScreenPoint(p: Vector3): Vector3;
Draw(mode: DrawMode, size: number, pt: Vector3, material: LineBasicMaterial | LineDashedMaterial, isWcs?: boolean): Line<import("three").BufferGeometry, LineBasicMaterial | LineDashedMaterial>;
/**
* 在视图中绘制线,并返回该对象
* @param pts 点表
* @param material 材质
* @param [isWCS] 点表是世界坐标系
* @param [type] 绘制类型 Line or LineSegment
* @returns
*/
DrawLine(pts: Vector3[], material: LineBasicMaterial | LineDashedMaterial, isWCS?: boolean, type?: typeof Line): Line<import("three").BufferGeometry, LineBasicMaterial | LineDashedMaterial>;
}
//# sourceMappingURL=PreViewer.d.ts.map

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@@ -1 +0,0 @@
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@@ -1,10 +0,0 @@
import Stats from 'stats.js';
import { Viewer } from './Viewer';
/**
* 渲染性能状态查看器. 在DOM上显示一个渲染帧数
*/
export declare class RenderPerformanceStatus {
m_Stats: Stats;
constructor(view: Viewer);
}
//# sourceMappingURL=RenderPerformanceStatus.d.ts.map

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@@ -1 +0,0 @@
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@@ -20,6 +20,7 @@ export declare enum RenderType {
Physical2 = 6,
Edge = 7,
PlaceFace = 8,
BigHoleFace = 81,
CustomNumber = 9,
/******************************************** 在视口时的渲染模式 */
/**

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@@ -1 +1 @@
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@@ -1,97 +0,0 @@
import { Matrix4, Object3D, Scene, Vector2, Vector3, WebGLRenderer } from 'three';
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass";
import { AAType } from '../Common/SystemEnum';
import { Database } from '../DatabaseServices/Database';
import { Entity } from '../DatabaseServices/Entity/Entity';
import { ViewportEntity } from '../DatabaseServices/ViewportEntity';
import { CameraUpdate } from './CameraUpdate';
import { GripScene } from './GripScene';
import { IViewer } from './IView';
import { OutlinePass } from './OutlinePass';
import { PreViewer } from './PreViewer';
import { RenderType } from './RenderType';
export declare class Viewer {
canvasContainer: HTMLElement;
protected NeedUpdate: boolean;
DisableRenderer: boolean;
CameraCtrl: CameraUpdate;
LookTarget: Vector3;
Renderer: WebGLRenderer;
PreViewer: PreViewer;
RendererFollowView: boolean;
/**使用后期渲染器 */
UsePass: boolean;
/**后期渲染器 */
Composer: EffectComposer;
_AAType: AAType;
RenderPass: RenderPass;
OutlinePass: OutlinePass;
private _SMAAPass;
private _Scene;
private _RenderSelectScene;
GripScene: GripScene;
private _Width;
private _Height;
private _NeedUpdateEnts;
isLayout: boolean;
ViewPorts: ViewportEntity[];
LayoutScene: Scene;
CurrentViewport: ViewportEntity;
constructor(canvasContainer: HTMLElement);
get Scene(): Scene;
set Scene(s: Scene);
get Camera(): import("three").PerspectiveCamera | import("three").OrthographicCamera;
get Width(): number;
get Height(): number;
set AAType(type: AAType);
get AAType(): AAType;
InitRender(canvasContainer: HTMLElement): void;
OnSize: (width?: number, height?: number) => void;
OnSizeEvent(): void;
private _TempMove;
StartRender: () => void;
UpdateRender(): void;
Render(): void;
private _constant;
private _planNormal;
ScreenToWorld(pt: Vector3, planNormal?: Vector3, constant?: Vector3): Vector3;
/**
* 世界坐标系转到屏幕坐标系的变换矩阵
* wcsP.applyMatrix4(dcs) => dcsP;
*/
get DCS(): Matrix4;
WorldToScreen(pt: Vector3): Vector3;
/**
* 更新视角观测目标(物体中心)
*/
UpdateLockTarget(): void;
IsLookSelect: boolean;
private _OldUsePass;
StartLookSelect(): void;
EndLookSelect(): void;
/**当前相机控制 */
get CameraControl(): CameraUpdate;
Rotate(mouseMove: Vector3): void;
Pan(mouseMove: Vector3): void;
Zoom(scale: number, center?: Vector3): void;
ZoomAll(UpdateRender?: boolean): void;
ZoomtoEntitys(ens: Entity[]): void;
ViewToTop(): void;
ViewToFront(): void;
ViewToSwiso(): void;
/**
* 获得当前视图显示图元的对象列表(Threejs对象).
*/
get VisibleObjects(): Object3D[];
get VisibleEntitys(): Entity[];
private LazyRenderDatabase;
RenderDatabase(db: Database): void;
RenderDatabaseEndEvent(): void;
UpdateRenderType(db: Database, type: RenderType): Promise<void>;
SwitchLayout(): void;
LayoutRenderEntity(en: Entity): void;
ViewportPoint(pt: Vector3 | Vector2, viewport: ViewportEntity): void;
GetIViewer(pts: (Vector3 | Vector2)[]): IViewer;
}
//# sourceMappingURL=Viewer.d.ts.map

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@@ -1 +0,0 @@
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@@ -1,2 +0,0 @@
export declare function WebRtcPlayer(parOptions?: any): void;
//# sourceMappingURL=WebRtcPlayer.d.ts.map

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@@ -1 +0,0 @@
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@@ -1,11 +0,0 @@
import { PixelStreaming } from '@epicgames-ps/lib-pixelstreamingfrontend-ue5.2';
export declare class WebRtcRenderer {
pixelStreaming: PixelStreaming;
canUse: boolean;
constructor();
private Connect;
OnLinkEvent(isLink: boolean): void;
StartRenderer(): Promise<void>;
EndRenderer(): void;
}
//# sourceMappingURL=WebRtcRenderer.d.ts.map

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@@ -1 +0,0 @@
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