添加实体差集
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src/ThreeCSG.ts
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702
src/ThreeCSG.ts
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import * as THREE from "three";
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/*jshint esversion: 6 */
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const EPSILON = 1e-5,
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COPLANAR = 0, //共面
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FRONT = 1, //前
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BACK = 2,
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SPANNING = 3;
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export class ThreeBSP
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{
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tree: Node;
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matrix: THREE.Matrix4;
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Node: typeof Node;
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Vertex: typeof Vertex;
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Polygon: typeof Polygon;
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constructor(geometry)
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{
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// Convert THREE.Geometry to ThreeBSP
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let i, _length_i,
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face, vertex, faceVertexUvs, uvs,
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polygon,
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polygons = [],
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tree;
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this.Polygon = Polygon;
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this.Vertex = Vertex;
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this.Node = Node;
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if (geometry instanceof THREE.Geometry)
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{
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this.matrix = new THREE.Matrix4();
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} else if (geometry instanceof THREE.Mesh)
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{
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// #todo: add hierarchy support
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geometry.updateMatrix();
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this.matrix = geometry.matrix.clone();
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geometry = geometry.geometry;
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} else if (geometry instanceof Node)
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{
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this.tree = geometry;
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this.matrix = new THREE.Matrix4();
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return this;
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} else
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{
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throw 'ThreeBSP: Given geometry is unsupported';
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}
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for (i = 0, _length_i = geometry.faces.length; i < _length_i; i++)
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{
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face = geometry.faces[i];
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faceVertexUvs = geometry.faceVertexUvs[0][i];
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polygon = new Polygon();
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if (face instanceof THREE.Face3)
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{
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vertex = geometry.vertices[face.a];
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uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[0].x, faceVertexUvs[0].y) : null;
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vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[0], uvs);
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vertex.applyMatrix4(this.matrix);
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polygon.vertices.push(vertex);
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vertex = geometry.vertices[face.b];
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uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[1].x, faceVertexUvs[1].y) : null;
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vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[1], uvs);
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vertex.applyMatrix4(this.matrix);
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polygon.vertices.push(vertex);
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vertex = geometry.vertices[face.c];
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uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[2].x, faceVertexUvs[2].y) : null;
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vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[2], uvs);
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vertex.applyMatrix4(this.matrix);
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polygon.vertices.push(vertex);
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} else if (typeof THREE.Face4)
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{
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vertex = geometry.vertices[face.a];
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uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[0].x, faceVertexUvs[0].y) : null;
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vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[0], uvs);
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vertex.applyMatrix4(this.matrix);
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polygon.vertices.push(vertex);
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vertex = geometry.vertices[face.b];
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uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[1].x, faceVertexUvs[1].y) : null;
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vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[1], uvs);
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vertex.applyMatrix4(this.matrix);
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polygon.vertices.push(vertex);
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vertex = geometry.vertices[face.c];
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uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[2].x, faceVertexUvs[2].y) : null;
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vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[2], uvs);
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vertex.applyMatrix4(this.matrix);
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polygon.vertices.push(vertex);
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vertex = geometry.vertices[face.d];
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uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[3].x, faceVertexUvs[3].y) : null;
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vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[3], uvs);
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vertex.applyMatrix4(this.matrix);
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polygon.vertices.push(vertex);
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} else
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{
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throw 'Invalid face type at index ' + i;
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}
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polygon.calculateProperties();
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polygons.push(polygon);
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}
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this.tree = new Node(polygons);
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}
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//减
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subtract(other_tree)
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{
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let a = this.tree.clone(),
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b = other_tree.tree.clone();
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a.invert();
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a.clipTo(b);
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b.clipTo(a);
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b.invert();
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b.clipTo(a);
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b.invert();
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a.build(b.allPolygons());
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a.invert();
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let bsp = new ThreeBSP(a);
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bsp.matrix = this.matrix;
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return bsp;
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}
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//结合
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union(other_tree)
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{
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let a = this.tree.clone(),
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b = other_tree.tree.clone();
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a.clipTo(b);
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b.clipTo(a);
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b.invert();
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b.clipTo(a);
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b.invert();
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a.build(b.allPolygons());
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let bsp = new ThreeBSP(a);
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bsp.matrix = this.matrix;
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return bsp;
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}
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//相交
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intersect(other_tree)
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{
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let a = this.tree.clone(),
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b = other_tree.tree.clone();
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a.invert();
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b.clipTo(a);
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b.invert();
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a.clipTo(b);
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b.clipTo(a);
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a.build(b.allPolygons());
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a.invert();
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let bsp = new ThreeBSP(a);
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bsp.matrix = this.matrix;
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return bsp;
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}
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toGeometry()
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{
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let i, j,
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matrix = new THREE.Matrix4().getInverse(this.matrix),
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geometry = new THREE.Geometry(),
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polygons = this.tree.allPolygons(),
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polygon_count = polygons.length,
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polygon, polygon_vertice_count,
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vertice_dict = {},
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vertex_idx_a, vertex_idx_b, vertex_idx_c,
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vertex, face,
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verticeUvs;
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for (i = 0; i < polygon_count; i++)
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{
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polygon = polygons[i];
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polygon_vertice_count = polygon.vertices.length;
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for (j = 2; j < polygon_vertice_count; j++)
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{
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verticeUvs = [];
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vertex = polygon.vertices[0];
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verticeUvs.push(new THREE.Vector2(vertex.uv.x, vertex.uv.y));
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vertex = new THREE.Vector3(vertex.x, vertex.y, vertex.z);
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vertex.applyMatrix4(matrix);
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if (typeof vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] !== 'undefined')
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{
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vertex_idx_a = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
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} else
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{
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geometry.vertices.push(vertex);
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vertex_idx_a = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = geometry.vertices.length - 1;
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}
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vertex = polygon.vertices[j - 1];
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verticeUvs.push(new THREE.Vector2(vertex.uv.x, vertex.uv.y));
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vertex = new THREE.Vector3(vertex.x, vertex.y, vertex.z);
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vertex.applyMatrix4(matrix);
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if (typeof vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] !== 'undefined')
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{
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vertex_idx_b = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
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} else
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{
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geometry.vertices.push(vertex);
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vertex_idx_b = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = geometry.vertices.length - 1;
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}
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vertex = polygon.vertices[j];
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verticeUvs.push(new THREE.Vector2(vertex.uv.x, vertex.uv.y));
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vertex = new THREE.Vector3(vertex.x, vertex.y, vertex.z);
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vertex.applyMatrix4(matrix);
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if (typeof vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] !== 'undefined')
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{
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vertex_idx_c = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
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} else
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{
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geometry.vertices.push(vertex);
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vertex_idx_c = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = geometry.vertices.length - 1;
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}
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face = new THREE.Face3(
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vertex_idx_a,
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vertex_idx_b,
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vertex_idx_c,
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new THREE.Vector3(polygon.normal.x, polygon.normal.y, polygon.normal.z)
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);
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geometry.faces.push(face);
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geometry.faceVertexUvs[0].push(verticeUvs);
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}
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}
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return geometry;
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}
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toMesh(material)
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{
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let geometry = this.toGeometry(),
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mesh = new THREE.Mesh(geometry, material);
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mesh.position.setFromMatrixPosition(this.matrix);
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mesh.rotation.setFromRotationMatrix(this.matrix);
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return mesh;
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}
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}
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//多边形
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export class Polygon
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{
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w: any;
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normal: any;
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vertices: any;
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constructor(vertices?, normal?, w?)
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{
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if (!(vertices instanceof Array))
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{
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vertices = [];
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}
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this.vertices = vertices;
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if (vertices.length > 0)
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{
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this.calculateProperties();
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} else
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{
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this.normal = this.w = undefined;
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}
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}
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calculateProperties()
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{
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let a = this.vertices[0],
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b = this.vertices[1],
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c = this.vertices[2];
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this.normal = b.clone().subtract(a).cross(
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c.clone().subtract(a)
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).normalize();
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this.w = this.normal.clone().dot(a);
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return this;
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}
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clone()
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{
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let i, vertice_count,
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polygon = new Polygon();
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for (i = 0, vertice_count = this.vertices.length; i < vertice_count; i++)
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{
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polygon.vertices.push(this.vertices[i].clone());
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}
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polygon.calculateProperties();
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return polygon;
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}
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flip()
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{
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let i, vertices = [];
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this.normal.multiplyScalar(-1);
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this.w *= -1;
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for (i = this.vertices.length - 1; i >= 0; i--)
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{
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vertices.push(this.vertices[i]);
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}
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this.vertices = vertices;
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return this;
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}
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//划分?
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classifyVertex(vertex)
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{
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let side_value = this.normal.dot(vertex) - this.w;
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if (side_value < -EPSILON)
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{
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return BACK;
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} else if (side_value > EPSILON)
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{
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return FRONT;
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} else
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{
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return COPLANAR;
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}
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}
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//划分边?
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classifySide(polygon)
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{
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let i, vertex, classification,
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num_positive = 0,
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num_negative = 0,
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vertice_count = polygon.vertices.length;
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for (i = 0; i < vertice_count; i++)
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{
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vertex = polygon.vertices[i];
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classification = this.classifyVertex(vertex);
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if (classification === FRONT)
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{
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num_positive++;
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} else if (classification === BACK)
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{
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num_negative++;
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}
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}
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if (num_positive > 0 && num_negative === 0)
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{
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return FRONT;
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} else if (num_positive === 0 && num_negative > 0)
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{
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return BACK;
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} else if (num_positive === 0 && num_negative === 0)
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{
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return COPLANAR;
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} else
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{
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return SPANNING;
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}
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}
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//分解 分离 区域?
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splitPolygon(polygon, coplanar_front, coplanar_back, front, back)
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{
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let classification = this.classifySide(polygon);
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if (classification === COPLANAR)
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{
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(this.normal.dot(polygon.normal) > 0 ? coplanar_front : coplanar_back).push(polygon);
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} else if (classification === FRONT)
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{
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front.push(polygon);
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} else if (classification === BACK)
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{
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back.push(polygon);
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} else
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{
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let vertice_count,
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i, j, ti, tj, vi, vj,
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t, v,
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f = [],
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b = [];
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for (i = 0, vertice_count = polygon.vertices.length; i < vertice_count; i++)
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{
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j = (i + 1) % vertice_count;
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vi = polygon.vertices[i];
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vj = polygon.vertices[j];
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ti = this.classifyVertex(vi);
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tj = this.classifyVertex(vj);
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if (ti != BACK) f.push(vi);
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if (ti != FRONT) b.push(vi);
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if ((ti | tj) === SPANNING)
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{
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t = (this.w - this.normal.dot(vi)) / this.normal.dot(vj.clone().subtract(vi));
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v = vi.interpolate(vj, t);
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f.push(v);
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b.push(v);
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}
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}
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if (f.length >= 3) front.push(new Polygon(f).calculateProperties());
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if (b.length >= 3) back.push(new Polygon(b).calculateProperties());
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}
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}
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}
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export class Vertex
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{
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uv: any;
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normal: any;
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z: any;
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y: any;
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x: any;
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constructor(x: number, y: number, z: number, normal: THREE.Vector3, uv: THREE.Vector2)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.normal = normal || new THREE.Vector3();
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this.uv = uv || new THREE.Vector2();
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}
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clone()
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{
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return new Vertex(this.x, this.y, this.z, this.normal.clone(), this.uv.clone());
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}
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add(vertex)
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{
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this.x += vertex.x;
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this.y += vertex.y;
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this.z += vertex.z;
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return this;
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}
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subtract(vertex)
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{
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this.x -= vertex.x;
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this.y -= vertex.y;
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this.z -= vertex.z;
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return this;
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}
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multiplyScalar(scalar)
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{
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this.x *= scalar;
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this.y *= scalar;
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this.z *= scalar;
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return this;
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}
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//×乘
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cross(vertex)
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{
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let x = this.x,
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y = this.y,
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z = this.z;
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this.x = y * vertex.z - z * vertex.y;
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this.y = z * vertex.x - x * vertex.z;
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this.z = x * vertex.y - y * vertex.x;
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return this;
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}
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normalize()
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{
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let length = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
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this.x /= length;
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this.y /= length;
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this.z /= length;
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return this;
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}
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//点乘
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dot(vertex)
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{
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return this.x * vertex.x + this.y * vertex.y + this.z * vertex.z;
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}
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//线性插值
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lerp(a, t)
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{
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this.add(
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a.clone().subtract(this).multiplyScalar(t)
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);
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this.normal.add(
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a.normal.clone().sub(this.normal).multiplyScalar(t)
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);
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this.uv.add(
|
||||
a.uv.clone().sub(this.uv).multiplyScalar(t)
|
||||
);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
//插值
|
||||
interpolate(other, t)
|
||||
{
|
||||
return this.clone().lerp(other, t);
|
||||
}
|
||||
|
||||
applyMatrix4(m)
|
||||
{
|
||||
|
||||
// input: THREE.Matrix4 affine matrix
|
||||
|
||||
let x = this.x, y = this.y, z = this.z;
|
||||
|
||||
let e = m.elements;
|
||||
|
||||
this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
|
||||
this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
|
||||
this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
}
|
||||
export class Node
|
||||
{
|
||||
divider: any;
|
||||
back: any;
|
||||
front: any;
|
||||
polygons: any[];
|
||||
constructor(polygons?)
|
||||
{
|
||||
let i, polygon_count,
|
||||
front = [],
|
||||
back = [];
|
||||
|
||||
this.polygons = [];
|
||||
this.front = this.back = undefined;
|
||||
|
||||
if (!(polygons instanceof Array) || polygons.length === 0) return;
|
||||
|
||||
this.divider = polygons[0].clone();
|
||||
|
||||
for (i = 0, polygon_count = polygons.length; i < polygon_count; i++)
|
||||
{
|
||||
this.divider.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
|
||||
}
|
||||
|
||||
if (front.length > 0)
|
||||
{
|
||||
this.front = new Node(front);
|
||||
}
|
||||
|
||||
if (back.length > 0)
|
||||
{
|
||||
this.back = new Node(back);
|
||||
}
|
||||
}
|
||||
|
||||
//是凸的? 凸包?
|
||||
isConvex(polygons)
|
||||
{
|
||||
let i, j;
|
||||
for (i = 0; i < polygons.length; i++)
|
||||
{
|
||||
for (j = 0; j < polygons.length; j++)
|
||||
{
|
||||
if (i !== j && polygons[i].classifySide(polygons[j]) !== BACK)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
build(polygons)
|
||||
{
|
||||
let i, polygon_count,
|
||||
front = [],
|
||||
back = [];
|
||||
|
||||
if (!this.divider)
|
||||
{
|
||||
this.divider = polygons[0].clone();
|
||||
}
|
||||
|
||||
for (i = 0, polygon_count = polygons.length; i < polygon_count; i++)
|
||||
{
|
||||
this.divider.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
|
||||
}
|
||||
|
||||
if (front.length > 0)
|
||||
{
|
||||
if (!this.front) this.front = new Node();
|
||||
this.front.build(front);
|
||||
}
|
||||
|
||||
if (back.length > 0)
|
||||
{
|
||||
if (!this.back) this.back = new Node();
|
||||
this.back.build(back);
|
||||
}
|
||||
}
|
||||
|
||||
allPolygons()
|
||||
{
|
||||
let polygons = this.polygons.slice();
|
||||
if (this.front) polygons = polygons.concat(this.front.allPolygons());
|
||||
if (this.back) polygons = polygons.concat(this.back.allPolygons());
|
||||
return polygons;
|
||||
}
|
||||
|
||||
clone()
|
||||
{
|
||||
let node = new Node();
|
||||
|
||||
node.divider = this.divider.clone();
|
||||
node.polygons = this.polygons.map(function (polygon)
|
||||
{
|
||||
return polygon.clone();
|
||||
});
|
||||
node.front = this.front && this.front.clone();
|
||||
node.back = this.back && this.back.clone();
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
//反转
|
||||
invert()
|
||||
{
|
||||
let i, polygon_count, temp;
|
||||
|
||||
for (i = 0, polygon_count = this.polygons.length; i < polygon_count; i++)
|
||||
{
|
||||
this.polygons[i].flip();
|
||||
}
|
||||
|
||||
this.divider.flip();
|
||||
if (this.front) this.front.invert();
|
||||
if (this.back) this.back.invert();
|
||||
|
||||
temp = this.front;
|
||||
this.front = this.back;
|
||||
this.back = temp;
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
//
|
||||
clipPolygons(polygons)
|
||||
{
|
||||
let i, polygon_count,
|
||||
front, back;
|
||||
|
||||
if (!this.divider) return polygons.slice();
|
||||
|
||||
front = [];
|
||||
back = [];
|
||||
|
||||
for (i = 0, polygon_count = polygons.length; i < polygon_count; i++)
|
||||
{
|
||||
this.divider.splitPolygon(polygons[i], front, back, front, back);
|
||||
}
|
||||
|
||||
if (this.front) front = this.front.clipPolygons(front);
|
||||
if (this.back) back = this.back.clipPolygons(back);
|
||||
else back = [];
|
||||
|
||||
return front.concat(back);
|
||||
}
|
||||
|
||||
clipTo(node)
|
||||
{
|
||||
this.polygons = node.clipPolygons(this.polygons);
|
||||
if (this.front) this.front.clipTo(node);
|
||||
if (this.back) this.back.clipTo(node);
|
||||
}
|
||||
}
|
10
src/Utils.ts
10
src/Utils.ts
@ -11,14 +11,12 @@ export function LoadBoard(view: Viewer, data: any[])
|
||||
view.m_Scene.children.length = 0;
|
||||
|
||||
//加板
|
||||
let brList = createTemplateBoard(data);
|
||||
//线框
|
||||
let edgeList = brList.map(br => createEdge(br));
|
||||
let { meshs, edgesa } = createTemplateBoard(data);
|
||||
//加标注
|
||||
let dims = DrawDimension(brList);
|
||||
let dims = DrawDimension(meshs);
|
||||
|
||||
view.m_Scene.add(...brList);
|
||||
view.m_Scene.add(...edgeList);
|
||||
view.m_Scene.add(...meshs);
|
||||
view.m_Scene.add(...edgesa);
|
||||
view.m_Scene.add(...dims);
|
||||
|
||||
view.ViewToSwiso();
|
||||
|
@ -1,8 +1,9 @@
|
||||
import * as THREE from 'three';
|
||||
import { LineSegments, Mesh } from 'three';
|
||||
import { Geometry, LineSegments } from 'three';
|
||||
import { polar } from './GeUtils';
|
||||
import { boardMaterial, edgeMaterial } from './Material';
|
||||
import { RotateUVs } from './RotateUV';
|
||||
import { ThreeBSP } from './ThreeCSG';
|
||||
//解析二维圆弧类.
|
||||
export class Arc2d
|
||||
{
|
||||
@ -115,28 +116,51 @@ export function createBoard(boardData: object)
|
||||
amount: boardHeight
|
||||
};
|
||||
|
||||
let ext = new THREE.ExtrudeGeometry(sp, extrudeSettings);
|
||||
let ext = new THREE.ExtrudeGeometry(sp, extrudeSettings) as Geometry;
|
||||
ext.computeBoundingSphere();
|
||||
ext.computeBoundingBox();
|
||||
ext.translate(0, 0, -boardHeight)
|
||||
ext.applyMatrix(boardMat);
|
||||
|
||||
if (boardData["BoardName"] === "地脚线")
|
||||
//外边.
|
||||
let edges = [createEdge(ext)];
|
||||
//差集
|
||||
if (boardData["SubBoardLocal"].length > 0)
|
||||
{
|
||||
RotateUVs(ext);
|
||||
let subBoardList = boardData["SubBoardLocal"].map(d => createBoard(d));
|
||||
let thisCsg = new ThreeBSP(ext);
|
||||
|
||||
for (let br of subBoardList)
|
||||
{
|
||||
edges.push(...br.edges);
|
||||
let subCsg = new ThreeBSP(br.mesh);
|
||||
thisCsg = thisCsg.subtract(subCsg);
|
||||
}
|
||||
ext = thisCsg.toGeometry();
|
||||
}
|
||||
|
||||
if (boardData["BoardName"] === "地脚线")
|
||||
RotateUVs(ext);
|
||||
|
||||
let mesh = new THREE.Mesh(ext, boardMaterial);
|
||||
return mesh;
|
||||
return { mesh, edges };
|
||||
}
|
||||
|
||||
export function createTemplateBoard(brDataList: any[])
|
||||
{
|
||||
return brDataList.map(brData => createBoard(brData));
|
||||
let meshs = [];
|
||||
let edgesa = [];
|
||||
for (let d of brDataList)
|
||||
{
|
||||
let { mesh, edges } = createBoard(d);
|
||||
meshs.push(mesh);
|
||||
edgesa.push(...edges);
|
||||
}
|
||||
return { meshs, edgesa };
|
||||
}
|
||||
|
||||
export function createEdge(board: Mesh): LineSegments
|
||||
export function createEdge(geo: Geometry): LineSegments
|
||||
{
|
||||
let edge = new THREE.EdgesGeometry(board.geometry, 1);
|
||||
let edge = new THREE.EdgesGeometry(geo, 1);
|
||||
return new LineSegments(edge, edgeMaterial);
|
||||
}
|
||||
|
@ -1,5 +1,7 @@
|
||||
{
|
||||
"compileOnSave": true,
|
||||
"compilerOptions": {
|
||||
"sourceMap": true,
|
||||
"declaration": true,
|
||||
"outDir": "./dist",
|
||||
"target": "esnext",
|
||||
|
Loading…
Reference in New Issue
Block a user