完成下列功能:
1.板件显示 2.板件选中状态 3.标注显示 4.相机控制.
This commit is contained in:
289
src/GeUtils.ts
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289
src/GeUtils.ts
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import * as THREE from 'three';
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import { Geometry, Vector, Vector2, Vector3 } from 'three';
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import { Matrix2 } from './Matrix2';
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export const cZeroVec = new THREE.Vector3();
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export const cXAxis = new THREE.Vector3(1, 0, 0);
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export const cYAxis = new THREE.Vector3(0, 1, 0);
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export const cZAxis = new THREE.Vector3(0, 0, 1);
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/**
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* 旋转一个点,旋转中心在原点
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*
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* @export
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* @param {Vector3} pt 点
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* @param {number} ang 角度.
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* @returns {Vector3} 返回pt不拷贝.
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*/
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export function rotatePoint(pt: Vector3, ang: number): Vector3
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{
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new Matrix2().setRotate(ang).applyVector(pt);
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return pt;
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}
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export function equaln(v1: number, v2: number, fuzz = 1e-3)
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{
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return Math.abs(v1 - v2) < fuzz;
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}
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export function equal<T extends Vector>(v1: T, v2: T)
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{
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return v1.distanceToSquared(v2) < 1e-8;
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}
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export function fixAngle(an: number, fixAngle: number, fuzz: number = 0.1)
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{
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if (an < 0)
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an += Math.PI * 2;
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an += fuzz;
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let rem = an % fixAngle;
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if (rem < fuzz * 2)
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{
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an -= rem;
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}
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else
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{
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an -= fuzz;
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}
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return an;
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}
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/**
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* 按照极坐标的方式移动一个点
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*
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* @export
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* @template
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* @param {T} v 向量(2d,3d)
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* @param {number} an 角度
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* @param {number} dis 距离
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* @returns {T}
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*/
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export function polar<T extends Vector2 | Vector3>(v: T, an: number, dis: number): T
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{
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v.x += Math.cos(an) * dis;
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v.y += Math.sin(an) * dis;
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return v;
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}
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export function angle(v: Vector3 | Vector2)
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{
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if (equaln(v.y, 0) && v.x > 0)
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return 0;
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let angle = Math.atan2(v.y, v.x);
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if (angle < 0) angle += Math.PI * 2;
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return angle;
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}
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/**
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* 求两个向量的夹角,顺时针为负,逆时针为正
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*
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* @param {THREE.Vector3} v1
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* @param {THREE.Vector3} v2
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* @param {THREE.Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1
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* @returns
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*/
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export function angleTo(v1: THREE.Vector3, v2: THREE.Vector3, ref: THREE.Vector3 = new THREE.Vector3(0, 0, 1))
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{
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if (!ref.equals(new Vector3(0, 0, 1)))
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{
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//任意轴坐标系. 使用相机的构造矩阵.
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ref.multiplyScalar(-1);
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let up = getLoocAtUpVec(ref);
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let refOcs = new THREE.Matrix4();
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refOcs.lookAt(cZeroVec, ref, up);
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let refOcsInv = new THREE.Matrix4().getInverse(refOcs);
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v1.applyMatrix4(refOcsInv);
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v2.applyMatrix4(refOcsInv);
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v1.z = 0;
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v2.z = 0;
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}
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if (v1.equals(cZeroVec) || v2.equals(cZeroVec))
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return 0;
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let cv = new Vector3().crossVectors(v1, v2).normalize();
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return cv.z === 0 ? v1.angleTo(v2) : v1.angleTo(v2) * cv.z;
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}
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export function getLoocAtUpVec(dir: THREE.Vector3): THREE.Vector3
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{
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if (dir.equals(cZeroVec))
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{
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throw ("zero vector")
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}
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let norm = dir.clone().normalize();
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if (norm.equals(cZAxis))
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{
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return new THREE.Vector3(0, 1, 0);
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}
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else if (norm.equals(cZAxis.clone().negate()))
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{
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return new THREE.Vector3(0, -1, 0);
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}
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else
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{
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let xv: THREE.Vector3 = new THREE.Vector3();
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xv.crossVectors(cZAxis, norm);
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let up = new THREE.Vector3();
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up.crossVectors(norm, xv);
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return up;
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}
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}
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export function createLookAtMat4(dir: THREE.Vector3): THREE.Matrix4
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{
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let up = getLoocAtUpVec(dir);
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let mat = new THREE.Matrix4();
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mat.lookAt(cZeroVec, dir, up);
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return mat;
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}
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export function isParallelTo(v1: THREE.Vector3, v2: THREE.Vector3)
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{
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return v1.clone().cross(v2).lengthSq() < 1e-9;
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}
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export function ptToString(v: THREE.Vector3, fractionDigits: number = 3): string
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{
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return v.toArray().map(o =>
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{
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return o.toFixed(fractionDigits)
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}).join(",")
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}
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export function midPoint(v1: THREE.Vector3, v2: THREE.Vector3): THREE.Vector3
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{
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return v1.clone().add(v2).multiplyScalar(0.5);
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}
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export function midPoint2(v1: THREE.Vector2, v2: THREE.Vector2): THREE.Vector2
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{
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return v1.clone().add(v2).multiplyScalar(0.5);
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}
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export function midPtCir(v1: THREE.Vector3, v2: THREE.Vector3)
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{
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let baseline = new Vector3(1, 0, 0);
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let outLine = v2.clone().sub(v1);
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let ang = angleTo(baseline, outLine) / 2;
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let midLine = rotatePoint(outLine, -ang);
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return v1.clone().add(midLine);
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}
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export function GetBox(obj: THREE.Object3D, updateMatrix?: boolean): THREE.Box3
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{
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if (updateMatrix) obj.updateMatrixWorld(false);
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if (obj.hasOwnProperty("geometry"))
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{
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let geo = obj["geometry"];
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if (geo instanceof THREE.Geometry || geo instanceof THREE.BufferGeometry)
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{
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if (!geo.boundingBox)
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geo.computeBoundingBox();
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return geo.boundingBox.clone().applyMatrix4(obj.matrixWorld);
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}
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}
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else if (obj.children.length > 0)
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{
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let box = obj.children.reduce((sumBox, itemObj) =>
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{
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let itemBox = GetBox(itemObj);
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if (itemBox)
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sumBox.union(itemBox);
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return sumBox;
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}, new THREE.Box3())
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// if (box) box.applyMatrix4(obj.matrixWorld);
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return box;
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}
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else
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return null;
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}
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export function GetBoxArr(arr: Array<THREE.Object3D>): THREE.Box3
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{
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if (arr.length == 0)
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{
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return null;
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}
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return arr.map(o =>
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{
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return GetBox(o);
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}).filter(o =>
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{
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return o;
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}).reduce((sumBox: THREE.Box3, objBox: THREE.Box3) =>
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{
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return sumBox.union(objBox)
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}, new THREE.Box3());
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}
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export function MoveMatrix(v: THREE.Vector3): THREE.Matrix4
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{
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let mat = new THREE.Matrix4();
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mat.makeTranslation(v.x, v.y, v.z);
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return mat;
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}
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export function getProjectDist(v1: Vector3, v2: Vector3)
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{
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let ang = v1.angleTo(v2);
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let dist = v1.length();
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return {
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h: dist * Math.cos(ang),
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v: dist * Math.sin(ang)
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}
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}
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//获得输入点在2线组成的4个区间的位置
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export function getPtPostion(sp: Vector3, ep: Vector3, c: Vector3, inPt: Vector3)
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{
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let l1 = sp.clone().sub(c);
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let l2 = ep.clone().sub(c);
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let l3 = l1.clone().negate();
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let l4 = l2.clone().negate();
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let inputLine = inPt.clone().sub(c);
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let ang1 = angleTo(l1, l2);
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let ang2 = Math.PI;
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let ang3 = ang2 + Math.abs(ang1);
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let inputAng = angleTo(l1, inputLine);
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if (ang1 * inputAng < 0)
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{
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inputAng = (Math.PI * 2 - Math.abs(inputAng));
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}
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ang1 = Math.abs(ang1);
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inputAng = Math.abs(inputAng);
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if (inputAng <= ang1)
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{
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return { sp, ep };
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} else if (inputAng > ang1 && inputAng <= ang2)
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{
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return { sp: c.clone().add(l3), ep }
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} else if (inputAng > ang2 && inputAng <= ang3)
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{
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return { sp: c.clone().add(l3), ep: c.clone().add(l4) }
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} else
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{
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return { sp, ep: c.clone().add(l4) };
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}
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}
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export function angleAndX(v: Vector3 | Vector2)
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{
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return v.x ? Math.atan(v.y / v.x) : Math.PI / 2;
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}
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/**
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* 将角度调整为0-2pi之间
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*
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* @export
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* @param {number} an
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*/
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export function angleTo2Pi(an: number)
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{
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an = an % (Math.PI * 2);
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if (an < 0) an += Math.PI * 2
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return an;
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}
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export function updateGeometry(l: THREE.Line | THREE.Mesh, geometry: Geometry)
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{
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let geo = l.geometry as THREE.Geometry;
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geo.dispose();
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l.geometry = geometry;
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geometry.verticesNeedUpdate = true;
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geometry.computeBoundingSphere();
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}
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