import * as THREE from 'three'; import { Geometry, LineSegments, Shape, Vector2, CylinderGeometry } 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 { m_StartAn: number; m_EndAn: number; m_StartPoint: THREE.Vector2; m_EndPoint: THREE.Vector2; m_Center: THREE.Vector2; m_Radius: number; constructor(p1: THREE.Vector2, p2: THREE.Vector2, bul: number) { this.m_StartPoint = p1.clone(); this.m_EndPoint = p2.clone(); let vec: THREE.Vector2 = p2.clone().sub(p1); let len = vec.length(); let an = vec.angle(); this.m_Radius = len / Math.sin(2 * Math.atan(bul)) / 2; let allAngle = Math.atan(bul) * 4; let delDis = bul * len / 2; let toDis = this.m_Radius - delDis; an += Math.PI * 0.5; this.m_Center = p1.clone().add(p2); this.m_Center.multiplyScalar(0.5); polar(this.m_Center, an, toDis); this.m_StartAn = p1.clone().sub(this.m_Center).angle(); this.m_EndAn = p2.clone().sub(this.m_Center).angle(); if (bul < 0) { //一个神奇的特性 它需要这么做 this.m_StartAn -= Math.PI; this.m_EndAn -= Math.PI; } } } //创建轮廓 通过点表和凸度 export function createPath(pts: Vector2[], buls: number[], shapeOut?: Shape): Shape { let shape = shapeOut || new Shape(); if (pts.length === 0) return shape; let firstPt = pts[0]; shape.moveTo(firstPt.x, firstPt.y); for (let i = 0; i < pts.length - 1; i++) { let nextPt = pts[i + 1]; if (buls[i] == 0) { shape.lineTo(nextPt.x, nextPt.y) } else { let pt = pts[i]; //参考 //http://www.dorodnic.com/blog/tag/three-js/ 绘制一个齿轮 //https://www.kirupa.com/html5/drawing_circles_canvas.htm //html5 let arc2 = new Arc2d(pt, nextPt, buls[i]); let cen = arc2.m_Center; shape.absarc(cen.x, cen.y, arc2.m_Radius, arc2.m_StartAn, arc2.m_EndAn, buls[i] < 0); } } return shape; } export function getVec(data: object): THREE.Vector3 { return new THREE.Vector3(data["x"], data["y"], data["z"]); } //创建板件 暂时这么写 export function createBoard(boardData: object) { let pts: THREE.Vector2[] = new Array(); let buls: number[] = new Array(); let boardPts = boardData["Pts"]; let boardBuls = boardData["Buls"]; let boardHeight = boardData["H"]; let boardMat = new THREE.Matrix4(); let matInv: THREE.Matrix4 = new THREE.Matrix4(); //InitBoardMat { let xD = getVec(boardData["XVec"]); let yD = getVec(boardData["YVec"]); let ZD = getVec(boardData["ZVec"]); let pBase = getVec(boardData["BasePoint"]); boardMat.makeBasis(xD, yD, ZD); boardMat.setPosition(pBase); matInv.getInverse(boardMat, true); } if (boardPts && boardPts.length !== 0) for (let i = 0; i < boardPts.length; i++) { let pt = getVec(boardPts[i]); if (boardPts[i].z !== undefined) pt.applyMatrix4(matInv); pts.push(new THREE.Vector2(pt.x, pt.y)); buls.push(boardBuls[i]); } else { let length = boardData["L"]; let width = boardData["W"]; let height = boardData["H"]; pts.push(new Vector2(0, 0), new Vector2(width, 0), new Vector2(width, length), new Vector2(0, length), new Vector2(0, 0) ); buls.push(0, 0, 0, 0, 0); } let sp = createPath(pts, buls); let extrudeSettings = { steps: 1, bevelEnabled: false, amount: boardHeight }; let ext = new THREE.ExtrudeGeometry(sp, extrudeSettings) as Geometry; ext.computeBoundingSphere(); ext.computeBoundingBox(); ext.translate(0, 0, -boardHeight) ext.applyMatrix(boardMat); //外边. let edges = [createEdge(ext)]; //差集 if (checkObjectArray(boardData, "SubBoardLocal") || checkObjectArray(boardData, "Drillings")) { let thisCsg = new ThreeBSP(ext); if (boardData["SubBoardLocal"]) { let subBoardList = boardData["SubBoardLocal"].map(d => createBoard(d)); for (let br of subBoardList) { edges.push(...br.edges); let subCsg = new ThreeBSP(br.mesh); thisCsg = thisCsg.subtract(subCsg); } } if (boardData["Drillings"]) { let dris = boardData["Drillings"]; for (let dri of dris) { let geo = new CylinderGeometry(dri.r, dri.r, dri.h, 32); geo.rotateX(Math.PI * 0.5); geo.translate(dri.x, dri.y, 0); geo.applyMatrix(boardMat); edges.push(createEdge(geo)); let subCsg = new ThreeBSP(geo); thisCsg = thisCsg.subtract(subCsg); } } ext = thisCsg.toGeometry(); } if (boardData["BoardName"] === "地脚线") RotateUVs(ext); let mesh = new THREE.Mesh(ext, boardMaterial); return { mesh, edges }; } function checkObjectArray(obj: any, key: string) { return obj[key] && obj[key].length > 0; } export function createTemplateBoard(brDataList: any[]) { 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(geo: Geometry): LineSegments { let edge = new THREE.EdgesGeometry(geo, 1); return new LineSegments(edge, edgeMaterial); }