添加threeCSG 增加测试命令

pull/7/head
cx 7 years ago
parent edd1dac088
commit 21c0de0592

@ -0,0 +1,21 @@
import * as THREE from 'three';
import { app } from '../ApplicationServices/Application';
import { Command } from '../Editor/CommandMachine';
import ThreeBSP from '../Geometry/ThreeCSG';
export class Union implements Command
{
async exec()
{
let ens = app.m_Viewer.m_OutlinePass.selectedObjects;
let csg1 = new ThreeBSP(ens[0]);
let csg2 = new ThreeBSP(ens[1]);
let csg3 = csg1.subtract(csg2);
let mesh = csg3.toMesh(new THREE.MeshPhysicalMaterial({}));
app.m_Viewer.m_Scene.add(mesh);
}
}

@ -15,6 +15,7 @@ import { Test } from '../Add-on/test';
import { Redo, Undo } from '../Add-on/Undo';
import { ViewToFont, ViewToTop } from '../Add-on/ViewChange';
import { commandMachine } from './CommandMachine';
import { Union } from '../Add-on/CSGUnion';
export function registerCommand()
{
@ -56,4 +57,7 @@ export function registerCommand()
commandMachine.RegisterCommand("st", new SaveTarget())
commandMachine.RegisterCommand("rt", new RevTarget())
commandMachine.RegisterCommand("uni", new Union())
}

@ -0,0 +1,703 @@
import * as THREE from "three";
/*jshint esversion: 6 */
const EPSILON = 1e-5,
COPLANAR = 0, //共面
FRONT = 1, //前
BACK = 2,
SPANNING = 3;
export default class ThreeBSP
{
tree: Node;
matrix: THREE.Matrix4;
Node: typeof Node;
Vertex: typeof Vertex;
Polygon: typeof Polygon;
constructor(geometry)
{
// Convert THREE.Geometry to ThreeBSP
var i, _length_i,
face, vertex, faceVertexUvs, uvs,
polygon,
polygons = [],
tree;
this.Polygon = Polygon;
this.Vertex = Vertex;
this.Node = Node;
if (geometry instanceof THREE.Geometry)
{
this.matrix = new THREE.Matrix4();
} else if (geometry instanceof THREE.Mesh)
{
// #todo: add hierarchy support
geometry.updateMatrix();
this.matrix = geometry.matrix.clone();
geometry = geometry.geometry;
} else if (geometry instanceof Node)
{
this.tree = geometry;
this.matrix = new THREE.Matrix4();
return this;
} else
{
throw 'ThreeBSP: Given geometry is unsupported';
}
for (i = 0, _length_i = geometry.faces.length; i < _length_i; i++)
{
face = geometry.faces[i];
faceVertexUvs = geometry.faceVertexUvs[0][i];
polygon = new Polygon();
if (face instanceof THREE.Face3)
{
vertex = geometry.vertices[face.a];
uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[0].x, faceVertexUvs[0].y) : null;
vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[0], uvs);
vertex.applyMatrix4(this.matrix);
polygon.vertices.push(vertex);
vertex = geometry.vertices[face.b];
uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[1].x, faceVertexUvs[1].y) : null;
vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[1], uvs);
vertex.applyMatrix4(this.matrix);
polygon.vertices.push(vertex);
vertex = geometry.vertices[face.c];
uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[2].x, faceVertexUvs[2].y) : null;
vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[2], uvs);
vertex.applyMatrix4(this.matrix);
polygon.vertices.push(vertex);
} else if (typeof THREE.Face4)
{
vertex = geometry.vertices[face.a];
uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[0].x, faceVertexUvs[0].y) : null;
vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[0], uvs);
vertex.applyMatrix4(this.matrix);
polygon.vertices.push(vertex);
vertex = geometry.vertices[face.b];
uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[1].x, faceVertexUvs[1].y) : null;
vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[1], uvs);
vertex.applyMatrix4(this.matrix);
polygon.vertices.push(vertex);
vertex = geometry.vertices[face.c];
uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[2].x, faceVertexUvs[2].y) : null;
vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[2], uvs);
vertex.applyMatrix4(this.matrix);
polygon.vertices.push(vertex);
vertex = geometry.vertices[face.d];
uvs = faceVertexUvs ? new THREE.Vector2(faceVertexUvs[3].x, faceVertexUvs[3].y) : null;
vertex = new Vertex(vertex.x, vertex.y, vertex.z, face.vertexNormals[3], uvs);
vertex.applyMatrix4(this.matrix);
polygon.vertices.push(vertex);
} else
{
throw 'Invalid face type at index ' + i;
}
polygon.calculateProperties();
polygons.push(polygon);
}
this.tree = new Node(polygons);
}
//减
subtract(other_tree)
{
var a = this.tree.clone(),
b = other_tree.tree.clone();
a.invert();
a.clipTo(b);
b.clipTo(a);
b.invert();
b.clipTo(a);
b.invert();
a.build(b.allPolygons());
a.invert();
let bsp = new ThreeBSP(a);
bsp.matrix = this.matrix;
return bsp;
}
//结合
union(other_tree)
{
var a = this.tree.clone(),
b = other_tree.tree.clone();
a.clipTo(b);
b.clipTo(a);
b.invert();
b.clipTo(a);
b.invert();
a.build(b.allPolygons());
let bsp = new ThreeBSP(a);
bsp.matrix = this.matrix;
return bsp;
}
//相交
intersect(other_tree)
{
var a = this.tree.clone(),
b = other_tree.tree.clone();
a.invert();
b.clipTo(a);
b.invert();
a.clipTo(b);
b.clipTo(a);
a.build(b.allPolygons());
a.invert();
let bsp = new ThreeBSP(a);
bsp.matrix = this.matrix;
return bsp;
}
toGeometry()
{
var i, j,
matrix = new THREE.Matrix4().getInverse(this.matrix),
geometry = new THREE.Geometry(),
polygons = this.tree.allPolygons(),
polygon_count = polygons.length,
polygon, polygon_vertice_count,
vertice_dict = {},
vertex_idx_a, vertex_idx_b, vertex_idx_c,
vertex, face,
verticeUvs;
for (i = 0; i < polygon_count; i++)
{
polygon = polygons[i];
polygon_vertice_count = polygon.vertices.length;
for (j = 2; j < polygon_vertice_count; j++)
{
verticeUvs = [];
vertex = polygon.vertices[0];
verticeUvs.push(new THREE.Vector2(vertex.uv.x, vertex.uv.y));
vertex = new THREE.Vector3(vertex.x, vertex.y, vertex.z);
vertex.applyMatrix4(matrix);
if (typeof vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] !== 'undefined')
{
vertex_idx_a = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
} else
{
geometry.vertices.push(vertex);
vertex_idx_a = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = geometry.vertices.length - 1;
}
vertex = polygon.vertices[j - 1];
verticeUvs.push(new THREE.Vector2(vertex.uv.x, vertex.uv.y));
vertex = new THREE.Vector3(vertex.x, vertex.y, vertex.z);
vertex.applyMatrix4(matrix);
if (typeof vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] !== 'undefined')
{
vertex_idx_b = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
} else
{
geometry.vertices.push(vertex);
vertex_idx_b = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = geometry.vertices.length - 1;
}
vertex = polygon.vertices[j];
verticeUvs.push(new THREE.Vector2(vertex.uv.x, vertex.uv.y));
vertex = new THREE.Vector3(vertex.x, vertex.y, vertex.z);
vertex.applyMatrix4(matrix);
if (typeof vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] !== 'undefined')
{
vertex_idx_c = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
} else
{
geometry.vertices.push(vertex);
vertex_idx_c = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = geometry.vertices.length - 1;
}
face = new THREE.Face3(
vertex_idx_a,
vertex_idx_b,
vertex_idx_c,
new THREE.Vector3(polygon.normal.x, polygon.normal.y, polygon.normal.z)
);
geometry.faces.push(face);
geometry.faceVertexUvs[0].push(verticeUvs);
}
}
return geometry;
}
toMesh(material)
{
var geometry = this.toGeometry(),
mesh = new THREE.Mesh(geometry, material);
mesh.position.setFromMatrixPosition(this.matrix);
mesh.rotation.setFromRotationMatrix(this.matrix);
return mesh;
}
}
//多边形
class Polygon
{
w: any;
normal: any;
vertices: any;
constructor(vertices?, normal?, w?)
{
if (!(vertices instanceof Array))
{
vertices = [];
}
this.vertices = vertices;
if (vertices.length > 0)
{
this.calculateProperties();
} else
{
this.normal = this.w = undefined;
}
}
calculateProperties()
{
var a = this.vertices[0],
b = this.vertices[1],
c = this.vertices[2];
this.normal = b.clone().subtract(a).cross(
c.clone().subtract(a)
).normalize();
this.w = this.normal.clone().dot(a);
return this;
}
clone()
{
var i, vertice_count,
polygon = new Polygon();
for (i = 0, vertice_count = this.vertices.length; i < vertice_count; i++)
{
polygon.vertices.push(this.vertices[i].clone());
}
polygon.calculateProperties();
return polygon;
}
flip()
{
var i, vertices = [];
this.normal.multiplyScalar(-1);
this.w *= -1;
for (i = this.vertices.length - 1; i >= 0; i--)
{
vertices.push(this.vertices[i]);
}
this.vertices = vertices;
return this;
}
//划分?
classifyVertex(vertex)
{
var side_value = this.normal.dot(vertex) - this.w;
if (side_value < -EPSILON)
{
return BACK;
} else if (side_value > EPSILON)
{
return FRONT;
} else
{
return COPLANAR;
}
}
//划分边?
classifySide(polygon)
{
var i, vertex, classification,
num_positive = 0,
num_negative = 0,
vertice_count = polygon.vertices.length;
for (i = 0; i < vertice_count; i++)
{
vertex = polygon.vertices[i];
classification = this.classifyVertex(vertex);
if (classification === FRONT)
{
num_positive++;
} else if (classification === BACK)
{
num_negative++;
}
}
if (num_positive > 0 && num_negative === 0)
{
return FRONT;
} else if (num_positive === 0 && num_negative > 0)
{
return BACK;
} else if (num_positive === 0 && num_negative === 0)
{
return COPLANAR;
} else
{
return SPANNING;
}
}
//分解 分离 区域?
splitPolygon(polygon, coplanar_front, coplanar_back, front, back)
{
var classification = this.classifySide(polygon);
if (classification === COPLANAR)
{
(this.normal.dot(polygon.normal) > 0 ? coplanar_front : coplanar_back).push(polygon);
} else if (classification === FRONT)
{
front.push(polygon);
} else if (classification === BACK)
{
back.push(polygon);
} else
{
var vertice_count,
i, j, ti, tj, vi, vj,
t, v,
f = [],
b = [];
for (i = 0, vertice_count = polygon.vertices.length; i < vertice_count; i++)
{
j = (i + 1) % vertice_count;
vi = polygon.vertices[i];
vj = polygon.vertices[j];
ti = this.classifyVertex(vi);
tj = this.classifyVertex(vj);
if (ti != BACK) f.push(vi);
if (ti != FRONT) b.push(vi);
if ((ti | tj) === SPANNING)
{
t = (this.w - this.normal.dot(vi)) / this.normal.dot(vj.clone().subtract(vi));
v = vi.interpolate(vj, t);
f.push(v);
b.push(v);
}
}
if (f.length >= 3) front.push(new Polygon(f).calculateProperties());
if (b.length >= 3) back.push(new Polygon(b).calculateProperties());
}
}
}
class Vertex
{
uv: any;
normal: any;
z: any;
y: any;
x: any;
constructor(x: number, y: number, z: number, normal: THREE.Vector3, uv: THREE.Vector2)
{
this.x = x;
this.y = y;
this.z = z;
this.normal = normal || new THREE.Vector3();
this.uv = uv || new THREE.Vector2();
}
clone()
{
return new Vertex(this.x, this.y, this.z, this.normal.clone(), this.uv.clone());
}
add(vertex)
{
this.x += vertex.x;
this.y += vertex.y;
this.z += vertex.z;
return this;
}
subtract(vertex)
{
this.x -= vertex.x;
this.y -= vertex.y;
this.z -= vertex.z;
return this;
}
multiplyScalar(scalar)
{
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
}
//×乘
cross(vertex)
{
var x = this.x,
y = this.y,
z = this.z;
this.x = y * vertex.z - z * vertex.y;
this.y = z * vertex.x - x * vertex.z;
this.z = x * vertex.y - y * vertex.x;
return this;
}
normalize()
{
var length = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
this.x /= length;
this.y /= length;
this.z /= length;
return this;
}
//点乘
dot(vertex)
{
return this.x * vertex.x + this.y * vertex.y + this.z * vertex.z;
}
//线性插值
lerp(a, t)
{
this.add(
a.clone().subtract(this).multiplyScalar(t)
);
this.normal.add(
a.normal.clone().sub(this.normal).multiplyScalar(t)
);
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
var x = this.x, y = this.y, z = this.z;
var 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;
}
}
class Node
{
divider: any;
back: any;
front: any;
polygons: any[];
constructor(polygons?)
{
var 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)
{
var 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)
{
var 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()
{
var 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()
{
var 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()
{
var 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)
{
var 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);
}
}
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