webcad-ue4-api/types/Geometry/GeUtils.d.ts
2021-01-28 10:17:21 +08:00

131 lines
4.7 KiB
TypeScript

import { Box3, BufferGeometry, Geometry, Line, Matrix4, Mesh, Object3D, Vector, Vector2, Vector3 } from 'three';
export declare const IdentityMtx4: Matrix4;
export declare const ZeroVec: Vector3;
export declare const XAxis: Vector3;
export declare const XAxisN: Vector3;
export declare const YAxis: Vector3;
export declare const YAxisN: Vector3;
export declare const ZAxis: Vector3;
export declare function AsVector2(p: {
x: number;
y: number;
}): Vector2;
export declare function AsVector3(p: {
x: number;
y: number;
z?: number;
}): Vector3;
/**
* 判断一维线段a和b是否存在交集
*/
export declare function isIntersect(amin: number, amax: number, bmin: number, bmax: number, eps?: number): boolean;
export declare function isIntersect2(a1: number, a2: number, b1: number, b2: number, eps?: number): boolean;
/**
* 旋转一个点,旋转中心在原点
* @param {Vector3} p 点
* @param {number} a 角度.
* @returns {Vector3} 返回pt不拷贝.
*/
export declare function rotatePoint(p: Vector3, a: number): Vector3;
export declare function equaln(v1: number, v2: number, fuzz?: number): boolean;
export declare function equalnn(dis?: number): (v1: number, v2: number) => boolean;
interface P2 {
x: number;
y: number;
}
export declare function equalv3(v1: Vector3, v2: Vector3, fuzz?: number): boolean;
export declare function equalv2(v1: P2, v2: P2, fuzz?: number): boolean;
/**
* 按照极坐标的方式移动一个点
*
* @export
* @template
* @param {T} v 向量(2d,3d)
* @param {number} an 角度
* @param {number} dis 距离
* @returns {T}
*/
export declare function polar<T extends Vector2 | Vector3>(v: T, an: number, dis: number): T;
export declare function angle(v: Vector3 | Vector2): number;
/**
* 求两个向量的夹角,顺时针为负,逆时针为正
*
* @param {Vector3} v1
* @param {Vector3} v2
* @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1
* @returns
*/
export declare function angleTo(v1: Vector3, v2: Vector3, ref?: Vector3): number;
export declare function getLoocAtUpVec(dir: Vector3): Vector3;
export declare function createLookAtMat4(dir: Vector3): Matrix4;
/**
* 判断2个向量是不是平行,尽量传入单位向量,才能保证计算精度
*/
export declare function isParallelTo(v1: Vector3, v2: Vector3, fuzz?: number): boolean;
/**
* 垂直向量
*/
export declare function isPerpendicularityTo(v1: Vector3, v2: Vector3, fuzz?: number): boolean;
export declare function ptToString(v: Vector3, fractionDigits?: number): string;
export declare function midPoint(v1: Vector3, v2: Vector3): Vector3;
export declare function midPoint2(v1: Vector2, v2: Vector2): Vector2;
/**
* 获得Three对象的包围盒.
* @param obj
* @param [updateMatrix] 是否应该更新对象矩阵
* @returns box
*/
export declare function GetBox(obj: Object3D, updateMatrix?: boolean): Box3;
export declare function GetBoxArr(arr: Array<Object3D>): Box3;
export declare function MoveMatrix(v: Vector3): Matrix4;
export declare function getPtPostion(sp: Vector3, ep: Vector3, c: Vector3, inPt: Vector3): {
sp: Vector3;
ep: Vector3;
};
export declare function angleAndX(v: Vector3 | Vector2): number;
/**
* 将角度调整为0-2pi之间
*/
export declare function clampRad(an: number): number;
export declare function updateGeometry(l: Line | Mesh, geometry: Geometry | BufferGeometry): void;
export declare function UpdateBoundingSphere(obj: Object3D): void;
export declare type compareVectorFn = (v1: Vector, v2: Vector3) => number;
/**
* 构建返回一个用来排序的函数.根据key创建排序规则.
*
* 当key = "xyz" 时,点集按 x从小到大,y从小到大 z从小到大
* key = "X" 时,点集按 x从大到小
* 以此类推.
*
* 例子:
* let pts:Vector3[] =...;
* pts.sort(comparePoint("x")); //x从小到大排序
* pts.sort(comparePoint("zX")); //z从小到大 x从大到小
*
* @export
* @param {string} sortKey
* @returns {compareVectorFn}
*/
export declare function comparePoint(sortKey: string): compareVectorFn;
/**
*计算各轴旋转角度
*/
export declare function GetEulerAngle(x: Vector3, y: Vector3, z: Vector3): {
roX: number;
roY: number;
roZ: number;
};
/**
* 方形框捕捉
* @param sqCenter 正方形点
* @param snapPt 被捕捉的点
* @param size 捕捉框大小
*/
export declare function SnapPoint(sqCenter: Vector3, snapPt: Vector3, size: number): boolean;
export declare function SelectNearP(pts: Vector3[], refPt: Vector3): Vector3;
/**n是否在AB之间,fuzz 若为负的,允许相等 */
export declare function IsBetweenA2B(n: number, A: number, B: number, fuzz?: number): boolean;
/** 矩阵是世界坐标系 */
export declare function MatrixIsIdentityCS(mtx: Matrix4): boolean;
export {};
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