128 lines
4.7 KiB
TypeScript
128 lines
4.7 KiB
TypeScript
import { Box3, BufferGeometry, Geometry, Line, Matrix4, Mesh, Object3D, Vector, Vector2, Vector3 } from 'three';
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import { Vec3 } from './IVec3';
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export declare const IdentityMtx4: Matrix4;
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export declare const ZeroVec: Vector3;
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export declare const XAxis: Vector3;
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export declare const XAxisN: Vector3;
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export declare const YAxis: Vector3;
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export declare const YAxisN: Vector3;
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export declare const ZAxis: Vector3;
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export declare const ZAxisN: Vector3;
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export declare function AsVector2(p: {
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x: number;
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y: number;
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}): Vector2;
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export declare function AsVector3(p: {
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x: number;
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y: number;
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z?: number;
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}): Vector3;
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/**
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* 判断一维线段a和b是否存在交集
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*/
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export declare function isIntersect(amin: number, amax: number, bmin: number, bmax: number, eps?: number): boolean;
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export declare function isIntersect2(a1: number, a2: number, b1: number, b2: number, eps?: number): boolean;
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/**
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* 旋转一个点,旋转中心在原点
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* @param {Vector3} p 点
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* @param {number} a 角度.
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* @returns {Vector3} 返回pt不拷贝.
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*/
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export declare function rotatePoint(p: Vector3, a: number): Vector3;
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export declare function equaln(v1: number, v2: number, fuzz?: number): boolean;
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export declare function equalnn(dis?: number): (v1: number, v2: number) => boolean;
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interface P2 {
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x: number;
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y: number;
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}
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export declare function equalv3(v1: Vec3, v2: Vec3, fuzz?: number): boolean;
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export declare function equalv2(v1: P2, v2: P2, fuzz?: number): boolean;
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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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* @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 declare function polar<T extends Vector2 | Vector3>(v: T, an: number, dis: number): T;
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export declare function angle(v: Vector3 | Vector2): number;
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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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* @param {Vector3} v1
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* @param {Vector3} v2
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* @param {Vector3} [ref] 参考向量,如果为世界坐标系则为0,0,1
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*/
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export declare function angleTo(v1: Vector3, v2: Vector3, ref?: Vector3): number;
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export declare function getLoocAtUpVec(dir: Vector3): Vector3;
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export declare function createLookAtMat4(dir: Vector3): Matrix4;
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/**
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* 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
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*/
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export declare function isParallelTo(v1: Vector3, v2: Vector3, fuzz?: number): boolean;
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/**
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* 垂直向量
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*/
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export declare function isPerpendicularityTo(v1: Vector3, v2: Vector3, fuzz?: number): boolean;
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export declare function ptToString(v: Vector3, fractionDigits?: number): string;
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export declare function midPoint(v1: Vector3, v2: Vector3): Vector3;
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export declare function midPoint2(v1: Vector2, v2: Vector2): Vector2;
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/**
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* 获得Three对象的包围盒.
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* @param obj
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* @param [updateMatrix] 是否应该更新对象矩阵
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* @returns box
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*/
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export declare function GetBox(obj: Object3D, updateMatrix?: boolean): Box3;
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export declare function GetBoxArr(arr: Array<Object3D>): Box3;
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export declare function MoveMatrix(v: Vector3): Matrix4;
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export declare function getPtPostion(sp: Vector3, ep: Vector3, c: Vector3, inPt: Vector3): {
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sp: Vector3;
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ep: Vector3;
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};
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export declare function angleAndX(v: Vector3 | Vector2): number;
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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 declare function clampRad(an: number): number;
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export declare function updateGeometry(l: Line | Mesh, geometry: Geometry | BufferGeometry): void;
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export declare function UpdateBoundingSphere(obj: Object3D): void;
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export declare type compareVectorFn = (v1: Vector, v2: Vector) => number;
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/**
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* 构建返回一个用来排序的函数.根据key创建排序规则.
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*
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* 当key = "xyz" 时,点集按 x从小到大,y从小到大 z从小到大
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* key = "X" 时,点集按 x从大到小
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* 以此类推.
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*
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* 例子:
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* let pts:Vector3[] =...;
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* pts.sort(comparePoint("x")); //x从小到大排序
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* pts.sort(comparePoint("zX")); //z从小到大 x从大到小
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*
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* @export
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* @param {string} sortKey
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* @returns {compareVectorFn}
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*/
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export declare function ComparePointFnGenerate(sortKey: string): compareVectorFn;
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/**
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*计算各轴旋转角度
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*/
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export declare function GetEulerAngle(x: Vector3, y: Vector3, z: Vector3): {
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roX: number;
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roY: number;
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roZ: number;
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};
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/**
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* 方形框捕捉
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* @param sqCenter 正方形点
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* @param snapPt 被捕捉的点
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* @param size 捕捉框大小
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*/
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export declare function SnapPoint(sqCenter: Vector3, snapPt: Vector3, size: number): boolean;
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export declare function SelectNearP(pts: Vector3[], refPt: Vector3): Vector3;
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/**n是否在AB之间,fuzz 若为负的,允许相等 */
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export declare function IsBetweenA2B(n: number, A: number, B: number, fuzz?: number): boolean;
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/** 矩阵是世界坐标系 */
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export declare function MatrixIsIdentityCS(mtx: Matrix4): boolean;
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export {};
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//# sourceMappingURL=GeUtils.d.ts.map
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