feat: 提交
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@@ -1,541 +0,0 @@
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import { ConfigBase, ProcessorBase, ProcessorContext } from "cut-abstractions";
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/**
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* 获取造型在开料大板的坐标
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*
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* 输入的造型数据为 要处理的造型数据
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*/
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export class ModelProcessPointsProc extends ProcessorBase<ModelProcessPointsInput, ModelProcessPointsOutput, ModelProcessPointsProcConfig> {
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get name(): string {
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return 'ModelProcessPoints';
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}
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get version(): string {
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return '1.0.0';
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}
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exec(context: ProcessorContext<ModelProcessPointsInput, ModelProcessPointsOutput, ModelProcessPointsProcConfig>): Promise<void> | void {
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return new Promise(async (resolve, reject) => {
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try {
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if (context.input) {
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if (context.input.block) {
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// if (Array.isArray(context.input.block.models) && context.input.block.models.length > 0) {
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/** 板件的坐标X */
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let placeX = context.input.block.x
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/** 板件的坐标Y */
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let placeY = context.input.block.y
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let output: ModelProcessPointsOutput = {
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block: {
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id: context.input.block.id,
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positionType: context.input.block.positionType || 0,
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models: [],
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width: context.input.block.width,
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length: context.input.block.length,
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offsetInfo: context.input.block.offsetInfo
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}
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}
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/**
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* 提要:
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* 1、这里的造型数据 都是 基于板件(小板)的正面的点阵数据
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* 2、坐标转换 依据2个要素进行转换 【板件(小板)的优化坐标】 和 【板件(小板)的放置方式】
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*
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* 先处理放置方式 在处理 优化坐标 会简单很多
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*/
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let resBlock = this.handleByPositionType(context.input.block, context.input.targetPosition)
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let res1 = this.handleByPlaceXY(resBlock.models, placeX, placeY)
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resBlock.models = res1
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output.block = {
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...output.block,
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...resBlock,
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}
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context.output = output
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resolve()
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} else {
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reject('ModelProcessPoints error: input.block is undefined;')
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}
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} else {
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reject('ModelProcessPoints error: input is undefined;')
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}
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resolve()
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} catch (error) {
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reject(error);
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}
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});
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}
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/**
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* 根据小板的放置方式进行偏移
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*
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* 提要:models内的造型数据 都是以小板正面 为基准
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* 即 PositionType.FRONT
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* 需要 以下几种情况
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* 加工项所在的面 -- 2种 正 反 -- 但实际 在改处理器应该是不考虑的
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* 小板放置方式 -- 8 种 详见 PositionType 处理器入参 默认为 PositionType.FRONT
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*
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* 细节:
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* 加工项 为正面 且放置方式为正面的 无需操作 直接输出,其它情况 都需要做处理
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*
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* 如果有 翻面的情况 弧度值需要取反
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*
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* 思考: 坐标转换的实质 其实 也就是以下几种行为
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* 面与面的行为: 翻面(a 面到 b 面 )
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* 单面内的行为: 左转 右转 翻转
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*
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* 这里其实 可以有个流程
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* 先判定 是不是要 翻面
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* 然后再去 做 单面内的行为 相关的坐标转换 将问题集中在一个面的操作上
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*
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* PositionType XXX 转到 PositionType XX 无非就是 【左转 或 右转 或 翻转】 或者 先 翻面 然后 【左转 或 右转 或 翻转】
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* 那么 就
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* 有翻面 先 翻面 然后 再 【左| 右 | 翻】 转
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*
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* 注: 这里的操作 都依据绘图可视的X Y 轴进行处理
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* block.width 对应 Y轴的值
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* block.length 对应 x轴的值
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*/
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handleByPositionType(block: ModelProcessPointsInputBlock, targetPosition: PositionType) {
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let _width = block.width
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let _length = block.length
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let temp = JSON.parse(JSON.stringify(block))
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let resBlock: ModelProcessPointsInputBlock = {
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...temp
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}
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/** 默认 正面 */
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if (resBlock.positionType == undefined) {
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resBlock.positionType = PositionType.FRONT
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}
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//#region 板件 进行分析 翻面 以及 行为
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let face = this.getFace(resBlock.positionType)
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let targetFace = this.getFace(targetPosition)
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if (face == -1) {
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// 异常情况
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console.log(`block-${resBlock.id}:block.positionType is invalid`)
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}
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if (targetFace == -1) {
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// 异常情况
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console.log(`targetFace:targetFace is invalid`)
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}
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// 判定是否要翻面
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const isTurn = !(face == targetFace)
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/** 翻面后的 放置方式 */
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let tempPosition = resBlock.positionType
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if (isTurn) {
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tempPosition = this.getPositionAfterTurnFace(resBlock.positionType)
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}
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// 获取行为 左|右|翻转|不操作
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const action = this.getDir(tempPosition, targetPosition)
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//#endregion
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// 处理造型的部分
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/** 造型输出的数据 */
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let models: ModelProcessItem[] = []
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for (const i in resBlock.models) {
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let model = { ...resBlock.models[i] }
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/** 如果要 翻面 那就先把面 翻过来 */
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if (isTurn) {
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// 翻面 x 不变 Y 变
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model = this.change_turnFace(model, _width)
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// 然后 弧度值要取反
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model = this.reverseBuls(model)
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}
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/**
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* 根据 行为标识 转换坐标
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* 注: 左转 或者时右转 需要 转换 板件(小板)的 长宽值
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*
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*/
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switch (action) {
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case 'doNothing':
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// 啥事也不做
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break;
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case 'turnAround':
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// 翻转 x 变 y 也变
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model = this.change_turnAround(model, _length, _width)
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break;
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case 'turnLeft':
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model = this.change_turnLeft(model, _length)
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break;
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case 'turnRight':
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model = this.change_turnRight(model, _length)
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break;
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default:
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break;
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}
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models.push(model)
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}
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/** 左转 或者 右转 长宽值 要互换 */
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if (action == 'turnLeft' || action == 'turnRight') {
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resBlock = {
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...resBlock,
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width: _length,
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length: _width,
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}
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}
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/** 更加行为 以及是否 翻转 转换 板件的偏移值 */
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if (isTurn) {
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// 翻面 左右封边互换 上下不变
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resBlock.offsetInfo = {
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...resBlock.offsetInfo,
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top: resBlock.offsetInfo.bottom,
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bottom: resBlock.offsetInfo.top
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}
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}
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switch (action) {
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case 'turnAround':
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// 翻转
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resBlock.offsetInfo = {
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top: resBlock.offsetInfo.bottom,
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bottom: resBlock.offsetInfo.top,
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left: resBlock.offsetInfo.right,
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right: resBlock.offsetInfo.left
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}
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break;
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case 'turnLeft':
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resBlock.offsetInfo = {
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top: resBlock.offsetInfo.right,
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right: resBlock.offsetInfo.bottom,
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bottom: resBlock.offsetInfo.left,
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left: resBlock.offsetInfo.top
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}
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break
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case 'turnRight':
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resBlock.offsetInfo = {
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top: resBlock.offsetInfo.left,
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left: resBlock.offsetInfo.bottom,
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bottom: resBlock.offsetInfo.right,
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right: resBlock.offsetInfo.top
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}
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break
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default:
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break;
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}
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return resBlock
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}
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/** 获取翻面 后的 放置方式 */
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getPositionAfterTurnFace(v: PositionType) {
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let res = transitions_PositionTurnFace[v]
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return res
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}
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/** 获取行为 左|右|翻转|不需要操作 */
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getDir(v1: PositionType, v2: PositionType) {
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let flag: RotationAction = 'doNothing'
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try {
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flag = transitions_PositionToAction[v1][v2]
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} catch (error) {
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console.log('逻辑异常!请保证 v1 v2 的放置方式处在同一个面上,或者输入的值在转换关系中没有匹配的值')
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flag = 'doNothing'
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}
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return flag
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}
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/** 右转
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* @param model 造型数据
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* @param valueX 排版长
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*/
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change_turnRight(model: ModelProcessItem, valueX: number) {
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let newModel = { ...model }
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for (const i in newModel.pts) {
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newModel.pts[i] = {
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x: valueX - newModel.pts[i].y,
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y: newModel.pts[i].x
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}
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}
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return newModel
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}
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/** 左转
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* @param model 造型数据
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* @param valueX 排版长
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*/
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change_turnLeft(model: ModelProcessItem, valueX: number) {
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let newModel = { ...model }
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for (const i in newModel.pts) {
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newModel.pts[i] = {
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x: newModel.pts[i].y,
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y: valueX - newModel.pts[i].x
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}
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}
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return newModel
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}
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/** 翻转 改变 xy 坐标
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* @param model 造型数据
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* @param valueX 排版长
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* @param valueY 排版宽
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*/
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change_turnAround(model: ModelProcessItem, valueX: number, valueY: number) {
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let newModel = { ...model }
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for (const i in newModel.pts) {
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newModel.pts[i] = {
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x: valueX - newModel.pts[i].x,
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y: valueY - newModel.pts[i].y
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}
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}
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return newModel
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}
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/**翻面 改变 y坐标 */
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change_turnFace(model: ModelProcessItem, valueY: number) {
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let newModel = { ...model }
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for (const i in newModel.pts) {
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newModel.pts[i].y = valueY - newModel.pts[i].y
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}
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return newModel
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}
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/** 给 弧度值 取反 */
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reverseBuls(model: ModelProcessItem) {
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let newModel = { ...model }
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for (const i in newModel.buls) {
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newModel.buls[i] = -newModel.buls[i]
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}
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return newModel
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}
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/**正面的放置方式 集合*/
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frontArr = [
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PositionType.FRONT,
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PositionType.FRONT_TURN_BACK,
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PositionType.FRONT_TURN_LEFT,
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PositionType.FRONT_TURN_RIGHT
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]
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/** 反面的放置方式 集合*/
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backArr = [
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PositionType.BACK,
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PositionType.BACK_TURN_BACK,
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PositionType.BACK_TURN_LEFT,
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PositionType.BACK_TURN_RIGHT
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]
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/** 根据放置方式 获取面 */
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getFace(positionValue: PositionType) {
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let res = -1
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if (this.frontArr.includes(positionValue)) {
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res = FaceType.FRONT
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}
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if (this.backArr.includes(positionValue)) {
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res = FaceType.BACK
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}
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return res
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}
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/** 根据 优化后的坐标XY偏移 */
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handleByPlaceXY(models: ModelProcessItem[], placeX: number, placeY: number) {
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let newModels: ModelProcessItem[] = []
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for (const model of models) {
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let newModel: ModelProcessItem = { ...model }
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let newPts = []
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for (const k in newModel.pts) {
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let p = {
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x: model.pts[k].x + placeX,
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y: model.pts[k].y + placeY
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}
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newPts.push(p)
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}
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newModel.pts = newPts
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newModels.push(newModel)
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}
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return newModels
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}
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}
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/** 处理器输入-- 获取造型在大板的刀路 */
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export type ModelProcessPointsInput = {
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/** 小板数据 */
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block: ModelProcessPointsInputBlock,
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/** 小板的最终的放置位置 */
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targetPosition: PositionType
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}
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/** 处理器输入--小板 -- 获取造型在大板的刀路 */
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export type ModelProcessPointsInputBlock = {
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/** 板件唯一标识 */
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id: string | number,
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/** 板件基于大板的 坐标X */
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x: number,
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/** 板件基于大板的 坐标y */
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y: number,
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/** 板件(小板)长 */
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length: number,
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/** 板件(小板)宽 */
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width: number,
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/** 造型数据 依据放置方式positionType 下的造型数据 默认为 依据放置方式positionType.FRONT 的造型数据 */
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models: ModelProcessItem[],
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/** 板件的原放置方式 默认为正面(0) 不传则为正面 原 placestyle*/
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positionType?: PositionType,
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/** 偏移值 */
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offsetInfo: OffsetInfo
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}
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/** 板件 上下左右 偏移值信息 */
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export type OffsetInfo = {
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top: number,
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bottom: number,
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left: number,
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right: number,
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}
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/** 处理器输出--小板 -- 获取造型在大板的刀路 */
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export type ModelProcessPointsOutputBlock = {
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/** 板件唯一标识 */
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id: string | number
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/** 放置方式 */
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positionType: PositionType
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/** 造型数据 */
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models: ModelProcessItem[]
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/** 板件(小板)长 */
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length: number,
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/** 板件(小板)宽 */
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width: number,
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/** 偏移值 */
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offsetInfo: OffsetInfo
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}
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/** 处理器输出-- 获取造型在大板的刀路 */
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export type ModelProcessPointsOutput = {
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block: ModelProcessPointsOutputBlock
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}
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/** 处理器配置-- 获取造型在大板的刀路 暂无 */
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export declare class ModelProcessPointsProcConfig extends ConfigBase {
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}
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/** 造型类 */
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export interface ModelProcessItem {
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/** 加工项唯一标识 */
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id?: string | number
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/**
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* 加工点数组
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*/
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pts: IPoint[];
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/**
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* 凸度数组
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*/
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buls: number[];
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/** 加工面 */
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face: FaceType
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}
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/** 加工面 */
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export enum FaceType {
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/** 正面 */
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FRONT = 0,
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/** 反面 */
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BACK = 1,
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}
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/** 点坐标类 */
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export interface IPoint { x: number, y: number; }
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/** 小板的放置方式 */
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export enum PositionType {
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/** 正面 */
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FRONT = 0,
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/** 正面右转 */
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FRONT_TURN_RIGHT = 1,
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/** 正面后转 */
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FRONT_TURN_BACK = 2,
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/** 正面左转 */
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FRONT_TURN_LEFT = 3,
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/** 反面 */
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BACK = 4,
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/** 反面右转 */
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BACK_TURN_RIGHT = 5,
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/** 反面后转 */
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BACK_TURN_BACK = 6,
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/** 反面左转 */
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BACK_TURN_LEFT = 7,
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}
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/** 行为类型 */
|
||||
export type RotationAction = 'doNothing' | 'turnLeft' | 'turnRight' | 'turnAround'
|
||||
/**
|
||||
* 原放置方式 依据 目标放置方式 转 行为的 转换关系
|
||||
*
|
||||
* 注:原放置方式 为 翻面 转换后 的数值
|
||||
* 若要支持 翻转转换前 需对内容进一步填充
|
||||
*/
|
||||
export const transitions_PositionToAction: any = {
|
||||
[PositionType.FRONT]: {
|
||||
[PositionType.FRONT_TURN_BACK]: 'turnAround',
|
||||
[PositionType.FRONT_TURN_LEFT]: 'turnLeft',
|
||||
[PositionType.FRONT_TURN_RIGHT]: 'turnRight',
|
||||
[PositionType.FRONT]: 'doNothing'
|
||||
},
|
||||
[PositionType.FRONT_TURN_LEFT]: {
|
||||
[PositionType.FRONT]: 'turnRight',
|
||||
[PositionType.FRONT_TURN_RIGHT]: 'turnAround',
|
||||
[PositionType.FRONT_TURN_BACK]: 'turnLeft',
|
||||
[PositionType.FRONT_TURN_LEFT]: 'doNothing'
|
||||
},
|
||||
[PositionType.FRONT_TURN_RIGHT]: {
|
||||
[PositionType.FRONT]: 'turnLeft',
|
||||
[PositionType.FRONT_TURN_LEFT]: 'turnAround',
|
||||
[PositionType.FRONT_TURN_BACK]: 'turnRight',
|
||||
[PositionType.FRONT_TURN_RIGHT]: 'doNothing'
|
||||
},
|
||||
[PositionType.FRONT_TURN_BACK]: {
|
||||
[PositionType.FRONT]: 'turnAround',
|
||||
[PositionType.FRONT_TURN_LEFT]: 'turnRight',
|
||||
[PositionType.FRONT_TURN_RIGHT]: 'turnLeft',
|
||||
[PositionType.FRONT_TURN_BACK]: 'doNothing'
|
||||
},
|
||||
[PositionType.BACK]: {
|
||||
[PositionType.BACK_TURN_BACK]: 'turnAround',
|
||||
[PositionType.BACK_TURN_LEFT]: 'turnLeft',
|
||||
[PositionType.BACK_TURN_RIGHT]: 'turnRight',
|
||||
[PositionType.BACK]: 'doNothing'
|
||||
},
|
||||
[PositionType.BACK_TURN_LEFT]: {
|
||||
[PositionType.BACK]: 'turnRight',
|
||||
[PositionType.BACK_TURN_RIGHT]: 'turnAround',
|
||||
[PositionType.BACK_TURN_BACK]: 'turnLeft',
|
||||
[PositionType.BACK_TURN_LEFT]: 'doNothing'
|
||||
},
|
||||
[PositionType.BACK_TURN_RIGHT]: {
|
||||
[PositionType.BACK]: 'turnLeft',
|
||||
[PositionType.BACK_TURN_LEFT]: 'turnAround',
|
||||
[PositionType.BACK_TURN_BACK]: 'turnRight',
|
||||
[PositionType.BACK_TURN_RIGHT]: 'doNothing'
|
||||
},
|
||||
[PositionType.BACK_TURN_BACK]: {
|
||||
[PositionType.BACK]: 'turnAround',
|
||||
[PositionType.BACK_TURN_LEFT]: 'turnRight',
|
||||
[PositionType.BACK_TURN_RIGHT]: 'turnLeft',
|
||||
[PositionType.BACK_TURN_BACK]: 'doNothing'
|
||||
}
|
||||
}
|
||||
|
||||
/** 放置方式 翻转后的转换关系 */
|
||||
export const transitions_PositionTurnFace: any = {
|
||||
[PositionType.FRONT]: PositionType.BACK,
|
||||
[PositionType.FRONT_TURN_RIGHT]: PositionType.BACK_TURN_LEFT,
|
||||
[PositionType.FRONT_TURN_BACK]: PositionType.BACK_TURN_BACK,
|
||||
[PositionType.FRONT_TURN_LEFT]: PositionType.BACK_TURN_RIGHT,
|
||||
[PositionType.BACK]: PositionType.FRONT,
|
||||
[PositionType.BACK_TURN_BACK]: PositionType.FRONT_TURN_BACK,
|
||||
[PositionType.BACK_TURN_LEFT]: PositionType.FRONT_TURN_RIGHT,
|
||||
[PositionType.BACK_TURN_RIGHT]: PositionType.FRONT_TURN_LEFT
|
||||
}
|
Reference in New Issue
Block a user