poly-extrude 0.12.0 → 0.14.0

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Files changed (68) hide show
  1. package/dist/cylinder.d.ts +11 -0
  2. package/{src → dist}/cylinder.js +108 -111
  3. package/dist/cylinder.js.map +1 -0
  4. package/dist/index.d.ts +7 -0
  5. package/dist/index.js +8 -0
  6. package/dist/index.js.map +1 -0
  7. package/dist/math/Curve.d.ts +41 -0
  8. package/dist/math/Curve.js +142 -0
  9. package/dist/math/Curve.js.map +1 -0
  10. package/dist/math/Interpolations.d.ts +8 -0
  11. package/dist/math/Interpolations.js +48 -0
  12. package/dist/math/Interpolations.js.map +1 -0
  13. package/dist/math/Matrix4.d.ts +8 -0
  14. package/dist/math/Matrix4.js +582 -0
  15. package/dist/math/Matrix4.js.map +1 -0
  16. package/dist/math/QuadraticBezierCurve3.d.ts +10 -0
  17. package/dist/math/QuadraticBezierCurve3.js +22 -0
  18. package/dist/math/QuadraticBezierCurve3.js.map +1 -0
  19. package/dist/math/Quaternion.d.ts +46 -0
  20. package/dist/math/Quaternion.js +415 -0
  21. package/dist/math/Quaternion.js.map +1 -0
  22. package/dist/math/Vector3.d.ts +42 -0
  23. package/dist/math/Vector3.js +403 -0
  24. package/dist/math/Vector3.js.map +1 -0
  25. package/dist/path/PathPoint.d.ts +15 -0
  26. package/dist/path/PathPoint.js +35 -0
  27. package/dist/path/PathPoint.js.map +1 -0
  28. package/dist/path/PathPointList.d.ts +27 -0
  29. package/dist/path/PathPointList.js +212 -0
  30. package/dist/path/PathPointList.js.map +1 -0
  31. package/dist/path.d.ts +11 -0
  32. package/{src → dist}/path.js +334 -360
  33. package/dist/path.js.map +1 -0
  34. package/dist/plane.d.ts +2 -0
  35. package/dist/plane.js +57 -0
  36. package/dist/plane.js.map +1 -0
  37. package/dist/poly-extrude.js +1290 -1511
  38. package/dist/poly-extrude.js.map +1 -1
  39. package/dist/poly-extrude.min.js +2 -2
  40. package/dist/poly-extrude.mjs +1290 -1512
  41. package/dist/poly-extrude.mjs.map +1 -0
  42. package/dist/polygon.d.ts +9 -0
  43. package/{src → dist}/polygon.js +163 -179
  44. package/dist/polygon.js.map +1 -0
  45. package/dist/polyline.d.ts +24 -0
  46. package/{src → dist}/polyline.js +420 -456
  47. package/dist/polyline.js.map +1 -0
  48. package/dist/tube.d.ts +12 -0
  49. package/{src → dist}/tube.js +124 -142
  50. package/dist/tube.js.map +1 -0
  51. package/dist/type.d.ts +9 -0
  52. package/dist/type.js +2 -0
  53. package/dist/type.js.map +1 -0
  54. package/dist/util.d.ts +20 -0
  55. package/dist/util.js +217 -0
  56. package/dist/util.js.map +1 -0
  57. package/package.json +53 -48
  58. package/readme.md +39 -3
  59. package/src/cylinder.ts +124 -0
  60. package/src/index.ts +7 -0
  61. package/src/path.ts +385 -0
  62. package/src/plane.ts +60 -0
  63. package/src/polygon.ts +189 -0
  64. package/src/polyline.ts +473 -0
  65. package/src/tube.ts +155 -0
  66. package/src/type.ts +9 -0
  67. package/src/{util.js → util.ts} +1 -1
  68. package/index.js +0 -6
package/src/path.ts ADDED
@@ -0,0 +1,385 @@
1
+ import { Vector3 } from './math/Vector3';
2
+ import { PathPoint } from './path/PathPoint';
3
+ import { PathPointList } from './path/PathPointList';
4
+ import { PolylineType, ResultType } from './type';
5
+ import { line2Vectors, merge } from './util';
6
+ const UP = new Vector3(0, 0, 1);
7
+
8
+ const right = new Vector3();
9
+ const left = new Vector3();
10
+
11
+ // for sharp corners
12
+ const leftOffset = new Vector3();
13
+ const rightOffset = new Vector3();
14
+ const tempPoint1 = new Vector3();
15
+ const tempPoint2 = new Vector3();
16
+
17
+ type PathsOptions = {
18
+ lineWidth?: number;
19
+ cornerRadius?: number;
20
+ cornerSplit?: number;
21
+ }
22
+
23
+ type PathsResult = ResultType & {
24
+ lines: Array<PolylineType>;
25
+ }
26
+
27
+ export function expandPaths(lines: Array<PolylineType>, options?: PathsOptions): PathsResult {
28
+ options = Object.assign({}, { lineWidth: 1, cornerRadius: 0, cornerSplit: 10 }, options);
29
+ const results = lines.map(line => {
30
+ const points = line2Vectors(line);
31
+ const pathPointList = new PathPointList();
32
+ //@ts-ignore
33
+ pathPointList.set(points, options.cornerRadius, options.cornerSplit, UP);
34
+ const params = generatePathVertexData(pathPointList, options);
35
+
36
+ const result = {
37
+ position: new Float32Array(params.position),
38
+ indices: new Uint32Array(params.indices),
39
+ uv: new Float32Array(params.uv),
40
+ normal: new Float32Array(params.normal),
41
+ line,
42
+ count: params.count
43
+ }
44
+ return result;
45
+ });
46
+ const result = merge(results) as PathsResult;
47
+ result.lines = lines;
48
+ return result;
49
+ }
50
+
51
+ // Vertex Data Generate Functions
52
+ // code copy from https://github.com/shawn0326/three.path/blob/master/src/PathGeometry.js
53
+ function generatePathVertexData(pathPointList, options: PathsOptions) {
54
+ const width = options.lineWidth || 0.1;
55
+ const progress = 1;
56
+ const side = 'both';
57
+
58
+ const halfWidth = width / 2;
59
+ const sideWidth = (side !== 'both' ? width / 2 : width);
60
+ const totalDistance = pathPointList.distance();
61
+ const progressDistance = progress * totalDistance;
62
+
63
+ let count = 0;
64
+
65
+ // modify data
66
+ const position: number[] = [];
67
+ const normal: number[] = [];
68
+ const uv: number[] = [];
69
+ const indices: number[] = [];
70
+ let verticesCount = 0;
71
+
72
+ if (totalDistance === 0) {
73
+ return {
74
+ position: position,
75
+ normal,
76
+ uv: uv,
77
+ indices: indices,
78
+ count
79
+ }
80
+ }
81
+
82
+ const sharpUvOffset = halfWidth / sideWidth;
83
+ // const sharpUvOffset2 = halfWidth / totalDistance;
84
+
85
+
86
+ let pIndex = position.length - 1;
87
+ let nIndex = normal.length - 1;
88
+ let uIndex = uv.length - 1;
89
+ let iIndex = indices.length - 1;
90
+ function addVertices(pathPoint) {
91
+ const first = position.length === 0;
92
+ const sharpCorner = pathPoint.sharp && !first;
93
+
94
+ const uvDist = pathPoint.dist / sideWidth;
95
+ // const uvDist2 = pathPoint.dist / totalDistance;
96
+
97
+ const dir = pathPoint.dir;
98
+ const up = pathPoint.up;
99
+ const _right = pathPoint.right;
100
+
101
+ //@ts-ignore
102
+ if (side !== 'left') {
103
+ right.copy(_right).multiplyScalar(halfWidth * pathPoint.widthScale);
104
+ } else {
105
+ right.set(0, 0, 0);
106
+ }
107
+ //@ts-ignore
108
+ if (side !== 'right') {
109
+ left.copy(_right).multiplyScalar(-halfWidth * pathPoint.widthScale);
110
+ } else {
111
+ left.set(0, 0, 0);
112
+ }
113
+
114
+ right.add(pathPoint.pos);
115
+ left.add(pathPoint.pos);
116
+
117
+ if (sharpCorner) {
118
+ leftOffset.fromArray(position, position.length - 6).sub(left);
119
+ rightOffset.fromArray(position, position.length - 3).sub(right);
120
+
121
+ const leftDist = leftOffset.length();
122
+ const rightDist = rightOffset.length();
123
+
124
+ const sideOffset = leftDist - rightDist;
125
+ let longerOffset, longEdge;
126
+
127
+ if (sideOffset > 0) {
128
+ longerOffset = leftOffset;
129
+ longEdge = left;
130
+ } else {
131
+ longerOffset = rightOffset;
132
+ longEdge = right;
133
+ }
134
+
135
+ tempPoint1.copy(longerOffset).setLength(Math.abs(sideOffset)).add(longEdge);
136
+
137
+ // eslint-disable-next-line prefer-const
138
+ let _cos = tempPoint2.copy(longEdge).sub(tempPoint1).normalize().dot(dir);
139
+ // eslint-disable-next-line prefer-const
140
+ let _len = tempPoint2.copy(longEdge).sub(tempPoint1).length();
141
+ // eslint-disable-next-line prefer-const
142
+ let _dist = _cos * _len * 2;
143
+
144
+ tempPoint2.copy(dir).setLength(_dist).add(tempPoint1);
145
+
146
+ if (sideOffset > 0) {
147
+ position[++pIndex] = tempPoint1.x;
148
+ position[++pIndex] = tempPoint1.y;
149
+ position[++pIndex] = tempPoint1.z;
150
+ position[++pIndex] = right.x;
151
+ position[++pIndex] = right.y;
152
+ position[++pIndex] = right.z;
153
+ position[++pIndex] = left.x;
154
+ position[++pIndex] = left.y;
155
+ position[++pIndex] = left.z;
156
+ position[++pIndex] = right.x;
157
+ position[++pIndex] = right.y;
158
+ position[++pIndex] = right.z;
159
+ position[++pIndex] = tempPoint2.x;
160
+ position[++pIndex] = tempPoint2.y;
161
+ position[++pIndex] = tempPoint2.z;
162
+ position[++pIndex] = right.x;
163
+ position[++pIndex] = right.y;
164
+ position[++pIndex] = right.z;
165
+ // position.push(
166
+ // tempPoint1.x, tempPoint1.y, tempPoint1.z, // 6
167
+ // right.x, right.y, right.z, // 5
168
+ // left.x, left.y, left.z, // 4
169
+ // right.x, right.y, right.z, // 3
170
+ // tempPoint2.x, tempPoint2.y, tempPoint2.z, // 2
171
+ // right.x, right.y, right.z // 1
172
+ // );
173
+
174
+ verticesCount += 6;
175
+
176
+ indices[++iIndex] = verticesCount - 6;
177
+ indices[++iIndex] = verticesCount - 8;
178
+ indices[++iIndex] = verticesCount - 7;
179
+ indices[++iIndex] = verticesCount - 6;
180
+ indices[++iIndex] = verticesCount - 7;
181
+ indices[++iIndex] = verticesCount - 5;
182
+ indices[++iIndex] = verticesCount - 4;
183
+ indices[++iIndex] = verticesCount - 6;
184
+ indices[++iIndex] = verticesCount - 5;
185
+ indices[++iIndex] = verticesCount - 2;
186
+ indices[++iIndex] = verticesCount - 4;
187
+ indices[++iIndex] = verticesCount - 1;
188
+
189
+ // indices.push(
190
+ // verticesCount - 6, verticesCount - 8, verticesCount - 7,
191
+ // verticesCount - 6, verticesCount - 7, verticesCount - 5,
192
+
193
+ // verticesCount - 4, verticesCount - 6, verticesCount - 5,
194
+ // verticesCount - 2, verticesCount - 4, verticesCount - 1
195
+ // );
196
+
197
+ count += 12;
198
+ } else {
199
+ position[++pIndex] = left.x;
200
+ position[++pIndex] = left.y;
201
+ position[++pIndex] = left.z;
202
+ position[++pIndex] = tempPoint1.x;
203
+ position[++pIndex] = tempPoint1.y;
204
+ position[++pIndex] = tempPoint1.z;
205
+ position[++pIndex] = left.x;
206
+ position[++pIndex] = left.y;
207
+ position[++pIndex] = left.z;
208
+ position[++pIndex] = right.x;
209
+ position[++pIndex] = right.y;
210
+ position[++pIndex] = right.z;
211
+ position[++pIndex] = left.x;
212
+ position[++pIndex] = left.y;
213
+ position[++pIndex] = left.z;
214
+ position[++pIndex] = tempPoint2.x;
215
+ position[++pIndex] = tempPoint2.y;
216
+ position[++pIndex] = tempPoint2.z;
217
+ // position.push(
218
+ // left.x, left.y, left.z, // 6
219
+ // tempPoint1.x, tempPoint1.y, tempPoint1.z, // 5
220
+ // left.x, left.y, left.z, // 4
221
+ // right.x, right.y, right.z, // 3
222
+ // left.x, left.y, left.z, // 2
223
+ // tempPoint2.x, tempPoint2.y, tempPoint2.z // 1
224
+ // );
225
+
226
+ verticesCount += 6;
227
+ indices[++iIndex] = verticesCount - 6;
228
+ indices[++iIndex] = verticesCount - 8;
229
+ indices[++iIndex] = verticesCount - 7;
230
+ indices[++iIndex] = verticesCount - 6;
231
+ indices[++iIndex] = verticesCount - 7;
232
+ indices[++iIndex] = verticesCount - 5;
233
+ indices[++iIndex] = verticesCount - 6;
234
+ indices[++iIndex] = verticesCount - 5;
235
+ indices[++iIndex] = verticesCount - 3;
236
+ indices[++iIndex] = verticesCount - 2;
237
+ indices[++iIndex] = verticesCount - 3;
238
+ indices[++iIndex] = verticesCount - 1;
239
+
240
+ // indices.push(
241
+ // verticesCount - 6, verticesCount - 8, verticesCount - 7,
242
+ // verticesCount - 6, verticesCount - 7, verticesCount - 5,
243
+
244
+ // verticesCount - 6, verticesCount - 5, verticesCount - 3,
245
+ // verticesCount - 2, verticesCount - 3, verticesCount - 1
246
+ // );
247
+
248
+ count += 12;
249
+ }
250
+ for (let i = 0; i < 6; i++) {
251
+ normal[++nIndex] = up.x;
252
+ normal[++nIndex] = up.y;
253
+ normal[++nIndex] = up.z;
254
+ }
255
+
256
+ // normal.push(
257
+ // up.x, up.y, up.z,
258
+ // up.x, up.y, up.z,
259
+ // up.x, up.y, up.z,
260
+ // up.x, up.y, up.z,
261
+ // up.x, up.y, up.z,
262
+ // up.x, up.y, up.z
263
+ // );
264
+
265
+ uv[++uIndex] = uvDist - sharpUvOffset;
266
+ uv[++uIndex] = 0;
267
+ uv[++uIndex] = uvDist - sharpUvOffset;
268
+ uv[++uIndex] = 1;
269
+ uv[++uIndex] = uvDist;
270
+ uv[++uIndex] = 0;
271
+ uv[++uIndex] = uvDist;
272
+ uv[++uIndex] = 1;
273
+ uv[++uIndex] = uvDist + sharpUvOffset;
274
+ uv[++uIndex] = 0;
275
+ uv[++uIndex] = uvDist + sharpUvOffset;
276
+ uv[++uIndex] = 1;
277
+ // uv.push(
278
+ // uvDist - sharpUvOffset, 0,
279
+ // uvDist - sharpUvOffset, 1,
280
+ // uvDist, 0,
281
+ // uvDist, 1,
282
+ // uvDist + sharpUvOffset, 0,
283
+ // uvDist + sharpUvOffset, 1
284
+ // );
285
+
286
+ // if (generateUv2) {
287
+ // uv2.push(
288
+ // uvDist2 - sharpUvOffset2, 0,
289
+ // uvDist2 - sharpUvOffset2, 1,
290
+ // uvDist2, 0,
291
+ // uvDist2, 1,
292
+ // uvDist2 + sharpUvOffset2, 0,
293
+ // uvDist2 + sharpUvOffset2, 1
294
+ // );
295
+ // }
296
+ } else {
297
+ position[++pIndex] = left.x;
298
+ position[++pIndex] = left.y;
299
+ position[++pIndex] = left.z;
300
+ position[++pIndex] = right.x;
301
+ position[++pIndex] = right.y;
302
+ position[++pIndex] = right.z;
303
+ // position.push(
304
+ // left.x, left.y, left.z,
305
+ // right.x, right.y, right.z
306
+ // );
307
+
308
+ normal[++nIndex] = up.x;
309
+ normal[++nIndex] = up.y;
310
+ normal[++nIndex] = up.z;
311
+ normal[++nIndex] = up.x;
312
+ normal[++nIndex] = up.y;
313
+ normal[++nIndex] = up.z;
314
+ // normal.push(
315
+ // up.x, up.y, up.z,
316
+ // up.x, up.y, up.z
317
+ // );
318
+
319
+ uv[++uIndex] = uvDist;
320
+ uv[++uIndex] = 0;
321
+ uv[++uIndex] = uvDist;
322
+ uv[++uIndex] = 1;
323
+ // uv.push(
324
+ // uvDist, 0,
325
+ // uvDist, 1
326
+ // );
327
+
328
+ // if (generateUv2) {
329
+ // uv2.push(
330
+ // uvDist2, 0,
331
+ // uvDist2, 1
332
+ // );
333
+ // }
334
+
335
+ verticesCount += 2;
336
+
337
+ if (!first) {
338
+ indices[++iIndex] = verticesCount - 2;
339
+ indices[++iIndex] = verticesCount - 4;
340
+ indices[++iIndex] = verticesCount - 3;
341
+ indices[++iIndex] = verticesCount - 2;
342
+ indices[++iIndex] = verticesCount - 3;
343
+ indices[++iIndex] = verticesCount - 1;
344
+ // indices.push(
345
+ // verticesCount - 2, verticesCount - 4, verticesCount - 3,
346
+ // verticesCount - 2, verticesCount - 3, verticesCount - 1
347
+ // );
348
+
349
+ count += 6;
350
+ }
351
+ }
352
+ }
353
+
354
+ let lastPoint;
355
+
356
+ if (progressDistance > 0) {
357
+ for (let i = 0; i < pathPointList.count; i++) {
358
+ const pathPoint = pathPointList.array[i];
359
+
360
+ if (pathPoint.dist > progressDistance) {
361
+ const prevPoint = pathPointList.array[i - 1];
362
+ lastPoint = new PathPoint();
363
+
364
+ // linear lerp for progress
365
+ const alpha = (progressDistance - prevPoint.dist) / (pathPoint.dist - prevPoint.dist);
366
+ lastPoint.lerpPathPoints(prevPoint, pathPoint, alpha);
367
+
368
+ addVertices(lastPoint);
369
+ break;
370
+ } else {
371
+ addVertices(pathPoint);
372
+ }
373
+ }
374
+ } else {
375
+ lastPoint = pathPointList.array[0];
376
+ }
377
+
378
+ return {
379
+ position: position,
380
+ normal,
381
+ uv: uv,
382
+ indices: indices,
383
+ count
384
+ };
385
+ }
package/src/plane.ts ADDED
@@ -0,0 +1,60 @@
1
+ import { ResultType } from "./type";
2
+
3
+ export function plane(width: number, height: number, devideW: number, devideH: number): ResultType {
4
+ devideW = Math.max(1, devideW);
5
+ devideH = Math.max(1, devideH);
6
+ const dx = width / devideW, dy = height / devideH;
7
+ const minX = -width / 2, maxY = height / 2, minY = -height / 2;
8
+ const len = (devideW + 1) * (devideH + 1);
9
+ const position = new Float32Array(len * 3), uv = new Float32Array(len * 2), normal = new Float32Array(len * 3), indices = new Uint32Array(len * 10);
10
+ let index = 0, uIndex = 0, iIndex = 0;
11
+ for (let j = 0; j <= devideH; j++) {
12
+ for (let i = 0; i <= devideW; i++) {
13
+ const x = minX + dx * i;
14
+ const y = maxY - dy * j;
15
+ position[index] = x;
16
+ position[index + 1] = y;
17
+ position[index + 2] = 0;
18
+
19
+ normal[index] = 0;
20
+ normal[index + 1] = 0;
21
+ normal[index + 2] = 1;
22
+ // position.push(x, y, 0);
23
+ // normal.push(0, 0, 1);
24
+ const uvx = (x - minX) / width, uvy = (y - minY) / height;
25
+ // uv.push(uvx, uvy);
26
+ uv[uIndex] = uvx;
27
+ uv[uIndex + 1] = uvy;
28
+
29
+ index += 3;
30
+ uIndex += 2;
31
+ if (i < devideW && j < devideH) {
32
+ const a = j * (devideW + 1) + i, b = a + 1, c = (devideW + 1) * (j + 1) + i, d = c + 1;
33
+ indices[iIndex] = a;
34
+ indices[iIndex + 1] = c;
35
+ indices[iIndex + 2] = b;
36
+ indices[iIndex + 3] = c;
37
+ indices[iIndex + 4] = d;
38
+ indices[iIndex + 5] = b;
39
+ iIndex += 6;
40
+ // indexs.push(a, c, b, c, d, b);
41
+ }
42
+ }
43
+ }
44
+ const indexArray = new Uint32Array(iIndex);
45
+ for (let i = 0, len = indexArray.length; i < len; i++) {
46
+ indexArray[i] = indices[i];
47
+ }
48
+ // for (let j = 0; j < devideH; j++) {
49
+ // for (let i = 0; i < devideW; i++) {
50
+ // const a = j * (devideW + 1) + i, b = a + 1, c = (devideW + 1) * (j + 1) + i, d = c + 1;
51
+ // indexs.push(a, c, b, c, d, b);
52
+ // }
53
+ // }
54
+ return {
55
+ position,
56
+ uv,
57
+ normal,
58
+ indices: indexArray
59
+ };
60
+ }
package/src/polygon.ts ADDED
@@ -0,0 +1,189 @@
1
+
2
+ import earcut from 'earcut';
3
+ import { generateNormal, generateSideWallUV, isClockwise, merge } from './util';
4
+ import { PolylineType, PolygonType, ResultType } from './type';
5
+
6
+ type PolygonsOptions = {
7
+ depth?: number
8
+ }
9
+
10
+ type PolygonsResult = ResultType & {
11
+ polygons: Array<PolygonType>;
12
+ }
13
+
14
+
15
+ export function extrudePolygons(polygons: Array<PolygonType>, options?: PolygonsOptions): PolygonsResult {
16
+ options = Object.assign({}, { depth: 2 }, options);
17
+ const results = polygons.map(polygon => {
18
+ for (let i = 0, len = polygon.length; i < len; i++) {
19
+ const ring = polygon[i];
20
+ validateRing(ring);
21
+ if (i === 0) {
22
+ if (!isClockwise(ring)) {
23
+ polygon[i] = ring.reverse();
24
+ }
25
+ } else if (isClockwise(ring)) {
26
+ polygon[i] = ring.reverse();
27
+ }
28
+ if (isClosedRing(ring)) {
29
+ ring.splice(ring.length - 1, 1);
30
+ }
31
+ }
32
+ const result = flatVertices(polygon, options) as Record<string, any>;
33
+ result.polygon = polygon;
34
+ const triangles = earcut(result.flatVertices, result.holes, 2);
35
+ generateTopAndBottom(result, triangles);
36
+ generateSides(result, options);
37
+ result.position = new Float32Array(result.points);
38
+ result.indices = new Uint32Array(result.indices);
39
+ result.uv = new Float32Array(result.uv);
40
+ result.normal = generateNormal(result.indices, result.position);
41
+ return result;
42
+ });
43
+ const result = merge(results) as PolygonsResult;
44
+ result.polygons = polygons;
45
+ return result;
46
+
47
+ }
48
+
49
+ function generateTopAndBottom(result, triangles) {
50
+ const indices: number[] = [];
51
+ const { count } = result;
52
+ for (let i = 0, len = triangles.length; i < len; i += 3) {
53
+ // top
54
+ const a = triangles[i], b = triangles[i + 1], c = triangles[i + 2];
55
+ indices[i] = a;
56
+ indices[i + 1] = b;
57
+ indices[i + 2] = c;
58
+ // bottom
59
+ const idx = len + i;
60
+ const a1 = count + a, b1 = count + b, c1 = count + c;
61
+ indices[idx] = a1;
62
+ indices[idx + 1] = b1;
63
+ indices[idx + 2] = c1;
64
+ }
65
+ result.indices = indices;
66
+ }
67
+
68
+ function generateSides(result, options) {
69
+ const { points, indices, polygon, uv } = result;
70
+ const depth = options.depth;
71
+ let pIndex = points.length - 1;
72
+ let iIndex = indices.length - 1;
73
+ for (let i = 0, len = polygon.length; i < len; i++) {
74
+ const ring = polygon[i];
75
+ let j = 0;
76
+ const len1 = ring.length;
77
+ while (j < len1) {
78
+ const v1 = ring[j];
79
+ let v2 = ring[j + 1];
80
+ if (j === len1 - 1) {
81
+ v2 = ring[0];
82
+ }
83
+ const idx = points.length / 3;
84
+ const x1 = v1[0], y1 = v1[1], z1 = v1[2] || 0, x2 = v2[0], y2 = v2[1], z2 = v2[2] || 0;
85
+ points[++pIndex] = x1;
86
+ points[++pIndex] = y1;
87
+ points[++pIndex] = z1 + depth;
88
+ points[++pIndex] = x2;
89
+ points[++pIndex] = y2;
90
+ points[++pIndex] = z2 + depth;
91
+ points[++pIndex] = x1;
92
+ points[++pIndex] = y1;
93
+ points[++pIndex] = z1;
94
+ points[++pIndex] = x2;
95
+ points[++pIndex] = y2;
96
+ points[++pIndex] = z2;
97
+ // points.push(x1, y1, z, x2, y2, z, x1, y1, 0, x2, y2, 0);
98
+ const a = idx + 2, b = idx + 3, c = idx, d = idx + 1;
99
+ // points.push(p3, p4, p1, p2);
100
+ // index.push(a, c, b, c, d, b);
101
+ indices[++iIndex] = a;
102
+ indices[++iIndex] = c;
103
+ indices[++iIndex] = b;
104
+ indices[++iIndex] = c;
105
+ indices[++iIndex] = d;
106
+ indices[++iIndex] = b;
107
+ // index.push(c, d, b);
108
+
109
+ generateSideWallUV(uv, points, a, b, c, d);
110
+ j++;
111
+ }
112
+ }
113
+ }
114
+
115
+ function calPolygonPointsCount(polygon) {
116
+ let count = 0;
117
+ let i = 0;
118
+ const len = polygon.length;
119
+ while (i < len) {
120
+ count += (polygon[i].length);
121
+ i++;
122
+ }
123
+ return count;
124
+ }
125
+
126
+ function flatVertices(polygon, options) {
127
+ const count = calPolygonPointsCount(polygon);
128
+ const len = polygon.length;
129
+ const holes: number[] = [], flatVertices = new Float32Array(count * 2), points: number[] = [], uv: number[] = [];
130
+ const pOffset = count * 3, uOffset = count * 2;
131
+ const depth = options.depth;
132
+
133
+ let idx0 = 0, idx1 = 0, idx2 = 0;
134
+ for (let i = 0; i < len; i++) {
135
+ const ring = polygon[i];
136
+ if (i > 0) {
137
+ holes.push(idx0 / 2);
138
+ }
139
+ let j = 0;
140
+ const len1 = ring.length;
141
+ while (j < len1) {
142
+ const c = ring[j];
143
+ const x = c[0], y = c[1], z = c[2] || 0;
144
+
145
+ flatVertices[idx0++] = x;
146
+ flatVertices[idx0++] = y;
147
+
148
+ // top vertices
149
+ points[idx1] = x;
150
+ points[idx1 + 1] = y;
151
+ points[idx1 + 2] = depth + z;
152
+
153
+ // bottom vertices
154
+ points[pOffset + idx1] = x;
155
+ points[pOffset + idx1 + 1] = y;
156
+ points[pOffset + idx1 + 2] = z;
157
+
158
+ uv[idx2] = x;
159
+ uv[idx2 + 1] = y;
160
+
161
+ uv[uOffset + idx2] = x;
162
+ uv[uOffset + idx2 + 1] = y;
163
+
164
+ idx1 += 3;
165
+ idx2 += 2;
166
+ j++;
167
+ }
168
+ }
169
+ return {
170
+ flatVertices,
171
+ holes,
172
+ points,
173
+ count,
174
+ uv
175
+ };
176
+
177
+ }
178
+
179
+ function validateRing(ring: PolylineType) {
180
+ if (!isClosedRing(ring)) {
181
+ ring.push(ring[0]);
182
+ }
183
+ }
184
+
185
+ function isClosedRing(ring: PolylineType) {
186
+ const len = ring.length;
187
+ const [x1, y1] = ring[0], [x2, y2] = ring[len - 1];
188
+ return (x1 === x2 && y1 === y2);
189
+ }