poly-extrude 0.13.0 → 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/{src → dist}/plane.js +57 -58
  36. package/dist/plane.js.map +1 -0
  37. package/dist/poly-extrude.js +1286 -1581
  38. package/dist/poly-extrude.js.map +1 -1
  39. package/dist/poly-extrude.min.js +2 -2
  40. package/dist/poly-extrude.mjs +1286 -1581
  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 +12 -2
  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 -7
package/src/plane.ts ADDED
@@ -0,0 +1,60 @@
1
+ import { ResultType } from "./type";
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+
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+ export function plane(width: number, height: number, devideW: number, devideH: number): ResultType {
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+ devideW = Math.max(1, devideW);
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+ devideH = Math.max(1, devideH);
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+ const dx = width / devideW, dy = height / devideH;
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+ const minX = -width / 2, maxY = height / 2, minY = -height / 2;
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+ const len = (devideW + 1) * (devideH + 1);
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+ const position = new Float32Array(len * 3), uv = new Float32Array(len * 2), normal = new Float32Array(len * 3), indices = new Uint32Array(len * 10);
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+ let index = 0, uIndex = 0, iIndex = 0;
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+ for (let j = 0; j <= devideH; j++) {
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+ for (let i = 0; i <= devideW; i++) {
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+ const x = minX + dx * i;
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+ const y = maxY - dy * j;
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+ position[index] = x;
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+ position[index + 1] = y;
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+ position[index + 2] = 0;
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+
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+ normal[index] = 0;
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+ normal[index + 1] = 0;
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+ normal[index + 2] = 1;
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+ // position.push(x, y, 0);
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+ // normal.push(0, 0, 1);
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+ const uvx = (x - minX) / width, uvy = (y - minY) / height;
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+ // uv.push(uvx, uvy);
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+ uv[uIndex] = uvx;
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+ uv[uIndex + 1] = uvy;
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+
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+ index += 3;
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+ uIndex += 2;
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+ if (i < devideW && j < devideH) {
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+ const a = j * (devideW + 1) + i, b = a + 1, c = (devideW + 1) * (j + 1) + i, d = c + 1;
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+ indices[iIndex] = a;
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+ indices[iIndex + 1] = c;
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+ indices[iIndex + 2] = b;
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+ indices[iIndex + 3] = c;
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+ indices[iIndex + 4] = d;
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+ indices[iIndex + 5] = b;
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+ iIndex += 6;
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+ // indexs.push(a, c, b, c, d, b);
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+ }
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+ }
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+ }
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+ const indexArray = new Uint32Array(iIndex);
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+ for (let i = 0, len = indexArray.length; i < len; i++) {
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+ indexArray[i] = indices[i];
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+ }
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+ // for (let j = 0; j < devideH; j++) {
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+ // for (let i = 0; i < devideW; i++) {
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+ // const a = j * (devideW + 1) + i, b = a + 1, c = (devideW + 1) * (j + 1) + i, d = c + 1;
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+ // indexs.push(a, c, b, c, d, b);
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+ // }
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+ // }
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+ return {
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+ position,
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+ uv,
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+ normal,
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+ indices: indexArray
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+ };
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+ }
package/src/polygon.ts ADDED
@@ -0,0 +1,189 @@
1
+
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+ import earcut from 'earcut';
3
+ import { generateNormal, generateSideWallUV, isClockwise, merge } from './util';
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+ import { PolylineType, PolygonType, ResultType } from './type';
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+
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+ type PolygonsOptions = {
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+ depth?: number
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+ }
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+
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+ type PolygonsResult = ResultType & {
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+ polygons: Array<PolygonType>;
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+ }
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+
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+
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+ export function extrudePolygons(polygons: Array<PolygonType>, options?: PolygonsOptions): PolygonsResult {
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+ options = Object.assign({}, { depth: 2 }, options);
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+ const results = polygons.map(polygon => {
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+ for (let i = 0, len = polygon.length; i < len; i++) {
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+ const ring = polygon[i];
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+ validateRing(ring);
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+ if (i === 0) {
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+ if (!isClockwise(ring)) {
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+ polygon[i] = ring.reverse();
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+ }
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+ } else if (isClockwise(ring)) {
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+ polygon[i] = ring.reverse();
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+ }
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+ if (isClosedRing(ring)) {
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+ ring.splice(ring.length - 1, 1);
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+ }
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+ }
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+ const result = flatVertices(polygon, options) as Record<string, any>;
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+ result.polygon = polygon;
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+ const triangles = earcut(result.flatVertices, result.holes, 2);
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+ generateTopAndBottom(result, triangles);
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+ generateSides(result, options);
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+ result.position = new Float32Array(result.points);
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+ result.indices = new Uint32Array(result.indices);
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+ result.uv = new Float32Array(result.uv);
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+ result.normal = generateNormal(result.indices, result.position);
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+ return result;
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+ });
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+ const result = merge(results) as PolygonsResult;
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+ result.polygons = polygons;
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+ return result;
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+
47
+ }
48
+
49
+ function generateTopAndBottom(result, triangles) {
50
+ const indices: number[] = [];
51
+ const { count } = result;
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+ for (let i = 0, len = triangles.length; i < len; i += 3) {
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+ // top
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+ const a = triangles[i], b = triangles[i + 1], c = triangles[i + 2];
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+ indices[i] = a;
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+ indices[i + 1] = b;
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+ indices[i + 2] = c;
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+ // bottom
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+ const idx = len + i;
60
+ const a1 = count + a, b1 = count + b, c1 = count + c;
61
+ indices[idx] = a1;
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+ indices[idx + 1] = b1;
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+ indices[idx + 2] = c1;
64
+ }
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+ result.indices = indices;
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+ }
67
+
68
+ function generateSides(result, options) {
69
+ const { points, indices, polygon, uv } = result;
70
+ const depth = options.depth;
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+ let pIndex = points.length - 1;
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+ let iIndex = indices.length - 1;
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+ for (let i = 0, len = polygon.length; i < len; i++) {
74
+ const ring = polygon[i];
75
+ let j = 0;
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+ 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
+ }