poly-extrude 0.2.0 → 0.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/poly-extrude.js +2102 -62
- package/dist/poly-extrude.js.map +1 -1
- package/dist/poly-extrude.min.js +2 -2
- package/dist/poly-extrude.mjs +2102 -63
- package/index.js +2 -1
- package/package.json +3 -2
- package/readme.md +59 -1
- package/src/math/Curve.js +415 -0
- package/src/math/Interpolations.js +80 -0
- package/src/math/Matrix4.js +914 -0
- package/src/math/QuadraticBezierCurve3.js +76 -0
- package/src/math/Vector3.js +711 -0
- package/src/path/PathPoint.js +41 -0
- package/src/path/PathPointList.js +251 -0
- package/src/path.js +259 -0
- package/src/polyline.js +100 -20
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/* eslint-disable no-tabs */
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// code copy from https://github.com/shawn0326/three.path/blob/master/src/PathPoint.js
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import { Vector3 } from '../math/Vector3';
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/**
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* PathPoint
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*/
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class PathPoint {
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constructor() {
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this.pos = new Vector3();
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this.dir = new Vector3();
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this.right = new Vector3();
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this.up = new Vector3(); // normal
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this.dist = 0; // distance from start
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this.widthScale = 1; // for corner
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this.sharp = false; // marks as sharp corner
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}
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lerpPathPoints(p1, p2, alpha) {
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this.pos.lerpVectors(p1.pos, p2.pos, alpha);
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this.dir.lerpVectors(p1.dir, p2.dir, alpha);
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this.up.lerpVectors(p1.up, p2.up, alpha);
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this.right.lerpVectors(p1.right, p2.right, alpha);
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this.dist = (p2.dist - p1.dist) * alpha + p1.dist;
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this.widthScale = (p2.widthScale - p1.widthScale) * alpha + p1.widthScale;
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}
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copy(source) {
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this.pos.copy(source.pos);
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this.dir.copy(source.dir);
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this.up.copy(source.up);
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this.right.copy(source.right);
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this.dist = source.dist;
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this.widthScale = source.widthScale;
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}
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}
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export { PathPoint };
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/* eslint-disable no-tabs */
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// code copy from https://github.com/shawn0326/three.path/blob/master/src/PathPointList.js
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import { Matrix4 } from '../math/Matrix4.js';
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import { QuadraticBezierCurve3 } from '../math/QuadraticBezierCurve3.js';
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import { Vector3 } from '../math/Vector3.js';
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import { PathPoint } from './PathPoint.js';
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const helpVec3_1 = new Vector3();
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const helpVec3_2 = new Vector3();
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const helpVec3_3 = new Vector3();
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const helpMat4 = new Matrix4();
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const helpCurve = new QuadraticBezierCurve3();
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function _getCornerBezierCurve(last, current, next, cornerRadius, firstCorner, out) {
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const lastDir = helpVec3_1.subVectors(current, last);
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const nextDir = helpVec3_2.subVectors(next, current);
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const lastDirLength = lastDir.length();
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const nextDirLength = nextDir.length();
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lastDir.normalize();
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nextDir.normalize();
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// cornerRadius can not bigger then lineDistance / 2, auto fix this
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const v0Dist = Math.min((firstCorner ? lastDirLength / 2 : lastDirLength) * 0.999999, cornerRadius);
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out.v0.copy(current).sub(lastDir.multiplyScalar(v0Dist));
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out.v1.copy(current);
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const v2Dist = Math.min(nextDirLength / 2 * 0.999999, cornerRadius);
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out.v2.copy(current).add(nextDir.multiplyScalar(v2Dist));
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return out;
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}
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/**
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* PathPointList
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* input points to generate a PathPoint list
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*/
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class PathPointList {
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constructor() {
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this.array = []; // path point array
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this.count = 0;
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}
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/**
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* Set points
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* @param {THREE.Vector3[]} points key points array
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* @param {number} cornerRadius? the corner radius. set 0 to disable round corner. default is 0.1
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* @param {number} cornerSplit? the corner split. default is 10.
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* @param {number} up? force up. default is auto up (calculate by tangent).
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* @param {boolean} close? close path. default is false.
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*/
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set(points, cornerRadius = 0.1, cornerSplit = 10, up = null, close = false) {
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points = points.slice(0);
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if (points.length < 2) {
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console.warn('PathPointList: points length less than 2.');
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this.count = 0;
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return;
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}
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// Auto close
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if (close && !points[0].equals(points[points.length - 1])) {
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points.push(new Vector3().copy(points[0]));
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}
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// Generate path point list
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for (let i = 0, l = points.length; i < l; i++) {
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if (i === 0) {
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this._start(points[i], points[i + 1], up);
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} else if (i === l - 1) {
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if (close) {
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// Connect end point and start point
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this._corner(points[i], points[1], cornerRadius, cornerSplit, up);
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// Fix start point
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const dist = this.array[0].dist; // should not copy dist
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this.array[0].copy(this.array[this.count - 1]);
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this.array[0].dist = dist;
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} else {
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this._end(points[i]);
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}
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} else {
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this._corner(points[i], points[i + 1], cornerRadius, cornerSplit, up);
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}
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}
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}
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/**
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* Get distance of this path
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* @return {number}
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*/
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distance() {
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if (this.count > 0) {
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return this.array[this.count - 1].dist;
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}
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return 0;
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}
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_getByIndex(index) {
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if (!this.array[index]) {
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this.array[index] = new PathPoint();
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}
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return this.array[index];
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}
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_start(current, next, up) {
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this.count = 0;
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const point = this._getByIndex(this.count);
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point.pos.copy(current);
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point.dir.subVectors(next, current);
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// init start up dir
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if (up) {
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point.up.copy(up);
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} else {
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// select an initial normal vector perpendicular to the first tangent vector
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let min = Number.MAX_VALUE;
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const tx = Math.abs(point.dir.x);
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const ty = Math.abs(point.dir.y);
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const tz = Math.abs(point.dir.z);
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if (tx < min) {
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min = tx;
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point.up.set(1, 0, 0);
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}
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if (ty < min) {
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min = ty;
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point.up.set(0, 1, 0);
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}
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if (tz < min) {
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point.up.set(0, 0, 1);
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}
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}
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point.right.crossVectors(point.dir, point.up).normalize();
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point.up.crossVectors(point.right, point.dir).normalize();
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point.dist = 0;
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point.widthScale = 1;
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point.sharp = false;
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point.dir.normalize();
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this.count++;
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}
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_end(current) {
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const lastPoint = this.array[this.count - 1];
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const point = this._getByIndex(this.count);
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point.pos.copy(current);
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point.dir.subVectors(current, lastPoint.pos);
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const dist = point.dir.length();
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point.dir.normalize();
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point.up.copy(lastPoint.up); // copy last up
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const vec = helpVec3_1.crossVectors(lastPoint.dir, point.dir);
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if (vec.length() > Number.EPSILON) {
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vec.normalize();
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const theta = Math.acos(Math.min(Math.max(lastPoint.dir.dot(point.dir), -1), 1)); // clamp for floating pt errors
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point.up.applyMatrix4(helpMat4.makeRotationAxis(vec, theta));
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}
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point.right.crossVectors(point.dir, point.up).normalize();
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point.dist = lastPoint.dist + dist;
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point.widthScale = 1;
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point.sharp = false;
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this.count++;
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}
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_corner(current, next, cornerRadius, cornerSplit, up) {
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if (cornerRadius > 0 && cornerSplit > 0) {
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const lastPoint = this.array[this.count - 1];
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const curve = _getCornerBezierCurve(lastPoint.pos, current, next, cornerRadius, (this.count - 1) === 0, helpCurve);
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const samplerPoints = curve.getPoints(cornerSplit); // TODO optimize
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for (let f = 0; f < cornerSplit; f++) {
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this._sharpCorner(samplerPoints[f], samplerPoints[f + 1], up, f === 0 ? 1 : 0);
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}
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if (!samplerPoints[cornerSplit].equals(next)) {
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this._sharpCorner(samplerPoints[cornerSplit], next, up, 2);
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}
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} else {
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this._sharpCorner(current, next, up, 0, true);
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}
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}
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// dirType: 0 - use middle dir / 1 - use last dir / 2- use next dir
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_sharpCorner(current, next, up, dirType = 0, sharp = false) {
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const lastPoint = this.array[this.count - 1];
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const point = this._getByIndex(this.count);
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const lastDir = helpVec3_1.subVectors(current, lastPoint.pos);
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const nextDir = helpVec3_2.subVectors(next, current);
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const lastDirLength = lastDir.length();
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lastDir.normalize();
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nextDir.normalize();
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point.pos.copy(current);
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if (dirType === 1) {
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point.dir.copy(lastDir);
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} else if (dirType === 2) {
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point.dir.copy(nextDir);
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} else {
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point.dir.addVectors(lastDir, nextDir);
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point.dir.normalize();
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}
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if (up) {
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if (point.dir.dot(up) === 1) {
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point.right.crossVectors(nextDir, up).normalize();
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} else {
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point.right.crossVectors(point.dir, up).normalize();
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}
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point.up.crossVectors(point.right, point.dir).normalize();
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} else {
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point.up.copy(lastPoint.up);
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const vec = helpVec3_3.crossVectors(lastPoint.dir, point.dir);
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if (vec.length() > Number.EPSILON) {
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vec.normalize();
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const theta = Math.acos(Math.min(Math.max(lastPoint.dir.dot(point.dir), -1), 1)); // clamp for floating pt errors
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point.up.applyMatrix4(helpMat4.makeRotationAxis(vec, theta));
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}
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point.right.crossVectors(point.dir, point.up).normalize();
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}
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point.dist = lastPoint.dist + lastDirLength;
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const _cos = lastDir.dot(nextDir);
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point.widthScale = Math.min(1 / Math.sqrt((1 + _cos) / 2), 1.415) || 1;
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point.sharp = (Math.abs(_cos - 1) > 0.05) && sharp;
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this.count++;
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}
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}
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export { PathPointList };
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package/src/path.js
ADDED
@@ -0,0 +1,259 @@
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import { Vector3 } from './math/Vector3';
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import { PathPoint } from './path/PathPoint';
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import { PathPointList } from './path/PathPointList';
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import { merge } from './util';
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const UP = new Vector3(0, 0, 1);
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export function expandPaths(lines, options) {
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options = Object.assign({}, { lineWidth: 1, cornerRadius: 0, cornerSplit: 10 }, options);
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const results = lines.map(line => {
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const points = line.map(p => {
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const [x, y, z] = p;
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return new Vector3(x, y, z || 0);
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});
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const pathPointList = new PathPointList();
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pathPointList.set(points, options.cornerRadius, options.cornerSplit, UP);
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const result = generatePathVertexData(pathPointList, options);
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result.line = line;
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result.position = new Float32Array(result.points);
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result.indices = new Uint32Array(result.index);
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result.uv = new Float32Array(result.uvs);
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result.normal = new Float32Array(result.normal);
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return result;
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});
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const result = merge(results);
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result.lines = lines;
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return result;
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}
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// Vertex Data Generate Functions
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// code copy from https://github.com/shawn0326/three.path/blob/master/src/PathGeometry.js
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function generatePathVertexData(pathPointList, options) {
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const width = options.lineWidth || 0.1;
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const progress = 1;
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const side = 'both';
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const halfWidth = width / 2;
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const sideWidth = (side !== 'both' ? width / 2 : width);
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const totalDistance = pathPointList.distance();
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const progressDistance = progress * totalDistance;
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if (totalDistance === 0) {
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return null;
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}
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const sharpUvOffset = halfWidth / sideWidth;
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// const sharpUvOffset2 = halfWidth / totalDistance;
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let count = 0;
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// modify data
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const position = [];
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const normal = [];
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const uv = [];
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const indices = [];
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let verticesCount = 0;
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const right = new Vector3();
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const left = new Vector3();
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// for sharp corners
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const leftOffset = new Vector3();
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const rightOffset = new Vector3();
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const tempPoint1 = new Vector3();
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|
+
const tempPoint2 = new Vector3();
|
64
|
+
|
65
|
+
function addVertices(pathPoint) {
|
66
|
+
const first = position.length === 0;
|
67
|
+
const sharpCorner = pathPoint.sharp && !first;
|
68
|
+
|
69
|
+
const uvDist = pathPoint.dist / sideWidth;
|
70
|
+
// const uvDist2 = pathPoint.dist / totalDistance;
|
71
|
+
|
72
|
+
const dir = pathPoint.dir;
|
73
|
+
const up = pathPoint.up;
|
74
|
+
const _right = pathPoint.right;
|
75
|
+
|
76
|
+
if (side !== 'left') {
|
77
|
+
right.copy(_right).multiplyScalar(halfWidth * pathPoint.widthScale);
|
78
|
+
} else {
|
79
|
+
right.set(0, 0, 0);
|
80
|
+
}
|
81
|
+
|
82
|
+
if (side !== 'right') {
|
83
|
+
left.copy(_right).multiplyScalar(-halfWidth * pathPoint.widthScale);
|
84
|
+
} else {
|
85
|
+
left.set(0, 0, 0);
|
86
|
+
}
|
87
|
+
|
88
|
+
right.add(pathPoint.pos);
|
89
|
+
left.add(pathPoint.pos);
|
90
|
+
|
91
|
+
if (sharpCorner) {
|
92
|
+
leftOffset.fromArray(position, position.length - 6).sub(left);
|
93
|
+
rightOffset.fromArray(position, position.length - 3).sub(right);
|
94
|
+
|
95
|
+
const leftDist = leftOffset.length();
|
96
|
+
const rightDist = rightOffset.length();
|
97
|
+
|
98
|
+
const sideOffset = leftDist - rightDist;
|
99
|
+
let longerOffset, longEdge;
|
100
|
+
|
101
|
+
if (sideOffset > 0) {
|
102
|
+
longerOffset = leftOffset;
|
103
|
+
longEdge = left;
|
104
|
+
} else {
|
105
|
+
longerOffset = rightOffset;
|
106
|
+
longEdge = right;
|
107
|
+
}
|
108
|
+
|
109
|
+
tempPoint1.copy(longerOffset).setLength(Math.abs(sideOffset)).add(longEdge);
|
110
|
+
|
111
|
+
// eslint-disable-next-line prefer-const
|
112
|
+
let _cos = tempPoint2.copy(longEdge).sub(tempPoint1).normalize().dot(dir);
|
113
|
+
// eslint-disable-next-line prefer-const
|
114
|
+
let _len = tempPoint2.copy(longEdge).sub(tempPoint1).length();
|
115
|
+
// eslint-disable-next-line prefer-const
|
116
|
+
let _dist = _cos * _len * 2;
|
117
|
+
|
118
|
+
tempPoint2.copy(dir).setLength(_dist).add(tempPoint1);
|
119
|
+
|
120
|
+
if (sideOffset > 0) {
|
121
|
+
position.push(
|
122
|
+
tempPoint1.x, tempPoint1.y, tempPoint1.z, // 6
|
123
|
+
right.x, right.y, right.z, // 5
|
124
|
+
left.x, left.y, left.z, // 4
|
125
|
+
right.x, right.y, right.z, // 3
|
126
|
+
tempPoint2.x, tempPoint2.y, tempPoint2.z, // 2
|
127
|
+
right.x, right.y, right.z // 1
|
128
|
+
);
|
129
|
+
|
130
|
+
verticesCount += 6;
|
131
|
+
|
132
|
+
indices.push(
|
133
|
+
verticesCount - 6, verticesCount - 8, verticesCount - 7,
|
134
|
+
verticesCount - 6, verticesCount - 7, verticesCount - 5,
|
135
|
+
|
136
|
+
verticesCount - 4, verticesCount - 6, verticesCount - 5,
|
137
|
+
verticesCount - 2, verticesCount - 4, verticesCount - 1
|
138
|
+
);
|
139
|
+
|
140
|
+
count += 12;
|
141
|
+
} else {
|
142
|
+
position.push(
|
143
|
+
left.x, left.y, left.z, // 6
|
144
|
+
tempPoint1.x, tempPoint1.y, tempPoint1.z, // 5
|
145
|
+
left.x, left.y, left.z, // 4
|
146
|
+
right.x, right.y, right.z, // 3
|
147
|
+
left.x, left.y, left.z, // 2
|
148
|
+
tempPoint2.x, tempPoint2.y, tempPoint2.z // 1
|
149
|
+
);
|
150
|
+
|
151
|
+
verticesCount += 6;
|
152
|
+
|
153
|
+
indices.push(
|
154
|
+
verticesCount - 6, verticesCount - 8, verticesCount - 7,
|
155
|
+
verticesCount - 6, verticesCount - 7, verticesCount - 5,
|
156
|
+
|
157
|
+
verticesCount - 6, verticesCount - 5, verticesCount - 3,
|
158
|
+
verticesCount - 2, verticesCount - 3, verticesCount - 1
|
159
|
+
);
|
160
|
+
|
161
|
+
count += 12;
|
162
|
+
}
|
163
|
+
|
164
|
+
normal.push(
|
165
|
+
up.x, up.y, up.z,
|
166
|
+
up.x, up.y, up.z,
|
167
|
+
up.x, up.y, up.z,
|
168
|
+
up.x, up.y, up.z,
|
169
|
+
up.x, up.y, up.z,
|
170
|
+
up.x, up.y, up.z
|
171
|
+
);
|
172
|
+
|
173
|
+
uv.push(
|
174
|
+
uvDist - sharpUvOffset, 0,
|
175
|
+
uvDist - sharpUvOffset, 1,
|
176
|
+
uvDist, 0,
|
177
|
+
uvDist, 1,
|
178
|
+
uvDist + sharpUvOffset, 0,
|
179
|
+
uvDist + sharpUvOffset, 1
|
180
|
+
);
|
181
|
+
|
182
|
+
// if (generateUv2) {
|
183
|
+
// uv2.push(
|
184
|
+
// uvDist2 - sharpUvOffset2, 0,
|
185
|
+
// uvDist2 - sharpUvOffset2, 1,
|
186
|
+
// uvDist2, 0,
|
187
|
+
// uvDist2, 1,
|
188
|
+
// uvDist2 + sharpUvOffset2, 0,
|
189
|
+
// uvDist2 + sharpUvOffset2, 1
|
190
|
+
// );
|
191
|
+
// }
|
192
|
+
} else {
|
193
|
+
position.push(
|
194
|
+
left.x, left.y, left.z,
|
195
|
+
right.x, right.y, right.z
|
196
|
+
);
|
197
|
+
|
198
|
+
normal.push(
|
199
|
+
up.x, up.y, up.z,
|
200
|
+
up.x, up.y, up.z
|
201
|
+
);
|
202
|
+
|
203
|
+
uv.push(
|
204
|
+
uvDist, 0,
|
205
|
+
uvDist, 1
|
206
|
+
);
|
207
|
+
|
208
|
+
// if (generateUv2) {
|
209
|
+
// uv2.push(
|
210
|
+
// uvDist2, 0,
|
211
|
+
// uvDist2, 1
|
212
|
+
// );
|
213
|
+
// }
|
214
|
+
|
215
|
+
verticesCount += 2;
|
216
|
+
|
217
|
+
if (!first) {
|
218
|
+
indices.push(
|
219
|
+
verticesCount - 2, verticesCount - 4, verticesCount - 3,
|
220
|
+
verticesCount - 2, verticesCount - 3, verticesCount - 1
|
221
|
+
);
|
222
|
+
|
223
|
+
count += 6;
|
224
|
+
}
|
225
|
+
}
|
226
|
+
}
|
227
|
+
|
228
|
+
let lastPoint;
|
229
|
+
|
230
|
+
if (progressDistance > 0) {
|
231
|
+
for (let i = 0; i < pathPointList.count; i++) {
|
232
|
+
const pathPoint = pathPointList.array[i];
|
233
|
+
|
234
|
+
if (pathPoint.dist > progressDistance) {
|
235
|
+
const prevPoint = pathPointList.array[i - 1];
|
236
|
+
lastPoint = new PathPoint();
|
237
|
+
|
238
|
+
// linear lerp for progress
|
239
|
+
const alpha = (progressDistance - prevPoint.dist) / (pathPoint.dist - prevPoint.dist);
|
240
|
+
lastPoint.lerpPathPoints(prevPoint, pathPoint, alpha);
|
241
|
+
|
242
|
+
addVertices(lastPoint);
|
243
|
+
break;
|
244
|
+
} else {
|
245
|
+
addVertices(pathPoint);
|
246
|
+
}
|
247
|
+
}
|
248
|
+
} else {
|
249
|
+
lastPoint = pathPointList.array[0];
|
250
|
+
}
|
251
|
+
|
252
|
+
return {
|
253
|
+
points: position,
|
254
|
+
normal,
|
255
|
+
uvs: uv,
|
256
|
+
index: indices,
|
257
|
+
count
|
258
|
+
};
|
259
|
+
}
|
package/src/polyline.js
CHANGED
@@ -122,24 +122,31 @@ function generateSides(result, options) {
|
|
122
122
|
const TEMPV1 = { x: 0, y: 0 }, TEMPV2 = { x: 0, y: 0 };
|
123
123
|
|
124
124
|
export function expandLine(line, options) {
|
125
|
-
let preAngle = 0;
|
125
|
+
// let preAngle = 0;
|
126
126
|
const radius = options.lineWidth / 2;
|
127
127
|
const points = [], leftPoints = [], rightPoints = [];
|
128
128
|
const len = line.length;
|
129
129
|
let i = 0;
|
130
|
-
while (i < len
|
131
|
-
|
130
|
+
while (i < len) {
|
131
|
+
let p1 = line[i],
|
132
132
|
p2 = line[i + 1];
|
133
|
+
const currentp = line[i];
|
134
|
+
// last vertex
|
135
|
+
if (i === len - 1) {
|
136
|
+
p1 = line[len - 2];
|
137
|
+
p2 = line[len - 1];
|
138
|
+
}
|
133
139
|
const dy = p2[1] - p1[1],
|
134
140
|
dx = p2[0] - p1[0];
|
135
141
|
let rAngle = 0;
|
136
142
|
const rad = Math.atan(dy / dx);
|
137
143
|
const angle = radToDeg(rad);
|
138
|
-
preAngle = angle;
|
139
|
-
if (i === 0) {
|
144
|
+
// preAngle = angle;
|
145
|
+
if (i === 0 || i === len - 1) {
|
140
146
|
rAngle = angle;
|
141
147
|
rAngle -= 90;
|
142
148
|
} else {
|
149
|
+
// 至少3个顶点才会触发
|
143
150
|
const p0 = line[i - 1];
|
144
151
|
TEMPV1.x = p0[0] - p1[0];
|
145
152
|
TEMPV1.y = p0[1] - p1[1];
|
@@ -149,7 +156,26 @@ export function expandLine(line, options) {
|
|
149
156
|
rAngle = angle - vAngle / 2;
|
150
157
|
}
|
151
158
|
const rRad = degToRad(rAngle);
|
152
|
-
const
|
159
|
+
const p3 = currentp;
|
160
|
+
const x = Math.cos(rRad) + p3[0], y = Math.sin(rRad) + p3[1];
|
161
|
+
const p4 = [x, y];
|
162
|
+
const [line1, line2] = translateLine(p1, p2, radius);
|
163
|
+
let op1 = lineIntersection(line1[0], line1[1], p3, p4);
|
164
|
+
let op2 = lineIntersection(line2[0], line2[1], p3, p4);
|
165
|
+
// 平行,回头路
|
166
|
+
if (!op1 || !op2) {
|
167
|
+
const len1 = points.length;
|
168
|
+
const point1 = points[len1 - 2];
|
169
|
+
const point2 = points[len1 - 1];
|
170
|
+
if (!point1 || !point2) {
|
171
|
+
continue;
|
172
|
+
}
|
173
|
+
op1 = [point1[0], point1[1]];
|
174
|
+
op2 = [point2[0], point2[1]];
|
175
|
+
}
|
176
|
+
op1[2] = currentp[2] || 0;
|
177
|
+
op2[2] = currentp[2] || 0;
|
178
|
+
// const [op1, op2] = calOffsetPoint(rRad, radius, p1);
|
153
179
|
points.push(op1, op2);
|
154
180
|
if (leftOnLine(op1, p1, p2)) {
|
155
181
|
leftPoints.push(op1);
|
@@ -160,24 +186,11 @@ export function expandLine(line, options) {
|
|
160
186
|
}
|
161
187
|
i++;
|
162
188
|
}
|
163
|
-
let rAngle = preAngle;
|
164
|
-
rAngle -= 90;
|
165
|
-
const rRad = degToRad(rAngle);
|
166
|
-
const p1 = line[len - 2];
|
167
|
-
const p2 = line[len - 1];
|
168
|
-
const [op1, op2] = calOffsetPoint(rRad, radius, p2);
|
169
|
-
points.push(op1, op2);
|
170
|
-
if (leftOnLine(op1, p1, p2)) {
|
171
|
-
leftPoints.push(op1);
|
172
|
-
rightPoints.push(op2);
|
173
|
-
} else {
|
174
|
-
leftPoints.push(op2);
|
175
|
-
rightPoints.push(op1);
|
176
|
-
}
|
177
189
|
|
178
190
|
return { offsetPoints: points, leftPoints, rightPoints };
|
179
191
|
}
|
180
192
|
|
193
|
+
// eslint-disable-next-line no-unused-vars
|
181
194
|
function calOffsetPoint(rad, radius, p) {
|
182
195
|
const [x, y] = p;
|
183
196
|
const z = p[2] || 0;
|
@@ -202,3 +215,70 @@ function leftOnLine(p, p1, p2) {
|
|
202
215
|
const [x, y] = p;
|
203
216
|
return (y1 - y2) * x + (x2 - x1) * y + x1 * y2 - x2 * y1 > 0;
|
204
217
|
}
|
218
|
+
|
219
|
+
/**
|
220
|
+
* 平移线
|
221
|
+
* @param {*} p1
|
222
|
+
* @param {*} p2
|
223
|
+
* @param {*} distance
|
224
|
+
* @returns
|
225
|
+
*/
|
226
|
+
function translateLine(p1, p2, distance) {
|
227
|
+
const dy = p2[1] - p1[1], dx = p2[0] - p1[0];
|
228
|
+
const rad = Math.atan2(dy, dx);
|
229
|
+
const rad1 = rad + Math.PI / 2;
|
230
|
+
let offsetX = Math.cos(rad1) * distance, offsetY = Math.sin(rad1) * distance;
|
231
|
+
const tp1 = [p1[0] + offsetX, p1[1] + offsetY];
|
232
|
+
const tp2 = [p2[0] + offsetX, p2[1] + offsetY];
|
233
|
+
const rad2 = rad - Math.PI / 2;
|
234
|
+
offsetX = Math.cos(rad2) * distance;
|
235
|
+
offsetY = Math.sin(rad2) * distance;
|
236
|
+
const tp3 = [p1[0] + offsetX, p1[1] + offsetY];
|
237
|
+
const tp4 = [p2[0] + offsetX, p2[1] + offsetY];
|
238
|
+
return [[tp1, tp2], [tp3, tp4]];
|
239
|
+
}
|
240
|
+
|
241
|
+
/**
|
242
|
+
* 直线交点
|
243
|
+
* @param {*} p1
|
244
|
+
* @param {*} p2
|
245
|
+
* @param {*} p3
|
246
|
+
* @param {*} p4
|
247
|
+
* @returns
|
248
|
+
*/
|
249
|
+
function lineIntersection(p1, p2, p3, p4) {
|
250
|
+
const dx1 = p2[0] - p1[0], dy1 = p2[1] - p1[1];
|
251
|
+
const dx2 = p4[0] - p3[0], dy2 = p4[1] - p3[1];
|
252
|
+
if (dx1 === 0 && dx2 === 0) {
|
253
|
+
return null;
|
254
|
+
}
|
255
|
+
if (dy1 === 0 && dy2 === 0) {
|
256
|
+
return null;
|
257
|
+
}
|
258
|
+
|
259
|
+
const k1 = dy1 / dx1;
|
260
|
+
const k2 = dy2 / dx2;
|
261
|
+
|
262
|
+
const b1 = p1[1] - k1 * p1[0];
|
263
|
+
const b2 = p3[1] - k2 * p3[0];
|
264
|
+
|
265
|
+
let x, y;
|
266
|
+
|
267
|
+
if (dx1 === 0) {
|
268
|
+
x = p1[0];
|
269
|
+
y = k2 * x + b2;
|
270
|
+
} else if (dx2 === 0) {
|
271
|
+
x = p3[0];
|
272
|
+
y = k1 * x + b1;
|
273
|
+
} else if (dy1 === 0) {
|
274
|
+
y = p1[1];
|
275
|
+
x = (y - b2) / k2;
|
276
|
+
} else if (dy2 === 0) {
|
277
|
+
y = p3[1];
|
278
|
+
x = (y - b1) / k1;
|
279
|
+
} else {
|
280
|
+
x = (b2 - b1) / (k1 - k2);
|
281
|
+
y = k1 * x + b1;
|
282
|
+
}
|
283
|
+
return [x, y];
|
284
|
+
}
|