three-base 1.0.81 → 1.0.82

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@@ -4,6 +4,30 @@
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  * @Last Modified by: xiaosihan
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  * @Last Modified time: 2022-09-30 00:12:19
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  */
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+ var __extends = (this && this.__extends) || (function () {
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+ var extendStatics = function (d, b) {
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+ extendStatics = Object.setPrototypeOf ||
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+ ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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+ function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
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+ return extendStatics(d, b);
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+ };
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+ return function (d, b) {
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+ if (typeof b !== "function" && b !== null)
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+ throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
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+ extendStatics(d, b);
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+ function __() { this.constructor = d; }
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+ d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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+ };
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+ })();
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+ var __spreadArray = (this && this.__spreadArray) || function (to, from, pack) {
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+ if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {
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+ if (ar || !(i in from)) {
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+ if (!ar) ar = Array.prototype.slice.call(from, 0, i);
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+ ar[i] = from[i];
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+ }
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+ }
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+ return to.concat(ar || Array.prototype.slice.call(from));
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+ };
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  import { clamp, cloneDeep, filter, first, get, isNumber, last } from "lodash";
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  import { BufferAttribute, BufferGeometry, Matrix4, Mesh, Vector2, Vector3 } from "three";
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  /**
@@ -14,45 +38,35 @@ import { BufferAttribute, BufferGeometry, Matrix4, Mesh, Vector2, Vector3 } from
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  * @class ExtrudeMesh
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  * @extends {Mesh<BufferGeometry, Material>}
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  */
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- export default class ExtrudeMesh extends Mesh {
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- // 临时使用的二维顶点对象
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- static temp1Vector2 = new Vector2();
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- static temp2Vector2 = new Vector2();
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- static temp3Vector2 = new Vector2();
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- // 临时使用的3维顶点对象
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- static tempVector3 = new Vector3();
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- static temp1Vector3 = new Vector3();
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- static temp2Vector3 = new Vector3();
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- static temp3Vector3 = new Vector3();
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- // 临时使用的矩阵
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- static temp1Matrix4 = new Matrix4();
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- static temp2Matrix4 = new Matrix4();
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- static temp3Matrix4 = new Matrix4();
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- constructor(props, material) {
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- super(undefined, material);
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- this.updateGeometry(props);
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+ var ExtrudeMesh = /** @class */ (function (_super) {
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+ __extends(ExtrudeMesh, _super);
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+ function ExtrudeMesh(props, material) {
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+ var _this = _super.call(this, undefined, material) || this;
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+ // 通过 props.paths 和圆角属性 计算出来的 最终路径
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+ _this.pointerWidthRadius = [];
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+ _this.updateGeometry(props);
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+ return _this;
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  }
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- // 通过 props.paths 和圆角属性 计算出来的 最终路径
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- pointerWidthRadius = [];
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  // 通过2个顶点和缩放值计算矩阵
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- computerMatrix(vector1, vector2, scale) {
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+ ExtrudeMesh.prototype.computerMatrix = function (vector1, vector2, scale) {
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+ var _a;
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  ExtrudeMesh.temp1Matrix4.identity();
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  ExtrudeMesh.temp1Matrix4.multiply(ExtrudeMesh.temp2Matrix4.lookAt(ExtrudeMesh.temp1Vector3.set(vector1[0], vector1[1], vector1[2]), ExtrudeMesh.temp2Vector3.set(vector2[0], vector1[1], vector2[2]), ExtrudeMesh.temp3Vector3.set(0, 1, 0)));
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- ExtrudeMesh.temp1Matrix4.scale(ExtrudeMesh.temp1Vector3.set(...scale));
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+ ExtrudeMesh.temp1Matrix4.scale((_a = ExtrudeMesh.temp1Vector3).set.apply(_a, scale));
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  return ExtrudeMesh.temp1Matrix4.transpose().toArray();
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- }
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+ };
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  /**
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  * @计算渐变值 computerGradient([3,2,4], 0.3);
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  * @渐变区间 values:number[]
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  * @百分比 percentage:number
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  */
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- computerGradient(values, percentage) {
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+ ExtrudeMesh.prototype.computerGradient = function (values, percentage) {
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  // 过滤有效数字类型
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- values = filter(values, v => isNumber(v));
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+ values = filter(values, function (v) { return isNumber(v); });
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  // 限定取值范围
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- let P = clamp(percentage, 0, 1);
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- let VL = values.length;
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- for (let i = (VL - 1); i >= 0; i--) {
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+ var P = clamp(percentage, 0, 1);
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+ var VL = values.length;
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+ for (var i = (VL - 1); i >= 0; i--) {
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  if (P === (i / (VL - 1))) {
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  return values[i];
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  }
@@ -63,9 +77,11 @@ export default class ExtrudeMesh extends Mesh {
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  }
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  }
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  return 0;
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- }
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+ };
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  // 计算圆角路径 并存到 this.pointerWidthRadius 上
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- computerPointerWidthRadius(paths, closed) {
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+ ExtrudeMesh.prototype.computerPointerWidthRadius = function (paths, closed) {
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+ var _a;
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+ var _this = this;
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  // 路径小于2个就不执行计算
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  if (paths.length < 2) {
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  return;
@@ -79,75 +95,74 @@ export default class ExtrudeMesh extends Mesh {
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  paths = cloneDeep(paths);
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  // 如果是闭合路径的话就头尾相连
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  if (closed) {
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- Object.defineProperties(paths, {
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- [-1]: {
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+ Object.defineProperties(paths, (_a = {},
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+ _a[-1] = {
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  value: last(paths),
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  configurable: false,
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  enumerable: false,
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  writable: false // 此属性的值能否修改
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  },
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- [paths.length]: {
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+ _a[paths.length] = {
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  value: first(paths),
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  configurable: false,
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  enumerable: false,
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  writable: false // 此属性的值能否修改
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- }
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- });
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+ },
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+ _a));
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  }
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- paths.map((P, i) => {
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- const { vector3, radius = 0.1, segments = 0, scale = { x: 1, y: 1 } } = P;
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+ paths.map(function (P, i) {
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+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m;
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+ var vector3 = P.vector3, _o = P.radius, radius = _o === void 0 ? 0.1 : _o, _p = P.segments, segments = _p === void 0 ? 0 : _p, _q = P.scale, scale = _q === void 0 ? { x: 1, y: 1 } : _q;
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  //当前点位置前后都有点时就可以做圆角计算
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  if (paths[i - 1] && paths[i + 1]) {
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  // 第一个向量
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- let v1 = ExtrudeMesh.temp1Vector3
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- .set(...vector3)
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- .sub(ExtrudeMesh.tempVector3.set(...paths[i - 1].vector3))
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+ var v1 = (_a = ExtrudeMesh.temp1Vector3)
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+ .set.apply(_a, vector3).sub((_b = ExtrudeMesh.tempVector3).set.apply(_b, paths[i - 1].vector3))
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  .normalize()
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  .clone();
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  // 第二个向量
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- let v2 = ExtrudeMesh.temp2Vector3
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- .set(...paths[i + 1].vector3)
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- .sub(ExtrudeMesh.tempVector3.set(...vector3))
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+ var v2 = (_c = ExtrudeMesh.temp2Vector3)
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+ .set.apply(_c, paths[i + 1].vector3).sub((_d = ExtrudeMesh.tempVector3).set.apply(_d, vector3))
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  .normalize()
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  .clone();
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  // 夹角
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- let innerAngle = v1.clone().multiplyScalar(-1).angleTo(v2);
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+ var innerAngle = v1.clone().multiplyScalar(-1).angleTo(v2);
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  // 边长
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- let sideLength = radius / Math.tan(innerAngle / 2);
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+ var sideLength = radius / Math.tan(innerAngle / 2);
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  // 圆角的起点
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- let startP = new Vector3(...vector3).sub(v1.clone().multiplyScalar(sideLength));
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+ var startP = new (Vector3.bind.apply(Vector3, __spreadArray([void 0], vector3, false)))().sub(v1.clone().multiplyScalar(sideLength));
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  // 圆角的终点
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- let endP = new Vector3(...vector3).add(v2.clone().multiplyScalar(sideLength));
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+ var endP = new (Vector3.bind.apply(Vector3, __spreadArray([void 0], vector3, false)))().add(v2.clone().multiplyScalar(sideLength));
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  // 圆角起点到终点的向量
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- let StoE = endP.clone().sub(startP);
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+ var StoE = endP.clone().sub(startP);
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  // 弦长
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- let chordLength = radius / Math.sin(innerAngle / 2);
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+ var chordLength = radius / Math.sin(innerAngle / 2);
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  // 圆心位置
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- let circleCenter = v2
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+ var circleCenter = v2
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  .clone()
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  .add(v1)
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  .multiplyScalar(0.5)
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  .sub(v1)
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  .setLength(chordLength)
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- .add(ExtrudeMesh.tempVector3.set(...vector3));
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+ .add((_e = ExtrudeMesh.tempVector3).set.apply(_e, vector3));
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  //向量2是否在 向量1的左边
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- let v2Inv1Left = ExtrudeMesh.temp1Vector3
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+ var v2Inv1Left = ExtrudeMesh.temp1Vector3
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  .set(-v1.z, 0, v1.x)
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  .angleTo(ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z))
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  < (Math.PI / 2);
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  // XZ平面上的夹角
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- let innerAngleXZ = ExtrudeMesh.temp1Vector3
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+ var innerAngleXZ = ExtrudeMesh.temp1Vector3
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  .set(v1.x, 0, v1.z)
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  .angleTo(ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z));
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  // 如果当前点的位置在前后2点的连线上,就不进行分段计算 并且应用上一个点的矩阵
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  if (innerAngleXZ === 0) {
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- let { x = 1, y = 1 } = scale;
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- let lastPointMatrix = last(this.pointerWidthRadius).matrix;
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- this.pointerWidthRadius.push({
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- vector3,
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+ var _r = scale.x, x = _r === void 0 ? 1 : _r, _s = scale.y, y = _s === void 0 ? 1 : _s;
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+ var lastPointMatrix = last(_this.pointerWidthRadius).matrix;
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+ _this.pointerWidthRadius.push({
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+ vector3: vector3,
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  matrix: ExtrudeMesh.temp1Matrix4
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  .identity()
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- .extractRotation(ExtrudeMesh.temp2Matrix4.set(...lastPointMatrix))
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+ .extractRotation((_f = ExtrudeMesh.temp2Matrix4).set.apply(_f, lastPointMatrix))
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  .multiply(ExtrudeMesh.temp3Matrix4
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  .identity()
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  .scale(ExtrudeMesh.temp1Vector3.set(1, y, x)))
@@ -156,38 +171,38 @@ export default class ExtrudeMesh extends Mesh {
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  });
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  }
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  else if (segments === 0) { // 分段数为0时不分段
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- let { x = 1, y = 1 } = scale;
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- this.pointerWidthRadius.push({
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- vector3,
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- matrix: this.computerMatrix((v2Inv1Left ? circleCenter.toArray() : vector3), (v2Inv1Left ? vector3 : circleCenter.toArray()), [1, y, x])
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+ var _t = scale.x, x = _t === void 0 ? 1 : _t, _u = scale.y, y = _u === void 0 ? 1 : _u;
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+ _this.pointerWidthRadius.push({
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+ vector3: vector3,
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+ matrix: _this.computerMatrix((v2Inv1Left ? circleCenter.toArray() : vector3), (v2Inv1Left ? vector3 : circleCenter.toArray()), [1, y, x])
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  });
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  }
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  else {
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- for (let ii = 0; ii <= segments; ii++) {
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+ for (var ii = 0; ii <= segments; ii++) {
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  // 圆角计算的低n个点的角度
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- let Aa = ii * ((Math.PI - innerAngle) / segments);
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+ var Aa = ii * ((Math.PI - innerAngle) / segments);
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  //半径对角
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- let Cc = Math.PI - Aa - (innerAngle / 2);
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+ var Cc = Math.PI - Aa - (innerAngle / 2);
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  //圆角分段的弦长
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- let a = radius * Math.sin(Aa) / Math.sin(Cc);
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+ var a = radius * Math.sin(Aa) / Math.sin(Cc);
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  // 每段圆角的弦长
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- let StoEvector = StoE.clone().setLength(a).add(startP);
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+ var StoEvector = StoE.clone().setLength(a).add(startP);
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  // 当前点的位置
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- let ridiusP = StoEvector
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+ var ridiusP = StoEvector
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  .clone()
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  .sub(circleCenter)
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  .setLength(radius)
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  .add(circleCenter);
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- let { x: preX = 1, y: preY = 1 } = get(paths[i - 1], ["scale"]) || {};
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- let { x: nextX = 1, y: nextY = 1 } = get(paths[i + 1], ["scale"]) || {};
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- let { x = 1, y = 1 } = scale;
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+ var _v = get(paths[i - 1], ["scale"]) || {}, _w = _v.x, preX = _w === void 0 ? 1 : _w, _x = _v.y, preY = _x === void 0 ? 1 : _x;
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+ var _y = get(paths[i + 1], ["scale"]) || {}, _z = _y.x, nextX = _z === void 0 ? 1 : _z, _0 = _y.y, nextY = _0 === void 0 ? 1 : _0;
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+ var _1 = scale.x, x = _1 === void 0 ? 1 : _1, _2 = scale.y, y = _2 === void 0 ? 1 : _2;
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  // 缩放值过渡计算
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- x = this.computerGradient([(preX + x) / 2, x, (x + nextX) / 2], ii / segments);
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- y = this.computerGradient([(preY + y) / 2, y, (y + nextY) / 2], ii / segments);
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+ x = _this.computerGradient([(preX + x) / 2, x, (x + nextX) / 2], ii / segments);
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+ y = _this.computerGradient([(preY + y) / 2, y, (y + nextY) / 2], ii / segments);
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  // 添加一个带矩阵的点
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- this.pointerWidthRadius.push({
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+ _this.pointerWidthRadius.push({
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  vector3: ridiusP.toArray(),
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- matrix: this.computerMatrix((v2Inv1Left ? circleCenter.toArray() : ridiusP.toArray()), (v2Inv1Left ? ridiusP.toArray() : circleCenter.toArray()), [1, y, x])
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+ matrix: _this.computerMatrix((v2Inv1Left ? circleCenter.toArray() : ridiusP.toArray()), (v2Inv1Left ? ridiusP.toArray() : circleCenter.toArray()), [1, y, x])
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  });
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  }
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  }
@@ -197,41 +212,39 @@ export default class ExtrudeMesh extends Mesh {
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  if (i === paths.length - 1) {
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  // 如果是闭合的话 就把第一个点的位置加入最后后面
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  if (closed) {
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- this.pointerWidthRadius.push(first(this.pointerWidthRadius));
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+ _this.pointerWidthRadius.push(first(_this.pointerWidthRadius));
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  }
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  else {
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  // 如果路径未闭合并且遍历到最后一个时特殊处理
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- let lastPoint = last(this.pointerWidthRadius);
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+ var lastPoint = last(_this.pointerWidthRadius);
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  // 在没有闭合的情况下添加第一个点的位置
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- let v = ExtrudeMesh.temp1Vector3
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- .set(...vector3)
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- .sub(ExtrudeMesh.temp3Vector3.set(...lastPoint.vector3))
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+ var v = (_g = ExtrudeMesh.temp1Vector3)
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+ .set.apply(_g, vector3).sub((_h = ExtrudeMesh.temp3Vector3).set.apply(_h, lastPoint.vector3))
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  .normalize();
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- let lookAtPoint = ExtrudeMesh.temp2Vector3
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+ var lookAtPoint = ExtrudeMesh.temp2Vector3
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  .set(v.z, 0, -v.x)
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- .add(ExtrudeMesh.temp3Vector3.set(...vector3))
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+ .add((_j = ExtrudeMesh.temp3Vector3).set.apply(_j, vector3))
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  .toArray();
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- let { x = 1, y = 1 } = scale;
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- this.pointerWidthRadius.push({
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- vector3,
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- matrix: this.computerMatrix(vector3, lookAtPoint, [1, y, x])
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+ var _3 = scale.x, x = _3 === void 0 ? 1 : _3, _4 = scale.y, y = _4 === void 0 ? 1 : _4;
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+ _this.pointerWidthRadius.push({
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+ vector3: vector3,
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+ matrix: _this.computerMatrix(vector3, lookAtPoint, [1, y, x])
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  });
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  }
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  }
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  else {
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- let { x = 1, y = 1 } = scale;
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+ var _5 = scale.x, x = _5 === void 0 ? 1 : _5, _6 = scale.y, y = _6 === void 0 ? 1 : _6;
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  // 在没有闭合的情况下添加第一个点的位置
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- let v2 = ExtrudeMesh.temp1Vector3
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- .set(...paths[i + 1].vector3)
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- .sub(ExtrudeMesh.temp2Vector3.set(...vector3))
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+ var v2 = (_k = ExtrudeMesh.temp1Vector3)
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+ .set.apply(_k, paths[i + 1].vector3).sub((_l = ExtrudeMesh.temp2Vector3).set.apply(_l, vector3))
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  .normalize();
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- let lookAtPoint = ExtrudeMesh.temp1Vector3
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+ var lookAtPoint = ExtrudeMesh.temp1Vector3
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  .set(v2.z, 0, -v2.x)
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- .add(ExtrudeMesh.temp2Vector3.set(...vector3))
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+ .add((_m = ExtrudeMesh.temp2Vector3).set.apply(_m, vector3))
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  .toArray();
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- this.pointerWidthRadius.push({
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- vector3,
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- matrix: this.computerMatrix(vector3, lookAtPoint, [1, y, x])
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+ _this.pointerWidthRadius.push({
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+ vector3: vector3,
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+ matrix: _this.computerMatrix(vector3, lookAtPoint, [1, y, x])
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  });
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  }
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  } // else
@@ -248,21 +261,22 @@ export default class ExtrudeMesh extends Mesh {
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  // this.pointerWidthRadius.splice(i, 1);
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  // }
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  // }
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- }
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+ };
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  // 计算三维路径的总长度
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- computerPathLength(points) {
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- let length = 0;
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- points.map((p, index) => {
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+ ExtrudeMesh.prototype.computerPathLength = function (points) {
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+ var length = 0;
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+ points.map(function (p, index) {
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+ var _a, _b;
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  if (index < points.length - 1) {
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- ExtrudeMesh.temp1Vector3.set(...p);
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- ExtrudeMesh.temp2Vector3.set(...points[index + 1]);
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+ (_a = ExtrudeMesh.temp1Vector3).set.apply(_a, p);
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+ (_b = ExtrudeMesh.temp2Vector3).set.apply(_b, points[index + 1]);
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  length += ExtrudeMesh.temp1Vector3.distanceTo(ExtrudeMesh.temp2Vector3);
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  }
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  });
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  return length;
263
- }
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+ };
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  // 通过一条线段计算挤出模型的各个顶点的位置和 uv坐标
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- setExtrudeMesh(startP, // 起点位置
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+ ExtrudeMesh.prototype.setExtrudeMesh = function (startP, // 起点位置
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  startMatrix4, // 起点位置的矩阵
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  endP, // 终点位置
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  endMatrix4, // 终点位置的矩阵
@@ -270,15 +284,17 @@ export default class ExtrudeMesh extends Mesh {
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  shapePath) {
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  // // 反转路径, 这样uv 坐标看起来习惯一些
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  // shapePath = cloneDeep(shapePath).reverse();
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+ var _this = this;
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  // 计算二维路径的总长度 作为uv坐标的边长
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- let shapePathLength = this.computerPathLength(shapePath.map(p => [...p, 0]));
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+ var shapePathLength = this.computerPathLength(shapePath.map(function (p) { return __spreadArray(__spreadArray([], p, true), [0], false); }));
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  // 挤出长度
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- let extrudeLength = this.computerPathLength([startP, endP]);
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+ var extrudeLength = this.computerPathLength([startP, endP]);
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  // 网格模型每个点
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- let geometryPoint = [];
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+ var geometryPoint = [];
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  // 网格模型每个点对应的uv坐标
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- let uvPoint = [];
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- shapePath.map((P, index) => {
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+ var uvPoint = [];
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+ shapePath.map(function (P, index) {
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+ var _a, _b, _c, _d, _e, _f, _g, _h;
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  if (index < shapePath.length - 1) {
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  // 计算出矩形面的4个顶点
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  //[pa....Pd]
@@ -286,28 +302,28 @@ export default class ExtrudeMesh extends Mesh {
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  //[. .]
287
303
  //[. .]
288
304
  //[Pb....Pc]
289
- let Pa = ExtrudeMesh.tempVector3
305
+ var Pa = ExtrudeMesh.tempVector3
290
306
  .set(0, P[1], -P[0])
291
- .applyMatrix4(ExtrudeMesh.temp1Matrix4.set(...startMatrix4))
292
- .add(ExtrudeMesh.temp1Vector3.set(...startP))
307
+ .applyMatrix4((_a = ExtrudeMesh.temp1Matrix4).set.apply(_a, startMatrix4))
308
+ .add((_b = ExtrudeMesh.temp1Vector3).set.apply(_b, startP))
293
309
  .toArray();
294
- let Pb = ExtrudeMesh.tempVector3
310
+ var Pb = ExtrudeMesh.tempVector3
295
311
  .set(0, shapePath[index + 1][1], -shapePath[index + 1][0])
296
- .applyMatrix4(ExtrudeMesh.temp1Matrix4.set(...startMatrix4))
297
- .add(ExtrudeMesh.temp1Vector3.set(...startP))
312
+ .applyMatrix4((_c = ExtrudeMesh.temp1Matrix4).set.apply(_c, startMatrix4))
313
+ .add((_d = ExtrudeMesh.temp1Vector3).set.apply(_d, startP))
298
314
  .toArray();
299
- let Pc = ExtrudeMesh.tempVector3
315
+ var Pc = ExtrudeMesh.tempVector3
300
316
  .set(0, shapePath[index + 1][1], -shapePath[index + 1][0])
301
- .applyMatrix4(ExtrudeMesh.temp1Matrix4.set(...endMatrix4))
302
- .add(ExtrudeMesh.temp1Vector3.set(...endP))
317
+ .applyMatrix4((_e = ExtrudeMesh.temp1Matrix4).set.apply(_e, endMatrix4))
318
+ .add((_f = ExtrudeMesh.temp1Vector3).set.apply(_f, endP))
303
319
  .toArray();
304
- let Pd = ExtrudeMesh.tempVector3
320
+ var Pd = ExtrudeMesh.tempVector3
305
321
  .set(0, P[1], -P[0])
306
- .applyMatrix4(ExtrudeMesh.temp1Matrix4.set(...endMatrix4))
307
- .add(ExtrudeMesh.temp1Vector3.set(...endP))
322
+ .applyMatrix4((_g = ExtrudeMesh.temp1Matrix4).set.apply(_g, endMatrix4))
323
+ .add((_h = ExtrudeMesh.temp1Vector3).set.apply(_h, endP))
308
324
  .toArray();
309
325
  // 组成矩形的2个三角面
310
- geometryPoint.push(...Pa, ...Pb, ...Pc, ...Pa, ...Pc, ...Pd);
326
+ geometryPoint.push.apply(geometryPoint, __spreadArray(__spreadArray(__spreadArray(__spreadArray(__spreadArray(__spreadArray([], Pa, false), Pb, false), Pc, false), Pa, false), Pc, false), Pd, false));
311
327
  // 计算出矩形面的4个顶点的uv坐标
312
328
  //[Pauv..Pcuv]
313
329
  //[. .]
@@ -315,49 +331,64 @@ export default class ExtrudeMesh extends Mesh {
315
331
  //[. .]
316
332
  //[Pbuv..Pduv]
317
333
  // 当前位置的 uv.y 位置
318
- let currentUvy = this.computerPathLength([first(shapePath), ...shapePath.slice(0, index + 1)].map(sP => [...sP, 0])) / shapePathLength;
334
+ var currentUvy = _this.computerPathLength(__spreadArray([first(shapePath)], shapePath.slice(0, index + 1), true).map(function (sP) { return __spreadArray(__spreadArray([], sP, true), [0], false); })) / shapePathLength;
319
335
  // 下一个坐标的 uv.y 位置
320
- let nextUvy = this.computerPathLength([first(shapePath), ...shapePath.slice(0, index + 2)].map(sP => [...sP, 0])) / shapePathLength;
321
- let Pauv = [uvx / shapePathLength, currentUvy];
322
- let Pbuv = [uvx / shapePathLength, nextUvy];
323
- let Pcuv = [(uvx + extrudeLength) / shapePathLength, nextUvy];
324
- let Pduv = [(uvx + extrudeLength) / shapePathLength, currentUvy];
325
- uvPoint.push(...Pauv, ...Pbuv, ...Pcuv, ...Pauv, ...Pcuv, ...Pduv);
336
+ var nextUvy = _this.computerPathLength(__spreadArray([first(shapePath)], shapePath.slice(0, index + 2), true).map(function (sP) { return __spreadArray(__spreadArray([], sP, true), [0], false); })) / shapePathLength;
337
+ var Pauv = [uvx / shapePathLength, currentUvy];
338
+ var Pbuv = [uvx / shapePathLength, nextUvy];
339
+ var Pcuv = [(uvx + extrudeLength) / shapePathLength, nextUvy];
340
+ var Pduv = [(uvx + extrudeLength) / shapePathLength, currentUvy];
341
+ uvPoint.push.apply(uvPoint, __spreadArray(__spreadArray(__spreadArray(__spreadArray(__spreadArray(__spreadArray([], Pauv, false), Pbuv, false), Pcuv, false), Pauv, false), Pcuv, false), Pduv, false));
326
342
  }
327
343
  });
328
- return { geometryPoint, uvPoint };
329
- }
344
+ return { geometryPoint: geometryPoint, uvPoint: uvPoint };
345
+ };
330
346
  //设置模型
331
- updateGeometry(props) {
332
- const { paths, shapePath, closed } = props;
347
+ ExtrudeMesh.prototype.updateGeometry = function (props) {
348
+ var paths = props.paths, shapePath = props.shapePath, closed = props.closed;
333
349
  // 计算圆角路径
334
350
  this.computerPointerWidthRadius(paths, closed);
335
351
  //网格模型的每个顶点位置
336
- let geometryPoint = [];
352
+ var geometryPoint = [];
337
353
  // 网格模型每个点对应的uv坐标
338
- let uvPoint = [];
339
- for (let i = 0; i < this.pointerWidthRadius.length - 1; i++) {
340
- let Point1 = this.pointerWidthRadius[i];
341
- let Point2 = this.pointerWidthRadius[i + 1];
342
- let uvx = this.computerPathLength(this.pointerWidthRadius.slice(0, i + 1).map(p => p.vector3));
343
- const { geometryPoint: geo, uvPoint: uv } = this.setExtrudeMesh(Point1.vector3, Point1.matrix, Point2.vector3, Point2.matrix, uvx, shapePath);
354
+ var uvPoint = [];
355
+ for (var i = 0; i < this.pointerWidthRadius.length - 1; i++) {
356
+ var Point1 = this.pointerWidthRadius[i];
357
+ var Point2 = this.pointerWidthRadius[i + 1];
358
+ var uvx = this.computerPathLength(this.pointerWidthRadius.slice(0, i + 1).map(function (p) { return p.vector3; }));
359
+ var _a = this.setExtrudeMesh(Point1.vector3, Point1.matrix, Point2.vector3, Point2.matrix, uvx, shapePath), geo = _a.geometryPoint, uv_1 = _a.uvPoint;
344
360
  // 把挤出的网格模型的顶点收集起来
345
- geometryPoint.push(...geo);
361
+ geometryPoint.push.apply(geometryPoint, geo);
346
362
  // 把挤出的网格模型顶点的uv坐标收集起来
347
- uvPoint.push(...uv);
363
+ uvPoint.push.apply(uvPoint, uv_1);
348
364
  }
349
- let geometry = new BufferGeometry();
365
+ var geometry = new BufferGeometry();
350
366
  // 修改模型
351
- let positionArray = new Float32Array(geometryPoint);
352
- let position = new BufferAttribute(positionArray, 3, false);
367
+ var positionArray = new Float32Array(geometryPoint);
368
+ var position = new BufferAttribute(positionArray, 3, false);
353
369
  geometry.setAttribute("position", position);
354
- let uvArray = new Float32Array(uvPoint);
355
- let uv = new BufferAttribute(uvArray, 2, false);
370
+ var uvArray = new Float32Array(uvPoint);
371
+ var uv = new BufferAttribute(uvArray, 2, false);
356
372
  geometry.setAttribute("uv", uv);
357
373
  // 计算顶点法线
358
374
  geometry.computeVertexNormals();
359
375
  this.geometry.dispose();
360
376
  this.geometry = geometry;
361
377
  this.dispatchEvent({ type: "loaded" });
362
- }
363
- }
378
+ };
379
+ // 临时使用的二维顶点对象
380
+ ExtrudeMesh.temp1Vector2 = new Vector2();
381
+ ExtrudeMesh.temp2Vector2 = new Vector2();
382
+ ExtrudeMesh.temp3Vector2 = new Vector2();
383
+ // 临时使用的3维顶点对象
384
+ ExtrudeMesh.tempVector3 = new Vector3();
385
+ ExtrudeMesh.temp1Vector3 = new Vector3();
386
+ ExtrudeMesh.temp2Vector3 = new Vector3();
387
+ ExtrudeMesh.temp3Vector3 = new Vector3();
388
+ // 临时使用的矩阵
389
+ ExtrudeMesh.temp1Matrix4 = new Matrix4();
390
+ ExtrudeMesh.temp2Matrix4 = new Matrix4();
391
+ ExtrudeMesh.temp3Matrix4 = new Matrix4();
392
+ return ExtrudeMesh;
393
+ }(Mesh));
394
+ export default ExtrudeMesh;