three-base 1.129.17 → 2.0.1

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.
Files changed (91) hide show
  1. package/README.md +1 -0
  2. package/index.js +1 -37
  3. package/index.ts +1 -61
  4. package/package.json +4 -4
  5. package/lib/ApngTexture.d.ts +0 -13
  6. package/lib/ApngTexture.js +0 -61
  7. package/lib/ApngTexture.ts +0 -91
  8. package/lib/ApngTextureManage.d.ts +0 -18
  9. package/lib/ApngTextureManage.js +0 -87
  10. package/lib/ApngTextureManage.ts +0 -130
  11. package/lib/EventMesh.d.ts +0 -18
  12. package/lib/EventMesh.js +0 -59
  13. package/lib/EventMesh.ts +0 -79
  14. package/lib/ExtrudeMesh.d.ts +0 -111
  15. package/lib/ExtrudeMesh.js +0 -363
  16. package/lib/ExtrudeMesh.ts +0 -571
  17. package/lib/FPScontrol.d.ts +0 -44
  18. package/lib/FPScontrol.js +0 -170
  19. package/lib/FPScontrol.ts +0 -209
  20. package/lib/InstancedGroupMesh.d.ts +0 -10
  21. package/lib/InstancedGroupMesh.js +0 -63
  22. package/lib/InstancedGroupMesh.ts +0 -80
  23. package/lib/KeyFrameAnimation.d.ts +0 -25
  24. package/lib/KeyFrameAnimation.js +0 -78
  25. package/lib/KeyFrameAnimation.ts +0 -122
  26. package/lib/PlaneText.d.ts +0 -37
  27. package/lib/PlaneText.js +0 -30
  28. package/lib/PlaneText.ts +0 -58
  29. package/lib/PlaneWithHtml.d.ts +0 -11
  30. package/lib/PlaneWithHtml.js +0 -67
  31. package/lib/PlaneWithHtml.ts +0 -84
  32. package/lib/PointLight/PointLight.d.ts +0 -13
  33. package/lib/PointLight/PointLight.js +0 -63
  34. package/lib/PointLight/PointLight.ts +0 -74
  35. package/lib/PointLight/pointLight_map.png +0 -0
  36. package/lib/Sky/Sky.d.ts +0 -13
  37. package/lib/Sky/Sky.js +0 -28
  38. package/lib/Sky/Sky.ts +0 -36
  39. package/lib/Sky/bluesky.jpg +0 -0
  40. package/lib/SpriteText.d.ts +0 -45
  41. package/lib/SpriteText.js +0 -162
  42. package/lib/SpriteText.ts +0 -189
  43. package/lib/SpriteText2.d.ts +0 -47
  44. package/lib/SpriteText2.js +0 -197
  45. package/lib/SpriteText2.ts +0 -236
  46. package/lib/Text3D/Text3D.d.ts +0 -20
  47. package/lib/Text3D/Text3D.js +0 -61
  48. package/lib/Text3D/Text3D.ts +0 -92
  49. package/lib/Text3D/fontController.d.ts +0 -59
  50. package/lib/Text3D/fontController.js +0 -200
  51. package/lib/Text3D/fontController.ts +0 -285
  52. package/lib/Text3D/gentilis.json +0 -811
  53. package/lib/ThreeBase.d.ts +0 -59
  54. package/lib/ThreeBase.js +0 -395
  55. package/lib/ThreeBase.ts +0 -475
  56. package/lib/ThreeMouse.d.ts +0 -39
  57. package/lib/ThreeMouse.js +0 -357
  58. package/lib/ThreeMouse.ts +0 -464
  59. package/lib/Transition.d.ts +0 -43
  60. package/lib/Transition.js +0 -196
  61. package/lib/Transition.ts +0 -268
  62. package/lib/index.d.ts +0 -22
  63. package/lib/keyContorls.d.ts +0 -25
  64. package/lib/keyContorls.js +0 -98
  65. package/lib/keyContorls.ts +0 -127
  66. package/lib/planeModal1/PlaneModal1.d.ts +0 -31
  67. package/lib/planeModal1/PlaneModal1.js +0 -104
  68. package/lib/planeModal1/PlaneModal1.ts +0 -150
  69. package/lib/planeModal1/planeModal.png +0 -0
  70. package/lib/shaders.d.ts +0 -17
  71. package/lib/shaders.js +0 -245
  72. package/lib/shaders.ts +0 -264
  73. package/lib/spriteModal1/SpriteModal1.d.ts +0 -30
  74. package/lib/spriteModal1/SpriteModal1.js +0 -109
  75. package/lib/spriteModal1/SpriteModal1.ts +0 -159
  76. package/lib/spriteModal1/spriteModal1.png +0 -0
  77. package/lib/stroke_pass/FullScreenQuad.d.ts +0 -7
  78. package/lib/stroke_pass/FullScreenQuad.js +0 -25
  79. package/lib/stroke_pass/FullScreenQuad.ts +0 -33
  80. package/lib/stroke_pass/stroke_pass.d.ts +0 -2
  81. package/lib/stroke_pass/stroke_pass.js +0 -190
  82. package/lib/stroke_pass/stroke_pass.ts +0 -211
  83. package/lib/threeLoader.d.ts +0 -20
  84. package/lib/threeLoader.js +0 -110
  85. package/lib/threeLoader.ts +0 -136
  86. package/lib/threeUtils.d.ts +0 -41
  87. package/lib/threeUtils.js +0 -179
  88. package/lib/threeUtils.ts +0 -212
  89. package/lib/type.d.ts +0 -0
  90. package/lib/type.js +0 -10
  91. package/lib/type.ts +0 -13
@@ -1,571 +0,0 @@
1
- /*
2
- * @Author: xiaosihan
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- * @Date: 2022-06-08 14:20:52
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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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- */
7
-
8
- import { clamp, cloneDeep, filter, first, get, isNumber, last } from "lodash";
9
- import { BufferAttribute, BufferGeometry, Material, Matrix4, Mesh, Vector2, Vector3 } from "three";
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-
11
-
12
- export type ExtrudePath = {
13
- vector3: [number, number, number];
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- radius: number; // 2 圆角半径
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- segments: number; // 圆角分段
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- scale: { x: number, y: number } // 1 当前位置对shape的缩放
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- name: string; // 备注名字
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- }
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-
20
- // 挤出
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- export interface ExtrudeMeshProps {
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- paths: Array<ExtrudePath>, // 自动生成路径的
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- shapePath: Array<[number, number]>,// 被拉伸成模型的平面路径
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- closed: boolean // 是否闭合路径
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- }
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-
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- /**
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- * 挤出模型
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- * 此组件适合自动生成 公路 河流山川等 2d 平面上的模型
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- *
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- * @export
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- * @class ExtrudeMesh
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- * @extends {Mesh<BufferGeometry, Material>}
34
- */
35
- export default class ExtrudeMesh extends Mesh<BufferGeometry, Material> {
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-
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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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-
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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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-
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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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-
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- constructor(props: ExtrudeMeshProps, material?: Material) {
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- super(undefined, material);
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- this.updateGeometry(props);
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- }
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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: Array<{
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- vector3: [number, number, number], // 点的位置
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- matrix: [
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- number, number, number, number,
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- number, number, number, number,
64
- number, number, number, number,
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- number, number, number, number
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- ] // 当前点的变换矩阵
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- }> = [];
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-
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- // 通过2个顶点和缩放值计算矩阵
70
- computerMatrix(
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- vector1: [number, number, number],
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- vector2: [number, number, number],
73
- scale: [number, number, number],
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- ) {
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- ExtrudeMesh.temp1Matrix4.identity();
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- ExtrudeMesh.temp1Matrix4.multiply(
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- ExtrudeMesh.temp2Matrix4.lookAt(
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- ExtrudeMesh.temp1Vector3.set(vector1[0], vector1[1], vector1[2]),
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- ExtrudeMesh.temp2Vector3.set(vector2[0], vector1[1], vector2[2]),
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- ExtrudeMesh.temp3Vector3.set(0, 1, 0)
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- )
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- );
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- ExtrudeMesh.temp1Matrix4.scale(ExtrudeMesh.temp1Vector3.set(...scale));
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- return ExtrudeMesh.temp1Matrix4.transpose().toArray();
85
- }
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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
91
- */
92
- computerGradient(values: number[], percentage: number) {
93
- // 过滤有效数字类型
94
- values = filter(values, v => isNumber(v));
95
- // 限定取值范围
96
- let P = clamp(percentage, 0, 1);
97
- let VL = values.length;
98
- for (let i = (VL - 1); i >= 0; i--) {
99
- if (P === (i / (VL - 1))) {
100
- return values[i];
101
- } else if (P > (i / (VL - 1))) {
102
- P -= (i / (VL - 1));
103
- P *= 1 / ((i + 1) / (VL - 1) - (i / (VL - 1)));
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- return (values[i + 1] - values[i]) * P + values[i];
105
- }
106
- }
107
- return 0;
108
- }
109
-
110
- // 计算圆角路径 并存到 this.pointerWidthRadius 上
111
- computerPointerWidthRadius(paths: Array<ExtrudePath>, closed: boolean) {
112
-
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- // 路径小于2个就不执行计算
114
- if (paths.length < 2) { return; }
115
-
116
- // 路径少于3个闭合路径参数不起作用
117
- if (paths.length < 3) {
118
- closed = false;
119
- }
120
-
121
- // 清空圆角路径
122
- this.pointerWidthRadius = [];
123
-
124
- paths = cloneDeep(paths);
125
-
126
- // 如果是闭合路径的话就头尾相连
127
- if (closed) {
128
- Object.defineProperties(paths, {
129
- [-1]: {
130
- value: last(paths),
131
- configurable: false, // 此属性能否删除和修改
132
- enumerable: false, // 此属性能否被遍历
133
- writable: false // 此属性的值能否修改
134
- },
135
- [paths.length]: {
136
- value: first(paths),
137
- configurable: false, // 此属性能否删除和修改
138
- enumerable: false, // 此属性能否被遍历
139
- writable: false // 此属性的值能否修改
140
- }
141
- });
142
- }
143
-
144
- paths.map((P, i) => {
145
-
146
- const {
147
- vector3,
148
- radius = 0.1,
149
- segments = 0,
150
- scale = { x: 1, y: 1 }
151
- } = P;
152
-
153
- //当前点位置前后都有点时就可以做圆角计算
154
- if (paths[i - 1] && paths[i + 1]) {
155
-
156
- // 第一个向量
157
- let v1 = ExtrudeMesh.temp1Vector3
158
- .set(...vector3)
159
- .sub(ExtrudeMesh.tempVector3.set(...paths[i - 1].vector3))
160
- .normalize()
161
- .clone();
162
-
163
- // 第二个向量
164
- let v2 = ExtrudeMesh.temp2Vector3
165
- .set(...paths[i + 1].vector3)
166
- .sub(ExtrudeMesh.tempVector3.set(...vector3))
167
- .normalize()
168
- .clone();
169
-
170
- // 夹角
171
- let innerAngle = v1.clone().multiplyScalar(-1).angleTo(v2);
172
- // 边长
173
- let sideLength = radius / Math.tan(innerAngle / 2);
174
-
175
- // 圆角的起点
176
- let startP = new Vector3(...vector3).sub(v1.clone().multiplyScalar(sideLength));
177
- // 圆角的终点
178
- let endP = new Vector3(...vector3).add(v2.clone().multiplyScalar(sideLength));
179
-
180
- // 圆角起点到终点的向量
181
- let StoE = endP.clone().sub(startP);
182
-
183
- // 弦长
184
- let chordLength = radius / Math.sin(innerAngle / 2);
185
-
186
- // 圆心位置
187
- let circleCenter = v2
188
- .clone()
189
- .add(v1)
190
- .multiplyScalar(0.5)
191
- .sub(v1)
192
- .setLength(chordLength)
193
- .add(ExtrudeMesh.tempVector3.set(...vector3));
194
-
195
- //向量2是否在 向量1的左边
196
- let v2Inv1Left = ExtrudeMesh.temp1Vector3
197
- .set(-v1.z, 0, v1.x)
198
- .angleTo(
199
- ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z)
200
- )
201
- < (Math.PI / 2);
202
-
203
- // XZ平面上的夹角
204
- let innerAngleXZ = ExtrudeMesh.temp1Vector3
205
- .set(v1.x, 0, v1.z)
206
- .angleTo(
207
- ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z)
208
- );
209
-
210
- // 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
211
- if (innerAngleXZ === 0) {
212
- let { x = 1, y = 1 } = scale;
213
-
214
- let lastPointMatrix = last(this.pointerWidthRadius)!.matrix;
215
-
216
- this.pointerWidthRadius.push({
217
- vector3,
218
- matrix: ExtrudeMesh.temp1Matrix4
219
- .identity()
220
- .extractRotation(
221
- ExtrudeMesh.temp2Matrix4.set(...lastPointMatrix)
222
- )
223
- .multiply(
224
- ExtrudeMesh.temp3Matrix4
225
- .identity()
226
- .scale(
227
- ExtrudeMesh.temp1Vector3.set(1, y, x)
228
- )
229
- )
230
- .transpose()
231
- .toArray()
232
- });
233
-
234
- } else if (segments === 0) { // 分段数为0时不分段
235
-
236
- let { x = 1, y = 1 } = scale;
237
-
238
- this.pointerWidthRadius.push({
239
- vector3,
240
- matrix: this.computerMatrix(
241
- (v2Inv1Left ? circleCenter.toArray() : vector3),
242
- (v2Inv1Left ? vector3 : circleCenter.toArray()),
243
- [1, y, x]
244
- )
245
- });
246
-
247
- } else {
248
-
249
- for (let ii = 0; ii <= segments; ii++) {
250
- // 圆角计算的低n个点的角度
251
- let Aa = ii * ((Math.PI - innerAngle) / segments);
252
- //半径对角
253
- let Cc = Math.PI - Aa - (innerAngle / 2);
254
- //圆角分段的弦长
255
- let a = radius * Math.sin(Aa) / Math.sin(Cc);
256
- // 每段圆角的弦长
257
- let StoEvector = StoE.clone().setLength(a).add(startP);
258
-
259
- // 当前点的位置
260
- let ridiusP = StoEvector
261
- .clone()
262
- .sub(circleCenter)
263
- .setLength(radius)
264
- .add(circleCenter)
265
-
266
- let { x: preX = 1, y: preY = 1 } = get(paths[i - 1], ["scale"]) || {};
267
-
268
- let { x: nextX = 1, y: nextY = 1 } = get(paths[i + 1], ["scale"]) || {};
269
-
270
- let { x = 1, y = 1 } = scale;
271
-
272
- // 缩放值过渡计算
273
- x = this.computerGradient([(preX + x) / 2, x, (x + nextX) / 2], ii / segments);
274
- y = this.computerGradient([(preY + y) / 2, y, (y + nextY) / 2], ii / segments);
275
-
276
- // 添加一个带矩阵的点
277
- this.pointerWidthRadius.push({
278
- vector3: ridiusP.toArray(),
279
- matrix: this.computerMatrix(
280
- (v2Inv1Left ? circleCenter.toArray() : ridiusP.toArray()),
281
- (v2Inv1Left ? ridiusP.toArray() : circleCenter.toArray()),
282
- [1, y, x]
283
- )
284
- });
285
- }
286
- }
287
-
288
- } else {
289
-
290
- // 最后一个位置
291
- if (i === paths.length - 1) {
292
-
293
- // 如果是闭合的话 就把第一个点的位置加入最后后面
294
- if (closed) {
295
- this.pointerWidthRadius.push(first(this.pointerWidthRadius)!);
296
-
297
- } else {
298
-
299
- // 如果路径未闭合并且遍历到最后一个时特殊处理
300
- let lastPoint = last(this.pointerWidthRadius)!;
301
-
302
- // 在没有闭合的情况下添加第一个点的位置
303
- let v = ExtrudeMesh.temp1Vector3
304
- .set(...vector3)
305
- .sub(
306
- ExtrudeMesh.temp3Vector3.set(...lastPoint.vector3)
307
- )
308
- .normalize()
309
-
310
- let lookAtPoint = ExtrudeMesh.temp2Vector3
311
- .set(v.z, 0, -v.x)
312
- .add(
313
- ExtrudeMesh.temp3Vector3.set(...vector3)
314
- )
315
- .toArray();
316
-
317
- let { x = 1, y = 1 } = scale;
318
-
319
- this.pointerWidthRadius.push({
320
- vector3,
321
- matrix: this.computerMatrix(
322
- vector3,
323
- lookAtPoint,
324
- [1, y, x]
325
- )
326
- });
327
-
328
- }
329
-
330
- } else {
331
-
332
- let { x = 1, y = 1 } = scale;
333
-
334
- // 在没有闭合的情况下添加第一个点的位置
335
- let v2 = ExtrudeMesh.temp1Vector3
336
- .set(...paths[i + 1].vector3)
337
- .sub(
338
- ExtrudeMesh.temp2Vector3.set(...vector3)
339
- )
340
- .normalize();
341
-
342
- let lookAtPoint = ExtrudeMesh.temp1Vector3
343
- .set(v2.z, 0, -v2.x)
344
- .add(
345
- ExtrudeMesh.temp2Vector3.set(...vector3)
346
- )
347
- .toArray();
348
-
349
- this.pointerWidthRadius.push({
350
- vector3,
351
- matrix: this.computerMatrix(
352
- vector3,
353
- lookAtPoint,
354
- [1, y, x]
355
- )
356
- });
357
- }
358
-
359
- } // else
360
-
361
- });
362
-
363
- // 清理圆角路径, 如果2个点相距0.001以内就删除一个点
364
- // for (let i = 0; i < this.pointerWidthRadius.length; i++) {
365
- // while (
366
- // this.pointerWidthRadius[i] &&
367
- // this.pointerWidthRadius[i + 1] &&
368
- // this.computerPathLength(
369
- // this.pointerWidthRadius.slice(i, i + 2).map(p => p.vector3)
370
- // ) < 0.001
371
- // ) {
372
- // this.pointerWidthRadius.splice(i, 1);
373
- // }
374
- // }
375
- }
376
-
377
- // 计算三维路径的总长度
378
- computerPathLength(points: [number, number, number][]) {
379
- let length = 0;
380
- points.map((p, index) => {
381
- if (index < points.length - 1) {
382
- ExtrudeMesh.temp1Vector3.set(...p);
383
- ExtrudeMesh.temp2Vector3.set(...points[index + 1]);
384
- length += ExtrudeMesh.temp1Vector3.distanceTo(ExtrudeMesh.temp2Vector3);
385
- }
386
- });
387
- return length;
388
- }
389
-
390
- // 通过一条线段计算挤出模型的各个顶点的位置和 uv坐标
391
- setExtrudeMesh(
392
- startP: [number, number, number], // 起点位置
393
- startMatrix4: [
394
- number, number, number, number,
395
- number, number, number, number,
396
- number, number, number, number,
397
- number, number, number, number,
398
- ],// 起点位置的矩阵
399
- endP: [number, number, number], // 终点位置
400
- endMatrix4: [
401
- number, number, number, number,
402
- number, number, number, number,
403
- number, number, number, number,
404
- number, number, number, number,
405
- ], // 终点位置的矩阵
406
- uvx: number, // uv.x 的起始位置
407
- shapePath: Array<[number, number]>
408
- ) {
409
-
410
- // // 反转路径, 这样uv 坐标看起来习惯一些
411
- // shapePath = cloneDeep(shapePath).reverse();
412
-
413
- // 计算二维路径的总长度 作为uv坐标的边长
414
- let shapePathLength = this.computerPathLength(shapePath.map(p => [...p, 0]));
415
-
416
- // 挤出长度
417
- let extrudeLength = this.computerPathLength([startP, endP]);
418
-
419
- // 网格模型每个点
420
- let geometryPoint: Array<number> = [];
421
-
422
- // 网格模型每个点对应的uv坐标
423
- let uvPoint: Array<number> = [];
424
-
425
- shapePath.map((P, index) => {
426
- if (index < shapePath.length - 1) {
427
-
428
- // 计算出矩形面的4个顶点
429
- //[pa....Pd]
430
- //[. .]
431
- //[. .]
432
- //[. .]
433
- //[Pb....Pc]
434
- let Pa = ExtrudeMesh.tempVector3
435
- .set(0, P[1], -P[0])
436
- .applyMatrix4(
437
- ExtrudeMesh.temp1Matrix4.set(...startMatrix4)
438
- )
439
- .add(
440
- ExtrudeMesh.temp1Vector3.set(...startP)
441
- )
442
- .toArray()
443
-
444
- let Pb = ExtrudeMesh.tempVector3
445
- .set(0, shapePath[index + 1][1], -shapePath[index + 1][0])
446
- .applyMatrix4(
447
- ExtrudeMesh.temp1Matrix4.set(...startMatrix4)
448
- )
449
- .add(
450
- ExtrudeMesh.temp1Vector3.set(...startP)
451
- )
452
- .toArray()
453
-
454
- let Pc = ExtrudeMesh.tempVector3
455
- .set(0, shapePath[index + 1][1], -shapePath[index + 1][0])
456
- .applyMatrix4(
457
- ExtrudeMesh.temp1Matrix4.set(...endMatrix4)
458
- )
459
- .add(
460
- ExtrudeMesh.temp1Vector3.set(...endP)
461
- )
462
- .toArray()
463
-
464
- let Pd = ExtrudeMesh.tempVector3
465
- .set(0, P[1], -P[0])
466
- .applyMatrix4(
467
- ExtrudeMesh.temp1Matrix4.set(...endMatrix4)
468
- )
469
- .add(
470
- ExtrudeMesh.temp1Vector3.set(...endP)
471
- )
472
- .toArray()
473
-
474
- // 组成矩形的2个三角面
475
- geometryPoint.push(
476
- ...Pa, ...Pb, ...Pc,
477
- ...Pa, ...Pc, ...Pd
478
- );
479
-
480
- // 计算出矩形面的4个顶点的uv坐标
481
- //[Pauv..Pcuv]
482
- //[. .]
483
- //[. .]
484
- //[. .]
485
- //[Pbuv..Pduv]
486
- // 当前位置的 uv.y 位置
487
- let currentUvy = this.computerPathLength(
488
- [first(shapePath)!, ...shapePath.slice(0, index + 1)].map(sP => ([...sP, 0] as [number, number, number]))
489
- ) / shapePathLength;
490
-
491
- // 下一个坐标的 uv.y 位置
492
- let nextUvy = this.computerPathLength(
493
- [first(shapePath)!, ...shapePath.slice(0, index + 2)].map(sP => ([...sP, 0] as [number, number, number]))
494
- ) / shapePathLength;
495
-
496
- let Pauv = [uvx / shapePathLength, currentUvy];
497
-
498
- let Pbuv = [uvx / shapePathLength, nextUvy];
499
-
500
- let Pcuv = [(uvx + extrudeLength) / shapePathLength, nextUvy];
501
-
502
- let Pduv = [(uvx + extrudeLength) / shapePathLength, currentUvy];
503
-
504
- uvPoint.push(
505
- ...Pauv, ...Pbuv, ...Pcuv,
506
- ...Pauv, ...Pcuv, ...Pduv
507
- );
508
- }
509
- });
510
-
511
- return { geometryPoint, uvPoint };
512
- }
513
-
514
- //设置模型
515
- updateGeometry(props: ExtrudeMeshProps) {
516
-
517
- const { paths, shapePath, closed } = props;
518
- // 计算圆角路径
519
- this.computerPointerWidthRadius(paths, closed);
520
-
521
- //网格模型的每个顶点位置
522
- let geometryPoint: Array<number> = [];
523
-
524
- // 网格模型每个点对应的uv坐标
525
- let uvPoint: number[] = [];
526
-
527
- for (let i = 0; i < this.pointerWidthRadius.length - 1; i++) {
528
-
529
- let Point1 = this.pointerWidthRadius[i];
530
- let Point2 = this.pointerWidthRadius[i + 1];
531
-
532
- let uvx = this.computerPathLength(this.pointerWidthRadius.slice(0, i + 1).map(p => p.vector3));
533
-
534
- const { geometryPoint: geo, uvPoint: uv } = this.setExtrudeMesh(
535
- Point1.vector3,
536
- Point1.matrix,
537
- Point2.vector3,
538
- Point2.matrix,
539
- uvx,
540
- shapePath
541
- );
542
-
543
- // 把挤出的网格模型的顶点收集起来
544
- geometryPoint.push(...geo);
545
-
546
- // 把挤出的网格模型顶点的uv坐标收集起来
547
- uvPoint.push(...uv);
548
- }
549
-
550
-
551
- let geometry = new BufferGeometry();
552
- // 修改模型
553
- let positionArray = new Float32Array(geometryPoint);
554
- let position = new BufferAttribute(positionArray, 3, false);
555
- geometry.setAttribute("position", position);
556
-
557
- let uvArray = new Float32Array(uvPoint);
558
- let uv = new BufferAttribute(uvArray, 2, false);
559
- geometry.setAttribute("uv", uv);
560
-
561
- // 计算顶点法线
562
- geometry.computeVertexNormals();
563
-
564
- this.geometry.dispose();
565
- this.geometry = geometry;
566
-
567
- this.dispatchEvent({ type: "loaded" });
568
- }
569
-
570
-
571
- }
@@ -1,44 +0,0 @@
1
- import { Camera, Clock, EventDispatcher, Object3D, Vector3 } from "three";
2
- import { Capsule } from "three/examples/jsm/math/Capsule";
3
- import { Octree } from "three/examples/jsm/math/Octree";
4
- /**
5
- * 第一人称控制器
6
- *
7
- * @export
8
- * @class FPScontrol
9
- * @extends {EventDispatcher}
10
- */
11
- export default class FPScontrol extends EventDispatcher {
12
- canvas: HTMLCanvasElement;
13
- constructor(camera: Camera, canvas: HTMLCanvasElement);
14
- enable: boolean;
15
- GRAVITY: number;
16
- STEPS_PER_FRAME: number;
17
- camera: Camera;
18
- worldOctree: Octree;
19
- playerCollider: Capsule;
20
- clock: Clock;
21
- playerVelocity: Vector3;
22
- playerDirection: Vector3;
23
- playerOnFloor: boolean;
24
- mouseTime: number;
25
- isMousedown: boolean;
26
- keyStates: {
27
- [key: string]: boolean;
28
- };
29
- init(canvas: HTMLCanvasElement): void;
30
- keydown: (event: KeyboardEvent) => void;
31
- keyup: (event: KeyboardEvent) => void;
32
- mousedown: () => void;
33
- mouseup: () => void;
34
- mousemove: (event: MouseEvent) => void;
35
- fromGraphNode(object3d: Object3D): void;
36
- getForwardVector: () => Vector3;
37
- getSideVector: () => Vector3;
38
- controls: (deltaTime: number) => void;
39
- updatePlayer: (deltaTime: number) => void;
40
- playerCollisions(): void;
41
- teleportPlayerIfOob: () => void;
42
- update(): void;
43
- disposer(): void;
44
- }