three-base 2.0.134 → 2.0.142
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/DirectionalLight.d.ts +6 -6
- package/DirectionalLight.js +68 -68
- package/DirectionalLight.ts +70 -0
- package/EventMap.d.ts +103 -0
- package/EventMap.js +17 -0
- package/EventMap.ts +139 -0
- package/EventMesh.d.ts +18 -18
- package/EventMesh.js +59 -59
- package/EventMesh.ts +60 -0
- package/ExtrudeMesh.d.ts +112 -112
- package/ExtrudeMesh.js +342 -366
- package/ExtrudeMesh.ts +553 -0
- package/FPScontrol.d.ts +511 -71
- package/FPScontrol.js +1799 -505
- package/FPScontrol.ts +1855 -0
- package/Fire/Fire.d.ts +28 -28
- package/Fire/Fire.js +80 -79
- package/Fire/Fire.ts +89 -0
- package/Fire/{FireGromtry.d.ts → FireGeometry.d.ts} +9 -9
- package/Fire/{FireGromtry.js → FireGeometry.js} +40 -40
- package/Fire/FireGeometry.ts +40 -0
- package/Fire/FireMaterial.d.ts +28 -28
- package/Fire/FireMaterial.js +32 -32
- package/Fire/FireMaterial.ts +89 -0
- package/Fire/index.d.ts +2 -1
- package/Fire/index.js +2 -1
- package/Fire/index.ts +2 -0
- package/GLTFDracoLoader.d.ts +71 -0
- package/GLTFDracoLoader.js +266 -0
- package/GLTFDracoLoader.ts +430 -0
- package/Grass/Grass.d.ts +8 -8
- package/Grass/Grass.js +38 -38
- package/Grass/Grass.ts +38 -0
- package/Grass/index.d.ts +2 -1
- package/Grass/index.js +2 -1
- package/Grass/index.ts +2 -0
- package/Ground1/Ground1.d.ts +10 -11
- package/Ground1/Ground1.js +95 -91
- package/Ground1/Ground1.ts +114 -0
- package/Ground1/index.d.ts +1 -1
- package/Ground1/index.js +1 -1
- package/Ground1/index.ts +1 -0
- package/MeshBase.d.ts +36 -35
- package/MeshBase.js +247 -223
- package/MeshBase.ts +253 -0
- package/Mirror.d.ts +25 -25
- package/Mirror.js +143 -139
- package/Mirror.ts +203 -0
- package/MktMesh/MktMesh.d.ts +291 -0
- package/MktMesh/MktMesh.js +1045 -0
- package/MktMesh/MktMesh.ts +1075 -0
- package/MktMesh/assetUrl.d.ts +35 -0
- package/MktMesh/assetUrl.js +69 -0
- package/MktMesh/assetUrl.ts +69 -0
- package/MktMesh/mktMappingShader.d.ts +12 -0
- package/MktMesh/mktMappingShader.js +139 -0
- package/MktMesh/mktMappingShader.ts +139 -0
- package/MktMesh/mktShader.d.ts +263 -0
- package/MktMesh/mktShader.js +1248 -0
- package/MktMesh/mktShader.ts +1344 -0
- package/MktMesh/panoBitmapTexture.d.ts +25 -0
- package/MktMesh/panoBitmapTexture.js +52 -0
- package/MktMesh/panoBitmapTexture.ts +54 -0
- package/MktMesh/panoSlotBind.d.ts +29 -0
- package/MktMesh/panoSlotBind.js +106 -0
- package/MktMesh/panoSlotBind.ts +153 -0
- package/MktMesh/panoSlotRoster.d.ts +22 -0
- package/MktMesh/panoSlotRoster.js +169 -0
- package/MktMesh/panoSlotRoster.ts +168 -0
- package/MktMesh/panoTileStitcher.d.ts +119 -0
- package/MktMesh/panoTileStitcher.js +533 -0
- package/MktMesh/panoTileStitcher.ts +616 -0
- package/MktMesh/types.d.ts +75 -0
- package/MktMesh/types.js +1 -0
- package/MktMesh/types.ts +87 -0
- package/MktMesh/wallCapTessellate.d.ts +33 -0
- package/MktMesh/wallCapTessellate.js +97 -0
- package/MktMesh/wallCapTessellate.ts +68 -0
- package/PipeMesh/PathGeometry.d.ts +44 -44
- package/PipeMesh/PathGeometry.js +307 -300
- package/PipeMesh/PathGeometry.ts +343 -0
- package/PipeMesh/PathPoint.d.ts +17 -17
- package/PipeMesh/PathPoint.js +31 -31
- package/PipeMesh/PathPoint.ts +36 -0
- package/PipeMesh/PathPointList.d.ts +31 -31
- package/PipeMesh/PathPointList.js +209 -208
- package/PipeMesh/PathPointList.ts +227 -0
- package/PipeMesh/PathTubeGeometry.d.ts +25 -25
- package/PipeMesh/PathTubeGeometry.js +130 -130
- package/PipeMesh/PathTubeGeometry.ts +146 -0
- package/PipeMesh/PipeMesh.d.ts +25 -25
- package/PipeMesh/PipeMesh.js +63 -63
- package/PipeMesh/PipeMesh.ts +76 -0
- package/PipeMesh/index.d.ts +1 -1
- package/PipeMesh/index.js +1 -1
- package/PipeMesh/index.ts +1 -0
- package/PlaneModal1/PlaneModal1.d.ts +34 -31
- package/PlaneModal1/PlaneModal1.js +109 -105
- package/PlaneModal1/PlaneModal1.ts +138 -0
- package/PlaneModal1/index.d.ts +1 -1
- package/PlaneModal1/index.js +1 -1
- package/PlaneModal1/index.ts +1 -0
- package/PlaneText.d.ts +27 -39
- package/PlaneText.js +35 -30
- package/PlaneText.ts +55 -0
- package/PlaneWithHtml.d.ts +13 -11
- package/PlaneWithHtml.js +64 -63
- package/PlaneWithHtml.ts +70 -0
- package/PointLight/PointLight.d.ts +13 -14
- package/PointLight/PointLight.js +64 -70
- package/PointLight/PointLight.ts +67 -0
- package/PointLight/index.d.ts +1 -1
- package/PointLight/index.js +1 -1
- package/PointLight/index.ts +1 -0
- package/README.md +110 -79
- package/Sky/Sky.d.ts +9 -9
- package/Sky/Sky.js +22 -22
- package/Sky/Sky.ts +22 -0
- package/Sky/index.d.ts +1 -1
- package/Sky/index.js +1 -1
- package/Sky/index.ts +1 -0
- package/SpotLight.d.ts +6 -6
- package/SpotLight.js +72 -72
- package/SpotLight.ts +74 -0
- package/SpriteModal1/SpriteModal1.d.ts +33 -30
- package/SpriteModal1/SpriteModal1.js +116 -110
- package/SpriteModal1/SpriteModal1.ts +146 -0
- package/SpriteModal1/index.d.ts +1 -1
- package/SpriteModal1/index.js +1 -1
- package/SpriteModal1/index.ts +1 -0
- package/SpriteText.d.ts +46 -45
- package/SpriteText.js +176 -163
- package/SpriteText.ts +205 -0
- package/SpriteText2.d.ts +48 -47
- package/SpriteText2.js +223 -198
- package/SpriteText2.ts +258 -0
- package/SpriteText3.d.ts +86 -0
- package/SpriteText3.js +519 -0
- package/SpriteText3.ts +599 -0
- package/SpriteWithHtml.d.ts +9 -7
- package/SpriteWithHtml.js +44 -44
- package/SpriteWithHtml.ts +50 -0
- package/Text3D/Text3D.d.ts +20 -20
- package/Text3D/Text3D.js +58 -62
- package/Text3D/Text3D.ts +77 -0
- package/Text3D/fontController.d.ts +60 -59
- package/Text3D/fontController.js +166 -199
- package/Text3D/fontController.ts +209 -0
- package/Text3D/index.d.ts +1 -1
- package/Text3D/index.js +1 -1
- package/Text3D/index.ts +1 -0
- package/ThreeBase.d.ts +248 -97
- package/ThreeBase.js +1202 -613
- package/ThreeBase.ts +1314 -0
- package/ThreeMouse.d.ts +54 -40
- package/ThreeMouse.js +453 -407
- package/ThreeMouse.ts +472 -0
- package/Transition.d.ts +45 -40
- package/Transition.js +209 -210
- package/Transition.ts +242 -0
- package/Water/Water.d.ts +5 -5
- package/Water/Water.js +44 -26
- package/Water/Water.ts +45 -0
- package/Water/index.d.ts +2 -0
- package/Water/index.js +2 -0
- package/Water/index.ts +2 -0
- package/WaterFlow/FloatingDuck.d.ts +88 -0
- package/WaterFlow/FloatingDuck.js +307 -0
- package/WaterFlow/FloatingDuck.ts +445 -0
- package/WaterFlow/GPUFluidSimulation.d.ts +56 -0
- package/WaterFlow/GPUFluidSimulation.js +785 -0
- package/WaterFlow/GPUFluidSimulation.ts +827 -0
- package/WaterFlow/ReservoirSystem.d.ts +106 -0
- package/WaterFlow/ReservoirSystem.js +621 -0
- package/WaterFlow/ReservoirSystem.ts +754 -0
- package/WaterFlow/SPHField.d.ts +35 -0
- package/WaterFlow/SPHField.js +204 -0
- package/WaterFlow/SPHField.ts +228 -0
- package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -0
- package/WaterFlow/ScreenSpaceFluidPass.js +736 -0
- package/WaterFlow/ScreenSpaceFluidPass.ts +789 -0
- package/WaterFlow/ShallowWaterSurface.d.ts +45 -0
- package/WaterFlow/ShallowWaterSurface.js +441 -0
- package/WaterFlow/ShallowWaterSurface.ts +510 -0
- package/WaterFlow/WaterFlow.d.ts +87 -0
- package/WaterFlow/WaterFlow.js +171 -0
- package/WaterFlow/WaterFlow.ts +219 -0
- package/WaterFlow/types.d.ts +161 -0
- package/WaterFlow/types.js +1 -0
- package/WaterFlow/types.ts +189 -0
- package/WaterFlow/waterFlowPass.d.ts +3 -0
- package/WaterFlow/waterFlowPass.js +20 -0
- package/WaterFlow/waterFlowPass.ts +40 -0
- package/collisionOBB.d.ts +42 -0
- package/collisionOBB.js +112 -0
- package/collisionOBB.ts +108 -0
- package/declare.d.ts +23 -165
- package/index.d.ts +1 -1
- package/index.js +1 -2
- package/index.ts +1 -0
- package/instanced/InstancedBatch.d.ts +57 -0
- package/instanced/InstancedBatch.js +348 -0
- package/instanced/InstancedBatch.ts +406 -0
- package/instanced/InstancedChild.d.ts +174 -0
- package/instanced/InstancedChild.js +264 -0
- package/instanced/InstancedChild.ts +327 -0
- package/instanced/InstancedGroup.d.ts +43 -0
- package/instanced/InstancedGroup.js +126 -0
- package/instanced/InstancedGroup.ts +137 -0
- package/{InstancedMeshBase.d.ts → instanced/InstancedMeshBase.d.ts} +38 -39
- package/{InstancedMeshBase.js → instanced/InstancedMeshBase.js} +282 -293
- package/instanced/InstancedMeshBase.ts +292 -0
- package/instanced/InstancedTemplate.d.ts +46 -0
- package/instanced/InstancedTemplate.js +125 -0
- package/instanced/InstancedTemplate.ts +188 -0
- package/keyControls.d.ts +30 -0
- package/{keyContorls.js → keyControls.js} +101 -98
- package/keyControls.ts +107 -0
- package/lensflare/LensFlare.d.ts +39 -0
- package/lensflare/LensFlare.js +373 -0
- package/lensflare/LensFlare.ts +448 -0
- package/lensflare/lensflare0.png +0 -0
- package/lensflare/lensflare3.png +0 -0
- package/lensflare/lensflare_custom.png +0 -0
- package/lensflare/lensflare_hex_ghost.png +0 -0
- package/lensflare/lensflare_hex_main.png +0 -0
- package/package.json +101 -26
- package/pass/bloom_pass.d.ts +2 -2
- package/pass/bloom_pass.js +188 -101
- package/pass/bloom_pass.ts +243 -0
- package/pass/cover_pass.d.ts +2 -2
- package/pass/cover_pass.js +122 -99
- package/pass/cover_pass.ts +182 -0
- package/pass/debugDepthState.d.ts +20 -0
- package/pass/debugDepthState.js +9 -0
- package/pass/debugDepthState.ts +22 -0
- package/pass/depthTestBias.d.ts +12 -0
- package/pass/depthTestBias.js +12 -0
- package/pass/depthTestBias.ts +12 -0
- package/pass/effectUserData.d.ts +27 -0
- package/pass/effectUserData.js +1 -0
- package/pass/effectUserData.ts +46 -0
- package/pass/frosted_glass_pass.d.ts +2 -2
- package/pass/frosted_glass_pass.js +167 -186
- package/pass/frosted_glass_pass.ts +288 -0
- package/pass/fsQuad.d.ts +9 -9
- package/pass/fsQuad.js +28 -28
- package/pass/fsQuad.ts +34 -0
- package/pass/glow_pass.d.ts +2 -2
- package/pass/glow_pass.js +449 -233
- package/pass/glow_pass.ts +654 -0
- package/pass/screen_bloom_pass.d.ts +11 -0
- package/pass/screen_bloom_pass.js +235 -0
- package/pass/screen_bloom_pass.ts +263 -0
- package/pass/ssao_pass.d.ts +88 -11
- package/pass/ssao_pass.js +802 -288
- package/pass/ssao_pass.ts +918 -0
- package/pass/stroke_pass.d.ts +2 -2
- package/pass/stroke_pass.js +329 -258
- package/pass/stroke_pass.ts +638 -0
- package/shaders/FXAAShaderMaterial.d.ts +3 -3
- package/shaders/FXAAShaderMaterial.js +23 -66
- package/shaders/FXAAShaderMaterial.ts +201 -0
- package/shaders/baseDepthVisShader.d.ts +11 -0
- package/shaders/baseDepthVisShader.js +36 -0
- package/shaders/baseDepthVisShader.ts +36 -0
- package/shaders/baseTextureToRenderShader.d.ts +2 -2
- package/shaders/baseTextureToRenderShader.js +55 -60
- package/shaders/baseTextureToRenderShader.ts +232 -0
- package/shaders/copyShader.d.ts +3 -3
- package/shaders/copyShader.js +13 -14
- package/shaders/copyShader.ts +32 -0
- package/shaders/debugDepthCompareShader.d.ts +14 -0
- package/shaders/debugDepthCompareShader.js +49 -0
- package/shaders/debugDepthCompareShader.ts +50 -0
- package/shaders/debugDepthJudgeShader.d.ts +18 -0
- package/shaders/debugDepthJudgeShader.js +52 -0
- package/shaders/debugDepthJudgeShader.ts +54 -0
- package/shaders/debugExcludedShader.d.ts +13 -0
- package/shaders/debugExcludedShader.js +46 -0
- package/shaders/debugExcludedShader.ts +48 -0
- package/spriteTextBg.d.ts +1 -0
- package/spriteTextBg.js +20 -0
- package/spriteTextBg.ts +20 -0
- package/threeLoader.d.ts +35 -34
- package/threeLoader.js +518 -527
- package/threeLoader.ts +525 -0
- package/threeUtils.d.ts +53 -52
- package/threeUtils.js +329 -330
- package/threeUtils.ts +373 -0
- package/types.d.ts +2 -0
- package/types.js +6 -0
- package/types.ts +8 -0
- package/ApngTexture.d.ts +0 -13
- package/ApngTexture.js +0 -61
- package/ApngTextureManage.d.ts +0 -18
- package/ApngTextureManage.js +0 -87
- package/KeyFrameAnimation.d.ts +0 -25
- package/KeyFrameAnimation.js +0 -78
- package/keyContorls.d.ts +0 -25
- package/lib/draco/draco_decoder.js +0 -34
- package/lib/draco/draco_decoder.wasm +0 -0
- package/lib/draco/draco_wasm_wrapper.js +0 -117
- package/shaders.d.ts +0 -5
- package/shaders.js +0 -93
package/ExtrudeMesh.js
CHANGED
|
@@ -1,366 +1,342 @@
|
|
|
1
|
-
/*
|
|
2
|
-
* @Author: xiaosihan
|
|
3
|
-
* @Date: 2022-06-08 14:20:52
|
|
4
|
-
* @Last Modified by: xiaosihan
|
|
5
|
-
* @Last Modified time: 2025-
|
|
6
|
-
*/
|
|
7
|
-
import { clamp, cloneDeep, filter, first, get, isNumber, last } from "lodash";
|
|
8
|
-
import { BufferAttribute, BufferGeometry, Matrix4, Mesh, Vector2, Vector3 } from "three";
|
|
9
|
-
/**
|
|
10
|
-
* 挤出模型
|
|
11
|
-
* 此组件适合自动生成 公路 河流山川等 2d 平面上的模型
|
|
12
|
-
*
|
|
13
|
-
* @export
|
|
14
|
-
* @class ExtrudeMesh
|
|
15
|
-
* @extends {Mesh<BufferGeometry, Material>}
|
|
16
|
-
*/
|
|
17
|
-
export default class ExtrudeMesh extends Mesh {
|
|
18
|
-
// 临时使用的二维顶点对象
|
|
19
|
-
static temp1Vector2 = new Vector2();
|
|
20
|
-
static temp2Vector2 = new Vector2();
|
|
21
|
-
static temp3Vector2 = new Vector2();
|
|
22
|
-
// 临时使用的3维顶点对象
|
|
23
|
-
static tempVector3 = new Vector3();
|
|
24
|
-
static temp1Vector3 = new Vector3();
|
|
25
|
-
static temp2Vector3 = new Vector3();
|
|
26
|
-
static temp3Vector3 = new Vector3();
|
|
27
|
-
// 临时使用的矩阵
|
|
28
|
-
static temp1Matrix4 = new Matrix4();
|
|
29
|
-
static temp2Matrix4 = new Matrix4();
|
|
30
|
-
static temp3Matrix4 = new Matrix4();
|
|
31
|
-
constructor(props, material) {
|
|
32
|
-
super(undefined, material);
|
|
33
|
-
this.updateGeometry(props);
|
|
34
|
-
}
|
|
35
|
-
//宽度
|
|
36
|
-
shapePathWidth = 1;
|
|
37
|
-
// 通过 props.paths 和圆角属性 计算出来的 最终路径
|
|
38
|
-
pointerWidthRadius = [];
|
|
39
|
-
// 通过2个顶点和缩放值计算矩阵
|
|
40
|
-
computerMatrix(vector1, vector2, scale) {
|
|
41
|
-
ExtrudeMesh.temp1Matrix4.identity();
|
|
42
|
-
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)));
|
|
43
|
-
ExtrudeMesh.temp1Matrix4.scale(ExtrudeMesh.temp1Vector3.set(...scale));
|
|
44
|
-
return ExtrudeMesh.temp1Matrix4.transpose().toArray();
|
|
45
|
-
}
|
|
46
|
-
/**
|
|
47
|
-
* @计算渐变值 computerGradient([3,2,4], 0.3);
|
|
48
|
-
* @渐变区间 values:number[]
|
|
49
|
-
* @百分比 percentage:number
|
|
50
|
-
*/
|
|
51
|
-
computerGradient(values, percentage) {
|
|
52
|
-
// 过滤有效数字类型
|
|
53
|
-
values = filter(values, v => isNumber(v));
|
|
54
|
-
// 限定取值范围
|
|
55
|
-
let P = clamp(percentage, 0, 1);
|
|
56
|
-
let VL = values.length;
|
|
57
|
-
for (let i = (VL - 1); i >= 0; i--) {
|
|
58
|
-
if (P === (i / (VL - 1))) {
|
|
59
|
-
return values[i];
|
|
60
|
-
}
|
|
61
|
-
else if (P > (i / (VL - 1))) {
|
|
62
|
-
P -= (i / (VL - 1));
|
|
63
|
-
P *= 1 / ((i + 1) / (VL - 1) - (i / (VL - 1)));
|
|
64
|
-
return (values[i + 1] - values[i]) * P + values[i];
|
|
65
|
-
}
|
|
66
|
-
}
|
|
67
|
-
return 0;
|
|
68
|
-
}
|
|
69
|
-
// 计算圆角路径 并存到 this.pointerWidthRadius 上
|
|
70
|
-
computerPointerWidthRadius(paths, closed) {
|
|
71
|
-
// 路径小于2个就不执行计算
|
|
72
|
-
if (paths.length < 2) {
|
|
73
|
-
return;
|
|
74
|
-
}
|
|
75
|
-
// 路径少于3个闭合路径参数不起作用
|
|
76
|
-
if (paths.length < 3) {
|
|
77
|
-
closed = false;
|
|
78
|
-
}
|
|
79
|
-
// 清空圆角路径
|
|
80
|
-
this.pointerWidthRadius = [];
|
|
81
|
-
paths = cloneDeep(paths);
|
|
82
|
-
// 如果是闭合路径的话就头尾相连
|
|
83
|
-
if (closed) {
|
|
84
|
-
Object.defineProperties(paths, {
|
|
85
|
-
[-1]: {
|
|
86
|
-
value: last(paths),
|
|
87
|
-
configurable: false,
|
|
88
|
-
enumerable: false,
|
|
89
|
-
writable: false // 此属性的值能否修改
|
|
90
|
-
},
|
|
91
|
-
[paths.length]: {
|
|
92
|
-
value: first(paths),
|
|
93
|
-
configurable: false,
|
|
94
|
-
enumerable: false,
|
|
95
|
-
writable: false // 此属性的值能否修改
|
|
96
|
-
}
|
|
97
|
-
});
|
|
98
|
-
}
|
|
99
|
-
paths.map((P, i) => {
|
|
100
|
-
const { vector3, radius = 0.1, segments = 0, scale = { x: 1, y: 1 } } = P;
|
|
101
|
-
//当前点位置前后都有点时就可以做圆角计算
|
|
102
|
-
if (paths[i - 1] && paths[i + 1]) {
|
|
103
|
-
// 第一个向量
|
|
104
|
-
let v1 = ExtrudeMesh.temp1Vector3
|
|
105
|
-
.set(...vector3)
|
|
106
|
-
.sub(ExtrudeMesh.tempVector3.set(...paths[i - 1].vector3))
|
|
107
|
-
.normalize()
|
|
108
|
-
.clone();
|
|
109
|
-
// 第二个向量
|
|
110
|
-
let v2 = ExtrudeMesh.temp2Vector3
|
|
111
|
-
.set(...paths[i + 1].vector3)
|
|
112
|
-
.sub(ExtrudeMesh.tempVector3.set(...vector3))
|
|
113
|
-
.normalize()
|
|
114
|
-
.clone();
|
|
115
|
-
// 夹角
|
|
116
|
-
let innerAngle = v1.clone().multiplyScalar(-1).angleTo(v2);
|
|
117
|
-
// 边长
|
|
118
|
-
let sideLength = radius / Math.tan(innerAngle / 2);
|
|
119
|
-
// 圆角的起点
|
|
120
|
-
let startP = new Vector3(...vector3).sub(v1.clone().multiplyScalar(sideLength));
|
|
121
|
-
// 圆角的终点
|
|
122
|
-
let endP = new Vector3(...vector3).add(v2.clone().multiplyScalar(sideLength));
|
|
123
|
-
// 圆角起点到终点的向量
|
|
124
|
-
let StoE = endP.clone().sub(startP);
|
|
125
|
-
// 弦长
|
|
126
|
-
let chordLength = radius / Math.sin(innerAngle / 2);
|
|
127
|
-
// 圆心位置
|
|
128
|
-
let circleCenter = v2
|
|
129
|
-
.clone()
|
|
130
|
-
.add(v1)
|
|
131
|
-
.multiplyScalar(0.5)
|
|
132
|
-
.sub(v1)
|
|
133
|
-
.setLength(chordLength)
|
|
134
|
-
.add(ExtrudeMesh.tempVector3.set(...vector3));
|
|
135
|
-
//向量2是否在 向量1的左边
|
|
136
|
-
let v2Inv1Left = ExtrudeMesh.temp1Vector3
|
|
137
|
-
.set(-v1.z, 0, v1.x)
|
|
138
|
-
.angleTo(ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z))
|
|
139
|
-
< (Math.PI / 2);
|
|
140
|
-
// XZ平面上的夹角
|
|
141
|
-
let innerAngleXZ = ExtrudeMesh.temp1Vector3
|
|
142
|
-
.set(v1.x, 0, v1.z)
|
|
143
|
-
.angleTo(ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z));
|
|
144
|
-
// 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
|
|
145
|
-
if (innerAngleXZ === 0) {
|
|
146
|
-
let { x = 1, y = 1 } = scale;
|
|
147
|
-
let lastPointMatrix = last(this.pointerWidthRadius).matrix;
|
|
148
|
-
this.pointerWidthRadius.push({
|
|
149
|
-
vector3,
|
|
150
|
-
matrix: ExtrudeMesh.temp1Matrix4
|
|
151
|
-
.identity()
|
|
152
|
-
.extractRotation(ExtrudeMesh.temp2Matrix4.set(...lastPointMatrix))
|
|
153
|
-
.multiply(ExtrudeMesh.temp3Matrix4
|
|
154
|
-
.identity()
|
|
155
|
-
.scale(ExtrudeMesh.temp1Vector3.set(1, y, x)))
|
|
156
|
-
.transpose()
|
|
157
|
-
.toArray()
|
|
158
|
-
});
|
|
159
|
-
}
|
|
160
|
-
else if (segments === 0) { // 分段数为0时不分段 并在前后各加一个点
|
|
161
|
-
let { x = 1, y = 1 } = scale;
|
|
162
|
-
this.pointerWidthRadius.push({
|
|
163
|
-
vector3,
|
|
164
|
-
matrix: this.computerMatrix((v2Inv1Left ? circleCenter.toArray() : vector3), (v2Inv1Left ? vector3 : circleCenter.toArray()), [1, y, x / Math.sin(innerAngle / 2)])
|
|
165
|
-
});
|
|
166
|
-
}
|
|
167
|
-
else {
|
|
168
|
-
for (let ii = 0; ii <= segments; ii++) {
|
|
169
|
-
// 圆角计算的第n个点的角度
|
|
170
|
-
let Aa = ii * ((Math.PI - innerAngle) / segments);
|
|
171
|
-
//半径对角
|
|
172
|
-
let Cc = Math.PI - Aa - (innerAngle / 2);
|
|
173
|
-
//圆角分段的弦长
|
|
174
|
-
let a = radius * Math.sin(Aa) / Math.sin(Cc);
|
|
175
|
-
// 每段圆角的弦长
|
|
176
|
-
let StoEvector = StoE.clone().setLength(a).add(startP);
|
|
177
|
-
// 当前点的位置
|
|
178
|
-
let ridiusP = StoEvector
|
|
179
|
-
.clone()
|
|
180
|
-
.sub(circleCenter)
|
|
181
|
-
.setLength(radius)
|
|
182
|
-
.add(circleCenter);
|
|
183
|
-
let { x: preX = 1, y: preY = 1 } = get(paths[i - 1], ["scale"]) || {};
|
|
184
|
-
let { x: nextX = 1, y: nextY = 1 } = get(paths[i + 1], ["scale"]) || {};
|
|
185
|
-
let { x = 1, y = 1 } = scale;
|
|
186
|
-
// 缩放值过渡计算
|
|
187
|
-
x = this.computerGradient([(preX + x) / 2, x, (x + nextX) / 2], ii / segments);
|
|
188
|
-
y = this.computerGradient([(preY + y) / 2, y, (y + nextY) / 2], ii / segments);
|
|
189
|
-
// 添加一个带矩阵的点
|
|
190
|
-
this.pointerWidthRadius.push({
|
|
191
|
-
vector3: ridiusP.toArray(),
|
|
192
|
-
matrix: this.computerMatrix((v2Inv1Left ? circleCenter.toArray() : ridiusP.toArray()), (v2Inv1Left ? ridiusP.toArray() : circleCenter.toArray()), [1, y, x])
|
|
193
|
-
});
|
|
194
|
-
}
|
|
195
|
-
}
|
|
196
|
-
}
|
|
197
|
-
else {
|
|
198
|
-
// 最后一个位置
|
|
199
|
-
if (i === paths.length - 1) {
|
|
200
|
-
// 如果是闭合的话 就把第一个点的位置加入最后后面
|
|
201
|
-
if (closed) {
|
|
202
|
-
this.pointerWidthRadius.push(first(this.pointerWidthRadius));
|
|
203
|
-
}
|
|
204
|
-
else {
|
|
205
|
-
// 如果路径未闭合并且遍历到最后一个时特殊处理
|
|
206
|
-
let lastPoint = last(this.pointerWidthRadius);
|
|
207
|
-
// 在没有闭合的情况下添加第一个点的位置
|
|
208
|
-
let v = ExtrudeMesh.temp1Vector3
|
|
209
|
-
.set(...vector3)
|
|
210
|
-
.sub(ExtrudeMesh.temp3Vector3.set(...lastPoint.vector3))
|
|
211
|
-
.normalize();
|
|
212
|
-
let lookAtPoint = ExtrudeMesh.temp2Vector3
|
|
213
|
-
.set(v.z, 0, -v.x)
|
|
214
|
-
.add(ExtrudeMesh.temp3Vector3.set(...vector3))
|
|
215
|
-
.toArray();
|
|
216
|
-
let { x = 1, y = 1 } = scale;
|
|
217
|
-
this.pointerWidthRadius.push({
|
|
218
|
-
vector3,
|
|
219
|
-
matrix: this.computerMatrix(vector3, lookAtPoint, [1, y, x])
|
|
220
|
-
});
|
|
221
|
-
}
|
|
222
|
-
}
|
|
223
|
-
else {
|
|
224
|
-
let { x = 1, y = 1 } = scale;
|
|
225
|
-
// 在没有闭合的情况下添加第一个点的位置
|
|
226
|
-
let v2 = ExtrudeMesh.temp1Vector3
|
|
227
|
-
.set(...paths[i + 1].vector3)
|
|
228
|
-
.sub(ExtrudeMesh.temp2Vector3.set(...vector3))
|
|
229
|
-
.normalize();
|
|
230
|
-
let lookAtPoint = ExtrudeMesh.temp1Vector3
|
|
231
|
-
.set(v2.z, 0, -v2.x)
|
|
232
|
-
.add(ExtrudeMesh.temp2Vector3.set(...vector3))
|
|
233
|
-
.toArray();
|
|
234
|
-
this.pointerWidthRadius.push({
|
|
235
|
-
vector3,
|
|
236
|
-
matrix: this.computerMatrix(vector3, lookAtPoint, [1, y, x])
|
|
237
|
-
});
|
|
238
|
-
}
|
|
239
|
-
} // else
|
|
240
|
-
});
|
|
241
|
-
|
|
242
|
-
|
|
243
|
-
|
|
244
|
-
|
|
245
|
-
|
|
246
|
-
|
|
247
|
-
|
|
248
|
-
|
|
249
|
-
|
|
250
|
-
|
|
251
|
-
|
|
252
|
-
|
|
253
|
-
}
|
|
254
|
-
//
|
|
255
|
-
|
|
256
|
-
|
|
257
|
-
|
|
258
|
-
|
|
259
|
-
|
|
260
|
-
|
|
261
|
-
|
|
262
|
-
|
|
263
|
-
|
|
264
|
-
|
|
265
|
-
|
|
266
|
-
|
|
267
|
-
|
|
268
|
-
|
|
269
|
-
|
|
270
|
-
|
|
271
|
-
|
|
272
|
-
|
|
273
|
-
|
|
274
|
-
|
|
275
|
-
|
|
276
|
-
|
|
277
|
-
|
|
278
|
-
|
|
279
|
-
|
|
280
|
-
|
|
281
|
-
|
|
282
|
-
|
|
283
|
-
|
|
284
|
-
|
|
285
|
-
|
|
286
|
-
|
|
287
|
-
|
|
288
|
-
|
|
289
|
-
|
|
290
|
-
|
|
291
|
-
|
|
292
|
-
|
|
293
|
-
|
|
294
|
-
|
|
295
|
-
|
|
296
|
-
let
|
|
297
|
-
|
|
298
|
-
|
|
299
|
-
|
|
300
|
-
|
|
301
|
-
let
|
|
302
|
-
|
|
303
|
-
|
|
304
|
-
|
|
305
|
-
|
|
306
|
-
|
|
307
|
-
|
|
308
|
-
|
|
309
|
-
|
|
310
|
-
|
|
311
|
-
|
|
312
|
-
|
|
313
|
-
|
|
314
|
-
|
|
315
|
-
|
|
316
|
-
|
|
317
|
-
|
|
318
|
-
|
|
319
|
-
|
|
320
|
-
|
|
321
|
-
|
|
322
|
-
|
|
323
|
-
|
|
324
|
-
|
|
325
|
-
|
|
326
|
-
|
|
327
|
-
|
|
328
|
-
|
|
329
|
-
|
|
330
|
-
|
|
331
|
-
|
|
332
|
-
|
|
333
|
-
|
|
334
|
-
|
|
335
|
-
|
|
336
|
-
//
|
|
337
|
-
|
|
338
|
-
|
|
339
|
-
|
|
340
|
-
|
|
341
|
-
|
|
342
|
-
|
|
343
|
-
let Point1 = this.pointerWidthRadius[i];
|
|
344
|
-
let Point2 = this.pointerWidthRadius[i + 1];
|
|
345
|
-
let uvx = this.computerPathLength(this.pointerWidthRadius.slice(0, i + 1).map(p => p.vector3));
|
|
346
|
-
const { geometryPoint: geo, uvPoint: uv } = this.setExtrudeMesh(Point1.vector3, Point1.matrix, Point2.vector3, Point2.matrix, uvx, shapePath);
|
|
347
|
-
// 把挤出的网格模型的顶点收集起来
|
|
348
|
-
geometryPoint.push(...geo);
|
|
349
|
-
// 把挤出的网格模型顶点的uv坐标收集起来
|
|
350
|
-
uvPoint.push(...uv);
|
|
351
|
-
}
|
|
352
|
-
let geometry = new BufferGeometry();
|
|
353
|
-
// 修改模型
|
|
354
|
-
let positionArray = new Float32Array(geometryPoint);
|
|
355
|
-
let position = new BufferAttribute(positionArray, 3, false);
|
|
356
|
-
geometry.setAttribute("position", position);
|
|
357
|
-
let uvArray = new Float32Array(uvPoint);
|
|
358
|
-
let uv = new BufferAttribute(uvArray, 2, false);
|
|
359
|
-
geometry.setAttribute("uv", uv);
|
|
360
|
-
// 计算顶点法线
|
|
361
|
-
geometry.computeVertexNormals();
|
|
362
|
-
this.geometry.dispose();
|
|
363
|
-
this.geometry = geometry;
|
|
364
|
-
this.dispatchEvent({ type: "loaded" });
|
|
365
|
-
}
|
|
366
|
-
}
|
|
1
|
+
/*
|
|
2
|
+
* @Author: xiaosihan
|
|
3
|
+
* @Date: 2022-06-08 14:20:52
|
|
4
|
+
* @Last Modified by: xiaosihan
|
|
5
|
+
* @Last Modified time: 2025-06-25
|
|
6
|
+
*/
|
|
7
|
+
import { clamp, cloneDeep, filter, first, get, isNumber, last } from "lodash";
|
|
8
|
+
import { BufferAttribute, BufferGeometry, Matrix4, Mesh, Vector2, Vector3 } from "three";
|
|
9
|
+
/**
|
|
10
|
+
* 挤出模型
|
|
11
|
+
* 此组件适合自动生成 公路 河流山川等 2d 平面上的模型
|
|
12
|
+
*
|
|
13
|
+
* @export
|
|
14
|
+
* @class ExtrudeMesh
|
|
15
|
+
* @extends {Mesh<BufferGeometry, Material>}
|
|
16
|
+
*/
|
|
17
|
+
export default class ExtrudeMesh extends Mesh {
|
|
18
|
+
// 临时使用的二维顶点对象
|
|
19
|
+
static temp1Vector2 = new Vector2();
|
|
20
|
+
static temp2Vector2 = new Vector2();
|
|
21
|
+
static temp3Vector2 = new Vector2();
|
|
22
|
+
// 临时使用的3维顶点对象
|
|
23
|
+
static tempVector3 = new Vector3();
|
|
24
|
+
static temp1Vector3 = new Vector3();
|
|
25
|
+
static temp2Vector3 = new Vector3();
|
|
26
|
+
static temp3Vector3 = new Vector3();
|
|
27
|
+
// 临时使用的矩阵
|
|
28
|
+
static temp1Matrix4 = new Matrix4();
|
|
29
|
+
static temp2Matrix4 = new Matrix4();
|
|
30
|
+
static temp3Matrix4 = new Matrix4();
|
|
31
|
+
constructor(props, material) {
|
|
32
|
+
super(undefined, material);
|
|
33
|
+
this.updateGeometry(props);
|
|
34
|
+
}
|
|
35
|
+
//宽度
|
|
36
|
+
shapePathWidth = 1;
|
|
37
|
+
// 通过 props.paths 和圆角属性 计算出来的 最终路径
|
|
38
|
+
pointerWidthRadius = [];
|
|
39
|
+
// 通过2个顶点和缩放值计算矩阵
|
|
40
|
+
computerMatrix(vector1, vector2, scale) {
|
|
41
|
+
ExtrudeMesh.temp1Matrix4.identity();
|
|
42
|
+
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)));
|
|
43
|
+
ExtrudeMesh.temp1Matrix4.scale(ExtrudeMesh.temp1Vector3.set(...scale));
|
|
44
|
+
return ExtrudeMesh.temp1Matrix4.transpose().toArray();
|
|
45
|
+
}
|
|
46
|
+
/**
|
|
47
|
+
* @计算渐变值 computerGradient([3,2,4], 0.3);
|
|
48
|
+
* @渐变区间 values:number[]
|
|
49
|
+
* @百分比 percentage:number
|
|
50
|
+
*/
|
|
51
|
+
computerGradient(values, percentage) {
|
|
52
|
+
// 过滤有效数字类型
|
|
53
|
+
values = filter(values, v => isNumber(v));
|
|
54
|
+
// 限定取值范围
|
|
55
|
+
let P = clamp(percentage, 0, 1);
|
|
56
|
+
let VL = values.length;
|
|
57
|
+
for (let i = (VL - 1); i >= 0; i--) {
|
|
58
|
+
if (P === (i / (VL - 1))) {
|
|
59
|
+
return values[i];
|
|
60
|
+
}
|
|
61
|
+
else if (P > (i / (VL - 1))) {
|
|
62
|
+
P -= (i / (VL - 1));
|
|
63
|
+
P *= 1 / ((i + 1) / (VL - 1) - (i / (VL - 1)));
|
|
64
|
+
return (values[i + 1] - values[i]) * P + values[i];
|
|
65
|
+
}
|
|
66
|
+
}
|
|
67
|
+
return 0;
|
|
68
|
+
}
|
|
69
|
+
// 计算圆角路径 并存到 this.pointerWidthRadius 上
|
|
70
|
+
computerPointerWidthRadius(paths, closed) {
|
|
71
|
+
// 路径小于2个就不执行计算
|
|
72
|
+
if (paths.length < 2) {
|
|
73
|
+
return;
|
|
74
|
+
}
|
|
75
|
+
// 路径少于3个闭合路径参数不起作用
|
|
76
|
+
if (paths.length < 3) {
|
|
77
|
+
closed = false;
|
|
78
|
+
}
|
|
79
|
+
// 清空圆角路径
|
|
80
|
+
this.pointerWidthRadius = [];
|
|
81
|
+
paths = cloneDeep(paths);
|
|
82
|
+
// 如果是闭合路径的话就头尾相连
|
|
83
|
+
if (closed) {
|
|
84
|
+
Object.defineProperties(paths, {
|
|
85
|
+
[-1]: {
|
|
86
|
+
value: last(paths),
|
|
87
|
+
configurable: false,
|
|
88
|
+
enumerable: false,
|
|
89
|
+
writable: false // 此属性的值能否修改
|
|
90
|
+
},
|
|
91
|
+
[paths.length]: {
|
|
92
|
+
value: first(paths),
|
|
93
|
+
configurable: false,
|
|
94
|
+
enumerable: false,
|
|
95
|
+
writable: false // 此属性的值能否修改
|
|
96
|
+
}
|
|
97
|
+
});
|
|
98
|
+
}
|
|
99
|
+
paths.map((P, i) => {
|
|
100
|
+
const { vector3, radius = 0.1, segments = 0, scale = { x: 1, y: 1 } } = P;
|
|
101
|
+
//当前点位置前后都有点时就可以做圆角计算
|
|
102
|
+
if (paths[i - 1] && paths[i + 1]) {
|
|
103
|
+
// 第一个向量
|
|
104
|
+
let v1 = ExtrudeMesh.temp1Vector3
|
|
105
|
+
.set(...vector3)
|
|
106
|
+
.sub(ExtrudeMesh.tempVector3.set(...paths[i - 1].vector3))
|
|
107
|
+
.normalize()
|
|
108
|
+
.clone();
|
|
109
|
+
// 第二个向量
|
|
110
|
+
let v2 = ExtrudeMesh.temp2Vector3
|
|
111
|
+
.set(...paths[i + 1].vector3)
|
|
112
|
+
.sub(ExtrudeMesh.tempVector3.set(...vector3))
|
|
113
|
+
.normalize()
|
|
114
|
+
.clone();
|
|
115
|
+
// 夹角
|
|
116
|
+
let innerAngle = v1.clone().multiplyScalar(-1).angleTo(v2);
|
|
117
|
+
// 边长
|
|
118
|
+
let sideLength = radius / Math.tan(innerAngle / 2);
|
|
119
|
+
// 圆角的起点
|
|
120
|
+
let startP = new Vector3(...vector3).sub(v1.clone().multiplyScalar(sideLength));
|
|
121
|
+
// 圆角的终点
|
|
122
|
+
let endP = new Vector3(...vector3).add(v2.clone().multiplyScalar(sideLength));
|
|
123
|
+
// 圆角起点到终点的向量
|
|
124
|
+
let StoE = endP.clone().sub(startP);
|
|
125
|
+
// 弦长
|
|
126
|
+
let chordLength = radius / Math.sin(innerAngle / 2);
|
|
127
|
+
// 圆心位置
|
|
128
|
+
let circleCenter = v2
|
|
129
|
+
.clone()
|
|
130
|
+
.add(v1)
|
|
131
|
+
.multiplyScalar(0.5)
|
|
132
|
+
.sub(v1)
|
|
133
|
+
.setLength(chordLength)
|
|
134
|
+
.add(ExtrudeMesh.tempVector3.set(...vector3));
|
|
135
|
+
//向量2是否在 向量1的左边
|
|
136
|
+
let v2Inv1Left = ExtrudeMesh.temp1Vector3
|
|
137
|
+
.set(-v1.z, 0, v1.x)
|
|
138
|
+
.angleTo(ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z))
|
|
139
|
+
< (Math.PI / 2);
|
|
140
|
+
// XZ平面上的夹角
|
|
141
|
+
let innerAngleXZ = ExtrudeMesh.temp1Vector3
|
|
142
|
+
.set(v1.x, 0, v1.z)
|
|
143
|
+
.angleTo(ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z));
|
|
144
|
+
// 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
|
|
145
|
+
if (innerAngleXZ === 0) {
|
|
146
|
+
let { x = 1, y = 1 } = scale;
|
|
147
|
+
let lastPointMatrix = last(this.pointerWidthRadius).matrix;
|
|
148
|
+
this.pointerWidthRadius.push({
|
|
149
|
+
vector3,
|
|
150
|
+
matrix: ExtrudeMesh.temp1Matrix4
|
|
151
|
+
.identity()
|
|
152
|
+
.extractRotation(ExtrudeMesh.temp2Matrix4.set(...lastPointMatrix))
|
|
153
|
+
.multiply(ExtrudeMesh.temp3Matrix4
|
|
154
|
+
.identity()
|
|
155
|
+
.scale(ExtrudeMesh.temp1Vector3.set(1, y, x)))
|
|
156
|
+
.transpose()
|
|
157
|
+
.toArray()
|
|
158
|
+
});
|
|
159
|
+
}
|
|
160
|
+
else if (segments === 0) { // 分段数为0时不分段 并在前后各加一个点
|
|
161
|
+
let { x = 1, y = 1 } = scale;
|
|
162
|
+
this.pointerWidthRadius.push({
|
|
163
|
+
vector3,
|
|
164
|
+
matrix: this.computerMatrix((v2Inv1Left ? circleCenter.toArray() : vector3), (v2Inv1Left ? vector3 : circleCenter.toArray()), [1, y, x / Math.sin(innerAngle / 2)])
|
|
165
|
+
});
|
|
166
|
+
}
|
|
167
|
+
else {
|
|
168
|
+
for (let ii = 0; ii <= segments; ii++) {
|
|
169
|
+
// 圆角计算的第n个点的角度
|
|
170
|
+
let Aa = ii * ((Math.PI - innerAngle) / segments);
|
|
171
|
+
//半径对角
|
|
172
|
+
let Cc = Math.PI - Aa - (innerAngle / 2);
|
|
173
|
+
//圆角分段的弦长
|
|
174
|
+
let a = radius * Math.sin(Aa) / Math.sin(Cc);
|
|
175
|
+
// 每段圆角的弦长
|
|
176
|
+
let StoEvector = StoE.clone().setLength(a).add(startP);
|
|
177
|
+
// 当前点的位置
|
|
178
|
+
let ridiusP = StoEvector
|
|
179
|
+
.clone()
|
|
180
|
+
.sub(circleCenter)
|
|
181
|
+
.setLength(radius)
|
|
182
|
+
.add(circleCenter);
|
|
183
|
+
let { x: preX = 1, y: preY = 1 } = get(paths[i - 1], ["scale"]) || {};
|
|
184
|
+
let { x: nextX = 1, y: nextY = 1 } = get(paths[i + 1], ["scale"]) || {};
|
|
185
|
+
let { x = 1, y = 1 } = scale;
|
|
186
|
+
// 缩放值过渡计算
|
|
187
|
+
x = this.computerGradient([(preX + x) / 2, x, (x + nextX) / 2], ii / segments);
|
|
188
|
+
y = this.computerGradient([(preY + y) / 2, y, (y + nextY) / 2], ii / segments);
|
|
189
|
+
// 添加一个带矩阵的点
|
|
190
|
+
this.pointerWidthRadius.push({
|
|
191
|
+
vector3: ridiusP.toArray(),
|
|
192
|
+
matrix: this.computerMatrix((v2Inv1Left ? circleCenter.toArray() : ridiusP.toArray()), (v2Inv1Left ? ridiusP.toArray() : circleCenter.toArray()), [1, y, x])
|
|
193
|
+
});
|
|
194
|
+
}
|
|
195
|
+
}
|
|
196
|
+
}
|
|
197
|
+
else {
|
|
198
|
+
// 最后一个位置
|
|
199
|
+
if (i === paths.length - 1) {
|
|
200
|
+
// 如果是闭合的话 就把第一个点的位置加入最后后面
|
|
201
|
+
if (closed) {
|
|
202
|
+
this.pointerWidthRadius.push(first(this.pointerWidthRadius));
|
|
203
|
+
}
|
|
204
|
+
else {
|
|
205
|
+
// 如果路径未闭合并且遍历到最后一个时特殊处理
|
|
206
|
+
let lastPoint = last(this.pointerWidthRadius);
|
|
207
|
+
// 在没有闭合的情况下添加第一个点的位置
|
|
208
|
+
let v = ExtrudeMesh.temp1Vector3
|
|
209
|
+
.set(...vector3)
|
|
210
|
+
.sub(ExtrudeMesh.temp3Vector3.set(...lastPoint.vector3))
|
|
211
|
+
.normalize();
|
|
212
|
+
let lookAtPoint = ExtrudeMesh.temp2Vector3
|
|
213
|
+
.set(v.z, 0, -v.x)
|
|
214
|
+
.add(ExtrudeMesh.temp3Vector3.set(...vector3))
|
|
215
|
+
.toArray();
|
|
216
|
+
let { x = 1, y = 1 } = scale;
|
|
217
|
+
this.pointerWidthRadius.push({
|
|
218
|
+
vector3,
|
|
219
|
+
matrix: this.computerMatrix(vector3, lookAtPoint, [1, y, x])
|
|
220
|
+
});
|
|
221
|
+
}
|
|
222
|
+
}
|
|
223
|
+
else {
|
|
224
|
+
let { x = 1, y = 1 } = scale;
|
|
225
|
+
// 在没有闭合的情况下添加第一个点的位置
|
|
226
|
+
let v2 = ExtrudeMesh.temp1Vector3
|
|
227
|
+
.set(...paths[i + 1].vector3)
|
|
228
|
+
.sub(ExtrudeMesh.temp2Vector3.set(...vector3))
|
|
229
|
+
.normalize();
|
|
230
|
+
let lookAtPoint = ExtrudeMesh.temp1Vector3
|
|
231
|
+
.set(v2.z, 0, -v2.x)
|
|
232
|
+
.add(ExtrudeMesh.temp2Vector3.set(...vector3))
|
|
233
|
+
.toArray();
|
|
234
|
+
this.pointerWidthRadius.push({
|
|
235
|
+
vector3,
|
|
236
|
+
matrix: this.computerMatrix(vector3, lookAtPoint, [1, y, x])
|
|
237
|
+
});
|
|
238
|
+
}
|
|
239
|
+
} // else
|
|
240
|
+
});
|
|
241
|
+
}
|
|
242
|
+
// 计算三维路径的总长度
|
|
243
|
+
computerPathLength(points) {
|
|
244
|
+
let length = 0;
|
|
245
|
+
points.map((p, index) => {
|
|
246
|
+
if (index < points.length - 1) {
|
|
247
|
+
ExtrudeMesh.temp1Vector3.set(...p);
|
|
248
|
+
ExtrudeMesh.temp2Vector3.set(...points[index + 1]);
|
|
249
|
+
length += ExtrudeMesh.temp1Vector3.distanceTo(ExtrudeMesh.temp2Vector3);
|
|
250
|
+
}
|
|
251
|
+
});
|
|
252
|
+
return length;
|
|
253
|
+
}
|
|
254
|
+
// 通过一条线段计算挤出模型的各个顶点的位置和 uv坐标
|
|
255
|
+
setExtrudeMesh(startP, // 起点位置
|
|
256
|
+
startMatrix4, // 起点位置的矩阵
|
|
257
|
+
endP, // 终点位置
|
|
258
|
+
endMatrix4, // 终点位置的矩阵
|
|
259
|
+
uvx, // uv.x 的起始位置
|
|
260
|
+
shapePath) {
|
|
261
|
+
// 计算二维路径的总长度 作为uv坐标的边长
|
|
262
|
+
let shapePathLength = this.computerPathLength(shapePath.map(p => [...p, 0]));
|
|
263
|
+
// 挤出长度
|
|
264
|
+
let extrudeLength = this.computerPathLength([startP, endP]);
|
|
265
|
+
// 网格模型每个点
|
|
266
|
+
let geometryPoint = [];
|
|
267
|
+
// 网格模型每个点对应的uv坐标
|
|
268
|
+
let uvPoint = [];
|
|
269
|
+
shapePath.map((P, index) => {
|
|
270
|
+
if (index < shapePath.length - 1) {
|
|
271
|
+
// 计算出矩形面的4个顶点
|
|
272
|
+
let Pa = ExtrudeMesh.tempVector3
|
|
273
|
+
.set(0, P[1], -P[0])
|
|
274
|
+
.applyMatrix4(ExtrudeMesh.temp1Matrix4.set(...startMatrix4))
|
|
275
|
+
.add(ExtrudeMesh.temp1Vector3.set(...startP))
|
|
276
|
+
.toArray();
|
|
277
|
+
let Pb = ExtrudeMesh.tempVector3
|
|
278
|
+
.set(0, shapePath[index + 1][1], -shapePath[index + 1][0])
|
|
279
|
+
.applyMatrix4(ExtrudeMesh.temp1Matrix4.set(...startMatrix4))
|
|
280
|
+
.add(ExtrudeMesh.temp1Vector3.set(...startP))
|
|
281
|
+
.toArray();
|
|
282
|
+
let Pc = ExtrudeMesh.tempVector3
|
|
283
|
+
.set(0, shapePath[index + 1][1], -shapePath[index + 1][0])
|
|
284
|
+
.applyMatrix4(ExtrudeMesh.temp1Matrix4.set(...endMatrix4))
|
|
285
|
+
.add(ExtrudeMesh.temp1Vector3.set(...endP))
|
|
286
|
+
.toArray();
|
|
287
|
+
let Pd = ExtrudeMesh.tempVector3
|
|
288
|
+
.set(0, P[1], -P[0])
|
|
289
|
+
.applyMatrix4(ExtrudeMesh.temp1Matrix4.set(...endMatrix4))
|
|
290
|
+
.add(ExtrudeMesh.temp1Vector3.set(...endP))
|
|
291
|
+
.toArray();
|
|
292
|
+
// 组成矩形的2个三角面
|
|
293
|
+
geometryPoint.push(...Pa, ...Pb, ...Pc, ...Pa, ...Pc, ...Pd);
|
|
294
|
+
// 计算出矩形面的4个顶点的uv坐标
|
|
295
|
+
// 当前位置的 uv.y 位置
|
|
296
|
+
let currentUvy = this.computerPathLength([first(shapePath), ...shapePath.slice(0, index + 1)].map(sP => [...sP, 0])) / shapePathLength;
|
|
297
|
+
// 下一个坐标的 uv.y 位置
|
|
298
|
+
let nextUvy = this.computerPathLength([first(shapePath), ...shapePath.slice(0, index + 2)].map(sP => [...sP, 0])) / shapePathLength;
|
|
299
|
+
let Pauv = [uvx / shapePathLength, currentUvy];
|
|
300
|
+
let Pbuv = [uvx / shapePathLength, nextUvy];
|
|
301
|
+
let Pcuv = [(uvx + extrudeLength) / shapePathLength, nextUvy];
|
|
302
|
+
let Pduv = [(uvx + extrudeLength) / shapePathLength, currentUvy];
|
|
303
|
+
uvPoint.push(...Pauv, ...Pbuv, ...Pcuv, ...Pauv, ...Pcuv, ...Pduv);
|
|
304
|
+
}
|
|
305
|
+
});
|
|
306
|
+
return { geometryPoint, uvPoint };
|
|
307
|
+
}
|
|
308
|
+
//设置模型
|
|
309
|
+
updateGeometry(props) {
|
|
310
|
+
const { paths, shapePath, closed } = props;
|
|
311
|
+
this.shapePathWidth = Math.max(...shapePath.map(path => path[0])) - Math.min(...shapePath.map(path => path[0]));
|
|
312
|
+
// 计算圆角路径
|
|
313
|
+
this.computerPointerWidthRadius(paths, closed);
|
|
314
|
+
//网格模型的每个顶点位置
|
|
315
|
+
let geometryPoint = [];
|
|
316
|
+
// 网格模型每个点对应的uv坐标
|
|
317
|
+
let uvPoint = [];
|
|
318
|
+
for (let i = 0; i < this.pointerWidthRadius.length - 1; i++) {
|
|
319
|
+
let Point1 = this.pointerWidthRadius[i];
|
|
320
|
+
let Point2 = this.pointerWidthRadius[i + 1];
|
|
321
|
+
let uvx = this.computerPathLength(this.pointerWidthRadius.slice(0, i + 1).map(p => p.vector3));
|
|
322
|
+
const { geometryPoint: geo, uvPoint: uv } = this.setExtrudeMesh(Point1.vector3, Point1.matrix, Point2.vector3, Point2.matrix, uvx, shapePath);
|
|
323
|
+
// 把挤出的网格模型的顶点收集起来
|
|
324
|
+
geometryPoint.push(...geo);
|
|
325
|
+
// 把挤出的网格模型顶点的uv坐标收集起来
|
|
326
|
+
uvPoint.push(...uv);
|
|
327
|
+
}
|
|
328
|
+
let geometry = new BufferGeometry();
|
|
329
|
+
// 修改模型
|
|
330
|
+
let positionArray = new Float32Array(geometryPoint);
|
|
331
|
+
let position = new BufferAttribute(positionArray, 3, false);
|
|
332
|
+
geometry.setAttribute("position", position);
|
|
333
|
+
let uvArray = new Float32Array(uvPoint);
|
|
334
|
+
let uv = new BufferAttribute(uvArray, 2, false);
|
|
335
|
+
geometry.setAttribute("uv", uv);
|
|
336
|
+
// 计算顶点法线
|
|
337
|
+
geometry.computeVertexNormals();
|
|
338
|
+
this.geometry.dispose();
|
|
339
|
+
this.geometry = geometry;
|
|
340
|
+
this.dispatchEvent({ type: "loaded" });
|
|
341
|
+
}
|
|
342
|
+
}
|