three-base 2.0.137 → 2.0.145

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 (273) hide show
  1. package/DirectionalLight.d.ts +2 -2
  2. package/DirectionalLight.js +1 -1
  3. package/DirectionalLight.ts +70 -0
  4. package/EventMap.d.ts +103 -0
  5. package/EventMap.js +17 -0
  6. package/EventMap.ts +139 -0
  7. package/EventMesh.ts +60 -0
  8. package/ExtrudeMesh.js +1 -25
  9. package/ExtrudeMesh.ts +553 -0
  10. package/FPScontrol.d.ts +448 -15
  11. package/FPScontrol.js +1448 -266
  12. package/FPScontrol.ts +1855 -0
  13. package/Fire/Fire.d.ts +4 -4
  14. package/Fire/Fire.js +8 -7
  15. package/Fire/Fire.ts +89 -0
  16. package/Fire/{FireGromtry.d.ts → FireGeometry.d.ts} +2 -2
  17. package/Fire/{FireGromtry.js → FireGeometry.js} +1 -1
  18. package/Fire/FireGeometry.ts +40 -0
  19. package/Fire/FireMaterial.d.ts +3 -3
  20. package/Fire/FireMaterial.js +1 -1
  21. package/Fire/FireMaterial.ts +89 -0
  22. package/Fire/index.d.ts +1 -0
  23. package/Fire/index.js +1 -0
  24. package/Fire/index.ts +2 -0
  25. package/GLTFDracoLoader.d.ts +71 -0
  26. package/GLTFDracoLoader.js +266 -0
  27. package/GLTFDracoLoader.ts +430 -0
  28. package/Grass/Grass.d.ts +2 -2
  29. package/Grass/Grass.ts +38 -0
  30. package/Grass/index.d.ts +1 -0
  31. package/Grass/index.js +1 -0
  32. package/Grass/index.ts +2 -0
  33. package/Ground1/Ground1.d.ts +2 -3
  34. package/Ground1/Ground1.js +64 -60
  35. package/Ground1/Ground1.ts +114 -0
  36. package/Ground1/index.ts +1 -0
  37. package/MeshBase.d.ts +1 -0
  38. package/MeshBase.js +37 -13
  39. package/MeshBase.ts +253 -0
  40. package/Mirror.d.ts +3 -3
  41. package/Mirror.js +7 -3
  42. package/Mirror.ts +203 -0
  43. package/MktMesh/MktMesh.d.ts +301 -0
  44. package/MktMesh/MktMesh.js +1064 -0
  45. package/MktMesh/MktMesh.ts +1096 -0
  46. package/MktMesh/assetUrl.d.ts +59 -0
  47. package/MktMesh/assetUrl.js +154 -0
  48. package/MktMesh/assetUrl.ts +155 -0
  49. package/MktMesh/mktMappingShader.d.ts +12 -0
  50. package/MktMesh/mktMappingShader.js +139 -0
  51. package/MktMesh/mktMappingShader.ts +139 -0
  52. package/MktMesh/mktShader.d.ts +263 -0
  53. package/MktMesh/mktShader.js +1248 -0
  54. package/MktMesh/mktShader.ts +1344 -0
  55. package/MktMesh/panoBitmapTexture.d.ts +25 -0
  56. package/MktMesh/panoBitmapTexture.js +52 -0
  57. package/MktMesh/panoBitmapTexture.ts +54 -0
  58. package/MktMesh/panoSlotBind.d.ts +29 -0
  59. package/MktMesh/panoSlotBind.js +106 -0
  60. package/MktMesh/panoSlotBind.ts +153 -0
  61. package/MktMesh/panoSlotRoster.d.ts +22 -0
  62. package/MktMesh/panoSlotRoster.js +169 -0
  63. package/MktMesh/panoSlotRoster.ts +168 -0
  64. package/MktMesh/panoTileStitcher.d.ts +119 -0
  65. package/MktMesh/panoTileStitcher.js +533 -0
  66. package/MktMesh/panoTileStitcher.ts +616 -0
  67. package/MktMesh/types.d.ts +75 -0
  68. package/MktMesh/types.js +1 -0
  69. package/MktMesh/types.ts +87 -0
  70. package/MktMesh/wallCapTessellate.d.ts +33 -0
  71. package/MktMesh/wallCapTessellate.js +97 -0
  72. package/MktMesh/wallCapTessellate.ts +68 -0
  73. package/PipeMesh/PathGeometry.js +9 -2
  74. package/PipeMesh/PathGeometry.ts +343 -0
  75. package/PipeMesh/PathPoint.ts +36 -0
  76. package/PipeMesh/PathPointList.js +1 -0
  77. package/PipeMesh/PathPointList.ts +227 -0
  78. package/PipeMesh/PathTubeGeometry.ts +146 -0
  79. package/PipeMesh/PipeMesh.d.ts +1 -1
  80. package/PipeMesh/PipeMesh.js +1 -1
  81. package/PipeMesh/PipeMesh.ts +76 -0
  82. package/PipeMesh/index.ts +1 -0
  83. package/PlaneModal1/PlaneModal1.d.ts +16 -13
  84. package/PlaneModal1/PlaneModal1.js +4 -0
  85. package/PlaneModal1/PlaneModal1.ts +138 -0
  86. package/PlaneModal1/index.ts +1 -0
  87. package/PlaneText.d.ts +2 -14
  88. package/PlaneText.js +7 -2
  89. package/PlaneText.ts +55 -0
  90. package/PlaneWithHtml.d.ts +4 -2
  91. package/PlaneWithHtml.js +2 -1
  92. package/PlaneWithHtml.ts +70 -0
  93. package/PointLight/PointLight.d.ts +3 -4
  94. package/PointLight/PointLight.js +1 -7
  95. package/PointLight/PointLight.ts +67 -0
  96. package/PointLight/index.ts +1 -0
  97. package/README.md +110 -79
  98. package/Sky/Sky.ts +22 -0
  99. package/Sky/index.ts +1 -0
  100. package/SpotLight.d.ts +2 -2
  101. package/SpotLight.js +1 -1
  102. package/SpotLight.ts +74 -0
  103. package/SpriteModal1/SpriteModal1.d.ts +16 -13
  104. package/SpriteModal1/SpriteModal1.js +8 -2
  105. package/SpriteModal1/SpriteModal1.ts +146 -0
  106. package/SpriteModal1/index.ts +1 -0
  107. package/SpriteText.d.ts +14 -13
  108. package/SpriteText.js +22 -9
  109. package/SpriteText.ts +205 -0
  110. package/SpriteText2.d.ts +9 -8
  111. package/SpriteText2.js +57 -32
  112. package/SpriteText2.ts +258 -0
  113. package/SpriteText3.d.ts +86 -0
  114. package/SpriteText3.js +519 -0
  115. package/SpriteText3.ts +599 -0
  116. package/SpriteWithHtml.d.ts +4 -2
  117. package/SpriteWithHtml.ts +50 -0
  118. package/Text3D/Text3D.js +17 -21
  119. package/Text3D/Text3D.ts +77 -0
  120. package/Text3D/fontController.d.ts +10 -9
  121. package/Text3D/fontController.js +17 -50
  122. package/Text3D/fontController.ts +209 -0
  123. package/Text3D/index.ts +1 -0
  124. package/ThreeBase.d.ts +168 -31
  125. package/ThreeBase.js +663 -117
  126. package/ThreeBase.ts +1314 -0
  127. package/ThreeMouse.d.ts +20 -7
  128. package/ThreeMouse.js +78 -32
  129. package/ThreeMouse.ts +472 -0
  130. package/Transition.d.ts +12 -7
  131. package/Transition.js +26 -27
  132. package/Transition.ts +242 -0
  133. package/Water/Water.js +21 -3
  134. package/Water/Water.ts +45 -0
  135. package/Water/index.d.ts +2 -0
  136. package/Water/index.js +2 -0
  137. package/Water/index.ts +2 -0
  138. package/WaterFlow/FloatingDuck.d.ts +88 -0
  139. package/WaterFlow/FloatingDuck.js +307 -0
  140. package/WaterFlow/FloatingDuck.ts +445 -0
  141. package/WaterFlow/GPUFluidSimulation.d.ts +56 -0
  142. package/WaterFlow/GPUFluidSimulation.js +785 -0
  143. package/WaterFlow/GPUFluidSimulation.ts +827 -0
  144. package/WaterFlow/ReservoirSystem.d.ts +106 -0
  145. package/WaterFlow/ReservoirSystem.js +621 -0
  146. package/WaterFlow/ReservoirSystem.ts +754 -0
  147. package/WaterFlow/SPHField.d.ts +35 -0
  148. package/WaterFlow/SPHField.js +204 -0
  149. package/WaterFlow/SPHField.ts +228 -0
  150. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -0
  151. package/WaterFlow/ScreenSpaceFluidPass.js +736 -0
  152. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -0
  153. package/WaterFlow/ShallowWaterSurface.d.ts +45 -0
  154. package/WaterFlow/ShallowWaterSurface.js +441 -0
  155. package/WaterFlow/ShallowWaterSurface.ts +510 -0
  156. package/WaterFlow/WaterFlow.d.ts +87 -0
  157. package/WaterFlow/WaterFlow.js +171 -0
  158. package/WaterFlow/WaterFlow.ts +219 -0
  159. package/WaterFlow/types.d.ts +161 -0
  160. package/WaterFlow/types.js +1 -0
  161. package/WaterFlow/types.ts +189 -0
  162. package/WaterFlow/waterFlowPass.d.ts +3 -0
  163. package/WaterFlow/waterFlowPass.js +20 -0
  164. package/WaterFlow/waterFlowPass.ts +40 -0
  165. package/collisionOBB.d.ts +42 -0
  166. package/collisionOBB.js +112 -0
  167. package/collisionOBB.ts +108 -0
  168. package/declare.d.ts +25 -167
  169. package/index.js +0 -1
  170. package/index.ts +1 -0
  171. package/instanced/InstancedBatch.d.ts +57 -0
  172. package/instanced/InstancedBatch.js +348 -0
  173. package/instanced/InstancedBatch.ts +406 -0
  174. package/instanced/InstancedChild.d.ts +174 -0
  175. package/instanced/InstancedChild.js +264 -0
  176. package/instanced/InstancedChild.ts +327 -0
  177. package/instanced/InstancedGroup.d.ts +43 -0
  178. package/instanced/InstancedGroup.js +126 -0
  179. package/instanced/InstancedGroup.ts +137 -0
  180. package/{InstancedMeshBase.d.ts → instanced/InstancedMeshBase.d.ts} +6 -7
  181. package/{InstancedMeshBase.js → instanced/InstancedMeshBase.js} +36 -47
  182. package/instanced/InstancedMeshBase.ts +292 -0
  183. package/instanced/InstancedTemplate.d.ts +46 -0
  184. package/instanced/InstancedTemplate.js +125 -0
  185. package/instanced/InstancedTemplate.ts +188 -0
  186. package/keyControls.d.ts +29 -0
  187. package/{keyContorls.js → keyControls.js} +10 -7
  188. package/keyControls.ts +107 -0
  189. package/lensflare/LensFlare.d.ts +39 -0
  190. package/lensflare/LensFlare.js +373 -0
  191. package/lensflare/LensFlare.ts +448 -0
  192. package/lensflare/lensflare0.png +0 -0
  193. package/lensflare/lensflare3.png +0 -0
  194. package/lensflare/lensflare_custom.png +0 -0
  195. package/lensflare/lensflare_hex_ghost.png +0 -0
  196. package/lensflare/lensflare_hex_main.png +0 -0
  197. package/package.json +104 -25
  198. package/pass/bloom_pass.d.ts +1 -1
  199. package/pass/bloom_pass.js +127 -40
  200. package/pass/bloom_pass.ts +243 -0
  201. package/pass/cover_pass.d.ts +1 -1
  202. package/pass/cover_pass.js +55 -32
  203. package/pass/cover_pass.ts +182 -0
  204. package/pass/debugDepthState.d.ts +20 -0
  205. package/pass/debugDepthState.js +9 -0
  206. package/pass/debugDepthState.ts +22 -0
  207. package/pass/depthTestBias.d.ts +12 -0
  208. package/pass/depthTestBias.js +12 -0
  209. package/pass/depthTestBias.ts +12 -0
  210. package/pass/effectUserData.d.ts +27 -0
  211. package/pass/effectUserData.js +1 -0
  212. package/pass/effectUserData.ts +46 -0
  213. package/pass/frosted_glass_pass.d.ts +1 -1
  214. package/pass/frosted_glass_pass.js +45 -64
  215. package/pass/frosted_glass_pass.ts +288 -0
  216. package/pass/fsQuad.d.ts +2 -2
  217. package/pass/fsQuad.ts +34 -0
  218. package/pass/glow_pass.d.ts +1 -1
  219. package/pass/glow_pass.js +288 -72
  220. package/pass/glow_pass.ts +654 -0
  221. package/pass/screen_bloom_pass.d.ts +11 -0
  222. package/pass/screen_bloom_pass.js +235 -0
  223. package/pass/screen_bloom_pass.ts +263 -0
  224. package/pass/ssao_pass.d.ts +78 -3
  225. package/pass/ssao_pass.js +642 -206
  226. package/pass/ssao_pass.ts +918 -0
  227. package/pass/stroke_pass.d.ts +1 -1
  228. package/pass/stroke_pass.js +187 -116
  229. package/pass/stroke_pass.ts +638 -0
  230. package/shaders/FXAAShaderMaterial.js +5 -48
  231. package/shaders/FXAAShaderMaterial.ts +201 -0
  232. package/shaders/baseDepthVisShader.d.ts +11 -0
  233. package/shaders/baseDepthVisShader.js +36 -0
  234. package/shaders/baseDepthVisShader.ts +36 -0
  235. package/shaders/baseTextureToRenderShader.js +46 -51
  236. package/shaders/baseTextureToRenderShader.ts +232 -0
  237. package/shaders/copyShader.js +2 -3
  238. package/shaders/copyShader.ts +32 -0
  239. package/shaders/debugDepthCompareShader.d.ts +14 -0
  240. package/shaders/debugDepthCompareShader.js +49 -0
  241. package/shaders/debugDepthCompareShader.ts +50 -0
  242. package/shaders/debugDepthJudgeShader.d.ts +18 -0
  243. package/shaders/debugDepthJudgeShader.js +52 -0
  244. package/shaders/debugDepthJudgeShader.ts +54 -0
  245. package/shaders/debugExcludedShader.d.ts +13 -0
  246. package/shaders/debugExcludedShader.js +46 -0
  247. package/shaders/debugExcludedShader.ts +48 -0
  248. package/spriteTextBg.d.ts +1 -0
  249. package/spriteTextBg.js +20 -0
  250. package/spriteTextBg.ts +20 -0
  251. package/threeLoader.d.ts +8 -7
  252. package/threeLoader.js +58 -67
  253. package/threeLoader.ts +525 -0
  254. package/threeUtils.d.ts +2 -1
  255. package/threeUtils.js +24 -25
  256. package/threeUtils.ts +373 -0
  257. package/types.d.ts +2 -0
  258. package/types.js +6 -0
  259. package/types.ts +8 -0
  260. package/ApngTexture.d.ts +0 -13
  261. package/ApngTexture.js +0 -61
  262. package/ApngTextureManage.d.ts +0 -18
  263. package/ApngTextureManage.js +0 -87
  264. package/KeyFrameAnimation.d.ts +0 -25
  265. package/KeyFrameAnimation.js +0 -78
  266. package/keyContorls.d.ts +0 -25
  267. package/lib/draco/draco_decoder.js +0 -34
  268. package/lib/draco/draco_decoder.wasm +0 -0
  269. package/lib/draco/draco_wasm_wrapper.js +0 -117
  270. package/pass/emissive_ao_pass.d.ts +0 -13
  271. package/pass/emissive_ao_pass.js +0 -370
  272. package/shaders.d.ts +0 -5
  273. package/shaders.js +0 -93
package/ExtrudeMesh.ts ADDED
@@ -0,0 +1,553 @@
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2022-06-08 14:20:52
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+ * @Last Modified by: xiaosihan
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+ * @Last Modified time: 2025-06-25
6
+ */
7
+
8
+ import { clamp, cloneDeep, filter, first, get, isNumber, last } from "lodash";
9
+ import { BufferAttribute, BufferGeometry, Material, Matrix4, Mesh, Vector2, Vector3 } from "three";
10
+
11
+ export type ExtrudePath = {
12
+ 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
17
+ }
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+
19
+ // 挤出
20
+ 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
24
+ }
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+
26
+ /**
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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
29
+ *
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+ * @export
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+ * @class ExtrudeMesh
32
+ * @extends {Mesh<BufferGeometry, Material>}
33
+ */
34
+ export default class ExtrudeMesh extends Mesh<BufferGeometry, Material> {
35
+
36
+ // 临时使用的二维顶点对象
37
+ static temp1Vector2 = new Vector2();
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+ static temp2Vector2 = new Vector2();
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+ static temp3Vector2 = new Vector2();
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+
41
+ // 临时使用的3维顶点对象
42
+ static tempVector3 = new Vector3();
43
+ 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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+
52
+ constructor(props: ExtrudeMeshProps, material?: Material) {
53
+ super(undefined, material);
54
+ this.updateGeometry(props);
55
+ }
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+
57
+ //宽度
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+ shapePathWidth = 1;
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+
60
+ // 通过 props.paths 和圆角属性 计算出来的 最终路径
61
+ pointerWidthRadius: Array<{
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+ vector3: [number, number, number], // 点的位置
63
+ matrix: [
64
+ number, number, number, number,
65
+ number, number, number, number,
66
+ number, number, number, number,
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+ number, number, number, number
68
+ ] // 当前点的变换矩阵
69
+ }> = [];
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+
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+ // 通过2个顶点和缩放值计算矩阵
72
+ computerMatrix(
73
+ vector1: [number, number, number],
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+ vector2: [number, number, number],
75
+ scale: [number, number, number],
76
+ ) {
77
+ ExtrudeMesh.temp1Matrix4.identity();
78
+ ExtrudeMesh.temp1Matrix4.multiply(
79
+ ExtrudeMesh.temp2Matrix4.lookAt(
80
+ ExtrudeMesh.temp1Vector3.set(vector1[0], vector1[1], vector1[2]),
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+ ExtrudeMesh.temp2Vector3.set(vector2[0], vector1[1], vector2[2]),
82
+ 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));
86
+ return ExtrudeMesh.temp1Matrix4.transpose().toArray() as [
87
+ number, number, number, number,
88
+ number, number, number, number,
89
+ number, number, number, number,
90
+ number, number, number, number
91
+ ];
92
+ }
93
+
94
+ /**
95
+ * @计算渐变值 computerGradient([3,2,4], 0.3);
96
+ * @渐变区间 values:number[]
97
+ * @百分比 percentage:number
98
+ */
99
+ computerGradient(values: number[], percentage: number) {
100
+ // 过滤有效数字类型
101
+ values = filter(values, v => isNumber(v));
102
+ // 限定取值范围
103
+ let P = clamp(percentage, 0, 1);
104
+ let VL = values.length;
105
+ for (let i = (VL - 1); i >= 0; i--) {
106
+ if (P === (i / (VL - 1))) {
107
+ return values[i];
108
+ } else if (P > (i / (VL - 1))) {
109
+ P -= (i / (VL - 1));
110
+ P *= 1 / ((i + 1) / (VL - 1) - (i / (VL - 1)));
111
+ return (values[i + 1] - values[i]) * P + values[i];
112
+ }
113
+ }
114
+ return 0;
115
+ }
116
+
117
+ // 计算圆角路径 并存到 this.pointerWidthRadius 上
118
+ computerPointerWidthRadius(paths: Array<ExtrudePath>, closed: boolean) {
119
+
120
+ // 路径小于2个就不执行计算
121
+ if (paths.length < 2) { return; }
122
+
123
+ // 路径少于3个闭合路径参数不起作用
124
+ if (paths.length < 3) {
125
+ closed = false;
126
+ }
127
+
128
+ // 清空圆角路径
129
+ this.pointerWidthRadius = [];
130
+
131
+ paths = cloneDeep(paths);
132
+
133
+ // 如果是闭合路径的话就头尾相连
134
+ if (closed) {
135
+ Object.defineProperties(paths, {
136
+ [-1]: {
137
+ value: last(paths),
138
+ configurable: false, // 此属性能否删除和修改
139
+ enumerable: false, // 此属性能否被遍历
140
+ writable: false // 此属性的值能否修改
141
+ },
142
+ [paths.length]: {
143
+ value: first(paths),
144
+ configurable: false, // 此属性能否删除和修改
145
+ enumerable: false, // 此属性能否被遍历
146
+ writable: false // 此属性的值能否修改
147
+ }
148
+ });
149
+ }
150
+
151
+ paths.map((P, i) => {
152
+
153
+ const {
154
+ vector3,
155
+ radius = 0.1,
156
+ segments = 0,
157
+ scale = { x: 1, y: 1 }
158
+ } = P;
159
+
160
+ //当前点位置前后都有点时就可以做圆角计算
161
+ if (paths[i - 1] && paths[i + 1]) {
162
+
163
+ // 第一个向量
164
+ let v1 = ExtrudeMesh.temp1Vector3
165
+ .set(...vector3)
166
+ .sub(ExtrudeMesh.tempVector3.set(...paths[i - 1].vector3))
167
+ .normalize()
168
+ .clone();
169
+
170
+ // 第二个向量
171
+ let v2 = ExtrudeMesh.temp2Vector3
172
+ .set(...paths[i + 1].vector3)
173
+ .sub(ExtrudeMesh.tempVector3.set(...vector3))
174
+ .normalize()
175
+ .clone();
176
+
177
+ // 夹角
178
+ let innerAngle = v1.clone().multiplyScalar(-1).angleTo(v2);
179
+ // 边长
180
+ let sideLength = radius / Math.tan(innerAngle / 2);
181
+
182
+ // 圆角的起点
183
+ let startP = new Vector3(...vector3).sub(v1.clone().multiplyScalar(sideLength));
184
+ // 圆角的终点
185
+ let endP = new Vector3(...vector3).add(v2.clone().multiplyScalar(sideLength));
186
+
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+ // 圆角起点到终点的向量
188
+ let StoE = endP.clone().sub(startP);
189
+
190
+ // 弦长
191
+ let chordLength = radius / Math.sin(innerAngle / 2);
192
+
193
+ // 圆心位置
194
+ let circleCenter = v2
195
+ .clone()
196
+ .add(v1)
197
+ .multiplyScalar(0.5)
198
+ .sub(v1)
199
+ .setLength(chordLength)
200
+ .add(ExtrudeMesh.tempVector3.set(...vector3));
201
+
202
+ //向量2是否在 向量1的左边
203
+ let v2Inv1Left = ExtrudeMesh.temp1Vector3
204
+ .set(-v1.z, 0, v1.x)
205
+ .angleTo(
206
+ ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z)
207
+ )
208
+ < (Math.PI / 2);
209
+
210
+ // XZ平面上的夹角
211
+ let innerAngleXZ = ExtrudeMesh.temp1Vector3
212
+ .set(v1.x, 0, v1.z)
213
+ .angleTo(
214
+ ExtrudeMesh.temp2Vector3.set(v2.x, 0, v2.z)
215
+ );
216
+
217
+ // 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
218
+ if (innerAngleXZ === 0) {
219
+ let { x = 1, y = 1 } = scale;
220
+
221
+ let lastPointMatrix = last(this.pointerWidthRadius)!.matrix;
222
+
223
+ this.pointerWidthRadius.push({
224
+ vector3,
225
+ matrix: ExtrudeMesh.temp1Matrix4
226
+ .identity()
227
+ .extractRotation(
228
+ ExtrudeMesh.temp2Matrix4.set(...lastPointMatrix)
229
+ )
230
+ .multiply(
231
+ ExtrudeMesh.temp3Matrix4
232
+ .identity()
233
+ .scale(
234
+ ExtrudeMesh.temp1Vector3.set(1, y, x)
235
+ )
236
+ )
237
+ .transpose()
238
+ .toArray()
239
+ });
240
+
241
+ } else if (segments === 0) { // 分段数为0时不分段 并在前后各加一个点
242
+
243
+ let { x = 1, y = 1 } = scale;
244
+
245
+ this.pointerWidthRadius.push({
246
+ vector3,
247
+ matrix: this.computerMatrix(
248
+ (v2Inv1Left ? circleCenter.toArray() : vector3),
249
+ (v2Inv1Left ? vector3 : circleCenter.toArray()),
250
+ [1, y, x / Math.sin(innerAngle/2)]
251
+ )
252
+ });
253
+
254
+ } else {
255
+
256
+ for (let ii = 0; ii <= segments; ii++) {
257
+ // 圆角计算的第n个点的角度
258
+ let Aa = ii * ((Math.PI - innerAngle) / segments);
259
+ //半径对角
260
+ let Cc = Math.PI - Aa - (innerAngle / 2);
261
+ //圆角分段的弦长
262
+ let a = radius * Math.sin(Aa) / Math.sin(Cc);
263
+ // 每段圆角的弦长
264
+ let StoEvector = StoE.clone().setLength(a).add(startP);
265
+
266
+ // 当前点的位置
267
+ let ridiusP = StoEvector
268
+ .clone()
269
+ .sub(circleCenter)
270
+ .setLength(radius)
271
+ .add(circleCenter)
272
+
273
+ let { x: preX = 1, y: preY = 1 } = get(paths[i - 1], ["scale"]) || {};
274
+
275
+ let { x: nextX = 1, y: nextY = 1 } = get(paths[i + 1], ["scale"]) || {};
276
+
277
+ let { x = 1, y = 1 } = scale;
278
+
279
+ // 缩放值过渡计算
280
+ x = this.computerGradient([(preX + x) / 2, x, (x + nextX) / 2], ii / segments);
281
+ y = this.computerGradient([(preY + y) / 2, y, (y + nextY) / 2], ii / segments);
282
+
283
+ // 添加一个带矩阵的点
284
+ this.pointerWidthRadius.push({
285
+ vector3: ridiusP.toArray(),
286
+ matrix: this.computerMatrix(
287
+ (v2Inv1Left ? circleCenter.toArray() : ridiusP.toArray()),
288
+ (v2Inv1Left ? ridiusP.toArray() : circleCenter.toArray()),
289
+ [1, y, x]
290
+ )
291
+ });
292
+ }
293
+ }
294
+
295
+ } else {
296
+
297
+ // 最后一个位置
298
+ if (i === paths.length - 1) {
299
+
300
+ // 如果是闭合的话 就把第一个点的位置加入最后后面
301
+ if (closed) {
302
+ this.pointerWidthRadius.push(first(this.pointerWidthRadius)!);
303
+
304
+ } else {
305
+
306
+ // 如果路径未闭合并且遍历到最后一个时特殊处理
307
+ let lastPoint = last(this.pointerWidthRadius)!;
308
+
309
+ // 在没有闭合的情况下添加第一个点的位置
310
+ let v = ExtrudeMesh.temp1Vector3
311
+ .set(...vector3)
312
+ .sub(
313
+ ExtrudeMesh.temp3Vector3.set(...lastPoint.vector3)
314
+ )
315
+ .normalize()
316
+
317
+ let lookAtPoint = ExtrudeMesh.temp2Vector3
318
+ .set(v.z, 0, -v.x)
319
+ .add(
320
+ ExtrudeMesh.temp3Vector3.set(...vector3)
321
+ )
322
+ .toArray();
323
+
324
+ let { x = 1, y = 1 } = scale;
325
+
326
+ this.pointerWidthRadius.push({
327
+ vector3,
328
+ matrix: this.computerMatrix(
329
+ vector3,
330
+ lookAtPoint,
331
+ [1, y, x]
332
+ )
333
+ });
334
+
335
+ }
336
+
337
+ } else {
338
+
339
+ let { x = 1, y = 1 } = scale;
340
+
341
+ // 在没有闭合的情况下添加第一个点的位置
342
+ let v2 = ExtrudeMesh.temp1Vector3
343
+ .set(...paths[i + 1].vector3)
344
+ .sub(
345
+ ExtrudeMesh.temp2Vector3.set(...vector3)
346
+ )
347
+ .normalize();
348
+
349
+ let lookAtPoint = ExtrudeMesh.temp1Vector3
350
+ .set(v2.z, 0, -v2.x)
351
+ .add(
352
+ ExtrudeMesh.temp2Vector3.set(...vector3)
353
+ )
354
+ .toArray();
355
+
356
+ this.pointerWidthRadius.push({
357
+ vector3,
358
+ matrix: this.computerMatrix(
359
+ vector3,
360
+ lookAtPoint,
361
+ [1, y, x]
362
+ )
363
+ });
364
+ }
365
+
366
+ } // else
367
+
368
+ });
369
+
370
+ }
371
+
372
+ // 计算三维路径的总长度
373
+ computerPathLength(points: [number, number, number][]) {
374
+ let length = 0;
375
+ points.map((p, index) => {
376
+ if (index < points.length - 1) {
377
+ ExtrudeMesh.temp1Vector3.set(...p);
378
+ ExtrudeMesh.temp2Vector3.set(...points[index + 1]);
379
+ length += ExtrudeMesh.temp1Vector3.distanceTo(ExtrudeMesh.temp2Vector3);
380
+ }
381
+ });
382
+ return length;
383
+ }
384
+
385
+ // 通过一条线段计算挤出模型的各个顶点的位置和 uv坐标
386
+ setExtrudeMesh(
387
+ startP: [number, number, number], // 起点位置
388
+ startMatrix4: [
389
+ number, number, number, number,
390
+ number, number, number, number,
391
+ number, number, number, number,
392
+ number, number, number, number,
393
+ ],// 起点位置的矩阵
394
+ endP: [number, number, number], // 终点位置
395
+ endMatrix4: [
396
+ number, number, number, number,
397
+ number, number, number, number,
398
+ number, number, number, number,
399
+ number, number, number, number,
400
+ ], // 终点位置的矩阵
401
+ uvx: number, // uv.x 的起始位置
402
+ shapePath: Array<[number, number]>
403
+ ) {
404
+
405
+ // 计算二维路径的总长度 作为uv坐标的边长
406
+ let shapePathLength = this.computerPathLength(shapePath.map(p => [...p, 0]));
407
+
408
+ // 挤出长度
409
+ let extrudeLength = this.computerPathLength([startP, endP]);
410
+
411
+ // 网格模型每个点
412
+ let geometryPoint: Array<number> = [];
413
+
414
+ // 网格模型每个点对应的uv坐标
415
+ let uvPoint: Array<number> = [];
416
+
417
+ shapePath.map((P, index) => {
418
+ if (index < shapePath.length - 1) {
419
+
420
+ // 计算出矩形面的4个顶点
421
+ let Pa = ExtrudeMesh.tempVector3
422
+ .set(0, P[1], -P[0])
423
+ .applyMatrix4(
424
+ ExtrudeMesh.temp1Matrix4.set(...startMatrix4)
425
+ )
426
+ .add(
427
+ ExtrudeMesh.temp1Vector3.set(...startP)
428
+ )
429
+ .toArray()
430
+
431
+ let Pb = ExtrudeMesh.tempVector3
432
+ .set(0, shapePath[index + 1][1], -shapePath[index + 1][0])
433
+ .applyMatrix4(
434
+ ExtrudeMesh.temp1Matrix4.set(...startMatrix4)
435
+ )
436
+ .add(
437
+ ExtrudeMesh.temp1Vector3.set(...startP)
438
+ )
439
+ .toArray()
440
+
441
+ let Pc = ExtrudeMesh.tempVector3
442
+ .set(0, shapePath[index + 1][1], -shapePath[index + 1][0])
443
+ .applyMatrix4(
444
+ ExtrudeMesh.temp1Matrix4.set(...endMatrix4)
445
+ )
446
+ .add(
447
+ ExtrudeMesh.temp1Vector3.set(...endP)
448
+ )
449
+ .toArray()
450
+
451
+ let Pd = ExtrudeMesh.tempVector3
452
+ .set(0, P[1], -P[0])
453
+ .applyMatrix4(
454
+ ExtrudeMesh.temp1Matrix4.set(...endMatrix4)
455
+ )
456
+ .add(
457
+ ExtrudeMesh.temp1Vector3.set(...endP)
458
+ )
459
+ .toArray()
460
+
461
+ // 组成矩形的2个三角面
462
+ geometryPoint.push(
463
+ ...Pa, ...Pb, ...Pc,
464
+ ...Pa, ...Pc, ...Pd
465
+ );
466
+
467
+ // 计算出矩形面的4个顶点的uv坐标
468
+ // 当前位置的 uv.y 位置
469
+ let currentUvy = this.computerPathLength(
470
+ [first(shapePath)!, ...shapePath.slice(0, index + 1)].map(sP => ([...sP, 0] as [number, number, number]))
471
+ ) / shapePathLength;
472
+
473
+ // 下一个坐标的 uv.y 位置
474
+ let nextUvy = this.computerPathLength(
475
+ [first(shapePath)!, ...shapePath.slice(0, index + 2)].map(sP => ([...sP, 0] as [number, number, number]))
476
+ ) / shapePathLength;
477
+
478
+ let Pauv = [uvx / shapePathLength, currentUvy];
479
+ let Pbuv = [uvx / shapePathLength, nextUvy];
480
+ let Pcuv = [(uvx + extrudeLength) / shapePathLength, nextUvy];
481
+ let Pduv = [(uvx + extrudeLength) / shapePathLength, currentUvy];
482
+
483
+ uvPoint.push(
484
+ ...Pauv, ...Pbuv, ...Pcuv,
485
+ ...Pauv, ...Pcuv, ...Pduv
486
+ );
487
+ }
488
+ });
489
+
490
+ return { geometryPoint, uvPoint };
491
+ }
492
+
493
+ //设置模型
494
+ updateGeometry(props: ExtrudeMeshProps) {
495
+
496
+ const { paths, shapePath, closed } = props;
497
+
498
+ this.shapePathWidth = Math.max(...shapePath.map(path=>path[0])) - Math.min(...shapePath.map(path=>path[0]));
499
+
500
+ // 计算圆角路径
501
+ this.computerPointerWidthRadius(paths, closed);
502
+
503
+ //网格模型的每个顶点位置
504
+ let geometryPoint: Array<number> = [];
505
+
506
+ // 网格模型每个点对应的uv坐标
507
+ let uvPoint: number[] = [];
508
+
509
+ for (let i = 0; i < this.pointerWidthRadius.length - 1; i++) {
510
+
511
+ let Point1 = this.pointerWidthRadius[i];
512
+ let Point2 = this.pointerWidthRadius[i + 1];
513
+
514
+ let uvx = this.computerPathLength(this.pointerWidthRadius.slice(0, i + 1).map(p => p.vector3));
515
+
516
+ const { geometryPoint: geo, uvPoint: uv } = this.setExtrudeMesh(
517
+ Point1.vector3,
518
+ Point1.matrix,
519
+ Point2.vector3,
520
+ Point2.matrix,
521
+ uvx,
522
+ shapePath
523
+ );
524
+
525
+ // 把挤出的网格模型的顶点收集起来
526
+ geometryPoint.push(...geo);
527
+
528
+ // 把挤出的网格模型顶点的uv坐标收集起来
529
+ uvPoint.push(...uv);
530
+ }
531
+
532
+
533
+ let geometry = new BufferGeometry();
534
+ // 修改模型
535
+ let positionArray = new Float32Array(geometryPoint);
536
+ let position = new BufferAttribute(positionArray, 3, false);
537
+ geometry.setAttribute("position", position);
538
+
539
+ let uvArray = new Float32Array(uvPoint);
540
+ let uv = new BufferAttribute(uvArray, 2, false);
541
+ geometry.setAttribute("uv", uv);
542
+
543
+ // 计算顶点法线
544
+ geometry.computeVertexNormals();
545
+
546
+ this.geometry.dispose();
547
+ this.geometry = geometry;
548
+
549
+ this.dispatchEvent({ type: "loaded" } as never);
550
+ }
551
+
552
+
553
+ }