xl-public-utils 1.0.4 → 1.0.6

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package/src/vtkUtils.mjs CHANGED
@@ -1,5 +1,16 @@
1
1
  import vtkRenderer from "@kitware/vtk.js/Rendering/Core/Renderer";
2
-
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+ import vtkInteractorStyleManipulator from "@kitware/vtk.js/Interaction/Style/InteractorStyleManipulator"
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+ import vtkMouseCameraTrackballPanManipulator from "@kitware/vtk.js/Interaction/Manipulators/MouseCameraTrackballPanManipulator";
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+ import vtkMouseCameraTrackballRotateManipulator from "@kitware/vtk.js/Interaction/Manipulators/MouseCameraTrackballRotateManipulator";
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+ import vtkMouseCameraTrackballZoomManipulator from "@kitware/vtk.js/Interaction/Manipulators/MouseCameraTrackballZoomManipulator";
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+ import vtkRenderWindowInteractor from "@kitware/vtk.js/Rendering/Core/RenderWindowInteractor";
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+ import vtkMatrixBuilder from "@kitware/vtk.js/Common/Core/MatrixBuilder";
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+ import { vec3, mat4, mat3 } from 'gl-matrix';
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+ import vtkPolyData from "@kitware/vtk.js/Common/DataModel/PolyData";
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+ import { exportBinarySTL } from './exportSTL.mjs';
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+ import { writePLY } from "./exportPLY.mjs";
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+ import { enCodeMesh } from './drcUtils.mjs';
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+ import { int8ArrayToBase64 } from "./utils.mjs";
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14
 
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  /**
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  * 计算屏幕坐标到三维坐标
@@ -25,4 +36,772 @@ export function computeDisplayToWorld(renderer, x, y, z) {
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  export function computeWorldToDisplay(renderer, x, y, z) {
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  const view = renderer.getRenderWindow().getViews()[0];
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  return view.worldToDisplay(x, y, z, renderer);
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+ }
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+
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+ /**
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+ * 计算 w2l(word 2 local, word to local) 的变换矩阵
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+ * @param {vec3} center 中心点
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+ * @param {vec3} xaxis x轴
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+ * @param {vec3} yaxis y轴
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+ * @param {vec3} zaxis z轴
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+ * @returns { mat4 } 变换矩阵
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+ */
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+
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+ export function getW2LMatrix(
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+ center,
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+ xaxis,
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+ yaxis,
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+ zaxis
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+ ) {
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+ let rmat = mat4.create();
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+ rmat[0] = xaxis[0];
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+ rmat[4] = xaxis[1];
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+ rmat[8] = xaxis[2];
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+ rmat[12] = 0;
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+
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+ rmat[1] = yaxis[0];
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+ rmat[5] = yaxis[1];
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+ rmat[9] = yaxis[2];
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+ rmat[13] = 0;
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+
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+ rmat[2] = zaxis[0];
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+ rmat[6] = zaxis[1];
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+ rmat[10] = zaxis[2];
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+ rmat[14] = 0;
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+
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+ rmat[3] = 0;
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+ rmat[7] = 0;
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+ rmat[11] = 0;
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+ rmat[15] = 1;
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+
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+ mat4.invert(rmat, rmat);
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+
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+ let tmat = mat4.create();
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+ mat4.identity(tmat);
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+ tmat[3] = -center[0];
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+ tmat[7] = -center[1];
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+ tmat[11] = -center[2];
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+ mat4.multiply(rmat, tmat, rmat);
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+
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+ return mat4.transpose(rmat, rmat);
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+ }
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+
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+
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+ /**
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+ * Alias for {@link getW2LMatrix}
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+ * @function
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+ */
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+ export const getmatw2l = getW2LMatrix;
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+
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+ /**
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+ * 计算 l2w(local 2 word, local to word) 的变换矩阵
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+ * @param {vec3} center 中心点
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+ * @param {vec3} xaxis x轴
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+ * @param {vec3} yaxis y轴
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+ * @param {vec3} zaxis z轴
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+ * @returns { mat4 } 变换矩阵
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+ */
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+
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+ export function getL2WMatrix(
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+ center,
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+ xaxis,
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+ yaxis,
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+ zaxis
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+ ) {
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+ let rmat = mat4.create();
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+ rmat[0] = xaxis[0];
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+ rmat[4] = xaxis[1];
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+ rmat[8] = xaxis[2];
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+ rmat[12] = 0;
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+
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+ rmat[1] = yaxis[0];
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+ rmat[5] = yaxis[1];
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+ rmat[9] = yaxis[2];
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+ rmat[13] = 0;
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+
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+ rmat[2] = zaxis[0];
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+ rmat[6] = zaxis[1];
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+ rmat[10] = zaxis[2];
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+ rmat[14] = 0;
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+
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+ rmat[3] = 0;
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+ rmat[7] = 0;
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+ rmat[11] = 0;
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+ rmat[15] = 1;
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+
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+ let tmat = mat4.create();
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+ mat4.identity(tmat);
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+ tmat[3] = center[0];
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+ tmat[7] = center[1];
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+ tmat[11] = center[2];
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+
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+ mat4.multiply(rmat, rmat, tmat);
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+ return mat4.transpose(rmat, rmat);
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+ }
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+
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+
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+ /**
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+ * Alias for {@link getL2WMatrix}
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+ * @function
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+ */
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+ export const getmatofl2w = getL2WMatrix;
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+
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+ /**
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+ * 返回交互的interactorStyle
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+ * @returns {vtkInteractorStyleManipulator} 交互的interactorStyle
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+ */
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+ export function make3DInteractorStyle() {
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+ const interactorStyle = vtkInteractorStyleManipulator.newInstance();
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+ const cameraRotate = vtkMouseCameraTrackballRotateManipulator.newInstance({
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+ button: 1,
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+ });
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+ const cameraPan = vtkMouseCameraTrackballPanManipulator.newInstance({
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+ button: 3,
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+ });
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+ // const cameraPanControl = vtkMouseCameraTrackballPanManipulator.newInstance({
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+ // button: 1,
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+ // shift: true,
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+ // });
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+ // const cameraRoll = vtkMouseCameraTrackballRollManipulator.newInstance({
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+ // button: 3,
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+ // control: true,
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+ // });
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+ const cameraZoom = vtkMouseCameraTrackballZoomManipulator.newInstance({
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+ button: 2,
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+ });
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+ const cameraZoomDrag = vtkMouseCameraTrackballZoomManipulator.newInstance({
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+ scrollEnabled: true,
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+ dragEnabled: false,
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+ });
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+
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+ interactorStyle.addMouseManipulator(cameraRotate);
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+ interactorStyle.addMouseManipulator(cameraPan);
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+ // interactorStyle.addMouseManipulator(cameraPanControl);
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+ // interactorStyle.addMouseManipulator(cameraRoll);
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+ // interactorStyle.addMouseManipulator(cameraZoom);
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+ interactorStyle.addMouseManipulator(cameraZoomDrag);
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+ return interactorStyle;
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+ }
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+
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+ /**
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+ * 移除并返回当前renderWindow的所有鼠标交互设定
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+ * @param {vtkRenderWindowInteractor} interactor vtkRenderWindowInteractor
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+ * @returns {any[]} 当前鼠标的所有交互Manipulators
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+ */
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+
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+ export function removeMouseInteraction(interactor) {
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+ const interactorStyle = interactor.getInteractorStyle();
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+ const mm = interactorStyle.getMouseManipulators();
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+ interactorStyle.removeAllMouseManipulators();
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+ return mm;
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+ }
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+
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+ /**
200
+ * 给当前窗口设置交互Maintainers
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+ * @param {vtkRenderWindowInteractor} interactor vtkRenderWindowInteractor
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+ * @param {any[]} mm 所有的交互Maintainers
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+ * @returns {void}
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+ */
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+ export function resetAllMouseMaintainers(interactor, mm) {
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+ const interactorStyle = interactor.getInteractorStyle();
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+ mm.forEach(element => {
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+ interactorStyle.addMouseManipulator(element);
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+ });
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+ }
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+
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+ /**
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+ * 将点投影到平面上
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+ * @param {vec3} point 需要投影的点
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+ * @param {vec3} origin 平面中心点
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+ * @param {vec3} normal 平面法向量
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+ * @returns {vec3} 投影到平面之后的点
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+ */
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+ export function projectPointToPlane(point, origin, normal) {
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+ const xo = vec3.sub(vec3.create(), point, origin);
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+ let t = vec3.dot(normal, xo);
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+ let xproj = vec3.sub(vec3.create(), point, vec3.scale(vec3.create(), normal, t));
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+ return xproj;
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+ }
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+
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+ /**
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+ * 将向量投影到面上
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+ *
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+ * @param {vec3} vec - The vector to project.
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+ * @param {vec3} norm - The normal vector of the plane (assumed to be normalized).
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+ * @returns {vec3} - The projected vector on the plane.
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+ */
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+ export function projectVecToPlane(vec, norm) {
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+ // Calculate the dot product of the vector and the normal
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+ const dotProduct = vec3.dot(vec, norm);
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+
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+ // Calculate the projection vector along the normal direction
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+ const projectionOnNormal = vec3.scale(vec3.create(), norm, dotProduct);
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+
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+ // Subtract the projection on the normal from the original vector
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+ const projectedVec = vec3.subtract(vec3.create(), vec, projectionOnNormal);
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+
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+ return projectedVec;
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+ }
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+
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+
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+ /**
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+ * 将直线外一点投影到直线(两个点)上
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+ * @param {vec3} point 直线外一点
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+ * @param {vec3} begin 直线开始点
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+ * @param {vec3} end 直线结束点
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+ * @returns {vec3} 投影后的点
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+ */
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+ export function projectPointOnPoints(point, begin, end) {
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+ const dx = begin[0] - end[0];
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+ const dy = begin[1] - end[1];
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+ const dz = begin[2] - end[2];
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+ const EPS = 0.00000001;
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+
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+ // 确保两个点不是同一个点
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+ if (Math.abs(dx) < EPS && Math.abs(dy) < EPS && Math.abs(dz) < EPS) {
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+ return begin;
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+ }
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+
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+ //计算斜率
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+ let u =
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+ (point[0] - begin[0]) * (begin[0] - end[0]) +
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+ (point[1] - begin[1]) * (begin[1] - end[1]) +
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+ (point[2] - begin[2]) * (begin[2] - end[2]);
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+ u = u / (Math.pow(dx, 2) + Math.pow(dy, 2) + Math.pow(dz, 2));
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+
272
+ return vec3.set(
273
+ vec3.create(),
274
+ begin[0] + u * dx,
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+ begin[1] + u * dy,
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+ begin[2] + u * dz
277
+ );
278
+ }
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+
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+ /**
281
+ * 将点投影到直线(point+dir)上
282
+ * @param {vec3} point 直线外的点
283
+ * @param {vec3} linePoint 直线任意一点
284
+ * @param {vec3} lineDir 直线方向
285
+ * @returns {vec3} 投影到直线上后的点
286
+ */
287
+
288
+ export function projectPointToLine(
289
+ point,
290
+ linePoint,
291
+ lineDir,
292
+ ) {
293
+ const t =
294
+ vec3.dot(vec3.sub(vec3.create(), point, linePoint), lineDir) /
295
+ vec3.squaredLength(lineDir);
296
+ return vec3.add(
297
+ vec3.create(),
298
+ linePoint,
299
+ vec3.scale(vec3.create(), lineDir, t)
300
+ );
301
+ }
302
+
303
+ /**
304
+ * 获取曲线外一点到曲线最近点的索引
305
+ * @param {vec3} point 曲线外一点
306
+ * @param {vec3[]} points 曲线
307
+ * @returns {number} 返回离点最近的曲线点索引
308
+ */
309
+ export function getPointToPointsMinIndex(point, points) {
310
+ let index = 0;
311
+ let dist = vec3.dist(point, points[0]);
312
+ for (let i = 1; i < points.length; i++) {
313
+ const iDist = vec3.dist(point, points[i]);
314
+ if (iDist < dist) {
315
+ dist = iDist;
316
+ index = i;
317
+ }
318
+ }
319
+ return index;
320
+ }
321
+
322
+ /**
323
+ * 获取点到曲线的最近距离
324
+ * @param {vec3} point 曲线外一点
325
+ * @param {vec3[]} points 曲线
326
+ * @returns {number} 返回点到曲线的最近距离
327
+ */
328
+ export function getPointToPointsMinDist(point, points) {
329
+ let dist = vec3.dist(point, points[0]);
330
+ for (let i = 1; i < points.length; i++) {
331
+ const iDist = vec3.dist(point, points[i]);
332
+ if (iDist < dist) {
333
+ dist = iDist;
334
+ }
335
+ }
336
+ return dist;
337
+ }
338
+
339
+
340
+ /**
341
+ * 获取点到曲线的最近点
342
+ * @param {vec3} point 曲线外一点
343
+ * @param {vec3[]} points 曲线
344
+ * @returns {vec3} 返回点到曲线的最近点
345
+ */
346
+
347
+ export function getPointToPointsMinPoint(point, points) {
348
+ const index = getPointToPointsMinIndex(point, points);
349
+ return points[index];
350
+ }
351
+
352
+
353
+ /**
354
+ * 获取直线外一点到直线的距离
355
+ * @param {vec3} point 直线外一点
356
+ * @param {vec3} begin 直线开始点
357
+ * @param {vec3} end 直线结束点
358
+ * @returns {number} 点到直线的距离
359
+ */
360
+
361
+ export function getPointToLineDist(point, begin, end) {
362
+ const linePoint = projectPointOnPoints(point, begin, end);
363
+ return vec3.dist(linePoint, point);
364
+ }
365
+
366
+ /**
367
+ * 计算点到平面的距离
368
+ * @param {vec3} point 任意一点
369
+ * @param {vec3} origin 平面上一点
370
+ * @param {vec3} normal 平面法向量,要求单位化
371
+ * @returns {number}
372
+ */
373
+ export function getPointToPlaneDist(point, origin, normal) {
374
+ return vec3.dot(vec3.sub(vec3.create(), point, origin), normal);
375
+ }
376
+
377
+
378
+ /**
379
+ * 对一个polydata应用矩阵变化,直接改变点位置
380
+ * @param {mat4} mt4 变换矩阵
381
+ * @param {vtkPolyData} data 需要应用变换的polydata
382
+ */
383
+
384
+ export function pointsApplyMat4(mt4, data) {
385
+ vtkMatrixBuilder
386
+ .buildFromDegree()
387
+ .multiply(mt4)
388
+ .apply(data.getPoints().getData());
389
+ }
390
+
391
+ /**
392
+ * 将点应用矩阵变换
393
+ * @param {vec3} point 三维点
394
+ * @param {mat4} matrix 变换矩阵
395
+ * @returns {vec3} 应用矩阵变换之后的点
396
+ */
397
+ export function pointTransformByMat4(point, matrix) {
398
+ return vec3.transformMat4(vec3.create(), point, matrix);
399
+ }
400
+ /**
401
+ * 将向量应用矩阵变换
402
+ * @param {vec3} vec 向量
403
+ * @param {mat4} matrix 变换矩阵
404
+ * @returns {vec3} 应用矩阵变换之后的向量
405
+ */
406
+ export function vecTransfromByMat4(vec, matrix) {
407
+ const newMatrix = mat4.clone(matrix);
408
+ newMatrix[12] = 0;
409
+ newMatrix[13] = 0;
410
+ newMatrix[14] = 0;
411
+ return vec3.transformMat4(vec3.create(), vec, newMatrix);
412
+ }
413
+
414
+ /**
415
+ * 获取mesh的ply文件Blob
416
+ * @param {vtkPolyData} mesh 网格polydata
417
+ * @param {'ascii' | 'binary'} [format='ascii'] format 导出文件格式
418
+ * @returns {Blob} 网格的ply文件Blob
419
+ */
420
+ export function createPlyBlob(mesh, format = 'ascii') {
421
+ // const data = deduplicatePolyData(mesh)
422
+ // const deduplicateData = deduplicatePolyData(mesh);
423
+ const fileContents = writePLY(mesh, format);
424
+ const blob = new Blob([fileContents], { type: "application/octet-steam" });
425
+ return blob;
426
+ }
427
+
428
+ /**
429
+ * 获取mesh的stl文件Blob,由于STL文件过大,只使用Binary格式
430
+ * @param {vtkPolyData} mesh 网格polydata
431
+ * @returns {Blob} 网格的BinarySTL文件Blob
432
+ */
433
+ export function createStlBlob(mesh) {
434
+ const blob = exportBinarySTL(mesh);
435
+ return blob;
436
+ }
437
+
438
+ /**
439
+ * 将网格压缩为drc文件,导出drc需要先加载draco_encode.js,并调用initDrcCoder初始化
440
+ * @param {vtkPolyData} mesh 网格文件
441
+ * @returns {Blob} drc文件
442
+ */
443
+ export function createDrcBlob(mesh) {
444
+ const blob = new Blob([enCodeMesh(mesh)]);
445
+ return blob;
446
+ }
447
+
448
+
449
+ /**
450
+ * 将网格输出为对应类型的Blob,均采用默认参数,导出drc需要先加载draco_encode.js,并调用initDrcCoder初始化
451
+ * @param {vtkPolyData} mesh 网格文件
452
+ * @param {'ply' | 'stl' | 'drc' } type 输出类型
453
+ * @returns {Blob} 对应类型的Blob
454
+ */
455
+
456
+ export function createMeshTypeBlob(
457
+ mesh,
458
+ type
459
+ ) {
460
+ if (type !== "ply" && type !== "stl" && type !== "drc") {
461
+ return null;
462
+ }
463
+ switch (type) {
464
+ case "ply":
465
+ return createPlyBlob(mesh);
466
+ case "stl":
467
+ return createStlBlob(mesh);
468
+ case "drc":
469
+ return createDrcBlob(mesh);
470
+ }
471
+ }
472
+
473
+
474
+ /**
475
+ * vtkPolyData的顶点去重
476
+ * 用于3倍顶点的stl和老版本的vtkMarchingCube
477
+ * @param {vtkPolyData} data 网格的vtkPolyData
478
+ * @returns {vtkPolyData} 去重之后的vtkPolyData
479
+ */
480
+ export const deduplicatePolyData = (data) => {
481
+ const OFFSET_BOUNDS = 10;
482
+ const vMap = new Map();
483
+ const vIndexMap = new Map();
484
+ const cMap = new Map();
485
+ const vertices = data.getPoints().getData();
486
+ const hasColorInfo = !!data.getPointData().getScalars();
487
+ const colors = hasColorInfo
488
+ ? data.getPointData().getScalars().getData()
489
+ : new Uint8Array(vertices.length);
490
+ let vInc = 0; // 顶点新索引
491
+ // 更新顶点map:vMap和顶点映射map:vIndexMap
492
+ for (let i = 0; i < vertices.length; i += 3) {
493
+ // const key: string = `${vertices[i]},${vertices[i + 1]},${vertices[i + 2]}`
494
+ const key = `${(vertices[i] * Math.pow(10, OFFSET_BOUNDS)).toFixed(
495
+ 0
496
+ )},${(vertices[i + 1] * Math.pow(10, OFFSET_BOUNDS)).toFixed(0)},${(
497
+ vertices[i + 2] * Math.pow(10, OFFSET_BOUNDS)
498
+ ).toFixed(0)}`;
499
+ if (vMap.get(key) !== undefined) {
500
+ vIndexMap.set(i / 3, vMap.get(key));
501
+ } else {
502
+ vIndexMap.set(i / 3, vInc);
503
+ hasColorInfo && cMap.set(vInc, [colors[i], colors[i + 1], colors[i + 2]]);
504
+ vMap.set(key, vInc);
505
+ vInc++;
506
+ }
507
+ }
508
+ const tVertices = new Float32Array(vMap.size * 3);
509
+ const tColors = new Uint8Array(vMap.size * 3).fill(255);
510
+
511
+ for (let k of vMap.keys()) {
512
+ const j = vMap.get(k) * 3;
513
+ [tVertices[j], tVertices[j + 1], tVertices[j + 2]] = k
514
+ .split(",")
515
+ .map((e) => +e * Math.pow(10, -OFFSET_BOUNDS));
516
+ const t = cMap.get(vMap.get(k));
517
+ hasColorInfo && ([tColors[j], tColors[j + 1], tColors[j + 2]] = t);
518
+ }
519
+ const faces = data.getPolys().getData();
520
+ const tFaces = new Int32Array(faces);
521
+ for (let i = 0; i < faces.length; i += 4) {
522
+ tFaces[i] = 3;
523
+ tFaces[i + 1] = vIndexMap.get(faces[i + 1]);
524
+ tFaces[i + 2] = vIndexMap.get(faces[i + 2]);
525
+ tFaces[i + 3] = vIndexMap.get(faces[i + 3]);
526
+ }
527
+ const p = vtkPolyData.newInstance();
528
+ p.getPoints().setData(tVertices);
529
+ p.getPolys().setData(tFaces);
530
+ return p;
531
+ };
532
+
533
+ /**
534
+ * 计算一组三维点的中心点
535
+ * @param {vec3[]} points 三维点数组
536
+ * @returns {vec3} 中心点
537
+ */
538
+
539
+ export function getPointsCenter(points) {
540
+ let sumPoints = vec3.create();
541
+ for (let i = 0; i < points.length; i++) {
542
+ vec3.add(sumPoints, sumPoints, points[i]);
543
+ }
544
+ return vec3.scale(vec3.create(), sumPoints, 1 / points.length);
545
+ }
546
+
547
+ /**
548
+ * @typedef Position
549
+ * @property {number} x 对应vtk坐标系的x值
550
+ * @property {number} y 对应vtk坐标系的y值
551
+ * @property {number} z 0
552
+ */
553
+
554
+ /**
555
+ * 计算js事件对应vtk事件的position
556
+ * @param {HTMLElement} el vtkViewDom
557
+ * @param {MouseEvent} event 二维鼠标事件
558
+ * @returns {Position} 对应vtk坐标系的xyz值
559
+ */
560
+ export function getScreenEventPositionFor(el, event) {
561
+ var canvas = el.getElementsByTagName("canvas")[0];
562
+
563
+ var bounds = canvas.getBoundingClientRect();
564
+ var scaleX = canvas.width / bounds.width;
565
+ var scaleY = canvas.height / bounds.height;
566
+ var position = {
567
+ x: scaleX * (event.clientX - bounds.left),
568
+ y: scaleY * (bounds.height - event.clientY + bounds.top),
569
+ z: 0,
570
+ };
571
+ return position;
572
+ }
573
+
574
+ /**
575
+ * 将数值数组转换为vec3数组
576
+ * @param {number[] | Float32Array} dataList
577
+ * @returns {vec3[]} 格式化之后的数组
578
+ */
579
+
580
+ export function formatNumberArrayToVec3Array(dataList) {
581
+ const vec3Data = [];
582
+ for (let i = 0; i < dataList.length / 3; i++) {
583
+ const data = [
584
+ dataList[i * 3],
585
+ dataList[i * 3 + 1],
586
+ dataList[i * 3 + 2],
587
+ ];
588
+ vec3Data.push(data);
589
+ }
590
+ return vec3Data;
591
+ }
592
+
593
+
594
+ /**
595
+ * 简单的数值平均插值
596
+ * @param {number} from 开始数值
597
+ * @param {number} to 结束数值
598
+ * @param {number} step 步长
599
+ * @returns {number[]} 插值的数值
600
+ */
601
+ export function calculateSimpleLerp(from, to, step) {
602
+ let lerps = [];
603
+ let temp = from;
604
+ const a = (to - from) / (step + 1);
605
+ for (let i = 0; i < step; i++) {
606
+ lerps.push((temp += a));
607
+ }
608
+ return lerps;
609
+ }
610
+
611
+ /**
612
+ * 将 mat3 解析为 3 个自由度的 欧拉角(Eular)(弧度)
613
+ * @param {mat3} rmat 3 * 3的矩阵
614
+ * @param {[number, number, number]} eular 输出的欧拉角度数(弧度)
615
+ * @returns {[number, number, number]} 3个自由度的欧拉角
616
+ * @example
617
+ * const mt4: mat4;
618
+ * const mt3 = mat3.fromMat4(mt3, mt4);
619
+ * mat3.transpose(mt3, mt3);
620
+ * let eular = [0, 0, 0];
621
+ * convMatrix2EularZYX(mt3, eular);
622
+ */
623
+ export function convMatrix2EularZYX(rmat, eular) {
624
+ function fclamp(v, min, max) {
625
+ if (v <= min) return min;
626
+ if (v >= max) return max;
627
+ return v;
628
+ }
629
+ const m11 = rmat[0],
630
+ m12 = rmat[1],
631
+ m13 = rmat[2];
632
+ const m21 = rmat[3],
633
+ m22 = rmat[4],
634
+ m23 = rmat[5];
635
+ const m31 = rmat[6],
636
+ m32 = rmat[7],
637
+ m33 = rmat[8];
638
+
639
+ eular[1] = Math.asin(-fclamp(m31, -1, 1));
640
+ if (Math.abs(m31) < 0.9999999) {
641
+ eular[0] = Math.atan2(m32, m33);
642
+ eular[2] = Math.atan2(m21, m11);
643
+ } else {
644
+ eular[0] = 0;
645
+ eular[2] = Math.atan2(-m12, m22);
646
+ }
647
+ return eular;
648
+ }
649
+
650
+
651
+ /**
652
+ * 将欧拉角(Eular)转换为mat3
653
+ * @param {mat3} rmat 变换矩阵
654
+ * @param {number} xangle 对应欧拉角x 弧度
655
+ * @param {number} yangle 对应欧拉角y 弧度
656
+ * @param {number} zangle 对应欧拉加z 弧度
657
+ * @returns {mat3} 对应变换矩阵
658
+ * @example
659
+ * const rotateX = 0.5;
660
+ * const rotateY = 0.5;
661
+ * const rotateZ = 0.5;
662
+ * const mt3 = mat3.create();
663
+ * convEular2matrixZYX(mt3, [rotateX, rotateY, rotateZ])
664
+ */
665
+ export function convEular2matrixZYX(rmat, xangle, yangle, zangle) {
666
+ let UnitZ = vec3.create();
667
+ vec3.set(UnitZ, 0, 0, 1);
668
+ // let UnitZ = getLocalAxis(0, 0, 1);
669
+ let qz = quat.create();
670
+ quat.setAxisAngle(qz, UnitZ, zangle);
671
+ quat.normalize(qz, qz);
672
+
673
+ let UnitY = vec3.create();
674
+ vec3.set(UnitY, 0, 1, 0);
675
+ // let UnitY = getLocalAxis(0, 1, 0);
676
+ vec3.transformQuat(UnitY, UnitY, qz);
677
+ vec3.normalize(UnitY, UnitY);
678
+
679
+ let qy = quat.create();
680
+ quat.setAxisAngle(qy, UnitY, yangle);
681
+ quat.normalize(qy, qy);
682
+
683
+ let UnitX = vec3.create();
684
+ vec3.set(UnitX, 1, 0, 0);
685
+ // let UnitX = getLocalAxis(1, 0, 0);
686
+ vec3.transformQuat(UnitX, UnitX, qz);
687
+ vec3.transformQuat(UnitX, UnitX, qy);
688
+ vec3.normalize(UnitX, UnitX);
689
+
690
+ let qx = quat.create();
691
+ quat.setAxisAngle(qx, UnitX, xangle);
692
+ quat.normalize(qx, qx);
693
+
694
+ //instrinsic qx*qy*qz
695
+ quat.multiply(qx, qx, qy);
696
+ quat.multiply(qx, qx, qz);
697
+
698
+ let qx2 = quat.create();
699
+ quat.multiply(qx2, qy, qx);
700
+ quat.multiply(qx2, qz, qx2);
701
+
702
+ mat3.fromQuat(rmat, qx);
703
+ // mat3.transpose(rmat, rmat);
704
+ // console.log('🚀 ~ mat3', rmat)
705
+ return rmat;
706
+ }
707
+
708
+ /**
709
+ * 将drc
710
+ * @param {vtkPolyData} mesh 网格polyData
711
+ * @param {mat4} [matrix] 变换矩阵
712
+ * @returns {string} drc压缩之后的网格base64
713
+ */
714
+ export function enCodeMeshToBase64(mesh, matrix = undefined) {
715
+ const encodePolydata = vtkPolyData.newInstance();
716
+ encodePolydata.getPoints().setData([...mesh.getPoints().getData()]);
717
+ encodePolydata.getPolys().setData([...mesh.getPolys().getData()]);
718
+ if(matrix) {
719
+ pointsApplyMat4(matrix, encodePolydata);
720
+ }
721
+ return int8ArrayToBase64(enCodeMesh(encodePolydata))
722
+ }
723
+
724
+ /**
725
+ * 将一圈有序点按指定size进行平滑
726
+ * @param {vec3[]} points 一圈有序点
727
+ * @param {number} smaSize=3 平滑点的数量通常值为奇数
728
+ * @returns {vec3[]} 平滑之后的点
729
+ */
730
+
731
+ export function smaPoint(points, smaSize = 3) {
732
+ const newPoints = [];
733
+ for (let i = 0; i < points.length; i++) {
734
+ const step = Math.floor(smaSize / 2);
735
+ const sumPoint = vec3.clone(points[i]);
736
+ for (let j = 1; j <= step; j++) {
737
+ let lastIndex = i - j;
738
+ let nextIndex = i + j;
739
+ if (lastIndex < 0) lastIndex = points.length + lastIndex;
740
+ if (nextIndex > points.length - 1) nextIndex = nextIndex - points.length;
741
+ vec3.add(sumPoint, sumPoint, points[lastIndex]);
742
+ vec3.add(sumPoint, sumPoint, points[nextIndex]);
743
+ }
744
+ const centerPoint = vec3.scale(vec3.create(), sumPoint, 1 / smaSize);
745
+ newPoints.push(centerPoint);
746
+ }
747
+ return newPoints;
748
+ }
749
+ /**
750
+ * 将一段有序点按指定size进行平滑
751
+ * @param {vec3[]} points 一段有序点
752
+ * @param {number} smaSize=3 平滑点的数量通常值为奇数
753
+ * @returns {vec3[]} 平滑之后的点
754
+ */
755
+ export function smaPointNotRound(points, smaSize = 3) {
756
+ const newPoints= [];
757
+ for (let i = 0; i < points.length; i++) {
758
+ const step = Math.floor(smaSize / 2);
759
+ let sumPoint = vec3.clone(points[i]);
760
+ for (let j = 1; j <= step; j++) {
761
+ let lastIndex = i - j;
762
+ let nextIndex = i + j;
763
+ if (lastIndex < 0) {
764
+ sumPoint = points[i];
765
+ break;
766
+ }
767
+ if (nextIndex > points.length - 1) {
768
+ sumPoint = points[i];
769
+ break;
770
+ }
771
+ vec3.add(sumPoint, sumPoint, points[lastIndex]);
772
+ vec3.add(sumPoint, sumPoint, points[nextIndex]);
773
+ }
774
+ let centerPoint;
775
+ if (vec3.equals(sumPoint, points[i])) {
776
+ centerPoint = sumPoint;
777
+ } else {
778
+ centerPoint = vec3.scale(vec3.create(), sumPoint, 1 / smaSize);
779
+ }
780
+ newPoints.push(centerPoint);
781
+ }
782
+ return newPoints;
783
+ }
784
+
785
+ /**
786
+ * 表示一个包含三个轴向的对象
787
+ * @typedef {Object} AxisObject
788
+ * @property {vec3} x - x轴
789
+ * @property {vec3} y - y轴
790
+ * @property {vec3} z - z轴
791
+ */
792
+
793
+ /**
794
+ * 获取一个矩阵的三个轴向
795
+ * @param {mat4} matrix 4 * 4 的矩阵
796
+ * @returns {AxisObject} 三个轴向
797
+ */
798
+
799
+ export function getAxisFormMat4(matrix) {
800
+ let axis_x = vec3.fromValues(matrix[0], matrix[1], matrix[2]);
801
+ let axis_y = vec3.fromValues(matrix[4], matrix[5], matrix[6]);
802
+ let axis_z = vec3.fromValues(matrix[8], matrix[9], matrix[10]);
803
+ vec3.normalize(axis_x, axis_x);
804
+ vec3.normalize(axis_y, axis_y);
805
+ vec3.normalize(axis_z, axis_z);
806
+ return { x: axis_x, y: axis_y, z: axis_z };
28
807
  }