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-
- import * as THREE from "../../../libs/three.js/build/three.module.js";
- import math from './math.js';
- import {Line2} from "../../../libs/three.js/lines/Line2.js";
- import {LineGeometry} from "../../../libs/three.js/lines/LineGeometry.js";
- import {LineMaterial} from "../../../libs/three.js/lines/LineMaterial.js";
- //画线等函数--by 许钟文
- import {Features} from "../../Features.js";
- import Common from './Common.js'
- var defaultColor = new THREE.Color(1,1,1);//config.applicationName == "zhiHouse" ? Colors.zhiBlue : Colors.lightGreen;
- function dealPosArr(points){//识别是否每个点都不一样,把连续点变为不连续的片段连接
- let add = (points)=>{
- let points2 = [] , len = points.length
- for(let i=0;i<len-1;i++){
- points2.push(points[i], points[i+1])
- }
- return points2
- }
- if(points[0] && points[0] instanceof Array){//多组,每组间连续,但组之间不连续
- let points2 = []
- points.forEach(ps=>points2.push(...add(ps)))
- return points2
- }else if(points.length > 2 && !points[2].equals(points[1])){
- return add(points)
- }else return points
-
- }
- let center = new THREE.Vector3
- function extractPos(posArr){//尽量让所有点都靠近原点
-
- //console.log('extractPos', posArr.map(e=>e.clone()))
- let bound = new THREE.Box3
- posArr.forEach(e=>bound.expandByPoint(e))
- bound.getCenter(center)
-
- posArr.forEach(e=>e.sub(center))
-
- //console.log('extractPos2 ', posArr.map(e=>e.clone()), center.clone())
-
- return center.clone()
- }
- var LineDraw = {
-
- createLine: function (posArr, o={}) {
- //多段普通线 (第二个点和第三个点之间是没有线段的, 所以不用在意线段顺序)
- var mat
- if(o.mat){
- mat = o.mat
- }else{
- let prop = Object.assign({
- lineWidth: o.lineWidth || 1,
- //windows无效。 似乎mac/ios上粗细有效 ?
- color: o.color || defaultColor
- },o)
- if(o.deshed ){
- prop.dashSize = o.dashSize || 0.1,
- prop.gapSize = o.gapSize || 0.1
- }
- mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop)
- }
-
-
-
- var line = new THREE.LineSegments(new THREE.BufferGeometry, mat);
- line.renderOrder = o.renderOrder || Potree.config.renderOrders.line
-
- this.moveLine(line, posArr)
-
- return line;
- },
-
- moveLine: function (line, posArr) {
- //if(posArr.length == 0)return
- if(!line.uncontinuous || posArr[0] && posArr[0] instanceof Array)posArr = dealPosArr(posArr)
- let position = []
- posArr.forEach(e=>position.push(e.x,e.y,e.z))
- if(line.avoidBigNumber){
- let moveVec = extractPos(posArr)
- line.position.copy(moveVec)//无视原本的position!
- }
- line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(/* new Float32Array( */position/* ) */, 3));
-
- line.geometry.attributes.position.needsUpdate = true;
- line.geometry.computeBoundingSphere();
- if(line.material instanceof THREE.LineDashedMaterial){
- line.computeLineDistances()
- //line.geometry.attributes.lineDistance.needsUpdate = true;
-
- line.geometry.verticesNeedUpdate = true; //没用
-
- }
- }
- ,
-
-
- createFatLineMat : function(o){
-
- var supportExtDepth = !!Features.EXT_DEPTH.isSupported()
-
- let params = $.extend({}, {
- //默认
- lineWidth : 5,
- color:0xffffff,
- transparent : true, depthWrite:false, depthTest:false,
- dashSize : 0.1, gapSize:0.1,
- }, o, {
- //修正覆盖:
- dashed: o.dashWithDepth ? supportExtDepth && !!o.dashed : !!o.dashed ,
- dashWithDepth:!!o.dashWithDepth,//只在被遮住的部分显示虚线
- useDepth: !!o.useDepth,
- supportExtDepth,
-
- })
-
-
-
- var mat = new LineMaterial(params)
-
-
- //if(o.dashed)(mat.defines.USE_DASH = "")
-
- return mat;
- },
-
- /*
- 创建可以改变粗细的线。
- */
- createFatLine : function(posArr, o){
- var geometry = new LineGeometry();
- geometry.setColors( o.color || [1,1,1]);
- var matLine = o.mat || this.createFatLineMat(o);
- var line = new Line2( geometry, matLine );
- //line.computeLineDistances();
- line.uncontinuous = o.uncontinuous //线不连续,由线段组成
- line.scale.set( 1, 1, 1 );
- line.renderOrder = Potree.config.renderOrders.line;
-
- this.moveFatLine(line, posArr)
-
- return line;
- },
-
-
-
- moveFatLine: function(line, posArr ){
- posArr = Common.CloneObject(posArr)
-
- var geometry = line.geometry;
- var positions = [];
- if(!line.uncontinuous || posArr[0] && posArr[0] instanceof Array) posArr = dealPosArr(posArr)
-
- if(line.avoidBigNumber){
- let moveVec = extractPos(posArr)
- line.position.copy(moveVec)//无视原本的position!
- }
-
-
- posArr.forEach(e=>{positions.push(...e.toArray())})
-
-
- if(!geometry){
- geometry = line.geometry = new LineGeometry();
- }
- if(geometry.attributes.instanceEnd && geometry.attributes.instanceEnd.data.array.length != positions.length){//positions个数改变会有部分显示不出来,所以重建
- geometry.dispose();
- geometry = new LineGeometry();
- line.geometry = geometry
- }
- geometry.setPositions( positions )
-
- if(line.material.defines.USE_DASH != void 0){
- //line.geometry.verticesNeedUpdate = true; //没用
- line.geometry.computeBoundingSphere(); //for raycaster
- line.computeLineDistances();
- }
-
-
-
- },
-
- updateLine: function(line, posArr){
- if(line instanceof Line2){
- LineDraw.moveFatLine(line,posArr)
- }else{
- LineDraw.moveLine(line,posArr)
- }
- },
- /*
-
- 为line创建用于检测鼠标的透明mesh,实际是个1-2段圆台。
- 由于近大远小的原因,假设没有透视畸变、创建的是等粗的圆柱的话, 所看到的线上每个位置的粗细应该和距离成反比。所以将圆柱改为根据距离线性渐变其截面半径的圆台,在最近点(相机到线的垂足)最细。如果最近点在线段上,则分成两段圆台,否则一段。
- */
- createBoldLine:function(points, o){
- o = o || {}
- var cylinder = o && o.cylinder;
- var CD = points[1].clone().sub(points[0]);
-
- var rotate = function(){//根据端点旋转好模型
- cylinder.lastVector = CD;//记录本次的端点向量
- var AB = new THREE.Vector3(0,-1,0)
- var axisVec = AB.clone().cross(CD).normalize(); //得到垂直于它们的向量,也就是旋转轴
- var rotationAngle = AB.angleTo(CD);
- cylinder.quaternion.setFromAxisAngle( axisVec, rotationAngle )
- }
- if(o && o.type == "init"){
- cylinder = new THREE.Mesh()
- cylinder.material = o.mat
- if(CD.length() == 0)return cylinder;
- rotate()
- }
-
- if(CD.length() == 0)return cylinder;
- if(o.type != "update"){
- var CDcenter = points[0].clone().add(points[1]).multiplyScalar(.5);
- cylinder.position.copy(CDcenter);
-
- if(!cylinder.lastVector || o.type == "moveAndRotate")rotate()
- else if(cylinder.lastVector && CD.angleTo(cylinder.lastVector)>0) rotate()//线方向改了or线反向了 重新旋转一下模型
- if(config.isEdit && !objects.mainDesign.editing )return cylinder;//节省初始加载时间?
- }
-
-
- //为了保证线段任何地方的可检测点击范围看起来一样大,更新圆台的结构(但是在镜头边缘会比中心看起来大)
- var height = points[0].distanceTo(points[1]);
- var standPos = o && o.standPos || objects.player.position;
- var k = config.isMobile ? 20 : 40;
- var dis1 = points[0].distanceTo(standPos);
- var dis2 = points[1].distanceTo(standPos);
-
- var foot = math.getFootPoint(standPos, points[0], points[1]);//垂足
-
- if(o.constantBold || objects.player.mode != "panorama"){
- var width = 0.1//0.08;
- var pts = [new THREE.Vector2(width ,height/2),new THREE.Vector2(width ,-height/2)]
- }else if(foot.clone().sub(points[0]).dot( foot.clone().sub(points[1]) ) > 0){//foot不在线段上
- var pts = [new THREE.Vector2(dis1 / k,height/2),new THREE.Vector2(dis2 / k,-height/2)]
- }else{//在线段上的话,要在垂足这加一个节点,因它距离站位最近,而两端较远
- var dis3 = foot.distanceTo(standPos);
- var len = foot.distanceTo(points[0])
- var pts = [new THREE.Vector2(dis1 / k,height/2), new THREE.Vector2(dis3 / k,height/2-len), new THREE.Vector2(dis2 / k,-height/2)]
- }
- cylinder.geometry && cylinder.geometry.dispose();//若不删除会占用内存
- cylinder.geometry = new THREE.LatheBufferGeometry( pts, 4/* Math.min(dis1,dis2)<10?4:3 */ )
- cylinder.renderOrder = 2;
-
- return cylinder;
- },
- updateBoldLine:function(cylinder, points, type, standPos, constantBold){
- this.createBoldLine(points,{type:type, cylinder : cylinder, standPos:standPos, constantBold}) //type:move:平移 会改长短 , type:update根据距离和角度更新 不改长短
- },
- }
- var MeshDraw = {
- getShape: function(shapes, holes){
- //不一定闭合 暂时所有shapes共享holes。如果要单独的话, shapes改为[{shape:[],holes:[]},{}]的形式
- if(shapes[0] && !(shapes[0] instanceof Array) ){//仅是一个shape的点
- shapes = [shapes]
- }
-
- let holesArr = []
- if(holes){//挖空
- holes.forEach((points)=>{
- var holePath = new THREE.Path()
- holePath.moveTo( points[0].x, points[0].y )
- for(var i=1,len=points.length; i<len; i++){
- holePath.lineTo(points[i].x, points[i].y )
- }
- holesArr.push( holePath );
- })
- }
-
- let shapesArr = shapes.map(points=>{
- var shape = new THREE.Shape();
- shape.moveTo( points[0].x, points[0].y );
- for(var i=1,len=points.length; i<len; i++){
- shape.lineTo(points[i].x, points[i].y )
- }
- shape.holes.push(...holesArr)
- shape.dontClose = points.dontClose //add 有的shape不需要闭合
- return shape
- })
-
-
- return shapesArr
- },
- /* getShape:function(shapes, holes){
- var shape = new THREE.Shape();
-
- if(shapes[0] && !(shapes[0] instanceof Array) ){//仅是一个shape的点
- shapes = [shapes]
- }
- shapes.forEach((points)=>{
- shape.moveTo( points[0].x, points[0].y );
- for(var i=1,len=points.length; i<len; i++){
- shape.lineTo(points[i].x, points[i].y )
- }
- })
- //多个points的数组绘制在一个shape中,缺点是这些数组之间可能绘制出来会连在一起。
-
- if(holes){//挖空
- holes.forEach((points)=>{
- var holePath = new THREE.Path()
- holePath.moveTo( points[0].x, points[0].y )
- for(var i=1,len=points.length; i<len; i++){
- holePath.lineTo(points[i].x, points[i].y )
- }
- shape.holes.push( holePath );
- })
- }
- return shape
- }, */
- getShapeGeo: function(shapes, holes){//获取任意形状(多边形或弧形)的形状面 //quadraticCurveTo() 这是弧形的含函数
-
- var geometry = new THREE.ShapeBufferGeometry( this.getShape(shapes, holes) ); //ShapeGeometry
-
- /* var matrix = new THREE.Matrix4();//将竖直的面变为水平
- matrix.set(//z = y
- 1, 0, 0, 0,
- 0, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 0, 1
- )
- geometry.applyMatrix(matrix) */
- //geometry.computeVertexNormals();//对于光照需要的是点法线
-
- return geometry;
-
-
- },
-
-
- lessCurvePoints: function(points, oldCount, minRad=0.03, UtoTMapArr){//减少点数(拐弯的部分紧凑些,直线部分宽松些):
-
- let count = points.length
- let newUtoTMapArr = []
- let newPoints = []
- let pointIndexs = []
- let lastVec
- let startTime = performance.now()
- /* if(UtoTMapArr){
- for(let n=1;n<oldCount-1;n++){
- pointIndexs.push( UtoTMapArr.findIndex(e=>e>= n / (oldCount-1) ) )
- }
- } */
- //console.log('cost dur:', performance.now() - startTime )
- let nextUtoTIndex = 1
- for(let i=0;i<count;i++){
- let point = points[i];
- let last = points[i-1]
- let next = points[i+1]
-
- if(i == 0 || i == count-1 ) {
- newPoints.push(point) //直接加入
- UtoTMapArr && newUtoTMapArr.push(i == 0 ? 0 : 1)
- }else{
- let curVec = new THREE.Vector3().subVectors(next,point)
- if(!lastVec) lastVec = curVec
- if(i>1){// 和上一个加入点的vec之间的夹角如果过大就加入
-
- let reachNextUToT //找出新点中对应原先控制点的index,这些点必须加入拐点,否则会出现控制点偏移path(当它所在部分接近直线时)
- while(UtoTMapArr[i] > nextUtoTIndex / (oldCount-1)){//可能多个控制点对应一个点,当控制点很近时
- reachNextUToT = true
- nextUtoTIndex ++
- }
-
- if(/* pointIndexs.includes(i) || */ reachNextUToT || curVec.angleTo(lastVec) > minRad){//最小角度 (注意原始点不能太稀疏)
- newPoints.push(point)
- UtoTMapArr && newUtoTMapArr.push(UtoTMapArr[i])
- lastVec = curVec
-
- }
- }
- }
- }
-
- return {newUtoTMapArr, newPoints}
- },
-
- getExtrudeGeo: function(shapes, holes, options={openEnded:false, shapeDontClose:false}){//获得挤出棱柱,可以选择传递height,或者extrudePath
- var shape = this.getShape(shapes, holes) //points是横截面 [vector2,...]
-
- if(options.extrudePath ){// 路径 :[vector3,...]
-
- var length = options.extrudePath.reduce((total, currentValue, currentIndex, arr)=>{
- if(currentIndex == 0)return 0
- return total + currentValue.distanceTo(arr[currentIndex-1]);
- },0)
- //options.extrudePath = new THREE.CatmullRomCurve3(options.extrudePath)
- if(options.extrudePath.length == 2){
- options.tension = 0 ;//否则一端扭曲
- options.steps = 1
- }
-
- {//去掉重复的点
- let path = []
- const minDis = options.dontSmooth ? 0 : 0.2 //CatmullRomCurve3 经常扭曲,如果两个点靠得很近可能会扭曲,这里去除靠的太近的点。但去除后依旧会出现一定扭曲.
- options.extrudePath.forEach((p,i)=>{
- if(i==0 || i== options.extrudePath.length-1)return path.push(p) //首尾直接加入
- let last = path[path.length-1]//和上一个比
- let dis = last.distanceTo(p)
- if(dis <= minDis){
- console.log(`第${i}个点(${p.toArray()})因为和上一个数据(${last.toArray()})太接近(dis:${dis})所以删除`)
- }else if(i == options.extrudePath.length - 2){//因为最后一个必定加入,所以倒数第二个还也不能太靠近最后一个
- last = options.extrudePath[options.extrudePath.length-1] //和下一个(最后一个比)
- if(dis <= minDis){
- console.log(`第${i}个点(${p.toArray()})因为和下一个数据(${last.toArray()})太接近(dis:${dis})所以删除`)
- }else{
- path.push(p)
- }
- }else{
- path.push(p)
- }
-
- })
- options.extrudePath = path
- }
-
-
- if(!options.dontSmooth){
- //平滑连续的曲线(但经常会有扭曲的问题,tension:0能缓解, 另外shape和path都最好在原点附近,也就是点需减去bound.min )
- options.extrudePath = new THREE.CatmullRomCurve3(options.extrudePath, options.closed , 'catmullrom' /* 'centripetal' */ , options.tension)//tension:张力, 越大弯曲越大。 随着长度增长,该值需要减小,否则会扭曲
- if(options.lessPoints !== false ){//曲线但压缩直线部分点数量
- options.extrudePath.UtoTMapArr = [] //用于存储 getSpacedPoints得到的点对应points的百分比对应
- let count = Math.max(2, Math.round(length* (options.lessSpace || 200) )) //为了防止有大拐弯才设置这么高
- let points = options.extrudePath.getSpacedPoints(count-1) //拆分为更密集的点
- let result = this.lessCurvePoints(points, options.extrudePath.points.length, options.minRad, options.extrudePath.UtoTMapArr ) //传UtoTMapArr的话点太多了卡住了
- //options.extrudePath = points
- options.extrudePath = result.newPoints
- options.dontSmooth = true
- }
- }
-
-
-
- if(options.dontSmooth){
- let curvePath = new THREE.CurvePath()//通用的曲线路径对象,它可以包含直线段和曲线段。在这里只做折线
- curvePath.points = options.extrudePath//add
- for (let i = 0; i < options.extrudePath.length - 1; i++){
- let curve3 = new THREE.LineCurve3(options.extrudePath[i], options.extrudePath[i + 1]);//添加线段
- curvePath.add(curve3);
- }
- options.steps = options.extrudePath.length - 1
- options.extrudePath = curvePath
- options.tension = 0
- //已修改过three,原本会平分细分,现在dontSmooth时会直接按照控制点来分段
- }
- }
-
-
- var extrudeSettings = $.extend(options,{
- steps: options.steps != void 0 ? options.steps : ( options.extrudePath ? Math.round(length/(options.spaceDis || 0.2)) : 1), //分成几段 spaceDis每段长度
- bevelEnabled: false, //不加的话,height为0时会有圆弧高度
- //openEnded默认false
- })
- var geometry = new THREE.ExtrudeBufferGeometry( shape, extrudeSettings ); //修改了three.js文件, buildLidFaces处,创建顶底面加了选项,可以选择开口。
- return geometry;
-
-
- /* tension = 0:曲线会变成一条直线,没有弯曲。
- tension = 0.5:曲线会经过所有控制点,并保持自然的弯曲。
- tension > 0.5:曲线会更平滑,远离控制点之间的路径。
- tension < 0.5:曲线会更贴近控制点之间的路径,弯曲更明显。 */
- },
-
-
- getUnPosPlaneGeo : function(){//获取还没有赋值位置的plane geometry
- var e = new Uint16Array([0, 1, 2, 0, 2, 3])
- // , t = new Float32Array([-.5, -.5, 0, .5, -.5, 0, .5, .5, 0, -.5, .5, 0])
- , i = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1])
- , g = new THREE.BufferGeometry;
- g.setIndex(new THREE.BufferAttribute(e, 1)),
- //g.addAttribute("position", new n.BufferAttribute(t, 3)),
- g.setAttribute("uv", new THREE.BufferAttribute(i, 2))
- return function(){
- return g
- }
- }(),
- getPlaneGeo : function(A,B,C,D){
- var geo = this.getUnPosPlaneGeo().clone();
- var pos = [
- A.x, A.y, A.z,
- B.x, B.y, B.z,
- C.x, C.y, C.z,
- D.x, D.y, D.z
- ]
- //geo.addAttribute("position", new THREE.BufferAttribute(pos, 3))
- geo.setAttribute('position', new THREE.Float32BufferAttribute(pos, 3));
-
-
- geo.computeVertexNormals()
- geo.computeBoundingSphere() //for raycaster
- return geo;
- },
- drawPlane : function(A,B,C,D, material){
- var wall = new THREE.Mesh(this.getPlaneGeo(A,B,C,D), material);
- return wall;
-
- },
- movePlane: function(mesh, A,B,C,D){
- var pos = new Float32Array([
- A.x, A.y, A.z,
- B.x, B.y, B.z,
- C.x, C.y, C.z,
- D.x, D.y, D.z
- ])
- mesh.geometry.addAttribute("position", new THREE.BufferAttribute(pos, 3))
- mesh.geometry.computeBoundingSphere()//for checkIntersect
- }
-
- ,
-
- createGeometry:function(posArr, faceArr, uvArr, normalArr ){//创建复杂mesh. faceArr:[[0,1,2],[0,2,3]]
- let geo = new THREE.BufferGeometry;
-
- let positions = [];
- posArr.forEach(p=>positions.push(p.x,p.y,p.z));
- geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
-
- if(faceArr){
- let indice = []
- faceArr.forEach(f=>indice.push(...f));
- geo.setIndex(indice) // auto set Uint16BufferAttribute or Uint32BufferAttribute
- }
-
- if(uvArr){
- let uvs = []
- uvArr.forEach(uv=>uvs.push(uv.x,uv.y));
- geo.setAttribute("uv", new THREE.Float32BufferAttribute(uvs, 2))
- }
-
- if(normalArr){
- let normals = []
- normalArr.forEach(n=>normals.push(n.x,n.y,n.z));
- geo.setAttribute("normal", new THREE.Float32BufferAttribute(normals, 3))
- }
- /*
- geo.computeVertexNormals()
- geo.computeBoundingSphere() //for raycaster
- */
- return geo
- },
-
-
- updateGeometry:function(geo, posArr, faceArr, uvArr, normalArr ){//创建复杂mesh. faceArr:[[0,1,2],[0,2,3]]
-
- let positions = [];
- posArr.forEach(p=>positions.push(p.x,p.y,p.z));
- geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
- geo.attributes.position.needsUpdate = true;
-
- if(faceArr){
- let indice = []
- faceArr.forEach(f=>indice.push(...f));
- geo.setIndex(indice) // auto set Uint16BufferAttribute or Uint32BufferAttribute
- }
-
- if(uvArr){
- let uvs = []
- uvArr.forEach(uv=>uvs.push(uv.x,uv.y));
- geo.setAttribute("uv", new THREE.Float32BufferAttribute(uvs, 2))
- }
-
- if(normalArr){
- let normals = []
- normalArr.forEach(n=>normals.push(n.x,n.y,n.z));
- geo.setAttribute("normal", new THREE.Float32BufferAttribute(normals, 3))
- }
- /*
- geo.computeVertexNormals()
-
- */
- geo.computeBoundingSphere() //for raycaster and visi
- return geo
- }
- }
- export {LineDraw, MeshDraw} ;
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