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- import * as THREE from "../../../libs/three.js/build/three.module.js";
- import searchRings from "./searchRings.js";
- import {ExtendView} from '../../viewer/ExtendView.js'
-
- var math = {
- getBaseLog(x, y) {//返回以 x 为底 y 的对数(即 logx y) . Math.log 返回一个数的自然对数
- return Math.log(y) / Math.log(x);
- }
- ,
- convertVector : {
- ZupToYup: function(e){//navvis -> 4dkk
- return new THREE.Vector3(e.x,e.z,-e.y)
- },
- YupToZup: function(e){//4dkk -> navvis
- return new THREE.Vector3(e.x,-e.z,e.y)
- },
-
-
- },
- convertQuaternion: {
- ZupToYup: function(e){//navvis -> 4dkk //不同于convertVisionQuaternion
- let rotation = new THREE.Euler(-Math.PI/2,0,0)
- let quaternion = new THREE.Quaternion().setFromEuler(rotation)
- return e.clone().premultiply(quaternion)
- //return new THREE.Quaternion(e.x,e.z,-e.y,e.w).multiply((new THREE.Quaternion).setFromAxisAngle(new THREE.Vector3(1,0,0), THREE.Math.degToRad(90)))
- },
- YupToZup: function(e){//4dkk -> navvis
- let rotation = new THREE.Euler(Math.PI/2,0,0)
- let quaternion = new THREE.Quaternion().setFromEuler(rotation)
- return e.clone().premultiply(quaternion)
- },
-
-
- },
-
- convertVisionQuaternion: function(e) {
- return new THREE.Quaternion(e.x,e.z,-e.y,e.w).multiply((new THREE.Quaternion).setFromAxisAngle(new THREE.Vector3(0,1,0), THREE.Math.degToRad(90)))
- },
- invertVisionQuaternion : function(e) {//反转给算法部
- var a = e.clone().multiply((new THREE.Quaternion).setFromAxisAngle(new THREE.Vector3(0,1,0), THREE.Math.degToRad(-90)))
- return new THREE.Quaternion(a.x,-a.z,a.y,a.w)
- },
- //------------
-
- getVec2Angle : function(dir1,dir2){
- return Math.acos( THREE.Math.clamp(this.getVec2Cos(dir1,dir2), -1,1) )
- },
- getVec2Cos : function(dir1,dir2){
- return dir1.dot(dir2) / dir1.length() / dir2.length()
- },
- getAngle:function(vec1, vec2, axis='z'){//带方向的角度 vector3
- if(!vec1.isVector3){
- vec1 = new THREE.Vector3(vec1.x, vec1.y, 0)
- vec2 = new THREE.Vector3(vec2.x, vec2.y, 0)
- }
- var angle = vec1.angleTo(vec2)
- var axis_ = vec1.clone().cross(vec2);
- if(typeof axis == 'string'){
- if(axis_[axis] < 0){
- angle *= -1
- }
- }else{//vector3
- if(axis_.dot(axis)< 0){
- angle *= -1
- }
- }
-
- return angle
- },
-
- closeTo : function(a,b, precision=1e-6){
- let f = (a,b)=>{
- return Math.abs(a-b) < precision;
- }
-
- if(typeof (a) == 'number'){
- return f(a, b);
- }else{
- let judge = (name)=>{
- if(a[name] == void 0)return true //有值就判断,没值就不判断
- else return f(a[name],b[name])
- }
- return judge('x') && judge('y') && judge('z') && judge('w')
- }
-
- },
-
-
- toPrecision: function (e, t) {//xzw change 保留小数
- var f = function (e, t) {
- var i = Math.pow(10, t);
- return Math.round(e * i) / i
- }
- if (e instanceof Array) {
- for (var s = 0; s < e.length; s++) {
- e[s] = f(e[s], t);
- }
- return e;
- } else if (e instanceof Object) {
- for (var s in e) {
- e[s] = f(e[s], t);
- }
- return e;
- } else if(typeof e == 'number'){
- return f(e, t)
- }else{
- return e
- }
-
-
- },
- isEmptyQuaternion: function(e) {
- return 0 === Math.abs(e.x) && 0 === Math.abs(e.y) && 0 === Math.abs(e.z) && 0 === Math.abs(e.w)
- },
- projectPositionToCanvas: function(e, t, i) {
- i = i || new THREE.Vector3,
- i.copy(e);
- var r = .5 * $('#player').width()
- , o = .5 * $('#player').height();
- return i.project(t),
- i.x = i.x * r + r,
- i.y = -(i.y * o) + o,
- i
- },
-
-
- handelPadResize:false,
- /* handelPadding : function () { //去除player左边和上面的宽高,因为pc的player左上有其他element 许钟文
-
- var pads = [];//记录下来避免反复计算
- var index = [];
- var resetPad = function(){
- pads = [];
- index = [];
- math.handelPadResize = false; //switchview时resized为true
- }
-
- if(config.isEdit && !config.isMobile){
- window.addEventListener('resize',resetPad);
- }
- return function(x, y, domE){
- if(!config.isEdit || config.isMobile) {
- return {
- x: x,
- y: y
- }
- }
-
- if(this.handelPadResize)resetPad();
- domE = domE || $('#player')[0];
- var pad;
- var i = index.indexOf(domE);
- if (i == -1){
- index.push(domE);
- pad = {
- x: this.getOffset("left", domE),
- y: this.getOffset("top", domE)
- }
- pads.push(pad)
- }
- else pad = pads[i];
- return {
- x: x - pad.x,
- y: y - pad.y
- }
- }
-
- }(), */
-
- getOffset: function (type, element, parent) {//获取元素的边距 许钟文
- var offset = (type == "left") ? element.offsetLeft : element.offsetTop;
- if (!parent) parent = $("body")[0];
- while (element = element.offsetParent) {
- if (element == parent) break;
- offset += (type == "left") ? element.offsetLeft : element.offsetTop;
- }
- return offset;
- }
- ,
- constrainedTurn: function(e) {
- var t = e % (2 * Math.PI);
- return t = t > Math.PI ? t -= 2 * Math.PI : t < -Math.PI ? t += 2 * Math.PI : t
- },
- getFOVDotThreshold: function(e) {
- return Math.cos(THREE.Math.degToRad(e / 2))
- },
- transform2DForwardVectorByCubeFace: function(e, t, i, n) {
- switch (e) {
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_X:
- i.set(1, t.y, t.x);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
- i.set(-1, t.y, -t.x);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
- i.set(-t.x, 1, -t.y);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
- i.set(-t.x, -1, t.y);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
- i.set(-t.x, t.y, 1);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
- i.set(t.x, t.y, -1)
- }
- n && i.normalize()
- },
-
-
-
- getFootPoint : function(oldPos, p1, p2, restricInline){ //找oldPos在线段p1, p2上的垂足
- /* if(isWorld){//输出全局坐标 需要考虑meshGroup.position
- p1 = p1.clone();
- p2 = p2.clone();
- p1.y += mainDesign.meshGroup.position.y;
- p2.y += mainDesign.meshGroup.position.y;
- } */
- if(p1.equals(p2))return p1.clone()
- var op1 = oldPos.clone().sub(p1);
- var p1p2 = p1.clone().sub(p2)
- var p1p2Len = p1p2.length()
- var leftLen = op1.dot(p1p2) / p1p2Len;
- var pos = p1.clone().add(p1p2.multiplyScalar( leftLen/p1p2Len ));
-
- if(restricInline && pos.clone().sub(p1).dot( pos.clone().sub(p2) ) > 0){//foot不在线段上
- if(pos.distanceTo(p1) < pos.distanceTo(p2)) pos = p1.clone();
- else pos = p2.clone();
- }
-
- return pos;
- },
-
-
-
-
-
- /**
- * 计算多边形的重心
- * @param {*} points
- */
- getCenterOfGravityPoint : function(mPoints){
- var area = 0.0;//多边形面积
- var Gx = 0.0, Gy = 0.0;// 重心的x、y
- for (var i = 1; i <= mPoints.length; i++) {
- var ix = mPoints[i % mPoints.length].x;
- var iy = mPoints[i % mPoints.length].y;
- var nx = mPoints[i - 1].x;
- var ny = mPoints[i - 1].y;
- var temp = (ix * ny - iy * nx) / 2.0;
- area += temp;
- Gx += temp * (ix + nx) / 3.0;
- Gy += temp * (iy + ny) / 3.0;
- }
- Gx = Gx / area;
- Gy = Gy / area;
- return { x: Gx, y: Gy };
- },
-
- getBound : function(ring){
- var bound = new THREE.Box2();
- for(var j=0,len = ring.length; j<len; j++){
- bound.expandByPoint(ring[j])
- }
- return bound;
- },
- isPointInArea : function(ring, holes, point, ifAtLine){//判断点是否在某个环内, 若传递了holes代表还要不能在内环内
- var bound = this.getBound(ring);
- if(point.x < bound.min.x || point.x > bound.max.x || point.y < bound.min.y || point.y > bound.max.y)return false;
-
-
- var inside = false;
- var x = point.x,
- y = point.y;
- for (var i = 0, j = ring.length - 1; i < ring.length; j = i++) {
- var xi = ring[i].x,
- yi = ring[i].y;
- var xj = ring[j].x,
- yj = ring[j].y;
-
- if((xi - x)*(yj - y) == (xi - x)*(yi - y) && x>=Math.min(xi,xj) && x<=Math.max(xi,xj)//xzw add
- && y>=Math.min(yi,yj) && y<=Math.max(yi,yj)
- ){
- //return !!ifAtLine;//在线段上,则判断为…… (默认在外)
- return {atLine:true}
- }
-
- if (((yi > y) != (yj > y)) &&
- (x < (xj - xi) * (y - yi) / (yj - yi) + xi)
- ) {
- inside = !inside;
- }
-
- }
-
- if(inside && holes){
- return !holes.some(ring=>this.isPointInArea(ring, null, point, ifAtLine) ) //不能存在于任何一个二级内环内
- }else{
- return inside;
- }
-
-
- },
-
- getArea : function (ring) { //求面积 顺时针为正 来自three shape
- for (var t = ring.length, i = 0, n = t - 1, r = 0; r < t; n = r++)
- i += ring[n].x * ring[r].y - ring[r].x * ring[n].y;
- return -.5 * i
- },
-
-
- getVolume:function(faceArr){//求三角多面体的体积。和求面积同理都用鞋带计算法 https://blog.csdn.net/weixin_43414513/article/details/123758897
- //问题:怎么确定方向
- //每个三角形的顺序必须是右手螺旋法则指向物体外(外向里看为逆时针),分别为ABC,则每个三角形和原点O构成的三棱锥体积为 (OA cross OB) dot(OC) / 6 . 结果一般朝向原点的为负,反之为正
-
- },
-
-
- isInBetween : function(a, b, c, precision) {
- // 如果b几乎等于a或c,返回false.为了避免浮点运行时两值几乎相等,但存在相差0.00000...0001的这种情况出现使用下面方式进行避免
- /* if (Math.abs(a - b) < 0.000001 || Math.abs(b - c) < 0.000001) {
- return false;
- }
-
- return (a <= b && b <= c) || (c <= b && b <= a);*/
-
-
- //更改:如果b和a或c中一个接近 就算在a和c之间
- return (a <= b && b <= c) || (c <= b && b <= a) || this.closeTo(a,b,precision) || this.closeTo(b,c,precision);
-
- },
-
-
- ifPointAtLineBound:function(point, linePoints, precision){
- //待验证 横线和竖线比较特殊
- return math.isInBetween(linePoints[0].x, point.x, linePoints[1].x, precision) && math.isInBetween(linePoints[0].y, point.y, linePoints[1].y, precision)
- }
-
- ,
-
- isLineIntersect: function (line1, line2, notSegment, precision) {//线段和线段是否有交点. notSegment代表是直线而不是线段
- var a1 = line1[1].y - line1[0].y;
- var b1 = line1[0].x - line1[1].x;
- var c1 = a1 * line1[0].x + b1 * line1[0].y;
- //转换成一般式: Ax+By = C
- var a2 = line2[1].y - line2[0].y;
- var b2 = line2[0].x - line2[1].x;
- var c2 = a2 * line2[0].x + b2 * line2[0].y;
- // 计算交点
- var d = a1 * b2 - a2 * b1;
- // 当d==0时,两线平行
- if (d == 0) {
- return false;
- } else {
- var x = (b2 * c1 - b1 * c2) / d;
- var y = (a1 * c2 - a2 * c1) / d;
- // 检测交点是否在两条线段上
- /* if (notSegment || (isInBetween(line1[0].x, x, line1[1].x) || isInBetween(line1[0].y, y, line1[1].y)) &&
- (isInBetween(line2[0].x, x, line2[1].x) || isInBetween(line2[0].y, y, line2[1].y))) {
- return {x,y};
- } */
- if (notSegment || math.ifPointAtLineBound({x,y}, line1, precision) && math.ifPointAtLineBound({x,y}, line2, precision)){
- return {x,y};
- }
- }
- },
-
- getNormal2d : function(o={} ){//获取二维法向量 方向向内
- var x,y, x1,y1;
- //line2d的向量
- if(o.vec){
- x1 = o.vec.x; y1 = o.vec.y
- }else{
- x1 = o.p1.x - o.p2.x;
- y1 = o.p1.y - o.p2.y;
- }
-
- //假设法向量的x或y固定为1或-1
- if(y1 != 0){
- x = 1;
- y = - (x1 * x) / y1;
- }else if(x1 != 0){//y如果为0,正常情况x不会是0
- y = 1;
- x = - (y1 * y) / x1;
- }else{
- console.log("两个点一样");
- return null;
- }
-
- //判断方向里或者外:
- var vNormal = new THREE.Vector3(x, 0, y);
- var vLine = new THREE.Vector3(x1, 0, y1);
- var vDir = vNormal.cross(vLine);
- if(vDir.y>0){
- x *= -1;
- y *= -1;
- }
- return new THREE.Vector2(x, y).normalize();
- },
-
- getQuaBetween2Vector:function(oriVec, newVec, upVec){ //获取从oriVec旋转到newVec可以应用的quaternion
- var angle = oriVec.angleTo(newVec);
- var axis = oriVec.clone().cross( newVec).normalize();//两个up之间
- if(axis.length() == 0){//当夹角为180 或 0 度时,得到的axis为(0,0,0),故使用备用的指定upVec
- return new THREE.Quaternion().setFromAxisAngle( upVec, angle );
- }
- return new THREE.Quaternion().setFromAxisAngle( axis, angle );
- } ,
- /*
- getQuaBetween2Vector2 : function(oriVec, newVec ){//not camera
- var _ = (new THREE.Matrix4).lookAt( oriVec, new THREE.Vector3, new THREE.Vector3(0,1,0))
- var aimQua = (new THREE.Quaternion).setFromRotationMatrix(_)
- var _2 = (new THREE.Matrix4).lookAt( newVec, new THREE.Vector3, new THREE.Vector3(0,1,0))
- var aimQua2 = (new THREE.Quaternion).setFromRotationMatrix(_2)
-
- return aimQua2.multiply(aimQua.clone().inverse())
-
- } */
-
- getQuaByAim: function (aim, center=new THREE.Vector3) {
- let forward = new THREE.Vector3(0, 1, 0)
- let qua1 = new THREE.Quaternion().setFromUnitVectors(forward, aim.clone().sub(center).normalize())
- /* var _ = (new THREE.Matrix4).lookAt(center,aim, new THREE.Vector3(0,1,0));
- let qua2 = (new THREE.Quaternion).setFromRotationMatrix(_);
- let rot1 = new THREE.Euler().setFromQuaternion(qua1)
- let rot2 = new THREE.Euler().setFromQuaternion(qua2) //奇怪,qua2怎么都不对
- console.log(rot1,rot2) */
- return qua1
- },
- getAimByQua: function (quaternion, center=new THREE.Vector3) {
- return new THREE.Vector3(0, 0, -1).applyQuaternion(quaternion).add(center)
- },
-
-
- getScaleForConstantSize : function(){ //获得规定二维大小的mesh的scale值。可以避免因camera的projection造成的mesh视觉大小改变。 来源:tag.updateDisc
- var w;
- var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3
- return function(op={}){
- if(op.width2d) w = op.width2d //如果恒定二维宽度
- else{//否则考虑上距离,加一丢丢近大远小的效果
- var currentDis, nearBound, farBound
- if(op.camera.type == "OrthographicCamera"){
- currentDis = 200 / op.camera.zoom //(op.camera.right - op.camera.left) / op.camera.zoom
- }else{
- currentDis = op.position.distanceTo(op.camera.position);
- }
- w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
- //maxSize : mesh要表现的最大像素宽度; nearBound: 最近距离,若比nearBound近,则使用maxSize
- }
- i.copy(op.position).project(op.camera); //tag中心在屏幕上的二维坐标
- o.set(op.resolution.x / 2, op.resolution.y / 2, 1).multiply(i); //转化成px -w/2 到 w/2的范围
- l.set(w / 2, 0, 0).add(o); //加上tag宽度的一半
- c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l); //再转回 -1 到 1的范围
- h.copy(c).unproject(op.camera);//再转成三维坐标,求得tag边缘的位置
- var g = h.distanceTo(op.position)//就能得到tag的三维半径
- //这里使用的都是resolution2, 好处是手机端不会太小, 坏处是pc更改网页显示百分比时显示的大小会变(或许可以自己算出设备真实的deviceRatio, 因window.screen是不会改变的),但考虑到用户可以自行调节字大小也许是好的
- return g //可能NAN 当相机和position重叠时
- }
- }()
- ,
-
- //W , H, left, top分别是rect的宽、高、左、上
- getCrossPointAtRect : function(p1, aim, W , H, left, top){//求射线p1-aim在rect边界上的交点,其中aim在rect范围内,p1则不一定(交点在aim这边的延长线上)
-
- var x,y, borderX;
- var r = (aim.x - p1.x) / (aim.y - p1.y);//根据相似三角形原理先求出这个比值
- var getX = function(y){
- return r * (y-p1.y) + p1.x;
- }
- var getY = function(x){
- return 1/r * (x-p1.x) + p1.y;
- }
- if(aim.x >= p1.x){
- borderX = W+left;
- }else{
- borderX = left;
- }
- x = borderX;
- y = getY(x);
- if(y < top || y > top+H){
- if(y < top){
- y = top;
- }else{
- y = top+H;
- }
- x = getX(y)
- }
- return new THREE.Vector2(x, y);
- },
- getDirFromUV : function(uv){ //获取dir 反向计算 - - 二维转三维比较麻烦
- var dirB; //所求 单位向量
-
-
-
- var y = Math.cos(uv.y * Math.PI); //uv中纵向可以直接确定y, 根据上面getUVfromDir的反向计算
- // 故 uv.y * Math.PI 就是到垂直线(向上)的夹角
- var angle = 2 * Math.PI * uv.x - Math.PI //x/z代表的是角度
- var axisX, axisZ; //axis为1代表是正,-1是负数
- if (-Math.PI <= angle && angle < 0) {
- axisX = -1 //下半圆
- } else {
- axisX = 1 //上半圆
- }
- if (-Math.PI / 2 <= angle && angle < Math.PI / 2) {
- axisZ = 1 //右半圆
- } else {
- axisZ = -1 //左半圆
- }
- var XDivideZ = Math.tan(angle);
- var z = Math.sqrt((1 - y * y) / (1 + XDivideZ * XDivideZ));
- var x = XDivideZ * z
- if (z * axisZ < 0) { //异号
- z *= -1;
- x *= -1;
- if (x * axisX < 0) {
- // console.log("wrong!!!!!??????????")
- }
- }
- x *= -1 //计算完成后这里不能漏掉 *= -1
- dirB = this.convertVector.YupToZup(new THREE.Vector3(x, y, z))
- //理想状态下x和z和anotherDir相同
- return dirB
- },
-
- getUVfromDir : function(dir) { //获取UV 同shader里的计算
- var dir = this.convertVector.ZupToYup(dir)
- dir.x *= -1; //计算前这里不能漏掉 *= -1 见shader
- var tx = Math.atan2(dir.x, dir.z) / (Math.PI * 2.0) + 0.5; //atan2(y,x) 返回从 X 轴正向逆时针旋转到点 (x,y) 时经过的角度。区间是-PI 到 PI 之间的值
- var ty = Math.acos(dir.y) / Math.PI;
- return new THREE.Vector2(tx, ty)
- //理想状态下tx相同
- },
-
- getDirByLonLat : function(lon,lat){
- var dir = new THREE.Vector3
- var phi = THREE.Math.degToRad(90 - lat);
- var theta = THREE.Math.degToRad(lon);
- dir.x = Math.sin(phi) * Math.cos(theta);
- dir.y = Math.cos(phi);
- dir.z = Math.sin(phi) * Math.sin(theta);
- return dir
- } //0,0 => (1,0,0) 270=>(0,0,-1)
- ,
- projectPointAtPlane:function(o={}){//获取一个点在一个面上的投影 {facePoints:[a,b,c], point:}
- var plane = new THREE.Plane().setFromCoplanarPoints(...o.facePoints)
- return plane.projectPoint(o.point, new THREE.Vector3() )
- }
- ,
-
- getPolygonsMixedRings:function( polygons, onlyGetOutRing){//{points:[vector2,...],holes:[[],[]]}
-
-
- let points = []
- let lines = []
- let i = 0
-
- polygons.forEach(e=> points.push(...e.map(a=>new THREE.Vector2().copy(a) )) )
- polygons.forEach((ps,j)=>{
- let length = ps.length;
- let index = 0;
- while(index<length){
- lines.push({p1:index+i,p2:(index+1)%length+i});
- index ++;
- }
- i+=length
- })
-
-
- points.forEach((p,j)=>{p.id = j})
-
- let rings = searchRings({
- points,
- lines,
- onlyGetOutRing
- })
- //console.log(rings)
-
- rings = rings.filter(e=>e.closetParent == void 0)// 子环不加,被外环包含了
-
- return rings
-
- },
- getQuaFromPosAim( position, target ){
- /* let matrix = (new THREE.Matrix4).lookAt(position, target, new THREE.Vector3(0,0,1)) //这里垂直的话会默认给一个右向所以不这么写
- return (new THREE.Quaternion).setFromRotationMatrix(matrix) */
- let view = new ExtendView()
- view.direction = new THREE.Vector3().subVectors(target,position)
- return view.quaternion
- },
-
-
- getBoundByPoints(points, minSize){
- var bound = new THREE.Box3
- points.forEach(point=>{
- bound.expandByPoint(point)
- })
- let center = bound.getCenter(new THREE.Vector3)
- if(minSize){
- let minBound = (new THREE.Box3()).setFromCenterAndSize(center, minSize)
- bound.union(minBound)
- }
- return {
- bounding:bound,
- size: bound.getSize(new THREE.Vector3),
- center,
- }
- },
-
- /* linearClamp(value, x1,x2, y1, y2){//x为bound.min, bound.max
- value = THREE.Math.clamp(value, x1,x2)
- return y1 + ( y2 - y1) * (value - x1) / (x2 - x1)
- } */
-
- linearClamp(value, xArr , yArr){ //xArr需要按顺序从小到大,yArr对应xArr中的值
-
- let len = xArr.length
- if(value <= xArr[0]) return yArr[0]
- if(value >= xArr[len - 1]) return yArr[len - 1]
- let i = 0
-
- while(++i < len ){
- if(value < xArr[i]){
- let x1 = xArr[i-1], x2 = xArr[i], y1 = yArr[i-1], y2 = yArr[i]
- value = y1 + ( y2 - y1) * (value - x1) / (x2 - x1)
- break
- }
- }
- return value
-
-
- }
- };
- /*
- 如何将若干个点拟合出线段
- // 假设你有一个点数组,每个点表示为一个包含x和y坐标的对象
- const points = [
- { x: 1, y: 2 },
- { x: 2, y: 3 },
- { x: 3, y: 4 },
- { x: 4, y: 5 },
- // ... 更多点
- ];
- // 定义用于计算最小二乘法参数的函数
- function leastSquares( ) {
- let sumX = 0;
- let sumY = 0;
- let sumXY = 0;
- let sumX2 = 0;
- let n = points.length;
- for (const point of points) {
- sumX += point.x;
- sumY += point.y;
- sumXY += point.x * point.y;
- sumX2 += point.x * point.x;
- }
- const k = (n * sumXY - sumX * sumY) / (n * sumX2 - sumX * sumX); //不知道为何这样算,自己解不出来(使点到直线距离之和平方最小),但测了下似乎是准的
- const b = (sumY - k * sumX) / n;
- return { k, b };
- }
- // 使用上述函数计算拟合直线的参数
- const { k, b } = leastSquares(points);
- // 现在你可以使用这些参数来表示拟合出的线段
- console.log(`拟合线段的方程为: y = ${k}x + ${b}`);
- */
-
-
-
- Potree.math = math
- export default math
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