DrawUtil.js 12 KB

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  1. import * as THREE from "../../libs/three.js/build/three.module.js";
  2. import math from './math';
  3. import {Line2} from "../../libs/three.js/lines/Line2.js";
  4. import {LineGeometry} from "../../libs/three.js/lines/LineGeometry.js";
  5. import {LineMaterial} from "../../libs/three.js/lines/LineMaterial.js";
  6. //画线等函数--by 许钟文
  7. import {Features} from "../Features.js";
  8. var defaultColor = new THREE.Color(1,1,1);//config.applicationName == "zhiHouse" ? Colors.zhiBlue : Colors.lightGreen;
  9. var LineDraw = {
  10. createLine: function (posArr, o={}) {
  11. //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)
  12. var mat = o.mat || new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  13. lineWidth: o.lineWidth || 1,
  14. //windows无效。 似乎mac/ios上粗细有效 ?
  15. color: o.color || defaultColor,
  16. transparent: o.dontAlwaysSeen ? false : true,
  17. depthTest: o.dontAlwaysSeen ? true : false,
  18. dashSize : o.dashSize || 0.1,
  19. gapSize: o.gapSize || 0.1
  20. })
  21. var line = new THREE.LineSegments(new THREE.BufferGeometry, mat);
  22. line.renderOrder = o.renderOrder || 4
  23. this.moveLine(line, posArr)
  24. return line;
  25. },
  26. moveLine: function (line, posArr) {
  27. if(posArr.length == 0)return
  28. let position = []
  29. posArr.forEach(e=>position.push(e.x,e.y,e.z))
  30. line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  31. line.geometry.attributes.position.needsUpdate = true;
  32. line.geometry.computeBoundingSphere();
  33. if(line.material instanceof THREE.LineDashedMaterial){
  34. line.computeLineDistances()
  35. }
  36. }
  37. ,
  38. /*
  39. 为line创建用于检测鼠标的透明mesh,实际是个1-2段圆台。
  40. 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。
  41. */
  42. createBoldLine:function(points, o){
  43. o = o || {}
  44. var cylinder = o && o.cylinder;
  45. var CD = points[1].clone().sub(points[0]);
  46. var rotate = function(){//根据端点旋转好模型
  47. cylinder.lastVector = CD;//记录本次的端点向量
  48. var AB = new THREE.Vector3(0,-1,0)
  49. var axisVec = AB.clone().cross(CD).normalize(); //得到垂直于它们的向量,也就是旋转轴
  50. var rotationAngle = AB.angleTo(CD);
  51. cylinder.quaternion.setFromAxisAngle( axisVec, rotationAngle )
  52. }
  53. if(o && o.type == "init"){
  54. cylinder = new THREE.Mesh()
  55. cylinder.material = o.mat
  56. if(CD.length() == 0)return cylinder;
  57. rotate()
  58. }
  59. if(CD.length() == 0)return cylinder;
  60. if(o.type != "update"){
  61. var CDcenter = points[0].clone().add(points[1]).multiplyScalar(.5);
  62. cylinder.position.copy(CDcenter);
  63. if(!cylinder.lastVector || o.type == "moveAndRotate")rotate()
  64. 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
  65. if(config.isEdit && !objects.mainDesign.editing )return cylinder;//节省初始加载时间?
  66. }
  67. //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)
  68. var height = points[0].distanceTo(points[1]);
  69. var standPos = o && o.standPos || objects.player.position;
  70. var k = config.isMobile ? 20 : 40;
  71. var dis1 = points[0].distanceTo(standPos);
  72. var dis2 = points[1].distanceTo(standPos);
  73. var foot = math.getFootPoint(standPos, points[0], points[1]);//垂足
  74. if(o.constantBold || objects.player.mode != "panorama"){
  75. var width = 0.1//0.08;
  76. var pts = [new THREE.Vector2(width ,height/2),new THREE.Vector2(width ,-height/2)]
  77. }else if(foot.clone().sub(points[0]).dot( foot.clone().sub(points[1]) ) > 0){//foot不在线段上
  78. var pts = [new THREE.Vector2(dis1 / k,height/2),new THREE.Vector2(dis2 / k,-height/2)]
  79. }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
  80. var dis3 = foot.distanceTo(standPos);
  81. var len = foot.distanceTo(points[0])
  82. var pts = [new THREE.Vector2(dis1 / k,height/2), new THREE.Vector2(dis3 / k,height/2-len), new THREE.Vector2(dis2 / k,-height/2)]
  83. }
  84. cylinder.geometry && cylinder.geometry.dispose();//若不删除会占用内存
  85. cylinder.geometry = new THREE.LatheBufferGeometry( pts, 4/* Math.min(dis1,dis2)<10?4:3 */ )
  86. cylinder.renderOrder = 2;
  87. return cylinder;
  88. },
  89. updateBoldLine:function(cylinder, points, type, standPos, constantBold){
  90. 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
  91. },
  92. createFatLineMat : function(o){
  93. var supportExtDepth = !!Features.EXT_DEPTH.isSupported()
  94. var mat = new LineMaterial( {
  95. color: o.color || 0xffffff,
  96. lineWidth: o.lineWidth || 5, // in pixels
  97. //vertexColors: THREE.VertexColors,//THREE.VertexColors,
  98. resolution: o.resolution || new THREE.Vector2(100,100),// to be set by renderer, eventually
  99. //viewportOffset: o.viewportOffset,
  100. transparent:true, //o.dontAlwaysSeen ? false : true,
  101. depthTest: false,// o.alwaysShow ? false : true,//o.dontAlwaysSeen ? true : false
  102. depthWrite:false,
  103. dashSize : o.dashSize || 0.1,
  104. gapSize: o.gapSize || 0.1,
  105. useDepth: !!o.useDepth,
  106. dashed: o.dashWithDepth ? supportExtDepth && !!o.dashed : !!o.dashed,
  107. dashWithDepth:!!o.dashWithDepth,//只在被遮住的部分显示虚线
  108. supportExtDepth,
  109. /* transparent:o.dontAlwaysSeen ? false : true,
  110. depthTest:o.dontAlwaysSeen ? true : false
  111. */
  112. /* polygonOffset : true,//是否开启多边形偏移 for not cover the lineMesh
  113. polygonOffsetFactor : -o.width*2.5 || -5 ,//多边形偏移因子
  114. polygonOffsetUnits : -4.0,//多边形偏移单位 */
  115. } );
  116. //if(o.dashed)(mat.defines.USE_DASH = "")
  117. var opa = 0
  118. Object.defineProperty( mat, "opacity", {
  119. get: function () {
  120. return opa;
  121. },
  122. set: function(o){
  123. mat.uniforms.opacity.value = opa = o;
  124. }
  125. })
  126. mat.opacity = o.opacity != void 0 ? o.opacity : 1;
  127. return mat;
  128. },
  129. /*
  130. 创建可以改变粗细的线。
  131. */
  132. createFatLine : function(posArr, o){
  133. var geometry = new LineGeometry();
  134. geometry.setPositions( posArr );
  135. geometry.setColors( o.color || [1,1,1]);
  136. var matLine = o.material || this.createFatLineMat(o);
  137. var line = new Line2( geometry, matLine );
  138. //line.computeLineDistances();
  139. if(line.material.defines.USE_DASH != void 0){
  140. //line.geometry.verticesNeedUpdate = true;
  141. //line.geometry.computeBoundingSphere();
  142. line.computeLineDistances();
  143. }
  144. line.scale.set( 1, 1, 1 );
  145. line.renderOrder = 2;
  146. return line;
  147. },
  148. moveFatLine: function(line, posArr){
  149. var geometry = line.geometry;
  150. geometry.setPositions( [
  151. ...posArr[0].toArray(), ...posArr[1].toArray(),
  152. ]);
  153. if(line.material.defines.USE_DASH != void 0){
  154. //line.geometry.verticesNeedUpdate = true;
  155. //line.geometry.computeBoundingSphere();
  156. line.computeLineDistances();
  157. }
  158. },
  159. updateLine: function(line, posArr){
  160. if(line instanceof Line2){
  161. LineDraw.moveFatLine(line,posArr)
  162. }else{
  163. LineDraw.moveLine(line,posArr)
  164. }
  165. }
  166. }
  167. var MeshDraw = {
  168. getShape:function(points, holes){
  169. var shape = new THREE.Shape();
  170. shape.moveTo( points[0].x, points[0].y );
  171. for(var i=1,len=points.length; i<len; i++){
  172. shape.lineTo(points[i].x, points[i].y )
  173. }
  174. /* var holePath = new THREE.Path()
  175. .moveTo( 20, 10 )
  176. .absarc( 10, 10, 10, 0, Math.PI * 2, true )
  177. arcShape.holes.push( holePath );
  178. */
  179. if(holes){//挖空
  180. holes.forEach((points)=>{
  181. var holePath = new THREE.Path()
  182. holePath.moveTo( points[0].x, points[0].y )
  183. for(var i=1,len=points.length; i<len; i++){
  184. holePath.lineTo(points[i].x, points[i].y )
  185. }
  186. shape.holes.push( holePath );
  187. })
  188. }
  189. return shape
  190. },
  191. getShapeGeo: function(points, 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
  192. var geometry = new THREE.ShapeBufferGeometry( this.getShape(points, holes) ); //ShapeGeometry
  193. /* var matrix = new THREE.Matrix4();//将竖直的面变为水平
  194. matrix.set(//z = y
  195. 1, 0, 0, 0,
  196. 0, 0, 0, 0,
  197. 0, 1, 0, 0,
  198. 0, 0, 0, 1
  199. )
  200. geometry.applyMatrix(matrix) */
  201. //geometry.computeVertexNormals();//对于光照需要的是点法线
  202. return geometry;
  203. },
  204. getExtrudeGeo: function(points, height, extrudePath, tension, closed){//获得挤出棱柱,可以选择传递height,或者extrudePath
  205. var shape = this.getShape(points) //points是横截面 [vector2,...]
  206. if(extrudePath){// 路径 :[vector3,...]
  207. var length = extrudePath.reduce((total, currentValue, currentIndex, arr)=>{
  208. if(currentIndex == 0)return 0
  209. return total + currentValue.distanceTo(arr[currentIndex-1]);
  210. },0)
  211. extrudePath = new THREE.CatmullRomCurve3(extrudePath, closed , 'catmullrom' /* 'centripetal' */ , tension)
  212. }
  213. var extrudeSettings = {
  214. steps: height != void 0 ? 1 : Math.round(length/0.3),
  215. depth: height,
  216. extrudePath,
  217. };
  218. var geometry = new THREE.ExtrudeBufferGeometry( shape, extrudeSettings );
  219. return geometry;
  220. },
  221. getUnPosPlaneGeo : function(){//获取还没有赋值位置的plane geometry
  222. var e = new Uint16Array([0, 1, 2, 0, 2, 3])
  223. // , t = new Float32Array([-.5, -.5, 0, .5, -.5, 0, .5, .5, 0, -.5, .5, 0])
  224. , i = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1])
  225. , g = new THREE.BufferGeometry;
  226. g.setIndex(new THREE.BufferAttribute(e, 1)),
  227. //g.addAttribute("position", new n.BufferAttribute(t, 3)),
  228. g.setAttribute("uv", new THREE.BufferAttribute(i, 2))
  229. return function(){
  230. return g
  231. }
  232. }(),
  233. getPlaneGeo : function(A,B,C,D){
  234. var geo = this.getUnPosPlaneGeo().clone();
  235. var pos = new Float32Array([
  236. A.x, A.y, A.z,
  237. B.x, B.y, B.z,
  238. C.x, C.y, C.z,
  239. D.x, D.y, D.z
  240. ])
  241. geo.addAttribute("position", new THREE.BufferAttribute(pos, 3))
  242. geo.computeVertexNormals()
  243. geo.computeBoundingSphere() //for raycaster
  244. return geo;
  245. },
  246. drawPlane : function(A,B,C,D, material){
  247. var wall = new THREE.Mesh(this.getPlaneGeo(A,B,C,D), material);
  248. return wall;
  249. },
  250. movePlane: function(mesh, A,B,C,D){
  251. var pos = new Float32Array([
  252. A.x, A.y, A.z,
  253. B.x, B.y, B.z,
  254. C.x, C.y, C.z,
  255. D.x, D.y, D.z
  256. ])
  257. mesh.geometry.addAttribute("position", new THREE.BufferAttribute(pos, 3))
  258. mesh.geometry.computeBoundingSphere()//for checkIntersect
  259. }
  260. }
  261. export {LineDraw, MeshDraw} ;