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https://github.com/yeicor-3d/yet-another-cad-viewer.git
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frontend complete migration from parcel to vite for much better production builds
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77
frontend/misc/distances.ts
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77
frontend/misc/distances.ts
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import {BufferAttribute, InterleavedBufferAttribute, Vector3} from 'three';
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import type {MObject3D} from "../tools/Selection.vue";
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import type { ModelScene } from '@google/model-viewer/lib/three-components/ModelScene';
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function getCenterAndVertexList(obj: MObject3D, scene: ModelScene): {
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center: Vector3,
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vertices: Array<Vector3>
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} {
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obj.updateMatrixWorld();
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let pos: BufferAttribute | InterleavedBufferAttribute = obj.geometry.getAttribute('position');
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let ind: BufferAttribute | null = obj.geometry.index;
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if (!ind) {
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ind = new BufferAttribute(new Uint16Array(pos.count), 1);
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for (let i = 0; i < pos.count; i++) {
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ind.array[i] = i;
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}
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}
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let center = new Vector3();
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let vertices = [];
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for (let i = 0; i < ind.count; i++) {
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let index = ind.array[i];
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let vertex = new Vector3(pos.getX(index), pos.getY(index), pos.getZ(index));
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vertex = scene.target.worldToLocal(obj.localToWorld(vertex));
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center.add(vertex);
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vertices.push(vertex);
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}
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center = center.divideScalar(ind.count);
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console.log("center", center)
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return {center, vertices};
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}
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/**
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* Given two THREE.Object3D objects, returns their closest and farthest vertices, and the geometric centers.
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* All of them are approximated and should not be used for precise calculations.
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*/
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export function distances(a: MObject3D, b: MObject3D, scene: ModelScene): {
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min: Array<Vector3>,
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center: Array<Vector3>,
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max: Array<Vector3>
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} {
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// Simplify this problem (approximate) by using the distance between each of their vertices.
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// Find the center of each object.
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let {center: aCenter, vertices: aVertices} = getCenterAndVertexList(a, scene);
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let {center: bCenter, vertices: bVertices} = getCenterAndVertexList(b, scene);
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// Find the closest and farthest vertices.
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// TODO: Compute actual min and max distances between the two objects.
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// FIXME: Working for points and lines, but not triangles...
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// FIXME: Really slow... (use a BVH or something)
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let minDistance = Infinity;
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let minDistanceVertices = [new Vector3(), new Vector3()];
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let maxDistance = -Infinity;
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let maxDistanceVertices = [new Vector3(), new Vector3()];
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for (let i = 0; i < aVertices.length; i++) {
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for (let j = 0; j < bVertices.length; j++) {
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let distance = aVertices[i].distanceTo(bVertices[j]);
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if (distance < minDistance) {
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minDistance = distance;
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minDistanceVertices[0] = aVertices[i];
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minDistanceVertices[1] = bVertices[j];
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}
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if (distance > maxDistance) {
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maxDistance = distance;
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maxDistanceVertices[0] = aVertices[i];
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maxDistanceVertices[1] = bVertices[j];
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}
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}
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}
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// Return the results.
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return {
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min: minDistanceVertices,
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center: [aCenter, bCenter],
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max: maxDistanceVertices
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};
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}
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