mirror of
https://github.com/apache/skywalking-booster-ui.git
synced 2025-10-14 20:01:28 +00:00
import codes
This commit is contained in:
281
src/views/infrastructure/geometry/hexagon-pillar.ts
Normal file
281
src/views/infrastructure/geometry/hexagon-pillar.ts
Normal file
@@ -0,0 +1,281 @@
|
||||
/**
|
||||
* Licensed to the Apache Software Foundation (ASF) under one or more
|
||||
* contributor license agreements. See the NOTICE file distributed with
|
||||
* this work for additional information regarding copyright ownership.
|
||||
* The ASF licenses this file to You under the Apache License, Version 2.0
|
||||
* (the "License"); you may not use this file except in compliance with
|
||||
* the License. You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
import Vec3 from "@/utils/vec3";
|
||||
import Vec2 from "@/utils/vec2";
|
||||
|
||||
class HexagonPillar {
|
||||
static get(
|
||||
pointyUp = true,
|
||||
radius = 0.5,
|
||||
cornerScale = 0.2,
|
||||
cornerDiv = 3,
|
||||
capSize = 0.2,
|
||||
offsetHeight = 0.5
|
||||
): {
|
||||
vertices: number[];
|
||||
indices: number[];
|
||||
texcoord: number[];
|
||||
normals: number[];
|
||||
} {
|
||||
const rtn: {
|
||||
vertices: number[];
|
||||
indices: number[];
|
||||
texcoord: number[];
|
||||
normals: number[];
|
||||
} = {
|
||||
vertices: [],
|
||||
indices: [],
|
||||
texcoord: [],
|
||||
normals: [],
|
||||
};
|
||||
|
||||
let poly = createPolygon(radius, 6, pointyUp ? (30 * Math.PI) / 180 : 0); // Create Base Shape
|
||||
poly = polyBevel(poly, cornerScale, cornerDiv); // Round the Shape Corners
|
||||
// Base Layer
|
||||
toVec3(rtn, poly);
|
||||
const vertCnt = rtn.vertices.length / 3;
|
||||
// Starting layer for Cap.
|
||||
toVec3(rtn, poly, [0, offsetHeight, 0]);
|
||||
|
||||
// Extra Layers for Bevel
|
||||
polyCapBevel(rtn, poly, cornerDiv, capSize, [0, offsetHeight, 0]);
|
||||
const idxTip = rtn.vertices.length;
|
||||
|
||||
// Cap Center Point
|
||||
rtn.vertices.push(0, capSize + offsetHeight, 0);
|
||||
rtn.normals.push(0, 1, 0);
|
||||
|
||||
// Indices
|
||||
const idx = idxTip / 3;
|
||||
gridIndicesCol(rtn.indices, vertCnt, 2 + cornerDiv, 0, true, true);
|
||||
fanIndices(rtn.indices, idx, idx - vertCnt, idx - 1, true);
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
return rtn;
|
||||
}
|
||||
static getVertices(pointyUp = true, radius = 0.5): { vertices: Vec3[] } {
|
||||
const rtn = {
|
||||
vertices: [],
|
||||
normals: [],
|
||||
};
|
||||
|
||||
const poly = createPolygon(radius, 6, pointyUp ? (30 * Math.PI) / 180 : 0); // Create Base Shape
|
||||
toVec3(rtn, poly);
|
||||
const vertices = [];
|
||||
for (let i = 0; i < rtn.vertices.length / 3; i++) {
|
||||
vertices.push(
|
||||
new Vec3(
|
||||
rtn.vertices[i * 3],
|
||||
rtn.vertices[i * 3 + 1],
|
||||
rtn.vertices[i * 3 + 2]
|
||||
)
|
||||
);
|
||||
}
|
||||
vertices.push(new Vec3(rtn.vertices[0], rtn.vertices[1], rtn.vertices[2]));
|
||||
return { vertices };
|
||||
}
|
||||
}
|
||||
// Create the basic 2d polygon shape
|
||||
function createPolygon(radius: number, sides = 6, offset = 0) {
|
||||
const poly = [];
|
||||
let i, rad;
|
||||
for (i = 0; i < sides; i++) {
|
||||
rad = Math.PI * 2 * (i / sides);
|
||||
poly.push(Math.cos(rad + offset) * radius, Math.sin(rad + offset) * radius);
|
||||
}
|
||||
return poly;
|
||||
}
|
||||
// Bevel the corners of polygon
|
||||
function polyBevel(poly: number[], cornerScale = 0.2, cornerDiv = 3) {
|
||||
const polyOut: number[] = [];
|
||||
const len = poly.length / 2;
|
||||
const a = new Vec2(); // 3 Points that forms a Polygon Corner
|
||||
const b = new Vec2();
|
||||
const c = new Vec2();
|
||||
|
||||
const va = new Vec2(); // Min/Max Points of the corner to bevel
|
||||
const vb = new Vec2();
|
||||
|
||||
const norma = new Vec2(); // Inward Normals of the Corner Edges
|
||||
const normb = new Vec2();
|
||||
const pivot = new Vec2(); // Pivot point to create curved points
|
||||
// eslint-disable-next-line
|
||||
const v = new Vec2() as any;
|
||||
let ii, i, j, k, radius;
|
||||
for (j = 0; j < len; j++) {
|
||||
i = mod(j - 1, len); // Previous Point
|
||||
k = mod(j + 1, len); // Next Point
|
||||
|
||||
a.fromBuf(poly, i * 2); // Get the Point Positions out of flat buffer
|
||||
b.fromBuf(poly, j * 2);
|
||||
c.fromBuf(poly, k * 2);
|
||||
|
||||
va.fromLerp(a, b, 1.0 - cornerScale); // Get the two points to start and end curved corner
|
||||
vb.fromLerp(b, c, cornerScale);
|
||||
norma.fromSub(b, a).perpCCW().norm(); // Compute Inward normal of the two edges
|
||||
normb.fromSub(c, b).perpCCW().norm();
|
||||
|
||||
raysIntersection(va, norma, vb, normb, pivot); // Point where the 2 normals converge.
|
||||
|
||||
radius = Vec2.len(va, pivot); // Get the Radius for the curved corner
|
||||
va.pushTo(polyOut);
|
||||
|
||||
for (ii = 1; ii < cornerDiv; ii++) {
|
||||
// Fill in the remaining points
|
||||
v.fromLerp(va, vb, ii / cornerDiv) // Lerp between Start + end Points
|
||||
.sub(pivot) // Localize it
|
||||
.norm() // Normalize it
|
||||
.scale(radius) // Scale it to the radius
|
||||
.add(pivot) // Move it back to world space
|
||||
.pushTo(polyOut);
|
||||
}
|
||||
vb.pushTo(polyOut);
|
||||
}
|
||||
return polyOut;
|
||||
}
|
||||
|
||||
function mod(a: number, b: number): number {
|
||||
const v = a % b;
|
||||
return v < 0 ? b + v : v;
|
||||
}
|
||||
// Turn 2D Polygon Points into 3D Vertices
|
||||
function toVec3(
|
||||
geo: { normals: number[]; vertices: number[] },
|
||||
poly: number[],
|
||||
offset?: Vec3 | number[]
|
||||
) {
|
||||
const v = new Vec3();
|
||||
// eslint-disable-next-line
|
||||
let i: any;
|
||||
offset = offset || [0, 0, 0];
|
||||
for (i of Vec2.bufIter(poly)) {
|
||||
v.fromVec2(i, true)
|
||||
.add(offset)
|
||||
.pushTo(geo.vertices)
|
||||
.sub(offset)
|
||||
.norm()
|
||||
.pushTo(geo.normals);
|
||||
}
|
||||
}
|
||||
// Create a Beveled cap for the extruded walls
|
||||
function polyCapBevel(
|
||||
geo: { normals: number[]; vertices: number[] },
|
||||
poly: number[],
|
||||
cornerDiv: number,
|
||||
capSize: number,
|
||||
offset?: Vec3 | number[]
|
||||
) {
|
||||
// eslint-disable-next-line
|
||||
const v: any = new Vec2();
|
||||
const lerp = [];
|
||||
let pivot, top, pnt, i, vlen, tlen;
|
||||
|
||||
offset = offset || [0, 0, 0];
|
||||
for (i = 0; i < poly.length; i += 2) {
|
||||
v.fromBuf(poly, i);
|
||||
|
||||
vlen = v.len();
|
||||
tlen = vlen - capSize;
|
||||
pnt = new Vec3().fromVec2(v, true);
|
||||
pivot = Vec3.scale(pnt, tlen / vlen);
|
||||
top = Vec3.add(pivot, [0, capSize, 0]);
|
||||
|
||||
lerp.push({ pivot, top, pnt });
|
||||
}
|
||||
let t, itm;
|
||||
pnt = new Vec3();
|
||||
for (i = 1; i <= cornerDiv; i++) {
|
||||
t = i / cornerDiv;
|
||||
for (itm of lerp) {
|
||||
pnt
|
||||
.fromLerp(itm.pnt, itm.top, t)
|
||||
.sub(itm.pivot)
|
||||
.norm()
|
||||
.pushTo(geo.normals)
|
||||
.scale(capSize)
|
||||
.add(itm.pivot)
|
||||
.add(offset)
|
||||
.pushTo(geo.vertices);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//https://stackoverflow.com/questions/2931573/determining-if-two-rays-intersect
|
||||
function raysIntersection(as: Vec2, ad: Vec2, bs: Vec2, bd: Vec2, out: Vec2) {
|
||||
const dx = bs[0] - as[0];
|
||||
const dy = bs[1] - as[1];
|
||||
const det = bd[0] * ad[1] - bd[1] * ad[0];
|
||||
|
||||
if (det != 0) {
|
||||
// near parallel line will yield noisy results
|
||||
const u = (dy * bd[0] - dx * bd[1]) / det;
|
||||
const v = (dy * ad[0] - dx * ad[1]) / det;
|
||||
|
||||
if (u >= 0 && v >= 0) {
|
||||
out[0] = as[0] + ad[0] * u;
|
||||
out[1] = as[1] + ad[1] * u;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
/** Generate Indices of both a Looped or Unlooped Grid, Backslash Pattern, Loops on Columns */
|
||||
function gridIndicesCol(
|
||||
out: number[],
|
||||
row_size: number,
|
||||
row_cnt: number,
|
||||
start_idx = 0,
|
||||
do_loop = false,
|
||||
rev_quad = false
|
||||
) {
|
||||
const row_stop = row_cnt - 1,
|
||||
col_stop = do_loop ? row_size : row_size - 1;
|
||||
let row_a, row_b, r, rr, rrr, a, b, c, d;
|
||||
for (r = 0; r < row_stop; r++) {
|
||||
// Figure out the starting Index for the Two Rows
|
||||
// 2nd row might loop back to starting row when Looping.
|
||||
row_a = start_idx + row_size * r;
|
||||
row_b = start_idx + row_size * (r + 1);
|
||||
for (rr = 0; rr < col_stop; rr++) {
|
||||
// Defined the Vertex Index of a Quad
|
||||
rrr = (rr + 1) % row_size;
|
||||
a = row_a + rr;
|
||||
b = row_a + rrr;
|
||||
d = row_b + rr;
|
||||
c = row_b + rrr;
|
||||
if (!rev_quad) out.push(a, b, c, c, d, a);
|
||||
// Counter ClockWise
|
||||
else out.push(a, d, c, c, b, a);
|
||||
}
|
||||
}
|
||||
}
|
||||
function fanIndices(
|
||||
out: number[],
|
||||
midIdx: number,
|
||||
edgeStart: number,
|
||||
edgeEnd: number,
|
||||
rev_quad = false
|
||||
) {
|
||||
const len = edgeEnd - edgeStart + 1;
|
||||
let i, ii;
|
||||
for (i = 0; i < len; i++) {
|
||||
ii = (i + 1) % len; // Next Point on the edge
|
||||
if (!rev_quad) out.push(midIdx, edgeStart + i, edgeStart + ii);
|
||||
// Counter ClockWise
|
||||
else out.push(midIdx, edgeStart + ii, edgeStart + i);
|
||||
}
|
||||
}
|
||||
export default HexagonPillar;
|
Reference in New Issue
Block a user