Files
skywalking-booster-ui/src/views/infrastructure/geometry/hexagon-pillar.ts
2021-12-08 16:06:25 +08:00

282 lines
8.1 KiB
TypeScript

/**
* 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;