我尝试在Three.js中显示由构造路径命令构造的几何图形,如moveto like to beziercurveto。因此,我创建了一个THREE.ShapePath();并执行命令toShapes(isClockwise)。在此之后,我使用THREE.ExtrudeBufferGeometry创建3D形状。
不幸的是,形状有时真的很复杂,没有正确地创建,这意味着它们被扭曲了。
使用libtess作为三角化库解决了一些问题。但我仍然有扭曲的几何图形。
现在我想使用jsclipper来简化三角剖分之前的形状。
我是这样修改three.js的:
在ExtrudeBufferGeometry的addShape方法中,我添加了:
$.each(vertices, function(index, item) {
vertices[index]['X'] = vertices[index]['x'];
vertices[index]['Y'] = vertices[index]['y'];
delete vertices[index]['x'];
delete vertices[index]['y'];
});
if (holes[0]) {
for (i = 0; i < holes.length; i++ ) {
$.each(holes[i], function(index, item) {
holes[i][index]['X'] = holes[i][index]['x'];
holes[i][index]['Y'] = holes[i][index]['y'];
delete holes[i][index]['x'];
delete holes[i][index]['y'];
});
}
}
var scale = 100;
ClipperLib.JS.ScaleUpPaths([vertices], scale);
if (holes[0]) {
ClipperLib.JS.ScaleUpPaths(holes, scale);
}
vertices = ClipperLib.Clipper.SimplifyPolygons([vertices], ClipperLib.PolyFillType.pftNonZero);
// or ClipperLib.PolyFillType.pftEvenOdd
if (holes[0]) {
holes = ClipperLib.Clipper.SimplifyPolygons(holes, ClipperLib.PolyFillType.pftNonZero);
// or ClipperLib.PolyFillType.pftEvenOdd
}
// var cleandelta = 0.1; // 0.1 should be the appropriate delta in different cases
// vertices = ClipperLib.Clipper.CleanPolygons([vertices], cleandelta * scale);
// if (holes[0]) {
// holes = ClipperLib.Clipper.CleanPolygons(holes, cleandelta * scale);
// }
ClipperLib.JS.ScaleDownPaths(vertices, scale);
if (holes[0]) {
ClipperLib.JS.ScaleDownPaths(holes, scale);
}
for (i = 0; i < vertices.length; i++ ) {
$.each(vertices[i], function(index, item) {
vertices[i][index]['x'] = vertices[i][index]['X'];
vertices[i][index]['y'] = vertices[i][index]['Y'];
delete vertices[i][index]['X'];
delete vertices[i][index]['Y'];
});
}
if (holes[0]) {
for (i = 0; i < holes.length; i++ ) {
$.each(holes[i], function(index, item) {
holes[i][index]['x'] = holes[i][index]['X'];
holes[i][index]['y'] = holes[i][index]['Y'];
delete holes[i][index]['X'];
delete holes[i][index]['Y'];
});
}
}
现在我可以看到顶点被“减少”了。
但是var faces = ShapeUtils.triangulateShape(顶点,洞);不再为某些示例生成面。
请帮助如何正确地简化形状?
发布于 2019-03-20 14:39:14
要弄清楚问题到底出在哪里有点困难。Clipper (在使用SimplifyPolygons或SimplifyPolygon时也是如此)只能生成弱简单的多边形,这意味着可能存在伪重复的点:尽管序列坐标被分割为不可变的,但后续的一些点可以共享相同的坐标。坐标也可以在两点之间的直线上。
在简化(或任何其他布尔操作)之后,您可以使用Offsetting和一个较小的负值进行清理步骤:https://sourceforge.net/p/jsclipper/wiki/documentation/#clipperlibclipperoffsetexecute。
这可能会删除所有的伪重复点。
我还制作了一个浮动版本的Clipper (http://jsclipper.sourceforge.net/6.4.2.2_fpoint/)。它经过了广泛的测试,但是因为最初的C#裁剪器(JS版本就是从这个版本移植过来的)的作者Angus Johnson认为使用浮动会导致健壮性问题,尽管根据我的测试,原来的C#浮动版本并不存在。浮动版本使用起来更简单,你可以在那里尝试一个小的负偏移量:例如。-0.001或-0.01。
您也可以尝试使用PolyTree或ExPolygons (https://sourceforge.net/p/jsclipper/wiki/ExPolygons%20and%20PolyTree%206/)。ExPolygons可用于获取孔和轮廓,PolyTree可用于获取孔和轮廓的完整父-子关系。
最后一个办法就是用坏笔尖的-function。它检测所有伪重复的点,并对它们进行断笔笔尖-effect,因此结果是没有任何重复的。附图显示了此效果的含义,使用较大的nib- effect -value使效果含义更清晰。Three.js polygon triangulation fails in pseudo duplicate points。这里有一个关于这个话题的讨论https://github.com/mrdoob/three.js/issues/3386。


// Make polygons to simple by making "a broken pen tip" effect on each semi-adjacent (duplicate) vertex
// ORIGPOLY can be a contour
// or exPolygon structure
function BreakPenNibs(ORIGPOLY, dist, scale)
{
if (!dist || dist < 0) return;
var sqrt = Math.sqrt;
var allpoints = {}, point = {};
var key = "";
var currX = 0.0,
currY = 0.0;
var prevX = 0.0,
prevY = 0.0;
var nextX = 0.0,
nextY;
var x = 0.0,
y = 0.0,
length = 0.0,
i = 0,
duplcount = 0,
j = 0;
var prev_i = 0,
next_i = 0,
last_i;
var extra_vertices = new Array(100),
moved_vertices = new Array(100);
// Get first all duplicates
var duplicates = new Array(100),
indexi = "",
indexstr = "",
arraystr = "",
polys, outer, holes;
if (ORIGPOLY instanceof Array)
{
outer = ORIGPOLY;
}
else if (ORIGPOLY.outer instanceof Array)
{
outer = ORIGPOLY.outer;
}
else return;
if (ORIGPOLY.holes instanceof Array) holes = ORIGPOLY.holes;
else holes = [];
polys = [outer].concat(holes);
var polys_length = polys.length;
// Get first max lenght of arrays
var max_index_len = 0;
var arr_len;
i = polys_length;
while (i--)
{
arr_len = polys[i].length;
if (arr_len > max_index_len) max_index_len = arr_len;
}
max_index_len = max_index_len.toString().length;
var max_polys_length = polys_length.toString().length;
var poly;
j = polys_length;
var scaling = scale/10;
while (j--)
{
poly = polys[j];
ilen = poly.length;
i = ilen;
while (i--)
{
point = poly[i];
//key = Math.round(point.X) + ":" + Math.round(point.Y);
key = (Math.round(point.X / scaling) * scaling)
+ ":" + (Math.round(point.Y / scaling) * scaling);
indexi = allpoints[key];
if (typeof (indexi) != "undefined")
{
// first found duplicate
duplicates[duplcount] = indexi;
duplcount++;
arraystr = j.toString();
while (arraystr.length < max_polys_length) arraystr = "0" + arraystr;
indexstr = i.toString();
while (indexstr.length < max_index_len) indexstr = "0" + indexstr;
duplicates[duplcount] = arraystr + "." + indexstr;
duplcount++;
}
arraystr = j.toString();
while (arraystr.length < max_polys_length) arraystr = "0" + arraystr;
indexstr = i.toString();
while (indexstr.length < max_index_len) indexstr = "0" + indexstr;
allpoints[key] = arraystr + "." + indexstr;
}
}
if (!duplcount) return;
duplicates.length = duplcount;
duplicates.sort();
//console.log(JSON.stringify(duplicates));
var splitted, poly_index = 0,
nth_dupl = 0;
var prev_poly_index = -1;
poly_index = 0;
for (j = 0; j < duplcount; j++)
{
splitted = duplicates[j].split(".");
poly_index = parseInt(splitted[0], 10);
if (poly_index != prev_poly_index) nth_dupl = 0;
else nth_dupl++;
i = parseInt(splitted[1], 10);
poly = polys[poly_index];
len = poly.length;
if (poly[0].X === poly[len - 1].X &&
poly[0].Y === poly[len - 1].Y)
{
last_i = len - 2;
}
else
{
last_i = len - 1;
}
point = poly[i];
// Calculate "broken pen tip" effect
// for current point by finding
// a coordinate at a distance dist
// along the edge between current and
// previous point
// This is inlined to maximize speed
currX = point.X;
currY = point.Y;
if (i === 0) prev_i = last_i; // last element in array
else prev_i = i - 1;
prevX = poly[prev_i].X;
prevY = poly[prev_i].Y;
x=0;y=0;
if (!point.Collinear)
{
length = sqrt((-currX + prevX) * (-currX + prevX) + (currY - prevY) * (currY - prevY));
//console.log(length);
x = currX - (dist * (currX - prevX)) / length;
y = currY - (dist * (currY - prevY)) / length;
}
// save the found (calculated) point
moved_vertices[j] = {
X: x,
Y: y,
Collinear:point.Collinear,
index: i,
poly_index: poly_index
};
// "broken nib effect" for next point also
if (i == len - 1) next_i = 0;
else next_i = i + 1;
nextX = poly[next_i].X;
nextY = poly[next_i].Y;
x=0;y=0;
if (!point.Collinear)
{
length = sqrt((-currX + nextX) * (-currX + nextX) + (currY - nextY) * (currY - nextY));
x = currX - (dist * (currX - nextX)) / length;
y = currY - (dist * (currY - nextY)) / length;
}
// save the found (calculated) point
extra_vertices[j] = {
X: x,
Y: y,
Collinear:point.Collinear,
index: i + nth_dupl,
poly_index: poly_index
};
prev_poly_index = poly_index;
}
moved_vertices.length = extra_vertices.length = duplcount;
//console.log("MOVED:" + JSON.stringify(moved_vertices));
//console.log("EXTRA:" + JSON.stringify(extra_vertices));
// Update moved coordinates
i = duplcount;
var point2;
while (i--)
{
point = moved_vertices[i];
x = point.X;
y = point.Y;
// Faster than isNaN: http://jsperf.com/isnan-alternatives
if (x != x || x == Infinity || x == -Infinity) continue;
if (y != y || y == Infinity || y == -Infinity) continue;
point2 = polys[point.poly_index][point.index];
point2.X = point.X;
point2.Y = point.Y;
point2.Collinear = point.Collinear;
}
// Add an extra vertex
// This is needed to remain the angle of the next edge
for (i = 0; i < duplcount; i++)
{
point = extra_vertices[i];
x = point.X;
y = point.Y;
// Faster than isNaN: http://jsperf.com/isnan-alternatives
if (x != x || x == Infinity || x == -Infinity) continue;
if (y != y || y == Infinity || y == -Infinity) continue;
polys[point.poly_index].splice(point.index + 1, 0,
{
X: point.X,
Y: point.Y,
Collinear: point.Collinear
});
}
// Remove collinear points
// and for some reason coming
// sequential duplicates
// TODO: check why seq. duplicates becomes
j = polys.length;
var prev_point = null;
while (j--)
{
poly = polys[j];
ilen = poly.length;
i = ilen;
while (i--)
{
point = poly[i];
if(prev_point!=null && point.X == prev_point.X && point.Y == prev_point.Y) poly.splice(i, 1);
else
if(point.Collinear) poly.splice(i, 1);
prev_point = point;
}
}
//console.log(JSON.stringify(polys));
// because original array is modified, no need to return anything
}
var BreakPenNipsOfExPolygons = function (exPolygons, dist, scale)
{
var i = 0,
j = 0,
ilen = exPolygons.length,
jlen = 0;
for (; i < ilen; i++)
{
//if(i!=4) continue;
BreakPenNibs(exPolygons[i], dist, scale);
}
};
https://stackoverflow.com/questions/55210827
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