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Shape 形状图形
Mx.MxDbShape
是基于THREE.Shape 实现的图形形状基类,能够实现动态绘制形状,可以通过扩展MxDbShape类来实现各种2d、3d图形效果。
Mx.MxDbShape
默认支持形状曲线闭合、填充、图片填充、虚线、实线、线宽等设置, 该类基于Mx.MxDbEntity实现。
点击 Mx.MxDbShape API 查看详细属性和方法说明。
MxDbShape 扩展的实现流程
继承 MxDbShape => 扩展_propertyDbKeys属性数组 => 重写worldDraw方法
一、扩展_propertyDbKeys属性数组:
class MxDbPolygonShape extends MxDbShape {
points = []
constructor() {
super()
this._propertyDbKeys = [...this._propertyDbKeys, 'points']
}
...
}
_propertyDbKeys属性记录要保留的数据名称,如示例中的'points' 属性,在交互(命令)式动态绘制过程中的不断重绘, points数组会重新初始化为空数组。如果需要在图形需要实现 归档还原等操作、动态绘制、选择拖到夹点改变图形等功能时都需要points数据实时保存,避免被初始化。
二、重写worldDraw方法
worldDraw 是渲染函数,以下是默认实现:
worldDraw() {
// THREE默认是挂载在window对象上的, 并且需要调用loadCoreCode函数执行后才会挂载
const THREE:THREE = Mx.MxFun.getMxFunTHREE()
// 创建形状路径
const paths = this.createPaths(new THREE.Curve<THREE.Vector3>())
// 通过形状路径获取构成的点
const points = this.getShapePoints(paths)
// 绘制形状
this._draw(pWorldDraw, points)
// 绘制形状的描边
this._drawStoreLine(pWorldDraw, points)
}
我们可以基于THREE.Curve以及它的衍生类来实现各种现状并通过 createPaths 方法创建一条形状路径,通过getShapePoints获取形状路径的点, 最终通过_draw和_drawStoreLine来绘制形状和描边。或通过一些算法将构成形状的点计算出来直接通过_draw和_drawStoreLine来绘制。
其中,显示夹点getGripPoints和移动夹点moveGripPointsAt的重写方法可参考Mx.MxDbEntity 自定义图形对象
示例
下面以绘制一个箭头形状的图形为例。
export class MxDbArrow extends MxDbShape {
/** 开始是否为尖角 */
isSharpCorner = true
/** 内部偏移量 */
innerOffset = 10
/** 外部偏移量 */
outerOffset = 22
/** 顶部偏移量 */
topOffset = 36
startPoint = new THREE.Vector3()
endPoint = new THREE.Vector3()
constructor() {
super()
this._propertyDbKeys = [...this._propertyDbKeys, 'outerOffset', 'topOffset', 'innerOffset', 'isSharpCorner', 'startPoint', 'endPoint']
}
public worldDraw(pWorldDraw: McGiWorldDraw): void {
const _points = this.getArrowVertex(this.startPoint, this.endPoint)
if(_points) {
this._draw(pWorldDraw, _points)
this._drawStoreLine(pWorldDraw, _points)
}
}
getArrowVertex(p1:THREE.Vector3, p2:THREE.Vector3, isSharpCorner = this.isSharpCorner) {
let { innerOffset, topOffset, outerOffset, } = this
const coord: THREE.Vector3[] = [];
// 顶点
coord[3] = p2
const p1_p2 = Math.sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
if (p1_p2 === 0) {
return;
}
const sina = -(p2.x - p1.x) / p1_p2; //旋转角度的正弦值
const cosa = (p2.y - p1.y) / p1_p2; //余弦值
const lInnerx = p1.x + innerOffset;
const lInnery = p1.y + p1_p2 - topOffset;
//外转点的原始坐标(左边)
const lOuterx = p1.x + outerOffset;
const lOutery = p1.y + p1_p2 - topOffset;
const rInnerx = p1.x - innerOffset;
const rInnery = p1.y + p1_p2 - topOffset;
const rOuterx = p1.x - outerOffset;
const rOutery = p1.y + p1_p2 - topOffset;
if(isSharpCorner) {
coord[0] = p1
coord[6] = coord[0]
}else {
coord[0] = new THREE.Vector3(p1.x - (rInnerx - p1.x) * cosa, p1.y - (rInnerx - p1.x) * sina )
coord[6] = new THREE.Vector3(p1.x + (rInnerx - p1.x) * cosa, p1.y + (rInnerx - p1.x) * sina )
coord[7] = coord[0]
}
//内外转点旋转角度a后的新坐标
coord[1] = new THREE.Vector3(p1.x + (lInnerx - p1.x) * cosa - (lInnery - p1.y) * sina, p1.y + (lInnerx - p1.x) * sina + (lInnery - p1.y) * cosa);
coord[2] = new THREE.Vector3(p1.x + (lOuterx - p1.x) * cosa - (lOutery - p1.y) * sina, p1.y + (lOuterx - p1.x) * sina + (lOutery - p1.y) * cosa);
coord[4] = new THREE.Vector3(p1.x + (rOuterx - p1.x) * cosa - (rOutery - p1.y) * sina, p1.y + (rOuterx - p1.x) * sina + (rOutery - p1.y) * cosa);
coord[5] = new THREE.Vector3(p1.x + (rInnerx - p1.x) * cosa - (rInnery - p1.y) * sina, p1.y + (rInnerx - p1.x) * sina + (rInnery - p1.y) * cosa);
return coord
}
getGripPoints(): THREE.Vector3[] {
const center = new THREE.Vector3()
new THREE.Line3(this.startPoint, this.endPoint).getCenter(center)
return [
this.startPoint,
center,
this.endPoint,
]
}
moveGripPointsAt(index: number, offset: Vector3): boolean {
if(index === 0) this.startPoint.add(offset)
if(index === 1) this.startPoint.add(offset), this.endPoint.add(offset)
if(index === 2) this.endPoint.add(offset)
return true
}
}
效果:参考Mx.MxDbArrow()
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