feat(文件拆分): 拆分几何三维基础能力
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xiaoqidun committed 2026-10-14 00:44:44 +08:00
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// Copyright 2025-2026 肖其顿 (XIAO QI DUN)
//
// Licensed 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.
package threed
import (
"fmt"
"math"
)
// pointNormalPrediction 按ECMA-363第9.6.2.2.4.4节计算点集球面法线预测
// 入参: mesh 属性数组, points 分裂位置的点
// 返回: u3dVector 预测方向, error 不支持的多方向预测或取消错误
func (d *u3dDecoder) pointNormalPrediction(mesh *U3DMesh, points []U3DPoint) (u3dVector, error) {
var directions [2]u3dVector
var counts [2]int
var previous [3]float32
var direction u3dVector
for i, point := range points {
if i%256 == 0 {
if err := d.ctx.Err(); err != nil {
return u3dVector{}, err
}
}
normal := mesh.Normals[point.Corners[0].Normal]
if i == 0 || normal != previous {
direction = (u3dVector{float64(normal[0]), float64(normal[1]), float64(normal[2])}).unit()
previous = normal
}
if counts[0] == 0 || direction == directions[0] {
directions[0] = direction
counts[0]++
} else if counts[1] == 0 || direction == directions[1] {
directions[1] = direction
counts[1]++
} else {
return u3dVector{}, fmt.Errorf("unsupported U3D point normal prediction with multiple directions")
}
}
if counts[1] == 0 {
return directions[0], nil
}
a, b := directions[0], directions[1]
if a == (u3dVector{}) || b == (u3dVector{}) {
return u3dVector{}, fmt.Errorf("unsupported U3D point normal prediction with zero direction")
}
dot := max(-1, min(1, a.dot(b)))
tangent := b.sub(u3dVector{a[0] * dot, a[1] * dot, a[2] * dot})
length := math.Sqrt(tangent.dot(tangent))
if length == 0 {
return u3dVector{}, fmt.Errorf("unsupported U3D antipodal point normal prediction")
}
angle := math.Atan2(length, dot) * (float64(counts[1]) / float64(len(points)))
sine, cosine := math.Sincos(angle)
var result u3dVector
for i := range result {
result[i] = a[i]*cosine + tangent[i]/length*sine
}
return result.unit(), nil
}