要检查对象是否在房间内,我们可以执行以下操作:
- 获取每个房间和对象的边界
getBoundingBox(dbId, model) {
const it = model.getInstanceTree();
const fragList = model.getFragmentList();
let bounds = new THREE.Box3();
it.enumNodeFragments(dbId, (fragId) => {
let box = new THREE.Box3();
fragList.getWorldBounds(fragId, box);
bounds.union(box);
}, true);
return bounds;
}
-
迭代房间和对象,并使用containsBox 或containsPoint 检查它们的边界框是否有交集。
-
如果你想做一个急性碰撞检查,你可以利用ThreeCSG.js 做几何相交。这是一篇博文,展示了如何将 ThreeCSG.js 与 Forge Viewer 集成。
https://forge.autodesk.com/blog/boolean-operations-forge-viewer
注意。此过程会降低查看器的性能,因为 JavaScript 在 Web 浏览器的单线程上运行,因此您可以使用 web worker 等技术在单独的线程。
更新:
这是一个展示上述想法的工作示例扩展:
/////////////////////////////////////////////////////////////////////
// Copyright (c) Autodesk, Inc. All rights reserved
// Written by Forge Partner Development
//
// Permission to use, copy, modify, and distribute this software in
// object code form for any purpose and without fee is hereby granted,
// provided that the above copyright notice appears in all copies and
// that both that copyright notice and the limited warranty and
// restricted rights notice below appear in all supporting
// documentation.
//
// AUTODESK PROVIDES THIS PROGRAM "AS IS" AND WITH ALL FAULTS.
// AUTODESK SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF
// MERCHANTABILITY OR FITNESS FOR A PARTICULAR USE. AUTODESK, INC.
// DOES NOT WARRANT THAT THE OPERATION OF THE PROGRAM WILL BE
// UNINTERRUPTED OR ERROR FREE.
/////////////////////////////////////////////////////////////////////
(function () {
const Utility = {
/**
* Rest an object
* @param {Object} obj An object to be reset.
* ref: https://stackoverflow.com/a/24090180
*/
resetObject: function (obj) {
for (let key in Object.getOwnPropertyNames(obj)) {
if (!obj.hasOwnProperty(key)) continue;
let val = obj[key];
switch (typeof val) {
case 'string':
obj[key] = ''; break;
case 'number':
obj[key] = 0; break;
case 'boolean':
obj[key] = false; break;
case 'object':
if (val === null) break;
if (val instanceof Array) {
while (obj[key].length > 0) {
obj[key].pop();
}
break;
}
val = {};
//Or recursively clear the sub-object
//resetObject(val);
break;
}
}
}
};
/**
* A Forge Viewer extension for loading and rendering Revit Grids by AEC Model Data
* @class
*/
class RoomLocatorExtension extends Autodesk.Viewing.Extension {
constructor(viewer, options) {
super(viewer, options);
this.roomCategoryName = options.roomCategoryName || 'Revit Rooms';//'Revit Habitaciones'
this.onContextMenu = this.onContextMenu.bind(this);
}
onContextMenu(menu, status) {
if (status.hasSelected) {
menu.push({
title: 'Find room',
target: async () => {
let selSet = this.viewer.getSelection();
this.viewer.clearSelection();
const roomDbIds = await this.locateElementByRoom(selSet[0]);
if (!roomDbIds || roomDbIds.length <= 0) return;
this.viewer.select(roomDbIds);
}
});
}
}
async getPropertiesAsync(dbId, model) {
return new Promise((resolve, reject) => {
model.getProperties2(
dbId,
(result) => resolve(result),
(error) => reject(error)
);
});
}
async getElementsByCategoryAsync(category) {
return new Promise((resolve, reject) => {
this.viewer.search(
category,
(dbIds) => resolve(dbIds),
(error) => reject(error),
['Category'],
{ searchHidden: true }
);
});
}
async getRoomDbIds() {
try {
const roomDbIds = await this.getElementsByCategoryAsync(this.roomCategoryName);
if (!roomDbIds || roomDbIds.length <= 0) {
throw new Error('No Rooms found in current model');
}
return roomDbIds;
} catch (ex) {
console.warn(`[RoomLocatorExtension]: ${ex}`);
throw new Error('No room found');
}
}
getBoundingBox(dbId, model) {
const it = model.getInstanceTree();
const fragList = model.getFragmentList();
let bounds = new THREE.Box3();
it.enumNodeFragments(dbId, (fragId) => {
let box = new THREE.Box3();
fragList.getWorldBounds(fragId, box);
bounds.union(box);
}, true);
return bounds;
}
getLeafFragIds(model, leafId) {
const instanceTree = model.getData().instanceTree;
const fragIds = [];
instanceTree.enumNodeFragments(leafId, function (fragId) {
fragIds.push(fragId);
});
return fragIds;
}
getComponentGeometryInfo(dbId, model) {
const viewer = this.viewer;
const viewerImpl = viewer.impl;
const fragIds = this.getLeafFragIds(model, dbId);
let matrixWorld = null;
const meshes = fragIds.map((fragId) => {
const renderProxy = viewerImpl.getRenderProxy(model, fragId);
const geometry = renderProxy.geometry;
const attributes = geometry.attributes;
const positions = geometry.vb ? geometry.vb : attributes.position.array;
const indices = attributes.index.array || geometry.ib;
const stride = geometry.vb ? geometry.vbstride : 3;
const offsets = geometry.offsets;
matrixWorld = matrixWorld || renderProxy.matrixWorld.elements;
return {
positions,
indices,
offsets,
stride
};
});
return {
matrixWorld,
meshes
};
}
getComponentGeometry(data, vertexArray) {
const offsets = [
{
count: data.indices.length,
index: 0,
start: 0
}
];
for (let oi = 0, ol = offsets.length; oi < ol; ++oi) {
let start = offsets[oi].start;
let count = offsets[oi].count;
let index = offsets[oi].index;
for (let i = start, il = start + count; i < il; i += 3) {
const a = index + data.indices[i];
const b = index + data.indices[i + 1];
const c = index + data.indices[i + 2];
const vA = new THREE.Vector3();
const vB = new THREE.Vector3();
const vC = new THREE.Vector3();
vA.fromArray(data.positions, a * data.stride);
vB.fromArray(data.positions, b * data.stride);
vC.fromArray(data.positions, c * data.stride);
vertexArray.push(vA);
vertexArray.push(vB);
vertexArray.push(vC);
}
}
}
buildComponentMesh(data) {
const vertexArray = [];
for (let idx = 0; idx < data.nbMeshes; ++idx) {
const meshData = {
positions: data['positions' + idx],
indices: data['indices' + idx],
stride: data['stride' + idx]
}
this.getComponentGeometry(meshData, vertexArray);
}
const geometry = new THREE.Geometry();
for (let i = 0; i < vertexArray.length; i += 3) {
geometry.vertices.push(vertexArray[i]);
geometry.vertices.push(vertexArray[i + 1]);
geometry.vertices.push(vertexArray[i + 2]);
const face = new THREE.Face3(i, i + 1, i + 2);
geometry.faces.push(face);
}
const matrixWorld = new THREE.Matrix4();
matrixWorld.fromArray(data.matrixWorld);
const mesh = new THREE.Mesh(geometry);
mesh.applyMatrix(matrixWorld);
mesh.boundingBox = data.boundingBox;
mesh.bsp = new ThreeBSP(mesh)
mesh.dbId = data.dbId;
return mesh;
}
buildCsgMesh(dbId, model) {
const geometry = this.getComponentGeometryInfo(dbId, model);
const data = {
boundingBox: this.getBoundingBox(dbId, model),
matrixWorld: geometry.matrixWorld,
nbMeshes: geometry.meshes.length,
dbId
};
geometry.meshes.forEach((mesh, idx) => {
data['positions' + idx] = mesh.positions;
data['indices' + idx] = mesh.indices;
data['stride' + idx] = mesh.stride;
});
return this.buildComponentMesh(data);
}
async buildBBoxes() {
try {
const model = this.viewer.model;
const roomBBoxes = {};
const roomDbIds = await this.getRoomDbIds();
for (let i = 0; i < roomDbIds.length; i++) {
let dbId = roomDbIds[i];
let bbox = await this.getBoundingBox(dbId, model);
roomBBoxes[dbId] = bbox;
}
this.cachedBBoxes['rooms'] = roomBBoxes;
} catch (ex) {
console.warn(`[RoomLocatorExtension]: ${ex}`);
throw new Error('Cannot build bounding boxes from rooms');
}
}
async locateElementByRoom(dbId) {
let bbox = await this.getBoundingBox(dbId, this.viewer.model);
const roomDbIds = Object.keys(this.cachedBBoxes['rooms']);
const roomBoxes = Object.values(this.cachedBBoxes['rooms']);
// Coarse Phase Collision
const coarseResult = [];
for (let i = 0; i < roomDbIds.length; i++) {
let roomDbId = roomDbIds[i];
let roomBox = roomBoxes[i];
if (roomBox.containsBox(bbox)) {
coarseResult.push(parseInt(roomDbId));
} else {
if (roomBox.containsPoint(bbox.min) || roomBox.containsPoint(bbox.max) || roomBox.containsPoint(bbox.center())) {
coarseResult.push(parseInt(roomDbId));
}
}
}
// Fine Phase Collision
const fineResult = [];
let elementCsgMesh = this.buildCsgMesh(dbId, this.viewer.model);
for (let i = 0; i < coarseResult.length; i++) {
let roomDbId = coarseResult[i];
let roomCsgMesh = this.buildCsgMesh(roomDbId, this.viewer.model);
let result = elementCsgMesh.bsp.intersect(roomCsgMesh.bsp);
if (result.tree.polygons.length <= 0) {
result = roomCsgMesh.bsp.intersect(elementCsgMesh.bsp);
// if (!this.viewer.overlays.hasScene('csg'))
// this.viewer.overlays.addScene('csg');
// else
// this.viewer.overlays.clearScene('csg');
// let mat = new THREE.MeshBasicMaterial({ color: 'red' })
// let mesh = result.toMesh(mat);
// this.viewer.overlays.addMesh(mesh, 'csg')
if (result.tree.polygons.length <= 0) continue;
}
fineResult.push(roomDbId);
}
return fineResult;
}
async load() {
await Autodesk.Viewing.Private.theResourceLoader.loadScript(
'https://cdn.jsdelivr.net/gh/Wilt/ThreeCSG@develop/ThreeCSG.js',
'ThreeBSP'
);
if (!window.ThreeBSP)
throw new Error('Cannot load ThreeCSG.js, please download a copy from https://github.com/Wilt/ThreeCSG/blob/develop/ThreeCSG.js')
await this.viewer.waitForLoadDone();
this.cachedBBoxes = {};
await this.buildBBoxes();
this.viewer.registerContextMenuCallback(
'RoomLocatorExtension',
this.onContextMenu
);
return true;
}
unload() {
Utility.resetObject(this.cachedBBoxes);
this.viewer.unregisterContextMenuCallback(
'RoomLocatorExtension',
this.onContextMenu
);
return true;
}
}
Autodesk.Viewing.theExtensionManager.registerExtension('RoomLocatorExtension', RoomLocatorExtension);
})();
快照: