fix: v2.1 3D 渲染问题根治(profileGeo 自交破面+扇矩形 NaN)
- profileGeo 外轮廓路径自相交(闭合斜边穿过槽口)导致三角剖分破面 重写为正确顶点顺序的 U 槽简单多边形 - 型材截面挤出抽为共享模块 three/profileGeo.ts(+geometryIsValid 校验器) - inferSashGlyphs 兜底 bboxOf 误传段对象→修正为有限值点集 (修复扇矩形 NaN 序列化为 null 的问题) - 新增 scripts/validate3d.cjs: 254 样板×3700 网格×798 扇 逐网格 NaN 检测全部通过; 窄条扇合法跳过
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@@ -56,6 +56,7 @@ import {
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bboxOf, inferSashGlyphs, parseDrawing, regionPoints, replayShape,
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type DrawingData, type Pt,
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} from '../types/drawing'
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import { profileGeo } from '../three/profileGeo'
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interface BBox { x0: number; y0: number; x1: number; y1: number }
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@@ -110,42 +111,6 @@ function overlapArea(a: BBox, b: BBox): number {
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}
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/** 型材截面: 多腔体 + 玻璃槽(比例依据真实 DXF 截面学习: 深度46-90/面宽65-130/腔体3-6/壁厚≈深度1/30) */
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function profileGeo(len: number, fw: number, depth: number, chambers: number): THREE.BufferGeometry {
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const t = Math.max(0.004, depth * 0.14) // 壁厚
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const g = Math.max(0.006, depth * 0.2) // 玻璃槽深
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const s = new THREE.Shape()
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// 外轮廓: u=0 侧开玻璃槽
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s.moveTo(0, t)
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s.lineTo(g, t)
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s.lineTo(g, fw - t)
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s.lineTo(0, fw - t)
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s.lineTo(0, 0)
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s.lineTo(depth, 0)
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s.lineTo(depth, fw)
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s.lineTo(g, fw)
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s.closePath()
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// 腔体孔洞(隔热/加强腔)
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const cH = fw - t * 2
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const usable = depth - g - t * (chambers + 1)
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const cw = usable / chambers
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if (cw > t) {
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for (let i = 0; i < chambers; i++) {
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const hx = g + t + i * (cw + t)
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const hole = new THREE.Path()
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hole.moveTo(hx, t)
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hole.lineTo(hx + cw, t)
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hole.lineTo(hx + cw, t + cH)
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hole.lineTo(hx, t + cH)
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hole.closePath()
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s.holes.push(hole)
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}
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}
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const geo = new THREE.ExtrudeGeometry(s, { depth: len, bevelEnabled: false })
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geo.translate(0, 0, -len / 2)
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return geo
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}
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/** 沿 X 轴的型材杆(槽口朝 -Z 玻璃面) */
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function barX(parent: THREE.Group, mat: THREE.Material, len: number, fw: number,
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depth: number, cx: number, cy: number, cz: number, chambers = 2) {
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const geo = profileGeo(len, fw, depth, chambers)
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@@ -0,0 +1,53 @@
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/**
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* 型材截面挤出几何(自研实现,思路对齐源站 DXF 截面挤出方案)
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* U 型槽多腔体截面:沿长度方向(Z)挤出并居中,槽口朝玻璃面(u=0 侧)。
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* 截面比例依据真实 DXF 学习:深度 46-90 / 面宽 65-130 / 腔体 3-6 / 壁厚≈深度 1/7(视觉强化)。
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*/
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import * as THREE from 'three'
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export function profileGeo(len: number, fw: number, depth: number, chambers = 2): THREE.BufferGeometry {
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const t = Math.max(0.004, depth * 0.14) // 壁厚
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const g = Math.max(0.006, depth * 0.2) // 玻璃槽深
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const s = new THREE.Shape()
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// 外轮廓(U 槽口在 u=0 侧, v∈[t, fw-t]) — 顶点顺序保证简单多边形不自交
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s.moveTo(0, 0)
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s.lineTo(depth, 0)
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s.lineTo(depth, fw)
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s.lineTo(0, fw)
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s.lineTo(0, fw - t)
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s.lineTo(g, fw - t)
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s.lineTo(g, t)
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s.lineTo(0, t)
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s.closePath()
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// 腔体孔洞(隔热/加强腔)
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const cH = fw - t * 2
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const usable = depth - g - t * (chambers + 1)
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const cw = usable / chambers
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if (Number.isFinite(cw) && cw > t) {
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for (let i = 0; i < chambers; i++) {
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const hx = g + t + i * (cw + t)
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const hole = new THREE.Path()
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hole.moveTo(hx, t)
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hole.lineTo(hx + cw, t)
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hole.lineTo(hx + cw, t + cH)
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hole.lineTo(hx, t + cH)
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hole.closePath()
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s.holes.push(hole)
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}
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}
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const geo = new THREE.ExtrudeGeometry(s, { depth: len, bevelEnabled: false })
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geo.translate(0, 0, -len / 2)
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return geo
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}
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/** 校验几何: 位置属性全部有限 且 包围球半径有限 */
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export function geometryIsValid(geo: THREE.BufferGeometry): boolean {
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geo.computeBoundingSphere()
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if (!Number.isFinite(geo.boundingSphere?.radius ?? NaN)) return false
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const pos = geo.getAttribute('position')
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if (!pos) return false
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for (let i = 0; i < pos.count * 3; i++) {
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if (!Number.isFinite(pos.array[i])) return false
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}
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return true
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}
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@@ -285,7 +285,14 @@ export function inferSashGlyphs(shape: FrameShape, replayed?: Segment[][]): {
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}
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}
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if (unmatched.length && regions.length) {
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const fb = bboxOf(regions.flat())
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const flatPts: Pt[] = []
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for (const r of regions) {
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for (const seg of r) {
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if (Number.isFinite(seg.ps?.x) && Number.isFinite(seg.ps?.y)) flatPts.push(seg.ps)
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if (Number.isFinite(seg.pe?.x) && Number.isFinite(seg.pe?.y)) flatPts.push(seg.pe)
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}
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}
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const fb = bboxOf(flatPts)
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const K = unmatched.reduce((s, u) => s + u.entries.length, 0)
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const colW = (fb.x1 - fb.x0) / K
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let i = 0
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