06-二次开发进阶

news/2025/11/29 13:10:47/文章来源:https://www.cnblogs.com/znlgis/p/19286142

第六章:二次开发进阶

6.1 自定义渲染器

6.1.1 渲染管线概述

Chili3D的渲染基于Three.js,理解其渲染管线对于自定义渲染至关重要:

场景图(Scene Graph)↓
几何体处理(Geometry Processing)↓
材质着色(Material Shading)↓
光照计算(Lighting)↓
后处理(Post-processing)↓
最终输出(Final Output)

6.1.2 自定义材质

创建自定义着色器材质:

// packages/chili-extension/src/materials/xrayMaterial.ts
import * as THREE from "three";export class XRayMaterial extends THREE.ShaderMaterial {constructor(options: XRayMaterialOptions = {}) {super({uniforms: {color: { value: new THREE.Color(options.color || 0x00ff00) },opacity: { value: options.opacity || 0.5 },edgeColor: { value: new THREE.Color(options.edgeColor || 0xffffff) },edgeWidth: { value: options.edgeWidth || 1.0 },time: { value: 0 }},vertexShader: `varying vec3 vNormal;varying vec3 vViewPosition;void main() {vNormal = normalize(normalMatrix * normal);vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);vViewPosition = -mvPosition.xyz;gl_Position = projectionMatrix * mvPosition;}`,fragmentShader: `uniform vec3 color;uniform float opacity;uniform vec3 edgeColor;uniform float edgeWidth;uniform float time;varying vec3 vNormal;varying vec3 vViewPosition;void main() {// 计算视角与法线的夹角vec3 viewDir = normalize(vViewPosition);float edgeFactor = abs(dot(viewDir, vNormal));// 边缘检测float edge = 1.0 - smoothstep(0.0, edgeWidth * 0.1, edgeFactor);// 混合颜色vec3 finalColor = mix(color, edgeColor, edge);float finalOpacity = mix(opacity * 0.5, opacity, edge);// 添加轻微的动画效果finalOpacity *= 0.9 + 0.1 * sin(time * 2.0);gl_FragColor = vec4(finalColor, finalOpacity);}`,transparent: true,side: THREE.DoubleSide,depthWrite: false});}update(deltaTime: number): void {this.uniforms.time.value += deltaTime;}
}interface XRayMaterialOptions {color?: number;opacity?: number;edgeColor?: number;edgeWidth?: number;
}

6.1.3 自定义后处理效果

// packages/chili-extension/src/effects/outlineEffect.ts
import * as THREE from "three";
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass";export class CustomOutlineEffect {private _composer: EffectComposer;private _outlinePass: ShaderPass;constructor(private renderer: THREE.WebGLRenderer,private scene: THREE.Scene,private camera: THREE.Camera) {this._composer = new EffectComposer(renderer);// 添加渲染通道const renderPass = new RenderPass(scene, camera);this._composer.addPass(renderPass);// 添加轮廓通道this._outlinePass = new ShaderPass(this.createOutlineShader());this._composer.addPass(this._outlinePass);}private createOutlineShader(): THREE.ShaderMaterial {return new THREE.ShaderMaterial({uniforms: {tDiffuse: { value: null },resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },outlineColor: { value: new THREE.Color(0xff0000) },outlineWidth: { value: 2.0 }},vertexShader: `varying vec2 vUv;void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);}`,fragmentShader: `uniform sampler2D tDiffuse;uniform vec2 resolution;uniform vec3 outlineColor;uniform float outlineWidth;varying vec2 vUv;void main() {vec4 color = texture2D(tDiffuse, vUv);// Sobel边缘检测vec2 texel = vec2(1.0 / resolution.x, 1.0 / resolution.y);float gx = 0.0;float gy = 0.0;// 采样周围像素for (int i = -1; i <= 1; i++) {for (int j = -1; j <= 1; j++) {vec4 sample = texture2D(tDiffuse, vUv + vec2(float(i), float(j)) * texel * outlineWidth);float gray = dot(sample.rgb, vec3(0.299, 0.587, 0.114));// Sobel算子gx += gray * float(i) * (abs(j) == 1 ? 1.0 : 2.0);gy += gray * float(j) * (abs(i) == 1 ? 1.0 : 2.0);}}float edge = sqrt(gx * gx + gy * gy);// 混合轮廓vec3 finalColor = mix(color.rgb, outlineColor, edge * 0.5);gl_FragColor = vec4(finalColor, color.a);}`});}render(): void {this._composer.render();}setSize(width: number, height: number): void {this._composer.setSize(width, height);this._outlinePass.uniforms.resolution.value.set(width, height);}setOutlineColor(color: number): void {this._outlinePass.uniforms.outlineColor.value.set(color);}setOutlineWidth(width: number): void {this._outlinePass.uniforms.outlineWidth.value = width;}
}

6.1.4 自定义可视化对象

// packages/chili-extension/src/visual/dimensionVisual.ts
import * as THREE from "three";export class DimensionVisual extends THREE.Group {private _startPoint: THREE.Vector3;private _endPoint: THREE.Vector3;private _textSprite: THREE.Sprite;private _lines: THREE.LineSegments;constructor(start: XYZ, end: XYZ, options: DimensionOptions = {}) {super();this._startPoint = new THREE.Vector3(start.x, start.y, start.z);this._endPoint = new THREE.Vector3(end.x, end.y, end.z);// 创建尺寸线this._lines = this.createDimensionLines(options);this.add(this._lines);// 创建文字标签this._textSprite = this.createTextSprite(options);this.add(this._textSprite);}private createDimensionLines(options: DimensionOptions): THREE.LineSegments {const offset = options.offset || 10;const extensionLength = options.extensionLength || 5;// 计算尺寸线方向const direction = new THREE.Vector3().subVectors(this._endPoint, this._startPoint);const length = direction.length();direction.normalize();// 计算偏移方向(垂直于尺寸线)const offsetDir = new THREE.Vector3(0, 0, 1).cross(direction).normalize();// 创建几何体const geometry = new THREE.BufferGeometry();const vertices: number[] = [];// 起点延长线const p1 = this._startPoint.clone();const p2 = p1.clone().add(offsetDir.clone().multiplyScalar(offset + extensionLength));vertices.push(p1.x, p1.y, p1.z, p2.x, p2.y, p2.z);// 终点延长线const p3 = this._endPoint.clone();const p4 = p3.clone().add(offsetDir.clone().multiplyScalar(offset + extensionLength));vertices.push(p3.x, p3.y, p3.z, p4.x, p4.y, p4.z);// 尺寸线const p5 = this._startPoint.clone().add(offsetDir.clone().multiplyScalar(offset));const p6 = this._endPoint.clone().add(offsetDir.clone().multiplyScalar(offset));vertices.push(p5.x, p5.y, p5.z, p6.x, p6.y, p6.z);// 箭头const arrowSize = options.arrowSize || 3;const arrowAngle = Math.PI / 6;// 起点箭头const arrow1 = direction.clone().multiplyScalar(arrowSize);const arrow1a = arrow1.clone().applyAxisAngle(offsetDir, arrowAngle);const arrow1b = arrow1.clone().applyAxisAngle(offsetDir, -arrowAngle);vertices.push(p5.x, p5.y, p5.z, p5.x + arrow1a.x, p5.y + arrow1a.y, p5.z + arrow1a.z);vertices.push(p5.x, p5.y, p5.z, p5.x + arrow1b.x, p5.y + arrow1b.y, p5.z + arrow1b.z);// 终点箭头const arrow2 = direction.clone().negate().multiplyScalar(arrowSize);const arrow2a = arrow2.clone().applyAxisAngle(offsetDir, arrowAngle);const arrow2b = arrow2.clone().applyAxisAngle(offsetDir, -arrowAngle);vertices.push(p6.x, p6.y, p6.z, p6.x + arrow2a.x, p6.y + arrow2a.y, p6.z + arrow2a.z);vertices.push(p6.x, p6.y, p6.z, p6.x + arrow2b.x, p6.y + arrow2b.y, p6.z + arrow2b.z);geometry.setAttribute("position", new THREE.Float32BufferAttribute(vertices, 3));const material = new THREE.LineBasicMaterial({color: options.color || 0x000000,linewidth: options.lineWidth || 1});return new THREE.LineSegments(geometry, material);}private createTextSprite(options: DimensionOptions): THREE.Sprite {const distance = this._startPoint.distanceTo(this._endPoint);const text = options.prefix ? `${options.prefix}${distance.toFixed(options.decimals || 2)}` : distance.toFixed(options.decimals || 2);// 创建canvasconst canvas = document.createElement("canvas");const context = canvas.getContext("2d")!;const fontSize = options.fontSize || 16;context.font = `${fontSize}px Arial`;const textWidth = context.measureText(text).width;canvas.width = textWidth + 10;canvas.height = fontSize + 10;context.font = `${fontSize}px Arial`;context.fillStyle = options.textColor || "#000000";context.textAlign = "center";context.textBaseline = "middle";context.fillText(text, canvas.width / 2, canvas.height / 2);// 创建纹理const texture = new THREE.CanvasTexture(canvas);// 创建精灵const material = new THREE.SpriteMaterial({ map: texture });const sprite = new THREE.Sprite(material);// 设置位置(尺寸线中点)const midPoint = new THREE.Vector3().addVectors(this._startPoint, this._endPoint).multiplyScalar(0.5);const offset = options.offset || 10;const direction = new THREE.Vector3().subVectors(this._endPoint, this._startPoint);const offsetDir = new THREE.Vector3(0, 0, 1).cross(direction).normalize();midPoint.add(offsetDir.multiplyScalar(offset + 5));sprite.position.copy(midPoint);// 设置缩放sprite.scale.set(canvas.width / 10, canvas.height / 10, 1);return sprite;}update(start: XYZ, end: XYZ, options?: DimensionOptions): void {this._startPoint.set(start.x, start.y, start.z);this._endPoint.set(end.x, end.y, end.z);// 重建可视化this.remove(this._lines);this.remove(this._textSprite);this._lines = this.createDimensionLines(options || {});this._textSprite = this.createTextSprite(options || {});this.add(this._lines);this.add(this._textSprite);}
}interface DimensionOptions {offset?: number;extensionLength?: number;arrowSize?: number;color?: number;lineWidth?: number;fontSize?: number;textColor?: string;prefix?: string;decimals?: number;
}

6.2 高级几何算法

6.2.1 自定义形状分析

// packages/chili-extension/src/analysis/shapeAnalyzer.ts
export class ShapeAnalyzer {/*** 计算形状的质量属性*/static computeMassProperties(shape: IShape): MassProperties {const handle = (shape as Shape).handle;const result = wasm.computeMassProperties(handle);return {volume: result.volume,area: result.area,mass: result.mass,centerOfGravity: new XYZ(result.cogX,result.cogY,result.cogZ),momentOfInertia: {ixx: result.ixx,iyy: result.iyy,izz: result.izz,ixy: result.ixy,ixz: result.ixz,iyz: result.iyz}};}/*** 检查形状有效性*/static validateShape(shape: IShape): ValidationResult {const handle = (shape as Shape).handle;const issues: ValidationIssue[] = [];// 检查拓扑有效性if (!wasm.isShapeValid(handle)) {issues.push({severity: "error",message: "Shape topology is invalid"});}// 检查几何有效性const geomCheck = wasm.checkGeometry(handle);if (!geomCheck.valid) {issues.push({severity: "error",message: geomCheck.message});}// 检查曲面连续性const contCheck = wasm.checkContinuity(handle);if (contCheck.gaps.length > 0) {for (const gap of contCheck.gaps) {issues.push({severity: "warning",message: `Gap found: ${gap.size.toFixed(6)}`,location: new XYZ(gap.x, gap.y, gap.z)});}}return {valid: issues.filter(i => i.severity === "error").length === 0,issues};}/*** 计算形状之间的干涉*/static checkInterference(shape1: IShape, shape2: IShape): InterferenceResult {const handle1 = (shape1 as Shape).handle;const handle2 = (shape2 as Shape).handle;const result = wasm.checkInterference(handle1, handle2);return {hasInterference: result.hasInterference,interferenceVolume: result.volume,interferenceShape: result.shapeHandle ? new Shape(result.shapeHandle) : undefined};}/*** 计算最小包围盒*/static computeOrientedBoundingBox(shape: IShape): OrientedBoundingBox {const handle = (shape as Shape).handle;const result = wasm.computeOBB(handle);return {center: new XYZ(result.centerX, result.centerY, result.centerZ),halfExtents: new XYZ(result.halfX, result.halfY, result.halfZ),axes: [new XYZ(result.axis1X, result.axis1Y, result.axis1Z),new XYZ(result.axis2X, result.axis2Y, result.axis2Z),new XYZ(result.axis3X, result.axis3Y, result.axis3Z)]};}
}interface MassProperties {volume: number;area: number;mass: number;centerOfGravity: XYZ;momentOfInertia: {ixx: number;iyy: number;izz: number;ixy: number;ixz: number;iyz: number;};
}interface ValidationResult {valid: boolean;issues: ValidationIssue[];
}interface ValidationIssue {severity: "error" | "warning" | "info";message: string;location?: XYZ;
}

6.2.2 曲面重建

// packages/chili-extension/src/algorithms/surfaceReconstruction.ts
export class SurfaceReconstructor {/*** 从点云重建曲面*/static fromPointCloud(points: XYZ[],options: ReconstructionOptions = {}): Result<IShape> {if (points.length < 3) {return Result.error("Need at least 3 points");}// 转换点数据const pointArray = new Float64Array(points.length * 3);for (let i = 0; i < points.length; i++) {pointArray[i * 3] = points[i].x;pointArray[i * 3 + 1] = points[i].y;pointArray[i * 3 + 2] = points[i].z;}try {const handle = wasm.reconstructSurface(pointArray,options.degree || 3,options.tolerance || 0.1,options.smoothing || 0.5);return Result.ok(new Shape(handle));} catch (e) {return Result.error(`Reconstruction failed: ${e}`);}}/*** 从截面曲线创建放样曲面*/static loftFromSections(sections: IWire[],options: LoftOptions = {}): Result<IShape> {if (sections.length < 2) {return Result.error("Need at least 2 sections");}const handles = sections.map(s => (s as Shape).handle);try {const handle = wasm.makeLoft(handles,options.solid ?? true,options.ruled ?? false,options.closed ?? false);return Result.ok(new Shape(handle));} catch (e) {return Result.error(`Loft failed: ${e}`);}}/*** 曲面偏移*/static offsetSurface(face: IFace,distance: number,options: OffsetOptions = {}): Result<IShape> {const handle = (face as Shape).handle;try {const resultHandle = wasm.offsetSurface(handle,distance,options.tolerance || 1e-6,options.mode || "pipe");return Result.ok(new Shape(resultHandle));} catch (e) {return Result.error(`Offset failed: ${e}`);}}/*** 曲面填充*/static fillBetweenCurves(curves: ICurve[],options: FillOptions = {}): Result<IShape> {if (curves.length < 2) {return Result.error("Need at least 2 curves");}const handles = curves.map(c => (c as Curve).handle);try {const resultHandle = wasm.fillSurface(handles,options.continuity || "G1",options.degree || 3,options.maxSegments || 10);return Result.ok(new Shape(resultHandle));} catch (e) {return Result.error(`Fill failed: ${e}`);}}
}interface ReconstructionOptions {degree?: number;tolerance?: number;smoothing?: number;
}interface LoftOptions {solid?: boolean;ruled?: boolean;closed?: boolean;
}interface OffsetOptions {tolerance?: number;mode?: "skin" | "pipe" | "solid";
}interface FillOptions {continuity?: "G0" | "G1" | "G2";degree?: number;maxSegments?: number;
}

6.2.3 几何修复

// packages/chili-extension/src/algorithms/geometryHealing.ts
export class GeometryHealer {/*** 修复形状中的问题*/static heal(shape: IShape, options: HealOptions = {}): Result<IShape> {const handle = (shape as Shape).handle;try {// 修复顺序:缝合 -> 修复边 -> 修复面 -> 合并let currentHandle = handle;// 1. 缝合开放边if (options.sewFaces !== false) {currentHandle = wasm.sewShape(currentHandle,options.sewTolerance || 1e-6);}// 2. 修复边if (options.fixEdges !== false) {currentHandle = wasm.fixEdges(currentHandle);}// 3. 修复面if (options.fixFaces !== false) {currentHandle = wasm.fixFaces(currentHandle);}// 4. 合并共面面if (options.unifyFaces !== false) {currentHandle = wasm.unifyFaces(currentHandle);}return Result.ok(new Shape(currentHandle));} catch (e) {return Result.error(`Healing failed: ${e}`);}}/*** 移除小特征*/static removeSmallFeatures(shape: IShape,minSize: number): Result<IShape> {const handle = (shape as Shape).handle;try {const resultHandle = wasm.removeSmallFeatures(handle, minSize);return Result.ok(new Shape(resultHandle));} catch (e) {return Result.error(`Remove small features failed: ${e}`);}}/*** 简化形状*/static simplify(shape: IShape,options: SimplifyOptions = {}): Result<IShape> {const handle = (shape as Shape).handle;try {const resultHandle = wasm.simplifyShape(handle,options.linearTolerance || 0.01,options.angularTolerance || 0.1);return Result.ok(new Shape(resultHandle));} catch (e) {return Result.error(`Simplify failed: ${e}`);}}
}interface HealOptions {sewFaces?: boolean;sewTolerance?: number;fixEdges?: boolean;fixFaces?: boolean;unifyFaces?: boolean;
}interface SimplifyOptions {linearTolerance?: number;angularTolerance?: number;
}

6.3 性能优化

6.3.1 渲染性能优化

// packages/chili-extension/src/optimization/renderOptimizer.ts
export class RenderOptimizer {private _lodManager: LODManager;private _frustumCuller: FrustumCuller;private _instanceManager: InstanceManager;constructor(private view: IView) {this._lodManager = new LODManager();this._frustumCuller = new FrustumCuller(view.camera);this._instanceManager = new InstanceManager();}/*** 优化场景渲染*/optimize(): void {const objects = this.view.getAllObjects();for (const obj of objects) {// 视锥剔除if (!this._frustumCuller.isVisible(obj)) {obj.visible = false;continue;}obj.visible = true;// LOD选择const distance = this.getDistanceToCamera(obj);const lodLevel = this._lodManager.selectLevel(obj, distance);this.applyLOD(obj, lodLevel);}// 实例化相似对象this._instanceManager.updateInstances(objects);}private getDistanceToCamera(obj: THREE.Object3D): number {const camera = this.view.camera;return obj.position.distanceTo(camera.position);}private applyLOD(obj: THREE.Object3D, level: number): void {if (obj instanceof THREE.Mesh && obj.userData.lodMeshes) {const lodMeshes = obj.userData.lodMeshes as THREE.BufferGeometry[];if (lodMeshes[level]) {obj.geometry = lodMeshes[level];}}}
}/*** LOD管理器*/
class LODManager {private _levels: number[] = [100, 500, 1000, 2000];selectLevel(obj: THREE.Object3D, distance: number): number {for (let i = 0; i < this._levels.length; i++) {if (distance < this._levels[i]) {return i;}}return this._levels.length - 1;}/*** 生成LOD几何体*/generateLODs(geometry: THREE.BufferGeometry): THREE.BufferGeometry[] {const lods: THREE.BufferGeometry[] = [geometry];// 使用简化算法生成不同级别const simplifyRatios = [1, 0.5, 0.25, 0.1];for (let i = 1; i < simplifyRatios.length; i++) {const simplified = this.simplifyGeometry(geometry, simplifyRatios[i]);lods.push(simplified);}return lods;}private simplifyGeometry(geometry: THREE.BufferGeometry,ratio: number): THREE.BufferGeometry {// 使用简化算法(例如quadric error metrics)// 这里是简化实现const simplified = geometry.clone();// 实际应用中应使用专门的简化库// 如SimplifyModifierreturn simplified;}
}/*** 视锥剔除器*/
class FrustumCuller {private _frustum: THREE.Frustum = new THREE.Frustum();private _projScreenMatrix: THREE.Matrix4 = new THREE.Matrix4();constructor(private camera: THREE.Camera) {}update(): void {this._projScreenMatrix.multiplyMatrices(this.camera.projectionMatrix,this.camera.matrixWorldInverse);this._frustum.setFromProjectionMatrix(this._projScreenMatrix);}isVisible(object: THREE.Object3D): boolean {if (!object.geometry) return true;if (!object.geometry.boundingSphere) {object.geometry.computeBoundingSphere();}const sphere = object.geometry.boundingSphere!.clone();sphere.applyMatrix4(object.matrixWorld);return this._frustum.intersectsSphere(sphere);}
}/*** 实例管理器*/
class InstanceManager {private _instanceGroups: Map<string, THREE.InstancedMesh> = new Map();updateInstances(objects: THREE.Object3D[]): void {// 按几何体和材质分组const groups = this.groupByGeometryAndMaterial(objects);for (const [key, group] of groups) {if (group.length > 10) { // 超过10个相同对象时使用实例化this.createInstancedMesh(key, group);}}}private groupByGeometryAndMaterial(objects: THREE.Object3D[]): Map<string, THREE.Mesh[]> {const groups = new Map<string, THREE.Mesh[]>();for (const obj of objects) {if (!(obj instanceof THREE.Mesh)) continue;const key = `${obj.geometry.uuid}_${(obj.material as THREE.Material).uuid}`;if (!groups.has(key)) {groups.set(key, []);}groups.get(key)!.push(obj);}return groups;}private createInstancedMesh(key: string, meshes: THREE.Mesh[]): void {const template = meshes[0];const instancedMesh = new THREE.InstancedMesh(template.geometry,template.material as THREE.Material,meshes.length);for (let i = 0; i < meshes.length; i++) {instancedMesh.setMatrixAt(i, meshes[i].matrixWorld);}instancedMesh.instanceMatrix.needsUpdate = true;this._instanceGroups.set(key, instancedMesh);}
}

6.3.2 几何计算优化

// packages/chili-extension/src/optimization/geometryCache.ts
export class GeometryCache {private static _instance: GeometryCache;private _cache: Map<string, CacheEntry> = new Map();private _maxSize: number = 100 * 1024 * 1024; // 100MBprivate _currentSize: number = 0;static get instance(): GeometryCache {if (!this._instance) {this._instance = new GeometryCache();}return this._instance;}/*** 获取或计算几何体*/getOrCompute<T>(key: string,computeFn: () => T,sizeEstimate: number): T {// 检查缓存if (this._cache.has(key)) {const entry = this._cache.get(key)!;entry.lastAccess = Date.now();entry.accessCount++;return entry.value as T;}// 计算新值const value = computeFn();// 确保有足够空间this.ensureSpace(sizeEstimate);// 添加到缓存this._cache.set(key, {value,size: sizeEstimate,lastAccess: Date.now(),accessCount: 1});this._currentSize += sizeEstimate;return value;}/*** 使缓存项失效*/invalidate(key: string): void {const entry = this._cache.get(key);if (entry) {this._currentSize -= entry.size;this._cache.delete(key);}}/*** 清空缓存*/clear(): void {this._cache.clear();this._currentSize = 0;}private ensureSpace(requiredSize: number): void {while (this._currentSize + requiredSize > this._maxSize && this._cache.size > 0) {this.evictLeastRecentlyUsed();}}private evictLeastRecentlyUsed(): void {let lruKey: string | null = null;let lruTime = Infinity;for (const [key, entry] of this._cache) {if (entry.lastAccess < lruTime) {lruTime = entry.lastAccess;lruKey = key;}}if (lruKey) {this.invalidate(lruKey);}}
}interface CacheEntry {value: any;size: number;lastAccess: number;accessCount: number;
}

6.3.3 异步处理

// packages/chili-extension/src/optimization/asyncProcessor.ts
export class AsyncProcessor {private _workers: Worker[] = [];private _taskQueue: Task[] = [];private _maxWorkers: number;private _busyWorkers: Set<Worker> = new Set();constructor(maxWorkers: number = navigator.hardwareConcurrency || 4) {this._maxWorkers = maxWorkers;this.initWorkers();}private initWorkers(): void {for (let i = 0; i < this._maxWorkers; i++) {const worker = new Worker(new URL("./geometryWorker.ts", import.meta.url));worker.onmessage = (e) => this.handleWorkerMessage(worker, e);worker.onerror = (e) => this.handleWorkerError(worker, e);this._workers.push(worker);}}/*** 提交任务*/submit<T>(task: TaskDefinition): Promise<T> {return new Promise((resolve, reject) => {this._taskQueue.push({...task,resolve,reject});this.processQueue();});}/*** 批量处理*/async batchProcess<T, R>(items: T[],processFn: (item: T) => TaskDefinition): Promise<R[]> {const tasks = items.map(item => this.submit<R>(processFn(item)));return Promise.all(tasks);}private processQueue(): void {if (this._taskQueue.length === 0) return;// 找到空闲的workerconst freeWorker = this._workers.find(w => !this._busyWorkers.has(w));if (!freeWorker) return;// 取出任务const task = this._taskQueue.shift()!;// 标记worker为忙碌this._busyWorkers.add(freeWorker);// 存储任务信息以便后续处理(freeWorker as any).__currentTask = task;// 发送任务到workerfreeWorker.postMessage({type: task.type,data: task.data});}private handleWorkerMessage(worker: Worker, e: MessageEvent): void {const task = (worker as any).__currentTask as Task;delete (worker as any).__currentTask;this._busyWorkers.delete(worker);if (e.data.error) {task.reject(new Error(e.data.error));} else {task.resolve(e.data.result);}// 继续处理队列this.processQueue();}private handleWorkerError(worker: Worker, e: ErrorEvent): void {const task = (worker as any).__currentTask as Task;if (task) {delete (worker as any).__currentTask;this._busyWorkers.delete(worker);task.reject(new Error(e.message));}this.processQueue();}dispose(): void {for (const worker of this._workers) {worker.terminate();}this._workers = [];}
}interface TaskDefinition {type: string;data: any;
}interface Task extends TaskDefinition {resolve: (value: any) => void;reject: (error: Error) => void;
}// geometryWorker.ts
self.onmessage = function(e) {const { type, data } = e.data;try {let result;switch (type) {case "mesh":result = meshShape(data.shape, data.deflection);break;case "boolean":result = performBoolean(data.shape1, data.shape2, data.operation);break;case "intersect":result = computeIntersections(data.shapes);break;default:throw new Error(`Unknown task type: ${type}`);}self.postMessage({ result });} catch (error) {self.postMessage({ error: (error as Error).message });}
};

6.4 插件系统

6.4.1 插件接口设计

// packages/chili-extension/src/plugin/pluginInterface.ts
export interface IPlugin {readonly id: string;readonly name: string;readonly version: string;readonly description?: string;readonly author?: string;// 生命周期onLoad(app: IApplication): Promise<void>;onUnload(): Promise<void>;// 可选的扩展点getCommands?(): ICommand[];getRibbonConfig?(): RibbonConfig;getPropertyEditors?(): PropertyEditorConfig[];getToolbars?(): ToolbarConfig[];
}export interface PluginManifest {id: string;name: string;version: string;description?: string;author?: string;main: string;dependencies?: Record<string, string>;permissions?: string[];
}

6.4.2 插件管理器

// packages/chili-extension/src/plugin/pluginManager.ts
export class PluginManager {private _plugins: Map<string, PluginInstance> = new Map();private _app: IApplication;constructor(app: IApplication) {this._app = app;}/*** 加载插件*/async loadPlugin(url: string): Promise<void> {// 加载插件清单const manifestUrl = `${url}/manifest.json`;const manifestResponse = await fetch(manifestUrl);const manifest: PluginManifest = await manifestResponse.json();// 检查依赖await this.checkDependencies(manifest.dependencies);// 加载插件模块const moduleUrl = `${url}/${manifest.main}`;const module = await import(moduleUrl);// 创建插件实例const Plugin = module.default as new () => IPlugin;const plugin = new Plugin();// 验证插件this.validatePlugin(plugin, manifest);// 注册插件const instance: PluginInstance = {manifest,plugin,loaded: false};this._plugins.set(manifest.id, instance);// 加载插件await plugin.onLoad(this._app);instance.loaded = true;// 注册扩展this.registerExtensions(plugin);}/*** 卸载插件*/async unloadPlugin(id: string): Promise<void> {const instance = this._plugins.get(id);if (!instance) return;if (instance.loaded) {await instance.plugin.onUnload();}// 注销扩展this.unregisterExtensions(instance.plugin);this._plugins.delete(id);}/*** 获取已加载的插件*/getLoadedPlugins(): IPlugin[] {return Array.from(this._plugins.values()).filter(i => i.loaded).map(i => i.plugin);}private async checkDependencies(dependencies?: Record<string, string>): Promise<void> {if (!dependencies) return;for (const [id, version] of Object.entries(dependencies)) {const plugin = this._plugins.get(id);if (!plugin) {throw new Error(`Missing dependency: ${id}`);}if (!this.isVersionCompatible(plugin.manifest.version, version)) {throw new Error(`Incompatible version for ${id}: ` +`required ${version}, found ${plugin.manifest.version}`);}}}private validatePlugin(plugin: IPlugin, manifest: PluginManifest): void {if (plugin.id !== manifest.id) {throw new Error(`Plugin ID mismatch: ${plugin.id} vs ${manifest.id}`);}if (plugin.version !== manifest.version) {throw new Error(`Plugin version mismatch: ${plugin.version} vs ${manifest.version}`);}}private registerExtensions(plugin: IPlugin): void {// 注册命令if (plugin.getCommands) {for (const command of plugin.getCommands()) {CommandRegistry.register(command);}}// 注册功能区配置if (plugin.getRibbonConfig) {// 应用功能区配置}// 注册属性编辑器if (plugin.getPropertyEditors) {// 应用属性编辑器配置}}private unregisterExtensions(plugin: IPlugin): void {// 注销命令if (plugin.getCommands) {for (const command of plugin.getCommands()) {CommandRegistry.unregister(command);}}}private isVersionCompatible(actual: string, required: string): boolean {// 简单的版本比较逻辑const actualParts = actual.split(".").map(Number);const requiredParts = required.split(".").map(Number);for (let i = 0; i < requiredParts.length; i++) {if (actualParts[i] < requiredParts[i]) return false;if (actualParts[i] > requiredParts[i]) return true;}return true;}
}interface PluginInstance {manifest: PluginManifest;plugin: IPlugin;loaded: boolean;
}

6.4.3 示例插件

// example-plugin/src/index.ts
import { IPlugin, IApplication, command, ICommand, IDocument } from "chili-core";export default class ExamplePlugin implements IPlugin {readonly id = "example-plugin";readonly name = "Example Plugin";readonly version = "1.0.0";readonly description = "An example plugin for Chili3D";readonly author = "Developer";private _app: IApplication | undefined;async onLoad(app: IApplication): Promise<void> {this._app = app;console.log(`${this.name} loaded`);// 初始化插件功能this.initializeFeatures();}async onUnload(): Promise<void> {console.log(`${this.name} unloaded`);// 清理资源this.cleanup();}getCommands(): ICommand[] {return [new ExampleCommand()];}getRibbonConfig(): RibbonConfig {return {tabs: [{id: "example",label: "ribbon.example",groups: [{id: "tools",label: "ribbon.tools",buttons: [{command: "Example.Command",icon: "icon-example",label: "command.example"}]}]}]};}private initializeFeatures(): void {// 初始化插件特定功能}private cleanup(): void {// 清理资源}
}@command({name: "Example.Command",icon: "icon-example",display: "command.example"
})
class ExampleCommand implements ICommand {async execute(document: IDocument): Promise<void> {Toast.show("Example command executed!");}
}

6.5 本章小结

本章深入探讨了Chili3D二次开发的进阶主题,包括:

  1. 自定义渲染器:自定义材质、后处理效果、可视化对象
  2. 高级几何算法:形状分析、曲面重建、几何修复
  3. 性能优化:渲染优化(LOD、视锥剔除、实例化)、几何缓存、异步处理
  4. 插件系统:插件接口设计、插件管理器、示例插件实现

通过掌握这些高级技术,开发者可以创建功能丰富、性能优良的Chili3D扩展应用。在下一章中,我们将通过实战案例来综合运用所学知识。


下一章预告:第七章将通过多个实战案例,展示如何综合运用前面所学的知识来开发实际应用,包括参数化建模工具、BIM组件库、自动化设计工具等。

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