feat(All):Initial

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2025-10-04 23:36:07 +08:00
commit 2b4e5d2668
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/**
* @author ErSan
* @email mlt131220@163.com
* @date 2025/07/03 19:38
* @description 点云语义重建
*/
import * as THREE from 'three';
import {ConvexGeometry} from "three/addons/geometries/ConvexGeometry.js";
class PointCloudReconstructor {
// 点云数据存储
points: THREE.Vector3[] = [];
colors: THREE.Color[] = [];
// 语义颜色分组
colorGroups:Map<string,THREE.Vector3[]> = new Map();
colorTolerance: number;
distanceThreshold: number;
minClusterSize: number;
downsampleResolution: number;
progressCallback: Function | null;
constructor() {
// RGB颜色容差
this.colorTolerance = 5;
// 空间聚类距离阈值
this.distanceThreshold = 0.3;
// 最小聚类点数
this.minClusterSize = 10;
// 点云抽稀系数
this.downsampleResolution = 0.05;
// 进度回调
this.progressCallback = null;
}
/**
* 处理几何数据,提取点和颜色
* @param {THREE.BufferGeometry} geometry - 点云几何数据
*/
processGeometry(geometry) {
this.points = [];
this.colors = [];
const vertices = geometry.getAttribute('position').array;
const colors = geometry.getAttribute('color')?.array || [];
const hasColors = colors.length > 0;
for (let i = 0; i < vertices.length; i += 3) {
this.points.push(new THREE.Vector3(
vertices[i],
vertices[i + 1],
vertices[i + 2]
));
if (hasColors) {
this.colors.push(new THREE.Color(
colors[i],
colors[i + 1],
colors[i + 2]
));
} else {
this.colors.push(new THREE.Color(0xffffff));
}
}
}
// 点云抽稀算法
downsamplePoints(points, resolution) {
const grid = new Map();
const downsampled:THREE.Vector3[] = [];
points.forEach(point => {
const gridX = Math.floor(point.x / resolution);
const gridY = Math.floor(point.y / resolution);
const gridZ = Math.floor(point.z / resolution);
const gridKey = `${gridX},${gridY},${gridZ}`;
if (!grid.has(gridKey)) {
grid.set(gridKey, true);
downsampled.push(point.clone());
}
});
return downsampled;
}
/**
* 按语义颜色分组点云
*/
groupBySemanticColor() {
this.colorGroups.clear();
for (let i = 0; i < this.points.length; i++) {
const color = this.colors[i];
const colorKey = this.getColorKey(color);
if (!this.colorGroups.has(colorKey)) {
this.colorGroups.set(colorKey, []);
}
(this.colorGroups.get(colorKey) as THREE.Vector3[]).push(this.points[i].clone());
// 更新进度(分组阶段占20%
if (this.progressCallback && i % 100 === 0) {
this.progressCallback(20 * i / this.points.length, `分组点云: ${i}/${this.points.length}`);
}
}
}
/**
* 生成颜色分类键值(考虑容差)
* @param {THREE.Color} color - 输入颜色
* @returns {string} 颜色分类键
*/
getColorKey(color) {
const r = Math.round(color.r * 255 / this.colorTolerance) * this.colorTolerance;
const g = Math.round(color.g * 255 / this.colorTolerance) * this.colorTolerance;
const b = Math.round(color.b * 255 / this.colorTolerance) * this.colorTolerance;
return `${r},${g},${b}`;
}
/**
* 空间聚类算法(使用网格加速)
* @param {THREE.Vector3[]} points - 输入点集
* @returns {THREE.Vector3[][]} 聚类结果
*/
spatialClustering(points:THREE.Vector3[]) {
const clusters:THREE.Vector3[][] = [];
const visited = new Set();
const grid = new Map();
const gridSize = this.distanceThreshold * 1.5;
// 创建空间网格
for (let i = 0; i < points.length; i++) {
const point = points[i];
const gridKey = this.getGridKey(point, gridSize);
if (!grid.has(gridKey)) {
grid.set(gridKey, []);
}
grid.get(gridKey).push(i);
}
let processed = 0;
const totalPoints = points.length;
for (let i = 0; i < points.length; i++) {
if (visited.has(i)) continue;
visited.add(i);
const cluster = [points[i]];
const queue = [i];
while (queue.length > 0) {
const currentIndex = queue.shift() as number;
const currentPoint = points[currentIndex];
// 获取当前点所在的网格及其相邻网格
const neighborCells = this.getNeighborCells(currentPoint, gridSize);
for (const cell of neighborCells) {
if (!grid.has(cell)) continue;
const cellPoints = grid.get(cell);
for (const neighborIndex of cellPoints) {
if (visited.has(neighborIndex)) continue;
const neighbor = points[neighborIndex];
if (currentPoint.distanceTo(neighbor) < this.distanceThreshold) {
visited.add(neighborIndex);
cluster.push(neighbor);
queue.push(neighborIndex);
}
}
}
}
if (cluster.length >= this.minClusterSize) {
clusters.push(cluster);
}
// 更新进度(聚类阶段占30%
processed++;
if (this.progressCallback && processed % 10 === 0) {
const progress = 20 + 30 * processed / totalPoints;
this.progressCallback(progress, `空间聚类: ${processed}/${totalPoints}`);
}
}
return clusters;
}
// 获取网格键值
getGridKey(point, gridSize) {
const x = Math.floor(point.x / gridSize);
const y = Math.floor(point.y / gridSize);
const z = Math.floor(point.z / gridSize);
return `${x},${y},${z}`;
}
// 获取相邻网格
getNeighborCells(point, gridSize) {
const cells:string[] = [];
const x = Math.floor(point.x / gridSize);
const y = Math.floor(point.y / gridSize);
const z = Math.floor(point.z / gridSize);
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
for (let dz = -1; dz <= 1; dz++) {
cells.push(`${x + dx},${y + dy},${z + dz}`);
}
}
}
return cells;
}
/**
* 重建三角面模型(分帧处理)
* @returns {THREE.Group} 包含所有重建物体的场景组
*/
reconstruct(onProgress, onComplete) {
// 更新进度
let progress = 0;
onProgress(progress, `分组点云...`);
// 第一阶段:分组点云
this.groupBySemanticColor();
const objectGroup = new THREE.Group();
const colorKeys = Array.from(this.colorGroups.keys());
let totalObjects = 0;
// 创建一个任务队列
const tasks: {colorKey:string,cluster:THREE.Vector3[]}[] = [];
progress = 10;
onProgress(progress, `分组点云完毕`);
const progressItem = Math.floor(40 / colorKeys.length);
for (const colorKey of colorKeys) {
const points = this.colorGroups.get(colorKey);
// 对点云进行抽稀
const downsampledPoints = this.downsamplePoints(points, this.downsampleResolution);
// 空间聚类
const clusters = this.spatialClustering(downsampledPoints);
for (const cluster of clusters) {
tasks.push({
colorKey,
cluster
});
}
progress += progressItem;
onProgress(progress, `空间聚类...`);
}
let taskIndex = 0;
const totalTasks = tasks.length;
let lastUpdateTime = performance.now();
// 更新进度
progress = 50;
onProgress(progress, `重建对象: ${taskIndex}/${totalTasks}`);
// 分帧处理函数
const processNextTask = () => {
const now = performance.now();
const elapsed = now - lastUpdateTime;
// 控制处理速度(每帧最多处理10个任务)
const maxTasksPerFrame = Math.min(10, Math.max(1, Math.floor(elapsed / 5)));
let processedThisFrame = 0;
while (taskIndex < totalTasks && processedThisFrame < maxTasksPerFrame) {
const task = tasks[taskIndex];
const { colorKey, cluster } = task;
try {
// 使用凸包算法生成表面
const geometry = new ConvexGeometry(cluster);
// 从颜色键解析原始颜色
const [r, g, b] = colorKey.split(',').map(Number);
const material = new THREE.MeshStandardMaterial({
color: new THREE.Color(r / 255, g / 255, b / 255),
flatShading: true,
side: THREE.DoubleSide
});
const mesh = new THREE.Mesh(geometry, material);
objectGroup.add(mesh);
totalObjects++;
} catch (e) {
console.warn("凸包生成失败:", e);
}
taskIndex++;
processedThisFrame++;
// 更新进度(重建阶段占50%
const status = `重建对象: ${taskIndex}/${totalTasks}`;
onProgress(progress + 50 * taskIndex / totalTasks, status);
}
// 所有任务完成
if (taskIndex >= totalTasks) {
onComplete(objectGroup, totalObjects);
return;
}
// 下一帧继续
lastUpdateTime = performance.now();
requestAnimationFrame(processNextTask);
};
// 开始重建任务
processNextTask();
}
dispose(){
this.points = [];
this.colors = [];
this.colorGroups = new Map();
this.progressCallback = null;
}
}
export {PointCloudReconstructor};
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export {PointCloudReconstructor} from "./PointCloudReconstructor";