import * as THREE from 'three'; export default function calculateLayersIntersections(lines, settings) { const { dimensions: { z: dimensionsZ }, layerHeight, zOffset } = settings; const numLayers = Math.floor((dimensionsZ - zOffset) / layerHeight); const layerIntersectionIndexes = Array.from(Array(numLayers)).map(() => []); const layerIntersectionPoints = Array.from(Array(numLayers)).map(() => []); for (let lineIndex = 0; lineIndex < lines.length; lineIndex ++) { const { line, isFlat } = lines[lineIndex]; if (isFlat) continue; const min = Math.ceil(Math.min(line.start.y, line.end.y) / layerHeight); const max = Math.floor(Math.max(line.start.y, line.end.y) / layerHeight); for (let layerIndex = min; layerIndex <= max; layerIndex ++) { if (layerIndex >= 0 && layerIndex < numLayers) { layerIntersectionIndexes[layerIndex].push(lineIndex); const y = layerIndex * layerHeight + zOffset; let x, z; if (line.start.y === line.end.y) { x = line.start.x; z = line.start.z; } else { const alpha = (y - line.start.y) / (line.end.y - line.start.y); const alpha1 = 1 - alpha; x = line.end.x * alpha + line.start.x * alpha1; z = line.end.z * alpha + line.start.z * alpha1; } layerIntersectionPoints[layerIndex][lineIndex] = new THREE.Vector2(z, x); } } } return { layerIntersectionIndexes, layerIntersectionPoints }; }