A method for WebGL-based ultra-undercut data analysis and visualization

By using a data analysis method based on WebGL and ThreeJS technologies, the problem of automatic analysis and display in traditional methods has been solved, enabling fast and accurate cross-platform analysis and display, and improving construction efficiency and quality.

CN115270262BActive Publication Date: 2026-03-17NORTHWEST ENGINEERING CORPORATION LIMITED
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-29
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

Existing methods for analyzing and displaying over- and under-excavation are based on client/server architecture software that cannot automatically perform analysis, calculation, and display on a PC based on any cross-section design line and excavation line. Furthermore, the process is cumbersome, time-consuming, and cannot guarantee the accuracy of the analysis results.

Method used

By adopting a WebGL-based approach, the WebGL coordinate system is determined, and the CAD tunnel cross-section design lines and excavation scan point data are read. Line segment intersection calculations and over- and under-excavation area calculations are performed. Combined with ThreeJS technology for visualization rendering, cross-platform over- and under-excavation data analysis is achieved.

Benefits of technology

It enables rapid and accurate analysis of over-excavation and under-excavation areas and areas, improving the efficiency and quality of engineering quantity analysis. It supports display on computer and mobile devices, helping construction personnel to make timely and accurate judgments and corrections in construction.

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Abstract

The application provides a WebGL-based overbreak and underbreak data analysis and visualization method, relates to the technical field of tunnel and underground cavern engineering, and can solve the problems that in the traditional overbreak and underbreak engineering quantity analysis method, manual analysis is relied on AutoCAD software, the process is complicated, time-consuming, and the accuracy of the analysis result cannot be guaranteed, and the software based on C / S architecture cannot automatically analyze, calculate and display according to any section design line and excavation line in a PC computer. The application is based on WebGL and computer graphics technology, realizes the purposes of quickly and accurately analyzing engineering quantities such as overbreak and underbreak areas of underground excavation engineering, diversely presenting results and the like, improves the efficiency and quality of overbreak and underbreak engineering quantity analysis work. Meanwhile, the application can realize cross-platform overbreak and underbreak analysis, can be displayed in a computer terminal and a mobile terminal device, and can more conveniently and quickly help on-site construction personnel to make timely and accurate judgments. The application is used in tunnel and underground cavern engineering.
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Description

Technical Field

[0001] This invention relates to the field of tunnel and underground cavern engineering technology, and in particular to a method for analyzing and visualizing over-excavation and under-excavation data based on WebGL. Background Technology

[0002] WebGL (Web Graphics Library) is a 3D graphics protocol. This graphics technology standard allows JavaScript and OpenGL ES 2.0 to be combined. By adding a JavaScript binding to OpenGL ES 2.0, WebGL provides hardware-accelerated 3D rendering, which can use the system graphics card to display 3D scenes and models more smoothly in the browser. It can also create complex navigation and data visualizations. WebGL can be used on all popular operating systems.

[0003] Existing methods for analyzing and displaying over- and under-excavation are based on client / server (C / S) architecture software used on PCs. This requires analysis and operation within CAD software, a cumbersome and time-consuming process. Using browser-based browser / server (B / S) engineering management platforms and other construction and maintenance platforms for over- and under-excavation analysis requires reading and generating drawings from CAD files before loading them into the platform. This method lacks automation and cannot automatically perform analysis, calculations, and display based on arbitrary cross-section design lines and excavation lines. Summary of the Invention

[0004] This invention provides a WebGL-based method for analyzing and visualizing over-excavation and under-excavation data. This method solves the problem that the analysis and display of over-excavation and under-excavation data is based on C / S architecture software on PCs, which cannot automatically perform analysis, calculation, and display based on arbitrary cross-section design lines and excavation lines.

[0005] This invention provides a method for analyzing and visualizing under-mining data based on WebGL, the method comprising:

[0006] S1: Determine the coordinate system used by WebGL and confirm that WebGL rendering is based on the standard Cartesian three-dimensional right-handed coordinate system;

[0007] S2: Read the CAD tunnel cross-section design line data based on the WebGL coordinate system. The tunnel cross-section design line data is a first JSON array. Process the first JSON array to obtain the tunnel cross-section design line segment array DesignLines.

[0008] S3: The excavation scan point data obtained based on the WebGL coordinate system is the second set of JSON arrays. The second JSON array consists of n individual excavation scan points. The excavation line segment array MiningLines is obtained based on the second JSON array.

[0009] S4: Calculate the intersection of line segments and the area of ​​over- or under-excavation zones based on the array of line segments DesignLines and the array of line segments MiningLines for the tunnel cross-section.

[0010] S5: Based on the WebGL coordinate system, obtain the over-excavation and under-excavation line visualization mesh object from the line segment array, obtain the over-excavation and under-excavation area text object from the area value of the over-excavation and under-excavation area, and render and visualize based on the line visualization mesh object and the area text object.

[0011] Step S2: also includes the following steps:

[0012] S201 reads the parsed CAD tunnel cross-section design line data from the server, wherein the tunnel cross-section design line data is a first JSON array;

[0013] S202: Traverse the CAD tunnel cross-section design line data vertex array DesignPoints of the first json array; after completing the input of tunnel cross-section design line data in step S201, according to the WebGL coordinate system definition, the design line management module defines the vertex array DesignPoints representing all tunnel cross-section design lines, and traverse the first json array in step S201.

[0014] S203: According to the DesignPoints array of design line vertices described in step 202, traverse the DesignPoints array of design line vertices, traverse the target element vertex object and the next element vertex object to construct a WebGL object representing the line segment type and store it in the DesignLines array of cavern cross-section design line segments.

[0015] Step S3: also includes the following steps:

[0016] S301: Input the excavation scan point data obtained by scanning through the cross-section scanner device. The data is a second JSON array, which consists of n individual excavation scan points, where n is greater than or equal to 1. Iterate through each excavation point in the excavation line data JSON array to construct a vector type object representing a vertex in WebGL according to the WebGL rendering coordinate system described in step S101 and store it in the excavation line vertex array MiningPoints.

[0017] S302: According to the MiningPoints array of excavation lines described in step S301, traverse the MiningPoints array of design lines, traverse the target element vertex object and the next element vertex (Vect or type) object to construct a WebGL representation of a line segment type object and store it in the MiningLines array of excavation lines.

[0018] Step S4 also includes the following steps;

[0019] S401: Perform line segment intersection calculations based on the tunnel cross-section design line segment array DesignLines described in step S203 and the excavation line segment array MiningLines described in step S302. Traverse the excavation line segment array MiningLines described in step S302 and use the traversed single excavation line segment to perform line segment intersection calculations with all design line segments in the tunnel cross-section design line segment array DesignLines described in step S203.

[0020] Preferably, the calculation method is as follows:

[0021] In mathematical definition, the parametric form of the equation of a straight line is:

[0022]

[0023] Where P is a point on the line. Let t represent the two-dimensional vector formed by subtracting two distinct coordinate points on a straight line. It is a non-zero vector, t∈R, where R is the set of real numbers.

[0024] It can be deduced

[0025] Similarly, it can be deduced that

[0026] Where P0 is one of the two endpoints of the excavation line segment, denoted as P0(x0,y0) and P2(x2,y2).

[0027] P1 is one of the two endpoints of the hypothetical line segment, P1(x1,y1) and P3(x3,y3).

[0028] It is a vector from endpoint P0(x0,y0) to endpoint P2(x2,y2).

[0029] It is a vector from endpoint P1(x1,y1) to endpoint P3(x3,y3).

[0030] t0 refers to The coefficient, t1 is a parameter The coefficient.

[0031] When the calculated t0 satisfies 0≤t0≤1 and t1 satisfies 0≤t1≤1, then there is an intersection L between the traversed single excavation segment and the traversed single design segment; t0, P0, Substitute into equation (1) or use t1, P1, Substitute into equation (1) to find the coordinates of the intersection point;

[0032] Preferably, the calculated X-axis component values ​​and Y-axis component values ​​of the intersection point are... The calculated constant value C, the index of the single excavation line segment where the intersection point is located in the MiningLines array of excavation line segments in step S302, and the index of the single design line segment in the DesignLines array of tunnel cross-sections in step S203 are stored in a single intersection point object Intersection, and the intersection point object Intersection is stored in the intersection point array Intersections.

[0033] Step S402: When the length of the Intersections array is ≥2, traverse the target element intersection object and the next element intersection object to construct a single Region object; when the constant value C of the first intersection object Intersection of the Region object is >0, the Region is an over-excavated part; when the constant value C is <0, the Region is an under-excavated part.

[0034] In step S301, the MiningPoints array of excavation line vertices and the DesignPoints array of cavern cross-section design line vertices are searched in step S202. All excavation vertices and design line vertices between the excavation line segment and the design line segment of the first intersection object Intersection and the second intersection object Intersection in the Region are searched. The X-axis component value and Y-axis component value of the intersection point in the two intersection objects Intersection are combined and stored in the Region Points array in a counterclockwise direction.

[0035] When the C value of the first intersection object Intersection is greater than 0, the Region Points array is stored in the Overbreak Regions array.

[0036] When the C value of the first intersection object Intersection is less than 0, the region vertex array RegionPoints is stored in the underbreak region array UnderbreakRegions;

[0037] Step S403: Calculate the area of ​​the over-excavated and under-excavated regions based on the OverbreakRegions array and the UnderbreakRegions array described in Step S402.

[0038] Preferably, the calculation of the overbreak and underbreak area using the overbreak region array OverbreakRegions and the underbreak region array UnderbreakRegions includes the following:

[0039] (1) Traverse each overbreak region in the overbreak region array OverbreakRegions, and calculate the area of ​​the overbreak region using the two-dimensional arbitrary polygon area calculation formula according to the overbreak region vertex array RegionPoints. Add all the individual overbreak areas to get the total overbreak area.

[0040] (2) Traverse each under-dug region in the under-dug region array UnderbreakRegions, and calculate the area of ​​the under-dug region using the two-dimensional arbitrary polygon area calculation formula based on the traversed under-dug region vertex array RegionPoints. Add all the individual under-dug areas to obtain the total under-dug area.

[0041] The formula for calculating the area of ​​a two-dimensional arbitrary polygon is as follows:

[0042]

[0043] Where Area represents the polygon area, n represents the total number of vertices, i represents the index of the vertex in the vertex array, X represents the vertex component on the X-axis, and Y represents the vertex component on the Y-axis.

[0044] Step S5: also includes the following steps:

[0045] S501: Based on the array of tunnel cross-section design lines DesignLines described in step S203 and the array of excavation lines MiningLines described in step S302, combined with the visual material type Material object and ThreeJS technology, a visual grid object of tunnel cross-section design lines and excavation lines is obtained.

[0046] Preferably, each overbreak region in the OverbreakRegions array described in step S402 is traversed. For each overbreak region vertex obtained, a WebGL object representing a line segment type is constructed and stored in the OverbreakLines array. The OverbreakLines array and the visual material type object are combined with ThreeJS technology to obtain an overbreak line visual mesh object. The area values ​​of the overbreak regions are traversed and combined with ThreeJS technology to obtain an overbreak region area text object.

[0047] Preferably, each under-dug region is traversed in the number of under-dug regions (UnderbreakRegions) in step S402. For each under-dug region vertex obtained by traversal, a WebGL object representing a line segment type is constructed and stored in the under-dug region line segment array (UnderbreakLines). The under-dug region line segment array (UnderbreakLines) is combined with a visual material type object and ThreeJS technology to obtain an under-dug line visual mesh object. The area value of the under-dug region is traversed and multiplied by negative one to represent a negative number. Combined with ThreeJS technology, an under-dug region area text object is obtained.

[0048] Preferably, in step 501, the tunnel cross-section design line segment array DesignLines described in step S203 and the excavation line segment array MiningLines described in step S302 are combined with the visualization material type Material object of type Material, and the line color is configured to be black and the line width is 5Pt.

[0049] The OverbreakLines array of overbreak area line segments and the visual material type object are of type Material, configured with blue line color and 5Pt line width;

[0050] Set the array of under-dug area line segments, UnderbreakLines, and the visual material type object to Material type, configure the line color to purple, and the line width to 5Pt;

[0051] The visual material type object is of type Material, and the line color and line width are configured with preset parameter values, which are in pixels (Pt).

[0052] Step S5 also includes the following steps:

[0053] 502: Based on the visualization grid objects of the tunnel cross-section design line and excavation line, the visualization grid objects of over-excavation lines, the text objects of over-excavation area, the visualization grid objects of under-excavation lines, and the text objects of under-excavation area described in step S501, the Group strategy is adopted to add them to the WebGL renderer of the ThreeJS technology for rendering, and the analysis and visualization of over-excavation and under-excavation data on computer and mobile devices are performed; wherein, the area corresponding to the positive area value represents the over-excavation area, and the area corresponding to the negative area value represents the under-excavation area.

[0054] Preferably, the visual grid objects of the tunnel cross-section design line and excavation line, the visual grid objects of the over-excavation line, the text objects of the over-excavation area, the visual grid objects of the under-excavation line, and the text objects of the under-excavation area adopt a group strategy. This group strategy is a container for visual objects and is a rendering component provided to the WebGL renderer, so that the visual objects stored in this group strategy are displayed simultaneously.

[0055] This invention provides a WebGL-based method for analyzing and visualizing over- and under-excavation data. This invention solves the problems of traditional over- and under-excavation quantity analysis methods, which rely on manual analysis using AutoCAD software, resulting in a cumbersome, time-consuming process with uncertain accuracy. Furthermore, traditional methods, based on a client / server architecture on a PC, cannot automatically perform analysis, calculation, and display based on arbitrary cross-sectional design lines and excavation lines. This invention, based on WebGL and computer graphics technology, enables rapid and accurate analysis of over- and under-excavation areas and quantities in underground excavation projects, and provides diverse results. This significantly improves the efficiency and quality of over- and under-excavation quantity analysis. Simultaneously, this invention enables cross-platform over- and under-excavation analysis, allowing display on both computer and mobile devices. This facilitates timely and accurate judgments by on-site construction personnel, enabling timely correction of currently operating equipment and achieving correct and efficient construction. Attached Figure Description

[0056] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with the invention and, together with the description, serve to explain the principles of the invention.

[0057] Figure 1 This is a flowchart of a method for analyzing and visualizing over-mining and under-mining data based on WebGL, provided by an embodiment of the present invention.

[0058] Figure 2 This is a detailed flowchart illustrating the data processing, analysis, and visualization process in a WebGL-based method for analyzing and visualizing undermined data, as provided in an embodiment of the present invention.

[0059] Figure 3 This invention provides a method for analyzing and visualizing under-mining data based on WebGL. WebGL uses a coordinate system reference diagram.

[0060] Figure 4 This invention provides a WebGL-based method for analyzing and visualizing over- and under-excavation data, including a schematic diagram of the original data for the tunnel cross-section design line.

[0061] Figure 5This invention provides a WebGL-based method for analyzing and visualizing over- and under-excavation data, including a schematic diagram of tunnel cross-section design line interpolation.

[0062] Figure 6 This invention provides a WebGL-based method for analyzing and visualizing under-excavation data. The diagram shows a line formed by connecting the vertices of the tunnel cross-section design line.

[0063] Figure 7 This is a schematic diagram of the scan points of the excavation line, illustrating a WebGL-based method for analyzing and visualizing over- and under-excavation data.

[0064] Figure 8 This is a schematic diagram of the connection of excavation line segments, illustrating a WebGL-based method for analyzing and visualizing over- and under-excavation data.

[0065] Figure 9 This is a schematic diagram of line segment intersection calculation for a WebGL-based method for analyzing and visualizing over- and under-mining data.

[0066] Figure 10 This invention provides a WebGL-based method for analyzing and visualizing over- and under-excavation data. The diagram shows all the intersection points of the tunnel cross-section design line segment and the excavation line segment.

[0067] Figure 11 This invention provides a WebGL-based method for analyzing and visualizing over- and under-mining data, and a schematic diagram illustrating the construction of over- and under-mining regions.

[0068] Figure 12 This is a schematic diagram illustrating the calculation of the area of ​​an arbitrary polygon, based on a WebGL-based method for analyzing and visualizing over- and under-excavation data.

[0069] Figure 13 This invention provides a WebGL-based method for analyzing and visualizing undermined data, and a schematic diagram of a WebGL-based visualization strategy.

[0070] Figure 14 This is an image rendering obtained from an embodiment of the WebGL-based method for analyzing and visualizing undermined data on a computer and a mobile device. Detailed Implementation

[0071] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. In the following description, when referring to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements.

[0072] Example 1

[0073] This invention provides a method for analyzing and visualizing over-mining and under-mining data based on WebGL, such as... Figure 1 As shown, the method includes the following steps:

[0074] S1: Determine the coordinate system used by WebGL and confirm that WebGL rendering is based on the standard Cartesian three-dimensional right-handed coordinate system;

[0075] S2: Read the CAD tunnel cross-section design line data based on the WebGL coordinate system. The tunnel cross-section design line data is a first JSON array. Process the first JSON array to obtain the tunnel cross-section design line segment array DesignLines.

[0076] S3: The excavation scan point data obtained based on the WebGL coordinate system is the second set of JSON arrays. The second JSON array consists of n individual excavation scan points. The excavation line segment array MiningLines is obtained based on the second JSON array.

[0077] S4: Calculate the intersection of line segments and the area of ​​over- or under-excavation zones based on the array of line segments DesignLines and the array of line segments MiningLines for the tunnel cross-section.

[0078] S5: Based on the WebGL coordinate system, obtain the over-excavation and under-excavation line visualization mesh object from the line segment array, obtain the over-excavation and under-excavation area text object from the area value of the over-excavation and under-excavation area, and render and visualize based on the line visualization mesh object and the area text object.

[0079] Step S2: also includes the following steps:

[0080] S201 reads the parsed CAD tunnel cross-section design line data from the server, wherein the tunnel cross-section design line data is a first JSON array;

[0081] S202: Traverse the CAD tunnel cross-section design line data vertex array DesignPoints of the first json array; after completing the input of tunnel cross-section design line data in step S201, according to the WebGL coordinate system definition, the design line management module defines the vertex array DesignPoints representing all tunnel cross-section design lines, and traverse the first json array in step S201.

[0082] S203: According to the DesignPoints array of design line vertices described in step 202, traverse the DesignPoints array of design line vertices, traverse the target element vertex object and the next element vertex object to construct a WebGL object representing the line segment type and store it in the DesignLines array of cavern cross-section design line segments.

[0083] Step S3: also includes the following steps:

[0084] S301: Input the excavation scan point data obtained by scanning through the cross-section scanner device. The data is a second JSON array, which consists of n individual excavation scan points, where n is greater than or equal to 1. Iterate through each excavation point in the excavation line data JSON array to construct a vector type object representing a vertex in WebGL according to the WebGL rendering coordinate system described in step S101 and store it in the excavation line vertex array MiningPoints.

[0085] S302: According to the MiningPoints array of excavation lines described in step S301, traverse the MiningPoints array of design lines, traverse the target element vertex object and the next element vertex (Vector type) object to construct a WebGL representation of a line segment type object and store it in the MiningLines array of excavation lines.

[0086] Step S4: also includes the following steps;

[0087] S401: Perform line segment intersection calculations based on the tunnel cross-section design line segment array DesignLines described in step S203 and the excavation line segment array MiningLines described in step S302. Traverse the excavation line segment array MiningLines described in step S302 and use the traversed single excavation line segment to perform line segment intersection calculations with all design line segments in the tunnel cross-section design line segment array DesignLines described in step S203.

[0088] The calculation method is as follows:

[0089] In one embodiment, the equation of a straight line in mathematical definition is in parametric form as follows:

[0090]

[0091] Where P is a point on the line. Let t represent the two-dimensional vector formed by subtracting two distinct coordinate points on a straight line. It is a non-zero vector, t∈R, where R is the set of real numbers.

[0092] It can be deduced

[0093] Similarly, it can be deduced that

[0094] Where P0 is one of the two endpoints of the excavation line segment, denoted as P0(x0,y0) and P2(x2,y2).

[0095] P1 is one of the two endpoints of the hypothetical line segment, P1(x1,y1) and P3(x3,y3).

[0096] It is a vector from endpoint P0(x0,y0) to endpoint P2(x2,y2).

[0097] It is a vector from endpoint P1(x1,y1) to endpoint P3(x3,y3).

[0098] t0 refers to The coefficient, t1 is a parameter The coefficient.

[0099] When the calculated t0 satisfies 0≤t0≤1 and t1 satisfies 0≤t1≤1, then there is an intersection L between the traversed single excavation segment and the traversed single design segment; t0, P0, Substitute into equation (1) or use t1, P1, Substitute into equation (1) to find the coordinates of the intersection point;

[0100] In one embodiment, the calculated X-axis and Y-axis component values ​​of the intersection point are... The calculated constant value C, the index of the single excavation line segment where the intersection point is located in the MiningLines array of excavation line segments in step S302, and the index of the single design line segment in the DesignLines array of tunnel cross-section line segments in step S203 are stored in a single intersection point object Intersection, and the intersection point object Intersection is stored in the intersection point array Intersections.

[0101] Step S4: This also includes the following steps to calculate the area of ​​the over-excavated and under-excavated areas;

[0102] Step S402: When the length of the Intersections array is ≥2, traverse the target element intersection object and the next element intersection object to construct a single Region object; when the constant value C of the first intersection object Intersection of the Region object is >0, the Region is an over-excavated part; when the constant value C is <0, the Region is an under-excavated part.

[0103] In step S301, the MiningPoints array of excavation line vertices and step S202, the DesignPoints array of tunnel cross-section design line vertices, are searched for all excavation vertices and design line vertices between the excavation line segment and the design line segment of the first intersection object Intersection and the second intersection object Intersection in the Region. The X-axis component value and Y-axis component value of the intersection point in the two Intersections are combined and stored in the Region Points array in a counterclockwise direction.

[0104] In one embodiment, when the C value of the first intersection object Intersection is greater than 0, the region vertex array RegionPoints is stored in the overbreak region array OverbreakRegions.

[0105] When the C value of the first intersection object Intersection is less than 0, the region vertex array RegionPoints is stored in the underbreak region array UnderbreakRegions;

[0106] S403: Calculate the area of ​​the over-excavated and under-excavated regions based on the overbreak region array OverbreakRegions and the underbreak region array UnderbreakRegions from step S402.

[0107] In one embodiment, step S403: calculating the area of ​​the over- and under-excavation regions based on the overbreak region array OverbreakRegions and the underbreak region array UnderbreakRegions described in step S402 includes the following:

[0108] (1) Traverse each overbreak region in the overbreak region array OverbreakRegions, and calculate the area of ​​the overbreak region using the two-dimensional arbitrary polygon area calculation formula according to the overbreak region vertex array RegionPoints. Add all the individual overbreak areas to get the total overbreak area.

[0109] (2) Traverse each under-dug region in the under-dug region array UnderbreakRegions, and calculate the area of ​​the under-dug region using the two-dimensional arbitrary polygon area calculation formula based on the traversed under-dug region vertex array RegionPoints. Add all the individual under-dug areas to obtain the total under-dug area.

[0110] The formula for calculating the area of ​​a two-dimensional arbitrary polygon is as follows:

[0111]

[0112] Where Area represents the polygon area, n represents the total number of vertices, i represents the index of the vertex in the vertex array, X represents the vertex component on the X-axis, and Y represents the vertex component on the Y-axis.

[0113] Step S5: also includes the following steps:

[0114] S501: Based on the array of tunnel cross-section design lines DesignLines described in step S203 and the array of excavation lines MiningLines described in step S302, combined with the visual material type Material object and ThreeJS technology, a visual grid object of tunnel cross-section design lines and excavation lines is obtained.

[0115] In one embodiment, each overbreak region in the OverbreakRegions array described in step S402 is traversed. For each overbreak region vertex, a WebGL object representing a line segment type (Line) is constructed and stored in the OverbreakLines array. The OverbreakLines array and the visual material type object are combined with ThreeJS technology to obtain an overbreak line visual mesh object. The area values ​​of the overbreak regions are traversed and combined with ThreeJS technology to obtain an overbreak region area text object.

[0116] In one embodiment, each under-dug region is traversed through the number of under-dug regions (UnderbreakRegions) in step S402. For each under-dug region vertex obtained from the traversal, a WebGL object representing a line segment type (Line) is constructed and stored in the under-dug region line segment array (UnderbreakLines). The under-dug region line segment array (UnderbreakLines) is combined with a visual material type object and ThreeJS technology to obtain an under-dug line visual mesh object. The obtained under-dug region area value is traversed and multiplied by negative one to represent a negative number. Combined with ThreeJS technology, an under-dug region area text object is obtained.

[0117] In one embodiment, step 501 combines step S203, the tunnel cross-section design line segment array DesignLines, and step S302, the excavation line segment array MiningLines, with the visual material type Material object being Material type, configuring the line color as black, and the line width as 5Pt.

[0118] The OverbreakLines array of overbreak area line segments and the visual material type object are of type Material, configured with blue line color and 5Pt line width;

[0119] Set the array of under-dug area line segments, UnderbreakLines, and the visual material type object to Material type, configure the line color to purple, and the line width to 5Pt;

[0120] In one embodiment, the visual material type object is of type Material, and the line color and line width are configured with preset parameter values, the unit of which is pixels (Pt).

[0121] Step S5 also includes the following steps:

[0122] 502: Based on the visualization grid objects of the tunnel cross-section design line and excavation line, the visualization grid objects of over-excavation lines, the text objects of over-excavation area, the visualization grid objects of under-excavation lines, and the text objects of under-excavation area described in step S501, the Group strategy is adopted to add them to the WebGL renderer of the ThreeJS technology for rendering, and the analysis and visualization of over-excavation and under-excavation data on computer and mobile devices are performed; wherein, the area corresponding to the positive area value represents the over-excavation area, and the area corresponding to the negative area value represents the under-excavation area.

[0123] In one embodiment, the visual grid objects of the tunnel cross-section design line and excavation line, the visual grid objects of the over-excavation line, the text objects of the over-excavation area, the visual grid objects of the under-excavation line, and the text objects of the under-excavation area adopt a group strategy. This group strategy is a container for visual objects and is a rendering component provided to the WebGL renderer, so that the visual objects stored in this group strategy are displayed simultaneously.

[0124] This invention provides a WebGL-based method for analyzing and visualizing over- and under-excavation data. This invention solves the problems of traditional over- and under-excavation quantity analysis methods, which rely on manual analysis using AutoCAD software, resulting in a cumbersome, time-consuming process with uncertain accuracy. Furthermore, traditional methods, based on a client / server architecture on a PC, cannot automatically perform analysis, calculation, and display based on arbitrary cross-sectional design lines and excavation lines. This invention, based on WebGL and computer graphics technology, enables rapid and accurate analysis of over- and under-excavation areas and quantities in underground excavation projects, and provides diverse results presentation. This significantly improves the efficiency and quality of over- and under-excavation quantity analysis. Simultaneously, this invention enables cross-platform over- and under-excavation analysis, allowing display on both computer and mobile devices, providing more convenient and timely assistance to on-site construction personnel in making accurate judgments.

[0125] Based on the above Figure 1 The corresponding embodiment describes a WebGL-based method for analyzing and visualizing under-mining data, which is a specific embodiment of the present invention.

[0126] Example 2

[0127] To achieve the above objectives, this invention provides a method for over-excavation and under-excavation data analysis and visualization based on WebGL. The method includes determining the WebGL coordinate system, a tunnel cross-section design line management module, an actual excavation line management module, an over-excavation and under-excavation analysis and calculation module, and an over-excavation and under-excavation visualization module. Figure 2 The diagram shows a detailed workflow from data processing to analysis to visualization.

[0128] S1: Determining the coordinate system used by WebGL includes the following steps:

[0129] S101: If WebGL rendering is confirmed to be based on the standard Cartesian three-dimensional right-handed coordinate system, then the angle of rotation around the axis in the counter-clockwise direction is defined as a positive number, and the angle of rotation around the axis in the clockwise direction is defined as a negative number. Figure 3 As shown.

[0130] S2: The cavern cross-section design line management module includes the following steps:

[0131] S201: Read the parsed CAD tunnel cross-section design line data from the server. This data is a JSON array, specifically in the format [{CX0,CY0,R0,AB0,AE0},……{CX n ,CY n ,R n ,AB n ,AE n}], where CX represents the X-axis component value of the arc center, CY represents the Y-axis component value of the arc center, R represents the arc radius, AB represents the arc start angle, and AE represents the arc end angle. When the arc radius R is 0, CX represents the X-coordinate of the vertex of the line, and CY represents the Y-coordinate of the vertex of the line. The subscript n indicates the length of the JSON array minus 1. A schematic diagram of the tunnel cross-section design line format data is shown below. Figure 4 As shown.

[0132] S202: As described in step S201, input the cross-sectional design line data of the cavern. According to the WebGL coordinate system definition in step S101, the array DesignPoints representing all the vertex arrays of the cross-sectional design lines of the cavern is defined in the design line management module. The json array described in step S201 is then traversed.

[0133] (1) When traversing the array, if the radius value R of a single element is greater than 0, then the array element being traversed is determined to be an arc segment. Using the arc center CX and CY of this arc data and the arc radius R, N arc vertices are generated by subdivision interpolation between the arc starting angle AB and the arc ending angle AE in the WebGL coordinate system described in step S101. The coordinates of a single vertex are marked as (arcX, arcY). The X-axis component value and Y-axis component value from the first arc interpolation point to the Nth interpolation point are used to construct vector type objects representing vertices in WebGL and store them sequentially in the designPoints array of the cave cross-section design line.

[0134] (2) When traversing the array, if the radius value R of a single element is equal to 0, then the array element being traversed is determined to be a straight line segment. Using CX, which represents the X component value of the straight line vertex, and CY, which represents the Y component value of the straight line vertex, a vector type object representing the vertex in WebGL is constructed and stored in the cave cross-section design line vertex array DesignPoints. The data format of the cave cross-section design line vertex array DesignPoints is: [Vector(X component value of arc vertex, Y component value of arc vertex)……Vector(X component value of straight line point, Y component value of straight line point)], where Vector represents the vector type that stores a single vertex in WebGL.

[0135] A schematic diagram of the vertex generation process of the cavern cross-section design line in the WebGL coordinate system is shown below. Figure 5 As shown.

[0136] S203: Based on the design line vertex array DesignPoints described in step S202, traverse the design line vertex array DesignPoints, traverse the current element vertex object and the next element vertex (Vector type) object to construct a WebGL representation of a line segment type object and store it in the cavern cross-section design line segment array DesignLines, as follows. Figure 6 As shown.

[0137] S3: The actual excavation line management module includes the following steps:

[0138] S301: Input the excavation scan point data obtained by the cross-section scanner. This data is a JSON array composed of many individual excavation scan points. Iterate through each excavation point in the excavation line data JSON array, construct a Vector object representing a vertex in WebGL according to the WebGL rendering coordinate system described in step S101, and store it in the excavation line vertex array MiningPoints, such as... Figure 7 As shown.

[0139] S302: Based on the excavation line vertex array MiningPoints described in step S301, traverse the design line vertex array MiningPoints, traverse the current element vertex object and the next element vertex (Vector type) object to construct a WebGL representation of a line segment type object and store it in the excavation line segment array MiningLines, such as... Figure 8 As shown.

[0140] S4: The over-excavation and under-excavation analysis and calculation module includes the following steps:

[0141] S401: Perform line segment intersection calculations based on the tunnel cross-section design line segment array DesignLines described in step S203 and the excavation line segment array MiningLines described in step S302. Traverse the excavation line segment array MiningLines described in step S302 and use the currently traversed excavation line segment to perform line segment intersection calculations with all design line segments in the tunnel cross-section design line segment array DesignLines described in step S203.

[0142] (1) The parametric form of a straight line in the mathematical definition is:

[0143] Where P is a point on the line. Let t be a vector between two points on the line, and t be a non-zero vector, where t ∈ R and R is the set of real numbers.

[0144] Let P0(x0,y0) and P2(x2,y2) represent the two endpoints of the excavation line segment.

[0145] but The vector formed by subtracting P0 from point P2 is denoted as Given (x2-x0, y2-y0), substituting the excavation line segment into the linear parameter form (1) yields...

[0146] Assuming the two endpoints of the designed line segment are represented by P1(x1,y1) and P3(x3,y3), then The vector formed by subtracting P1 from point P3 is denoted as Given (x3-x1, y3-y1), substituting the excavation line segment into the linear parameter form, we have:

[0147] To determine if two lines intersect, we have: L0 = L1.

[0148] Cross-multiply both sides of the equation Then we have:

[0149] Expanding the formula, we have

[0150] Since the cross product of a vector itself is equal to 0

[0151] Then there is but

[0152] and then

[0153] Similarly, it can be deduced that

[0154] When the calculated t0 satisfies 0≤t0≤1 and t1 satisfies 0≤t1≤1, then a single excavation segment intersects with a single design segment. Substituting the calculated t0 value into equation (2) L0 or the calculated t1 value into equation (3) L1, the coordinates of the intersection point can be obtained. Figure 9 As shown.

[0155] (2) Calculate the X-axis component value and Y-axis component value of the intersection point. The calculated constant value C, along with the index of the single excavation line segment where the intersection point is located in the MiningLines array described in step S302 and the index of the single design line segment in the DesignLines array described in step S203, are stored in a single intersection point object Intersection, and the Intersection object is stored in the Intersections array, as shown below. Figure 10 As shown.

[0156] S402: Based on the Intersections array described in step S401, when the length of the Intersections array is ≥2, traverse the current element's intersection object and the next element's intersection object to construct a single Region object. If the C value of the first intersection object of the Region is >0, the Region is an over-excavated part; if the C value is <0, the Region is an under-excavated part. Search the MiningPoints array of excavation lines described in step S301 and the DesignPoints array of tunnel cross-section design lines described in step S202 for all excavation vertices and design line vertices between the excavation line segment and the design line segment of the first and second intersection objects in the Region. Combine the X-axis and Y-axis component values ​​of the intersection points in the two intersection objects and store them sequentially in the RegionPoints array in a counter-clockwise direction. When the C value of the first intersection object is >0, store the RegionPoints array in the OverbreakRegions array. When the C value of the first intersection object (Intersection) is less than 0, the region vertex array (RegionPoints) is stored in the underbreak region array (UnderbreakRegions). Figure 11 As shown.

[0157] S403: Calculate the area of ​​the over-excavation and under-excavation regions based on the overbreak region array OverbreakRegions and the underbreak region array UnderbreakRegions described in step S402.

[0158] (1) Traverse each overbreak region in the overbreak region array OverbreakRegions, and calculate the area of ​​the overbreak region using the two-dimensional arbitrary polygon area calculation formula based on the vertex array RegionPoints of the currently traversed overbreak region. Add up all the individual overbreak areas to get the total overbreak area.

[0159] (2) Traverse each under-dug region in the UnderbreakRegions array, and calculate the area of ​​the under-dug region using the two-dimensional arbitrary polygon area calculation formula based on the RegionPoints array of the currently traversed under-dug regions. Add up all the individual under-dug areas to get the total under-dug area.

[0160] The formula for calculating the area of ​​a two-dimensional arbitrary polygon is:

[0161]

[0162] The subscript value of i after substituting it into the formula needs to be modulo n, i.e., X n =X0, Y n =Y0,Y -1 =Y n-1 Where Area represents the polygon area, n represents the total number of vertices, i represents the index of the currently calculated vertex in the vertex array, X represents the vertex component on the X-axis, Y represents the vertex component on the Y-axis, and the vertices that make up the polygon must be stored in the same direction.

[0163] For example, suppose the vertex array of the test polygon is [{X:1,Y:1},{X:6,1},{X:8,Y5},{X:3,Y:5}], and there are currently four vertices, then the superscript of Σ is 3. When i = 0, substituting into the calculation formula, we get X0(Y 0+1 -Y 0-1 When i = 1, substituting into the calculation formula gives X1(Y). 1+1 -Y 1-1 When i = 2, substituting into the calculation formula, we get X²(Y). 2+1 -Y 2-1 When i = 3, substituting into the calculation formula, we get X³(Y). 3+1 -Y 3-1 If ), then Area(P) = 1 / 2 * (X0(Y) 0+1 -Y 0-1 )+X1(Y 1+1 -Y 1-1 )+X2(Y 2+1 -Y 2-1 )+X3(Y 3+1 -Y 3-1 Then Area(P) = 1 / 2 * (X0(Y1-Y)) -1 )+X1(Y2-Y0)+X2(Y3-Y1)+X3(Y4-Y2)), because the index needs to be modulo n, then Y -1 If Y3 equals Y4 and Y0 equals Y0, then Area(P) = 1 / 2 * (X0(Y1-Y3) + X1(Y2-Y0) + X2(Y3-Y1) + X3(Y0-Y2)). Substituting this into the vertex array data of the test polygon, we have Area(P) = 1 / 2 * (1(1-5) + 6(5-1) + 8(5-1) + 3(1-5)). Therefore, Area(P) = 1 / 2 * ((-4) + 24 + 32 + (-12)). Thus, Area(P) = 1 / 2 * (40) = 20. Substituting the vertices into the coordinate system, we can see that this shape is a parallelogram with a base of 5 and a height of 4. The area of ​​this parallelogram is also 20. Figure 12 As shown.

[0164] S5: The over-drilling and under-drilling visualization module includes the following steps.

[0165] S501: Based on the tunnel cross-section design line segment array DesignLines described in step S203 and the excavation line segment array MiningLines described in step S302, and the visual material type object, which belongs to the Material type, the line color is configured to be black and the line width is 5Pt. Combined with ThreeJS technology, the line visual mesh object of the tunnel cross-section design line and the excavation line is obtained, which belongs to the Mesh type.

[0166] Traverse each overbreak region in the OverbreakRegions array described in step S402. Construct WebGL line segment type objects for each overbreak region vertex and store them in the OverbreakLines array. Combine the OverbreakLines array with a visual material type object of type Material, configure the line color as blue and the line width as 5Pt. Using ThreeJS technology, obtain the overbreak line visual mesh object of type Mesh. Traverse the obtained overbreak region area value and use ThreeJS technology to obtain the overbreak region area text object.

[0167] Iterate through each under-dug region (UnderbreakRegions) as described in step S402. For each under-dug region vertex, construct a WebGL object representing a line segment (Line) and store it in the under-dug region line segment array (UnderbreakLines). Combine the under-dug region line segment array (UnderbreakLines) with a visual material type object (Material type, configured with purple line color and 5pt line width) using ThreeJS technology to obtain an under-dug line visual mesh object (Mesh type). Iterate through the obtained under-dug region area values ​​and multiply this value by -1 to represent a negative number. Combine this with ThreeJS technology to obtain an under-dug region area text object, such as... Figure 13 As shown.

[0168] S502: The visualization mesh objects of the tunnel cross-section design lines and excavation lines, the visualization mesh objects of over-excavation lines, the text objects of over-excavation area, the visualization mesh objects of under-excavation lines, and the text objects of under-excavation area described in step S501 are grouped using a Group strategy. This Group strategy is a container for visualization objects and a rendering component provided to the WebGL renderer, allowing visualization objects stored in this Group strategy to be displayed simultaneously. A WebGL renderer with ThreeJS technology is added for rendering. Operators for mouse operation on computers and finger touch operation on mobile devices to perform panning, zooming, and scaling of the view are added, ultimately completing the analysis and visualization of over-excavation and under-excavation data on computers and mobile devices. Figure 14 As shown, where Figure 14 (a) is a screenshot of the program running on the computer. Figure 14 (b) is a screenshot of the program running on the mobile device. The area corresponding to the positive area value represents the over-excavation area, and the area corresponding to the negative area value represents the under-excavation area. This makes it easy to visually distinguish between over-excavation and under-excavation. Finally, the image can be generated and saved on the computer or mobile device based on the visualization effect.

[0169] This invention provides a WebGL-based method for analyzing and visualizing over- and under-excavation data. This invention solves the problems of traditional over- and under-excavation quantity analysis methods, which rely on manual analysis using AutoCAD software, resulting in a cumbersome, time-consuming process with uncertain accuracy. Furthermore, traditional methods, based on a client / server architecture on a PC, cannot automatically perform analysis, calculation, and display based on arbitrary cross-sectional design lines and excavation lines. This invention, based on WebGL and computer graphics technology, enables rapid and accurate analysis of over- and under-excavation areas and quantities in underground excavation projects, and provides diverse results presentation. This significantly improves the efficiency and quality of over- and under-excavation quantity analysis. Simultaneously, this invention enables cross-platform over- and under-excavation analysis, allowing display on both computer and mobile devices, providing more convenient and timely assistance to on-site construction personnel in making accurate judgments.

Claims

1. A method for WebGL-based ultra-undermining data analysis and visualization, characterized in that, The method comprises: S1: determining a WebGL coordinate system, confirming that WebGL rendering is based on a standard Cartesian three-dimensional right-handed coordinate system; S2: reading CAD hole section design line data based on the WebGL coordinate system, the hole section design line data being a first json array, processing the first json array to obtain a hole section design line segment array DesignLines; S2 further comprises the following steps: S201: reading CAD hole section design line data parsed in a server, the hole section design line data being a first json array; S202: completing input of hole section design line data, defining an all-hole section design line vertex array DesignPoints in a design line management module according to the WebGL coordinate system, and traversing the first json array in step S201; S203: traversing the design line vertex array DesignPoints, traversing a target element vertex object and a next element vertex object to construct a line segment type object in WebGL and store it in a hole section design line segment array DesignLines; S3: obtaining, based on the WebGL coordinate system, obtained excavation scanning point data as a second json array, the second json array being composed of n single excavation scanning points, and obtaining a mining line segment array MiningLines according to the second json array; S3 further comprises the following steps: S301: inputting excavation scanning point data scanned by a section scanner device, the data being a second json array composed of n single excavation scanning points, wherein n is greater than or equal to 1; traversing each excavation point in the excavation line data json array to construct a vector type object representing a vertex in WebGL and store it in a mining line vertex array MiningPoints according to the WebGL rendering coordinate system in step S1; S302: according to the mining line vertex array MiningPoints in step S301, traversing the mining line vertex array MiningPoints, traversing a target element vertex object and a next element vertex object to construct a line segment type object in WebGL and store it in a mining line segment array MiningLines; S4: performing line segment intersection calculation and overbreak / underbreak area calculation according to the hole section design line segment array DesignLines and the mining line segment array MiningLines; S5: obtaining, based on the WebGL coordinate system, an overbreak / underbreak line visual grid object according to the line segment array, obtaining an overbreak / underbreak area text object according to the overbreak / underbreak area value, and performing rendering visualization according to the line visual grid object and the area text object. 2.The WebGL-based super-undere excavation data analysis and visualization method of claim 1, wherein, The S4 further comprises the following steps: S401: According to the cross section design line segment array DesignLines in step S203 and the mining line segment array MiningLines in step S302, the line segment intersection calculation is performed, the mining line segment array MiningLines in step S302 is traversed, and the single mining line segment obtained by traversal is used for line intersection calculation with all design line segments of the design line segment array DesignLines in step S203. The calculation method is as follows: (1) In the mathematical definition, the equation parameter form of a straight line is L= (1) where P is a point on the straight line, is a non-zero vector, t ∈ R, R is the set of real numbers. It can be deduced that t0 = (2) Similarly, we can deduce t1= (3) Where P0 is one of the two end points of the assumed mining line segment, P0(x0, y0), P2(x2, y2), P1 is one of the two end points of the assumed design line segment, P1(x1, y1), P3(x3, y3), and According to step S401, the intersection object Intersection is stored in the intersection array Intersections, and the overbreak area calculation is performed. The overbreak area calculation further includes the following steps: is the vector from endpoint P0(x0, y0) to endpoint P2(x2, y2), is the vector from endpoint P1(x1, y1) to endpoint P3(x3, y3), t0is the coefficient of t1is the coefficient of the parameter ​ When the solved t0 satisfies 0 t0 1 and t1 satisfies 0 t1 1, then there is an intersection L between the traversed single excavation line segment and the traversed single design line segment; t0, P0, are substituted into formula (1) or t1, P1, are substituted into formula (1) to solve the intersection point coordinates; (2) the calculated intersection X-axis component value and Y-axis component value, The constant value C, the index of the single mining line segment in the array MiningLines in step S302 where the intersection is located, and the index of the single design line segment in the array DesignLines in step S203 where the intersection is located are stored in a single intersection object Intersection, and the intersection object Intersection is stored in the array Intersections.

3. The WebGL-based hyper-undershoot data analysis and visualization method of claim 2, wherein, Step S402: When the length of the intersection array Intersections is greater than or equal to 2, the target element intersection object and the next element intersection object are traversed to construct a single region Region object. When the constant value C of the first intersection object Intersection of the region Region object is greater than 0, the region Region is an overbreak part, and when the constant value C is less than 0, the region Region is an underbreak part. In the mining line vertex array MiningPoints in step S301 and the design line vertex array DesignPoints in step S202, all mining vertices and design line vertices between the mining line segment and the design line segment of the first intersection object Intersection and the second intersection object Intersection in the region Region are found, and the intersection X-axis component value and the intersection Y-axis component value in the two intersection objects Intersection are stored in the region vertex array RegionPoints in the counterclockwise direction in turn. When the C value of the first intersection object Intersection is greater than 0, the region vertex array RegionPoints is stored in the overbreak region array OverbreakRegions. When the C value of the first intersection object Intersection is less than 0, the region vertex array RegionPoints is stored in the underbreak region array UnderbreakRegions. S403: According to the overbreak region array OverbreakRegions and the underbreak region array UnderbreakRegions in step S402, the overbreak area calculation is performed. ​ 4. The WebGL-based hyper-undershoot data analysis and visualization method of claim 3, wherein, The step S403: according to the step S402, the overbreak region array OverbreakRegions and the underbreak region array UnderbreakRegions are used to calculate the overbreak and underbreak region area, including the following contents: (1) each overbreak region in the overbreak region array OverbreakRegions is traversed, and the area of the overbreak region is calculated according to the traversed overbreak region vertex array RegionPoints using the two-dimensional arbitrary polygon area calculation formula, all single overbreak areas are added to obtain all overbreak areas; (2) each underbreak region in the underbreak region array UnderbreakRegions is traversed, and the area of the underbreak region is calculated according to the traversed underbreak region vertex array RegionPoints using the two-dimensional arbitrary polygon area calculation formula, all single underbreak areas are added to obtain all underbreak areas; Wherein, the two-dimensional arbitrary polygon area calculation formula is: Wherein, Area represents the polygon area, n represents the total number of vertices, i represents the index of the calculation vertex in the vertex array, X represents the component of the vertex on the X axis, and Y represents the component of the vertex on the Y axis.

5. The WebGL-based hyper-undershoot data analysis and visualization method of claim 4, wherein, The S5 further includes the following steps: S501: according to the step S203, the hole section design line segment array DesignLines is combined with the step S302, the mining line segment array MiningLines is combined with the visual material type Material object, and the ThreeJS technology is combined to obtain the line visual grid object of the hole section design line and the mining line; Each overbreak region in the overbreak region array OverbreakRegions in the step S402 is traversed, each overbreak region vertex obtained by traversal is used to construct a line segment type object in WebGL and stored in the overbreak region line segment array OverbreakLines, the overbreak region line segment array OverbreakLines is combined with the visual material type object, and the ThreeJS technology is combined to obtain the overbreak line visual grid object, the area value of the overbreak region is traversed, and the ThreeJS technology is combined to obtain the overbreak region area text object; Each underbreak region in the underbreak region array UnderbreakRegions in the step S402 is traversed, each underbreak region vertex obtained by traversal is used to construct a line segment type object in WebGL and stored in the underbreak region line segment array UnderbreakLines, the underbreak region line segment array UnderbreakLines is combined with the visual material type object, and the ThreeJS technology is combined to obtain the underbreak line visual grid object, the underbreak region area value is traversed and multiplied by negative one to represent a negative number, and the ThreeJS technology is combined to obtain the underbreak region area text object.

6. The WebGL-based hyper-undershoot data analysis and visualization method of claim 5, wherein, The step S501 combines the hole section design line DesignLines and the mining line MiningLines according to the step S203 and the step S302, and visualizes the material object as Material type, configures the line color as black, and the line width as 5Pt; The overbreak line OverbreakLines and the visual material object are configured as Material type, the line color as blue, and the line width as 5Pt; The underbreak line UnderbreakLines and the visual material object are configured as Material type, the line color as purple, and the line width as 5Pt; The visual material object is configured as Material type, the line color and the line width are preset parameter values, and the unit of the preset parameter values is pixel Pt.

7. The WebGL-based hyper-undershoot data analysis and visualization method of claim 5, wherein, The S5 further includes the following steps: S502: According to the step S501, the line visualization grid object of the hole section design line and the mining line, the overbreak line visualization grid object, the overbreak area text object, the underbreak line visualization grid object, and the underbreak area text object are added to the WebGL renderer of the ThreeJS technology for rendering, and the overbreak and underbreak data in the computer terminal and the mobile terminal device are analyzed and visualized; wherein the positive area value corresponds to the overbreak area, and the negative area value corresponds to the underbreak area.

8. The WebGL-based hyper-undershoot data analysis and visualization method of claim 7, wherein, The line visualization grid object of the hole section design line and the mining line, the overbreak line visualization grid object, the overbreak area text object, the underbreak line visualization grid object, and the underbreak area text object adopt the group Group strategy, the group Group strategy is a container of the visualization object, and is a rendering component provided for the WebGL renderer, so that the visualization objects stored in the group Group strategy are displayed simultaneously.

Citation Information

Patent Citations

  • Visual display method and system for over-excavation and under-excavation of tunnel

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