mirror of
https://github.com/CNCKitchen/stlTexturizer.git
synced 2026-04-07 22:11:32 +00:00
added new triangle decimation
This commit is contained in:
@@ -0,0 +1,434 @@
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/**
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* QEM (Quadric Error Metric) mesh decimation.
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*
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* Algorithm: Garland & Heckbert 1997, with the three safety guards from
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* PrusaSlicer's QuadricEdgeCollapse.cpp that eliminate holes, spikes and
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* non-manifold edges:
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*
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* Guard 1 – Boundary edge protection
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* Never collapse an edge shared by < 2 active faces.
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* The primary cause of holes in open STL meshes.
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*
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* Guard 2 – Link-condition (non-manifold / pinch prevention)
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* Common neighbours of v1/v2 must equal exactly the apex vertices of
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* their shared triangles. Extra common neighbours mean collapsing would
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* fuse disconnected surface regions → non-manifold edge.
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*
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* Guard 3 – Normal-flip rejection
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* Recompute every affected face normal after the hypothetical collapse.
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* dot(original, new) < 0.2 (~78°) → reject. Eliminates spikes / pits.
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*
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* @param {THREE.BufferGeometry} geometry non-indexed input
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* @param {number} targetTriangles desired output face count
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* @param {function} [onProgress] callback(0–1)
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* @returns {THREE.BufferGeometry}
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*/
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import * as THREE from 'three';
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const QUANT = 1e4;
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const FLIP_DOT = 0.2; // cos ~78° — reject collapse if new normal deviates more
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// ── Public API ───────────────────────────────────────────────────────────────
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export function decimate(geometry, targetTriangles, onProgress) {
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const { positions, faces, vertCount, faceCount } = buildIndexed(geometry);
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if (faceCount <= targetTriangles) return buildOutput(positions, faces, faceCount);
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// Per-vertex error quadrics (10 doubles = upper triangle of symmetric 4×4)
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const quadrics = new Float64Array(vertCount * 10);
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initQuadrics(quadrics, positions, faces, faceCount);
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// Vertex → set of incident face indices
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const vertFaces = buildAdjacency(faces, faceCount, vertCount);
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const active = new Uint8Array(vertCount).fill(1);
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let activeFaces = faceCount;
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// Seed min-heap with one entry per unique edge
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const heap = new MinHeap();
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const seedSeen = new Set();
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for (let f = 0; f < faceCount; f++) {
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if (faces[f * 3] < 0) continue;
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for (let e = 0; e < 3; e++) {
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const v1 = faces[f * 3 + e];
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const v2 = faces[f * 3 + ((e + 1) % 3)];
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const ek = v1 < v2 ? `${v1}:${v2}` : `${v2}:${v1}`;
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if (!seedSeen.has(ek)) { seedSeen.add(ek); pushEdge(heap, quadrics, positions, v1, v2); }
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}
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}
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seedSeen.clear();
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const initFaces = activeFaces;
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let lastProg = 0;
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while (activeFaces > targetTriangles && heap.size() > 0) {
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const { v1, v2, px, py, pz } = heap.pop();
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// Stale-entry checks (lazy deletion)
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if (!active[v1] || !active[v2]) continue;
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if (!shareActiveFace(faces, vertFaces, v1, v2)) continue;
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// ── Three safety guards ───────────────────────────────────────────────────
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if (isBoundaryEdge(faces, vertFaces, v1, v2)) continue; // Guard 1
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if (hasLinkViolation(faces, vertFaces, v1, v2)) continue; // Guard 2
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const np = [px, py, pz];
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if (checkFlipped(positions, vertFaces, faces, v1, v2, np)) continue; // Guard 3 v1-side
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if (checkFlipped(positions, vertFaces, faces, v2, v1, np)) continue; // Guard 3 v2-side
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// ── Collapse: keep v1 at new position, remove v2 ─────────────────────────
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positions[v1 * 3] = px;
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positions[v1 * 3 + 1] = py;
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positions[v1 * 3 + 2] = pz;
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mergeQuadric(quadrics, v1, v2);
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for (const f of vertFaces[v2]) {
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if (faces[f * 3] < 0) continue;
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for (let k = 0; k < 3; k++) {
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if (faces[f * 3 + k] === v2) faces[f * 3 + k] = v1;
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}
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const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
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if (fa === fb || fb === fc || fa === fc) {
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vertFaces[fa]?.delete(f);
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vertFaces[fb]?.delete(f);
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vertFaces[fc]?.delete(f);
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faces[f * 3] = faces[f * 3 + 1] = faces[f * 3 + 2] = -1;
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activeFaces--;
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} else {
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vertFaces[v1].add(f);
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}
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}
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vertFaces[v2].clear();
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active[v2] = 0;
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// Re-push edges for v1's updated neighbourhood
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const neighbors = new Set();
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for (const f of vertFaces[v1]) {
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if (faces[f * 3] < 0) continue;
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for (let k = 0; k < 3; k++) {
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const nb = faces[f * 3 + k];
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if (nb !== v1) neighbors.add(nb);
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}
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}
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for (const nb of neighbors) {
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if (active[nb]) pushEdge(heap, quadrics, positions, v1, nb);
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}
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if (onProgress) {
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const p = Math.min(1, (initFaces - activeFaces) / (initFaces - targetTriangles));
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if (p - lastProg > 0.02) { onProgress(p); lastProg = p; }
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}
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}
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if (onProgress) onProgress(1);
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return buildOutput(positions, faces, faceCount);
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}
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// ── Guard 1: Boundary edge protection ───────────────────────────────────────
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// An edge is a boundary if fewer than 2 active faces share it.
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// Collapsing boundary edges is the primary cause of holes in open meshes.
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function isBoundaryEdge(faces, vertFaces, v1, v2) {
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let shared = 0;
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for (const f of vertFaces[v1]) {
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if (faces[f * 3] < 0) continue;
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const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
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if (fa === v2 || fb === v2 || fc === v2) { shared++; if (shared >= 2) return false; }
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}
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return shared < 2;
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}
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// ── Guard 2: Link condition (non-manifold / pinch prevention) ────────────────
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// The set of common neighbours of v1 and v2 must equal exactly the apex
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// vertices of their shared faces. Extra common neighbours mean collapsing
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// would fuse disconnected regions → non-manifold edge.
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function hasLinkViolation(faces, vertFaces, v1, v2) {
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// Collect apex vertices of the shared faces
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const apices = new Set();
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for (const f of vertFaces[v1]) {
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if (faces[f * 3] < 0) continue;
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const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
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if (fa === v2 || fb === v2 || fc === v2) {
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if (fa !== v1 && fa !== v2) apices.add(fa);
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if (fb !== v1 && fb !== v2) apices.add(fb);
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if (fc !== v1 && fc !== v2) apices.add(fc);
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}
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}
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// Build neighbour sets for v1 and v2 from active faces
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const nb1 = new Set(), nb2 = new Set();
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for (const f of vertFaces[v1]) {
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if (faces[f * 3] < 0) continue;
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for (let k = 0; k < 3; k++) { const nb = faces[f * 3 + k]; if (nb !== v1) nb1.add(nb); }
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}
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for (const f of vertFaces[v2]) {
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if (faces[f * 3] < 0) continue;
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for (let k = 0; k < 3; k++) { const nb = faces[f * 3 + k]; if (nb !== v2) nb2.add(nb); }
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}
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// Check common neighbours match apices exactly
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for (const nb of nb1) {
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if (nb !== v2 && nb2.has(nb) && !apices.has(nb)) return true;
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}
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return false;
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}
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// ── Guard 3: Normal-flip rejection ──────────────────────────────────────────
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// After hypothetical collapse of v_collapse → newPos, recompute normals of
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// all affected faces. If any flip by more than ~78° (dot < FLIP_DOT) reject.
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function checkFlipped(positions, vertFaces, faces, v_collapse, v_other, newPos) {
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for (const f of vertFaces[v_collapse]) {
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if (faces[f * 3] < 0) continue;
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const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
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// Skip faces shared with v_other; they will be deleted on collapse
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if (fa === v_other || fb === v_other || fc === v_other) continue;
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// Original normal
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const [onx, ony, onz] = faceNormal(
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positions[fa*3], positions[fa*3+1], positions[fa*3+2],
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positions[fb*3], positions[fb*3+1], positions[fb*3+2],
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positions[fc*3], positions[fc*3+1], positions[fc*3+2]
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);
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// New normal with v_collapse replaced by newPos
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const ax = fa === v_collapse ? newPos[0] : positions[fa*3];
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const ay = fa === v_collapse ? newPos[1] : positions[fa*3+1];
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const az = fa === v_collapse ? newPos[2] : positions[fa*3+2];
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const bx = fb === v_collapse ? newPos[0] : positions[fb*3];
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const by = fb === v_collapse ? newPos[1] : positions[fb*3+1];
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const bz = fb === v_collapse ? newPos[2] : positions[fb*3+2];
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const cx = fc === v_collapse ? newPos[0] : positions[fc*3];
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const cy = fc === v_collapse ? newPos[1] : positions[fc*3+1];
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const cz = fc === v_collapse ? newPos[2] : positions[fc*3+2];
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const [nnx, nny, nnz] = faceNormal(ax, ay, az, bx, by, bz, cx, cy, cz);
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const dot = onx * nnx + ony * nny + onz * nnz;
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if (dot < FLIP_DOT) return true;
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}
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return false;
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}
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function faceNormal(ax, ay, az, bx, by, bz, cx, cy, cz) {
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const ux = bx - ax, uy = by - ay, uz = bz - az;
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const vx = cx - ax, vy = cy - ay, vz = cz - az;
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const nx = uy * vz - uz * vy;
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const ny = uz * vx - ux * vz;
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const nz = ux * vy - uy * vx;
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const len = Math.sqrt(nx * nx + ny * ny + nz * nz) || 1;
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return [nx / len, ny / len, nz / len];
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}
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// ── Quadric helpers ──────────────────────────────────────────────────────────
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// Symmetric 4×4 quadric stored as 10 upper-triangle values per vertex.
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function initQuadrics(quadrics, positions, faces, faceCount) {
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for (let f = 0; f < faceCount; f++) {
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if (faces[f * 3] < 0) continue;
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const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
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const [nx, ny, nz] = faceNormal(
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positions[fa*3], positions[fa*3+1], positions[fa*3+2],
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positions[fb*3], positions[fb*3+1], positions[fb*3+2],
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positions[fc*3], positions[fc*3+1], positions[fc*3+2]
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);
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const d = -(nx * positions[fa*3] + ny * positions[fa*3+1] + nz * positions[fa*3+2]);
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addPlaneQ(quadrics, fa, nx, ny, nz, d);
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addPlaneQ(quadrics, fb, nx, ny, nz, d);
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addPlaneQ(quadrics, fc, nx, ny, nz, d);
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}
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}
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function addPlaneQ(q, v, a, b, c, d) {
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const o = v * 10;
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q[o] += a*a; q[o+1] += a*b; q[o+2] += a*c; q[o+3] += a*d;
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q[o+4] += b*b; q[o+5] += b*c; q[o+6] += b*d;
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q[o+7] += c*c; q[o+8] += c*d;
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q[o+9] += d*d;
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}
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function mergeQuadric(q, v1, v2) {
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const o1 = v1 * 10, o2 = v2 * 10;
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for (let i = 0; i < 10; i++) q[o1 + i] += q[o2 + i];
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}
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function evalQ(q, v, x, y, z) {
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const o = v * 10;
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return q[o] * x*x + 2*q[o+1]*x*y + 2*q[o+2]*x*z + 2*q[o+3]*x
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+ q[o+4] * y*y + 2*q[o+5]*y*z + 2*q[o+6]*y
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+ q[o+7] * z*z + 2*q[o+8]*z
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+ q[o+9];
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}
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function evalQSum(q, v1, v2, x, y, z) {
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return evalQ(q, v1, x, y, z) + evalQ(q, v2, x, y, z);
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}
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const _s = new Float64Array(3);
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function solveQ(q, v1, v2) {
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const o1 = v1 * 10, o2 = v2 * 10;
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const a00 = q[o1] + q[o2];
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const a01 = q[o1+1] + q[o2+1];
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const a02 = q[o1+2] + q[o2+2];
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const a11 = q[o1+4] + q[o2+4];
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const a12 = q[o1+5] + q[o2+5];
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const a22 = q[o1+7] + q[o2+7];
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const b0 = -(q[o1+3] + q[o2+3]);
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const b1 = -(q[o1+6] + q[o2+6]);
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const b2 = -(q[o1+8] + q[o2+8]);
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const det = a00*(a11*a22 - a12*a12) - a01*(a01*a22 - a12*a02) + a02*(a01*a12 - a11*a02);
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if (Math.abs(det) < 1e-10) return false;
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const inv = 1 / det;
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_s[0] = inv * (b0*(a11*a22 - a12*a12) - a01*(b1*a22 - a12*b2) + a02*(b1*a12 - a11*b2));
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_s[1] = inv * (a00*(b1*a22 - a12*b2) - b0*(a01*a22 - a12*a02) + a02*(a01*b2 - b1*a02));
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_s[2] = inv * (a00*(a11*b2 - b1*a12) - a01*(a01*b2 - b1*a02) + b0*(a01*a12 - a11*a02));
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return true;
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}
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function pushEdge(heap, quadrics, positions, v1, v2) {
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let px, py, pz;
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if (solveQ(quadrics, v1, v2)) {
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px = _s[0]; py = _s[1]; pz = _s[2];
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} else {
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const mx = (positions[v1*3] + positions[v2*3]) / 2;
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const my = (positions[v1*3+1] + positions[v2*3+1]) / 2;
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const mz = (positions[v1*3+2] + positions[v2*3+2]) / 2;
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const e1 = evalQSum(quadrics, v1, v2, positions[v1*3], positions[v1*3+1], positions[v1*3+2]);
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const e2 = evalQSum(quadrics, v1, v2, positions[v2*3], positions[v2*3+1], positions[v2*3+2]);
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const em = evalQSum(quadrics, v1, v2, mx, my, mz);
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if (e1 <= e2 && e1 <= em) { px = positions[v1*3]; py = positions[v1*3+1]; pz = positions[v1*3+2]; }
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else if (e2 <= em) { px = positions[v2*3]; py = positions[v2*3+1]; pz = positions[v2*3+2]; }
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else { px = mx; py = my; pz = mz; }
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}
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const cost = evalQSum(quadrics, v1, v2, px, py, pz);
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heap.push({ cost, v1, v2, px, py, pz });
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}
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// ── Indexed <-> Non-indexed conversion ──────────────────────────────────────
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function buildIndexed(geometry) {
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const posAttr = geometry.attributes.position;
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const n = posAttr.count;
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const positions = [];
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const vertMap = new Map();
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const indexRemap = new Int32Array(n);
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for (let i = 0; i < n; i++) {
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const x = posAttr.getX(i), y = posAttr.getY(i), z = posAttr.getZ(i);
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const key = `${Math.round(x * QUANT)}_${Math.round(y * QUANT)}_${Math.round(z * QUANT)}`;
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let idx = vertMap.get(key);
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if (idx === undefined) {
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idx = positions.length / 3;
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positions.push(x, y, z);
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vertMap.set(key, idx);
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}
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indexRemap[i] = idx;
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}
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const faceCount = n / 3;
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const faces = new Int32Array(faceCount * 3);
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for (let f = 0; f < faceCount; f++) {
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faces[f * 3] = indexRemap[f * 3];
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faces[f * 3 + 1] = indexRemap[f * 3 + 1];
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faces[f * 3 + 2] = indexRemap[f * 3 + 2];
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}
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return { positions: new Float64Array(positions), faces, vertCount: positions.length / 3, faceCount };
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}
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// ── Adjacency helpers ────────────────────────────────────────────────────────
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function buildAdjacency(faces, faceCount, vertCount) {
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const adj = new Array(vertCount);
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for (let v = 0; v < vertCount; v++) adj[v] = new Set();
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for (let f = 0; f < faceCount; f++) {
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if (faces[f * 3] < 0) continue;
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adj[faces[f * 3]].add(f);
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adj[faces[f * 3 + 1]].add(f);
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adj[faces[f * 3 + 2]].add(f);
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}
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return adj;
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}
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function shareActiveFace(faces, vertFaces, v1, v2) {
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for (const f of vertFaces[v1]) {
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if (faces[f * 3] < 0) continue;
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const fa = faces[f * 3], fb = faces[f * 3 + 1], fc = faces[f * 3 + 2];
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if (fa === v2 || fb === v2 || fc === v2) return true;
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}
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return false;
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}
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function buildOutput(positions, faces, faceCount) {
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let activeFaces = 0;
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for (let f = 0; f < faceCount; f++) {
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if (faces[f * 3] >= 0) activeFaces++;
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}
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const posArray = new Float32Array(activeFaces * 9);
|
||||
let out = 0;
|
||||
for (let f = 0; f < faceCount; f++) {
|
||||
if (faces[f * 3] < 0) continue;
|
||||
for (let v = 0; v < 3; v++) {
|
||||
const vi = faces[f * 3 + v];
|
||||
posArray[out++] = positions[vi * 3];
|
||||
posArray[out++] = positions[vi * 3 + 1];
|
||||
posArray[out++] = positions[vi * 3 + 2];
|
||||
}
|
||||
}
|
||||
|
||||
const geo = new THREE.BufferGeometry();
|
||||
geo.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
|
||||
geo.computeVertexNormals();
|
||||
return geo;
|
||||
}
|
||||
|
||||
// ── Binary Min-Heap ──────────────────────────────────────────────────────────
|
||||
|
||||
class MinHeap {
|
||||
constructor() { this._data = []; }
|
||||
|
||||
size() { return this._data.length; }
|
||||
|
||||
push(item) {
|
||||
this._data.push(item);
|
||||
this._bubbleUp(this._data.length - 1);
|
||||
}
|
||||
|
||||
pop() {
|
||||
const top = this._data[0];
|
||||
const last = this._data.pop();
|
||||
if (this._data.length > 0) { this._data[0] = last; this._sinkDown(0); }
|
||||
return top;
|
||||
}
|
||||
|
||||
_bubbleUp(i) {
|
||||
const d = this._data;
|
||||
while (i > 0) {
|
||||
const p = (i - 1) >> 1;
|
||||
if (d[p].cost <= d[i].cost) break;
|
||||
[d[p], d[i]] = [d[i], d[p]];
|
||||
i = p;
|
||||
}
|
||||
}
|
||||
|
||||
_sinkDown(i) {
|
||||
const d = this._data;
|
||||
const n = d.length;
|
||||
for (;;) {
|
||||
let s = i;
|
||||
const l = 2 * i + 1, r = 2 * i + 2;
|
||||
if (l < n && d[l].cost < d[s].cost) s = l;
|
||||
if (r < n && d[r].cost < d[s].cost) s = r;
|
||||
if (s === i) break;
|
||||
[d[s], d[i]] = [d[i], d[s]];
|
||||
i = s;
|
||||
}
|
||||
}
|
||||
}
|
||||
+24
-12
@@ -4,6 +4,7 @@ import { PRESETS, loadCustomTexture } from './presetTextures.js';
|
||||
import { createPreviewMaterial, updateMaterial } from './previewMaterial.js';
|
||||
import { subdivide } from './subdivision.js';
|
||||
import { applyDisplacement } from './displacement.js';
|
||||
import { decimate } from './decimation.js';
|
||||
import { exportSTL } from './exporter.js';
|
||||
|
||||
// ── State ─────────────────────────────────────────────────────────────────────
|
||||
@@ -311,17 +312,13 @@ async function handleExport() {
|
||||
try {
|
||||
setProgress(0.02, 'Subdividing mesh…');
|
||||
|
||||
// Run subdivision synchronously (may take a few seconds on large meshes)
|
||||
// Wrap in a small yielding loop to allow the browser to repaint the progress bar.
|
||||
const { geometry: subdivided, limitReached } = await runAsync(() =>
|
||||
subdivide(currentGeometry, settings.refineLength, settings.maxTriangles,
|
||||
(p) => setProgress(p * 0.6, 'Subdividing mesh…'))
|
||||
const { geometry: subdivided, safetyCapHit } = await runAsync(() =>
|
||||
subdivide(currentGeometry, settings.refineLength,
|
||||
(p) => setProgress(0.02 + p * 0.35, 'Subdividing mesh…'))
|
||||
);
|
||||
|
||||
triLimitWarning.classList.toggle('hidden', !limitReached);
|
||||
|
||||
const subTriCount = subdivided.attributes.position.count / 3;
|
||||
setProgress(0.62, `Applying displacement to ${subTriCount.toLocaleString()} triangles…`);
|
||||
setProgress(0.38, `Applying displacement to ${subTriCount.toLocaleString()} triangles…`);
|
||||
|
||||
const displaced = await runAsync(() =>
|
||||
applyDisplacement(
|
||||
@@ -331,15 +328,30 @@ async function handleExport() {
|
||||
activeMapEntry.height,
|
||||
settings,
|
||||
currentBounds,
|
||||
(p) => setProgress(0.62 + p * 0.35, `Displacing vertices…`)
|
||||
(p) => setProgress(0.38 + p * 0.32, `Displacing vertices…`)
|
||||
)
|
||||
);
|
||||
|
||||
setProgress(0.98, 'Writing STL…');
|
||||
const dispTriCount = displaced.attributes.position.count / 3;
|
||||
const needsDecimation = dispTriCount > settings.maxTriangles;
|
||||
triLimitWarning.classList.toggle('hidden', !safetyCapHit);
|
||||
|
||||
let finalGeometry = displaced;
|
||||
if (needsDecimation) {
|
||||
setProgress(0.71, `Decimating ${dispTriCount.toLocaleString()} → ${settings.maxTriangles.toLocaleString()} triangles…`);
|
||||
finalGeometry = await runAsync(() =>
|
||||
decimate(
|
||||
displaced,
|
||||
settings.maxTriangles,
|
||||
(p) => setProgress(0.71 + p * 0.25, `Decimating mesh…`)
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
setProgress(0.97, 'Writing STL…');
|
||||
await yieldFrame();
|
||||
|
||||
const baseName = 'textured';
|
||||
exportSTL(displaced, `${baseName}.stl`);
|
||||
exportSTL(finalGeometry, 'textured.stl');
|
||||
|
||||
setProgress(1.0, 'Done!');
|
||||
setTimeout(() => {
|
||||
|
||||
+19
-18
@@ -1,62 +1,63 @@
|
||||
/**
|
||||
* Edge-based adaptive mesh subdivision.
|
||||
*
|
||||
* Subdivides until every edge is ≤ maxEdgeLength. A hard safety cap of
|
||||
* SAFETY_CAP triangles prevents OOM on very fine settings; the caller
|
||||
* (export pipeline) hands the result to the QEM decimator which then trims
|
||||
* it to the user-requested budget.
|
||||
*
|
||||
* @param {THREE.BufferGeometry} geometry – non-indexed input from STLLoader
|
||||
* @param {number} maxEdgeLength – maximum allowed edge length (same unit as STL)
|
||||
* @param {number} maxTriangles – hard cap on output triangle count
|
||||
* @param {function} [onProgress] – optional callback(fraction 0–1)
|
||||
* @returns {{ geometry: THREE.BufferGeometry, limitReached: boolean }}
|
||||
* @returns {{ geometry: THREE.BufferGeometry, safetyCapHit: boolean }}
|
||||
*/
|
||||
|
||||
import * as THREE from 'three';
|
||||
|
||||
const QUANTISE = 1e4;
|
||||
const QUANTISE = 1e4;
|
||||
const SAFETY_CAP = 5_000_000; // absolute OOM guard
|
||||
|
||||
// ── Public entry point ───────────────────────────────────────────────────────
|
||||
|
||||
export function subdivide(geometry, maxEdgeLength, maxTriangles, onProgress) {
|
||||
export function subdivide(geometry, maxEdgeLength, onProgress) {
|
||||
const { positions, normals, indices } = toIndexed(geometry);
|
||||
|
||||
const maxIterations = 12;
|
||||
let currentIndices = indices;
|
||||
let limitReached = false;
|
||||
let safetyCapHit = false;
|
||||
|
||||
for (let iter = 0; iter < maxIterations; iter++) {
|
||||
const triCount = currentIndices.length / 3;
|
||||
if (triCount >= maxTriangles) {
|
||||
limitReached = true;
|
||||
if (triCount >= SAFETY_CAP) {
|
||||
safetyCapHit = true;
|
||||
break;
|
||||
}
|
||||
|
||||
const { newIndices, changed } = subdividePass(
|
||||
positions, normals, currentIndices, maxEdgeLength, maxTriangles
|
||||
positions, normals, currentIndices, maxEdgeLength, SAFETY_CAP
|
||||
);
|
||||
currentIndices = newIndices;
|
||||
|
||||
// Check if the pass itself hit the limit
|
||||
if (newIndices.length / 3 >= maxTriangles) {
|
||||
limitReached = true;
|
||||
}
|
||||
if (newIndices.length / 3 >= SAFETY_CAP) safetyCapHit = true;
|
||||
|
||||
if (onProgress) onProgress(Math.min(0.95, (iter + 1) / maxIterations));
|
||||
if (!changed || limitReached) break;
|
||||
if (!changed || safetyCapHit) break;
|
||||
}
|
||||
|
||||
return { geometry: toNonIndexed(positions, normals, currentIndices), limitReached };
|
||||
return { geometry: toNonIndexed(positions, normals, currentIndices), safetyCapHit };
|
||||
}
|
||||
|
||||
// ── One subdivision pass ──────────────────────────────────────────────────────
|
||||
|
||||
function subdividePass(positions, normals, indices, maxEdgeLength, maxTriangles) {
|
||||
function subdividePass(positions, normals, indices, maxEdgeLength, safetyCap) {
|
||||
const maxSq = maxEdgeLength * maxEdgeLength;
|
||||
const midCache = new Map();
|
||||
const nextIndices = [];
|
||||
let changed = false;
|
||||
|
||||
for (let t = 0; t < indices.length; t += 3) {
|
||||
// Hard stop: don't add more triangles once the cap is reached
|
||||
if (nextIndices.length / 3 >= maxTriangles) {
|
||||
// Push remaining unsplit triangles as-is
|
||||
// Safety cap: stop splitting, carry remaining triangles as-is
|
||||
if (nextIndices.length / 3 >= safetyCap) {
|
||||
for (let r = t; r < indices.length; r++) nextIndices.push(indices[r]);
|
||||
break;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user