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https://github.com/CNCKitchen/stlTexturizer.git
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feat: add surface exclusions panel and functionality
- Introduced a new section in the UI for surface exclusions, allowing users to exclude triangles from displacement using brush and bucket fill tools. - Implemented brush type switching (single and radius) and radius control for the brush tool. - Added functionality for bucket fill with a threshold angle to control the fill area. - Integrated exclusion weights into the displacement algorithm to ensure excluded faces are handled correctly during subdivision. - Created adjacency and centroid calculations for triangles to support the bucket fill operation. - Developed overlay geometries for visual feedback on excluded faces and hover previews. - Enhanced the CSS for the new exclusion tools and their layout in the UI.
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/**
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* exclusion.js — per-face exclusion masking
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*
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* Provides three capabilities:
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* 1. buildAdjacency – builds an inter-triangle adjacency list with dihedral
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* angles and precomputes per-triangle centroids.
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* 2. bucketFill – BFS flood fill that respects a max dihedral-angle
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* threshold (stops at "sharp" edges).
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* 3. buildExclusionOverlayGeo – compact geometry for the orange preview overlay.
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* 4. buildFaceWeights – per-vertex exclusion weights for the subdivision pass.
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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 quantKey = (x, y, z) =>
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`${Math.round(x * QUANT)}_${Math.round(y * QUANT)}_${Math.round(z * QUANT)}`;
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// ── Adjacency & centroids ─────────────────────────────────────────────────────
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/**
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* Build inter-triangle adjacency data for a non-indexed BufferGeometry.
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*
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* @param {THREE.BufferGeometry} geometry – non-indexed
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* @returns {{
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* adjacency: Map<number, Array<{neighbor:number, angle:number}>>,
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* centroids: Float32Array (triCount × 3, world-space centroid per triangle)
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* }}
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*/
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export function buildAdjacency(geometry) {
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const posAttr = geometry.attributes.position;
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const triCount = posAttr.count / 3;
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// Pre-allocate face normals and centroids
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const faceNormals = new Float32Array(triCount * 3);
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const centroids = new Float32Array(triCount * 3);
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const vA = new THREE.Vector3();
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const vB = new THREE.Vector3();
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const vC = new THREE.Vector3();
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const e1 = new THREE.Vector3();
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const e2 = new THREE.Vector3();
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const fn = new THREE.Vector3();
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for (let t = 0; t < triCount; t++) {
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const i = t * 3;
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vA.fromBufferAttribute(posAttr, i);
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vB.fromBufferAttribute(posAttr, i + 1);
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vC.fromBufferAttribute(posAttr, i + 2);
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e1.subVectors(vB, vA);
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e2.subVectors(vC, vA);
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fn.crossVectors(e1, e2).normalize();
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faceNormals[i] = fn.x;
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faceNormals[i + 1] = fn.y;
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faceNormals[i + 2] = fn.z;
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centroids[i] = (vA.x + vB.x + vC.x) / 3;
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centroids[i + 1] = (vA.y + vB.y + vC.y) / 3;
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centroids[i + 2] = (vA.z + vB.z + vC.z) / 3;
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}
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// Build edge → triangle list (two triangles share an edge iff they share two
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// vertex positions after quantization-based deduplication).
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const edgeMap = new Map();
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const makeEdgeKey = (ax, ay, az, bx, by, bz) => {
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const ka = quantKey(ax, ay, az);
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const kb = quantKey(bx, by, bz);
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return ka < kb ? `${ka}|${kb}` : `${kb}|${ka}`;
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};
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for (let t = 0; t < triCount; t++) {
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const i = t * 3;
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vA.fromBufferAttribute(posAttr, i);
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vB.fromBufferAttribute(posAttr, i + 1);
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vC.fromBufferAttribute(posAttr, i + 2);
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const ekAB = makeEdgeKey(vA.x, vA.y, vA.z, vB.x, vB.y, vB.z);
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const ekBC = makeEdgeKey(vB.x, vB.y, vB.z, vC.x, vC.y, vC.z);
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const ekCA = makeEdgeKey(vC.x, vC.y, vC.z, vA.x, vA.y, vA.z);
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for (const ek of [ekAB, ekBC, ekCA]) {
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const entry = edgeMap.get(ek);
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if (entry) entry.push(t);
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else edgeMap.set(ek, [t]);
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}
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}
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// Convert edge map to adjacency list with per-edge dihedral angle
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const adjacency = new Map();
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for (let t = 0; t < triCount; t++) adjacency.set(t, []);
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for (const [, tris] of edgeMap) {
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if (tris.length !== 2) continue;
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const [a, b] = tris;
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const nAx = faceNormals[a * 3], nAy = faceNormals[a * 3 + 1], nAz = faceNormals[a * 3 + 2];
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const nBx = faceNormals[b * 3], nBy = faceNormals[b * 3 + 1], nBz = faceNormals[b * 3 + 2];
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const dot = Math.max(-1, Math.min(1, nAx * nBx + nAy * nBy + nAz * nBz));
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const angleDeg = Math.acos(dot) * (180 / Math.PI);
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adjacency.get(a).push({ neighbor: b, angle: angleDeg });
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adjacency.get(b).push({ neighbor: a, angle: angleDeg });
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}
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return { adjacency, centroids };
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}
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// ── Bucket fill ───────────────────────────────────────────────────────────────
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/**
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* BFS flood fill starting from seedTriIdx.
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* Spreads across edges whose dihedral angle ≤ thresholdDeg.
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*
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* @param {number} seedTriIdx
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* @param {Map<number, Array<{neighbor:number, angle:number}>>} adjacency
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* @param {number} thresholdDeg
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* @returns {Set<number>} set of triangle indices in the filled region
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*/
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export function bucketFill(seedTriIdx, adjacency, thresholdDeg) {
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const visited = new Set([seedTriIdx]);
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const queue = [seedTriIdx];
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while (queue.length > 0) {
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const cur = queue.shift();
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const neighbors = adjacency.get(cur);
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if (!neighbors) continue;
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for (const { neighbor, angle } of neighbors) {
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if (!visited.has(neighbor) && angle <= thresholdDeg) {
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visited.add(neighbor);
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queue.push(neighbor);
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}
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}
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}
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return visited;
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}
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// ── Overlay geometry ──────────────────────────────────────────────────────────
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/**
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* Build a compact non-indexed BufferGeometry containing only the excluded
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* triangles' positions. Used to drive the orange overlay mesh in the viewer.
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*
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* @param {THREE.BufferGeometry} geometry – non-indexed source geometry
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* @param {Set<number>} excludedFaces
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* @returns {THREE.BufferGeometry}
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*/
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export function buildExclusionOverlayGeo(geometry, excludedFaces) {
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const srcPos = geometry.attributes.position.array;
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const outPos = new Float32Array(excludedFaces.size * 9); // 3 verts × 3 floats
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let dst = 0;
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for (const t of excludedFaces) {
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const src = t * 9;
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for (let i = 0; i < 9; i++) outPos[dst++] = srcPos[src + i];
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}
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const geo = new THREE.BufferGeometry();
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geo.setAttribute('position', new THREE.BufferAttribute(outPos, 3));
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return geo;
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}
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// ── Face-weight array for subdivision ────────────────────────────────────────
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/**
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* Build a per-non-indexed-vertex exclusion weight array.
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* Vertex i (in the non-indexed buffer) belongs to triangle floor(i/3).
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* Excluded triangles get weight 1.0, all others 0.0.
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* subdivision.js threads these through edge splits via linear interpolation,
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* producing smooth 0→1 transitions at exclusion boundaries.
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*
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* @param {THREE.BufferGeometry} geometry
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* @param {Set<number>} excludedFaces
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* @returns {Float32Array} length = geometry.attributes.position.count
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*/
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export function buildFaceWeights(geometry, excludedFaces) {
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const count = geometry.attributes.position.count;
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const weights = new Float32Array(count); // default 0 (included)
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for (const t of excludedFaces) {
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weights[t * 3] = 1.0;
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weights[t * 3 + 1] = 1.0;
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weights[t * 3 + 2] = 1.0;
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}
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return weights;
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}
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