feat: enhance cubic mapping with smooth normals and blending weights for improved texture transitions

This commit is contained in:
CNCKitchen
2026-03-19 13:36:21 +01:00
parent 32eddcad37
commit 32cc538bfb
4 changed files with 152 additions and 32 deletions
+8 -7
View File
@@ -55,7 +55,7 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
// underlying geometry is still faceted (the subdivision didn't change it),
// so printed edges remain sharp.
// ── Pass 1: accumulate area-weighted face normals per unique position ─────
// ── Pass 1: accumulate area-weighted smooth normals per unique position ───
// Map: posKey → [nx, ny, nz] (unnormalised sum)
const smoothNrmMap = new Map();
// zoneAreaMap: posKey → [xArea, yArea, zArea] (cubic mapping only)
@@ -137,13 +137,14 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
tmpPos.fromBufferAttribute(posAttr, t + v);
const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z);
if (userExcluded && excludedPosSet) excludedPosSet.add(k);
tmpNrm.fromBufferAttribute(nrmAttr, t + v);
const existing = smoothNrmMap.get(k);
if (existing) {
existing[0] += faceNrm.x;
existing[1] += faceNrm.y;
existing[2] += faceNrm.z;
existing[0] += tmpNrm.x * faceArea;
existing[1] += tmpNrm.y * faceArea;
existing[2] += tmpNrm.z * faceArea;
} else {
smoothNrmMap.set(k, [faceNrm.x, faceNrm.y, faceNrm.z]);
smoothNrmMap.set(k, [tmpNrm.x * faceArea, tmpNrm.y * faceArea, tmpNrm.z * faceArea]);
}
if (czX > 0 || czY > 0 || czZ > 0) {
const za = zoneAreaMap.get(k);
@@ -176,12 +177,12 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
const sn = smoothNrmMap.get(k);
// Cubic: zone-area-weighted sampling with a stable per-face dominant axis.
// Cubic at sharp seams: zone-area-weighted sampling with a stable per-face dominant axis.
// Non-seam vertices use their single zone purely; seam-edge vertices that
// adjoin two zones get a face-area-proportional blend. This guarantees all
// three vertices of every triangle receive consistent displacement, making
// the mesh watertight with no mixed-projection artefact rows at the seam.
if (settings.mappingMode === 6 /* MODE_CUBIC */) {
if (settings.mappingMode === 6 /* MODE_CUBIC */ && (settings.mappingBlend ?? 0) < 0.001) {
const za = zoneAreaMap.get(k);
const total = za ? za[0] + za[1] + za[2] : 0;
if (total > 0) {