mirror of
https://github.com/CNCKitchen/stlTexturizer.git
synced 2026-04-07 22:11:32 +00:00
feat: add seam band width control and integrate with displacement logic for improved blending
This commit is contained in:
+2
-1
@@ -124,8 +124,9 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
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let czX = 0, czY = 0, czZ = 0;
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if (settings.mappingMode === 6 && faceArea > 1e-12) {
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const cubicBlend = settings.mappingBlend ?? 0;
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const cubicBandWidth = settings.seamBandWidth ?? 0.35;
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const unitFaceNrm = { x: faceNrm.x / faceArea, y: faceNrm.y / faceArea, z: faceNrm.z / faceArea };
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const w = getCubicBlendWeights(unitFaceNrm, cubicBlend);
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const w = getCubicBlendWeights(unitFaceNrm, cubicBlend, cubicBandWidth);
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czX = w.x * faceArea;
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czY = w.y * faceArea;
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czZ = w.z * faceArea;
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+61
@@ -51,6 +51,7 @@ const settings = {
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bottomAngleLimit: 5,
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topAngleLimit: 0,
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mappingBlend: 1,
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seamBandWidth: 0.5,
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symmetricDisplacement: false,
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};
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@@ -100,6 +101,8 @@ const bottomAngleLimitVal = document.getElementById('bottom-angle-limit-val')
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const topAngleLimitVal = document.getElementById('top-angle-limit-val');
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const seamBlendSlider = document.getElementById('seam-blend');
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const seamBlendVal = document.getElementById('seam-blend-val');
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const seamBandWidthSlider = document.getElementById('seam-band-width');
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const seamBandWidthVal = document.getElementById('seam-band-width-val');
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const symmetricDispToggle = document.getElementById('symmetric-displacement');
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// ── Exclusion panel DOM refs ──────────────────────────────────────────────────
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@@ -166,6 +169,7 @@ scaleVVal.value = posToScale(parseFloat(scaleVSlider.value));
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loadPresets().then(presets => {
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PRESETS = presets;
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buildPresetGrid();
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loadDefaultCube();
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// Select Crystal as the default preset
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const noiseIdx = PRESETS.findIndex(p => p.name === 'Crystal');
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const defaultIdx = noiseIdx !== -1 ? noiseIdx : 0;
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@@ -312,6 +316,7 @@ function wireEvents() {
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linkSlider(bottomAngleLimitSlider, bottomAngleLimitVal, v => { settings.bottomAngleLimit = v; return v; });
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linkSlider(topAngleLimitSlider, topAngleLimitVal, v => { settings.topAngleLimit = v; return v; });
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linkSlider(seamBlendSlider, seamBlendVal, v => { settings.mappingBlend = v; return v.toFixed(2); });
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linkSlider(seamBandWidthSlider, seamBandWidthVal, v => { settings.seamBandWidth = v; return v.toFixed(2); });
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symmetricDispToggle.addEventListener('change', () => {
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settings.symmetricDisplacement = symmetricDispToggle.checked;
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updatePreview();
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@@ -675,6 +680,62 @@ function formatM(n) {
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// ── STL loading ───────────────────────────────────────────────────────────────
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function loadDefaultCube() {
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// Create a 50×50×50 mm box; convert to non-indexed so it behaves like a
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// real STL (buildAdjacency and displacement expect non-indexed geometry).
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const geo = new THREE.BoxGeometry(50, 50, 50).toNonIndexed();
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geo.computeBoundingBox();
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geo.computeVertexNormals();
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currentGeometry = geo;
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currentBounds = computeBounds(geo);
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currentStlName = 'cube_50x50x50';
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checkAmplitudeWarning();
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loadGeometry(geo);
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dropHint.classList.add('hidden');
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// Reset exclusion state
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excludedFaces = new Set();
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exclusionTool = null;
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eraseMode = false;
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isPainting = false;
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exclBrushBtn.classList.remove('active');
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exclBucketBtn.classList.remove('active');
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exclEraseToggle.classList.remove('active');
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exclBrushTypeRow.classList.add('hidden');
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exclRadiusRow.classList.add('hidden');
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exclThresholdRow.classList.add('hidden');
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canvas.style.cursor = '';
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setExclusionOverlay(null);
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setHoverPreview(null);
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_lastHoverTriIdx = -1;
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exclCount.textContent = t('excl.initExcluded');
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const adjData = buildAdjacency(geo);
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triangleAdjacency = adjData.adjacency;
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triangleCentroids = adjData.centroids;
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settings.scaleU = 0.5; scaleUSlider.value = scaleToPos(0.5); scaleUVal.value = 0.5;
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settings.scaleV = 0.5; scaleVSlider.value = scaleToPos(0.5); scaleVVal.value = 0.5;
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settings.offsetU = 0; offsetUSlider.value = 0; offsetUVal.value = 0;
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settings.offsetV = 0; offsetVSlider.value = 0; offsetVVal.value = 0;
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triLimitWarning.classList.add('hidden');
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const maxDim = Math.max(currentBounds.size.x, currentBounds.size.y, currentBounds.size.z);
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const defaultEdge = Math.max(0.05, Math.min(5.0, +(maxDim / 200).toFixed(2)));
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settings.refineLength = defaultEdge;
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refineLenSlider.value = defaultEdge;
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refineLenVal.value = defaultEdge;
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const triCount = getTriangleCount(geo);
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const mb = ((geo.attributes.position.array.byteLength) / 1024 / 1024).toFixed(2);
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meshInfo.textContent = t('ui.meshInfo', { n: triCount.toLocaleString(), mb });
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exportBtn.disabled = (activeMapEntry === null);
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updatePreview();
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}
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async function handleSTL(file) {
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try {
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const { geometry, bounds } = await loadSTLFile(file);
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+3
-3
@@ -37,7 +37,7 @@ export function isAmbiguousCubicNormal(normal) {
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return primary - secondary <= CUBIC_AXIS_EPSILON;
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}
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export function getCubicBlendWeights(normal, blend) {
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export function getCubicBlendWeights(normal, blend, seamBandWidth = 0.35) {
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const axis = getDominantCubicAxis(normal);
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const ax = Math.abs(normal.x);
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const ay = Math.abs(normal.y);
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@@ -61,7 +61,7 @@ export function getCubicBlendWeights(normal, blend) {
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// Only blend inside a seam band around the cube-face boundary. This keeps
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// strongly dominant faces fully textured even when the slider is barely on.
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const seamWidth = Math.max(blend * 0.35, CUBIC_AXIS_EPSILON * 2);
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const seamWidth = Math.max(seamBandWidth, CUBIC_AXIS_EPSILON * 2);
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const seamMixRaw = 1 - Math.min(1, Math.max(0, (primary - secondary) / seamWidth));
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const seamMix = blend * seamMixRaw * seamMixRaw * (3 - 2 * seamMixRaw);
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if (seamMix <= 0.001) return oneHot;
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@@ -183,7 +183,7 @@ export function computeUV(pos, normal, mode, settings, bounds) {
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}
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case MODE_CUBIC: {
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const weights = getCubicBlendWeights(normal, settings.mappingBlend ?? 0.0);
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const weights = getCubicBlendWeights(normal, settings.mappingBlend ?? 0.0, settings.seamBandWidth ?? 0.35);
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const tYZ = applyTransform((pos.y - min.y) / md, (pos.z - min.z) / md, scaleU, scaleV, offsetU, offsetV, rotRad);
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const tXZ = applyTransform((pos.x - min.x) / md, (pos.z - min.z) / md, scaleU, scaleV, offsetU, offsetV, rotRad);
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const tXY = applyTransform((pos.x - min.x) / md, (pos.y - min.y) / md, scaleU, scaleV, offsetU, offsetV, rotRad);
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@@ -55,6 +55,7 @@ const fragmentShader = /* glsl */`
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uniform float bottomAngleLimit; // degrees from horizontal; 0 = disabled
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uniform float topAngleLimit; // degrees from horizontal; 0 = disabled
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uniform float mappingBlend; // 0 = sharp seams, 1 = fully blended
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uniform float seamBandWidth; // width of the blend zone near cube-face seams
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uniform int symmetricDisplacement; // 1 = remap [0,1]→[-1,1] so 50% grey = no disp
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varying vec3 vModelPos;
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@@ -91,7 +92,7 @@ const fragmentShader = /* glsl */`
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: axis == 1 ? vec3(0.0, 1.0, 0.0)
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: vec3(0.0, 0.0, 1.0);
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float seamWidth = max(mappingBlend * 0.35, CUBIC_AXIS_EPSILON * 2.0);
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float seamWidth = max(seamBandWidth, CUBIC_AXIS_EPSILON * 2.0);
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float seamMixRaw = 1.0 - clamp((primary - secondary) / seamWidth, 0.0, 1.0);
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float seamMix = mappingBlend * seamMixRaw * seamMixRaw * (3.0 - 2.0 * seamMixRaw);
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if (seamMix <= 0.001) return oneHot;
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@@ -290,6 +291,7 @@ export function updateMaterial(material, displacementTexture, settings) {
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u.bottomAngleLimit.value = settings.bottomAngleLimit ?? 5.0;
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u.topAngleLimit.value = settings.topAngleLimit ?? 0.0;
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u.mappingBlend.value = settings.mappingBlend ?? 0.0;
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u.seamBandWidth.value = settings.seamBandWidth ?? 0.35;
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u.symmetricDisplacement.value = settings.symmetricDisplacement ? 1 : 0;
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}
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@@ -314,6 +316,7 @@ function buildUniforms(tex, settings) {
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bottomAngleLimit: { value: settings.bottomAngleLimit ?? 5.0 },
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topAngleLimit: { value: settings.topAngleLimit ?? 0.0 },
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mappingBlend: { value: settings.mappingBlend ?? 0.0 },
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seamBandWidth: { value: settings.seamBandWidth ?? 0.35 },
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symmetricDisplacement: { value: settings.symmetricDisplacement ? 1 : 0 },
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};
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}
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+2
-1
@@ -341,6 +341,7 @@ export function setSceneBackground(hexColor) {
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export function setViewerTheme(isLight) {
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if (!scene) return;
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scene.background = new THREE.Color(isLight ? 0xf0f0f5 : 0x111114);
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const savedZ = grid ? grid.position.z : 0;
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if (grid) {
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scene.remove(grid);
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grid.geometry.dispose();
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@@ -352,7 +353,7 @@ export function setViewerTheme(isLight) {
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isLight ? 0xd0d0e0 : 0x1e1e24
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);
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grid.rotation.x = Math.PI / 2;
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grid.position.z = 0;
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grid.position.z = savedZ;
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scene.add(grid);
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}
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