mirror of
https://github.com/CNCKitchen/stlTexturizer.git
synced 2026-04-07 22:11:32 +00:00
Enhance UI for scale and offset controls; add surface masking options and improve displacement logic
This commit is contained in:
+42
-5
@@ -56,8 +56,12 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
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// so printed edges remain sharp.
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// ── Pass 1: accumulate area-weighted face normals per unique position ─────
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// Map: posKey → { nx, ny, nz } (unnormalised sum)
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// Map: posKey → [nx, ny, nz] (unnormalised sum)
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const smoothNrmMap = new Map();
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// maskedFracMap: posKey → [maskedArea, totalArea]
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// Tracks the fraction of surrounding face area that is masked so boundary
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// vertices get a smooth displacement blend instead of a hard on/off cutoff.
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const maskedFracMap = new Map();
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for (let t = 0; t < count; t += 3) {
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vA.fromBufferAttribute(posAttr, t);
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@@ -67,6 +71,14 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
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edge2.subVectors(vC, vA);
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faceNrm.crossVectors(edge1, edge2); // length = 2× triangle area → natural area weighting
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// Determine if this face is masked (used to build the per-vertex blend weight)
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const faceArea = faceNrm.length(); // ∝ 2× triangle area
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const faceNzNorm = faceArea > 1e-12 ? faceNrm.z / faceArea : 0; // unit-normal Z component
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const faceAngle = Math.acos(Math.abs(faceNzNorm)) * (180 / Math.PI);
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const faceMasked = faceNzNorm < 0
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? (settings.bottomAngleLimit > 0 && faceAngle <= settings.bottomAngleLimit)
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: (settings.topAngleLimit > 0 && faceAngle <= settings.topAngleLimit);
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for (let v = 0; v < 3; v++) {
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tmpPos.fromBufferAttribute(posAttr, t + v);
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const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z);
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@@ -78,6 +90,13 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
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} else {
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smoothNrmMap.set(k, [faceNrm.x, faceNrm.y, faceNrm.z]);
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}
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const mf = maskedFracMap.get(k);
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if (mf) {
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if (faceMasked) mf[0] += faceArea;
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mf[1] += faceArea;
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} else {
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maskedFracMap.set(k, [faceMasked ? faceArea : 0, faceArea]);
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}
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}
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}
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@@ -124,11 +143,29 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
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const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z);
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const sn = smoothNrmMap.get(k);
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const grey = dispCache.get(k);
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const disp = grey * settings.amplitude;
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newPos[i*3] = tmpPos.x + sn[0] * disp;
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newPos[i*3+1] = tmpPos.y + sn[1] * disp;
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newPos[i*3+2] = tmpPos.z + sn[2] * disp;
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// Smooth blend: displacement scaled by the unmasked fraction of surrounding
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// face area. Boundary vertices (shared by masked + unmasked faces) get a
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// proportionally reduced displacement instead of a hard on/off cutoff.
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const mf = maskedFracMap.get(k) || [0, 1];
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const maskedFrac = mf[1] > 0 ? mf[0] / mf[1] : 0;
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const disp = (1 - maskedFrac) * grey * settings.amplitude;
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const newX = tmpPos.x + sn[0] * disp;
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const newY = tmpPos.y + sn[1] * disp;
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let newZ = tmpPos.z + sn[2] * disp;
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// Prevent boundary vertices from poking through the masked surface in Z.
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// Only triggers for vertices that are partly masked (maskedFrac > 0) and
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// whose displacement would push them toward the masked surface direction.
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if (maskedFrac > 0) {
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if (settings.bottomAngleLimit > 0 && newZ < tmpPos.z) newZ = tmpPos.z;
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if (settings.topAngleLimit > 0 && newZ > tmpPos.z) newZ = tmpPos.z;
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}
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newPos[i*3] = newX;
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newPos[i*3+1] = newY;
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newPos[i*3+2] = newZ;
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// Keep per-face normal for shading (recomputed below anyway)
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newNrm[i*3] = tmpNrm.x;
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+68
-38
@@ -25,6 +25,8 @@ const settings = {
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refineLength: 1.0,
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maxTriangles: 1_000_000,
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lockScale: true,
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bottomAngleLimit: 5,
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topAngleLimit: 0,
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};
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// ── DOM refs ──────────────────────────────────────────────────────────────────
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@@ -62,11 +64,27 @@ const amplitudeVal = document.getElementById('amplitude-val');
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const refineLenVal = document.getElementById('refine-length-val');
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const maxTriVal = document.getElementById('max-triangles-val');
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const bottomAngleLimitSlider = document.getElementById('bottom-angle-limit');
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const topAngleLimitSlider = document.getElementById('top-angle-limit');
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const bottomAngleLimitVal = document.getElementById('bottom-angle-limit-val');
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const topAngleLimitVal = document.getElementById('top-angle-limit-val');
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// ── Scale slider log helpers ──────────────────────────────────────────────────
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// Slider stores 0–1000; actual scale spans 0.1–10 on a log axis.
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// Middle position 500 → scale 1.0 (exact midpoint on log scale).
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const _LOG_MIN = Math.log(0.1);
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const _LOG_MAX = Math.log(10);
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const scaleToPos = v => Math.round((Math.log(Math.max(0.1, Math.min(10, v))) - _LOG_MIN) / (_LOG_MAX - _LOG_MIN) * 1000);
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const posToScale = p => parseFloat(Math.exp(_LOG_MIN + (p / 1000) * (_LOG_MAX - _LOG_MIN)).toFixed(1));
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// ── Init ──────────────────────────────────────────────────────────────────────
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initViewer(canvas);
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buildPresetGrid();
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wireEvents();
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// Sync scale number inputs with the slider's initial position
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scaleUVal.value = posToScale(parseFloat(scaleUSlider.value));
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scaleVVal.value = posToScale(parseFloat(scaleVSlider.value));
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// ── Preset grid ───────────────────────────────────────────────────────────────
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@@ -144,52 +162,49 @@ function wireEvents() {
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});
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// Scale U — when lock is on, mirror to V
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scaleUSlider.addEventListener('input', () => {
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const v = parseFloat(scaleUSlider.value);
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const applyScaleU = (v) => {
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v = Math.max(0.1, Math.min(10, v));
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settings.scaleU = v;
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scaleUVal.textContent = v.toFixed(2);
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if (settings.lockScale) {
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settings.scaleV = v;
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scaleVSlider.value = v;
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scaleVVal.textContent = v.toFixed(2);
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}
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clearTimeout(previewDebounce);
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previewDebounce = setTimeout(updatePreview, 80);
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});
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scaleUSlider.value = scaleToPos(v);
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scaleUVal.value = v;
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if (settings.lockScale) { settings.scaleV = v; scaleVSlider.value = scaleToPos(v); scaleVVal.value = v; }
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clearTimeout(previewDebounce); previewDebounce = setTimeout(updatePreview, 80);
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};
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scaleUSlider.addEventListener('input', () => applyScaleU(posToScale(parseFloat(scaleUSlider.value))));
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scaleUVal.addEventListener('change', () => applyScaleU(parseFloat(scaleUVal.value)));
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// Scale V — when lock is on, mirror to U
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scaleVSlider.addEventListener('input', () => {
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const v = parseFloat(scaleVSlider.value);
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const applyScaleV = (v) => {
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v = Math.max(0.1, Math.min(10, v));
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settings.scaleV = v;
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scaleVVal.textContent = v.toFixed(2);
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if (settings.lockScale) {
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settings.scaleU = v;
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scaleUSlider.value = v;
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scaleUVal.textContent = v.toFixed(2);
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}
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clearTimeout(previewDebounce);
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previewDebounce = setTimeout(updatePreview, 80);
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});
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scaleVSlider.value = scaleToPos(v);
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scaleVVal.value = v;
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if (settings.lockScale) { settings.scaleU = v; scaleUSlider.value = scaleToPos(v); scaleUVal.value = v; }
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clearTimeout(previewDebounce); previewDebounce = setTimeout(updatePreview, 80);
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};
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scaleVSlider.addEventListener('input', () => applyScaleV(posToScale(parseFloat(scaleVSlider.value))));
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scaleVVal.addEventListener('change', () => applyScaleV(parseFloat(scaleVVal.value)));
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// Lock toggle
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lockScaleBtn.addEventListener('click', () => {
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settings.lockScale = !settings.lockScale;
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lockScaleBtn.classList.toggle('active', settings.lockScale);
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lockScaleBtn.setAttribute('aria-pressed', String(settings.lockScale));
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// When locking, snap V to current U
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if (settings.lockScale) {
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settings.scaleV = settings.scaleU;
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scaleVSlider.value = settings.scaleU;
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scaleVVal.textContent = settings.scaleU.toFixed(2);
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scaleVSlider.value = scaleToPos(settings.scaleU);
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scaleVVal.value = settings.scaleU;
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updatePreview();
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}
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});
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linkSlider(offsetUSlider, offsetUVal, v => { settings.offsetU = v; return v.toFixed(2); });
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linkSlider(offsetVSlider, offsetVVal, v => { settings.offsetV = v; return v.toFixed(2); });
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linkSlider(amplitudeSlider, amplitudeVal, v => { settings.amplitude = v; return `${v.toFixed(2)} mm`; });
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linkSlider(refineLenSlider, refineLenVal, v => { settings.refineLength = v; return `${v.toFixed(1)} mm`; }, false);
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linkSlider(maxTriSlider, maxTriVal, v => { settings.maxTriangles = v; return formatM(v); }, false);
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linkSlider(amplitudeSlider, amplitudeVal, v => { settings.amplitude = v; return v.toFixed(2); });
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linkSlider(refineLenSlider, refineLenVal, v => { settings.refineLength = v; return v.toFixed(1); }, false);
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linkSlider(maxTriSlider, maxTriVal, v => { settings.maxTriangles = v; return formatM(v); }, false);
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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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// ── Export ──
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exportBtn.addEventListener('click', handleExport);
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@@ -202,15 +217,30 @@ function wireEvents() {
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let previewDebounce = null;
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function linkSlider(slider, valEl, onChangeFn, livePreview = true) {
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function linkSlider(slider, valInput, onChangeFn, livePreview = true) {
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const isSpan = valInput.tagName === 'SPAN';
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slider.addEventListener('input', () => {
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const v = parseFloat(slider.value);
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valEl.textContent = onChangeFn(v);
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const v = parseFloat(slider.value);
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const display = onChangeFn(v);
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if (isSpan) valInput.textContent = display; else valInput.value = display;
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if (livePreview) {
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clearTimeout(previewDebounce);
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previewDebounce = setTimeout(updatePreview, 80);
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}
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});
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if (!isSpan) {
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valInput.addEventListener('change', () => {
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const raw = parseFloat(valInput.value);
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if (isNaN(raw)) { valInput.value = slider.value; return; }
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const clamped = Math.max(parseFloat(slider.min), Math.min(parseFloat(slider.max), raw));
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slider.value = clamped;
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valInput.value = onChangeFn(clamped);
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if (livePreview) {
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clearTimeout(previewDebounce);
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previewDebounce = setTimeout(updatePreview, 80);
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}
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});
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}
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}
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function formatM(n) {
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@@ -248,14 +278,14 @@ async function handleSTL(file) {
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dropHint.classList.add('hidden');
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// Reset scale & offset sliders so scale=1 = one tile covers the full bounding box
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const resetVal = (slider, valEl, value, fmt) => {
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const resetVal = (slider, valEl, value) => {
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slider.value = value;
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valEl.textContent = fmt(value);
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valEl.value = value;
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};
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settings.scaleU = 1; resetVal(scaleUSlider, scaleUVal, 1, v => v.toFixed(2));
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settings.scaleV = 1; resetVal(scaleVSlider, scaleVVal, 1, v => v.toFixed(2));
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settings.offsetU = 0; resetVal(offsetUSlider, offsetUVal, 0, v => v.toFixed(2));
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settings.offsetV = 0; resetVal(offsetVSlider, offsetVVal, 0, v => v.toFixed(2));
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settings.scaleU = 1; scaleUSlider.value = scaleToPos(1); scaleUVal.value = 1;
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settings.scaleV = 1; scaleVSlider.value = scaleToPos(1); scaleVVal.value = 1;
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settings.offsetU = 0; resetVal(offsetUSlider, offsetUVal, 0);
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settings.offsetV = 0; resetVal(offsetVSlider, offsetVVal, 0);
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triLimitWarning.classList.add('hidden');
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// Default edge length = 1/100 of the largest bounding box dimension
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@@ -263,7 +293,7 @@ async function handleSTL(file) {
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const defaultEdge = Math.max(0.1, 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.textContent = `${defaultEdge.toFixed(2)} mm`;
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refineLenVal.value = defaultEdge;
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const triCount = getTriangleCount(geometry);
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const mb = ((geometry.attributes.position.array.byteLength) / 1024 / 1024).toFixed(2);
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+7
-7
@@ -107,8 +107,8 @@ export function computeUV(pos, normal, mode, settings, bounds) {
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}
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return {
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triplanar: false,
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u: fract(uRaw * scaleU + offsetU),
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v: fract(vRaw * scaleV + offsetV),
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u: fract(uRaw / scaleU + offsetU),
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v: fract(vRaw / scaleV + offsetV),
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};
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}
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@@ -149,9 +149,9 @@ export function computeUV(pos, normal, mode, settings, bounds) {
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return {
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triplanar: true,
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samples: [
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{ u: fract(uvXY.u * scaleU + offsetU), v: fract(uvXY.v * scaleV + offsetV), w: uvXY.w },
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{ u: fract(uvXZ.u * scaleU + offsetU), v: fract(uvXZ.v * scaleV + offsetV), w: uvXZ.w },
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{ u: fract(uvYZ.u * scaleU + offsetU), v: fract(uvYZ.v * scaleV + offsetV), w: uvYZ.w },
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{ u: fract(uvXY.u / scaleU + offsetU), v: fract(uvXY.v / scaleV + offsetV), w: uvXY.w },
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{ u: fract(uvXZ.u / scaleU + offsetU), v: fract(uvXZ.v / scaleV + offsetV), w: uvXZ.w },
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{ u: fract(uvYZ.u / scaleU + offsetU), v: fract(uvYZ.v / scaleV + offsetV), w: uvYZ.w },
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],
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};
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}
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@@ -159,8 +159,8 @@ export function computeUV(pos, normal, mode, settings, bounds) {
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return {
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triplanar: false,
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u: fract(u * scaleU + offsetU),
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v: fract(v * scaleV + offsetV),
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u: fract(u / scaleU + offsetU),
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v: fract(v / scaleV + offsetV),
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};
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}
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+21
-5
@@ -46,6 +46,8 @@ const fragmentShader = /* glsl */`
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uniform vec3 boundsMin;
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uniform vec3 boundsSize;
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uniform vec3 boundsCenter;
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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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varying vec3 vModelPos;
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varying vec3 vModelNormal;
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@@ -57,7 +59,7 @@ const fragmentShader = /* glsl */`
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// Sample after applying scale + tiling
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float sampleMap(vec2 rawUV) {
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return texture2D(displacementMap, fract(rawUV * scaleUV + offsetUV)).r;
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return texture2D(displacementMap, fract(rawUV / scaleUV + offsetUV)).r;
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}
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// Height at this fragment for all projection modes.
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@@ -138,7 +140,17 @@ const fragmentShader = /* glsl */`
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void main() {
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vec3 N = normalize(vNormal);
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float h = getHeight();
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// ── Surface angle masking (FDM: suppress texture on near-horizontal faces) ────
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// Use a 15° smoothstep fade above the threshold so the bump tapers gradually
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// into the masked region rather than cutting off abruptly at the boundary edge.
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float surfaceAngle = degrees(acos(clamp(abs(vModelNormal.z), 0.0, 1.0)));
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float maskBlend = 1.0;
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float FADE = 15.0;
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if (vModelNormal.z < 0.0 && bottomAngleLimit >= 1.0)
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maskBlend = min(maskBlend, smoothstep(bottomAngleLimit, bottomAngleLimit + FADE, surfaceAngle));
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if (vModelNormal.z >= 0.0 && topAngleLimit >= 1.0)
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maskBlend = min(maskBlend, smoothstep(topAngleLimit, topAngleLimit + FADE, surfaceAngle));
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h = mix(0.5, h, maskBlend); // blend toward neutral grey (zero-gradient → no bump)
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// ── Bump mapping via screen-space height derivatives ──────────────────
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// dFdx/dFdy give the height change per screen pixel → height gradient
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float dhx = dFdx(h);
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@@ -222,6 +234,8 @@ export function updateMaterial(material, displacementTexture, settings) {
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u.boundsSize.value.copy(settings.bounds.size);
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u.boundsCenter.value.copy(settings.bounds.center);
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}
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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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}
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// ── Internal ──────────────────────────────────────────────────────────────────
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@@ -238,9 +252,11 @@ function buildUniforms(tex, settings) {
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scaleUV: { value: new THREE.Vector2(settings.scaleU ?? 1, settings.scaleV ?? 1) },
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amplitude: { value: settings.amplitude ?? 1.0 },
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offsetUV: { value: new THREE.Vector2(settings.offsetU ?? 0, settings.offsetV ?? 0) },
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boundsMin: { value: b.min.clone() },
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boundsSize: { value: b.size.clone() },
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boundsCenter: { value: b.center.clone() },
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boundsMin: { value: b.min.clone() },
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boundsSize: { value: b.size.clone() },
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boundsCenter: { value: b.center.clone() },
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bottomAngleLimit: { value: settings.bottomAngleLimit ?? 5.0 },
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topAngleLimit: { value: settings.topAngleLimit ?? 0.0 },
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};
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}
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