Refactor mapping modes and improve UV mapping logic; update viewer axes and camera settings

This commit is contained in:
CNCKitchen
2026-03-17 09:05:56 +01:00
parent 59b689c9ef
commit 66ee4a2d7d
7 changed files with 179 additions and 116 deletions
+2 -2
View File
@@ -80,8 +80,8 @@
<option value="2">Planar YZ</option>
<option value="3">Cylindrical</option>
<option value="4">Spherical</option>
<option value="5" selected>Triplanar</option>
<option value="6">Cubic (Box)</option>
<option value="5">Triplanar</option>
<option value="6" selected>Cubic (Box)</option>
</select>
</div>
</section>
+81 -28
View File
@@ -28,7 +28,6 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
const tmpPos = new THREE.Vector3();
const tmpNrm = new THREE.Vector3();
// Reusable vectors for per-face normal computation
const vA = new THREE.Vector3();
const vB = new THREE.Vector3();
const vC = new THREE.Vector3();
@@ -36,34 +35,72 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
const edge2 = new THREE.Vector3();
const faceNrm = new THREE.Vector3();
const REPORT_EVERY = 5000;
const QUANT = 1e4;
const posKey = (x, y, z) =>
`${Math.round(x * QUANT)}_${Math.round(y * QUANT)}_${Math.round(z * QUANT)}`;
// ── WHY GAPS HAPPEN ───────────────────────────────────────────────────────
// The mesh is non-indexed (unrolled): every triangle has its own copy of
// each vertex. At a shared edge two triangles have the same position but
// different face normals. Displacing each copy along its own face normal
// moves them to DIFFERENT final positions → crack / gap.
//
// THE FIX: every copy of the same position must arrive at the exact same
// displaced point. We achieve this by computing a single *smooth* (area-
// weighted average) normal per unique position and using that both for the
// texture UV lookup and for the displacement direction. All copies of the
// same position then move by the same vector → watertight result.
//
// The tradeoff is that displaced normals are smooth at hard edges, but the
// 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 ─────
// Map: posKey → { nx, ny, nz } (unnormalised sum)
const smoothNrmMap = new Map();
for (let t = 0; t < count; t += 3) {
vA.fromBufferAttribute(posAttr, t);
vB.fromBufferAttribute(posAttr, t + 1);
vC.fromBufferAttribute(posAttr, t + 2);
edge1.subVectors(vB, vA);
edge2.subVectors(vC, vA);
faceNrm.crossVectors(edge1, edge2); // length = 2× triangle area → natural area weighting
for (let v = 0; v < 3; v++) {
tmpPos.fromBufferAttribute(posAttr, t + v);
const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z);
const existing = smoothNrmMap.get(k);
if (existing) {
existing[0] += faceNrm.x;
existing[1] += faceNrm.y;
existing[2] += faceNrm.z;
} else {
smoothNrmMap.set(k, [faceNrm.x, faceNrm.y, faceNrm.z]);
}
}
}
// Normalise each accumulated normal
smoothNrmMap.forEach((n) => {
const len = Math.sqrt(n[0]*n[0] + n[1]*n[1] + n[2]*n[2]) || 1;
n[0] /= len; n[1] /= len; n[2] /= len;
});
// ── Pass 2: sample displacement texture once per unique position ──────────
const dispCache = new Map(); // posKey → grey [0, 1]
for (let i = 0; i < count; i++) {
tmpPos.fromBufferAttribute(posAttr, i);
tmpNrm.fromBufferAttribute(nrmAttr, i);
const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z);
if (dispCache.has(k)) continue;
// Compute a stable face normal from the triangle's own vertex positions.
// The subdivider deduplicates vertices by position only, so shared corner
// vertices pick up whichever face's normal happened to be stored first.
// For hard-edged meshes (e.g. a cube) this corrupts the stored normals at
// edges/corners. Recomputing from the triangle geometry is always correct
// for the flat-shaded STL source data and gives the right normal for both
// displacement direction and UV projection.
const base = Math.floor(i / 3) * 3;
vA.fromBufferAttribute(posAttr, base);
vB.fromBufferAttribute(posAttr, base + 1);
vC.fromBufferAttribute(posAttr, base + 2);
edge1.subVectors(vB, vA);
edge2.subVectors(vC, vA);
faceNrm.crossVectors(edge1, edge2);
// Fall back to the stored vertex normal for degenerate triangles
const useNrm = faceNrm.lengthSq() > 1e-10 ? faceNrm.normalize() : tmpNrm;
const uvResult = computeUV(tmpPos, useNrm, settings.mappingMode, settings, bounds);
const sn = smoothNrmMap.get(k);
tmpNrm.set(sn[0], sn[1], sn[2]);
const uvResult = computeUV(tmpPos, tmpNrm, settings.mappingMode, settings, bounds);
let grey;
if (uvResult.triplanar) {
// Weighted blend of three samples
grey = 0;
for (const s of uvResult.samples) {
grey += sampleBilinear(imageData.data, imgWidth, imgHeight, s.u, s.v) * s.w;
@@ -71,16 +108,32 @@ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, sett
} else {
grey = sampleBilinear(imageData.data, imgWidth, imgHeight, uvResult.u, uvResult.v);
}
dispCache.set(k, grey);
}
// ── Pass 3: displace every vertex copy by the same vector ─────────────────
// Using the smooth normal for the displacement direction ensures all copies
// of the same position land at exactly the same 3-D point.
const REPORT_EVERY = 5000;
for (let i = 0; i < count; i++) {
tmpPos.fromBufferAttribute(posAttr, i);
tmpNrm.fromBufferAttribute(nrmAttr, i);
const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z);
const sn = smoothNrmMap.get(k);
const grey = dispCache.get(k);
const disp = grey * settings.amplitude;
newPos[i*3] = tmpPos.x + useNrm.x * disp;
newPos[i*3+1] = tmpPos.y + useNrm.y * disp;
newPos[i*3+2] = tmpPos.z + useNrm.z * disp;
newPos[i*3] = tmpPos.x + sn[0] * disp;
newPos[i*3+1] = tmpPos.y + sn[1] * disp;
newPos[i*3+2] = tmpPos.z + sn[2] * disp;
newNrm[i*3] = useNrm.x;
newNrm[i*3+1] = useNrm.y;
newNrm[i*3+2] = useNrm.z;
// Keep per-face normal for shading (recomputed below anyway)
newNrm[i*3] = tmpNrm.x;
newNrm[i*3+1] = tmpNrm.y;
newNrm[i*3+2] = tmpNrm.z;
if (onProgress && i % REPORT_EVERY === 0) onProgress(i / count);
}
+11 -1
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@@ -15,7 +15,7 @@ let previewMaterial = null;
let isExporting = false;
const settings = {
mappingMode: 5, // Triplanar default — covers all faces of any shape
mappingMode: 6, // Cubic default
scaleU: 1.0,
scaleV: 1.0,
amplitude: 0.5,
@@ -228,6 +228,16 @@ async function handleSTL(file) {
previewMaterial = null;
}
// Auto-select Brick preset (index 5) on first load
const brickIdx = PRESETS.findIndex(p => p.name === 'Brick');
if (brickIdx >= 0 && !activeMapEntry) {
activeMapEntry = PRESETS[brickIdx];
activeMapName.textContent = PRESETS[brickIdx].name;
const swatches = document.querySelectorAll('.preset-swatch');
swatches.forEach((s, i) => s.classList.toggle('active', i === brickIdx));
}
mappingSelect.value = String(settings.mappingMode);
// Show mesh with a default material until a map is selected
loadGeometry(geometry);
dropHint.classList.add('hidden');
+6 -6
View File
@@ -51,12 +51,12 @@ export function computeUV(pos, normal, mode, settings, bounds) {
}
case MODE_CYLINDRICAL: {
// Wrap around Y axis (vertical axis after Z-up → Y-up rotation)
// Z is up: wrap around Z axis, height along Z
const rx = pos.x - center.x;
const rz = pos.z - center.z;
const theta = Math.atan2(rz, rx); // [-PI, PI]
const ry = pos.y - center.y;
const theta = Math.atan2(ry, rx); // [-PI, PI]
u = (theta / TWO_PI) + 0.5; // [0, 1]
v = (pos.y - min.y) / Math.max(size.y, 1e-6);
v = (pos.z - min.z) / Math.max(size.z, 1e-6);
break;
}
@@ -65,8 +65,8 @@ export function computeUV(pos, normal, mode, settings, bounds) {
const ry = pos.y - center.y;
const rz = pos.z - center.z;
const r = Math.sqrt(rx*rx + ry*ry + rz*rz);
const phi = Math.acos(Math.max(-1, Math.min(1, ry / Math.max(r, 1e-6)))); // [0, PI], Y is up
const theta = Math.atan2(rz, rx); // [-PI, PI]
const phi = Math.acos(Math.max(-1, Math.min(1, rz / Math.max(r, 1e-6)))); // [0, PI], Z is up
const theta = Math.atan2(ry, rx); // [-PI, PI]
u = (theta / TWO_PI) + 0.5;
v = phi / Math.PI;
break;
+6 -6
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@@ -77,16 +77,16 @@ const fragmentShader = /* glsl */`
return sampleMap((pos.yz - boundsMin.yz) / max(boundsSize.yz, vec2(1e-4)));
} else if (mappingMode == 3) {
// Cylindrical around Y (vertical axis after Z-up → Y-up rotation)
float u = atan(rel.z, rel.x) / TWO_PI + 0.5;
float v = (pos.y - boundsMin.y) / max(boundsSize.y, 1e-4);
// Cylindrical around Z axis (Z is up)
float u = atan(rel.y, rel.x) / TWO_PI + 0.5;
float v = (pos.z - boundsMin.z) / max(boundsSize.z, 1e-4);
return sampleMap(vec2(u, v));
} else if (mappingMode == 4) {
// Spherical
// Spherical — Z is up
float r = length(rel);
float phi = acos(clamp(rel.y / max(r, 1e-4), -1.0, 1.0));
float theta = atan(rel.z, rel.x);
float phi = acos(clamp(rel.z / max(r, 1e-4), -1.0, 1.0));
float theta = atan(rel.y, rel.x);
return sampleMap(vec2(theta / TWO_PI + 0.5, phi / PI));
} else if (mappingMode == 5) {
-2
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@@ -35,8 +35,6 @@ function setupGeometry(geometry) {
const centre = new THREE.Vector3();
box.getCenter(centre);
geometry.translate(-centre.x, -centre.y, -centre.z);
// Convert Z-up (3D-print convention) to Y-up (Three.js convention)
geometry.rotateX(-Math.PI / 2);
geometry.computeBoundingBox();
if (!geometry.attributes.normal) geometry.computeVertexNormals();
}
+73 -71
View File
@@ -3,56 +3,57 @@ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let renderer, camera, scene, controls, meshGroup, ambientLight, dirLight1, dirLight2, grid;
let currentMesh = null;
let gizmoScene, gizmoCamera;
let axesGroup = null;
const GIZMO_PX = 90; // gizmo viewport size in CSS pixels
const GIZMO_MARGIN = 14;
function buildGizmo() {
gizmoScene = new THREE.Scene();
gizmoCamera = new THREE.OrthographicCamera(-1.6, 1.6, 1.6, -1.6, 0.1, 10);
gizmoCamera.position.set(0, 0, 3);
// Build a labelled coordinate axes indicator scaled to `size`.
// X = red, Y = green, Z = blue (up).
function buildAxesIndicator(size) {
const group = new THREE.Group();
const addAxis = (dir, hex, label) => {
// Shaft line
const shaft = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(0, 0, 0),
dir.clone().multiplyScalar(0.78),
]);
gizmoScene.add(new THREE.Line(
shaft,
new THREE.LineBasicMaterial({ color: hex, depthTest: false }),
));
const r = size;
// Shaft
const pts = [new THREE.Vector3(0, 0, 0), dir.clone().multiplyScalar(r * 0.78)];
const line = new THREE.Line(
new THREE.BufferGeometry().setFromPoints(pts),
new THREE.LineBasicMaterial({ color: hex, depthTest: false, transparent: true, opacity: 0.9 }),
);
line.renderOrder = 999;
group.add(line);
// Arrow-head cone
// Cone arrowhead
const cone = new THREE.Mesh(
new THREE.ConeGeometry(0.10, 0.24, 8),
new THREE.ConeGeometry(r * 0.07, r * 0.22, 8),
new THREE.MeshBasicMaterial({ color: hex, depthTest: false }),
);
cone.position.copy(dir.clone().multiplyScalar(0.92));
cone.renderOrder = 999;
cone.position.copy(dir.clone().multiplyScalar(r * 0.89));
cone.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir);
gizmoScene.add(cone);
group.add(cone);
// Text label sprite
// Text sprite label
const c = document.createElement('canvas');
c.width = c.height = 64;
const ctx = c.getContext('2d');
ctx.fillStyle = `#${hex.toString(16).padStart(6, '0')}`;
ctx.font = 'bold 46px Arial';
ctx.font = 'bold 48px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(label, 32, 32);
const sprite = new THREE.Sprite(
new THREE.SpriteMaterial({ map: new THREE.CanvasTexture(c), depthTest: false }),
);
sprite.position.copy(dir.clone().multiplyScalar(1.26));
sprite.scale.set(0.42, 0.42, 1);
gizmoScene.add(sprite);
sprite.renderOrder = 999;
sprite.position.copy(dir.clone().multiplyScalar(r * 1.18));
sprite.scale.set(r * 0.32, r * 0.32, 1);
group.add(sprite);
};
addAxis(new THREE.Vector3(1, 0, 0), 0xff4040, 'X');
addAxis(new THREE.Vector3(0, 1, 0), 0x44dd44, 'Y');
addAxis(new THREE.Vector3(0, 0, 1), 0x5599ff, 'Z');
addAxis(new THREE.Vector3(1, 0, 0), 0xff3333, 'X');
addAxis(new THREE.Vector3(0, 1, 0), 0x33dd55, 'Y');
addAxis(new THREE.Vector3(0, 0, 1), 0x4488ff, 'Z');
return group;
}
export function initViewer(canvas) {
@@ -69,14 +70,16 @@ export function initViewer(canvas) {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x111114);
// Grid helper (subtle)
// Grid helper — in XY plane (Z-up)
grid = new THREE.GridHelper(200, 40, 0x222228, 0x1e1e24);
grid.position.y = 0;
grid.rotation.x = Math.PI / 2; // rotate to XY plane for Z-up
grid.position.z = 0;
scene.add(grid);
// Camera
camera = new THREE.PerspectiveCamera(45, 1, 0.01, 5000);
camera.position.set(0, 80, 120);
// Camera — orthographic (parallel projection), Z-up
camera = new THREE.OrthographicCamera(-150, 150, 150, -150, -10000, 10000);
camera.up.set(0, 0, 1);
camera.position.set(120, -200, 100);
camera.lookAt(0, 0, 0);
// Lights
@@ -101,12 +104,8 @@ export function initViewer(canvas) {
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.08;
controls.minDistance = 1;
controls.maxDistance = 3000;
controls.screenSpacePanning = true;
buildGizmo();
// Resize observer
const resizeObserver = new ResizeObserver(() => onResize());
resizeObserver.observe(canvas.parentElement);
@@ -117,28 +116,7 @@ export function initViewer(canvas) {
requestAnimationFrame(animate);
controls.update();
const cw = renderer.domElement.clientWidth;
const ch = renderer.domElement.clientHeight;
// 1. Main scene — full viewport
renderer.setScissorTest(false);
renderer.setViewport(0, 0, cw, ch);
renderer.render(scene, camera);
// 2. Gizmo overlay — upper-right corner
// WebGL y=0 is at bottom, so upper-right means large y.
const gx = cw - GIZMO_PX - GIZMO_MARGIN;
const gy = ch - GIZMO_PX - GIZMO_MARGIN;
gizmoCamera.quaternion.copy(camera.quaternion);
renderer.setScissorTest(true);
renderer.setScissor(gx, gy, GIZMO_PX, GIZMO_PX);
renderer.setViewport(gx, gy, GIZMO_PX, GIZMO_PX);
renderer.autoClear = false;
renderer.clearDepth();
renderer.render(gizmoScene, gizmoCamera);
renderer.autoClear = true;
renderer.setScissorTest(false);
renderer.setViewport(0, 0, cw, ch);
})();
}
@@ -147,7 +125,11 @@ function onResize() {
const w = el.clientWidth;
const h = el.clientHeight;
renderer.setSize(w, h, false);
camera.aspect = w / h;
// Orthographic: keep the frustum half-height, update left/right for new aspect
const aspect = w / h;
const halfH = camera.top;
camera.left = -halfH * aspect;
camera.right = halfH * aspect;
camera.updateProjectionMatrix();
}
@@ -179,17 +161,26 @@ export function loadGeometry(geometry, material) {
currentMesh.receiveShadow = true;
meshGroup.add(currentMesh);
// Position grid at mesh bottom
// Position grid at mesh bottom (Z-up: move grid along Z)
geometry.computeBoundingBox();
const box = geometry.boundingBox;
const centerY = (box.min.y + box.max.y) / 2;
grid.position.y = box.min.y - 0.01;
const groundZ = box.min.z - 0.01;
grid.position.z = groundZ;
// Fit camera
const sphere = new THREE.Sphere();
geometry.computeBoundingSphere();
sphere.copy(geometry.boundingSphere);
fitCamera(sphere);
// Place coordinate axes away from the part corner
if (axesGroup) scene.remove(axesGroup);
const axisSize = sphere.radius * 0.30;
axesGroup = buildAxesIndicator(axisSize);
// Offset from the bounding box corner by ~1 axis-length so it doesn't overlap the mesh
const axisPad = axisSize * 1.8;
axesGroup.position.set(box.min.x - axisPad, box.min.y - axisPad, groundZ);
scene.add(axesGroup);
}
/**
@@ -215,15 +206,26 @@ export function setMeshMaterial(material) {
export function getGrid() { return grid; }
function fitCamera(sphere) {
const fov = THREE.MathUtils.degToRad(camera.fov);
const dist = (sphere.radius * 2.2) / Math.tan(fov / 2);
const dir = camera.position.clone().sub(controls.target).normalize();
controls.target.copy(sphere.center);
camera.position.copy(sphere.center).addScaledVector(dir, dist);
controls.update();
camera.near = dist * 0.001;
camera.far = dist * 10;
const sz = renderer.getSize(new THREE.Vector2());
const aspect = sz.x / sz.y;
const halfH = sphere.radius * 1.4;
camera.left = -halfH * aspect;
camera.right = halfH * aspect;
camera.top = halfH;
camera.bottom = -halfH;
camera.near = -sphere.radius * 200;
camera.far = sphere.radius * 200;
camera.zoom = 1;
camera.updateProjectionMatrix();
// Isometric-ish view from front-right-above in Z-up space
const dir = new THREE.Vector3(0.6, -1.2, 0.8).normalize();
controls.target.copy(sphere.center);
camera.position.copy(sphere.center).addScaledVector(dir, halfH * 4);
camera.up.set(0, 0, 1);
camera.lookAt(sphere.center);
controls.update();
}
export function getRenderer() { return renderer; }