feat: add cap angle control for cylindrical mapping and update UV calculations

This commit is contained in:
CNCKitchen
2026-03-28 16:00:17 +01:00
parent b0d25f4006
commit a41b500bf2
4 changed files with 118 additions and 27 deletions
+7
View File
@@ -53,6 +53,7 @@ const settings = {
topAngleLimit: 0,
mappingBlend: 1,
seamBandWidth: 0.5,
capAngle: 20,
symmetricDisplacement: false,
useDisplacement: false,
};
@@ -111,6 +112,9 @@ const seamBlendSlider = document.getElementById('seam-blend');
const seamBlendVal = document.getElementById('seam-blend-val');
const seamBandWidthSlider = document.getElementById('seam-band-width');
const seamBandWidthVal = document.getElementById('seam-band-width-val');
const capAngleSlider = document.getElementById('cap-angle');
const capAngleVal = document.getElementById('cap-angle-val');
const capAngleRow = document.getElementById('cap-angle-row');
const symmetricDispToggle = document.getElementById('symmetric-displacement');
const dispPreviewToggle = document.getElementById('displacement-preview');
@@ -279,6 +283,7 @@ function wireEvents() {
// ── Settings ──
mappingSelect.addEventListener('change', () => {
settings.mappingMode = parseInt(mappingSelect.value, 10);
capAngleRow.style.display = settings.mappingMode === 3 ? '' : 'none';
updatePreview();
});
@@ -332,6 +337,7 @@ function wireEvents() {
linkSlider(topAngleLimitSlider, topAngleLimitVal, v => { settings.topAngleLimit = v; return v; });
linkSlider(seamBlendSlider, seamBlendVal, v => { settings.mappingBlend = v; return v.toFixed(2); });
linkSlider(seamBandWidthSlider, seamBandWidthVal, v => { settings.seamBandWidth = v; return v.toFixed(2); });
linkSlider(capAngleSlider, capAngleVal, v => { settings.capAngle = v; return Math.round(v); });
symmetricDispToggle.addEventListener('change', () => {
settings.symmetricDisplacement = symmetricDispToggle.checked;
updatePreview();
@@ -1046,6 +1052,7 @@ async function handleSTL(file) {
if (swatches.length > 0) swatches[0].classList.add('active');
}
mappingSelect.value = String(settings.mappingMode);
capAngleRow.style.display = settings.mappingMode === 3 ? '' : 'none';
// Show mesh with a default material until a map is selected
loadGeometry(geometry);
+67 -21
View File
@@ -133,41 +133,66 @@ export function computeUV(pos, normal, mode, settings, bounds) {
case MODE_CYLINDRICAL: {
// mappingBlend=0 → pure side projection for all faces (original behaviour, no cap seam).
// mappingBlend>0 → smooth side↔cap blend; zone half-width = blend*0.20.
// mappingBlend>0 → smooth side↔cap blend.
const r = Math.max(size.x, size.y) * 0.5;
const C = TWO_PI * Math.max(r, 1e-6);
const rx = pos.x - center.x;
const ry = pos.y - center.y;
const blend = settings.mappingBlend ?? 0.0;
const theta = Math.atan2(ry, rx);
const uSide = (theta / TWO_PI) + 0.5;
const uRaw = (theta / TWO_PI) + 0.5;
const vSide = (pos.z - min.z) / C;
// Seam smoothing: cross-fade between left-side and right-side texture
// continuations at the atan2 wrap. Both sides use smoothly varying UVs
// (shifted by ±1.0 in raw space), preserving full texture detail.
const seamBand = (settings.seamBandWidth ?? 0.5) * 0.1;
const seamDist = Math.min(uRaw, 1.0 - uRaw);
const inSeamZone = seamBand > 0.001 && seamDist < seamBand;
let sideSamples;
if (inSeamZone) {
const d = uRaw < 0.5 ? uRaw : uRaw - 1.0;
const tRaw = (d + seamBand) / (2.0 * seamBand);
const t = tRaw * tRaw * (3 - 2 * tRaw); // smoothstep
const tLeft = applyTransform(1.0 + d, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
const tRight = applyTransform(d, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
sideSamples = [
{ u: tRight.u, v: tRight.v, w: t },
{ u: tLeft.u, v: tLeft.v, w: 1 - t },
];
} else {
const tSide = applyTransform(uRaw, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
sideSamples = [{ u: tSide.u, v: tSide.v, w: 1 }];
}
if (blend <= 0.001) {
return applyTransform(uSide, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
if (sideSamples.length === 1 && sideSamples[0].w === 1) return sideSamples[0];
return { triplanar: true, samples: sideSamples };
}
const blendHalf = blend * 0.20;
const capThreshold = Math.cos((settings.capAngle ?? 20) * Math.PI / 180);
const blendHalf = (settings.seamBandWidth ?? 0.5) * 0.5;
const absnz = Math.abs(normal.z);
const capW = Math.max(0, Math.min(1, (absnz - (0.7 - blendHalf)) / (2 * blendHalf + 1e-6)));
const capW = Math.max(0, Math.min(1, (absnz - (capThreshold - blendHalf)) / (2 * blendHalf + 1e-6)));
if (capW <= 0) {
return applyTransform(uSide, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
if (sideSamples.length === 1 && sideSamples[0].w === 1) return sideSamples[0];
return { triplanar: true, samples: sideSamples };
}
const uCap = rx / C + 0.5;
const vCap = ry / C + 0.5;
const tCap = applyTransform(uCap, vCap, scaleU, scaleV, offsetU, offsetV, rotRad);
if (capW >= 1) {
return applyTransform(uCap, vCap, scaleU, scaleV, offsetU, offsetV, rotRad);
return tCap;
}
// Return two separate samples so displacement.js blends the *heights*,
// not the UV coordinates (blending atan2-based and planar UVs directly
// produces garbage values in the transition zone).
const tSide = applyTransform(uSide, vSide, scaleU, scaleV, offsetU, offsetV, rotRad);
const tCap = applyTransform(uCap, vCap, scaleU, scaleV, offsetU, offsetV, rotRad);
return {
triplanar: true,
samples: [
{ u: tSide.u, v: tSide.v, w: 1 - capW },
{ u: tCap.u, v: tCap.v, w: capW },
],
};
// Combine seam-blended side samples with cap sample
const samples = sideSamples.map(s => ({ u: s.u, v: s.v, w: s.w * (1 - capW) }));
samples.push({ u: tCap.u, v: tCap.v, w: capW });
return { triplanar: true, samples };
}
case MODE_SPHERICAL: {
@@ -177,8 +202,29 @@ export function computeUV(pos, normal, mode, settings, bounds) {
const r = Math.sqrt(rx*rx + ry*ry + rz*rz);
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;
const uRaw = (theta / TWO_PI) + 0.5;
const vRaw = phi / Math.PI;
// Seam smoothing: cross-fade at the atan2 wrap
const seamBand = (settings.seamBandWidth ?? 0.5) * 0.1;
const seamDist = Math.min(uRaw, 1.0 - uRaw);
if (seamBand > 0.001 && seamDist < seamBand) {
const d = uRaw < 0.5 ? uRaw : uRaw - 1.0;
const tRaw = (d + seamBand) / (2.0 * seamBand);
const t = tRaw * tRaw * (3 - 2 * tRaw); // smoothstep
const tLeft = applyTransform(1.0 + d, vRaw, scaleU, scaleV, offsetU, offsetV, rotRad);
const tRight = applyTransform(d, vRaw, scaleU, scaleV, offsetU, offsetV, rotRad);
return {
triplanar: true,
samples: [
{ u: tRight.u, v: tRight.v, w: t },
{ u: tLeft.u, v: tLeft.v, w: 1 - t },
],
};
}
u = uRaw;
v = vRaw;
break;
}
+39 -6
View File
@@ -35,6 +35,7 @@ const sharedGLSL = /* glsl */`
uniform float topAngleLimit;
uniform float mappingBlend;
uniform float seamBandWidth;
uniform float capAngle;
uniform int symmetricDisplacement;
uniform int useDisplacement;
@@ -110,19 +111,49 @@ const sharedGLSL = /* glsl */`
} else if (mappingMode == 3) {
float r = max(boundsSize.x, boundsSize.y) * 0.5;
float C = TWO_PI * max(r, 1e-4);
float hSide = sampleMap(vec2(atan(rel.y, rel.x) / TWO_PI + 0.5,
(pos.z - boundsMin.z) / C));
float u_cyl = atan(rel.y, rel.x) / TWO_PI + 0.5;
float v_cyl = (pos.z - boundsMin.z) / C;
// Seam smoothing: cross-fade between left-side and right-side texture
// continuations at the atan2 wrap point. Each side samples the texture
// with a smoothly varying UV (no discontinuity), preserving full detail.
float seamBand = seamBandWidth * 0.1;
float seamDist = min(u_cyl, 1.0 - u_cyl);
float hSide;
if (seamBand > 0.001 && seamDist < seamBand) {
float d = u_cyl < 0.5 ? u_cyl : u_cyl - 1.0;
float t = smoothstep(0.0, 1.0, (d + seamBand) / (2.0 * seamBand));
float hLeft = sampleMap(vec2(1.0 + d, v_cyl));
float hRight = sampleMap(vec2(d, v_cyl));
hSide = mix(hLeft, hRight, t);
} else {
hSide = sampleMap(vec2(u_cyl, v_cyl));
}
if (mappingBlend < 0.001) return hSide;
float blendHalf = mappingBlend * 0.20;
float capW = smoothstep(0.7 - blendHalf, 0.7 + blendHalf, abs(blendN.z));
float capThreshold = cos(radians(capAngle));
float blendHalf = seamBandWidth * 0.5;
float capW = smoothstep(capThreshold - blendHalf, capThreshold + blendHalf, abs(blendN.z));
float hCap = sampleMap(vec2(rel.x / C + 0.5, rel.y / C + 0.5));
return mix(hSide, hCap, capW);
} else if (mappingMode == 4) {
float r = length(rel);
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));
float u_sph = atan(rel.y, rel.x) / TWO_PI + 0.5;
float v_sph = phi / PI;
// Seam smoothing: cross-fade at the atan2 wrap
float seamBand = seamBandWidth * 0.1;
float seamDist = min(u_sph, 1.0 - u_sph);
if (seamBand > 0.001 && seamDist < seamBand) {
float d = u_sph < 0.5 ? u_sph : u_sph - 1.0;
float t = smoothstep(0.0, 1.0, (d + seamBand) / (2.0 * seamBand));
float hLeft = sampleMap(vec2(1.0 + d, v_sph));
float hRight = sampleMap(vec2(d, v_sph));
return mix(hLeft, hRight, t);
}
return sampleMap(vec2(u_sph, v_sph));
} else if (mappingMode == 5) {
vec3 blend = abs(projN);
@@ -321,6 +352,7 @@ export function updateMaterial(material, displacementTexture, settings) {
u.topAngleLimit.value = settings.topAngleLimit ?? 0.0;
u.mappingBlend.value = settings.mappingBlend ?? 0.0;
u.seamBandWidth.value = settings.seamBandWidth ?? 0.35;
u.capAngle.value = settings.capAngle ?? 20.0;
u.symmetricDisplacement.value = settings.symmetricDisplacement ? 1 : 0;
u.useDisplacement.value = settings.useDisplacement ? 1 : 0;
}
@@ -347,6 +379,7 @@ function buildUniforms(tex, settings) {
topAngleLimit: { value: settings.topAngleLimit ?? 0.0 },
mappingBlend: { value: settings.mappingBlend ?? 0.0 },
seamBandWidth: { value: settings.seamBandWidth ?? 0.35 },
capAngle: { value: settings.capAngle ?? 20.0 },
symmetricDisplacement: { value: settings.symmetricDisplacement ? 1 : 0 },
useDisplacement: { value: settings.useDisplacement ? 1 : 0 },
};