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
+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;
}