Refactor code structure for improved readability and maintainability

This commit is contained in:
CNCKitchen
2026-03-18 10:52:39 +01:00
parent f88504696d
commit adab788c74
5 changed files with 119 additions and 19 deletions
+42 -6
View File
@@ -16,7 +16,8 @@ import { buildAdjacency, bucketFill,
let currentGeometry = null; // original loaded geometry
let currentBounds = null; // bounds of the original geometry
let activeMapEntry = null; // { name, texture, imageData, width, height }
let currentStlName = 'model'; // base filename of the loaded STL (no extension)
let activeMapEntry = null; // { name, texture, imageData, width, height, isCustom? }
let previewMaterial = null;
let isExporting = false;
let previewDebounce = null;
@@ -198,6 +199,7 @@ function wireEvents() {
if (!file) return;
try {
activeMapEntry = await loadCustomTexture(file);
activeMapEntry.isCustom = true;
activeMapName.textContent = file.name;
document.querySelectorAll('.preset-swatch').forEach(s => s.classList.remove('active'));
updatePreview();
@@ -432,12 +434,28 @@ function _canvasNDC(e) {
);
}
// The preview material uses THREE.DoubleSide, so the raycaster can return
// back-face hits of adjacent triangles that are marginally closer than the
// intended front-facing triangle. This helper returns the first hit whose
// face normal (in world space) points toward the camera ray origin.
const _normalMatrix = new THREE.Matrix3();
function getFrontFaceHit(hits, mesh) {
if (!hits.length) return null;
_normalMatrix.getNormalMatrix(mesh.matrixWorld);
for (const hit of hits) {
const wn = hit.face.normal.clone().applyMatrix3(_normalMatrix).normalize();
if (wn.dot(_raycaster.ray.direction) < 0) return hit;
}
return hits[0]; // fallback — should not happen with a closed mesh
}
function pickTriangle(e) {
const mesh = getCurrentMesh();
if (!mesh) return -1;
_raycaster.setFromCamera(_canvasNDC(e), getCamera());
const hits = _raycaster.intersectObject(mesh);
return hits.length > 0 ? hits[0].faceIndex : -1;
const hit = getFrontFaceHit(hits, mesh);
return hit ? hit.faceIndex : -1;
}
function paintAt(e) {
@@ -445,9 +463,10 @@ function paintAt(e) {
if (!mesh) return;
_raycaster.setFromCamera(_canvasNDC(e), getCamera());
const hits = _raycaster.intersectObject(mesh);
if (hits.length === 0) return;
const hit = getFrontFaceHit(hits, mesh);
if (!hit) return;
const triIdx = hits[0].faceIndex;
const triIdx = hit.faceIndex;
if (brushIsRadius) {
const hitPt = hits[0].point;
@@ -583,6 +602,7 @@ async function handleSTL(file) {
const { geometry, bounds } = await loadSTLFile(file);
currentGeometry = geometry;
currentBounds = bounds;
currentStlName = file.name.replace(/\.stl$/i, '');
// Dispose old preview material and reset state for the new mesh
if (previewMaterial) {
@@ -799,13 +819,29 @@ async function handleExport() {
if (posArr[i] < bottomZ) posArr[i] = bottomZ;
}
finalGeometry.attributes.position.needsUpdate = true;
finalGeometry.computeVertexNormals();
// Recompute normals via cross product so they always match winding order.
const pa = finalGeometry.attributes.position.array;
const na = finalGeometry.attributes.normal ? finalGeometry.attributes.normal.array : new Float32Array(pa.length);
for (let i = 0; i < pa.length; i += 9) {
const ux = pa[i+3]-pa[i], uy = pa[i+4]-pa[i+1], uz = pa[i+5]-pa[i+2];
const vx = pa[i+6]-pa[i], vy = pa[i+7]-pa[i+1], vz = pa[i+8]-pa[i+2];
const nx = uy*vz-uz*vy, ny = uz*vx-ux*vz, nz = ux*vy-uy*vx;
const len = Math.sqrt(nx*nx+ny*ny+nz*nz) || 1;
na[i] = na[i+3] = na[i+6] = nx/len;
na[i+1] = na[i+4] = na[i+7] = ny/len;
na[i+2] = na[i+5] = na[i+8] = nz/len;
}
if (!finalGeometry.attributes.normal) finalGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(na, 3));
else finalGeometry.attributes.normal.needsUpdate = true;
}
setProgress(0.97, 'Writing STL…');
await yieldFrame();
exportSTL(finalGeometry, 'textured.stl');
const texLabel = activeMapEntry.isCustom ? 'custom' : activeMapEntry.name.replace(/\s+/g, '-');
const ampLabel = settings.amplitude.toFixed(2).replace('.', 'p');
const exportName = `${currentStlName}_${texLabel}_amp${ampLabel}.stl`;
exportSTL(finalGeometry, exportName);
setProgress(1.0, 'Done!');
setTimeout(() => {