/** * Edge-based adaptive mesh subdivision. * * Subdivides until every edge is ≤ maxEdgeLength. A hard safety cap of * SAFETY_CAP triangles prevents OOM on very fine settings; the caller * (export pipeline) hands the result to the QEM decimator which then trims * it to the user-requested budget. * * @param {THREE.BufferGeometry} geometry – non-indexed input from STLLoader * @param {number} maxEdgeLength – maximum allowed edge length (same unit as STL) * @param {function} [onProgress] – optional callback(fraction 0–1) * @returns {{ geometry: THREE.BufferGeometry, safetyCapHit: boolean }} */ import * as THREE from 'three'; const QUANTISE = 1e4; const SAFETY_CAP = 5_000_000; // absolute OOM guard // ── Public entry point ─────────────────────────────────────────────────────── export function subdivide(geometry, maxEdgeLength, onProgress) { const { positions, normals, indices } = toIndexed(geometry); const maxIterations = 12; let currentIndices = indices; let safetyCapHit = false; for (let iter = 0; iter < maxIterations; iter++) { const triCount = currentIndices.length / 3; if (triCount >= SAFETY_CAP) { safetyCapHit = true; break; } const { newIndices, changed } = subdividePass( positions, normals, currentIndices, maxEdgeLength, SAFETY_CAP ); currentIndices = newIndices; if (newIndices.length / 3 >= SAFETY_CAP) safetyCapHit = true; if (onProgress) onProgress(Math.min(0.95, (iter + 1) / maxIterations)); if (!changed || safetyCapHit) break; } return { geometry: toNonIndexed(positions, normals, currentIndices), safetyCapHit }; } // ── One subdivision pass ────────────────────────────────────────────────────── // // Uses a two-step approach to eliminate T-junctions: // // Step 1 – scan ALL triangles and mark every edge whose squared length // exceeds maxSq. Because this is global, both triangles that // share an edge always agree on whether to split it. // // Step 2 – rebuild the index list. Each triangle is handled according to // how many of its three edges are marked: // // 0 edges → keep as-is // 1 edge → 2 sub-triangles (bisect the one long edge) // 2 edges → 3 sub-triangles (fan from the vertex opposite the short edge) // 3 edges → 4 sub-triangles (classic 1→4 midpoint subdivision – most regular) // // The 2- and 3-edge cases are new compared to the old single-edge split and // produce significantly more regular results. Thin slivers with one very // long edge still produce chains of thin children (unavoidable without moving // vertices off the surface), but the mesh is now crack-free in all cases. function subdividePass(positions, normals, indices, maxEdgeLength, safetyCap) { const maxSq = maxEdgeLength * maxEdgeLength; const midCache = new Map(); // ── Step 1: globally mark edges that need splitting ───────────────────── const splitEdges = new Set(); for (let t = 0; t < indices.length; t += 3) { const a = indices[t], b = indices[t + 1], c = indices[t + 2]; if (edgeLenSq(positions, a, b) > maxSq) splitEdges.add(edgeKey(a, b)); if (edgeLenSq(positions, b, c) > maxSq) splitEdges.add(edgeKey(b, c)); if (edgeLenSq(positions, c, a) > maxSq) splitEdges.add(edgeKey(c, a)); } if (splitEdges.size === 0) return { newIndices: indices, changed: false }; // ── Step 2: rebuild index list ─────────────────────────────────────────── const nextIndices = []; for (let t = 0; t < indices.length; t += 3) { // Safety cap: stop splitting, carry remaining triangles as-is if (nextIndices.length / 3 >= safetyCap) { for (let r = t; r < indices.length; r++) nextIndices.push(indices[r]); break; } const a = indices[t], b = indices[t + 1], c = indices[t + 2]; const sAB = splitEdges.has(edgeKey(a, b)); const sBC = splitEdges.has(edgeKey(b, c)); const sCA = splitEdges.has(edgeKey(c, a)); const n = (sAB ? 1 : 0) + (sBC ? 1 : 0) + (sCA ? 1 : 0); if (n === 0) { // ── 0-split: keep triangle ───────────────────────────────────────── nextIndices.push(a, b, c); } else if (n === 3) { // ── 3-split: 1→4 regular midpoint subdivision ────────────────────── // // a // / \ // mCA─mAB // / \ / \ // c─mBC───b // const mAB = getMidpoint(positions, normals, midCache, a, b); const mBC = getMidpoint(positions, normals, midCache, b, c); const mCA = getMidpoint(positions, normals, midCache, c, a); nextIndices.push( a, mAB, mCA, mAB, b, mBC, mCA, mBC, c, mAB, mBC, mCA, ); } else if (n === 1) { // ── 1-split: bisect the one marked edge → 2 sub-triangles ────────── if (sAB) { const m = getMidpoint(positions, normals, midCache, a, b); nextIndices.push(a, m, c, m, b, c); } else if (sBC) { const m = getMidpoint(positions, normals, midCache, b, c); nextIndices.push(a, b, m, a, m, c); } else { // sCA const m = getMidpoint(positions, normals, midCache, c, a); nextIndices.push(a, b, m, m, b, c); } } else { // ── 2-split: 3 sub-triangles, fan from the untouched-edge vertex ─── // // For each case the unsplit-edge vertex forms a small corner triangle // with its two adjacent midpoints; the remaining quadrilateral is // split along the diagonal that connects those two midpoints to the // opposite vertices, preserving consistent CCW winding throughout. if (!sAB) { // sBC + sCA: fan from C const mBC = getMidpoint(positions, normals, midCache, b, c); const mCA = getMidpoint(positions, normals, midCache, c, a); nextIndices.push( a, b, mBC, a, mBC, mCA, c, mCA, mBC, ); } else if (!sBC) { // sAB + sCA: fan from A const mAB = getMidpoint(positions, normals, midCache, a, b); const mCA = getMidpoint(positions, normals, midCache, c, a); nextIndices.push( a, mAB, mCA, mAB, b, c, mAB, c, mCA, ); } else { // sAB + sBC: fan from B const mAB = getMidpoint(positions, normals, midCache, a, b); const mBC = getMidpoint(positions, normals, midCache, b, c); nextIndices.push( b, mBC, mAB, a, mAB, mBC, a, mBC, c, ); } } } return { newIndices: nextIndices, changed: true }; } // ── Helpers ────────────────────────────────────────────────────────────────── /** Canonical order key for an undirected edge – matches the getMidpoint cache key. */ function edgeKey(a, b) { return a < b ? `${a}:${b}` : `${b}:${a}`; } function edgeLenSq(pos, a, b) { const dx = pos[a*3] - pos[b*3]; const dy = pos[a*3+1] - pos[b*3+1]; const dz = pos[a*3+2] - pos[b*3+2]; return dx*dx + dy*dy + dz*dz; } function getMidpoint(positions, normals, cache, a, b) { const key = a < b ? `${a}:${b}` : `${b}:${a}`; if (cache.has(key)) return cache.get(key); // Midpoint position const mx = (positions[a*3] + positions[b*3]) / 2; const my = (positions[a*3+1] + positions[b*3+1]) / 2; const mz = (positions[a*3+2] + positions[b*3+2]) / 2; // Midpoint normal (average + normalise) const nx = normals[a*3] + normals[b*3]; const ny = normals[a*3+1] + normals[b*3+1]; const nz = normals[a*3+2] + normals[b*3+2]; const nl = Math.sqrt(nx*nx + ny*ny + nz*nz) || 1; const idx = (positions.length / 3) | 0; positions.push(mx, my, mz); normals.push(nx / nl, ny / nl, nz / nl); cache.set(key, idx); return idx; } // ── Non-indexed → indexed conversion ──────────────────────────────────────── function toIndexed(geometry) { const posAttr = geometry.attributes.position; const nrmAttr = geometry.attributes.normal; const positions = []; const normals = []; const indices = []; const vertMap = new Map(); const n = posAttr.count; for (let i = 0; i < n; i++) { const px = posAttr.getX(i); const py = posAttr.getY(i); const pz = posAttr.getZ(i); const nx_ = nrmAttr ? nrmAttr.getX(i) : 0; const ny_ = nrmAttr ? nrmAttr.getY(i) : 0; const nz_ = nrmAttr ? nrmAttr.getZ(i) : 1; const key = `${Math.round(px * QUANTISE)}_${Math.round(py * QUANTISE)}_${Math.round(pz * QUANTISE)}`; let idx = vertMap.get(key); if (idx === undefined) { idx = positions.length / 3; positions.push(px, py, pz); normals.push(nx_, ny_, nz_); vertMap.set(key, idx); } indices.push(idx); } return { positions, normals, indices }; } // ── Indexed → non-indexed ──────────────────────────────────────────────────── function toNonIndexed(positions, normals, indices) { const triCount = indices.length / 3; const posArray = new Float32Array(triCount * 9); const nrmArray = new Float32Array(triCount * 9); for (let t = 0; t < triCount; t++) { for (let v = 0; v < 3; v++) { const vidx = indices[t * 3 + v]; posArray[t * 9 + v * 3] = positions[vidx * 3]; posArray[t * 9 + v * 3 + 1] = positions[vidx * 3 + 1]; posArray[t * 9 + v * 3 + 2] = positions[vidx * 3 + 2]; nrmArray[t * 9 + v * 3] = normals[vidx * 3]; nrmArray[t * 9 + v * 3 + 1] = normals[vidx * 3 + 1]; nrmArray[t * 9 + v * 3 + 2] = normals[vidx * 3 + 2]; } } const geo = new THREE.BufferGeometry(); geo.setAttribute('position', new THREE.BufferAttribute(posArray, 3)); geo.setAttribute('normal', new THREE.BufferAttribute(nrmArray, 3)); return geo; }