import * as THREE from 'three'; import { computeUV } from './mapping.js'; /** * Apply displacement to every vertex of a non-indexed BufferGeometry. * * For each vertex: * 1. Compute UV with the same math used in the GLSL preview shader (mapping.js). * 2. Bilinear-sample the greyscale ImageData at that UV. * 3. Move the vertex along its normal by: grey * amplitude * * @param {THREE.BufferGeometry} geometry – non-indexed (from subdivide()) * @param {ImageData} imageData – raw pixel data from Canvas2D * @param {number} imgWidth * @param {number} imgHeight * @param {object} settings – { mappingMode, scaleU, scaleV, amplitude, offsetU, offsetV } * @param {object} bounds – { min, max, center, size } (THREE.Vector3) * @param {function} [onProgress] * @returns {THREE.BufferGeometry} new non-indexed geometry with displaced positions */ export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, settings, bounds, onProgress) { const posAttr = geometry.attributes.position; const nrmAttr = geometry.attributes.normal; const count = posAttr.count; const newPos = new Float32Array(count * 3); const newNrm = new Float32Array(count * 3); const tmpPos = new THREE.Vector3(); const tmpNrm = new THREE.Vector3(); const vA = new THREE.Vector3(); const vB = new THREE.Vector3(); const vC = new THREE.Vector3(); const edge1 = new THREE.Vector3(); const edge2 = new THREE.Vector3(); const faceNrm = new THREE.Vector3(); 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(); // maskedFracMap: posKey → [maskedArea, totalArea] // Tracks the fraction of surrounding face area that is masked so boundary // vertices get a smooth displacement blend instead of a hard on/off cutoff. const maskedFracMap = 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 // Determine if this face is masked (used to build the per-vertex blend weight) const faceArea = faceNrm.length(); // ∝ 2× triangle area const faceNzNorm = faceArea > 1e-12 ? faceNrm.z / faceArea : 0; // unit-normal Z component const faceAngle = Math.acos(Math.abs(faceNzNorm)) * (180 / Math.PI); const faceMasked = faceNzNorm < 0 ? (settings.bottomAngleLimit > 0 && faceAngle <= settings.bottomAngleLimit) : (settings.topAngleLimit > 0 && faceAngle <= settings.topAngleLimit); 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]); } const mf = maskedFracMap.get(k); if (mf) { if (faceMasked) mf[0] += faceArea; mf[1] += faceArea; } else { maskedFracMap.set(k, [faceMasked ? faceArea : 0, faceArea]); } } } // 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); const k = posKey(tmpPos.x, tmpPos.y, tmpPos.z); if (dispCache.has(k)) continue; 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) { grey = 0; for (const s of uvResult.samples) { grey += sampleBilinear(imageData.data, imgWidth, imgHeight, s.u, s.v) * s.w; } } 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); // Smooth blend: displacement scaled by the unmasked fraction of surrounding // face area. Boundary vertices (shared by masked + unmasked faces) get a // proportionally reduced displacement instead of a hard on/off cutoff. const mf = maskedFracMap.get(k) || [0, 1]; const maskedFrac = mf[1] > 0 ? mf[0] / mf[1] : 0; const disp = (1 - maskedFrac) * grey * settings.amplitude; const newX = tmpPos.x + sn[0] * disp; const newY = tmpPos.y + sn[1] * disp; let newZ = tmpPos.z + sn[2] * disp; // Prevent boundary vertices from poking through the masked surface in Z. // Only triggers for vertices that are partly masked (maskedFrac > 0) and // whose displacement would push them toward the masked surface direction. if (maskedFrac > 0) { if (settings.bottomAngleLimit > 0 && newZ < tmpPos.z) newZ = tmpPos.z; if (settings.topAngleLimit > 0 && newZ > tmpPos.z) newZ = tmpPos.z; } newPos[i*3] = newX; newPos[i*3+1] = newY; newPos[i*3+2] = newZ; // 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); } const out = new THREE.BufferGeometry(); out.setAttribute('position', new THREE.BufferAttribute(newPos, 3)); out.setAttribute('normal', new THREE.BufferAttribute(newNrm, 3)); // Recompute face normals for correct lighting in exported STL out.computeVertexNormals(); return out; } // ── Bilinear sampler ───────────────────────────────────────────────────────── /** * Sample a greyscale value (0–1) from raw RGBA ImageData using * bilinear interpolation. UV is tiled via mod 1. */ function sampleBilinear(data, w, h, u, v) { // Ensure [0,1) — guard against floating-point edge cases u = ((u % 1) + 1) % 1; v = ((v % 1) + 1) % 1; const fx = u * (w - 1); const fy = v * (h - 1); const x0 = Math.floor(fx); const y0 = Math.floor(fy); const x1 = Math.min(x0 + 1, w - 1); const y1 = Math.min(y0 + 1, h - 1); const tx = fx - x0; const ty = fy - y0; // Red channel — image is greyscale so R == G == B const v00 = data[(y0 * w + x0) * 4] / 255; const v10 = data[(y0 * w + x1) * 4] / 255; const v01 = data[(y1 * w + x0) * 4] / 255; const v11 = data[(y1 * w + x1) * 4] / 255; return v00 * (1-tx) * (1-ty) + v10 * tx * (1-ty) + v01 * (1-tx) * ty + v11 * tx * ty; }