/** * CPU-side UV mapping — exact JavaScript mirror of the GLSL in previewMaterial.js. * All functions take Three.js Vector3 objects for position/normal and * a bounds object { min, max, center, size } (all THREE.Vector3). */ export const MODE_PLANAR_XY = 0; export const MODE_PLANAR_XZ = 1; export const MODE_PLANAR_YZ = 2; export const MODE_CYLINDRICAL = 3; export const MODE_SPHERICAL = 4; export const MODE_TRIPLANAR = 5; export const MODE_CUBIC = 6; const TWO_PI = Math.PI * 2; /** * Compute normalised UV coordinates [0, 1) (tiling) for a vertex. * * @param {{ x:number, y:number, z:number }} pos vertex position * @param {{ x:number, y:number, z:number }} normal vertex normal (unit) * @param {number} mode one of the MODE_* constants * @param {{ scaleU:number, scaleV:number, offsetU:number, offsetV:number }} settings * @param {{ min, max, center, size }} bounds THREE.Vector3 fields * @returns {{ u:number, v:number }} tiled UV after scale+offset */ export function computeUV(pos, normal, mode, settings, bounds) { const { min, size, center } = bounds; const { scaleU, scaleV, offsetU, offsetV } = settings; let u = 0, v = 0; switch (mode) { case MODE_PLANAR_XY: { u = (pos.x - min.x) / Math.max(size.x, 1e-6); v = (pos.y - min.y) / Math.max(size.y, 1e-6); break; } case MODE_PLANAR_XZ: { u = (pos.x - min.x) / Math.max(size.x, 1e-6); v = (pos.z - min.z) / Math.max(size.z, 1e-6); break; } case MODE_PLANAR_YZ: { u = (pos.y - min.y) / Math.max(size.y, 1e-6); v = (pos.z - min.z) / Math.max(size.z, 1e-6); break; } case MODE_CYLINDRICAL: { // Wrap around Y axis (vertical axis after Z-up → Y-up rotation) const rx = pos.x - center.x; const rz = pos.z - center.z; const theta = Math.atan2(rz, rx); // [-PI, PI] u = (theta / TWO_PI) + 0.5; // [0, 1] v = (pos.y - min.y) / Math.max(size.y, 1e-6); break; } case MODE_SPHERICAL: { const rx = pos.x - center.x; const ry = pos.y - center.y; const rz = pos.z - center.z; const r = Math.sqrt(rx*rx + ry*ry + rz*rz); const phi = Math.acos(Math.max(-1, Math.min(1, ry / Math.max(r, 1e-6)))); // [0, PI], Y is up const theta = Math.atan2(rz, rx); // [-PI, PI] u = (theta / TWO_PI) + 0.5; v = phi / Math.PI; break; } case MODE_CUBIC: { const ax = Math.abs(normal.x); const ay = Math.abs(normal.y); const az = Math.abs(normal.z); let uRaw, vRaw; if (ax >= ay && ax >= az) { // ±X dominant → project onto YZ uRaw = (pos.y - min.y) / Math.max(size.y, 1e-6); vRaw = (pos.z - min.z) / Math.max(size.z, 1e-6); } else if (ay >= ax && ay >= az) { // ±Y dominant → project onto XZ uRaw = (pos.x - min.x) / Math.max(size.x, 1e-6); vRaw = (pos.z - min.z) / Math.max(size.z, 1e-6); } else { // ±Z dominant → project onto XY uRaw = (pos.x - min.x) / Math.max(size.x, 1e-6); vRaw = (pos.y - min.y) / Math.max(size.y, 1e-6); } return { triplanar: false, u: fract(uRaw * scaleU + offsetU), v: fract(vRaw * scaleV + offsetV), }; } case MODE_TRIPLANAR: default: { // World-space normal blending const ax = Math.abs(normal.x); const ay = Math.abs(normal.y); const az = Math.abs(normal.z); const pw = 4.0; const bx = Math.pow(ax, pw); const by = Math.pow(ay, pw); const bz = Math.pow(az, pw); const sum = bx + by + bz + 1e-6; const wx = bx / sum; const wy = by / sum; const wz = bz / sum; const uvXY = { u: (pos.x - min.x) / Math.max(size.x, 1e-6), v: (pos.y - min.y) / Math.max(size.y, 1e-6), w: wz, }; const uvXZ = { u: (pos.x - min.x) / Math.max(size.x, 1e-6), v: (pos.z - min.z) / Math.max(size.z, 1e-6), w: wy, }; const uvYZ = { u: (pos.y - min.y) / Math.max(size.y, 1e-6), v: (pos.z - min.z) / Math.max(size.z, 1e-6), w: wx, }; // Apply scale+offset and tile each independently // We return a special { triplanar: true, samples } object. // The caller (displacement.js) handles the 3-sample blend itself. return { triplanar: true, samples: [ { u: fract(uvXY.u * scaleU + offsetU), v: fract(uvXY.v * scaleV + offsetV), w: uvXY.w }, { u: fract(uvXZ.u * scaleU + offsetU), v: fract(uvXZ.v * scaleV + offsetV), w: uvXZ.w }, { u: fract(uvYZ.u * scaleU + offsetU), v: fract(uvYZ.v * scaleV + offsetV), w: uvYZ.w }, ], }; } } return { triplanar: false, u: fract(u * scaleU + offsetU), v: fract(v * scaleV + offsetV), }; } /** Fractional part, always positive (mirrors GLSL fract) */ function fract(x) { return x - Math.floor(x); }