Files
archived-stlTexturizer/js/subdivision.js
T

272 lines
10 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* 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 01)
* @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;
}