mirror of
https://github.com/CNCKitchen/stlTexturizer.git
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172 lines
5.3 KiB
JavaScript
172 lines
5.3 KiB
JavaScript
/**
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* CPU-side UV mapping — exact JavaScript mirror of the GLSL in previewMaterial.js.
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* All functions take Three.js Vector3 objects for position/normal and
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* a bounds object { min, max, center, size } (all THREE.Vector3).
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*/
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export const MODE_PLANAR_XY = 0;
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export const MODE_PLANAR_XZ = 1;
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export const MODE_PLANAR_YZ = 2;
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export const MODE_CYLINDRICAL = 3;
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export const MODE_SPHERICAL = 4;
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export const MODE_TRIPLANAR = 5;
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export const MODE_CUBIC = 6;
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const TWO_PI = Math.PI * 2;
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/**
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* Compute normalised UV coordinates [0, 1) (tiling) for a vertex.
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*
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* @param {{ x:number, y:number, z:number }} pos vertex position
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* @param {{ x:number, y:number, z:number }} normal vertex normal (unit)
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* @param {number} mode one of the MODE_* constants
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* @param {{ scaleU:number, scaleV:number, offsetU:number, offsetV:number }} settings
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* @param {{ min, max, center, size }} bounds THREE.Vector3 fields
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* @returns {{ u:number, v:number }} tiled UV after scale+offset
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*/
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export function computeUV(pos, normal, mode, settings, bounds) {
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const { min, size, center } = bounds;
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const { scaleU, scaleV, offsetU, offsetV } = settings;
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const rotRad = (settings.rotation ?? 0) * Math.PI / 180;
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const maxDim = Math.max(size.x, size.y, size.z);
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const md = Math.max(maxDim, 1e-6);
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let u = 0, v = 0;
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switch (mode) {
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case MODE_PLANAR_XY: {
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u = (pos.x - min.x) / md;
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v = (pos.y - min.y) / md;
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break;
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}
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case MODE_PLANAR_XZ: {
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u = (pos.x - min.x) / md;
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v = (pos.z - min.z) / md;
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break;
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}
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case MODE_PLANAR_YZ: {
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u = (pos.y - min.y) / md;
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v = (pos.z - min.z) / md;
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break;
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}
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case MODE_CYLINDRICAL: {
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// Cylindrical around Z axis with automatic caps.
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//
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// Side: V arc-length-normalised by circumference C = 2πr so that
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// scaleU = scaleV gives un-stretched square texels on the surface.
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//
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// Cap (|normalZ| > 0.5): planar XY centred on the axis, scaled to the
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// diameter so one tile covers the full cap disc.
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const r = Math.max(size.x, size.y) * 0.5;
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const C = TWO_PI * Math.max(r, 1e-6);
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const rx = pos.x - center.x;
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const ry = pos.y - center.y;
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if (Math.abs(normal.z) > 0.7) {
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// Cap face — normalise by C so one tile = same world size as on the side
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u = rx / C + 0.5;
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v = ry / C + 0.5;
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} else {
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// Side face
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const theta = Math.atan2(ry, rx);
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u = (theta / TWO_PI) + 0.5;
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v = (pos.z - min.z) / C;
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}
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break;
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}
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case MODE_SPHERICAL: {
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const rx = pos.x - center.x;
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const ry = pos.y - center.y;
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const rz = pos.z - center.z;
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const r = Math.sqrt(rx*rx + ry*ry + rz*rz);
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const phi = Math.acos(Math.max(-1, Math.min(1, rz / Math.max(r, 1e-6)))); // [0, PI], Z is up
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const theta = Math.atan2(ry, rx); // [-PI, PI]
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u = (theta / TWO_PI) + 0.5;
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v = phi / Math.PI;
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break;
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}
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case MODE_CUBIC: {
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const ax = Math.abs(normal.x);
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const ay = Math.abs(normal.y);
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const az = Math.abs(normal.z);
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let uRaw, vRaw;
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if (ax >= ay && ax >= az) {
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uRaw = (pos.z - min.z) / md;
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vRaw = (pos.y - min.y) / md;
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} else if (ay >= ax && ay >= az) {
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uRaw = (pos.x - min.x) / md;
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vRaw = (pos.z - min.z) / md;
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} else {
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uRaw = (pos.x - min.x) / md;
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vRaw = (pos.y - min.y) / md;
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}
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return applyTransform(uRaw, vRaw, scaleU, scaleV, offsetU, offsetV, rotRad);
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}
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case MODE_TRIPLANAR:
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default: {
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// World-space normal blending
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const ax = Math.abs(normal.x);
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const ay = Math.abs(normal.y);
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const az = Math.abs(normal.z);
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const pw = 4.0;
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const bx = Math.pow(ax, pw);
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const by = Math.pow(ay, pw);
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const bz = Math.pow(az, pw);
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const sum = bx + by + bz + 1e-6;
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const wx = bx / sum;
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const wy = by / sum;
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const wz = bz / sum;
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const uvXY = {
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u: (pos.x - min.x) / md,
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v: (pos.y - min.y) / md,
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w: wz,
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};
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const uvXZ = {
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u: (pos.x - min.x) / md,
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v: (pos.z - min.z) / md,
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w: wy,
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};
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const uvYZ = {
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u: (pos.y - min.y) / md,
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v: (pos.z - min.z) / md,
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w: wx,
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};
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// Apply scale+offset+rotation and tile each independently
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return {
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triplanar: true,
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samples: [
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{ ...applyTransform(uvXY.u, uvXY.v, scaleU, scaleV, offsetU, offsetV, rotRad), w: uvXY.w },
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{ ...applyTransform(uvXZ.u, uvXZ.v, scaleU, scaleV, offsetU, offsetV, rotRad), w: uvXZ.w },
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{ ...applyTransform(uvYZ.u, uvYZ.v, scaleU, scaleV, offsetU, offsetV, rotRad), w: uvYZ.w },
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],
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};
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}
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}
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return applyTransform(u, v, scaleU, scaleV, offsetU, offsetV, rotRad);
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}
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function applyTransform(u, v, scaleU, scaleV, offsetU, offsetV, rotRad) {
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let uu = u / scaleU + offsetU;
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let vv = v / scaleV + offsetV;
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if (rotRad !== 0) {
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const c = Math.cos(rotRad), s = Math.sin(rotRad);
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uu -= 0.5; vv -= 0.5;
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const ru = c * uu - s * vv;
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const rv = s * uu + c * vv;
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uu = ru + 0.5; vv = rv + 0.5;
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}
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return { triplanar: false, u: fract(uu), v: fract(vv) };
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}
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/** Fractional part, always positive (mirrors GLSL fract) */
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function fract(x) { return x - Math.floor(x); }
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