mirror of
https://github.com/CNCKitchen/stlTexturizer.git
synced 2026-04-07 22:11:32 +00:00
51873fd5fc
Displacement, subdivision and exclusion all used template-string keys for vertex dedup and edge lookup maps. Replaced with a single numeric dedup pass + flat typed arrays (Float64Array / Uint8Array), cutting displacement time by ~2.5x and subdivision by ~2.4x on a 68k tri STL. - displacement.js: vertex dedup → flat arrays for smooth normals, zone areas, masked fractions, displacement cache, excluded set - subdivision.js: numeric edge keys (a*maxV+b) instead of template strings - exclusion.js: numeric edge keys, BFS queue.shift() → index pointer, adjacency Map → Array, TypedArray.set() for overlay copy - mapping.js: Math.pow(x,4) → x²·x², cos/sin cached per computeUV call, applyTransform signature changed to accept precomputed cos/sin
375 lines
18 KiB
JavaScript
375 lines
18 KiB
JavaScript
import * as THREE from 'three';
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import { computeUV, getDominantCubicAxis, getCubicBlendWeights } from './mapping.js';
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/**
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* Apply displacement to every vertex of a non-indexed BufferGeometry.
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*
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* For each vertex:
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* 1. Compute UV with the same math used in the GLSL preview shader (mapping.js).
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* 2. Bilinear-sample the greyscale ImageData at that UV.
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* 3. Move the vertex along its normal by: (grey − 0.5) × 2 × amplitude
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* so 50% grey = no displacement, white = outward, black = inward.
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*
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* @param {THREE.BufferGeometry} geometry – non-indexed (from subdivide())
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* @param {ImageData} imageData – raw pixel data from Canvas2D
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* @param {number} imgWidth
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* @param {number} imgHeight
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* @param {object} settings – { mappingMode, scaleU, scaleV, amplitude, offsetU, offsetV }
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* @param {object} bounds – { min, max, center, size } (THREE.Vector3)
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* @param {function} [onProgress]
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* @returns {THREE.BufferGeometry} new non-indexed geometry with displaced positions
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*/
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export function applyDisplacement(geometry, imageData, imgWidth, imgHeight, settings, bounds, onProgress) {
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const posAttr = geometry.attributes.position;
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const nrmAttr = geometry.attributes.normal;
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const count = posAttr.count;
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const newPos = new Float32Array(count * 3);
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const newNrm = new Float32Array(count * 3);
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const tmpPos = new THREE.Vector3();
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const tmpNrm = new THREE.Vector3();
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const vA = new THREE.Vector3();
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const vB = new THREE.Vector3();
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const vC = new THREE.Vector3();
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const edge1 = new THREE.Vector3();
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const edge2 = new THREE.Vector3();
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const faceNrm = new THREE.Vector3();
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// Texture aspect correction so non-square textures keep their proportions.
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// The shorter axis gets aspect > 1 so it tiles faster, making each tile
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// proportionally shorter in world-space to match the texture's content.
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const tmax = Math.max(imgWidth, imgHeight, 1);
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const aspectU = tmax / Math.max(imgWidth, 1);
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const aspectV = tmax / Math.max(imgHeight, 1);
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const settingsWithAspect = { ...settings, textureAspectU: aspectU, textureAspectV: aspectV };
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const QUANT = 1e4;
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// ── WHY GAPS HAPPEN ───────────────────────────────────────────────────────
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// The mesh is non-indexed (unrolled): every triangle has its own copy of
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// each vertex. At a shared edge two triangles have the same position but
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// different face normals. Displacing each copy along its own face normal
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// moves them to DIFFERENT final positions → crack / gap.
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//
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// THE FIX: every copy of the same position must arrive at the exact same
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// displaced point. We achieve this by computing a single *smooth* (area-
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// weighted average) normal per unique position and using that both for the
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// texture UV lookup and for the displacement direction. All copies of the
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// same position then move by the same vector → watertight result.
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//
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// The tradeoff is that displaced normals are smooth at hard edges, but the
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// underlying geometry is still faceted (the subdivision didn't change it),
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// so printed edges remain sharp.
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// ── Vertex dedup pass: position → numeric ID via one-time string-map pass ─
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const _dedupMap = new Map();
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let _nextId = 0;
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const vertexId = new Uint32Array(count);
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for (let i = 0; i < count; i++) {
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const x = posAttr.getX(i), y = posAttr.getY(i), z = posAttr.getZ(i);
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const key = `${Math.round(x * QUANT)}_${Math.round(y * QUANT)}_${Math.round(z * QUANT)}`;
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let id = _dedupMap.get(key);
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if (id === undefined) { id = _nextId++; _dedupMap.set(key, id); }
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vertexId[i] = id;
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}
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const uniqueCount = _nextId;
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// ── Pass 1: accumulate area-weighted smooth normals per unique position ───
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// Flat arrays indexed by vertex dedup ID (replaces Map<string, ...>)
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const smoothNrmX = new Float64Array(uniqueCount);
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const smoothNrmY = new Float64Array(uniqueCount);
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const smoothNrmZ = new Float64Array(uniqueCount);
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// zoneArea: per-axis face area for cubic mapping (replaces zoneAreaMap)
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const zoneAreaX = new Float64Array(uniqueCount);
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const zoneAreaY = new Float64Array(uniqueCount);
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const zoneAreaZ = new Float64Array(uniqueCount);
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// maskedFrac: [maskedArea, totalArea] per unique vertex (replaces maskedFracMap)
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const maskedFracMasked = new Float64Array(uniqueCount);
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const maskedFracTotal = new Float64Array(uniqueCount);
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// Optional per-vertex exclusion weights threaded through by subdivision.js.
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// A face's user-exclusion flag = average of its 3 vertex weights > 0.99.
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const ewAttr = geometry.attributes.excludeWeight || null;
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// Per-face user-exclusion flag: stored separately from maskedFrac so that
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// user-excluded faces do NOT bleed reduced displacement into adjacent faces
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// via shared vertices (maskedFrac is only for angle-based blending).
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const userExcludedFaces = ewAttr ? new Uint8Array(count / 3) : null;
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// Positions that belong to at least one user-excluded face (replaces excludedPosSet).
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const excludedPos = ewAttr ? new Uint8Array(uniqueCount) : null;
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// Displacement cache: one sample per unique vertex (replaces dispCache Map)
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const dispCacheVal = new Float64Array(uniqueCount);
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const dispCacheSet = new Uint8Array(uniqueCount);
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for (let t = 0; t < count; t += 3) {
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vA.fromBufferAttribute(posAttr, t);
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vB.fromBufferAttribute(posAttr, t + 1);
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vC.fromBufferAttribute(posAttr, t + 2);
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edge1.subVectors(vB, vA);
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edge2.subVectors(vC, vA);
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faceNrm.crossVectors(edge1, edge2); // length = 2× triangle area → natural area weighting
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// Determine if this face is masked (used to build the per-vertex blend weight).
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// Combines angle-based masking with optional user-painted exclusion.
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const faceArea = faceNrm.length(); // ∝ 2× triangle area
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const faceNzNorm = faceArea > 1e-12 ? faceNrm.z / faceArea : 0; // unit-normal Z component
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const faceAngle = Math.acos(Math.abs(faceNzNorm)) * (180 / Math.PI);
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const angleMasked = faceNzNorm < 0
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? (settings.bottomAngleLimit > 0 && faceAngle <= settings.bottomAngleLimit)
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: (settings.topAngleLimit > 0 && faceAngle <= settings.topAngleLimit);
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// Threshold >0.99 (not 0.5) prevents shared-vertex MAX-propagation from
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// accidentally marking adjacent faces as excluded on closed meshes (e.g. a
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// cube): adjacent faces have 2/3 vertices at weight 1.0 → avg ≈ 0.67 which
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// would wrongly trigger the old 0.5 threshold.
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const userExcluded = ewAttr
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? (ewAttr.getX(t) + ewAttr.getX(t + 1) + ewAttr.getX(t + 2)) / 3 > 0.99
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: false;
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// maskedFracMap is ONLY used for angle-based blending at surface boundaries.
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// User exclusion is tracked per-face in userExcludedFaces and applied
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// directly in Pass 3, so excluded faces don't reduce displacement on their
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// neighbours through shared boundary vertices.
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const faceMasked = angleMasked;
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if (userExcluded && userExcludedFaces) userExcludedFaces[t / 3] = 1;
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// For cubic mapping: distribute this face's area across projection zones
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// proportionally to its blend weights. When blend=0, getCubicBlendWeights
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// returns a one-hot vector (same as the old argmax), preserving sharp seams.
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// When blend>0, faces near a zone boundary contribute partial area to
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// adjacent zones, creating a smooth multi-vertex-wide gradient that matches
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// the preview shader. The old single-zone approach only blended at the
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// one-vertex-wide boundary, leaving an abrupt seam in the export.
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let czX = 0, czY = 0, czZ = 0;
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if (settings.mappingMode === 6 && faceArea > 1e-12) {
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const cubicBlend = settings.mappingBlend ?? 0;
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const cubicBandWidth = settings.seamBandWidth ?? 0.35;
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const unitFaceNrm = { x: faceNrm.x / faceArea, y: faceNrm.y / faceArea, z: faceNrm.z / faceArea };
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const w = getCubicBlendWeights(unitFaceNrm, cubicBlend, cubicBandWidth);
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czX = w.x * faceArea;
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czY = w.y * faceArea;
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czZ = w.z * faceArea;
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}
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for (let v = 0; v < 3; v++) {
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const vid = vertexId[t + v];
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if (userExcluded && excludedPos) excludedPos[vid] = 1;
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// Use the buffer normal (from subdivision) weighted by face area.
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// The subdivision pipeline splits indexed vertices at sharp dihedral
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// edges (>30°), so the interpolated buffer normals are smooth across
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// soft edges (cylinder, sphere) but sharp across hard edges (cube).
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// This eliminates visible faceting steps on round surfaces while still
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// preserving hard edges.
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tmpNrm.fromBufferAttribute(nrmAttr, t + v);
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smoothNrmX[vid] += tmpNrm.x * faceArea;
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smoothNrmY[vid] += tmpNrm.y * faceArea;
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smoothNrmZ[vid] += tmpNrm.z * faceArea;
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if (czX > 1e-12 || czY > 1e-12 || czZ > 1e-12) {
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zoneAreaX[vid] += czX;
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zoneAreaY[vid] += czY;
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zoneAreaZ[vid] += czZ;
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}
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if (faceMasked) maskedFracMasked[vid] += faceArea;
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maskedFracTotal[vid] += faceArea;
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}
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}
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// Normalise each accumulated normal
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for (let id = 0; id < uniqueCount; id++) {
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const len = Math.sqrt(smoothNrmX[id]*smoothNrmX[id] + smoothNrmY[id]*smoothNrmY[id] + smoothNrmZ[id]*smoothNrmZ[id]) || 1;
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smoothNrmX[id] /= len; smoothNrmY[id] /= len; smoothNrmZ[id] /= len;
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}
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// ── Pass 2: sample displacement texture once per unique position ──────────
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for (let i = 0; i < count; i++) {
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const vid = vertexId[i];
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if (dispCacheSet[vid]) continue;
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dispCacheSet[vid] = 1;
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tmpPos.fromBufferAttribute(posAttr, i);
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// Cubic: zone-area-weighted sampling with a stable per-face dominant axis.
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// Non-seam vertices use their single zone purely; seam-edge vertices that
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// adjoin two zones get a face-area-proportional blend. This guarantees all
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// three vertices of every triangle receive consistent displacement, making
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// the mesh watertight with no mixed-projection artefact rows at the seam.
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//
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// Always use this path regardless of mappingBlend. The smooth normals from
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// subdivision can be wrong on thin structures (e.g. a flat base plate) where
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// top (0,0,1) and bottom (0,0,-1) face normals cancel at shared edge vertices,
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// leaving a horizontal smooth normal. computeUV would then pick the wrong
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// cubic projection axis, making those faces appear untextured. The face-
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// normal-based zoneArea arrays are immune to this because they classify faces
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// by their geometric cross-product normal, not the averaged vertex normal.
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if (settings.mappingMode === 6 /* MODE_CUBIC */) {
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const zaX = zoneAreaX[vid], zaY = zoneAreaY[vid], zaZ = zoneAreaZ[vid];
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const total = zaX + zaY + zaZ;
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if (total > 0) {
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const md = Math.max(bounds.size.x, bounds.size.y, bounds.size.z, 1e-6);
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const rotRad = (settings.rotation ?? 0) * Math.PI / 180;
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let grey = 0;
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if (zaX > 0) { // X-dominant zone → YZ projection
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let rawU = (tmpPos.y-bounds.min.y)/md;
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if (smoothNrmX[vid] < 0) rawU = -rawU; // flip U for -X faces
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const uv = _cubicUV(rawU, (tmpPos.z-bounds.min.z)/md, settings, rotRad, aspectU, aspectV);
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grey += sampleBilinear(imageData.data, imgWidth, imgHeight, uv.u, uv.v) * (zaX/total);
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}
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if (zaY > 0) { // Y-dominant zone → XZ projection
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let rawU = (tmpPos.x-bounds.min.x)/md;
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if (smoothNrmY[vid] > 0) rawU = -rawU; // flip U for +Y faces
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const uv = _cubicUV(rawU, (tmpPos.z-bounds.min.z)/md, settings, rotRad, aspectU, aspectV);
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grey += sampleBilinear(imageData.data, imgWidth, imgHeight, uv.u, uv.v) * (zaY/total);
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}
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if (zaZ > 0) { // Z-dominant zone → XY projection
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let rawU = (tmpPos.x-bounds.min.x)/md;
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if (smoothNrmZ[vid] < 0) rawU = -rawU; // flip U for -Z faces
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const uv = _cubicUV(rawU, (tmpPos.y-bounds.min.y)/md, settings, rotRad, aspectU, aspectV);
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grey += sampleBilinear(imageData.data, imgWidth, imgHeight, uv.u, uv.v) * (zaZ/total);
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}
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dispCacheVal[vid] = grey;
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continue;
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}
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}
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tmpNrm.set(smoothNrmX[vid], smoothNrmY[vid], smoothNrmZ[vid]);
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const uvResult = computeUV(tmpPos, tmpNrm, settings.mappingMode, settingsWithAspect, bounds);
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let grey;
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if (uvResult.triplanar) {
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grey = 0;
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for (const s of uvResult.samples) {
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grey += sampleBilinear(imageData.data, imgWidth, imgHeight, s.u, s.v) * s.w;
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}
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} else {
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grey = sampleBilinear(imageData.data, imgWidth, imgHeight, uvResult.u, uvResult.v);
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}
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dispCacheVal[vid] = grey;
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}
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// ── Pass 3: displace every vertex copy by the same vector ─────────────────
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// Using the smooth normal for the displacement direction ensures all copies
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// of the same position land at exactly the same 3-D point.
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const REPORT_EVERY = 5000;
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for (let i = 0; i < count; i++) {
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tmpPos.fromBufferAttribute(posAttr, i);
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tmpNrm.fromBufferAttribute(nrmAttr, i);
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const vid = vertexId[i];
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const grey = dispCacheVal[vid];
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// User-excluded faces get zero displacement; only angle-based masking uses
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// the smooth per-vertex blend so neighbours are never unintentionally dimmed.
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const isFaceExcluded = userExcludedFaces && userExcludedFaces[Math.floor(i / 3)];
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// Pin included-face vertices that share a position with an excluded face.
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// This seals the open crack at the mask boundary so the mesh stays watertight
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// and the decimator cannot collapse the excluded patch to zero faces.
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const isSealedBoundary = !isFaceExcluded && excludedPos && excludedPos[vid] === 1;
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const mfTotal = maskedFracTotal[vid];
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const maskedFrac = mfTotal > 0 ? maskedFracMasked[vid] / mfTotal : 0;
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const centeredGrey = settings.symmetricDisplacement ? (grey - 0.5) : grey;
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const disp = (isFaceExcluded || isSealedBoundary) ? 0 : (1 - maskedFrac) * centeredGrey * settings.amplitude;
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const newX = tmpPos.x + smoothNrmX[vid] * disp;
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const newY = tmpPos.y + smoothNrmY[vid] * disp;
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let newZ = tmpPos.z + smoothNrmZ[vid] * disp;
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// Prevent boundary vertices from poking through the masked surface in Z.
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// Only triggers for vertices that are partly masked (maskedFrac > 0) and
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// whose displacement would push them toward the masked surface direction.
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if (maskedFrac > 0) {
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if (settings.bottomAngleLimit > 0 && newZ < tmpPos.z) newZ = tmpPos.z;
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if (settings.topAngleLimit > 0 && newZ > tmpPos.z) newZ = tmpPos.z;
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}
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newPos[i*3] = newX;
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newPos[i*3+1] = newY;
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newPos[i*3+2] = newZ;
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// Keep per-face normal for shading (recomputed below anyway)
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newNrm[i*3] = tmpNrm.x;
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newNrm[i*3+1] = tmpNrm.y;
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newNrm[i*3+2] = tmpNrm.z;
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if (onProgress && i % REPORT_EVERY === 0) onProgress(i / count);
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}
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// Compute exact per-face normals from the displaced positions.
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// Using computeVertexNormals() would average across shared positions, which
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// can flip normals on excluded faces whose neighbours were displaced outward.
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// A direct cross-product per triangle is unambiguous and matches winding order.
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const eA = new THREE.Vector3();
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const eB = new THREE.Vector3();
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const fn = new THREE.Vector3();
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for (let t = 0; t < count; t += 3) {
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const ax = newPos[t*3], ay = newPos[t*3+1], az = newPos[t*3+2];
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const bx = newPos[t*3+3], by = newPos[t*3+4], bz = newPos[t*3+5];
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const cx = newPos[t*3+6], cy = newPos[t*3+7], cz = newPos[t*3+8];
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eA.set(bx - ax, by - ay, bz - az);
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eB.set(cx - ax, cy - ay, cz - az);
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fn.crossVectors(eA, eB).normalize();
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for (let v = 0; v < 3; v++) {
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newNrm[(t + v) * 3] = fn.x;
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newNrm[(t + v) * 3 + 1] = fn.y;
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newNrm[(t + v) * 3 + 2] = fn.z;
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}
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}
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const out = new THREE.BufferGeometry();
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out.setAttribute('position', new THREE.BufferAttribute(newPos, 3));
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out.setAttribute('normal', new THREE.BufferAttribute(newNrm, 3));
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return out;
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}
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// ── Bilinear sampler ─────────────────────────────────────────────────────────
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/**
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* Sample a greyscale value (0–1) from raw RGBA ImageData using
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* bilinear interpolation. UV is tiled via mod 1.
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*/
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function sampleBilinear(data, w, h, u, v) {
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// Ensure [0,1) — guard against floating-point edge cases
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u = ((u % 1) + 1) % 1;
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v = ((v % 1) + 1) % 1;
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// Flip V to match WebGL/Three.js texture convention (flipY=true means
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// v=0 is the bottom of the image, but ImageData row 0 is the top).
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v = 1 - v;
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const fx = u * (w - 1);
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const fy = v * (h - 1);
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const x0 = Math.floor(fx);
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const y0 = Math.floor(fy);
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const x1 = Math.min(x0 + 1, w - 1);
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const y1 = Math.min(y0 + 1, h - 1);
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const tx = fx - x0;
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const ty = fy - y0;
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// Red channel — image is greyscale so R == G == B
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const v00 = data[(y0 * w + x0) * 4] / 255;
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const v10 = data[(y0 * w + x1) * 4] / 255;
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const v01 = data[(y1 * w + x0) * 4] / 255;
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const v11 = data[(y1 * w + x1) * 4] / 255;
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return v00 * (1-tx) * (1-ty)
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+ v10 * tx * (1-ty)
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+ v01 * (1-tx) * ty
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+ v11 * tx * ty;
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}
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/** Apply scale/offset/rotation to raw UV for cubic projection.
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* Mirrors the private applyTransform helper in mapping.js. */
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function _cubicUV(rawU, rawV, settings, rotRad, aspectU, aspectV) {
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let u = (rawU * aspectU) / settings.scaleU + settings.offsetU;
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let v = (rawV * aspectV) / settings.scaleV + settings.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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u -= 0.5; v -= 0.5;
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const ru = c*u - s*v, rv = s*u + c*v;
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u = ru + 0.5; v = rv + 0.5;
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}
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return { u: u - Math.floor(u), v: v - Math.floor(v) };
|
||
}
|