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archived-stlTexturizer/js/displacement.js
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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 (01) 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;
}