mirror of
https://github.com/CNCKitchen/stlTexturizer.git
synced 2026-04-07 22:11:32 +00:00
272 lines
10 KiB
JavaScript
272 lines
10 KiB
JavaScript
/**
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* Edge-based adaptive mesh subdivision.
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*
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* Subdivides until every edge is ≤ maxEdgeLength. A hard safety cap of
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* SAFETY_CAP triangles prevents OOM on very fine settings; the caller
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* (export pipeline) hands the result to the QEM decimator which then trims
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* it to the user-requested budget.
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*
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* @param {THREE.BufferGeometry} geometry – non-indexed input from STLLoader
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* @param {number} maxEdgeLength – maximum allowed edge length (same unit as STL)
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* @param {function} [onProgress] – optional callback(fraction 0–1)
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* @returns {{ geometry: THREE.BufferGeometry, safetyCapHit: boolean }}
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*/
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import * as THREE from 'three';
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const QUANTISE = 1e4;
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const SAFETY_CAP = 5_000_000; // absolute OOM guard
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// ── Public entry point ───────────────────────────────────────────────────────
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export function subdivide(geometry, maxEdgeLength, onProgress) {
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const { positions, normals, indices } = toIndexed(geometry);
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const maxIterations = 12;
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let currentIndices = indices;
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let safetyCapHit = false;
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for (let iter = 0; iter < maxIterations; iter++) {
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const triCount = currentIndices.length / 3;
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if (triCount >= SAFETY_CAP) {
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safetyCapHit = true;
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break;
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}
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const { newIndices, changed } = subdividePass(
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positions, normals, currentIndices, maxEdgeLength, SAFETY_CAP
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);
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currentIndices = newIndices;
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if (newIndices.length / 3 >= SAFETY_CAP) safetyCapHit = true;
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if (onProgress) onProgress(Math.min(0.95, (iter + 1) / maxIterations));
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if (!changed || safetyCapHit) break;
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}
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return { geometry: toNonIndexed(positions, normals, currentIndices), safetyCapHit };
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}
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// ── One subdivision pass ──────────────────────────────────────────────────────
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//
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// Uses a two-step approach to eliminate T-junctions:
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//
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// Step 1 – scan ALL triangles and mark every edge whose squared length
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// exceeds maxSq. Because this is global, both triangles that
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// share an edge always agree on whether to split it.
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//
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// Step 2 – rebuild the index list. Each triangle is handled according to
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// how many of its three edges are marked:
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//
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// 0 edges → keep as-is
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// 1 edge → 2 sub-triangles (bisect the one long edge)
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// 2 edges → 3 sub-triangles (fan from the vertex opposite the short edge)
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// 3 edges → 4 sub-triangles (classic 1→4 midpoint subdivision – most regular)
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//
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// The 2- and 3-edge cases are new compared to the old single-edge split and
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// produce significantly more regular results. Thin slivers with one very
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// long edge still produce chains of thin children (unavoidable without moving
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// vertices off the surface), but the mesh is now crack-free in all cases.
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function subdividePass(positions, normals, indices, maxEdgeLength, safetyCap) {
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const maxSq = maxEdgeLength * maxEdgeLength;
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const midCache = new Map();
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// ── Step 1: globally mark edges that need splitting ─────────────────────
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const splitEdges = new Set();
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for (let t = 0; t < indices.length; t += 3) {
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const a = indices[t], b = indices[t + 1], c = indices[t + 2];
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if (edgeLenSq(positions, a, b) > maxSq) splitEdges.add(edgeKey(a, b));
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if (edgeLenSq(positions, b, c) > maxSq) splitEdges.add(edgeKey(b, c));
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if (edgeLenSq(positions, c, a) > maxSq) splitEdges.add(edgeKey(c, a));
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}
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if (splitEdges.size === 0) return { newIndices: indices, changed: false };
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// ── Step 2: rebuild index list ───────────────────────────────────────────
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const nextIndices = [];
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for (let t = 0; t < indices.length; t += 3) {
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// Safety cap: stop splitting, carry remaining triangles as-is
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if (nextIndices.length / 3 >= safetyCap) {
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for (let r = t; r < indices.length; r++) nextIndices.push(indices[r]);
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break;
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}
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const a = indices[t], b = indices[t + 1], c = indices[t + 2];
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const sAB = splitEdges.has(edgeKey(a, b));
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const sBC = splitEdges.has(edgeKey(b, c));
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const sCA = splitEdges.has(edgeKey(c, a));
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const n = (sAB ? 1 : 0) + (sBC ? 1 : 0) + (sCA ? 1 : 0);
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if (n === 0) {
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// ── 0-split: keep triangle ─────────────────────────────────────────
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nextIndices.push(a, b, c);
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} else if (n === 3) {
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// ── 3-split: 1→4 regular midpoint subdivision ──────────────────────
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//
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// a
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// / \
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// mCA─mAB
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// / \ / \
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// c─mBC───b
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//
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const mAB = getMidpoint(positions, normals, midCache, a, b);
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const mBC = getMidpoint(positions, normals, midCache, b, c);
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const mCA = getMidpoint(positions, normals, midCache, c, a);
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nextIndices.push(
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a, mAB, mCA,
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mAB, b, mBC,
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mCA, mBC, c,
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mAB, mBC, mCA,
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);
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} else if (n === 1) {
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// ── 1-split: bisect the one marked edge → 2 sub-triangles ──────────
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if (sAB) {
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const m = getMidpoint(positions, normals, midCache, a, b);
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nextIndices.push(a, m, c, m, b, c);
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} else if (sBC) {
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const m = getMidpoint(positions, normals, midCache, b, c);
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nextIndices.push(a, b, m, a, m, c);
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} else { // sCA
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const m = getMidpoint(positions, normals, midCache, c, a);
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nextIndices.push(a, b, m, m, b, c);
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}
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} else {
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// ── 2-split: 3 sub-triangles, fan from the untouched-edge vertex ───
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//
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// For each case the unsplit-edge vertex forms a small corner triangle
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// with its two adjacent midpoints; the remaining quadrilateral is
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// split along the diagonal that connects those two midpoints to the
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// opposite vertices, preserving consistent CCW winding throughout.
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if (!sAB) { // sBC + sCA: fan from C
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const mBC = getMidpoint(positions, normals, midCache, b, c);
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const mCA = getMidpoint(positions, normals, midCache, c, a);
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nextIndices.push(
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a, b, mBC,
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a, mBC, mCA,
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c, mCA, mBC,
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);
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} else if (!sBC) { // sAB + sCA: fan from A
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const mAB = getMidpoint(positions, normals, midCache, a, b);
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const mCA = getMidpoint(positions, normals, midCache, c, a);
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nextIndices.push(
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a, mAB, mCA,
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mAB, b, c,
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mAB, c, mCA,
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);
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} else { // sAB + sBC: fan from B
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const mAB = getMidpoint(positions, normals, midCache, a, b);
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const mBC = getMidpoint(positions, normals, midCache, b, c);
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nextIndices.push(
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b, mBC, mAB,
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a, mAB, mBC,
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a, mBC, c,
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);
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}
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}
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}
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return { newIndices: nextIndices, changed: true };
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}
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// ── Helpers ──────────────────────────────────────────────────────────────────
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/** Canonical order key for an undirected edge – matches the getMidpoint cache key. */
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function edgeKey(a, b) {
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return a < b ? `${a}:${b}` : `${b}:${a}`;
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}
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function edgeLenSq(pos, a, b) {
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const dx = pos[a*3] - pos[b*3];
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const dy = pos[a*3+1] - pos[b*3+1];
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const dz = pos[a*3+2] - pos[b*3+2];
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return dx*dx + dy*dy + dz*dz;
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}
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function getMidpoint(positions, normals, cache, a, b) {
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const key = a < b ? `${a}:${b}` : `${b}:${a}`;
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if (cache.has(key)) return cache.get(key);
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// Midpoint position
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const mx = (positions[a*3] + positions[b*3]) / 2;
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const my = (positions[a*3+1] + positions[b*3+1]) / 2;
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const mz = (positions[a*3+2] + positions[b*3+2]) / 2;
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// Midpoint normal (average + normalise)
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const nx = normals[a*3] + normals[b*3];
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const ny = normals[a*3+1] + normals[b*3+1];
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const nz = normals[a*3+2] + normals[b*3+2];
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const nl = Math.sqrt(nx*nx + ny*ny + nz*nz) || 1;
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const idx = (positions.length / 3) | 0;
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positions.push(mx, my, mz);
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normals.push(nx / nl, ny / nl, nz / nl);
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cache.set(key, idx);
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return idx;
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}
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// ── Non-indexed → indexed conversion ────────────────────────────────────────
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function toIndexed(geometry) {
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const posAttr = geometry.attributes.position;
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const nrmAttr = geometry.attributes.normal;
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const positions = [];
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const normals = [];
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const indices = [];
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const vertMap = new Map();
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const n = posAttr.count;
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for (let i = 0; i < n; i++) {
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const px = posAttr.getX(i);
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const py = posAttr.getY(i);
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const pz = posAttr.getZ(i);
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const nx_ = nrmAttr ? nrmAttr.getX(i) : 0;
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const ny_ = nrmAttr ? nrmAttr.getY(i) : 0;
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const nz_ = nrmAttr ? nrmAttr.getZ(i) : 1;
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const key = `${Math.round(px * QUANTISE)}_${Math.round(py * QUANTISE)}_${Math.round(pz * QUANTISE)}`;
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let idx = vertMap.get(key);
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if (idx === undefined) {
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idx = positions.length / 3;
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positions.push(px, py, pz);
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normals.push(nx_, ny_, nz_);
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vertMap.set(key, idx);
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}
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indices.push(idx);
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}
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return { positions, normals, indices };
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}
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// ── Indexed → non-indexed ────────────────────────────────────────────────────
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function toNonIndexed(positions, normals, indices) {
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const triCount = indices.length / 3;
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const posArray = new Float32Array(triCount * 9);
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const nrmArray = new Float32Array(triCount * 9);
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for (let t = 0; t < triCount; t++) {
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for (let v = 0; v < 3; v++) {
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const vidx = indices[t * 3 + v];
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posArray[t * 9 + v * 3] = positions[vidx * 3];
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posArray[t * 9 + v * 3 + 1] = positions[vidx * 3 + 1];
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posArray[t * 9 + v * 3 + 2] = positions[vidx * 3 + 2];
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nrmArray[t * 9 + v * 3] = normals[vidx * 3];
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nrmArray[t * 9 + v * 3 + 1] = normals[vidx * 3 + 1];
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nrmArray[t * 9 + v * 3 + 2] = normals[vidx * 3 + 2];
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}
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}
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const geo = new THREE.BufferGeometry();
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geo.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
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geo.setAttribute('normal', new THREE.BufferAttribute(nrmArray, 3));
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return geo;
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}
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