@d5techs/3dgs-lib 1.4.77 → 1.4.78

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/3dgs-lib.js CHANGED
@@ -17875,8 +17875,10 @@ function exportEditedPLY(positions, scales, rotations, colors, opacities, shCoef
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  }
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  return buffer;
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  }
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- const SPHERE_SEGMENTS = 64;
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- const SPHERE_RINGS = 3;
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+ const SEG = 64;
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+ const LAT_COUNT = 8;
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+ const LON_COUNT = 12;
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+ const BOX_GRID_SUBDIV = 4;
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  class SelectionVolumeRenderer {
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  constructor(renderer, camera) {
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  __publicField(this, "renderer");
@@ -17887,16 +17889,14 @@ class SelectionVolumeRenderer {
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  __publicField(this, "vertexBuffer", null);
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  __publicField(this, "_volume", { type: null, center: [0, 0, 0], dimensions: [2, 2, 2] });
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  __publicField(this, "vertexCount", 0);
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- __publicField(this, "maxVertices");
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- __publicField(this, "lineColor", [0.2, 0.8, 1]);
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+ __publicField(this, "lineColor", [0.4, 0.9, 1]);
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  this.renderer = renderer;
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  this.camera = camera;
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- this.maxVertices = Math.max(
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- 24,
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- SPHERE_SEGMENTS * 2 * SPHERE_RINGS
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- );
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  this.createPipeline();
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- this.createVertexBuffer();
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+ this.vertexBuffer = this.renderer.device.createBuffer({
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+ size: 65536,
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+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
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+ });
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  }
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  get volume() {
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  return this._volume;
@@ -17930,7 +17930,7 @@ class SelectionVolumeRenderer {
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  return o;
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  }
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  @fragment fn fs(i: VO) -> @location(0) vec4<f32> {
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- return vec4(i.color, 0.8);
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+ return vec4(i.color, 0.6);
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  }
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  `
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  );
@@ -17968,78 +17968,115 @@ class SelectionVolumeRenderer {
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  depthStencil: { format: this.renderer.depthFormat, depthWriteEnabled: false, depthCompare: "always" }
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  });
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  }
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- createVertexBuffer() {
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- const size = this.maxVertices * 24;
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- this.vertexBuffer = this.renderer.device.createBuffer({
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- size,
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- usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
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- });
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- }
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+ // ========== Box: 12 edges + grid lines on all 6 faces ==========
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  generateBoxVertices() {
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  const [cx, cy, cz] = this._volume.center;
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  const [lx, ly, lz] = this._volume.dimensions;
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  const hx = lx / 2, hy = ly / 2, hz = lz / 2;
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  const [r, g, b] = this.lineColor;
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  const v = [];
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- const addLine = (x12, y12, z12, x2, y2, z2) => {
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+ const line = (x12, y12, z12, x2, y2, z2) => {
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  v.push(x12, y12, z12, r, g, b, x2, y2, z2, r, g, b);
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  };
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  const x0 = cx - hx, x1 = cx + hx;
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  const y0 = cy - hy, y1 = cy + hy;
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  const z0 = cz - hz, z1 = cz + hz;
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- addLine(x0, y0, z0, x1, y0, z0);
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- addLine(x1, y0, z0, x1, y0, z1);
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- addLine(x1, y0, z1, x0, y0, z1);
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- addLine(x0, y0, z1, x0, y0, z0);
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- addLine(x0, y1, z0, x1, y1, z0);
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- addLine(x1, y1, z0, x1, y1, z1);
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- addLine(x1, y1, z1, x0, y1, z1);
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- addLine(x0, y1, z1, x0, y1, z0);
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- addLine(x0, y0, z0, x0, y1, z0);
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- addLine(x1, y0, z0, x1, y1, z0);
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- addLine(x1, y0, z1, x1, y1, z1);
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- addLine(x0, y0, z1, x0, y1, z1);
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+ line(x0, y0, z0, x1, y0, z0);
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+ line(x1, y0, z0, x1, y0, z1);
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+ line(x1, y0, z1, x0, y0, z1);
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+ line(x0, y0, z1, x0, y0, z0);
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+ line(x0, y1, z0, x1, y1, z0);
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+ line(x1, y1, z0, x1, y1, z1);
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+ line(x1, y1, z1, x0, y1, z1);
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+ line(x0, y1, z1, x0, y1, z0);
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+ line(x0, y0, z0, x0, y1, z0);
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+ line(x1, y0, z0, x1, y1, z0);
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+ line(x1, y0, z1, x1, y1, z1);
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+ line(x0, y0, z1, x0, y1, z1);
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+ const n = BOX_GRID_SUBDIV;
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+ for (let i = 1; i < n; i++) {
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+ const t = i / n;
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+ const px = x0 + (x1 - x0) * t;
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+ const pz = z0 + (z1 - z0) * t;
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+ line(px, y0, z0, px, y0, z1);
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+ line(px, y1, z0, px, y1, z1);
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+ line(x0, y0, pz, x1, y0, pz);
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+ line(x0, y1, pz, x1, y1, pz);
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+ }
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+ for (let i = 1; i < n; i++) {
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+ const t = i / n;
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+ const px = x0 + (x1 - x0) * t;
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+ const py = y0 + (y1 - y0) * t;
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+ line(px, y0, z0, px, y1, z0);
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+ line(px, y0, z1, px, y1, z1);
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+ line(x0, py, z0, x1, py, z0);
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+ line(x0, py, z1, x1, py, z1);
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+ }
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+ for (let i = 1; i < n; i++) {
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+ const t = i / n;
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+ const py = y0 + (y1 - y0) * t;
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+ const pz = z0 + (z1 - z0) * t;
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+ line(x0, py, z0, x0, py, z1);
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+ line(x1, py, z0, x1, py, z1);
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+ line(x0, y0, pz, x0, y1, pz);
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+ line(x1, y0, pz, x1, y1, pz);
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+ }
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  return new Float32Array(v);
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  }
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+ // ========== Sphere: latitude + longitude rings ==========
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  generateSphereVertices() {
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  const [cx, cy, cz] = this._volume.center;
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  const radius = this._volume.dimensions[0];
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  const [r, g, b] = this.lineColor;
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  const v = [];
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- const seg = SPHERE_SEGMENTS;
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- const addCircle = (axis) => {
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- for (let i = 0; i < seg; i++) {
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- const a0 = i / seg * Math.PI * 2;
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- const a1 = (i + 1) / seg * Math.PI * 2;
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- let x0, y0, z0, x1, y1, z1;
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- if (axis === "y") {
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- x0 = cx + Math.cos(a0) * radius;
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- y0 = cy;
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- z0 = cz + Math.sin(a0) * radius;
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- x1 = cx + Math.cos(a1) * radius;
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- y1 = cy;
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- z1 = cz + Math.sin(a1) * radius;
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- } else if (axis === "x") {
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- x0 = cx;
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- y0 = cy + Math.cos(a0) * radius;
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- z0 = cz + Math.sin(a0) * radius;
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- x1 = cx;
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- y1 = cy + Math.cos(a1) * radius;
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- z1 = cz + Math.sin(a1) * radius;
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- } else {
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- x0 = cx + Math.cos(a0) * radius;
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- y0 = cy + Math.sin(a0) * radius;
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- z0 = cz;
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- x1 = cx + Math.cos(a1) * radius;
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- y1 = cy + Math.sin(a1) * radius;
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- z1 = cz;
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- }
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- v.push(x0, y0, z0, r, g, b, x1, y1, z1, r, g, b);
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+ const addRing = (centerY, ringRadius) => {
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+ for (let i = 0; i < SEG; i++) {
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+ const a0 = i / SEG * Math.PI * 2;
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+ const a1 = (i + 1) / SEG * Math.PI * 2;
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+ v.push(
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+ cx + Math.cos(a0) * ringRadius,
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+ cy + centerY,
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+ cz + Math.sin(a0) * ringRadius,
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+ r,
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+ g,
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+ b,
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+ cx + Math.cos(a1) * ringRadius,
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+ cy + centerY,
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+ cz + Math.sin(a1) * ringRadius,
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+ r,
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+ g,
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+ b
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+ );
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  }
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  };
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- addCircle("x");
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- addCircle("y");
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- addCircle("z");
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+ for (let i = 0; i <= LAT_COUNT; i++) {
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+ const phi = -Math.PI / 2 + i / LAT_COUNT * Math.PI;
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+ const y = Math.sin(phi) * radius;
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+ const ringR = Math.cos(phi) * radius;
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+ if (ringR < 1e-3) continue;
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+ addRing(y, ringR);
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+ }
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+ for (let j = 0; j < LON_COUNT; j++) {
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+ const theta = j / LON_COUNT * Math.PI;
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+ for (let i = 0; i < SEG; i++) {
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+ const phi0 = i / SEG * Math.PI * 2;
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+ const phi1 = (i + 1) / SEG * Math.PI * 2;
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+ v.push(
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+ cx + Math.cos(phi0) * Math.sin(theta) * radius,
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+ cy + Math.sin(phi0) * radius,
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+ cz + Math.cos(phi0) * Math.cos(theta) * radius,
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+ r,
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+ g,
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+ b,
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+ cx + Math.cos(phi1) * Math.sin(theta) * radius,
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+ cy + Math.sin(phi1) * radius,
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+ cz + Math.cos(phi1) * Math.cos(theta) * radius,
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+ r,
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+ g,
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+ b
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+ );
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+ }
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+ }
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  return new Float32Array(v);
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  }
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  render(pass) {