copper3d 3.6.1 → 3.6.4
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/Loader/copperNrrdLoader.js +1 -1
- package/dist/Loader/copperNrrdLoader.js.map +1 -1
- package/dist/Scene/copperScene.d.ts +4 -4
- package/dist/Scene/copperScene.js +4 -4
- package/dist/Scene/copperScene.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/MeshGraph.d.ts +12 -10
- package/dist/Utils/surfaceAnnotation/MeshGraph.js +14 -12
- package/dist/Utils/surfaceAnnotation/MeshGraph.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.d.ts +64 -17
- package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js +245 -35
- package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/annotationStore.d.ts +4 -4
- package/dist/Utils/surfaceAnnotation/annotationStore.js +4 -4
- package/dist/Utils/surfaceAnnotation/annotationStore.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/contourRender.d.ts +1 -1
- package/dist/Utils/surfaceAnnotation/contourRender.js +16 -11
- package/dist/Utils/surfaceAnnotation/contourRender.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/geodesicContour.d.ts +18 -4
- package/dist/Utils/surfaceAnnotation/geodesicContour.js +47 -8
- package/dist/Utils/surfaceAnnotation/geodesicContour.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/pointMarkers.d.ts +3 -2
- package/dist/Utils/surfaceAnnotation/pointMarkers.js +6 -2
- package/dist/Utils/surfaceAnnotation/pointMarkers.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/raycastSurface.d.ts +3 -2
- package/dist/Utils/surfaceAnnotation/raycastSurface.js +71 -5
- package/dist/Utils/surfaceAnnotation/raycastSurface.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/strokeContour.d.ts +9 -6
- package/dist/Utils/surfaceAnnotation/strokeContour.js +15 -10
- package/dist/Utils/surfaceAnnotation/strokeContour.js.map +1 -1
- package/dist/Utils/surfaceAnnotation/types.d.ts +5 -5
- package/dist/Utils/surfaceAnnotation/types.js +2 -2
- package/dist/Utils/surfaceAnnotation/types.js.map +1 -1
- package/dist/Utils/texture2d.js +4 -2
- package/dist/Utils/texture2d.js.map +1 -1
- package/dist/Utils/workers/reformatSaveDataWorker.js +2 -2
- package/dist/Utils/workers/reformatSaveDataWorker.js.map +1 -1
- package/dist/bundle.esm.js +438 -107
- package/dist/bundle.umd.js +438 -107
- package/dist/index.d.ts +1 -1
- package/dist/index.js +1 -1
- package/dist/lib/three-vignette.js +8 -2
- package/dist/lib/three-vignette.js.map +1 -1
- package/dist/types/Scene/copperScene.d.ts +4 -4
- package/dist/types/Utils/surfaceAnnotation/MeshGraph.d.ts +12 -10
- package/dist/types/Utils/surfaceAnnotation/SurfaceAnnotator.d.ts +64 -17
- package/dist/types/Utils/surfaceAnnotation/annotationStore.d.ts +4 -4
- package/dist/types/Utils/surfaceAnnotation/contourRender.d.ts +1 -1
- package/dist/types/Utils/surfaceAnnotation/geodesicContour.d.ts +18 -4
- package/dist/types/Utils/surfaceAnnotation/pointMarkers.d.ts +3 -2
- package/dist/types/Utils/surfaceAnnotation/raycastSurface.d.ts +3 -2
- package/dist/types/Utils/surfaceAnnotation/strokeContour.d.ts +9 -6
- package/dist/types/Utils/surfaceAnnotation/types.d.ts +5 -5
- package/dist/types/index.d.ts +1 -1
- package/package.json +1 -1
package/dist/bundle.esm.js
CHANGED
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@@ -40865,9 +40865,9 @@ class CameraViewPoint {
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}
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}
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-
var vert = "
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+
var vert = "attribute vec3 position;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nvarying vec2 vUv;\nvoid main() {\n gl_Position = vec4(position, 1.0);\n vUv = vec2(position.x, position.y) * 0.5 + 0.5;\n}\n";
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var frag = "precision mediump float;\n#
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+
var frag = "precision mediump float;\n#pragma glslify: grain = require('glsl-film-grain')\n#pragma glslify: blend = require('glsl-blend-soft-light')\n\nuniform vec3 color1;\nuniform vec3 color2;\nuniform float aspect;\nuniform vec2 offset;\nuniform vec2 scale;\nuniform float noiseAlpha;\nuniform bool aspectCorrection;\nuniform float grainScale;\nuniform float grainTime;\nuniform vec2 smooth;\n\nvarying vec2 vUv;\n\nvoid main() {\n vec2 q = vec2(vUv - 0.5);\n if (aspectCorrection) {\n q.x *= aspect;\n }\n q /= scale;\n q -= offset;\n float dst = length(q);\n dst = smoothstep(smooth.x, smooth.y, dst);\n vec3 color = mix(color1, color2, dst);\n\n if (noiseAlpha > 0.0 && grainScale > 0.0) {\n float gSize = 1.0 / grainScale;\n float g = grain(vUv, vec2(gSize * aspect, gSize), grainTime);\n vec3 noiseColor = blend(color, vec3(g));\n gl_FragColor.rgb = mix(color, noiseColor, noiseAlpha);\n } else {\n gl_FragColor.rgb = color;\n }\n gl_FragColor.a = 1.0;\n}\n";
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function createBackground(opt) {
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opt = opt || {};
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@@ -41395,9 +41395,9 @@ function getLut(data, windowWidth, windowCenter, invert, voiLUT) {
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};
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}
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-
var vert_2d = "
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+
var vert_2d = "out vec2 vUv;\n\nvoid main() {\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n // Use the geometry's own UVs; DICOM rows are top-down so flip v.\n vUv = vec2( uv.x, 1.0 - uv.y );\n\n}\n";
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var frag_2d = "precision highp float
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var frag_2d = "precision highp float;\nprecision highp int;\nprecision highp sampler2DArray;\n\nuniform sampler2DArray diffuse;\nin vec2 vUv;\nuniform int depth;\nuniform float uOpacity;\n\nout vec4 outColor;\n\nvoid main() {\n\n vec4 color = texture( diffuse, vec3( vUv, depth ) );\n\n // lighten a bit\n outColor = vec4( color.rrr * 1.5, uOpacity );\n\n}";
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let planeWidth = 80;
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let planeHeight = 80;
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@@ -46328,7 +46328,7 @@ function copperNrrdTexture3dLoader(url, scene, container, callback) {
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mesh.position.y += mesh.position.y - center.y;
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mesh.position.z += mesh.position.z - center.z;
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const boundingBox = new Box3().setFromObject(mesh);
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//
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// Get the size of the bounding box
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const size_ = new Vector3();
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boundingBox.getSize(size_);
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scene.add(mesh);
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@@ -58678,7 +58678,7 @@ const _endEvent = { type: 'end' };
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const _EPS = 0.000001;
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const _STATE = { NONE: - 1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 };
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const _v2 = new Vector2();
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const _v2$1 = new Vector2();
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const _mouseChange = new Vector2();
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const _objectUp = new Vector3();
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const _pan = new Vector3();
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@@ -59074,23 +59074,23 @@ class TrackballControls extends Controls$1 {
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_getMouseOnScreen( pageX, pageY ) {
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_v2.set(
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_v2$1.set(
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( pageX - this.screen.left ) / this.screen.width,
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( pageY - this.screen.top ) / this.screen.height
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);
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return _v2;
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return _v2$1;
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}
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_getMouseOnCircle( pageX, pageY ) {
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_v2.set(
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_v2$1.set(
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( ( pageX - this.screen.width * 0.5 - this.screen.left ) / ( this.screen.width * 0.5 ) ),
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( ( this.screen.height + 2 * ( this.screen.top - pageY ) ) / this.screen.width ) // screen.width intentional
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);
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return _v2;
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return _v2$1;
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}
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@@ -59511,7 +59511,7 @@ function onTouchEnd( event ) {
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}
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const _inv = new Matrix4();
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-
/**
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/** World-space hit point → local vertex (position via worldToLocal, normal via inverse transform). */
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function worldHitToLocalVertex(h, mesh) {
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const lp = mesh.worldToLocal(h.point.clone());
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_inv.copy(mesh.matrixWorld).invert();
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@@ -59526,20 +59526,80 @@ function worldHitToLocalVertex(h, mesh) {
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faceIndex: h.faceIndex,
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};
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}
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-
const _nm = new Matrix3();
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/**
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const _nm$1 = new Matrix3();
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/** Local vertex → world position + world normal (for rendering). */
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function localVertexToWorld(v, mesh) {
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const p = new Vector3(v.x, v.y, v.z).applyMatrix4(mesh.matrixWorld);
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_nm.getNormalMatrix(mesh.matrixWorld);
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const n = new Vector3(v.nx, v.ny, v.nz).applyMatrix3(_nm).normalize();
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_nm$1.getNormalMatrix(mesh.matrixWorld);
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const n = new Vector3(v.nx, v.ny, v.nz).applyMatrix3(_nm$1).normalize();
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return { p, n };
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}
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const ray = new Raycaster();
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const ndc = new Vector2();
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// scratch objects for the smooth-normal interpolation (avoid per-call allocation)
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const _nm = new Matrix3();
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const _lp = new Vector3();
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const _pa = new Vector3();
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const _pb = new Vector3();
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const _pc = new Vector3();
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const _na = new Vector3();
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const _nb = new Vector3();
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const _nc = new Vector3();
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const _v0 = new Vector3();
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const _v1 = new Vector3();
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const _v2 = new Vector3();
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/**
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* Interpolate a "smooth per-vertex normal" across the hit triangle using barycentric coordinates,
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* instead of using the per-face normal.
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*
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* Per-face normals on voxel / marching-cubes meshes are axis-aligned stair directions (±x/±y/±z);
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* using them to push the annotation line outward along the normal shoves points toward neighboring
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* stairs rather than cleanly "outward", making the line dip in and out on bumpy surfaces and get
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* occluded by the steps. A smooth normal varies continuously along the surface, so the outward
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* direction is stable and consistent and the line can float smoothly above the relief. Returns false
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* when interpolation isn't possible (caller falls back to the face normal).
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*/
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function interpolateLocalNormal(geom, face, localPoint, out) {
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const posAttr = geom.getAttribute("position");
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const norAttr = geom.getAttribute("normal");
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if (!posAttr || !norAttr)
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return false;
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_pa.fromBufferAttribute(posAttr, face.a);
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_pb.fromBufferAttribute(posAttr, face.b);
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_pc.fromBufferAttribute(posAttr, face.c);
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// Barycentric coordinates (local space): u/v/w
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_v0.subVectors(_pb, _pa);
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_v1.subVectors(_pc, _pa);
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_v2.subVectors(localPoint, _pa);
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const d00 = _v0.dot(_v0);
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const d01 = _v0.dot(_v1);
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const d11 = _v1.dot(_v1);
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const d20 = _v2.dot(_v0);
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const d21 = _v2.dot(_v1);
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const denom = d00 * d11 - d01 * d01;
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if (Math.abs(denom) < 1e-12)
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return false;
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const v = (d11 * d20 - d01 * d21) / denom;
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const w = (d00 * d21 - d01 * d20) / denom;
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const u = 1 - v - w;
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_na.fromBufferAttribute(norAttr, face.a);
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_nb.fromBufferAttribute(norAttr, face.b);
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_nc.fromBufferAttribute(norAttr, face.c);
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out
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.set(0, 0, 0)
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.addScaledVector(_na, u)
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.addScaledVector(_nb, v)
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.addScaledVector(_nc, w);
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if (out.lengthSq() < 1e-12)
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return false;
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out.normalize();
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return true;
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}
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/**
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-
*
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-
*
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* Project screen coordinates (clientX/Y) onto the mesh surface, returning the hit point,
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* world-space normal, and faceIndex. Returns null on a miss. Local implementation that does not
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* depend on Copper3D's unexported raycast internals.
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*/
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function raycastSurface(camera, container, mesh, clientX, clientY) {
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var _a;
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@@ -59554,19 +59614,29 @@ function raycastSurface(camera, container, mesh, clientX, clientY) {
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const point = h.point.clone();
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const normal = new Vector3(0, 0, 1);
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if (h.face) {
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-
normal
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-
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-
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// Prefer a smooth interpolated normal (stable outward direction on bumpy/voxel meshes);
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// fall back to the flat face normal if the geometry has no normal attribute.
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_lp.copy(h.point);
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mesh.worldToLocal(_lp);
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if (!interpolateLocalNormal(mesh.geometry, h.face, _lp, normal)) {
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normal.copy(h.face.normal);
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}
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_nm.getNormalMatrix(mesh.matrixWorld);
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normal.applyMatrix3(_nm).normalize();
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}
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return { point, normal, faceIndex: (_a = h.faceIndex) !== null && _a !== void 0 ? _a : -1 };
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}
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/**
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-
*
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-
*
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* Create a marker sphere (fiducial) at a local vertex. After local→world, nudge it
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* outward along the world normal so it doesn't sink halfway into the surface.
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* radius is passed in by the caller, scaled to the model bbox.
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*/
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function makePointMarker(v, mesh, color, radius) {
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const geo = new SphereGeometry(radius, 16, 16);
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// depthTest ON so markers are occluded by the model when they are on the far side (no
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// see-through), consistent with the contour lines. Markers are volumetric spheres lifted off
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// the surface, so they still show on the visible side without z-fighting.
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const mat = new MeshBasicMaterial({ color });
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const m = new Mesh(geo, mat);
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const { p, n } = localVertexToWorld(v, mesh);
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@@ -59576,15 +59646,18 @@ function makePointMarker(v, mesh, color, radius) {
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}
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/**
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-
*
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-
* pointermove
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*
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* State machine for one stroke in mode A (freehand).
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* On pointermove it keeps calling addSample; samples whose world distance from the previous
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* sample is < minGap are dropped to avoid over-density.
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* Vertices are stored in local space (the mesh converts the world hit point to local).
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*/
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class StrokeContour {
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/**
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-
* @param minGap
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-
* @param maxJump
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-
*
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* @param minGap minimum sample spacing (world space), debounce
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* @param maxJump jump threshold (world space): drop the sample when distance > maxJump and the
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* normal flips sharply, to prevent adjacent points landing at different depths
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* (and the straight segment cutting through the model) when the stroke grazes a
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* groove or contour edge.
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*/
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constructor(minGap, maxJump, mesh) {
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this.minGap = minGap;
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|
@@ -59603,10 +59676,12 @@ class StrokeContour {
|
|
|
59603
59676
|
if (this.has) {
|
|
59604
59677
|
const d = hit.point.distanceTo(this.last);
|
|
59605
59678
|
if (d < this.minGap)
|
|
59606
|
-
return; //
|
|
59607
|
-
//
|
|
59608
|
-
//
|
|
59609
|
-
//
|
|
59679
|
+
return; // too close, debounce
|
|
59680
|
+
// Jump rejection: distance suddenly large AND normal flips sharply (>~75°) → likely jumped to
|
|
59681
|
+
// the back/far side, so drop it, otherwise the straight segment between adjacent points cuts
|
|
59682
|
+
// through the model interior. Only reject when both conditions hold:
|
|
59683
|
+
// fast drawing (large distance, similar normals) isn't falsely dropped, and drawing over a
|
|
59684
|
+
// sharp edge (normal changes, distance small) isn't falsely dropped either.
|
|
59610
59685
|
if (d > this.maxJump && hit.normal.dot(this.lastNormal) < 0.25)
|
|
59611
59686
|
return;
|
|
59612
59687
|
}
|
|
@@ -60904,9 +60979,10 @@ class Line2 extends LineSegments2 {
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|
|
60904
60979
|
}
|
|
60905
60980
|
|
|
60906
60981
|
/**
|
|
60907
|
-
*
|
|
60908
|
-
*
|
|
60909
|
-
*
|
|
60982
|
+
* Flatten a sequence of annotation vertices (local) into the world [x,y,z, ...] that Line2 needs.
|
|
60983
|
+
* Each point goes local→world, then is pushed outward along the world normal by epsilon to avoid
|
|
60984
|
+
* z-fighting with the model surface.
|
|
60985
|
+
* When closed, the first point is appended to the end to form a ring.
|
|
60910
60986
|
*/
|
|
60911
60987
|
function flatten(verts, closed, epsilon, mesh) {
|
|
60912
60988
|
const pts = [];
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|
@@ -60922,27 +60998,31 @@ function flatten(verts, closed, epsilon, mesh) {
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|
|
60922
60998
|
function makeContourLine(verts, color, closed, container, epsilon, mesh) {
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|
60923
60999
|
const geo = new LineGeometry();
|
|
60924
61000
|
const pos = flatten(verts, closed, epsilon, mesh);
|
|
60925
|
-
// Line2
|
|
61001
|
+
// Line2 needs at least 2 points; when there aren't enough, give a degenerate placeholder that a later update fills in.
|
|
60926
61002
|
geo.setPositions(pos.length >= 6 ? pos : [0, 0, 0, 0, 0, 0]);
|
|
60927
61003
|
const mat = new LineMaterial({
|
|
60928
61004
|
color: new Color$1(color).getHex(),
|
|
60929
|
-
linewidth: 3, //
|
|
61005
|
+
linewidth: 3, // width in pixels (requires resolution to be set)
|
|
61006
|
+
// depthTest stays ON so the model correctly occludes the line when it is on the far side
|
|
61007
|
+
// (no see-through). The host applies polygonOffset to the SURFACE material so the line still
|
|
61008
|
+
// wins where it lies coplanar with the surface (no z-fighting / sinking on bumpy meshes).
|
|
60930
61009
|
});
|
|
60931
61010
|
mat.resolution.set(container.clientWidth, container.clientHeight);
|
|
60932
61011
|
const line = new Line2(geo, mat);
|
|
60933
61012
|
line.computeLineDistances();
|
|
60934
61013
|
line.renderOrder = 998;
|
|
60935
|
-
//
|
|
60936
|
-
//
|
|
61014
|
+
// Important: Line2's bounding sphere stays at the initial point, so once the geometry grows by
|
|
61015
|
+
// dragging, the real geometry gets wrongly culled. Disable frustum culling so the line always renders.
|
|
60937
61016
|
line.frustumCulled = false;
|
|
60938
61017
|
return line;
|
|
60939
61018
|
}
|
|
60940
61019
|
function updateContourLine(line, verts, closed, epsilon, mesh) {
|
|
60941
61020
|
const pos = flatten(verts, closed, epsilon, mesh);
|
|
60942
61021
|
if (pos.length < 6)
|
|
60943
|
-
return; // Line2
|
|
60944
|
-
//
|
|
60945
|
-
//
|
|
61022
|
+
return; // Line2 needs >=2 points
|
|
61023
|
+
// Important: calling setPositions on the existing geometry to grow it only renders the first
|
|
61024
|
+
// segment (a known pitfall). Instead, rebuild and swap in a new LineGeometry each time so the
|
|
61025
|
+
// instance count is correct and every segment renders.
|
|
60946
61026
|
const geo = new LineGeometry();
|
|
60947
61027
|
geo.setPositions(pos);
|
|
60948
61028
|
const old = line.geometry;
|
|
@@ -60950,20 +61030,22 @@ function updateContourLine(line, verts, closed, epsilon, mesh) {
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|
|
60950
61030
|
old.dispose();
|
|
60951
61031
|
line.computeLineDistances();
|
|
60952
61032
|
}
|
|
60953
|
-
/**
|
|
61033
|
+
/** Change the color of an existing contour line. */
|
|
60954
61034
|
function setContourColor(line, color) {
|
|
60955
61035
|
line.material.color.set(color);
|
|
60956
61036
|
}
|
|
60957
61037
|
|
|
60958
61038
|
/**
|
|
60959
|
-
*
|
|
60960
|
-
*
|
|
61039
|
+
* Build a vertex adjacency graph from a BufferGeometry's index, used for the shortest path in
|
|
61040
|
+
* mode B (geodesic). Vertex coordinates are stored in local space; query points must be converted
|
|
61041
|
+
* to local first (mesh.worldToLocal).
|
|
60961
61042
|
*
|
|
60962
|
-
*
|
|
60963
|
-
*
|
|
61043
|
+
* Note: the geometry must be indexed. modelLoader welds duplicate vertices with mergeVertices so
|
|
61044
|
+
* that vertices at the same surface position are shared, otherwise the adjacency graph won't be connected.
|
|
60964
61045
|
*
|
|
60965
|
-
*
|
|
60966
|
-
*
|
|
61046
|
+
* Performance: O(V²) Dijkstra + O(V) nearest-vertex lookup. Acceptable for a single click on tens
|
|
61047
|
+
* of thousands of vertices; if too large it can later be sped up with a binary heap + spatial grid
|
|
61048
|
+
* (left as a future upgrade).
|
|
60967
61049
|
*/
|
|
60968
61050
|
class MeshGraph {
|
|
60969
61051
|
constructor(geometry) {
|
|
@@ -60991,7 +61073,7 @@ class MeshGraph {
|
|
|
60991
61073
|
}
|
|
60992
61074
|
}
|
|
60993
61075
|
else {
|
|
60994
|
-
//
|
|
61076
|
+
// Non-indexed fallback (poor connectivity, only to avoid crashing).
|
|
60995
61077
|
for (let i = 0; i + 2 < this.vertexCount; i += 3) {
|
|
60996
61078
|
addEdge(i, i + 1);
|
|
60997
61079
|
addEdge(i + 1, i + 2);
|
|
@@ -61008,7 +61090,7 @@ class MeshGraph {
|
|
|
61008
61090
|
pz(i) {
|
|
61009
61091
|
return this.positions[i * 3 + 2];
|
|
61010
61092
|
}
|
|
61011
|
-
/**
|
|
61093
|
+
/** Nearest vertex (pass in local coordinates). */
|
|
61012
61094
|
nearestVertex(localPoint) {
|
|
61013
61095
|
let best = -1;
|
|
61014
61096
|
let bestD = Infinity;
|
|
@@ -61025,8 +61107,8 @@ class MeshGraph {
|
|
|
61025
61107
|
return best;
|
|
61026
61108
|
}
|
|
61027
61109
|
/**
|
|
61028
|
-
*
|
|
61029
|
-
*
|
|
61110
|
+
* Shortest path between two vertices (sequence of vertex indices including endpoints).
|
|
61111
|
+
* Binary-heap Dijkstra, O(E log V). Falls back to [start,end] when disconnected.
|
|
61030
61112
|
*/
|
|
61031
61113
|
shortestPath(startV, endV) {
|
|
61032
61114
|
if (startV === endV)
|
|
@@ -61083,7 +61165,7 @@ class MeshGraph {
|
|
|
61083
61165
|
const nm = new Matrix3().getNormalMatrix(mesh.matrixWorld);
|
|
61084
61166
|
return n.applyMatrix3(nm).normalize();
|
|
61085
61167
|
}
|
|
61086
|
-
/**
|
|
61168
|
+
/** Vertex local coordinates + local normal (the graph geometry is already local space). */
|
|
61087
61169
|
vertexLocal(i) {
|
|
61088
61170
|
return {
|
|
61089
61171
|
x: this.px(i),
|
|
@@ -61096,7 +61178,7 @@ class MeshGraph {
|
|
|
61096
61178
|
};
|
|
61097
61179
|
}
|
|
61098
61180
|
}
|
|
61099
|
-
/**
|
|
61181
|
+
/** Minimal binary min-heap (ordered by priority, stores vertex indices). Used for Dijkstra. */
|
|
61100
61182
|
class MinHeap {
|
|
61101
61183
|
constructor() {
|
|
61102
61184
|
this.ids = [];
|
|
@@ -61153,29 +61235,68 @@ class MinHeap {
|
|
|
61153
61235
|
}
|
|
61154
61236
|
|
|
61155
61237
|
/**
|
|
61156
|
-
*
|
|
61157
|
-
*
|
|
61238
|
+
* State machine for mode B (geodesic): click anchors one by one, find the shortest path between
|
|
61239
|
+
* adjacent anchors with MeshGraph, and stitch them into a polyline that hugs the surface.
|
|
61240
|
+
* Enter finishes and can close the loop (computing one more segment between first and last).
|
|
61158
61241
|
*/
|
|
61159
61242
|
class GeodesicContour {
|
|
61160
61243
|
constructor(graph, mesh) {
|
|
61161
61244
|
this.graph = graph;
|
|
61162
61245
|
this.mesh = mesh;
|
|
61163
|
-
this.anchors = []; //
|
|
61164
|
-
this.segments = []; //
|
|
61246
|
+
this.anchors = []; // vertex indices
|
|
61247
|
+
this.segments = []; // path between adjacent anchors (endpoints included)
|
|
61248
|
+
this.history = []; // anchor snapshot before each add/remove, for undo
|
|
61249
|
+
}
|
|
61250
|
+
/** Save a snapshot before any anchor change (the vertex-index array is tiny, so snapshot cost is negligible). */
|
|
61251
|
+
snapshot() {
|
|
61252
|
+
this.history.push(this.anchors.slice());
|
|
61165
61253
|
}
|
|
61166
|
-
/**
|
|
61254
|
+
/** Given a local hit point, snap to the nearest vertex and compute the path to the previous anchor. */
|
|
61167
61255
|
addAnchor(localHitPoint) {
|
|
61168
61256
|
const v = this.graph.nearestVertex(localHitPoint);
|
|
61257
|
+
this.snapshot();
|
|
61169
61258
|
if (this.anchors.length > 0) {
|
|
61170
61259
|
const prev = this.anchors[this.anchors.length - 1];
|
|
61171
61260
|
this.segments.push(this.graph.shortestPath(prev, v));
|
|
61172
61261
|
}
|
|
61173
61262
|
this.anchors.push(v);
|
|
61174
61263
|
}
|
|
61264
|
+
/** Remove the anchor at the given index and recompute adjacent segments (allows canceling any middle point). */
|
|
61265
|
+
removeAnchorAt(index) {
|
|
61266
|
+
if (index < 0 || index >= this.anchors.length)
|
|
61267
|
+
return;
|
|
61268
|
+
this.snapshot();
|
|
61269
|
+
this.anchors.splice(index, 1);
|
|
61270
|
+
this.rebuildSegments();
|
|
61271
|
+
}
|
|
61272
|
+
/** Whether there is still an editable change to undo (add/remove point). */
|
|
61273
|
+
canUndo() {
|
|
61274
|
+
return this.history.length > 0;
|
|
61275
|
+
}
|
|
61276
|
+
/** Undo the last anchor edit (add → remove it; remove → restore it). Returns false when no history. */
|
|
61277
|
+
undoEdit() {
|
|
61278
|
+
const prev = this.history.pop();
|
|
61279
|
+
if (!prev)
|
|
61280
|
+
return false;
|
|
61281
|
+
this.anchors = prev;
|
|
61282
|
+
this.rebuildSegments();
|
|
61283
|
+
return true;
|
|
61284
|
+
}
|
|
61285
|
+
/** Recompute all adjacent-segment paths from the current anchor sequence. */
|
|
61286
|
+
rebuildSegments() {
|
|
61287
|
+
this.segments = [];
|
|
61288
|
+
for (let i = 1; i < this.anchors.length; i++) {
|
|
61289
|
+
this.segments.push(this.graph.shortestPath(this.anchors[i - 1], this.anchors[i]));
|
|
61290
|
+
}
|
|
61291
|
+
}
|
|
61292
|
+
/** Local vertex of each anchor (used to draw visible anchor markers). */
|
|
61293
|
+
getAnchorLocals() {
|
|
61294
|
+
return this.anchors.map((i) => this.graph.vertexLocal(i));
|
|
61295
|
+
}
|
|
61175
61296
|
get anchorCount() {
|
|
61176
61297
|
return this.anchors.length;
|
|
61177
61298
|
}
|
|
61178
|
-
/**
|
|
61299
|
+
/** Stitch all path vertices (world) + normals into a polyline; when closed, add one first-to-last segment. */
|
|
61179
61300
|
buildVertices(closed) {
|
|
61180
61301
|
const segs = this.segments.slice();
|
|
61181
61302
|
if (closed && this.anchors.length > 2) {
|
|
@@ -61183,22 +61304,22 @@ class GeodesicContour {
|
|
|
61183
61304
|
}
|
|
61184
61305
|
const idxPath = [];
|
|
61185
61306
|
segs.forEach((s, si) => {
|
|
61186
|
-
const start = si === 0 ? 0 : 1; //
|
|
61307
|
+
const start = si === 0 ? 0 : 1; // dedupe the endpoint shared between adjacent segments
|
|
61187
61308
|
for (let k = start; k < s.length; k++)
|
|
61188
61309
|
idxPath.push(s[k]);
|
|
61189
61310
|
});
|
|
61190
61311
|
if (idxPath.length === 0 && this.anchors.length === 1) {
|
|
61191
61312
|
idxPath.push(this.anchors[0]);
|
|
61192
61313
|
}
|
|
61193
|
-
//
|
|
61314
|
+
// The graph geometry is already local space, so emit local vertices directly (world is derived at render time).
|
|
61194
61315
|
return idxPath.map((i) => this.graph.vertexLocal(i));
|
|
61195
61316
|
}
|
|
61196
61317
|
}
|
|
61197
61318
|
|
|
61198
61319
|
/**
|
|
61199
|
-
*
|
|
61200
|
-
*
|
|
61201
|
-
*
|
|
61320
|
+
* Annotation data model + undo stack + export. Pure data, no three / DOM dependencies.
|
|
61321
|
+
* Undo only records two atomic operations, add / remove (enough for "undo last add / restore delete").
|
|
61322
|
+
* Notifies the UI and render layer via subscribe (the latter reconciles the scene against list()).
|
|
61202
61323
|
*/
|
|
61203
61324
|
class AnnotationStore {
|
|
61204
61325
|
constructor() {
|
|
@@ -61241,7 +61362,7 @@ class AnnotationStore {
|
|
|
61241
61362
|
}
|
|
61242
61363
|
this.notify();
|
|
61243
61364
|
}
|
|
61244
|
-
/**
|
|
61365
|
+
/** Clear all, returning the removed items (so the render layer can dispose three objects). */
|
|
61245
61366
|
clear() {
|
|
61246
61367
|
const old = this.items;
|
|
61247
61368
|
this.items = [];
|
|
@@ -61302,13 +61423,14 @@ class AnnotationStore {
|
|
|
61302
61423
|
const LINE_W = 3;
|
|
61303
61424
|
const LINE_W_SEL = 6;
|
|
61304
61425
|
/**
|
|
61305
|
-
*
|
|
61306
|
-
* Enter
|
|
61307
|
-
*
|
|
61426
|
+
* Main surface-annotation controller (Phase 4): four modes navigate / freehand / geodesic / point,
|
|
61427
|
+
* Enter closes the loop, and data is managed by AnnotationStore (multiple color-labeled strips,
|
|
61428
|
+
* undo/delete/clear, export).
|
|
61429
|
+
* The render layer reconciles the scene against store.list(); undo/delete automatically add/remove three objects.
|
|
61308
61430
|
*/
|
|
61309
61431
|
class SurfaceAnnotator {
|
|
61310
61432
|
constructor(opts) {
|
|
61311
|
-
var _a, _b;
|
|
61433
|
+
var _a, _b, _c;
|
|
61312
61434
|
this.mode = "navigate";
|
|
61313
61435
|
this.spaceHeld = false;
|
|
61314
61436
|
this.pointerDown = false;
|
|
@@ -61316,7 +61438,12 @@ class SurfaceAnnotator {
|
|
|
61316
61438
|
this.managed = new Set();
|
|
61317
61439
|
this.seq = 0;
|
|
61318
61440
|
this.selectedId = null;
|
|
61319
|
-
|
|
61441
|
+
this.activeGeoMarkers = []; // visible anchors of the in-progress geodesic
|
|
61442
|
+
this.geoRay = new Raycaster();
|
|
61443
|
+
this.geoNdc = new Vector2();
|
|
61444
|
+
this.hoveredGeoMarker = -1;
|
|
61445
|
+
this._projV = new Vector3();
|
|
61446
|
+
/** Update the pixel resolution of all fat lines on window resize, otherwise line width distorts. */
|
|
61320
61447
|
this.onResize = () => {
|
|
61321
61448
|
const w = this.o.container.clientWidth;
|
|
61322
61449
|
const h = this.o.container.clientHeight;
|
|
@@ -61335,7 +61462,7 @@ class SurfaceAnnotator {
|
|
|
61335
61462
|
if (this.spaceHeld)
|
|
61336
61463
|
return;
|
|
61337
61464
|
if (e.button !== 0)
|
|
61338
|
-
return; //
|
|
61465
|
+
return; // left button only
|
|
61339
61466
|
if (!this.insideContainer(e))
|
|
61340
61467
|
return;
|
|
61341
61468
|
this.pointerDown = true;
|
|
@@ -61370,6 +61497,19 @@ class SurfaceAnnotator {
|
|
|
61370
61497
|
return;
|
|
61371
61498
|
}
|
|
61372
61499
|
if (this.mode === "geodesic") {
|
|
61500
|
+
// First check whether an existing anchor was clicked → cancel that point (any point can be canceled).
|
|
61501
|
+
const pick = this.pickGeoMarker(e);
|
|
61502
|
+
if (pick >= 0 && this.activeGeo) {
|
|
61503
|
+
this.activeGeo.removeAnchorAt(pick);
|
|
61504
|
+
if (this.activeGeo.anchorCount === 0)
|
|
61505
|
+
this.clearActiveGeo();
|
|
61506
|
+
else {
|
|
61507
|
+
this.rebuildGeoMarkers();
|
|
61508
|
+
this.redrawGeoLine();
|
|
61509
|
+
}
|
|
61510
|
+
return;
|
|
61511
|
+
}
|
|
61512
|
+
// Otherwise drop a new anchor on the surface.
|
|
61373
61513
|
const h = this.hit(e);
|
|
61374
61514
|
if (!h)
|
|
61375
61515
|
return;
|
|
@@ -61378,19 +61518,19 @@ class SurfaceAnnotator {
|
|
|
61378
61518
|
}
|
|
61379
61519
|
const local = this.o.mesh.worldToLocal(h.point.clone());
|
|
61380
61520
|
this.activeGeo.addAnchor(local);
|
|
61381
|
-
|
|
61382
|
-
|
|
61383
|
-
this.activeGeoLine = makeContourLine(verts, this.geodesicColor, false, this.o.container, this.epsilon, this.o.mesh);
|
|
61384
|
-
this.o.scene.add(this.activeGeoLine);
|
|
61385
|
-
}
|
|
61386
|
-
else {
|
|
61387
|
-
updateContourLine(this.activeGeoLine, verts, false, this.epsilon, this.o.mesh);
|
|
61388
|
-
}
|
|
61521
|
+
this.rebuildGeoMarkers();
|
|
61522
|
+
this.redrawGeoLine();
|
|
61389
61523
|
}
|
|
61390
61524
|
};
|
|
61391
61525
|
this.onPointerMove = (e) => {
|
|
61392
|
-
if (this.spaceHeld)
|
|
61526
|
+
if (this.spaceHeld) {
|
|
61527
|
+
this.setGeoHover(-1);
|
|
61393
61528
|
return;
|
|
61529
|
+
}
|
|
61530
|
+
// In geodesic mode, show the "✕" hint when hovering an anchor sphere (that point can be clicked to cancel).
|
|
61531
|
+
if (this.mode === "geodesic" && !this.pointerDown) {
|
|
61532
|
+
this.setGeoHover(this.insideContainer(e) ? this.pickGeoMarker(e) : -1);
|
|
61533
|
+
}
|
|
61394
61534
|
if (this.mode === "freehand" &&
|
|
61395
61535
|
this.pointerDown &&
|
|
61396
61536
|
this.activeStroke &&
|
|
@@ -61452,7 +61592,7 @@ class SurfaceAnnotator {
|
|
|
61452
61592
|
return;
|
|
61453
61593
|
}
|
|
61454
61594
|
if (e.key === "Enter") {
|
|
61455
|
-
//
|
|
61595
|
+
// Geodesic in progress → finish and close it; otherwise close the most recent freehand line.
|
|
61456
61596
|
if (this.activeGeo)
|
|
61457
61597
|
this.finishGeodesic();
|
|
61458
61598
|
else
|
|
@@ -61477,24 +61617,25 @@ class SurfaceAnnotator {
|
|
|
61477
61617
|
this.o = opts;
|
|
61478
61618
|
const meshGeo = opts.mesh.geometry;
|
|
61479
61619
|
if (!meshGeo.getAttribute("normal"))
|
|
61480
|
-
meshGeo.computeVertexNormals(); //
|
|
61620
|
+
meshGeo.computeVertexNormals(); // rendering needs normals
|
|
61481
61621
|
meshGeo.computeBoundingBox();
|
|
61482
61622
|
const diag = (_a = opts.bboxDiagonal) !== null && _a !== void 0 ? _a : meshGeo.boundingBox.getSize(new Vector3()).length();
|
|
61483
|
-
this.markerRadius = (_b = opts.markerRadius) !== null && _b !== void 0 ? _b : diag * 0.
|
|
61484
|
-
this.epsilon = diag * 0.002;
|
|
61623
|
+
this.markerRadius = (_b = opts.markerRadius) !== null && _b !== void 0 ? _b : diag * 0.0032;
|
|
61624
|
+
this.epsilon = (_c = opts.epsilon) !== null && _c !== void 0 ? _c : diag * 0.002;
|
|
61485
61625
|
this.minGap = diag * 0.004;
|
|
61486
61626
|
this.maxJump = diag * 0.05;
|
|
61487
|
-
//
|
|
61488
|
-
//
|
|
61489
|
-
//
|
|
61627
|
+
// Geodesic connectivity: weld a separate "position-only" geometry for MeshGraph to use —
|
|
61628
|
+
// leaving the rendered mesh untouched (keeping its normals/UV/texture). Position-only ensures
|
|
61629
|
+
// vertices at the same surface position get merged by mergeVertices (otherwise per-face
|
|
61630
|
+
// normals/UV would block the merge, breaking the graph → the closed loop cuts through the model).
|
|
61490
61631
|
const posOnly = new BufferGeometry();
|
|
61491
61632
|
posOnly.setAttribute("position", meshGeo.getAttribute("position").clone());
|
|
61492
61633
|
const graphGeo = mergeVertices(posOnly);
|
|
61493
61634
|
graphGeo.computeVertexNormals();
|
|
61494
61635
|
this.graph = new MeshGraph(graphGeo);
|
|
61495
61636
|
this.store.subscribe(() => this.reconcile());
|
|
61496
|
-
//
|
|
61497
|
-
//
|
|
61637
|
+
// Listen on window in the capture phase (capture=true): receive every pointer event before
|
|
61638
|
+
// copper's TrackballControls, so its setPointerCapture / event routing doesn't drop moves mid-drag.
|
|
61498
61639
|
window.addEventListener("pointerdown", this.onPointerDown, true);
|
|
61499
61640
|
window.addEventListener("pointermove", this.onPointerMove, true);
|
|
61500
61641
|
window.addEventListener("pointerup", this.onPointerUp, true);
|
|
@@ -61515,12 +61656,15 @@ class SurfaceAnnotator {
|
|
|
61515
61656
|
var _a;
|
|
61516
61657
|
return (_a = this.o.pointColor) !== null && _a !== void 0 ? _a : "#ffd166";
|
|
61517
61658
|
}
|
|
61518
|
-
// ----
|
|
61659
|
+
// ---- Public API (called from Vue) ----
|
|
61519
61660
|
getMode() {
|
|
61520
61661
|
return this.mode;
|
|
61521
61662
|
}
|
|
61522
61663
|
setMode(m) {
|
|
61523
61664
|
var _a, _b;
|
|
61665
|
+
// When leaving geodesic mode, discard the in-progress geodesic not yet committed with Enter (clear leftover anchors and line).
|
|
61666
|
+
if (m !== "geodesic" && this.activeGeo)
|
|
61667
|
+
this.clearActiveGeo();
|
|
61524
61668
|
this.mode = m;
|
|
61525
61669
|
this.applyCameraGating();
|
|
61526
61670
|
(_b = (_a = this.o).onModeChange) === null || _b === void 0 ? void 0 : _b.call(_a, m);
|
|
@@ -61528,11 +61672,23 @@ class SurfaceAnnotator {
|
|
|
61528
61672
|
getStore() {
|
|
61529
61673
|
return this.store;
|
|
61530
61674
|
}
|
|
61531
|
-
/**
|
|
61675
|
+
/** Snapshot of the current annotation list. */
|
|
61532
61676
|
getAnnotations() {
|
|
61533
61677
|
return this.store.list();
|
|
61534
61678
|
}
|
|
61535
61679
|
undo() {
|
|
61680
|
+
// Geodesic in progress → undo the most recent anchor edit (both adding and canceling a point can be rolled back);
|
|
61681
|
+
// otherwise undo the most recently committed annotation.
|
|
61682
|
+
if (this.activeGeo && this.activeGeo.canUndo()) {
|
|
61683
|
+
this.activeGeo.undoEdit();
|
|
61684
|
+
if (this.activeGeo.anchorCount === 0)
|
|
61685
|
+
this.clearActiveGeo();
|
|
61686
|
+
else {
|
|
61687
|
+
this.rebuildGeoMarkers();
|
|
61688
|
+
this.redrawGeoLine();
|
|
61689
|
+
}
|
|
61690
|
+
return;
|
|
61691
|
+
}
|
|
61536
61692
|
this.store.undo();
|
|
61537
61693
|
}
|
|
61538
61694
|
clearAll() {
|
|
@@ -61545,6 +61701,7 @@ class SurfaceAnnotator {
|
|
|
61545
61701
|
});
|
|
61546
61702
|
this.managed.clear();
|
|
61547
61703
|
this.selectedId = null;
|
|
61704
|
+
this.clearActiveGeo();
|
|
61548
61705
|
}
|
|
61549
61706
|
deleteAnnotation(id) {
|
|
61550
61707
|
if (this.selectedId === id)
|
|
@@ -61555,7 +61712,7 @@ class SurfaceAnnotator {
|
|
|
61555
61712
|
this.selectedId = id;
|
|
61556
61713
|
this.applySelection();
|
|
61557
61714
|
}
|
|
61558
|
-
/**
|
|
61715
|
+
/** Redraw the corresponding three object after a color change. */
|
|
61559
61716
|
refreshAnnotation(id) {
|
|
61560
61717
|
const a = this.store.get(id);
|
|
61561
61718
|
if (!a || !a.object3D)
|
|
@@ -61571,12 +61728,12 @@ class SurfaceAnnotator {
|
|
|
61571
61728
|
exportJSON(modelName, opts) {
|
|
61572
61729
|
return this.store.toJSON(modelName, this.o.mesh, opts);
|
|
61573
61730
|
}
|
|
61574
|
-
// ----
|
|
61731
|
+
// ---- Internal ----
|
|
61575
61732
|
applyCameraGating() {
|
|
61576
|
-
//
|
|
61733
|
+
// Holding Space for temporary rotation takes priority; otherwise enable the camera only in navigate mode.
|
|
61577
61734
|
this.o.controls.enabled = this.spaceHeld || this.mode === "navigate";
|
|
61578
61735
|
}
|
|
61579
|
-
/**
|
|
61736
|
+
/** Reconcile the scene against store.list(): add missing objects, remove deleted ones (no dispose, kept for undo restore). */
|
|
61580
61737
|
reconcile() {
|
|
61581
61738
|
var _a, _b;
|
|
61582
61739
|
const present = new Set();
|
|
@@ -61625,16 +61782,183 @@ class SurfaceAnnotator {
|
|
|
61625
61782
|
hit(e) {
|
|
61626
61783
|
return raycastSurface(this.o.camera, this.o.container, this.o.mesh, e.clientX, e.clientY);
|
|
61627
61784
|
}
|
|
61628
|
-
/**
|
|
61785
|
+
/**
|
|
61786
|
+
* Whether the event target is the WebGL canvas inside the container.
|
|
61787
|
+
* Only accept the canvas: panels (GUIDE / control panel / the ✕ buttons in the annotation list)
|
|
61788
|
+
* are all children of the container, so checking contains alone would treat clicks on the panels
|
|
61789
|
+
* as drawing on the model — which "leaks through" the delete buttons and makes ✕ hard to click.
|
|
61790
|
+
* Responding only to pointer events on the canvas fully isolates the UI from the drawing surface.
|
|
61791
|
+
*/
|
|
61629
61792
|
insideContainer(e) {
|
|
61630
61793
|
const t = e.target;
|
|
61631
|
-
return !!t && this.o.container.contains(t);
|
|
61794
|
+
return !!t && t.tagName === "CANVAS" && this.o.container.contains(t);
|
|
61795
|
+
}
|
|
61796
|
+
/**
|
|
61797
|
+
* Pick an in-progress anchor: return the index of the nearest anchor (screen pixel distance <
|
|
61798
|
+
* tolerance), or -1 on a miss.
|
|
61799
|
+
*
|
|
61800
|
+
* Uses "screen-space pixel distance" instead of ray/sphere intersection: the anchor spheres are
|
|
61801
|
+
* tiny, so strict ray/sphere hits require pixel-perfect aiming and most clicks miss — and a miss
|
|
61802
|
+
* falls through to the "add anchor" branch, so trying to delete a point ends up adding one. That
|
|
61803
|
+
* was the root cause of the old "deleting a point takes several clicks, must hit the sphere dead
|
|
61804
|
+
* center" problem. Projecting each anchor to the screen and taking the nearest within tolerance
|
|
61805
|
+
* makes deletion stable and reliable. The tolerance is enlarged relative to the sphere's screen
|
|
61806
|
+
* radius to make it easy to hit.
|
|
61807
|
+
*/
|
|
61808
|
+
pickGeoMarker(e) {
|
|
61809
|
+
if (!this.activeGeoMarkers.length)
|
|
61810
|
+
return -1;
|
|
61811
|
+
const rect = this.o.container.getBoundingClientRect();
|
|
61812
|
+
const px = e.clientX - rect.left;
|
|
61813
|
+
const py = e.clientY - rect.top;
|
|
61814
|
+
const TOL = 16; // hit tolerance (pixels), larger than the sphere itself for forgiving clicks
|
|
61815
|
+
let best = -1;
|
|
61816
|
+
let bestDist = TOL;
|
|
61817
|
+
const v = this._projV;
|
|
61818
|
+
for (let i = 0; i < this.activeGeoMarkers.length; i++) {
|
|
61819
|
+
v.copy(this.activeGeoMarkers[i].position).project(this.o.camera);
|
|
61820
|
+
if (v.z > 1)
|
|
61821
|
+
continue; // projects behind the camera, skip
|
|
61822
|
+
const sx = (v.x * 0.5 + 0.5) * rect.width;
|
|
61823
|
+
const sy = (-v.y * 0.5 + 0.5) * rect.height;
|
|
61824
|
+
const d = Math.hypot(sx - px, sy - py);
|
|
61825
|
+
if (d < bestDist) {
|
|
61826
|
+
bestDist = d;
|
|
61827
|
+
best = i;
|
|
61828
|
+
}
|
|
61829
|
+
}
|
|
61830
|
+
return best;
|
|
61831
|
+
}
|
|
61832
|
+
/** Set the currently hovered anchor (-1 = none): update highlight scale, cursor, and the "✕ (cancel)" floating badge. */
|
|
61833
|
+
setGeoHover(idx) {
|
|
61834
|
+
if (idx === this.hoveredGeoMarker) {
|
|
61835
|
+
if (idx >= 0)
|
|
61836
|
+
this.positionGeoBadge(this.activeGeoMarkers[idx]);
|
|
61837
|
+
return;
|
|
61838
|
+
}
|
|
61839
|
+
const prev = this.activeGeoMarkers[this.hoveredGeoMarker];
|
|
61840
|
+
if (prev)
|
|
61841
|
+
prev.scale.setScalar(1);
|
|
61842
|
+
this.hoveredGeoMarker = idx;
|
|
61843
|
+
const cur = this.activeGeoMarkers[idx];
|
|
61844
|
+
if (cur) {
|
|
61845
|
+
cur.scale.setScalar(1.3);
|
|
61846
|
+
this.ensureGeoBadge().style.display = "flex";
|
|
61847
|
+
this.positionGeoBadge(cur);
|
|
61848
|
+
this.o.container.style.cursor = "pointer";
|
|
61849
|
+
}
|
|
61850
|
+
else {
|
|
61851
|
+
if (this.geoHoverBadge)
|
|
61852
|
+
this.geoHoverBadge.style.display = "none";
|
|
61853
|
+
this.o.container.style.cursor = "";
|
|
61854
|
+
}
|
|
61855
|
+
}
|
|
61856
|
+
/** Lazily create the floating ✕ badge (appended inside the container, pointer-events:none so it doesn't block clicks). */
|
|
61857
|
+
ensureGeoBadge() {
|
|
61858
|
+
if (this.geoHoverBadge)
|
|
61859
|
+
return this.geoHoverBadge;
|
|
61860
|
+
const b = document.createElement("div");
|
|
61861
|
+
b.textContent = "✕";
|
|
61862
|
+
Object.assign(b.style, {
|
|
61863
|
+
position: "absolute",
|
|
61864
|
+
width: "16px",
|
|
61865
|
+
height: "16px",
|
|
61866
|
+
borderRadius: "50%",
|
|
61867
|
+
background: "#ff5d6c",
|
|
61868
|
+
color: "#fff",
|
|
61869
|
+
font: "700 10px/1 system-ui, sans-serif",
|
|
61870
|
+
display: "none",
|
|
61871
|
+
alignItems: "center",
|
|
61872
|
+
justifyContent: "center",
|
|
61873
|
+
pointerEvents: "none",
|
|
61874
|
+
zIndex: "15",
|
|
61875
|
+
boxShadow: "0 2px 6px rgba(0,0,0,.45)",
|
|
61876
|
+
transform: "translate(-50%, -50%)",
|
|
61877
|
+
left: "0px",
|
|
61878
|
+
top: "0px",
|
|
61879
|
+
});
|
|
61880
|
+
this.o.container.appendChild(b);
|
|
61881
|
+
this.geoHoverBadge = b;
|
|
61882
|
+
return b;
|
|
61883
|
+
}
|
|
61884
|
+
/** Position the ✕ badge at the anchor's screen projection (dead center, i.e. where the cursor hovers, to avoid ambiguity). */
|
|
61885
|
+
positionGeoBadge(marker) {
|
|
61886
|
+
if (!marker)
|
|
61887
|
+
return;
|
|
61888
|
+
const b = this.ensureGeoBadge();
|
|
61889
|
+
this._projV.copy(marker.position).project(this.o.camera);
|
|
61890
|
+
const rect = this.o.container.getBoundingClientRect();
|
|
61891
|
+
const x = (this._projV.x * 0.5 + 0.5) * rect.width;
|
|
61892
|
+
const y = (-this._projV.y * 0.5 + 0.5) * rect.height;
|
|
61893
|
+
b.style.left = `${x}px`;
|
|
61894
|
+
b.style.top = `${y}px`;
|
|
61895
|
+
}
|
|
61896
|
+
/** Rebuild the visible anchor spheres from the current anchors (slightly larger than placed points, so they're easy to see and click to cancel). */
|
|
61897
|
+
rebuildGeoMarkers() {
|
|
61898
|
+
this.setGeoHover(-1);
|
|
61899
|
+
for (const m of this.activeGeoMarkers) {
|
|
61900
|
+
this.o.scene.remove(m);
|
|
61901
|
+
this.disposeObject(m);
|
|
61902
|
+
}
|
|
61903
|
+
this.activeGeoMarkers = [];
|
|
61904
|
+
if (!this.activeGeo)
|
|
61905
|
+
return;
|
|
61906
|
+
for (const v of this.activeGeo.getAnchorLocals()) {
|
|
61907
|
+
const marker = makePointMarker(v, this.o.mesh, this.geodesicColor, this.markerRadius * 1.15);
|
|
61908
|
+
this.o.scene.add(marker);
|
|
61909
|
+
this.activeGeoMarkers.push(marker);
|
|
61910
|
+
}
|
|
61911
|
+
}
|
|
61912
|
+
/** Redraw the in-progress geodesic from the current anchors (not closed); remove the line when fewer than two points. */
|
|
61913
|
+
redrawGeoLine() {
|
|
61914
|
+
if (!this.activeGeo)
|
|
61915
|
+
return;
|
|
61916
|
+
const verts = this.activeGeo.buildVertices(false);
|
|
61917
|
+
if (verts.length < 2) {
|
|
61918
|
+
if (this.activeGeoLine) {
|
|
61919
|
+
this.o.scene.remove(this.activeGeoLine);
|
|
61920
|
+
this.disposeObject(this.activeGeoLine);
|
|
61921
|
+
this.activeGeoLine = undefined;
|
|
61922
|
+
}
|
|
61923
|
+
return;
|
|
61924
|
+
}
|
|
61925
|
+
if (!this.activeGeoLine) {
|
|
61926
|
+
this.activeGeoLine = makeContourLine(verts, this.geodesicColor, false, this.o.container, this.epsilon, this.o.mesh);
|
|
61927
|
+
this.o.scene.add(this.activeGeoLine);
|
|
61928
|
+
}
|
|
61929
|
+
else {
|
|
61930
|
+
updateContourLine(this.activeGeoLine, verts, false, this.epsilon, this.o.mesh);
|
|
61931
|
+
}
|
|
61932
|
+
}
|
|
61933
|
+
/** Discard the in-progress geodesic: remove and dispose the line and all anchors. */
|
|
61934
|
+
clearActiveGeo() {
|
|
61935
|
+
this.setGeoHover(-1);
|
|
61936
|
+
if (this.activeGeoLine) {
|
|
61937
|
+
this.o.scene.remove(this.activeGeoLine);
|
|
61938
|
+
this.disposeObject(this.activeGeoLine);
|
|
61939
|
+
this.activeGeoLine = undefined;
|
|
61940
|
+
}
|
|
61941
|
+
for (const m of this.activeGeoMarkers) {
|
|
61942
|
+
this.o.scene.remove(m);
|
|
61943
|
+
this.disposeObject(m);
|
|
61944
|
+
}
|
|
61945
|
+
this.activeGeoMarkers = [];
|
|
61946
|
+
this.activeGeo = undefined;
|
|
61947
|
+
}
|
|
61948
|
+
/** Remove all anchor spheres of the in-progress geodesic (called after committing: only the line remains). */
|
|
61949
|
+
removeGeoMarkers() {
|
|
61950
|
+
this.setGeoHover(-1);
|
|
61951
|
+
for (const m of this.activeGeoMarkers) {
|
|
61952
|
+
this.o.scene.remove(m);
|
|
61953
|
+
this.disposeObject(m);
|
|
61954
|
+
}
|
|
61955
|
+
this.activeGeoMarkers = [];
|
|
61632
61956
|
}
|
|
61633
61957
|
closeLastContour() {
|
|
61634
61958
|
const last = this.lastFreehand;
|
|
61635
61959
|
if (!last || last.closed || last.vertices.length < 3 || !last.object3D)
|
|
61636
61960
|
return;
|
|
61637
|
-
//
|
|
61961
|
+
// Use a geodesic along the surface to connect the last point back to the first, so a straight chord doesn't "shortcut" through the model interior and get occluded.
|
|
61638
61962
|
const tail = last.vertices[last.vertices.length - 1];
|
|
61639
61963
|
const head = last.vertices[0];
|
|
61640
61964
|
const closing = this.surfacePathBetween(tail, head);
|
|
@@ -61642,14 +61966,14 @@ class SurfaceAnnotator {
|
|
|
61642
61966
|
last.closed = true;
|
|
61643
61967
|
updateContourLine(last.object3D, last.vertices, true, this.epsilon, this.o.mesh);
|
|
61644
61968
|
}
|
|
61645
|
-
/**
|
|
61969
|
+
/** Compute the geodesic path a→b along the mesh surface (local vertices), dropping the first point that coincides with a. a/b are already local. */
|
|
61646
61970
|
surfacePathBetween(a, b) {
|
|
61647
61971
|
const va = this.graph.nearestVertex(new Vector3(a.x, a.y, a.z));
|
|
61648
61972
|
const vb = this.graph.nearestVertex(new Vector3(b.x, b.y, b.z));
|
|
61649
61973
|
const path = this.graph.shortestPath(va, vb);
|
|
61650
61974
|
return path.slice(1).map((i) => this.graph.vertexLocal(i));
|
|
61651
61975
|
}
|
|
61652
|
-
/**
|
|
61976
|
+
/** Finish the current geodesic: close it into a ring and commit it as one contour. */
|
|
61653
61977
|
finishGeodesic() {
|
|
61654
61978
|
if (!this.activeGeo || !this.activeGeoLine)
|
|
61655
61979
|
return;
|
|
@@ -61671,7 +61995,10 @@ class SurfaceAnnotator {
|
|
|
61671
61995
|
}
|
|
61672
61996
|
else {
|
|
61673
61997
|
this.o.scene.remove(this.activeGeoLine);
|
|
61998
|
+
this.disposeObject(this.activeGeoLine);
|
|
61674
61999
|
}
|
|
62000
|
+
// After committing, clear the visible anchors and leave only the surface-hugging line.
|
|
62001
|
+
this.removeGeoMarkers();
|
|
61675
62002
|
this.activeGeo = undefined;
|
|
61676
62003
|
this.activeGeoLine = undefined;
|
|
61677
62004
|
}
|
|
@@ -61683,6 +62010,10 @@ class SurfaceAnnotator {
|
|
|
61683
62010
|
return tag === "INPUT" || tag === "TEXTAREA" || t.isContentEditable;
|
|
61684
62011
|
}
|
|
61685
62012
|
dispose() {
|
|
62013
|
+
var _a;
|
|
62014
|
+
this.clearActiveGeo();
|
|
62015
|
+
(_a = this.geoHoverBadge) === null || _a === void 0 ? void 0 : _a.remove();
|
|
62016
|
+
this.geoHoverBadge = undefined;
|
|
61686
62017
|
window.removeEventListener("pointerdown", this.onPointerDown, true);
|
|
61687
62018
|
window.removeEventListener("pointermove", this.onPointerMove, true);
|
|
61688
62019
|
window.removeEventListener("pointerup", this.onPointerUp, true);
|
|
@@ -61781,9 +62112,9 @@ class copperScene extends baseScene {
|
|
|
61781
62112
|
copperVtkLoader(url, this.scene, this.content);
|
|
61782
62113
|
}
|
|
61783
62114
|
/**
|
|
61784
|
-
*
|
|
61785
|
-
* target
|
|
61786
|
-
*
|
|
62115
|
+
* Create an annotator on the surface of a given model (draw contours / place points / export coordinates).
|
|
62116
|
+
* target can be a single Mesh, or a Group/Object3D (the mesh with the most vertices is chosen automatically).
|
|
62117
|
+
* Reuses this scene's camera / container / controls; non-indexed geometry is welded and indexed automatically.
|
|
61787
62118
|
*/
|
|
61788
62119
|
createSurfaceAnnotator(target, opts) {
|
|
61789
62120
|
const mesh = this.pickAnnotatableMesh(target);
|
|
@@ -61811,7 +62142,7 @@ class copperScene extends baseScene {
|
|
|
61811
62142
|
});
|
|
61812
62143
|
return best;
|
|
61813
62144
|
}
|
|
61814
|
-
/**
|
|
62145
|
+
/** Dispose all annotators created on this scene (removes event listeners and annotation objects). */
|
|
61815
62146
|
disposeSurfaceAnnotators() {
|
|
61816
62147
|
this.surfaceAnnotators.forEach((a) => a.dispose());
|
|
61817
62148
|
this.surfaceAnnotators = [];
|
|
@@ -82670,7 +83001,7 @@ function evaluateElement(element, weights) {
|
|
|
82670
83001
|
}
|
|
82671
83002
|
|
|
82672
83003
|
// import * as kiwrious from "copper3d_plugin_heart_k";
|
|
82673
|
-
const REVISION = "v3.6.
|
|
83004
|
+
const REVISION = "v3.6.4-beta";
|
|
82674
83005
|
console.log(`%cCopper3D Visualisation %cBeta:${REVISION}`, "padding: 3px;color:white; background:#023047", "padding: 3px;color:white; background:#f50a25");
|
|
82675
83006
|
|
|
82676
83007
|
export { AI_CHANNEL_HEX_COLORS, AI_MASK_CHANNEL_COLORS, CHANNEL_COLORS, CHANNEL_HEX_COLORS, CameraViewPoint, Copper3dTrackballControls, GaussianSmoother, MeshNodeTool, NrrdTools, REVISION, SurfaceAnnotator, addBoxHelper, addLabelToScene, configKiwriousHeart, convert3DPostoScreenPos, convertScreenPosto3DPos, copperMScene, copperMSceneRenderer, copperRenderer, copperRendererOnDemond, copperScene, copperSceneOnDemond, createTexture2D_NRRD, fullScreenListenner, kiwrious, loading, removeGuiFolderChilden, rgbaToCss, rgbaToHex, setHDRFilePath, throttle };
|