copper3d 3.6.1 → 3.6.4

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Files changed (54) hide show
  1. package/dist/Loader/copperNrrdLoader.js +1 -1
  2. package/dist/Loader/copperNrrdLoader.js.map +1 -1
  3. package/dist/Scene/copperScene.d.ts +4 -4
  4. package/dist/Scene/copperScene.js +4 -4
  5. package/dist/Scene/copperScene.js.map +1 -1
  6. package/dist/Utils/surfaceAnnotation/MeshGraph.d.ts +12 -10
  7. package/dist/Utils/surfaceAnnotation/MeshGraph.js +14 -12
  8. package/dist/Utils/surfaceAnnotation/MeshGraph.js.map +1 -1
  9. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.d.ts +64 -17
  10. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js +245 -35
  11. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js.map +1 -1
  12. package/dist/Utils/surfaceAnnotation/annotationStore.d.ts +4 -4
  13. package/dist/Utils/surfaceAnnotation/annotationStore.js +4 -4
  14. package/dist/Utils/surfaceAnnotation/annotationStore.js.map +1 -1
  15. package/dist/Utils/surfaceAnnotation/contourRender.d.ts +1 -1
  16. package/dist/Utils/surfaceAnnotation/contourRender.js +16 -11
  17. package/dist/Utils/surfaceAnnotation/contourRender.js.map +1 -1
  18. package/dist/Utils/surfaceAnnotation/geodesicContour.d.ts +18 -4
  19. package/dist/Utils/surfaceAnnotation/geodesicContour.js +47 -8
  20. package/dist/Utils/surfaceAnnotation/geodesicContour.js.map +1 -1
  21. package/dist/Utils/surfaceAnnotation/pointMarkers.d.ts +3 -2
  22. package/dist/Utils/surfaceAnnotation/pointMarkers.js +6 -2
  23. package/dist/Utils/surfaceAnnotation/pointMarkers.js.map +1 -1
  24. package/dist/Utils/surfaceAnnotation/raycastSurface.d.ts +3 -2
  25. package/dist/Utils/surfaceAnnotation/raycastSurface.js +71 -5
  26. package/dist/Utils/surfaceAnnotation/raycastSurface.js.map +1 -1
  27. package/dist/Utils/surfaceAnnotation/strokeContour.d.ts +9 -6
  28. package/dist/Utils/surfaceAnnotation/strokeContour.js +15 -10
  29. package/dist/Utils/surfaceAnnotation/strokeContour.js.map +1 -1
  30. package/dist/Utils/surfaceAnnotation/types.d.ts +5 -5
  31. package/dist/Utils/surfaceAnnotation/types.js +2 -2
  32. package/dist/Utils/surfaceAnnotation/types.js.map +1 -1
  33. package/dist/Utils/texture2d.js +4 -2
  34. package/dist/Utils/texture2d.js.map +1 -1
  35. package/dist/Utils/workers/reformatSaveDataWorker.js +2 -2
  36. package/dist/Utils/workers/reformatSaveDataWorker.js.map +1 -1
  37. package/dist/bundle.esm.js +438 -107
  38. package/dist/bundle.umd.js +438 -107
  39. package/dist/index.d.ts +1 -1
  40. package/dist/index.js +1 -1
  41. package/dist/lib/three-vignette.js +8 -2
  42. package/dist/lib/three-vignette.js.map +1 -1
  43. package/dist/types/Scene/copperScene.d.ts +4 -4
  44. package/dist/types/Utils/surfaceAnnotation/MeshGraph.d.ts +12 -10
  45. package/dist/types/Utils/surfaceAnnotation/SurfaceAnnotator.d.ts +64 -17
  46. package/dist/types/Utils/surfaceAnnotation/annotationStore.d.ts +4 -4
  47. package/dist/types/Utils/surfaceAnnotation/contourRender.d.ts +1 -1
  48. package/dist/types/Utils/surfaceAnnotation/geodesicContour.d.ts +18 -4
  49. package/dist/types/Utils/surfaceAnnotation/pointMarkers.d.ts +3 -2
  50. package/dist/types/Utils/surfaceAnnotation/raycastSurface.d.ts +3 -2
  51. package/dist/types/Utils/surfaceAnnotation/strokeContour.d.ts +9 -6
  52. package/dist/types/Utils/surfaceAnnotation/types.d.ts +5 -5
  53. package/dist/types/index.d.ts +1 -1
  54. package/package.json +1 -1
@@ -40873,9 +40873,9 @@ void main() {
40873
40873
  }
40874
40874
  }
40875
40875
 
40876
- var vert = "#define GLSLIFY 1\nattribute vec3 position;uniform mat4 modelViewMatrix;uniform mat4 projectionMatrix;varying vec2 vUv;void main(){gl_Position=vec4(position,1.0);vUv=vec2(position.x,position.y)*0.5+0.5;}"; // eslint-disable-line
40876
+ 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";
40877
40877
 
40878
- var frag = "precision mediump float;\n#define GLSLIFY 1\nvec3 mod289_0(vec3 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 mod289_0(vec4 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 permute_0(vec4 x){return mod289_0(((x*34.0)+1.0)*x);}vec4 taylorInvSqrt_0(vec4 r){return 1.79284291400159-0.85373472095314*r;}vec3 fade(vec3 t){return t*t*t*(t*(t*6.0-15.0)+10.0);}float pnoise(vec3 P,vec3 rep){vec3 Pi0=mod(floor(P),rep);vec3 Pi1=mod(Pi0+vec3(1.0),rep);Pi0=mod289_0(Pi0);Pi1=mod289_0(Pi1);vec3 Pf0=fract(P);vec3 Pf1=Pf0-vec3(1.0);vec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);vec4 iy=vec4(Pi0.yy,Pi1.yy);vec4 iz0=Pi0.zzzz;vec4 iz1=Pi1.zzzz;vec4 ixy=permute_0(permute_0(ix)+iy);vec4 ixy0=permute_0(ixy+iz0);vec4 ixy1=permute_0(ixy+iz1);vec4 gx0=ixy0*(1.0/7.0);vec4 gy0=fract(floor(gx0)*(1.0/7.0))-0.5;gx0=fract(gx0);vec4 gz0=vec4(0.5)-abs(gx0)-abs(gy0);vec4 sz0=step(gz0,vec4(0.0));gx0-=sz0*(step(0.0,gx0)-0.5);gy0-=sz0*(step(0.0,gy0)-0.5);vec4 gx1=ixy1*(1.0/7.0);vec4 gy1=fract(floor(gx1)*(1.0/7.0))-0.5;gx1=fract(gx1);vec4 gz1=vec4(0.5)-abs(gx1)-abs(gy1);vec4 sz1=step(gz1,vec4(0.0));gx1-=sz1*(step(0.0,gx1)-0.5);gy1-=sz1*(step(0.0,gy1)-0.5);vec3 g000=vec3(gx0.x,gy0.x,gz0.x);vec3 g100=vec3(gx0.y,gy0.y,gz0.y);vec3 g010=vec3(gx0.z,gy0.z,gz0.z);vec3 g110=vec3(gx0.w,gy0.w,gz0.w);vec3 g001=vec3(gx1.x,gy1.x,gz1.x);vec3 g101=vec3(gx1.y,gy1.y,gz1.y);vec3 g011=vec3(gx1.z,gy1.z,gz1.z);vec3 g111=vec3(gx1.w,gy1.w,gz1.w);vec4 norm0=taylorInvSqrt_0(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));g000*=norm0.x;g010*=norm0.y;g100*=norm0.z;g110*=norm0.w;vec4 norm1=taylorInvSqrt_0(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));g001*=norm1.x;g011*=norm1.y;g101*=norm1.z;g111*=norm1.w;float n000=dot(g000,Pf0);float n100=dot(g100,vec3(Pf1.x,Pf0.yz));float n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));float n110=dot(g110,vec3(Pf1.xy,Pf0.z));float n001=dot(g001,vec3(Pf0.xy,Pf1.z));float n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));float n011=dot(g011,vec3(Pf0.x,Pf1.yz));float n111=dot(g111,Pf1);vec3 fade_xyz=fade(Pf0);vec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);vec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);float n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);return 2.2*n_xyz;}vec3 mod289_1(vec3 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 mod289_1(vec4 x){return x-floor(x*(1.0/289.0))*289.0;}vec4 permute_1(vec4 x){return mod289_1(((x*34.0)+1.0)*x);}vec4 taylorInvSqrt_1(vec4 r){return 1.79284291400159-0.85373472095314*r;}float snoise(vec3 v){const vec2 C=vec2(1.0/6.0,1.0/3.0);const vec4 D=vec4(0.0,0.5,1.0,2.0);vec3 i=floor(v+dot(v,C.yyy));vec3 x0=v-i+dot(i,C.xxx);vec3 g_0=step(x0.yzx,x0.xyz);vec3 l=1.0-g_0;vec3 i1=min(g_0.xyz,l.zxy);vec3 i2=max(g_0.xyz,l.zxy);vec3 x1=x0-i1+C.xxx;vec3 x2=x0-i2+C.yyy;vec3 x3=x0-D.yyy;i=mod289_1(i);vec4 p=permute_1(permute_1(permute_1(i.z+vec4(0.0,i1.z,i2.z,1.0))+i.y+vec4(0.0,i1.y,i2.y,1.0))+i.x+vec4(0.0,i1.x,i2.x,1.0));float n_=0.142857142857;vec3 ns=n_*D.wyz-D.xzx;vec4 j=p-49.0*floor(p*ns.z*ns.z);vec4 x_=floor(j*ns.z);vec4 y_=floor(j-7.0*x_);vec4 x=x_*ns.x+ns.yyyy;vec4 y=y_*ns.x+ns.yyyy;vec4 h=1.0-abs(x)-abs(y);vec4 b0=vec4(x.xy,y.xy);vec4 b1=vec4(x.zw,y.zw);vec4 s0=floor(b0)*2.0+1.0;vec4 s1=floor(b1)*2.0+1.0;vec4 sh=-step(h,vec4(0.0));vec4 a0=b0.xzyw+s0.xzyw*sh.xxyy;vec4 a1=b1.xzyw+s1.xzyw*sh.zzww;vec3 p0=vec3(a0.xy,h.x);vec3 p1=vec3(a0.zw,h.y);vec3 p2=vec3(a1.xy,h.z);vec3 p3=vec3(a1.zw,h.w);vec4 norm=taylorInvSqrt_1(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;vec4 m=max(0.6-vec4(dot(x0,x0),dot(x1,x1),dot(x2,x2),dot(x3,x3)),0.0);m=m*m;return 42.0*dot(m*m,vec4(dot(p0,x0),dot(p1,x1),dot(p2,x2),dot(p3,x3)));}float grain(vec2 texCoord,vec2 resolution,float frame,float multiplier){vec2 mult=texCoord*resolution;float offset=snoise(vec3(mult/multiplier,frame));float n1=pnoise(vec3(mult,offset),vec3(1.0/texCoord*resolution,1.0));return n1/2.0+0.5;}float grain(vec2 texCoord,vec2 resolution,float frame){return grain(texCoord,resolution,frame,2.5);}float grain(vec2 texCoord,vec2 resolution){return grain(texCoord,resolution,0.0);}vec3 blendSoftLight(vec3 base,vec3 blend){return mix(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend),2.0*base*blend+base*base*(1.0-2.0*blend),step(base,vec3(0.5)));}uniform vec3 color1;uniform vec3 color2;uniform float aspect;uniform vec2 offset;uniform vec2 scale;uniform float noiseAlpha;uniform bool aspectCorrection;uniform float grainScale;uniform float grainTime;uniform vec2 smooth;varying vec2 vUv;void main(){vec2 q=vec2(vUv-0.5);if(aspectCorrection){q.x*=aspect;}q/=scale;q-=offset;float dst=length(q);dst=smoothstep(smooth.x,smooth.y,dst);vec3 color=mix(color1,color2,dst);if(noiseAlpha>0.0&&grainScale>0.0){float gSize=1.0/grainScale;float g=grain(vUv,vec2(gSize*aspect,gSize),grainTime);vec3 noiseColor=blendSoftLight(color,vec3(g));gl_FragColor.rgb=mix(color,noiseColor,noiseAlpha);}else{gl_FragColor.rgb=color;}gl_FragColor.a=1.0;}"; // eslint-disable-line
40878
+ 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";
40879
40879
 
40880
40880
  function createBackground(opt) {
40881
40881
  opt = opt || {};
@@ -41403,9 +41403,9 @@ void main() {
41403
41403
  };
41404
41404
  }
41405
41405
 
41406
- var vert_2d = "#define GLSLIFY 1\nout vec2 vUv;void main(){gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.0);vUv=vec2(uv.x,1.0-uv.y);}"; // eslint-disable-line
41406
+ 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";
41407
41407
 
41408
- var frag_2d = "precision highp float;precision highp int;precision highp sampler2DArray;\n#define GLSLIFY 1\nuniform sampler2DArray diffuse;in vec2 vUv;uniform int depth;uniform float uOpacity;out vec4 outColor;void main(){vec4 color=texture(diffuse,vec3(vUv,depth));outColor=vec4(color.rrr*1.5,uOpacity);}"; // eslint-disable-line
41408
+ 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}";
41409
41409
 
41410
41410
  let planeWidth = 80;
41411
41411
  let planeHeight = 80;
@@ -46336,7 +46336,7 @@ void main() {
46336
46336
  mesh.position.y += mesh.position.y - center.y;
46337
46337
  mesh.position.z += mesh.position.z - center.z;
46338
46338
  const boundingBox = new Box3().setFromObject(mesh);
46339
- // 获取边界框的尺寸
46339
+ // Get the size of the bounding box
46340
46340
  const size_ = new Vector3();
46341
46341
  boundingBox.getSize(size_);
46342
46342
  scene.add(mesh);
@@ -58686,7 +58686,7 @@ void main() {
58686
58686
  const _EPS = 0.000001;
58687
58687
  const _STATE = { NONE: - 1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 };
58688
58688
 
58689
- const _v2 = new Vector2();
58689
+ const _v2$1 = new Vector2();
58690
58690
  const _mouseChange = new Vector2();
58691
58691
  const _objectUp = new Vector3();
58692
58692
  const _pan = new Vector3();
@@ -59082,23 +59082,23 @@ void main() {
59082
59082
 
59083
59083
  _getMouseOnScreen( pageX, pageY ) {
59084
59084
 
59085
- _v2.set(
59085
+ _v2$1.set(
59086
59086
  ( pageX - this.screen.left ) / this.screen.width,
59087
59087
  ( pageY - this.screen.top ) / this.screen.height
59088
59088
  );
59089
59089
 
59090
- return _v2;
59090
+ return _v2$1;
59091
59091
 
59092
59092
  }
59093
59093
 
59094
59094
  _getMouseOnCircle( pageX, pageY ) {
59095
59095
 
59096
- _v2.set(
59096
+ _v2$1.set(
59097
59097
  ( ( pageX - this.screen.width * 0.5 - this.screen.left ) / ( this.screen.width * 0.5 ) ),
59098
59098
  ( ( this.screen.height + 2 * ( this.screen.top - pageY ) ) / this.screen.width ) // screen.width intentional
59099
59099
  );
59100
59100
 
59101
- return _v2;
59101
+ return _v2$1;
59102
59102
 
59103
59103
  }
59104
59104
 
@@ -59519,7 +59519,7 @@ void main() {
59519
59519
  }
59520
59520
 
59521
59521
  const _inv = new Matrix4();
59522
- /** 世界系命中点 → local 顶点(位置 worldToLocal,法线用逆变换) */
59522
+ /** World-space hit point → local vertex (position via worldToLocal, normal via inverse transform). */
59523
59523
  function worldHitToLocalVertex(h, mesh) {
59524
59524
  const lp = mesh.worldToLocal(h.point.clone());
59525
59525
  _inv.copy(mesh.matrixWorld).invert();
@@ -59534,20 +59534,80 @@ void main() {
59534
59534
  faceIndex: h.faceIndex,
59535
59535
  };
59536
59536
  }
59537
- const _nm = new Matrix3();
59538
- /** local 顶点 → world 位置 + world 法线(供渲染) */
59537
+ const _nm$1 = new Matrix3();
59538
+ /** Local vertex → world position + world normal (for rendering). */
59539
59539
  function localVertexToWorld(v, mesh) {
59540
59540
  const p = new Vector3(v.x, v.y, v.z).applyMatrix4(mesh.matrixWorld);
59541
- _nm.getNormalMatrix(mesh.matrixWorld);
59542
- const n = new Vector3(v.nx, v.ny, v.nz).applyMatrix3(_nm).normalize();
59541
+ _nm$1.getNormalMatrix(mesh.matrixWorld);
59542
+ const n = new Vector3(v.nx, v.ny, v.nz).applyMatrix3(_nm$1).normalize();
59543
59543
  return { p, n };
59544
59544
  }
59545
59545
 
59546
59546
  const ray = new Raycaster();
59547
59547
  const ndc = new Vector2();
59548
+ // scratch objects for the smooth-normal interpolation (avoid per-call allocation)
59549
+ const _nm = new Matrix3();
59550
+ const _lp = new Vector3();
59551
+ const _pa = new Vector3();
59552
+ const _pb = new Vector3();
59553
+ const _pc = new Vector3();
59554
+ const _na = new Vector3();
59555
+ const _nb = new Vector3();
59556
+ const _nc = new Vector3();
59557
+ const _v0 = new Vector3();
59558
+ const _v1 = new Vector3();
59559
+ const _v2 = new Vector3();
59560
+ /**
59561
+ * Interpolate a "smooth per-vertex normal" across the hit triangle using barycentric coordinates,
59562
+ * instead of using the per-face normal.
59563
+ *
59564
+ * Per-face normals on voxel / marching-cubes meshes are axis-aligned stair directions (±x/±y/±z);
59565
+ * using them to push the annotation line outward along the normal shoves points toward neighboring
59566
+ * stairs rather than cleanly "outward", making the line dip in and out on bumpy surfaces and get
59567
+ * occluded by the steps. A smooth normal varies continuously along the surface, so the outward
59568
+ * direction is stable and consistent and the line can float smoothly above the relief. Returns false
59569
+ * when interpolation isn't possible (caller falls back to the face normal).
59570
+ */
59571
+ function interpolateLocalNormal(geom, face, localPoint, out) {
59572
+ const posAttr = geom.getAttribute("position");
59573
+ const norAttr = geom.getAttribute("normal");
59574
+ if (!posAttr || !norAttr)
59575
+ return false;
59576
+ _pa.fromBufferAttribute(posAttr, face.a);
59577
+ _pb.fromBufferAttribute(posAttr, face.b);
59578
+ _pc.fromBufferAttribute(posAttr, face.c);
59579
+ // Barycentric coordinates (local space): u/v/w
59580
+ _v0.subVectors(_pb, _pa);
59581
+ _v1.subVectors(_pc, _pa);
59582
+ _v2.subVectors(localPoint, _pa);
59583
+ const d00 = _v0.dot(_v0);
59584
+ const d01 = _v0.dot(_v1);
59585
+ const d11 = _v1.dot(_v1);
59586
+ const d20 = _v2.dot(_v0);
59587
+ const d21 = _v2.dot(_v1);
59588
+ const denom = d00 * d11 - d01 * d01;
59589
+ if (Math.abs(denom) < 1e-12)
59590
+ return false;
59591
+ const v = (d11 * d20 - d01 * d21) / denom;
59592
+ const w = (d00 * d21 - d01 * d20) / denom;
59593
+ const u = 1 - v - w;
59594
+ _na.fromBufferAttribute(norAttr, face.a);
59595
+ _nb.fromBufferAttribute(norAttr, face.b);
59596
+ _nc.fromBufferAttribute(norAttr, face.c);
59597
+ out
59598
+ .set(0, 0, 0)
59599
+ .addScaledVector(_na, u)
59600
+ .addScaledVector(_nb, v)
59601
+ .addScaledVector(_nc, w);
59602
+ if (out.lengthSq() < 1e-12)
59603
+ return false;
59604
+ out.normalize();
59605
+ return true;
59606
+ }
59548
59607
  /**
59549
- * 把屏幕坐标(clientX/Y)投射到 mesh 表面,返回命中点、world-space 法线与 faceIndex。
59550
- * 未命中返回 null。本地实现,不依赖 Copper3D 未导出的 raycast 内部函数。
59608
+ * Project screen coordinates (clientX/Y) onto the mesh surface, returning the hit point,
59609
+ * world-space normal, and faceIndex. Returns null on a miss. Local implementation that does not
59610
+ * depend on Copper3D's unexported raycast internals.
59551
59611
  */
59552
59612
  function raycastSurface(camera, container, mesh, clientX, clientY) {
59553
59613
  var _a;
@@ -59562,19 +59622,29 @@ void main() {
59562
59622
  const point = h.point.clone();
59563
59623
  const normal = new Vector3(0, 0, 1);
59564
59624
  if (h.face) {
59565
- normal.copy(h.face.normal);
59566
- const nm = new Matrix3().getNormalMatrix(mesh.matrixWorld);
59567
- normal.applyMatrix3(nm).normalize();
59625
+ // Prefer a smooth interpolated normal (stable outward direction on bumpy/voxel meshes);
59626
+ // fall back to the flat face normal if the geometry has no normal attribute.
59627
+ _lp.copy(h.point);
59628
+ mesh.worldToLocal(_lp);
59629
+ if (!interpolateLocalNormal(mesh.geometry, h.face, _lp, normal)) {
59630
+ normal.copy(h.face.normal);
59631
+ }
59632
+ _nm.getNormalMatrix(mesh.matrixWorld);
59633
+ normal.applyMatrix3(_nm).normalize();
59568
59634
  }
59569
59635
  return { point, normal, faceIndex: (_a = h.faceIndex) !== null && _a !== void 0 ? _a : -1 };
59570
59636
  }
59571
59637
 
59572
59638
  /**
59573
- * local 顶点处生成一个标记小球(fiducial)local→world 后沿 world 法线略外移,
59574
- * 避免一半埋进表面。radius 由调用方按模型 bbox 缩放传入。
59639
+ * Create a marker sphere (fiducial) at a local vertex. After local→world, nudge it
59640
+ * outward along the world normal so it doesn't sink halfway into the surface.
59641
+ * radius is passed in by the caller, scaled to the model bbox.
59575
59642
  */
59576
59643
  function makePointMarker(v, mesh, color, radius) {
59577
59644
  const geo = new SphereGeometry(radius, 16, 16);
59645
+ // depthTest ON so markers are occluded by the model when they are on the far side (no
59646
+ // see-through), consistent with the contour lines. Markers are volumetric spheres lifted off
59647
+ // the surface, so they still show on the visible side without z-fighting.
59578
59648
  const mat = new MeshBasicMaterial({ color });
59579
59649
  const m = new Mesh(geo, mat);
59580
59650
  const { p, n } = localVertexToWorld(v, mesh);
@@ -59584,15 +59654,18 @@ void main() {
59584
59654
  }
59585
59655
 
59586
59656
  /**
59587
- * 模式 A(自由手绘)一笔的状态机。
59588
- * pointermove 时不断 addSample;与上一采样点世界距离 < minGap 的样本丢弃,避免过密。
59589
- * 顶点以 local 存(由 mesh 把世界命中点转 local)。
59657
+ * State machine for one stroke in mode A (freehand).
59658
+ * On pointermove it keeps calling addSample; samples whose world distance from the previous
59659
+ * sample is < minGap are dropped to avoid over-density.
59660
+ * Vertices are stored in local space (the mesh converts the world hit point to local).
59590
59661
  */
59591
59662
  class StrokeContour {
59592
59663
  /**
59593
- * @param minGap 采样最小间距(世界系),去抖
59594
- * @param maxJump 跳变阈值(世界系):距离 > maxJump 且法线大幅翻转时丢弃该样本,
59595
- * 避免笔触掠过沟缝/轮廓边时相邻点落在不同深度、直线段横穿模型。
59664
+ * @param minGap minimum sample spacing (world space), debounce
59665
+ * @param maxJump jump threshold (world space): drop the sample when distance > maxJump and the
59666
+ * normal flips sharply, to prevent adjacent points landing at different depths
59667
+ * (and the straight segment cutting through the model) when the stroke grazes a
59668
+ * groove or contour edge.
59596
59669
  */
59597
59670
  constructor(minGap, maxJump, mesh) {
59598
59671
  this.minGap = minGap;
@@ -59611,10 +59684,12 @@ void main() {
59611
59684
  if (this.has) {
59612
59685
  const d = hit.point.distanceTo(this.last);
59613
59686
  if (d < this.minGap)
59614
- return; // 太近,去抖
59615
- // 跳变剔除:距离突然很大「且」法线大幅翻转(>~75°)→ 多半跳到了背面/远面,丢弃,
59616
- // 否则相邻两点之间的直线段会横穿模型内部。两个条件同时满足才剔除:
59617
- // 快速画(距离大、法线相近)不误删;画过尖锐棱边(法线变、距离近)也不误删。
59687
+ return; // too close, debounce
59688
+ // Jump rejection: distance suddenly large AND normal flips sharply (>~75°) likely jumped to
59689
+ // the back/far side, so drop it, otherwise the straight segment between adjacent points cuts
59690
+ // through the model interior. Only reject when both conditions hold:
59691
+ // fast drawing (large distance, similar normals) isn't falsely dropped, and drawing over a
59692
+ // sharp edge (normal changes, distance small) isn't falsely dropped either.
59618
59693
  if (d > this.maxJump && hit.normal.dot(this.lastNormal) < 0.25)
59619
59694
  return;
59620
59695
  }
@@ -60912,9 +60987,10 @@ void main() {
60912
60987
  }
60913
60988
 
60914
60989
  /**
60915
- * 把标注顶点(local)序列展平成 Line2 需要的 world [x,y,z, ...]
60916
- * 每个点 local→world,再沿 world 法线外移 epsilon,避免与模型表面 z-fighting。
60917
- * closed 时把首点追加到末尾形成环。
60990
+ * Flatten a sequence of annotation vertices (local) into the world [x,y,z, ...] that Line2 needs.
60991
+ * Each point goes local→world, then is pushed outward along the world normal by epsilon to avoid
60992
+ * z-fighting with the model surface.
60993
+ * When closed, the first point is appended to the end to form a ring.
60918
60994
  */
60919
60995
  function flatten(verts, closed, epsilon, mesh) {
60920
60996
  const pts = [];
@@ -60930,27 +61006,31 @@ void main() {
60930
61006
  function makeContourLine(verts, color, closed, container, epsilon, mesh) {
60931
61007
  const geo = new LineGeometry();
60932
61008
  const pos = flatten(verts, closed, epsilon, mesh);
60933
- // Line2 至少需要 2 个点;不足时给一个退化占位,后续 update 会补上。
61009
+ // Line2 needs at least 2 points; when there aren't enough, give a degenerate placeholder that a later update fills in.
60934
61010
  geo.setPositions(pos.length >= 6 ? pos : [0, 0, 0, 0, 0, 0]);
60935
61011
  const mat = new LineMaterial({
60936
61012
  color: new Color$1(color).getHex(),
60937
- linewidth: 3, // 像素宽( resolution 配合)
61013
+ linewidth: 3, // width in pixels (requires resolution to be set)
61014
+ // depthTest stays ON so the model correctly occludes the line when it is on the far side
61015
+ // (no see-through). The host applies polygonOffset to the SURFACE material so the line still
61016
+ // wins where it lies coplanar with the surface (no z-fighting / sinking on bumpy meshes).
60938
61017
  });
60939
61018
  mat.resolution.set(container.clientWidth, container.clientHeight);
60940
61019
  const line = new Line2(geo, mat);
60941
61020
  line.computeLineDistances();
60942
61021
  line.renderOrder = 998;
60943
- // 关键:Line2 的包围球停留在初始点,拖拽生长后真实几何会被错误剔除。
60944
- // 关闭视锥剔除,保证线始终渲染。
61022
+ // Important: Line2's bounding sphere stays at the initial point, so once the geometry grows by
61023
+ // dragging, the real geometry gets wrongly culled. Disable frustum culling so the line always renders.
60945
61024
  line.frustumCulled = false;
60946
61025
  return line;
60947
61026
  }
60948
61027
  function updateContourLine(line, verts, closed, epsilon, mesh) {
60949
61028
  const pos = flatten(verts, closed, epsilon, mesh);
60950
61029
  if (pos.length < 6)
60951
- return; // Line2 需要 >=2
60952
- // 关键:Line2 在原 geometry setPositions 扩容后只渲染首段(已知坑)。
60953
- // 改为每次重建一个新 LineGeometry 并替换,保证实例数正确、全段渲染。
61030
+ return; // Line2 needs >=2 points
61031
+ // Important: calling setPositions on the existing geometry to grow it only renders the first
61032
+ // segment (a known pitfall). Instead, rebuild and swap in a new LineGeometry each time so the
61033
+ // instance count is correct and every segment renders.
60954
61034
  const geo = new LineGeometry();
60955
61035
  geo.setPositions(pos);
60956
61036
  const old = line.geometry;
@@ -60958,20 +61038,22 @@ void main() {
60958
61038
  old.dispose();
60959
61039
  line.computeLineDistances();
60960
61040
  }
60961
- /** 改变已有 contour 线的颜色。 */
61041
+ /** Change the color of an existing contour line. */
60962
61042
  function setContourColor(line, color) {
60963
61043
  line.material.color.set(color);
60964
61044
  }
60965
61045
 
60966
61046
  /**
60967
- * BufferGeometry 的索引构建顶点邻接图,用于模式 B(测地线)的最短路径。
60968
- * 顶点坐标按 local 存;传入的查询点需先转为 local(mesh.worldToLocal)。
61047
+ * Build a vertex adjacency graph from a BufferGeometry's index, used for the shortest path in
61048
+ * mode B (geodesic). Vertex coordinates are stored in local space; query points must be converted
61049
+ * to local first (mesh.worldToLocal).
60969
61050
  *
60970
- * 说明:几何须为已索引(indexed)。modelLoader mergeVertices 焊接重复顶点,
60971
- * 保证同一表面位置共享顶点,邻接图才连通。
61051
+ * Note: the geometry must be indexed. modelLoader welds duplicate vertices with mergeVertices so
61052
+ * that vertices at the same surface position are shared, otherwise the adjacency graph won't be connected.
60972
61053
  *
60973
- * 性能:O(V²) Dijkstra + O(V) 最近顶点查找。对几万顶点单次点击可接受;
60974
- * 若过大可后续换二叉堆 + 空间网格加速(留作升级)。
61054
+ * Performance: O(V²) Dijkstra + O(V) nearest-vertex lookup. Acceptable for a single click on tens
61055
+ * of thousands of vertices; if too large it can later be sped up with a binary heap + spatial grid
61056
+ * (left as a future upgrade).
60975
61057
  */
60976
61058
  class MeshGraph {
60977
61059
  constructor(geometry) {
@@ -60999,7 +61081,7 @@ void main() {
60999
61081
  }
61000
61082
  }
61001
61083
  else {
61002
- // 非索引兜底(连通性差,仅避免崩溃)
61084
+ // Non-indexed fallback (poor connectivity, only to avoid crashing).
61003
61085
  for (let i = 0; i + 2 < this.vertexCount; i += 3) {
61004
61086
  addEdge(i, i + 1);
61005
61087
  addEdge(i + 1, i + 2);
@@ -61016,7 +61098,7 @@ void main() {
61016
61098
  pz(i) {
61017
61099
  return this.positions[i * 3 + 2];
61018
61100
  }
61019
- /** 最近顶点(传入 local 坐标) */
61101
+ /** Nearest vertex (pass in local coordinates). */
61020
61102
  nearestVertex(localPoint) {
61021
61103
  let best = -1;
61022
61104
  let bestD = Infinity;
@@ -61033,8 +61115,8 @@ void main() {
61033
61115
  return best;
61034
61116
  }
61035
61117
  /**
61036
- * 两顶点间最短路径(含端点的顶点索引序列)。二叉堆 Dijkstra,O(E log V)
61037
- * 不连通时返回 [start,end] 兜底。
61118
+ * Shortest path between two vertices (sequence of vertex indices including endpoints).
61119
+ * Binary-heap Dijkstra, O(E log V). Falls back to [start,end] when disconnected.
61038
61120
  */
61039
61121
  shortestPath(startV, endV) {
61040
61122
  if (startV === endV)
@@ -61091,7 +61173,7 @@ void main() {
61091
61173
  const nm = new Matrix3().getNormalMatrix(mesh.matrixWorld);
61092
61174
  return n.applyMatrix3(nm).normalize();
61093
61175
  }
61094
- /** 顶点的 local 坐标 + local 法线(图几何即 local 空间) */
61176
+ /** Vertex local coordinates + local normal (the graph geometry is already local space). */
61095
61177
  vertexLocal(i) {
61096
61178
  return {
61097
61179
  x: this.px(i),
@@ -61104,7 +61186,7 @@ void main() {
61104
61186
  };
61105
61187
  }
61106
61188
  }
61107
- /** 极简二叉最小堆( priority 排序,存顶点索引)。用于 Dijkstra */
61189
+ /** Minimal binary min-heap (ordered by priority, stores vertex indices). Used for Dijkstra. */
61108
61190
  class MinHeap {
61109
61191
  constructor() {
61110
61192
  this.ids = [];
@@ -61161,29 +61243,68 @@ void main() {
61161
61243
  }
61162
61244
 
61163
61245
  /**
61164
- * 模式 B(测地线)状态机:逐次点击锚点,相邻锚点之间用 MeshGraph 求最短路径,
61165
- * 拼成一条贴合表面的折线。Enter 结束并可闭合(首尾再求一段)。
61246
+ * State machine for mode B (geodesic): click anchors one by one, find the shortest path between
61247
+ * adjacent anchors with MeshGraph, and stitch them into a polyline that hugs the surface.
61248
+ * Enter finishes and can close the loop (computing one more segment between first and last).
61166
61249
  */
61167
61250
  class GeodesicContour {
61168
61251
  constructor(graph, mesh) {
61169
61252
  this.graph = graph;
61170
61253
  this.mesh = mesh;
61171
- this.anchors = []; // 顶点索引
61172
- this.segments = []; // 相邻锚点间路径(含端点)
61254
+ this.anchors = []; // vertex indices
61255
+ this.segments = []; // path between adjacent anchors (endpoints included)
61256
+ this.history = []; // anchor snapshot before each add/remove, for undo
61257
+ }
61258
+ /** Save a snapshot before any anchor change (the vertex-index array is tiny, so snapshot cost is negligible). */
61259
+ snapshot() {
61260
+ this.history.push(this.anchors.slice());
61173
61261
  }
61174
- /** 传入 local 命中点,snap 到最近顶点并对上一锚点求路径。 */
61262
+ /** Given a local hit point, snap to the nearest vertex and compute the path to the previous anchor. */
61175
61263
  addAnchor(localHitPoint) {
61176
61264
  const v = this.graph.nearestVertex(localHitPoint);
61265
+ this.snapshot();
61177
61266
  if (this.anchors.length > 0) {
61178
61267
  const prev = this.anchors[this.anchors.length - 1];
61179
61268
  this.segments.push(this.graph.shortestPath(prev, v));
61180
61269
  }
61181
61270
  this.anchors.push(v);
61182
61271
  }
61272
+ /** Remove the anchor at the given index and recompute adjacent segments (allows canceling any middle point). */
61273
+ removeAnchorAt(index) {
61274
+ if (index < 0 || index >= this.anchors.length)
61275
+ return;
61276
+ this.snapshot();
61277
+ this.anchors.splice(index, 1);
61278
+ this.rebuildSegments();
61279
+ }
61280
+ /** Whether there is still an editable change to undo (add/remove point). */
61281
+ canUndo() {
61282
+ return this.history.length > 0;
61283
+ }
61284
+ /** Undo the last anchor edit (add → remove it; remove → restore it). Returns false when no history. */
61285
+ undoEdit() {
61286
+ const prev = this.history.pop();
61287
+ if (!prev)
61288
+ return false;
61289
+ this.anchors = prev;
61290
+ this.rebuildSegments();
61291
+ return true;
61292
+ }
61293
+ /** Recompute all adjacent-segment paths from the current anchor sequence. */
61294
+ rebuildSegments() {
61295
+ this.segments = [];
61296
+ for (let i = 1; i < this.anchors.length; i++) {
61297
+ this.segments.push(this.graph.shortestPath(this.anchors[i - 1], this.anchors[i]));
61298
+ }
61299
+ }
61300
+ /** Local vertex of each anchor (used to draw visible anchor markers). */
61301
+ getAnchorLocals() {
61302
+ return this.anchors.map((i) => this.graph.vertexLocal(i));
61303
+ }
61183
61304
  get anchorCount() {
61184
61305
  return this.anchors.length;
61185
61306
  }
61186
- /** 把所有路径顶点(world)+ 法线 拼成折线;closed 时补一段首尾路径。 */
61307
+ /** Stitch all path vertices (world) + normals into a polyline; when closed, add one first-to-last segment. */
61187
61308
  buildVertices(closed) {
61188
61309
  const segs = this.segments.slice();
61189
61310
  if (closed && this.anchors.length > 2) {
@@ -61191,22 +61312,22 @@ void main() {
61191
61312
  }
61192
61313
  const idxPath = [];
61193
61314
  segs.forEach((s, si) => {
61194
- const start = si === 0 ? 0 : 1; // 去重相邻段共享端点
61315
+ const start = si === 0 ? 0 : 1; // dedupe the endpoint shared between adjacent segments
61195
61316
  for (let k = start; k < s.length; k++)
61196
61317
  idxPath.push(s[k]);
61197
61318
  });
61198
61319
  if (idxPath.length === 0 && this.anchors.length === 1) {
61199
61320
  idxPath.push(this.anchors[0]);
61200
61321
  }
61201
- // 图几何即 local 空间,直接产出 local 顶点(渲染时再派生 world)
61322
+ // The graph geometry is already local space, so emit local vertices directly (world is derived at render time).
61202
61323
  return idxPath.map((i) => this.graph.vertexLocal(i));
61203
61324
  }
61204
61325
  }
61205
61326
 
61206
61327
  /**
61207
- * 标注数据模型 + 撤销栈 + 导出。纯数据,无 three / DOM 依赖。
61208
- * 撤销只记录 add / remove 两类原子操作(满足"撤销最近添加 / 恢复删除")
61209
- * 通过 subscribe 通知 UI 与渲染层(后者据 list() 做场景对账)
61328
+ * Annotation data model + undo stack + export. Pure data, no three / DOM dependencies.
61329
+ * Undo only records two atomic operations, add / remove (enough for "undo last add / restore delete").
61330
+ * Notifies the UI and render layer via subscribe (the latter reconciles the scene against list()).
61210
61331
  */
61211
61332
  class AnnotationStore {
61212
61333
  constructor() {
@@ -61249,7 +61370,7 @@ void main() {
61249
61370
  }
61250
61371
  this.notify();
61251
61372
  }
61252
- /** 清空,返回被清掉的项(供渲染层 dispose three 对象) */
61373
+ /** Clear all, returning the removed items (so the render layer can dispose three objects). */
61253
61374
  clear() {
61254
61375
  const old = this.items;
61255
61376
  this.items = [];
@@ -61310,13 +61431,14 @@ void main() {
61310
61431
  const LINE_W = 3;
61311
61432
  const LINE_W_SEL = 6;
61312
61433
  /**
61313
- * 表面标注主控制器(Phase 4):navigate / freehand / geodesic / point 四模式,
61314
- * Enter 闭合,数据交给 AnnotationStore 管理(多条带颜色标签、撤销/删除/清空、导出)。
61315
- * 渲染层据 store.list() 做场景对账(reconcile),撤销/删除自动加/移 three 对象。
61434
+ * Main surface-annotation controller (Phase 4): four modes navigate / freehand / geodesic / point,
61435
+ * Enter closes the loop, and data is managed by AnnotationStore (multiple color-labeled strips,
61436
+ * undo/delete/clear, export).
61437
+ * The render layer reconciles the scene against store.list(); undo/delete automatically add/remove three objects.
61316
61438
  */
61317
61439
  class SurfaceAnnotator {
61318
61440
  constructor(opts) {
61319
- var _a, _b;
61441
+ var _a, _b, _c;
61320
61442
  this.mode = "navigate";
61321
61443
  this.spaceHeld = false;
61322
61444
  this.pointerDown = false;
@@ -61324,7 +61446,12 @@ void main() {
61324
61446
  this.managed = new Set();
61325
61447
  this.seq = 0;
61326
61448
  this.selectedId = null;
61327
- /** 窗口尺寸变化时更新所有 fat line 的像素分辨率,否则线宽会失真。 */
61449
+ this.activeGeoMarkers = []; // visible anchors of the in-progress geodesic
61450
+ this.geoRay = new Raycaster();
61451
+ this.geoNdc = new Vector2();
61452
+ this.hoveredGeoMarker = -1;
61453
+ this._projV = new Vector3();
61454
+ /** Update the pixel resolution of all fat lines on window resize, otherwise line width distorts. */
61328
61455
  this.onResize = () => {
61329
61456
  const w = this.o.container.clientWidth;
61330
61457
  const h = this.o.container.clientHeight;
@@ -61343,7 +61470,7 @@ void main() {
61343
61470
  if (this.spaceHeld)
61344
61471
  return;
61345
61472
  if (e.button !== 0)
61346
- return; // 仅左键
61473
+ return; // left button only
61347
61474
  if (!this.insideContainer(e))
61348
61475
  return;
61349
61476
  this.pointerDown = true;
@@ -61378,6 +61505,19 @@ void main() {
61378
61505
  return;
61379
61506
  }
61380
61507
  if (this.mode === "geodesic") {
61508
+ // First check whether an existing anchor was clicked → cancel that point (any point can be canceled).
61509
+ const pick = this.pickGeoMarker(e);
61510
+ if (pick >= 0 && this.activeGeo) {
61511
+ this.activeGeo.removeAnchorAt(pick);
61512
+ if (this.activeGeo.anchorCount === 0)
61513
+ this.clearActiveGeo();
61514
+ else {
61515
+ this.rebuildGeoMarkers();
61516
+ this.redrawGeoLine();
61517
+ }
61518
+ return;
61519
+ }
61520
+ // Otherwise drop a new anchor on the surface.
61381
61521
  const h = this.hit(e);
61382
61522
  if (!h)
61383
61523
  return;
@@ -61386,19 +61526,19 @@ void main() {
61386
61526
  }
61387
61527
  const local = this.o.mesh.worldToLocal(h.point.clone());
61388
61528
  this.activeGeo.addAnchor(local);
61389
- const verts = this.activeGeo.buildVertices(false);
61390
- if (!this.activeGeoLine) {
61391
- this.activeGeoLine = makeContourLine(verts, this.geodesicColor, false, this.o.container, this.epsilon, this.o.mesh);
61392
- this.o.scene.add(this.activeGeoLine);
61393
- }
61394
- else {
61395
- updateContourLine(this.activeGeoLine, verts, false, this.epsilon, this.o.mesh);
61396
- }
61529
+ this.rebuildGeoMarkers();
61530
+ this.redrawGeoLine();
61397
61531
  }
61398
61532
  };
61399
61533
  this.onPointerMove = (e) => {
61400
- if (this.spaceHeld)
61534
+ if (this.spaceHeld) {
61535
+ this.setGeoHover(-1);
61401
61536
  return;
61537
+ }
61538
+ // In geodesic mode, show the "✕" hint when hovering an anchor sphere (that point can be clicked to cancel).
61539
+ if (this.mode === "geodesic" && !this.pointerDown) {
61540
+ this.setGeoHover(this.insideContainer(e) ? this.pickGeoMarker(e) : -1);
61541
+ }
61402
61542
  if (this.mode === "freehand" &&
61403
61543
  this.pointerDown &&
61404
61544
  this.activeStroke &&
@@ -61460,7 +61600,7 @@ void main() {
61460
61600
  return;
61461
61601
  }
61462
61602
  if (e.key === "Enter") {
61463
- // 测地线进行中结束并闭合;否则闭合最近一条自由手绘线。
61603
+ // Geodesic in progress finish and close it; otherwise close the most recent freehand line.
61464
61604
  if (this.activeGeo)
61465
61605
  this.finishGeodesic();
61466
61606
  else
@@ -61485,24 +61625,25 @@ void main() {
61485
61625
  this.o = opts;
61486
61626
  const meshGeo = opts.mesh.geometry;
61487
61627
  if (!meshGeo.getAttribute("normal"))
61488
- meshGeo.computeVertexNormals(); // 渲染需要法线
61628
+ meshGeo.computeVertexNormals(); // rendering needs normals
61489
61629
  meshGeo.computeBoundingBox();
61490
61630
  const diag = (_a = opts.bboxDiagonal) !== null && _a !== void 0 ? _a : meshGeo.boundingBox.getSize(new Vector3()).length();
61491
- this.markerRadius = (_b = opts.markerRadius) !== null && _b !== void 0 ? _b : diag * 0.006;
61492
- this.epsilon = diag * 0.002;
61631
+ this.markerRadius = (_b = opts.markerRadius) !== null && _b !== void 0 ? _b : diag * 0.0032;
61632
+ this.epsilon = (_c = opts.epsilon) !== null && _c !== void 0 ? _c : diag * 0.002;
61493
61633
  this.minGap = diag * 0.004;
61494
61634
  this.maxJump = diag * 0.05;
61495
- // 测地线连通性:单独焊接一份"仅位置"的几何给 MeshGraph 用——
61496
- // 不动被渲染的 mesh(保留其法线/UV/纹理)。仅位置可保证同表面位置的顶点
61497
- // mergeVertices 合并(否则逐面法线/UV 会阻止合并,图断裂 → 闭合穿模)。
61635
+ // Geodesic connectivity: weld a separate "position-only" geometry for MeshGraph to use —
61636
+ // leaving the rendered mesh untouched (keeping its normals/UV/texture). Position-only ensures
61637
+ // vertices at the same surface position get merged by mergeVertices (otherwise per-face
61638
+ // normals/UV would block the merge, breaking the graph → the closed loop cuts through the model).
61498
61639
  const posOnly = new BufferGeometry();
61499
61640
  posOnly.setAttribute("position", meshGeo.getAttribute("position").clone());
61500
61641
  const graphGeo = mergeVertices(posOnly);
61501
61642
  graphGeo.computeVertexNormals();
61502
61643
  this.graph = new MeshGraph(graphGeo);
61503
61644
  this.store.subscribe(() => this.reconcile());
61504
- // 监听挂到 window 的捕获阶段(capture=true):在 copper TrackballControls
61505
- // 之前拿到每一个指针事件,避免它的 setPointerCapture / 事件路由导致拖拽中途丢 move。
61645
+ // Listen on window in the capture phase (capture=true): receive every pointer event before
61646
+ // copper's TrackballControls, so its setPointerCapture / event routing doesn't drop moves mid-drag.
61506
61647
  window.addEventListener("pointerdown", this.onPointerDown, true);
61507
61648
  window.addEventListener("pointermove", this.onPointerMove, true);
61508
61649
  window.addEventListener("pointerup", this.onPointerUp, true);
@@ -61523,12 +61664,15 @@ void main() {
61523
61664
  var _a;
61524
61665
  return (_a = this.o.pointColor) !== null && _a !== void 0 ? _a : "#ffd166";
61525
61666
  }
61526
- // ---- 对外 API( Vue 调用) ----
61667
+ // ---- Public API (called from Vue) ----
61527
61668
  getMode() {
61528
61669
  return this.mode;
61529
61670
  }
61530
61671
  setMode(m) {
61531
61672
  var _a, _b;
61673
+ // When leaving geodesic mode, discard the in-progress geodesic not yet committed with Enter (clear leftover anchors and line).
61674
+ if (m !== "geodesic" && this.activeGeo)
61675
+ this.clearActiveGeo();
61532
61676
  this.mode = m;
61533
61677
  this.applyCameraGating();
61534
61678
  (_b = (_a = this.o).onModeChange) === null || _b === void 0 ? void 0 : _b.call(_a, m);
@@ -61536,11 +61680,23 @@ void main() {
61536
61680
  getStore() {
61537
61681
  return this.store;
61538
61682
  }
61539
- /** 当前标注列表快照。 */
61683
+ /** Snapshot of the current annotation list. */
61540
61684
  getAnnotations() {
61541
61685
  return this.store.list();
61542
61686
  }
61543
61687
  undo() {
61688
+ // Geodesic in progress → undo the most recent anchor edit (both adding and canceling a point can be rolled back);
61689
+ // otherwise undo the most recently committed annotation.
61690
+ if (this.activeGeo && this.activeGeo.canUndo()) {
61691
+ this.activeGeo.undoEdit();
61692
+ if (this.activeGeo.anchorCount === 0)
61693
+ this.clearActiveGeo();
61694
+ else {
61695
+ this.rebuildGeoMarkers();
61696
+ this.redrawGeoLine();
61697
+ }
61698
+ return;
61699
+ }
61544
61700
  this.store.undo();
61545
61701
  }
61546
61702
  clearAll() {
@@ -61553,6 +61709,7 @@ void main() {
61553
61709
  });
61554
61710
  this.managed.clear();
61555
61711
  this.selectedId = null;
61712
+ this.clearActiveGeo();
61556
61713
  }
61557
61714
  deleteAnnotation(id) {
61558
61715
  if (this.selectedId === id)
@@ -61563,7 +61720,7 @@ void main() {
61563
61720
  this.selectedId = id;
61564
61721
  this.applySelection();
61565
61722
  }
61566
- /** 颜色变更后重画对应 three 对象。 */
61723
+ /** Redraw the corresponding three object after a color change. */
61567
61724
  refreshAnnotation(id) {
61568
61725
  const a = this.store.get(id);
61569
61726
  if (!a || !a.object3D)
@@ -61579,12 +61736,12 @@ void main() {
61579
61736
  exportJSON(modelName, opts) {
61580
61737
  return this.store.toJSON(modelName, this.o.mesh, opts);
61581
61738
  }
61582
- // ---- 内部 ----
61739
+ // ---- Internal ----
61583
61740
  applyCameraGating() {
61584
- // 按住 Space 临时旋转优先;否则仅 navigate 模式开相机。
61741
+ // Holding Space for temporary rotation takes priority; otherwise enable the camera only in navigate mode.
61585
61742
  this.o.controls.enabled = this.spaceHeld || this.mode === "navigate";
61586
61743
  }
61587
- /** store.list() 对账场景:补齐缺失对象、移除已删对象( dispose,留给撤销恢复) */
61744
+ /** Reconcile the scene against store.list(): add missing objects, remove deleted ones (no dispose, kept for undo restore). */
61588
61745
  reconcile() {
61589
61746
  var _a, _b;
61590
61747
  const present = new Set();
@@ -61633,16 +61790,183 @@ void main() {
61633
61790
  hit(e) {
61634
61791
  return raycastSurface(this.o.camera, this.o.container, this.o.mesh, e.clientX, e.clientY);
61635
61792
  }
61636
- /** 事件目标是否落在标注容器内(排除面板/页面其它区域的点击)。 */
61793
+ /**
61794
+ * Whether the event target is the WebGL canvas inside the container.
61795
+ * Only accept the canvas: panels (GUIDE / control panel / the ✕ buttons in the annotation list)
61796
+ * are all children of the container, so checking contains alone would treat clicks on the panels
61797
+ * as drawing on the model — which "leaks through" the delete buttons and makes ✕ hard to click.
61798
+ * Responding only to pointer events on the canvas fully isolates the UI from the drawing surface.
61799
+ */
61637
61800
  insideContainer(e) {
61638
61801
  const t = e.target;
61639
- return !!t && this.o.container.contains(t);
61802
+ return !!t && t.tagName === "CANVAS" && this.o.container.contains(t);
61803
+ }
61804
+ /**
61805
+ * Pick an in-progress anchor: return the index of the nearest anchor (screen pixel distance <
61806
+ * tolerance), or -1 on a miss.
61807
+ *
61808
+ * Uses "screen-space pixel distance" instead of ray/sphere intersection: the anchor spheres are
61809
+ * tiny, so strict ray/sphere hits require pixel-perfect aiming and most clicks miss — and a miss
61810
+ * falls through to the "add anchor" branch, so trying to delete a point ends up adding one. That
61811
+ * was the root cause of the old "deleting a point takes several clicks, must hit the sphere dead
61812
+ * center" problem. Projecting each anchor to the screen and taking the nearest within tolerance
61813
+ * makes deletion stable and reliable. The tolerance is enlarged relative to the sphere's screen
61814
+ * radius to make it easy to hit.
61815
+ */
61816
+ pickGeoMarker(e) {
61817
+ if (!this.activeGeoMarkers.length)
61818
+ return -1;
61819
+ const rect = this.o.container.getBoundingClientRect();
61820
+ const px = e.clientX - rect.left;
61821
+ const py = e.clientY - rect.top;
61822
+ const TOL = 16; // hit tolerance (pixels), larger than the sphere itself for forgiving clicks
61823
+ let best = -1;
61824
+ let bestDist = TOL;
61825
+ const v = this._projV;
61826
+ for (let i = 0; i < this.activeGeoMarkers.length; i++) {
61827
+ v.copy(this.activeGeoMarkers[i].position).project(this.o.camera);
61828
+ if (v.z > 1)
61829
+ continue; // projects behind the camera, skip
61830
+ const sx = (v.x * 0.5 + 0.5) * rect.width;
61831
+ const sy = (-v.y * 0.5 + 0.5) * rect.height;
61832
+ const d = Math.hypot(sx - px, sy - py);
61833
+ if (d < bestDist) {
61834
+ bestDist = d;
61835
+ best = i;
61836
+ }
61837
+ }
61838
+ return best;
61839
+ }
61840
+ /** Set the currently hovered anchor (-1 = none): update highlight scale, cursor, and the "✕ (cancel)" floating badge. */
61841
+ setGeoHover(idx) {
61842
+ if (idx === this.hoveredGeoMarker) {
61843
+ if (idx >= 0)
61844
+ this.positionGeoBadge(this.activeGeoMarkers[idx]);
61845
+ return;
61846
+ }
61847
+ const prev = this.activeGeoMarkers[this.hoveredGeoMarker];
61848
+ if (prev)
61849
+ prev.scale.setScalar(1);
61850
+ this.hoveredGeoMarker = idx;
61851
+ const cur = this.activeGeoMarkers[idx];
61852
+ if (cur) {
61853
+ cur.scale.setScalar(1.3);
61854
+ this.ensureGeoBadge().style.display = "flex";
61855
+ this.positionGeoBadge(cur);
61856
+ this.o.container.style.cursor = "pointer";
61857
+ }
61858
+ else {
61859
+ if (this.geoHoverBadge)
61860
+ this.geoHoverBadge.style.display = "none";
61861
+ this.o.container.style.cursor = "";
61862
+ }
61863
+ }
61864
+ /** Lazily create the floating ✕ badge (appended inside the container, pointer-events:none so it doesn't block clicks). */
61865
+ ensureGeoBadge() {
61866
+ if (this.geoHoverBadge)
61867
+ return this.geoHoverBadge;
61868
+ const b = document.createElement("div");
61869
+ b.textContent = "✕";
61870
+ Object.assign(b.style, {
61871
+ position: "absolute",
61872
+ width: "16px",
61873
+ height: "16px",
61874
+ borderRadius: "50%",
61875
+ background: "#ff5d6c",
61876
+ color: "#fff",
61877
+ font: "700 10px/1 system-ui, sans-serif",
61878
+ display: "none",
61879
+ alignItems: "center",
61880
+ justifyContent: "center",
61881
+ pointerEvents: "none",
61882
+ zIndex: "15",
61883
+ boxShadow: "0 2px 6px rgba(0,0,0,.45)",
61884
+ transform: "translate(-50%, -50%)",
61885
+ left: "0px",
61886
+ top: "0px",
61887
+ });
61888
+ this.o.container.appendChild(b);
61889
+ this.geoHoverBadge = b;
61890
+ return b;
61891
+ }
61892
+ /** Position the ✕ badge at the anchor's screen projection (dead center, i.e. where the cursor hovers, to avoid ambiguity). */
61893
+ positionGeoBadge(marker) {
61894
+ if (!marker)
61895
+ return;
61896
+ const b = this.ensureGeoBadge();
61897
+ this._projV.copy(marker.position).project(this.o.camera);
61898
+ const rect = this.o.container.getBoundingClientRect();
61899
+ const x = (this._projV.x * 0.5 + 0.5) * rect.width;
61900
+ const y = (-this._projV.y * 0.5 + 0.5) * rect.height;
61901
+ b.style.left = `${x}px`;
61902
+ b.style.top = `${y}px`;
61903
+ }
61904
+ /** Rebuild the visible anchor spheres from the current anchors (slightly larger than placed points, so they're easy to see and click to cancel). */
61905
+ rebuildGeoMarkers() {
61906
+ this.setGeoHover(-1);
61907
+ for (const m of this.activeGeoMarkers) {
61908
+ this.o.scene.remove(m);
61909
+ this.disposeObject(m);
61910
+ }
61911
+ this.activeGeoMarkers = [];
61912
+ if (!this.activeGeo)
61913
+ return;
61914
+ for (const v of this.activeGeo.getAnchorLocals()) {
61915
+ const marker = makePointMarker(v, this.o.mesh, this.geodesicColor, this.markerRadius * 1.15);
61916
+ this.o.scene.add(marker);
61917
+ this.activeGeoMarkers.push(marker);
61918
+ }
61919
+ }
61920
+ /** Redraw the in-progress geodesic from the current anchors (not closed); remove the line when fewer than two points. */
61921
+ redrawGeoLine() {
61922
+ if (!this.activeGeo)
61923
+ return;
61924
+ const verts = this.activeGeo.buildVertices(false);
61925
+ if (verts.length < 2) {
61926
+ if (this.activeGeoLine) {
61927
+ this.o.scene.remove(this.activeGeoLine);
61928
+ this.disposeObject(this.activeGeoLine);
61929
+ this.activeGeoLine = undefined;
61930
+ }
61931
+ return;
61932
+ }
61933
+ if (!this.activeGeoLine) {
61934
+ this.activeGeoLine = makeContourLine(verts, this.geodesicColor, false, this.o.container, this.epsilon, this.o.mesh);
61935
+ this.o.scene.add(this.activeGeoLine);
61936
+ }
61937
+ else {
61938
+ updateContourLine(this.activeGeoLine, verts, false, this.epsilon, this.o.mesh);
61939
+ }
61940
+ }
61941
+ /** Discard the in-progress geodesic: remove and dispose the line and all anchors. */
61942
+ clearActiveGeo() {
61943
+ this.setGeoHover(-1);
61944
+ if (this.activeGeoLine) {
61945
+ this.o.scene.remove(this.activeGeoLine);
61946
+ this.disposeObject(this.activeGeoLine);
61947
+ this.activeGeoLine = undefined;
61948
+ }
61949
+ for (const m of this.activeGeoMarkers) {
61950
+ this.o.scene.remove(m);
61951
+ this.disposeObject(m);
61952
+ }
61953
+ this.activeGeoMarkers = [];
61954
+ this.activeGeo = undefined;
61955
+ }
61956
+ /** Remove all anchor spheres of the in-progress geodesic (called after committing: only the line remains). */
61957
+ removeGeoMarkers() {
61958
+ this.setGeoHover(-1);
61959
+ for (const m of this.activeGeoMarkers) {
61960
+ this.o.scene.remove(m);
61961
+ this.disposeObject(m);
61962
+ }
61963
+ this.activeGeoMarkers = [];
61640
61964
  }
61641
61965
  closeLastContour() {
61642
61966
  const last = this.lastFreehand;
61643
61967
  if (!last || last.closed || last.vertices.length < 3 || !last.object3D)
61644
61968
  return;
61645
- // 用测地线沿表面把末点连回首点,避免直线弦从模型内部"抄近路"被遮挡。
61969
+ // 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.
61646
61970
  const tail = last.vertices[last.vertices.length - 1];
61647
61971
  const head = last.vertices[0];
61648
61972
  const closing = this.surfacePathBetween(tail, head);
@@ -61650,14 +61974,14 @@ void main() {
61650
61974
  last.closed = true;
61651
61975
  updateContourLine(last.object3D, last.vertices, true, this.epsilon, this.o.mesh);
61652
61976
  }
61653
- /** 沿网格表面求 a→b 的测地路径(local 顶点),去掉与 a 重合的首点。a/b 已是 local */
61977
+ /** 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. */
61654
61978
  surfacePathBetween(a, b) {
61655
61979
  const va = this.graph.nearestVertex(new Vector3(a.x, a.y, a.z));
61656
61980
  const vb = this.graph.nearestVertex(new Vector3(b.x, b.y, b.z));
61657
61981
  const path = this.graph.shortestPath(va, vb);
61658
61982
  return path.slice(1).map((i) => this.graph.vertexLocal(i));
61659
61983
  }
61660
- /** 结束当前测地线:闭合成环并落定为一条 contour */
61984
+ /** Finish the current geodesic: close it into a ring and commit it as one contour. */
61661
61985
  finishGeodesic() {
61662
61986
  if (!this.activeGeo || !this.activeGeoLine)
61663
61987
  return;
@@ -61679,7 +62003,10 @@ void main() {
61679
62003
  }
61680
62004
  else {
61681
62005
  this.o.scene.remove(this.activeGeoLine);
62006
+ this.disposeObject(this.activeGeoLine);
61682
62007
  }
62008
+ // After committing, clear the visible anchors and leave only the surface-hugging line.
62009
+ this.removeGeoMarkers();
61683
62010
  this.activeGeo = undefined;
61684
62011
  this.activeGeoLine = undefined;
61685
62012
  }
@@ -61691,6 +62018,10 @@ void main() {
61691
62018
  return tag === "INPUT" || tag === "TEXTAREA" || t.isContentEditable;
61692
62019
  }
61693
62020
  dispose() {
62021
+ var _a;
62022
+ this.clearActiveGeo();
62023
+ (_a = this.geoHoverBadge) === null || _a === void 0 ? void 0 : _a.remove();
62024
+ this.geoHoverBadge = undefined;
61694
62025
  window.removeEventListener("pointerdown", this.onPointerDown, true);
61695
62026
  window.removeEventListener("pointermove", this.onPointerMove, true);
61696
62027
  window.removeEventListener("pointerup", this.onPointerUp, true);
@@ -61789,9 +62120,9 @@ void main() {
61789
62120
  copperVtkLoader(url, this.scene, this.content);
61790
62121
  }
61791
62122
  /**
61792
- * 在给定模型表面创建标注器( contour / 放点 / 导出坐标)
61793
- * target 可为单个 Mesh,或 Group/Object3D(自动选顶点数最多的 mesh)
61794
- * 复用本 scene camera / container / controls;几何非索引时内部自动焊接索引化。
62123
+ * Create an annotator on the surface of a given model (draw contours / place points / export coordinates).
62124
+ * target can be a single Mesh, or a Group/Object3D (the mesh with the most vertices is chosen automatically).
62125
+ * Reuses this scene's camera / container / controls; non-indexed geometry is welded and indexed automatically.
61795
62126
  */
61796
62127
  createSurfaceAnnotator(target, opts) {
61797
62128
  const mesh = this.pickAnnotatableMesh(target);
@@ -61819,7 +62150,7 @@ void main() {
61819
62150
  });
61820
62151
  return best;
61821
62152
  }
61822
- /** 释放本 scene 创建的所有标注器(移除事件监听与标注对象) */
62153
+ /** Dispose all annotators created on this scene (removes event listeners and annotation objects). */
61823
62154
  disposeSurfaceAnnotators() {
61824
62155
  this.surfaceAnnotators.forEach((a) => a.dispose());
61825
62156
  this.surfaceAnnotators = [];
@@ -82678,7 +83009,7 @@ void main() {
82678
83009
  }
82679
83010
 
82680
83011
  // import * as kiwrious from "copper3d_plugin_heart_k";
82681
- const REVISION = "v3.6.1-beta";
83012
+ const REVISION = "v3.6.4-beta";
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83013
  console.log(`%cCopper3D Visualisation %cBeta:${REVISION}`, "padding: 3px;color:white; background:#023047", "padding: 3px;color:white; background:#f50a25");
82683
83014
 
82684
83015
  exports.AI_CHANNEL_HEX_COLORS = AI_CHANNEL_HEX_COLORS;