copper3d 3.6.2 → 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 +48 -28
- package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js +76 -50
- 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 +11 -10
- package/dist/Utils/surfaceAnnotation/geodesicContour.js +16 -15
- 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 +238 -129
- package/dist/bundle.umd.js +238 -129
- 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 +48 -28
- 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 +11 -10
- 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.umd.js
CHANGED
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@@ -40873,9 +40873,9 @@ void main() {
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40873
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}
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}
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40876
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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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@@ -41403,9 +41403,9 @@ void main() {
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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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@@ -46336,7 +46336,7 @@ void main() {
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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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@@ -58686,7 +58686,7 @@ void main() {
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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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@@ -59082,23 +59082,23 @@ void main() {
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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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@@ -59519,7 +59519,7 @@ void main() {
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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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@@ -59534,20 +59534,80 @@ void main() {
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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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-
*
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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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* 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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@@ -59562,19 +59622,29 @@ void main() {
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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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@@ -59584,15 +59654,18 @@ void main() {
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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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@@ -59611,10 +59684,12 @@ void main() {
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if (this.has) {
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const d = hit.point.distanceTo(this.last);
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59686
|
if (d < this.minGap)
|
|
59614
|
-
return; //
|
|
59615
|
-
//
|
|
59616
|
-
//
|
|
59617
|
-
//
|
|
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
|
-
*
|
|
60916
|
-
*
|
|
60917
|
-
*
|
|
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
|
|
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, //
|
|
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
|
-
//
|
|
60944
|
-
//
|
|
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
|
|
60952
|
-
//
|
|
60953
|
-
//
|
|
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
|
-
/**
|
|
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
|
-
*
|
|
60968
|
-
*
|
|
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
|
-
*
|
|
60971
|
-
*
|
|
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
|
-
*
|
|
60974
|
-
*
|
|
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
|
-
//
|
|
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
|
-
/**
|
|
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
|
-
*
|
|
61037
|
-
*
|
|
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
|
-
/**
|
|
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
|
-
/**
|
|
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 = [];
|
|
@@ -61161,22 +61243,23 @@ void main() {
|
|
|
61161
61243
|
}
|
|
61162
61244
|
|
|
61163
61245
|
/**
|
|
61164
|
-
*
|
|
61165
|
-
*
|
|
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 = []; //
|
|
61172
|
-
this.segments = []; //
|
|
61173
|
-
this.history = []; //
|
|
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
|
|
61174
61257
|
}
|
|
61175
|
-
/**
|
|
61258
|
+
/** Save a snapshot before any anchor change (the vertex-index array is tiny, so snapshot cost is negligible). */
|
|
61176
61259
|
snapshot() {
|
|
61177
61260
|
this.history.push(this.anchors.slice());
|
|
61178
61261
|
}
|
|
61179
|
-
/**
|
|
61262
|
+
/** Given a local hit point, snap to the nearest vertex and compute the path to the previous anchor. */
|
|
61180
61263
|
addAnchor(localHitPoint) {
|
|
61181
61264
|
const v = this.graph.nearestVertex(localHitPoint);
|
|
61182
61265
|
this.snapshot();
|
|
@@ -61186,7 +61269,7 @@ void main() {
|
|
|
61186
61269
|
}
|
|
61187
61270
|
this.anchors.push(v);
|
|
61188
61271
|
}
|
|
61189
|
-
/**
|
|
61272
|
+
/** Remove the anchor at the given index and recompute adjacent segments (allows canceling any middle point). */
|
|
61190
61273
|
removeAnchorAt(index) {
|
|
61191
61274
|
if (index < 0 || index >= this.anchors.length)
|
|
61192
61275
|
return;
|
|
@@ -61194,11 +61277,11 @@ void main() {
|
|
|
61194
61277
|
this.anchors.splice(index, 1);
|
|
61195
61278
|
this.rebuildSegments();
|
|
61196
61279
|
}
|
|
61197
|
-
/**
|
|
61280
|
+
/** Whether there is still an editable change to undo (add/remove point). */
|
|
61198
61281
|
canUndo() {
|
|
61199
61282
|
return this.history.length > 0;
|
|
61200
61283
|
}
|
|
61201
|
-
/**
|
|
61284
|
+
/** Undo the last anchor edit (add → remove it; remove → restore it). Returns false when no history. */
|
|
61202
61285
|
undoEdit() {
|
|
61203
61286
|
const prev = this.history.pop();
|
|
61204
61287
|
if (!prev)
|
|
@@ -61207,21 +61290,21 @@ void main() {
|
|
|
61207
61290
|
this.rebuildSegments();
|
|
61208
61291
|
return true;
|
|
61209
61292
|
}
|
|
61210
|
-
/**
|
|
61293
|
+
/** Recompute all adjacent-segment paths from the current anchor sequence. */
|
|
61211
61294
|
rebuildSegments() {
|
|
61212
61295
|
this.segments = [];
|
|
61213
61296
|
for (let i = 1; i < this.anchors.length; i++) {
|
|
61214
61297
|
this.segments.push(this.graph.shortestPath(this.anchors[i - 1], this.anchors[i]));
|
|
61215
61298
|
}
|
|
61216
61299
|
}
|
|
61217
|
-
/**
|
|
61300
|
+
/** Local vertex of each anchor (used to draw visible anchor markers). */
|
|
61218
61301
|
getAnchorLocals() {
|
|
61219
61302
|
return this.anchors.map((i) => this.graph.vertexLocal(i));
|
|
61220
61303
|
}
|
|
61221
61304
|
get anchorCount() {
|
|
61222
61305
|
return this.anchors.length;
|
|
61223
61306
|
}
|
|
61224
|
-
/**
|
|
61307
|
+
/** Stitch all path vertices (world) + normals into a polyline; when closed, add one first-to-last segment. */
|
|
61225
61308
|
buildVertices(closed) {
|
|
61226
61309
|
const segs = this.segments.slice();
|
|
61227
61310
|
if (closed && this.anchors.length > 2) {
|
|
@@ -61229,22 +61312,22 @@ void main() {
|
|
|
61229
61312
|
}
|
|
61230
61313
|
const idxPath = [];
|
|
61231
61314
|
segs.forEach((s, si) => {
|
|
61232
|
-
const start = si === 0 ? 0 : 1; //
|
|
61315
|
+
const start = si === 0 ? 0 : 1; // dedupe the endpoint shared between adjacent segments
|
|
61233
61316
|
for (let k = start; k < s.length; k++)
|
|
61234
61317
|
idxPath.push(s[k]);
|
|
61235
61318
|
});
|
|
61236
61319
|
if (idxPath.length === 0 && this.anchors.length === 1) {
|
|
61237
61320
|
idxPath.push(this.anchors[0]);
|
|
61238
61321
|
}
|
|
61239
|
-
//
|
|
61322
|
+
// The graph geometry is already local space, so emit local vertices directly (world is derived at render time).
|
|
61240
61323
|
return idxPath.map((i) => this.graph.vertexLocal(i));
|
|
61241
61324
|
}
|
|
61242
61325
|
}
|
|
61243
61326
|
|
|
61244
61327
|
/**
|
|
61245
|
-
*
|
|
61246
|
-
*
|
|
61247
|
-
*
|
|
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()).
|
|
61248
61331
|
*/
|
|
61249
61332
|
class AnnotationStore {
|
|
61250
61333
|
constructor() {
|
|
@@ -61287,7 +61370,7 @@ void main() {
|
|
|
61287
61370
|
}
|
|
61288
61371
|
this.notify();
|
|
61289
61372
|
}
|
|
61290
|
-
/**
|
|
61373
|
+
/** Clear all, returning the removed items (so the render layer can dispose three objects). */
|
|
61291
61374
|
clear() {
|
|
61292
61375
|
const old = this.items;
|
|
61293
61376
|
this.items = [];
|
|
@@ -61348,13 +61431,14 @@ void main() {
|
|
|
61348
61431
|
const LINE_W = 3;
|
|
61349
61432
|
const LINE_W_SEL = 6;
|
|
61350
61433
|
/**
|
|
61351
|
-
*
|
|
61352
|
-
* Enter
|
|
61353
|
-
*
|
|
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.
|
|
61354
61438
|
*/
|
|
61355
61439
|
class SurfaceAnnotator {
|
|
61356
61440
|
constructor(opts) {
|
|
61357
|
-
var _a, _b;
|
|
61441
|
+
var _a, _b, _c;
|
|
61358
61442
|
this.mode = "navigate";
|
|
61359
61443
|
this.spaceHeld = false;
|
|
61360
61444
|
this.pointerDown = false;
|
|
@@ -61362,12 +61446,12 @@ void main() {
|
|
|
61362
61446
|
this.managed = new Set();
|
|
61363
61447
|
this.seq = 0;
|
|
61364
61448
|
this.selectedId = null;
|
|
61365
|
-
this.activeGeoMarkers = []; //
|
|
61449
|
+
this.activeGeoMarkers = []; // visible anchors of the in-progress geodesic
|
|
61366
61450
|
this.geoRay = new Raycaster();
|
|
61367
61451
|
this.geoNdc = new Vector2();
|
|
61368
61452
|
this.hoveredGeoMarker = -1;
|
|
61369
61453
|
this._projV = new Vector3();
|
|
61370
|
-
/**
|
|
61454
|
+
/** Update the pixel resolution of all fat lines on window resize, otherwise line width distorts. */
|
|
61371
61455
|
this.onResize = () => {
|
|
61372
61456
|
const w = this.o.container.clientWidth;
|
|
61373
61457
|
const h = this.o.container.clientHeight;
|
|
@@ -61386,7 +61470,7 @@ void main() {
|
|
|
61386
61470
|
if (this.spaceHeld)
|
|
61387
61471
|
return;
|
|
61388
61472
|
if (e.button !== 0)
|
|
61389
|
-
return; //
|
|
61473
|
+
return; // left button only
|
|
61390
61474
|
if (!this.insideContainer(e))
|
|
61391
61475
|
return;
|
|
61392
61476
|
this.pointerDown = true;
|
|
@@ -61421,7 +61505,7 @@ void main() {
|
|
|
61421
61505
|
return;
|
|
61422
61506
|
}
|
|
61423
61507
|
if (this.mode === "geodesic") {
|
|
61424
|
-
//
|
|
61508
|
+
// First check whether an existing anchor was clicked → cancel that point (any point can be canceled).
|
|
61425
61509
|
const pick = this.pickGeoMarker(e);
|
|
61426
61510
|
if (pick >= 0 && this.activeGeo) {
|
|
61427
61511
|
this.activeGeo.removeAnchorAt(pick);
|
|
@@ -61433,7 +61517,7 @@ void main() {
|
|
|
61433
61517
|
}
|
|
61434
61518
|
return;
|
|
61435
61519
|
}
|
|
61436
|
-
//
|
|
61520
|
+
// Otherwise drop a new anchor on the surface.
|
|
61437
61521
|
const h = this.hit(e);
|
|
61438
61522
|
if (!h)
|
|
61439
61523
|
return;
|
|
@@ -61451,7 +61535,7 @@ void main() {
|
|
|
61451
61535
|
this.setGeoHover(-1);
|
|
61452
61536
|
return;
|
|
61453
61537
|
}
|
|
61454
|
-
//
|
|
61538
|
+
// In geodesic mode, show the "✕" hint when hovering an anchor sphere (that point can be clicked to cancel).
|
|
61455
61539
|
if (this.mode === "geodesic" && !this.pointerDown) {
|
|
61456
61540
|
this.setGeoHover(this.insideContainer(e) ? this.pickGeoMarker(e) : -1);
|
|
61457
61541
|
}
|
|
@@ -61516,7 +61600,7 @@ void main() {
|
|
|
61516
61600
|
return;
|
|
61517
61601
|
}
|
|
61518
61602
|
if (e.key === "Enter") {
|
|
61519
|
-
//
|
|
61603
|
+
// Geodesic in progress → finish and close it; otherwise close the most recent freehand line.
|
|
61520
61604
|
if (this.activeGeo)
|
|
61521
61605
|
this.finishGeodesic();
|
|
61522
61606
|
else
|
|
@@ -61541,24 +61625,25 @@ void main() {
|
|
|
61541
61625
|
this.o = opts;
|
|
61542
61626
|
const meshGeo = opts.mesh.geometry;
|
|
61543
61627
|
if (!meshGeo.getAttribute("normal"))
|
|
61544
|
-
meshGeo.computeVertexNormals(); //
|
|
61628
|
+
meshGeo.computeVertexNormals(); // rendering needs normals
|
|
61545
61629
|
meshGeo.computeBoundingBox();
|
|
61546
61630
|
const diag = (_a = opts.bboxDiagonal) !== null && _a !== void 0 ? _a : meshGeo.boundingBox.getSize(new Vector3()).length();
|
|
61547
61631
|
this.markerRadius = (_b = opts.markerRadius) !== null && _b !== void 0 ? _b : diag * 0.0032;
|
|
61548
|
-
this.epsilon = diag * 0.002;
|
|
61632
|
+
this.epsilon = (_c = opts.epsilon) !== null && _c !== void 0 ? _c : diag * 0.002;
|
|
61549
61633
|
this.minGap = diag * 0.004;
|
|
61550
61634
|
this.maxJump = diag * 0.05;
|
|
61551
|
-
//
|
|
61552
|
-
//
|
|
61553
|
-
//
|
|
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).
|
|
61554
61639
|
const posOnly = new BufferGeometry();
|
|
61555
61640
|
posOnly.setAttribute("position", meshGeo.getAttribute("position").clone());
|
|
61556
61641
|
const graphGeo = mergeVertices(posOnly);
|
|
61557
61642
|
graphGeo.computeVertexNormals();
|
|
61558
61643
|
this.graph = new MeshGraph(graphGeo);
|
|
61559
61644
|
this.store.subscribe(() => this.reconcile());
|
|
61560
|
-
//
|
|
61561
|
-
//
|
|
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.
|
|
61562
61647
|
window.addEventListener("pointerdown", this.onPointerDown, true);
|
|
61563
61648
|
window.addEventListener("pointermove", this.onPointerMove, true);
|
|
61564
61649
|
window.addEventListener("pointerup", this.onPointerUp, true);
|
|
@@ -61579,13 +61664,13 @@ void main() {
|
|
|
61579
61664
|
var _a;
|
|
61580
61665
|
return (_a = this.o.pointColor) !== null && _a !== void 0 ? _a : "#ffd166";
|
|
61581
61666
|
}
|
|
61582
|
-
// ----
|
|
61667
|
+
// ---- Public API (called from Vue) ----
|
|
61583
61668
|
getMode() {
|
|
61584
61669
|
return this.mode;
|
|
61585
61670
|
}
|
|
61586
61671
|
setMode(m) {
|
|
61587
61672
|
var _a, _b;
|
|
61588
|
-
//
|
|
61673
|
+
// When leaving geodesic mode, discard the in-progress geodesic not yet committed with Enter (clear leftover anchors and line).
|
|
61589
61674
|
if (m !== "geodesic" && this.activeGeo)
|
|
61590
61675
|
this.clearActiveGeo();
|
|
61591
61676
|
this.mode = m;
|
|
@@ -61595,13 +61680,13 @@ void main() {
|
|
|
61595
61680
|
getStore() {
|
|
61596
61681
|
return this.store;
|
|
61597
61682
|
}
|
|
61598
|
-
/**
|
|
61683
|
+
/** Snapshot of the current annotation list. */
|
|
61599
61684
|
getAnnotations() {
|
|
61600
61685
|
return this.store.list();
|
|
61601
61686
|
}
|
|
61602
61687
|
undo() {
|
|
61603
|
-
//
|
|
61604
|
-
//
|
|
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.
|
|
61605
61690
|
if (this.activeGeo && this.activeGeo.canUndo()) {
|
|
61606
61691
|
this.activeGeo.undoEdit();
|
|
61607
61692
|
if (this.activeGeo.anchorCount === 0)
|
|
@@ -61635,7 +61720,7 @@ void main() {
|
|
|
61635
61720
|
this.selectedId = id;
|
|
61636
61721
|
this.applySelection();
|
|
61637
61722
|
}
|
|
61638
|
-
/**
|
|
61723
|
+
/** Redraw the corresponding three object after a color change. */
|
|
61639
61724
|
refreshAnnotation(id) {
|
|
61640
61725
|
const a = this.store.get(id);
|
|
61641
61726
|
if (!a || !a.object3D)
|
|
@@ -61651,12 +61736,12 @@ void main() {
|
|
|
61651
61736
|
exportJSON(modelName, opts) {
|
|
61652
61737
|
return this.store.toJSON(modelName, this.o.mesh, opts);
|
|
61653
61738
|
}
|
|
61654
|
-
// ----
|
|
61739
|
+
// ---- Internal ----
|
|
61655
61740
|
applyCameraGating() {
|
|
61656
|
-
//
|
|
61741
|
+
// Holding Space for temporary rotation takes priority; otherwise enable the camera only in navigate mode.
|
|
61657
61742
|
this.o.controls.enabled = this.spaceHeld || this.mode === "navigate";
|
|
61658
61743
|
}
|
|
61659
|
-
/**
|
|
61744
|
+
/** Reconcile the scene against store.list(): add missing objects, remove deleted ones (no dispose, kept for undo restore). */
|
|
61660
61745
|
reconcile() {
|
|
61661
61746
|
var _a, _b;
|
|
61662
61747
|
const present = new Set();
|
|
@@ -61706,29 +61791,53 @@ void main() {
|
|
|
61706
61791
|
return raycastSurface(this.o.camera, this.o.container, this.o.mesh, e.clientX, e.clientY);
|
|
61707
61792
|
}
|
|
61708
61793
|
/**
|
|
61709
|
-
*
|
|
61710
|
-
*
|
|
61711
|
-
*
|
|
61712
|
-
*
|
|
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.
|
|
61713
61799
|
*/
|
|
61714
61800
|
insideContainer(e) {
|
|
61715
61801
|
const t = e.target;
|
|
61716
61802
|
return !!t && t.tagName === "CANVAS" && this.o.container.contains(t);
|
|
61717
61803
|
}
|
|
61718
|
-
/**
|
|
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
|
+
*/
|
|
61719
61816
|
pickGeoMarker(e) {
|
|
61720
61817
|
if (!this.activeGeoMarkers.length)
|
|
61721
61818
|
return -1;
|
|
61722
61819
|
const rect = this.o.container.getBoundingClientRect();
|
|
61723
|
-
|
|
61724
|
-
|
|
61725
|
-
|
|
61726
|
-
|
|
61727
|
-
|
|
61728
|
-
|
|
61729
|
-
|
|
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;
|
|
61730
61839
|
}
|
|
61731
|
-
/**
|
|
61840
|
+
/** Set the currently hovered anchor (-1 = none): update highlight scale, cursor, and the "✕ (cancel)" floating badge. */
|
|
61732
61841
|
setGeoHover(idx) {
|
|
61733
61842
|
if (idx === this.hoveredGeoMarker) {
|
|
61734
61843
|
if (idx >= 0)
|
|
@@ -61752,7 +61861,7 @@ void main() {
|
|
|
61752
61861
|
this.o.container.style.cursor = "";
|
|
61753
61862
|
}
|
|
61754
61863
|
}
|
|
61755
|
-
/**
|
|
61864
|
+
/** Lazily create the floating ✕ badge (appended inside the container, pointer-events:none so it doesn't block clicks). */
|
|
61756
61865
|
ensureGeoBadge() {
|
|
61757
61866
|
if (this.geoHoverBadge)
|
|
61758
61867
|
return this.geoHoverBadge;
|
|
@@ -61780,7 +61889,7 @@ void main() {
|
|
|
61780
61889
|
this.geoHoverBadge = b;
|
|
61781
61890
|
return b;
|
|
61782
61891
|
}
|
|
61783
|
-
/**
|
|
61892
|
+
/** Position the ✕ badge at the anchor's screen projection (dead center, i.e. where the cursor hovers, to avoid ambiguity). */
|
|
61784
61893
|
positionGeoBadge(marker) {
|
|
61785
61894
|
if (!marker)
|
|
61786
61895
|
return;
|
|
@@ -61792,7 +61901,7 @@ void main() {
|
|
|
61792
61901
|
b.style.left = `${x}px`;
|
|
61793
61902
|
b.style.top = `${y}px`;
|
|
61794
61903
|
}
|
|
61795
|
-
/**
|
|
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). */
|
|
61796
61905
|
rebuildGeoMarkers() {
|
|
61797
61906
|
this.setGeoHover(-1);
|
|
61798
61907
|
for (const m of this.activeGeoMarkers) {
|
|
@@ -61808,7 +61917,7 @@ void main() {
|
|
|
61808
61917
|
this.activeGeoMarkers.push(marker);
|
|
61809
61918
|
}
|
|
61810
61919
|
}
|
|
61811
|
-
/**
|
|
61920
|
+
/** Redraw the in-progress geodesic from the current anchors (not closed); remove the line when fewer than two points. */
|
|
61812
61921
|
redrawGeoLine() {
|
|
61813
61922
|
if (!this.activeGeo)
|
|
61814
61923
|
return;
|
|
@@ -61829,7 +61938,7 @@ void main() {
|
|
|
61829
61938
|
updateContourLine(this.activeGeoLine, verts, false, this.epsilon, this.o.mesh);
|
|
61830
61939
|
}
|
|
61831
61940
|
}
|
|
61832
|
-
/**
|
|
61941
|
+
/** Discard the in-progress geodesic: remove and dispose the line and all anchors. */
|
|
61833
61942
|
clearActiveGeo() {
|
|
61834
61943
|
this.setGeoHover(-1);
|
|
61835
61944
|
if (this.activeGeoLine) {
|
|
@@ -61844,7 +61953,7 @@ void main() {
|
|
|
61844
61953
|
this.activeGeoMarkers = [];
|
|
61845
61954
|
this.activeGeo = undefined;
|
|
61846
61955
|
}
|
|
61847
|
-
/**
|
|
61956
|
+
/** Remove all anchor spheres of the in-progress geodesic (called after committing: only the line remains). */
|
|
61848
61957
|
removeGeoMarkers() {
|
|
61849
61958
|
this.setGeoHover(-1);
|
|
61850
61959
|
for (const m of this.activeGeoMarkers) {
|
|
@@ -61857,7 +61966,7 @@ void main() {
|
|
|
61857
61966
|
const last = this.lastFreehand;
|
|
61858
61967
|
if (!last || last.closed || last.vertices.length < 3 || !last.object3D)
|
|
61859
61968
|
return;
|
|
61860
|
-
//
|
|
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.
|
|
61861
61970
|
const tail = last.vertices[last.vertices.length - 1];
|
|
61862
61971
|
const head = last.vertices[0];
|
|
61863
61972
|
const closing = this.surfacePathBetween(tail, head);
|
|
@@ -61865,14 +61974,14 @@ void main() {
|
|
|
61865
61974
|
last.closed = true;
|
|
61866
61975
|
updateContourLine(last.object3D, last.vertices, true, this.epsilon, this.o.mesh);
|
|
61867
61976
|
}
|
|
61868
|
-
/**
|
|
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. */
|
|
61869
61978
|
surfacePathBetween(a, b) {
|
|
61870
61979
|
const va = this.graph.nearestVertex(new Vector3(a.x, a.y, a.z));
|
|
61871
61980
|
const vb = this.graph.nearestVertex(new Vector3(b.x, b.y, b.z));
|
|
61872
61981
|
const path = this.graph.shortestPath(va, vb);
|
|
61873
61982
|
return path.slice(1).map((i) => this.graph.vertexLocal(i));
|
|
61874
61983
|
}
|
|
61875
|
-
/**
|
|
61984
|
+
/** Finish the current geodesic: close it into a ring and commit it as one contour. */
|
|
61876
61985
|
finishGeodesic() {
|
|
61877
61986
|
if (!this.activeGeo || !this.activeGeoLine)
|
|
61878
61987
|
return;
|
|
@@ -61896,7 +62005,7 @@ void main() {
|
|
|
61896
62005
|
this.o.scene.remove(this.activeGeoLine);
|
|
61897
62006
|
this.disposeObject(this.activeGeoLine);
|
|
61898
62007
|
}
|
|
61899
|
-
//
|
|
62008
|
+
// After committing, clear the visible anchors and leave only the surface-hugging line.
|
|
61900
62009
|
this.removeGeoMarkers();
|
|
61901
62010
|
this.activeGeo = undefined;
|
|
61902
62011
|
this.activeGeoLine = undefined;
|
|
@@ -62011,9 +62120,9 @@ void main() {
|
|
|
62011
62120
|
copperVtkLoader(url, this.scene, this.content);
|
|
62012
62121
|
}
|
|
62013
62122
|
/**
|
|
62014
|
-
*
|
|
62015
|
-
* target
|
|
62016
|
-
*
|
|
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.
|
|
62017
62126
|
*/
|
|
62018
62127
|
createSurfaceAnnotator(target, opts) {
|
|
62019
62128
|
const mesh = this.pickAnnotatableMesh(target);
|
|
@@ -62041,7 +62150,7 @@ void main() {
|
|
|
62041
62150
|
});
|
|
62042
62151
|
return best;
|
|
62043
62152
|
}
|
|
62044
|
-
/**
|
|
62153
|
+
/** Dispose all annotators created on this scene (removes event listeners and annotation objects). */
|
|
62045
62154
|
disposeSurfaceAnnotators() {
|
|
62046
62155
|
this.surfaceAnnotators.forEach((a) => a.dispose());
|
|
62047
62156
|
this.surfaceAnnotators = [];
|
|
@@ -82900,7 +83009,7 @@ void main() {
|
|
|
82900
83009
|
}
|
|
82901
83010
|
|
|
82902
83011
|
// import * as kiwrious from "copper3d_plugin_heart_k";
|
|
82903
|
-
const REVISION = "v3.6.
|
|
83012
|
+
const REVISION = "v3.6.4-beta";
|
|
82904
83013
|
console.log(`%cCopper3D Visualisation %cBeta:${REVISION}`, "padding: 3px;color:white; background:#023047", "padding: 3px;color:white; background:#f50a25");
|
|
82905
83014
|
|
|
82906
83015
|
exports.AI_CHANNEL_HEX_COLORS = AI_CHANNEL_HEX_COLORS;
|