copper3d 3.6.2 → 3.6.5

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Files changed (63) 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/segmentation/NrrdTools.d.ts +41 -2
  7. package/dist/Utils/segmentation/NrrdTools.js +30 -2
  8. package/dist/Utils/segmentation/NrrdTools.js.map +1 -1
  9. package/dist/Utils/segmentation/tools/AiAssistTool.d.ts +108 -5
  10. package/dist/Utils/segmentation/tools/AiAssistTool.js +408 -25
  11. package/dist/Utils/segmentation/tools/AiAssistTool.js.map +1 -1
  12. package/dist/Utils/surfaceAnnotation/MeshGraph.d.ts +12 -10
  13. package/dist/Utils/surfaceAnnotation/MeshGraph.js +14 -12
  14. package/dist/Utils/surfaceAnnotation/MeshGraph.js.map +1 -1
  15. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.d.ts +48 -28
  16. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js +76 -50
  17. package/dist/Utils/surfaceAnnotation/SurfaceAnnotator.js.map +1 -1
  18. package/dist/Utils/surfaceAnnotation/annotationStore.d.ts +4 -4
  19. package/dist/Utils/surfaceAnnotation/annotationStore.js +4 -4
  20. package/dist/Utils/surfaceAnnotation/annotationStore.js.map +1 -1
  21. package/dist/Utils/surfaceAnnotation/contourRender.d.ts +1 -1
  22. package/dist/Utils/surfaceAnnotation/contourRender.js +16 -11
  23. package/dist/Utils/surfaceAnnotation/contourRender.js.map +1 -1
  24. package/dist/Utils/surfaceAnnotation/geodesicContour.d.ts +11 -10
  25. package/dist/Utils/surfaceAnnotation/geodesicContour.js +16 -15
  26. package/dist/Utils/surfaceAnnotation/geodesicContour.js.map +1 -1
  27. package/dist/Utils/surfaceAnnotation/pointMarkers.d.ts +3 -2
  28. package/dist/Utils/surfaceAnnotation/pointMarkers.js +6 -2
  29. package/dist/Utils/surfaceAnnotation/pointMarkers.js.map +1 -1
  30. package/dist/Utils/surfaceAnnotation/raycastSurface.d.ts +3 -2
  31. package/dist/Utils/surfaceAnnotation/raycastSurface.js +71 -5
  32. package/dist/Utils/surfaceAnnotation/raycastSurface.js.map +1 -1
  33. package/dist/Utils/surfaceAnnotation/strokeContour.d.ts +9 -6
  34. package/dist/Utils/surfaceAnnotation/strokeContour.js +15 -10
  35. package/dist/Utils/surfaceAnnotation/strokeContour.js.map +1 -1
  36. package/dist/Utils/surfaceAnnotation/types.d.ts +5 -5
  37. package/dist/Utils/surfaceAnnotation/types.js +2 -2
  38. package/dist/Utils/surfaceAnnotation/types.js.map +1 -1
  39. package/dist/Utils/texture2d.js +4 -2
  40. package/dist/Utils/texture2d.js.map +1 -1
  41. package/dist/Utils/workers/reformatSaveDataWorker.js +2 -2
  42. package/dist/Utils/workers/reformatSaveDataWorker.js.map +1 -1
  43. package/dist/bundle.esm.js +684 -157
  44. package/dist/bundle.umd.js +684 -157
  45. package/dist/index.d.ts +1 -1
  46. package/dist/index.js +9 -2
  47. package/dist/index.js.map +1 -1
  48. package/dist/lib/three-vignette.js +8 -2
  49. package/dist/lib/three-vignette.js.map +1 -1
  50. package/dist/types/Scene/copperScene.d.ts +4 -4
  51. package/dist/types/Utils/segmentation/NrrdTools.d.ts +41 -2
  52. package/dist/types/Utils/segmentation/tools/AiAssistTool.d.ts +108 -5
  53. package/dist/types/Utils/surfaceAnnotation/MeshGraph.d.ts +12 -10
  54. package/dist/types/Utils/surfaceAnnotation/SurfaceAnnotator.d.ts +48 -28
  55. package/dist/types/Utils/surfaceAnnotation/annotationStore.d.ts +4 -4
  56. package/dist/types/Utils/surfaceAnnotation/contourRender.d.ts +1 -1
  57. package/dist/types/Utils/surfaceAnnotation/geodesicContour.d.ts +11 -10
  58. package/dist/types/Utils/surfaceAnnotation/pointMarkers.d.ts +3 -2
  59. package/dist/types/Utils/surfaceAnnotation/raycastSurface.d.ts +3 -2
  60. package/dist/types/Utils/surfaceAnnotation/strokeContour.d.ts +9 -6
  61. package/dist/types/Utils/surfaceAnnotation/types.d.ts +5 -5
  62. package/dist/types/index.d.ts +1 -1
  63. package/package.json +2 -1
package/dist/index.d.ts CHANGED
@@ -28,6 +28,6 @@ import { CHANNEL_COLORS, CHANNEL_HEX_COLORS, AI_MASK_CHANNEL_COLORS, AI_CHANNEL_
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  import type { LayerId, ChannelValue } from "./Utils/segmentation/core/index";
29
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  import type { AiPromptTool, AiPromptPoint, AiPromptPayload, AiMaskResult } from "./Utils/segmentation/tools/AiAssistTool";
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  import "./css/style.css";
31
- export declare const REVISION = "v3.6.2-beta";
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+ export declare const REVISION = "v3.6.5";
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  export { copperRenderer, copperRendererOnDemond, copperMSceneRenderer, setHDRFilePath, addLabelToScene, convert3DPostoScreenPos, convertScreenPosto3DPos, addBoxHelper, fullScreenListenner, configKiwriousHeart, copperScene, copperSceneOnDemond, copperMScene, CameraViewPoint, kiwrious, NrrdTools, loading, Copper3dTrackballControls, createTexture2D_NRRD, MeshNodeTool, throttle, removeGuiFolderChilden, CHANNEL_COLORS, CHANNEL_HEX_COLORS, AI_MASK_CHANNEL_COLORS, AI_CHANNEL_HEX_COLORS, rgbaToHex, rgbaToCss, GaussianSmoother, SurfaceAnnotator, };
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  export type { positionType, screenPosType, optsType, nrrdMeshesType, nrrdSliceType, SensorDecodedValue_kiwrious, SensorReadResult_kiwrious, HeartRateResult_kiwrious, loadingBarType, IPaintImage, exportPaintImageType, IOptVTKLoader, aligned4DSurfaceType, aligned4DOptsType, Aligned4DController, ICommXYZ, IGUIStates, IGuiParameterSettings, INrrdStates, NrrdState, GuiState, IGuiMeta, ToolMode, IAnnotationCallbacks, LayerId, ChannelValue, AiPromptTool, AiPromptPoint, AiPromptPayload, AiMaskResult, SurfaceAnnotatorOptions, Annotation, AnnotationMode, ExportOptions, };
package/dist/index.js CHANGED
@@ -22,7 +22,14 @@ import { removeGuiFolderChilden } from "./Utils/segmentation/coreTools/gui";
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22
  import { SurfaceAnnotator } from "./Utils/surfaceAnnotation";
23
23
  import { CHANNEL_COLORS, CHANNEL_HEX_COLORS, AI_MASK_CHANNEL_COLORS, AI_CHANNEL_HEX_COLORS, rgbaToHex, rgbaToCss } from "./Utils/segmentation/core/index";
24
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  import "./css/style.css";
25
- export const REVISION = "v3.6.2-beta";
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- console.log(`%cCopper3D Visualisation %cBeta:${REVISION}`, "padding: 3px;color:white; background:#023047", "padding: 3px;color:white; background:#f50a25");
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+ // __REVISION__ is injected at build time by rollup @rollup/plugin-replace, sourced from package.json version
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+ export const REVISION = __REVISION__;
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+ // Expose on global so the version can be read in a production browser console via window.__COPPER3D_VERSION__
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+ if (typeof window !== "undefined") {
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+ window.__COPPER3D_VERSION__ = REVISION;
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+ }
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+ if (typeof console !== "undefined") {
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+ console.log(`%cCopper3D Visualisation %c${REVISION}`, "padding: 3px;color:white; background:#023047", "padding: 3px;color:white; background:#f50a25");
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+ }
27
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  export { copperRenderer, copperRendererOnDemond, copperMSceneRenderer, setHDRFilePath, addLabelToScene, convert3DPostoScreenPos, convertScreenPosto3DPos, addBoxHelper, fullScreenListenner, configKiwriousHeart, copperScene, copperSceneOnDemond, copperMScene, CameraViewPoint, kiwrious, NrrdTools, loading, Copper3dTrackballControls, createTexture2D_NRRD, MeshNodeTool, throttle, removeGuiFolderChilden, CHANNEL_COLORS, CHANNEL_HEX_COLORS, AI_MASK_CHANNEL_COLORS, AI_CHANNEL_HEX_COLORS, rgbaToHex, rgbaToCss, GaussianSmoother, SurfaceAnnotator, };
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  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
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@@ -1,6 +1,12 @@
1
1
  import { Color, DoubleSide, Mesh, PlaneGeometry, RawShaderMaterial, Vector2, } from "three";
2
- import vert from "./three-vignette.vert";
3
- import frag from "./three-vignette.frag";
2
+ // Loaded as raw strings (?raw). The original copper3d build compiled these via
3
+ // rollup-plugin-glslify; this app has no GLSL/glslify handler, so importing them as modules
4
+ // makes Vite try to parse GLSL as JS ("Unexpected identifier 'vec3'") and the bundle dies.
5
+ // The vignette background is only built for non-alpha scenes and this app always uses
6
+ // alpha:true, so these shaders are never compiled/used — loading them as inert strings is
7
+ // enough to keep the module importable.
8
+ import vert from "./three-vignette.vert?raw";
9
+ import frag from "./three-vignette.frag?raw";
4
10
  function createBackground(opt) {
5
11
  opt = opt || {};
6
12
  let geometry = opt.geometry || new PlaneGeometry(2, 2, 1);
@@ -1 +1 @@
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1
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@@ -24,13 +24,13 @@ export declare class copperScene extends baseScene {
24
24
  }): void;
25
25
  loadVtk(url: string): void;
26
26
  /**
27
- * 在给定模型表面创建标注器( contour / 放点 / 导出坐标)
28
- * target 可为单个 Mesh,或 Group/Object3D(自动选顶点数最多的 mesh)
29
- * 复用本 scene camera / container / controls;几何非索引时内部自动焊接索引化。
27
+ * Create an annotator on the surface of a given model (draw contours / place points / export coordinates).
28
+ * target can be a single Mesh, or a Group/Object3D (the mesh with the most vertices is chosen automatically).
29
+ * Reuses this scene's camera / container / controls; non-indexed geometry is welded and indexed automatically.
30
30
  */
31
31
  createSurfaceAnnotator(target: THREE.Mesh | THREE.Object3D, opts?: Omit<SurfaceAnnotatorOptions, "scene" | "camera" | "container" | "controls" | "mesh">): SurfaceAnnotator;
32
32
  private pickAnnotatableMesh;
33
- /** 释放本 scene 创建的所有标注器(移除事件监听与标注对象) */
33
+ /** Dispose all annotators created on this scene (removes event listeners and annotation objects). */
34
34
  disposeSurfaceAnnotators(): void;
35
35
  loadVtks(models: Array<vtkModels>): void;
36
36
  /**
@@ -210,16 +210,41 @@ export declare class NrrdTools {
210
210
  exitAiAssistMode(): void;
211
211
  aiSetPromptTool(tool: AiPromptTool): void;
212
212
  aiSetPolarity(label: number): void;
213
- /** Set the AI-layer channel (1-8) the predictions paint into. */
214
- aiSetChannel(channel: number): void;
213
+ /** Select the active Segmentation by its label value (the AI paints into it). */
214
+ aiSetActiveSegment(label: number): void;
215
+ /** Set a Segmentation's colour (its label's colorMap entry; 2D overlay repaints). */
216
+ aiSetSegmentColor(label: number, color: {
217
+ r: number;
218
+ g: number;
219
+ b: number;
220
+ a: number;
221
+ }): void;
222
+ /** "New segmentation": freeze current regions + switch to a new label. */
223
+ aiNewSegment(label: number): void;
224
+ /** Delete a Segmentation: erase all its label's voxels from scratch + committed. */
225
+ aiClearSegment(label: number): void;
215
226
  /** Set the scribble brush radius (px). */
216
227
  aiSetScribbleSize(size: number): void;
217
228
  /** Register the callback invoked when a prompt gesture completes (app → backend). */
218
229
  aiOnPrompt(cb: (payload: AiPromptPayload) => void): void;
230
+ /** Register the callback fired when the lasso vertex set changes (drives the Finish button). */
231
+ aiOnLassoChange(cb: (count: number, editing: boolean) => void): void;
219
232
  /** Apply a backend mask result into the scratch volume (overlay repaints next frame). */
220
233
  aiApplyMask(result: AiMaskResult): void;
221
234
  /** Clear the in-progress prompt set (e.g. slice change). */
222
235
  aiClearPrompts(): void;
236
+ /** Close + send the in-progress lasso to the backend (needs ≥3 vertices). */
237
+ aiFinishLasso(): void;
238
+ /** Undo the last lasso vertex add/delete. */
239
+ aiLassoUndo(): void;
240
+ /** Redo the last undone lasso vertex change. */
241
+ aiLassoRedo(): void;
242
+ /** Abandon the in-progress lasso (Esc). */
243
+ aiCancelLasso(): void;
244
+ /** True while the user is placing lasso vertices. */
245
+ aiIsLassoEditing(): boolean;
246
+ /** Number of placed lasso vertices (drives the Finish button). */
247
+ aiLassoVertCount(): number;
223
248
  /** "New region": freeze current regions (they persist) + start a fresh prompt set. */
224
249
  aiCommitRegion(): void;
225
250
  /** Discard all AI scratch painting since enter (sandbox discard). */
@@ -236,6 +261,20 @@ export declare class NrrdTools {
236
261
  rle: number[];
237
262
  }[];
238
263
  } | null;
264
+ /** Per-segmentation serialization (one binary RLE per label per z-slice) for the
265
+ * multi-label / per-colour 3D build. */
266
+ aiGetScratchSegments(): {
267
+ axis: "z";
268
+ width: number;
269
+ height: number;
270
+ segments: {
271
+ label: number;
272
+ slices: {
273
+ sliceIndex: number;
274
+ rle: number[];
275
+ }[];
276
+ }[];
277
+ } | null;
239
278
  /**
240
279
  * Merge the AI scratch into a target layer as a single undoable group (sandbox
241
280
  * merge — best-practice: non-destructive + one Ctrl+Z). The scratch's channel
@@ -26,7 +26,7 @@ import type { SliceRenderHostDeps } from "./ToolHost";
26
26
  /** Scratch volume key in maskData.volumes — kept OUT of image.layers so
27
27
  * compositeAllLayers ignores it (we render it ourselves in start()). */
28
28
  export declare const AI_SCRATCH_LAYER = "aiScratch";
29
- export type AiPromptTool = "point" | "box" | "scribble";
29
+ export type AiPromptTool = "point" | "box" | "scribble" | "lasso";
30
30
  export interface AiPromptPoint {
31
31
  x: number;
32
32
  y: number;
@@ -48,6 +48,9 @@ export interface AiPromptPayload {
48
48
  };
49
49
  scribble?: AiPromptPoint[];
50
50
  scribbleRadius?: number;
51
+ /** Closed-contour lasso: ordered contour points (implicitly closed — the
52
+ * backend connects the last point back to the first). One contour per gesture. */
53
+ lasso?: AiPromptPoint[];
51
54
  }
52
55
  export interface AiMaskResult {
53
56
  axis: "x" | "y" | "z";
@@ -73,29 +76,70 @@ export declare class AiAssistTool extends BaseTool {
73
76
  private committedVol;
74
77
  private promptTool;
75
78
  private polarity;
76
- /** Target channel/label (1-8) the AI paints into the "AI layer" channel. */
77
- private channel;
79
+ /** The label value (1-255) the AI currently paints into = the active Segmentation.
80
+ * Each Segmentation is a label value in the single-channel scratch volume; its
81
+ * colour lives in the volume's colorMap (set via setSegmentColor). */
82
+ private activeLabel;
78
83
  /** Scribble brush radius (px), user-adjustable via slider. */
79
84
  private scribbleSize;
80
85
  /** Accumulated prompts for the CURRENT slice; reset on slice/axis change. */
81
86
  private points;
82
87
  private scribble;
88
+ /** Lasso contour sent to the backend (densified along the curve at finish). */
89
+ private lasso;
83
90
  private box;
84
91
  private activeSlice;
92
+ /** Placed lasso vertices (voxel + screen + polarity). Empty = not editing. */
93
+ private lassoVerts;
94
+ /** Undo / redo snapshot stacks of the vertex list (for Ctrl+Z / Ctrl+Y). */
95
+ private lassoUndo;
96
+ private lassoRedo;
97
+ /** Index of the vertex currently hovered (shows a red ✕; click removes it). −1 = none. */
98
+ private lassoHoverIdx;
99
+ /** Screen-pixel radius for hit-testing a hovered vertex. */
100
+ private static readonly LASSO_HIT_R;
101
+ /** Double-click detection (a dbl-click finishes the lasso). */
102
+ private lastLassoDownTime;
103
+ private lastLassoDownPos;
85
104
  private dragging;
86
105
  private dragStart;
87
106
  private dragScreenStart;
88
107
  private dragScreen;
89
108
  private screenScribble;
90
109
  private hoverScreen;
110
+ /** Hide the point seed markers once a prediction has painted (only the mask
111
+ * should remain). A new point click re-shows them until its mask returns. */
112
+ private hidePointMarkers;
91
113
  /** Fired when a prompt gesture completes — app calls backend, then applyMask(). */
92
114
  onPrompt: ((payload: AiPromptPayload) => void) | null;
115
+ /** Fired whenever the lasso vertex set changes (add/delete/undo/redo/finish/cancel),
116
+ * so the panel can reactively show the Finish button + vertex count. */
117
+ onLassoChange: ((count: number, editing: boolean) => void) | null;
93
118
  constructor(ctx: ToolContext, host: AiAssistHostDeps);
94
119
  setPromptTool(tool: AiPromptTool): void;
95
120
  setPolarity(label: number): void;
96
121
  setScribbleSize(size: number): void;
97
- setChannel(channel: number): void;
98
- getChannel(): number;
122
+ /** Select the active Segmentation by its label value (1-255). Switching starts a
123
+ * fresh prompt set — otherwise accumulated prompts would be re-predicted and
124
+ * repainted into the new label, recolouring the previous segmentation's region. */
125
+ setActiveSegment(label: number): void;
126
+ getActiveLabel(): number;
127
+ /** Set a Segmentation's colour (its label's entry in the scratch volume colorMap).
128
+ * The 2D overlay repaints next frame (copper3d's render loop re-reads the map). */
129
+ setSegmentColor(label: number, color: {
130
+ r: number;
131
+ g: number;
132
+ b: number;
133
+ a: number;
134
+ }): void;
135
+ /** "New segmentation": freeze the current regions (so they persist) and switch to
136
+ * a fresh label, exactly like the old "New region" but targeting a new label. */
137
+ newSegment(label: number): void;
138
+ /** Delete a Segmentation: erase every voxel painted with its label from BOTH the
139
+ * live scratch and the frozen (committed) volume, so the region disappears from
140
+ * the view (otherwise orphaned label voxels would render with the wrong colour).
141
+ * Goes via setRawData so the volume's version counter bumps (overlay repaints). */
142
+ clearSegment(label: number): void;
99
143
  getScratchVolume(): MaskVolume | null;
100
144
  /** Serialize the scratch volume as per-z-slice RLE (only NON-empty slices),
101
145
  * for persisting to ai_generated_nii_LPS on the backend. Binary (any channel →
@@ -111,6 +155,22 @@ export declare class AiAssistTool extends BaseTool {
111
155
  rle: number[];
112
156
  }[];
113
157
  } | null;
158
+ /** Per-SEGMENTATION serialization for the 3D build: one binary RLE per non-empty
159
+ * z-slice PER label (no binarize-merge), so the backend writes a multi-label
160
+ * NIfTI and colours the GLB per segmentation. Includes both live and frozen
161
+ * regions (both live in scratchVol). */
162
+ getScratchSegments(): {
163
+ axis: "z";
164
+ width: number;
165
+ height: number;
166
+ segments: {
167
+ label: number;
168
+ slices: {
169
+ sliceIndex: number;
170
+ rle: number[];
171
+ }[];
172
+ }[];
173
+ } | null;
114
174
  /** Create (or reuse) the scratch volume sized to the layer grid and register
115
175
  * it under maskData.volumes['aiScratch']. Snapshots the empty buffer. */
116
176
  enter(): void;
@@ -126,21 +186,64 @@ export declare class AiAssistTool extends BaseTool {
126
186
  /** Clear the in-progress prompt set (e.g. slice/axis change). Does NOT freeze —
127
187
  * use commitRegion() for the "New region" action. */
128
188
  resetPrompts(): void;
189
+ /** Drop the in-progress lasso vertices + undo/redo history (does not touch a
190
+ * prediction already painted from a finished lasso). */
191
+ private clearLassoEditing;
192
+ /** Tell the app layer the lasso vertex set changed (drives the Finish button). */
193
+ private notifyLasso;
129
194
  /** Voxel-slice (width,height) for the current axis. */
130
195
  private sliceDims;
131
196
  /** Screen offset → voxel-slice (vx,vy) for the current axis. */
132
197
  private toVoxel;
198
+ /** Voxel-slice (vx,vy) → screen offset (px). Exact inverse of toVoxel, so
199
+ * markers / lasso curves drawn from voxel coords track pan AND zoom each frame
200
+ * (the freehand previews store screen px directly; persistent overlays don't). */
201
+ private voxelToScreen;
133
202
  onPointerDown(e: MouseEvent): void;
203
+ /** Lasso click: double-click finishes; click on a vertex deletes it; otherwise
204
+ * add a vertex. Nothing is sent to the backend until finishLasso(). */
205
+ private onLassoPointerDown;
134
206
  onPointerMove(e: MouseEvent): void;
135
207
  onPointerUp(_e: MouseEvent): void;
136
208
  /** Reset the accumulated prompt set when the user scrubs to a new slice. */
137
209
  private syncSlice;
138
210
  private emit;
211
+ /** Index of the lasso vertex under (sx,sy) within the hit radius, else −1.
212
+ * Uses live voxel→screen so it tracks pan/zoom. Topmost (latest) wins. */
213
+ private lassoVertAt;
214
+ /** Snapshot the vertex list for undo (clears redo). */
215
+ private pushLassoUndo;
216
+ /** Public: undo the last add/delete of a lasso vertex (Ctrl+Z while editing). */
217
+ lassoUndoAction(): void;
218
+ /** Public: redo (Ctrl+Y / Ctrl+Shift+Z while editing). */
219
+ lassoRedoAction(): void;
220
+ /** Public: abandon the in-progress lasso (Esc). */
221
+ cancelLasso(): void;
222
+ /** Public: true while the user is placing lasso vertices (≥1 vertex). */
223
+ isLassoEditing(): boolean;
224
+ /** Public: number of placed lasso vertices (drives the Finish button label/enable). */
225
+ getLassoVertCount(): number;
226
+ /** Vertices ordered by polar angle around their centroid, so the closed curve is
227
+ * a SIMPLE (non-self-intersecting) loop regardless of click order — otherwise
228
+ * connecting points in click order + closing easily produces a bow-tie crossing.
229
+ * Trade-off: deep concavities collapse to their star-shaped hull, which is fine
230
+ * for a "rough loop around a blob". */
231
+ private orderedLassoVerts;
232
+ /** Public: close the curve, densify it, and send it to the backend as the lasso
233
+ * contour. Needs ≥3 vertices (a real area). Then clears the editing state. */
234
+ finishLasso(): void;
235
+ /** Sample a smooth CLOSED Catmull-Rom spline through `pts` → denser polyline.
236
+ * `segs` samples per control-point span. <3 pts → returns a copy unchanged. */
237
+ private sampleClosedSpline;
139
238
  applyMask(result: AiMaskResult): void;
140
239
  /** Merge one RLE-encoded predicted slice into the scratch volume at sliceIndex.
141
240
  * Predicted pixels → current channel; stale current-channel pixels cleared
142
241
  * UNLESS they belong to a frozen (committed) region; OTHER channels preserved. */
143
242
  private applySliceRle;
144
243
  renderOverlay(targetCtx: CanvasRenderingContext2D): void;
244
+ /** A seed marker (small filled dot + ring) for point prompts. */
245
+ private drawSeedMarker;
246
+ /** Render the lasso editing overlay (curve + fill + vertices + hover ✕). */
247
+ private renderLassoOverlay;
145
248
  }
146
249
  export {};
@@ -1,13 +1,15 @@
1
1
  import * as THREE from "three";
2
2
  /**
3
- * BufferGeometry 的索引构建顶点邻接图,用于模式 B(测地线)的最短路径。
4
- * 顶点坐标按 local 存;传入的查询点需先转为 local(mesh.worldToLocal)。
3
+ * Build a vertex adjacency graph from a BufferGeometry's index, used for the shortest path in
4
+ * mode B (geodesic). Vertex coordinates are stored in local space; query points must be converted
5
+ * to local first (mesh.worldToLocal).
5
6
  *
6
- * 说明:几何须为已索引(indexed)。modelLoader mergeVertices 焊接重复顶点,
7
- * 保证同一表面位置共享顶点,邻接图才连通。
7
+ * Note: the geometry must be indexed. modelLoader welds duplicate vertices with mergeVertices so
8
+ * that vertices at the same surface position are shared, otherwise the adjacency graph won't be connected.
8
9
  *
9
- * 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;
10
- * 若过大可后续换二叉堆 + 空间网格加速(留作升级)。
10
+ * Performance: O(V²) Dijkstra + O(V) nearest-vertex lookup. Acceptable for a single click on tens
11
+ * of thousands of vertices; if too large it can later be sped up with a binary heap + spatial grid
12
+ * (left as a future upgrade).
11
13
  */
12
14
  export declare class MeshGraph {
13
15
  private positions;
@@ -18,16 +20,16 @@ export declare class MeshGraph {
18
20
  private px;
19
21
  private py;
20
22
  private pz;
21
- /** 最近顶点(传入 local 坐标) */
23
+ /** Nearest vertex (pass in local coordinates). */
22
24
  nearestVertex(localPoint: THREE.Vector3): number;
23
25
  /**
24
- * 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)
25
- * 不连通时返回 [start,end] 兜底。
26
+ * Shortest path between two vertices (sequence of vertex indices including endpoints).
27
+ * Binary-heap Dijkstra, O(E log V). Falls back to [start,end] when disconnected.
26
28
  */
27
29
  shortestPath(startV: number, endV: number): number[];
28
30
  vertexWorld(i: number, matrixWorld: THREE.Matrix4): THREE.Vector3;
29
31
  vertexNormalWorld(i: number, mesh: THREE.Mesh): THREE.Vector3;
30
- /** 顶点的 local 坐标 + local 法线(图几何即 local 空间) */
32
+ /** Vertex local coordinates + local normal (the graph geometry is already local space). */
31
33
  vertexLocal(i: number): {
32
34
  x: number;
33
35
  y: number;
@@ -9,26 +9,34 @@ export interface SurfaceAnnotatorOptions {
9
9
  enabled: boolean;
10
10
  };
11
11
  mesh: THREE.Mesh;
12
- /** 缺省时从 mesh 几何包围盒对角线自算。 */
12
+ /** Computed from the mesh geometry's bounding-box diagonal when omitted. */
13
13
  bboxDiagonal?: number;
14
- /** 自由手绘 contour 颜色,默认 #e5006e。 */
14
+ /**
15
+ * Outward offset of the annotation line from the surface (world units), defaults to bboxDiagonal*0.002.
16
+ * Providing it separately decouples it from the sampling spacing (minGap/maxJump, still derived from
17
+ * bboxDiagonal) — useful on bumpy/voxel surfaces where a larger offset is needed to float the line
18
+ * above the relief without also coarsening the sampling.
19
+ */
20
+ epsilon?: number;
21
+ /** Freehand contour color, defaults to #e5006e. */
15
22
  freehandColor?: string;
16
- /** 测地线 contour 颜色,默认 #ffa24e */
23
+ /** Geodesic contour color, defaults to #ffa24e. */
17
24
  geodesicColor?: string;
18
- /** 放点标记颜色,默认 #ffd166 */
25
+ /** Point-marker color, defaults to #ffd166. */
19
26
  pointColor?: string;
20
- /** 线宽(像素),默认 3 */
27
+ /** Line width (pixels), defaults to 3. */
21
28
  lineWidth?: number;
22
- /** 标记小球半径,默认 bboxDiagonal*0.006 */
29
+ /** Marker sphere radius, defaults to bboxDiagonal*0.006. */
23
30
  markerRadius?: number;
24
31
  onModeChange?: (m: AnnotationMode) => void;
25
- /** 标注列表变化回调(增删/撤销/清空) */
32
+ /** Callback when the annotation list changes (add/remove/undo/clear). */
26
33
  onChange?: (annotations: Annotation[]) => void;
27
34
  }
28
35
  /**
29
- * 表面标注主控制器(Phase 4):navigate / freehand / geodesic / point 四模式,
30
- * 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)。
31
- * 渲染层据 store.list() 做场景对账(reconcile),撤销/删除自动加/移 three 对象。
36
+ * Main surface-annotation controller (Phase 4): four modes navigate / freehand / geodesic / point,
37
+ * Enter closes the loop, and data is managed by AnnotationStore (multiple color-labeled strips,
38
+ * undo/delete/clear, export).
39
+ * The render layer reconciles the scene against store.list(); undo/delete automatically add/remove three objects.
32
40
  */
33
41
  export declare class SurfaceAnnotator {
34
42
  private o;
@@ -56,7 +64,7 @@ export declare class SurfaceAnnotator {
56
64
  private hoveredGeoMarker;
57
65
  private _projV;
58
66
  constructor(opts: SurfaceAnnotatorOptions);
59
- /** 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。 */
67
+ /** Update the pixel resolution of all fat lines on window resize, otherwise line width distorts. */
60
68
  private onResize;
61
69
  private get freehandColor();
62
70
  private get geodesicColor();
@@ -64,13 +72,13 @@ export declare class SurfaceAnnotator {
64
72
  getMode(): AnnotationMode;
65
73
  setMode(m: AnnotationMode): void;
66
74
  getStore(): AnnotationStore;
67
- /** 当前标注列表快照。 */
75
+ /** Snapshot of the current annotation list. */
68
76
  getAnnotations(): Annotation[];
69
77
  undo(): void;
70
78
  clearAll(): void;
71
79
  deleteAnnotation(id: string): void;
72
80
  selectAnnotation(id: string | null): void;
73
- /** 颜色变更后重画对应 three 对象。 */
81
+ /** Redraw the corresponding three object after a color change. */
74
82
  refreshAnnotation(id: string): void;
75
83
  exportJSON(modelName: string, opts?: ExportOptions): {
76
84
  model: string;
@@ -87,42 +95,54 @@ export declare class SurfaceAnnotator {
87
95
  }[];
88
96
  };
89
97
  private applyCameraGating;
90
- /** 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) */
98
+ /** Reconcile the scene against store.list(): add missing objects, remove deleted ones (no dispose, kept for undo restore). */
91
99
  private reconcile;
92
100
  private applySelection;
93
101
  private disposeObject;
94
102
  private nextId;
95
103
  private hit;
96
104
  /**
97
- * 事件目标是否是容器内的 WebGL canvas
98
- * 仅认 canvas:面板(GUIDE / 控制面板 / 标注列表的按钮)都是 container 的子元素,
99
- * 若只判断 contains 会把面板上的点击也当成在模型上作画 —— 这会"穿透"删除按钮、
100
- * 难以点中。只响应 canvas 上的指针事件即可彻底隔离 UI 与画布。
105
+ * Whether the event target is the WebGL canvas inside the container.
106
+ * Only accept the canvas: panels (GUIDE / control panel / thebuttons in the annotation list)
107
+ * are all children of the container, so checking contains alone would treat clicks on the panels
108
+ * as drawing on the model which "leaks through" the delete buttons and makes ✕ hard to click.
109
+ * Responding only to pointer events on the canvas fully isolates the UI from the drawing surface.
101
110
  */
102
111
  private insideContainer;
103
112
  private onPointerDown;
104
- /** 射线拾取进行中的锚点小球,返回锚点下标;未命中返回 -1。 */
113
+ /**
114
+ * Pick an in-progress anchor: return the index of the nearest anchor (screen pixel distance <
115
+ * tolerance), or -1 on a miss.
116
+ *
117
+ * Uses "screen-space pixel distance" instead of ray/sphere intersection: the anchor spheres are
118
+ * tiny, so strict ray/sphere hits require pixel-perfect aiming and most clicks miss — and a miss
119
+ * falls through to the "add anchor" branch, so trying to delete a point ends up adding one. That
120
+ * was the root cause of the old "deleting a point takes several clicks, must hit the sphere dead
121
+ * center" problem. Projecting each anchor to the screen and taking the nearest within tolerance
122
+ * makes deletion stable and reliable. The tolerance is enlarged relative to the sphere's screen
123
+ * radius to make it easy to hit.
124
+ */
105
125
  private pickGeoMarker;
106
- /** 设置当前悬停的锚点(-1 = ):更新高亮缩放、光标与"✕(可取消)"悬浮标。 */
126
+ /** Set the currently hovered anchor (-1 = none): update highlight scale, cursor, and the "✕ (cancel)" floating badge. */
107
127
  private setGeoHover;
108
- /** 懒创建悬浮(挂在 container 内,pointer-events:none 不挡点击) */
128
+ /** Lazily create the floating badge (appended inside the container, pointer-events:none so it doesn't block clicks). */
109
129
  private ensureGeoBadge;
110
- /** 标定位到锚点投影到屏幕的位置(正中心,即光标悬停处,避免歧义) */
130
+ /** Position the badge at the anchor's screen projection (dead center, i.e. where the cursor hovers, to avoid ambiguity). */
111
131
  private positionGeoBadge;
112
- /** 据当前锚点重建可见的锚点小球(锚点比放点稍大,便于看见与点中取消) */
132
+ /** Rebuild the visible anchor spheres from the current anchors (slightly larger than placed points, so they're easy to see and click to cancel). */
113
133
  private rebuildGeoMarkers;
114
- /** 据当前锚点重画进行中的测地线(不闭合);不足两点时移除线。 */
134
+ /** Redraw the in-progress geodesic from the current anchors (not closed); remove the line when fewer than two points. */
115
135
  private redrawGeoLine;
116
- /** 丢弃进行中的测地线:移除并 dispose 线与全部锚点。 */
136
+ /** Discard the in-progress geodesic: remove and dispose the line and all anchors. */
117
137
  private clearActiveGeo;
118
- /** 移除进行中测地线的全部锚点小球(落定后调用:只留下线) */
138
+ /** Remove all anchor spheres of the in-progress geodesic (called after committing: only the line remains). */
119
139
  private removeGeoMarkers;
120
140
  private onPointerMove;
121
141
  private onPointerUp;
122
142
  private closeLastContour;
123
- /** 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 */
143
+ /** 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. */
124
144
  private surfacePathBetween;
125
- /** 结束当前测地线:闭合成环并落定为一条 contour */
145
+ /** Finish the current geodesic: close it into a ring and commit it as one contour. */
126
146
  private finishGeodesic;
127
147
  private isTypingTarget;
128
148
  private onKeyDown;
@@ -1,9 +1,9 @@
1
1
  import * as THREE from "three";
2
2
  import type { Annotation, ExportOptions } from "./types";
3
3
  /**
4
- * 标注数据模型 + 撤销栈 + 导出。纯数据,无 three / DOM 依赖。
5
- * 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")
6
- * 通过 subscribe 通知 UI 与渲染层(后者据 list() 做场景对账)
4
+ * Annotation data model + undo stack + export. Pure data, no three / DOM dependencies.
5
+ * Undo only records two atomic operations, add / remove (enough for "undo last add / restore delete").
6
+ * Notifies the UI and render layer via subscribe (the latter reconciles the scene against list()).
7
7
  */
8
8
  export declare class AnnotationStore {
9
9
  private items;
@@ -14,7 +14,7 @@ export declare class AnnotationStore {
14
14
  add(a: Annotation): void;
15
15
  remove(id: string): Annotation | undefined;
16
16
  undo(): void;
17
- /** 清空,返回被清掉的项(供渲染层 dispose three 对象) */
17
+ /** Clear all, returning the removed items (so the render layer can dispose three objects). */
18
18
  clear(): Annotation[];
19
19
  list(): Annotation[];
20
20
  get(id: string): Annotation | undefined;
@@ -3,5 +3,5 @@ import { Line2 } from "three/examples/jsm/lines/Line2";
3
3
  import type { AnnotationVertex } from "./types";
4
4
  export declare function makeContourLine(verts: AnnotationVertex[], color: string, closed: boolean, container: HTMLElement, epsilon: number, mesh: THREE.Mesh): Line2;
5
5
  export declare function updateContourLine(line: Line2, verts: AnnotationVertex[], closed: boolean, epsilon: number, mesh: THREE.Mesh): void;
6
- /** 改变已有 contour 线的颜色。 */
6
+ /** Change the color of an existing contour line. */
7
7
  export declare function setContourColor(line: Line2, color: string): void;
@@ -2,8 +2,9 @@ import * as THREE from "three";
2
2
  import type { AnnotationVertex } from "./types";
3
3
  import { MeshGraph } from "./MeshGraph";
4
4
  /**
5
- * 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,
6
- * 拼成一条贴合表面的折线。Enter 结束并可闭合(首尾再求一段)。
5
+ * State machine for mode B (geodesic): click anchors one by one, find the shortest path between
6
+ * adjacent anchors with MeshGraph, and stitch them into a polyline that hugs the surface.
7
+ * Enter finishes and can close the loop (computing one more segment between first and last).
7
8
  */
8
9
  export declare class GeodesicContour {
9
10
  private graph;
@@ -12,21 +13,21 @@ export declare class GeodesicContour {
12
13
  private segments;
13
14
  private history;
14
15
  constructor(graph: MeshGraph, mesh: THREE.Mesh);
15
- /** 任何改动锚点前先存一份快照(顶点索引数组很小,快照成本可忽略) */
16
+ /** Save a snapshot before any anchor change (the vertex-index array is tiny, so snapshot cost is negligible). */
16
17
  private snapshot;
17
- /** 传入 local 命中点,snap 到最近顶点并对上一锚点求路径。 */
18
+ /** Given a local hit point, snap to the nearest vertex and compute the path to the previous anchor. */
18
19
  addAnchor(localHitPoint: THREE.Vector3): void;
19
- /** 删除指定下标的锚点,重算相邻段(支持取消中间任意一点) */
20
+ /** Remove the anchor at the given index and recompute adjacent segments (allows canceling any middle point). */
20
21
  removeAnchorAt(index: number): void;
21
- /** 是否还有可撤销的编辑(加点/删点) */
22
+ /** Whether there is still an editable change to undo (add/remove point). */
22
23
  canUndo(): boolean;
23
- /** 撤销上一次锚点编辑(加点删回去;删点恢复)。无历史返回 false */
24
+ /** Undo the last anchor edit (addremove it; remove restore it). Returns false when no history. */
24
25
  undoEdit(): boolean;
25
- /** 据当前锚点序列整体重算所有相邻段路径。 */
26
+ /** Recompute all adjacent-segment paths from the current anchor sequence. */
26
27
  private rebuildSegments;
27
- /** 各锚点的 local 顶点(用于绘制可见的锚点标记) */
28
+ /** Local vertex of each anchor (used to draw visible anchor markers). */
28
29
  getAnchorLocals(): AnnotationVertex[];
29
30
  get anchorCount(): number;
30
- /** 把所有路径顶点(world)+ 法线 拼成折线;closed 时补一段首尾路径。 */
31
+ /** Stitch all path vertices (world) + normals into a polyline; when closed, add one first-to-last segment. */
31
32
  buildVertices(closed: boolean): AnnotationVertex[];
32
33
  }
@@ -1,7 +1,8 @@
1
1
  import * as THREE from "three";
2
2
  import type { AnnotationVertex } from "./types";
3
3
  /**
4
- * local 顶点处生成一个标记小球(fiducial)local→world 后沿 world 法线略外移,
5
- * 避免一半埋进表面。radius 由调用方按模型 bbox 缩放传入。
4
+ * Create a marker sphere (fiducial) at a local vertex. After local→world, nudge it
5
+ * outward along the world normal so it doesn't sink halfway into the surface.
6
+ * radius is passed in by the caller, scaled to the model bbox.
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  */
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  export declare function makePointMarker(v: AnnotationVertex, mesh: THREE.Mesh, color: string, radius: number): THREE.Mesh;
@@ -1,7 +1,8 @@
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  import * as THREE from "three";
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  import type { SurfaceHit } from "./types";
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  /**
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- * 把屏幕坐标(clientX/Y)投射到 mesh 表面,返回命中点、world-space 法线与 faceIndex。
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- * 未命中返回 null。本地实现,不依赖 Copper3D 未导出的 raycast 内部函数。
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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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  export declare function raycastSurface(camera: THREE.PerspectiveCamera, container: HTMLElement, mesh: THREE.Mesh, clientX: number, clientY: number): SurfaceHit | null;