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Copy pathapp.js
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1113 lines (1017 loc) · 47.8 KB
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/* ==========================================================================
RealityScan メッシュ補正 — app.js
Stable OBJ-first pipeline: import -> preview -> shape finishing -> save.
All processing runs client-side. Large meshes are processed in chunks
across animation frames so the tab never freezes.
========================================================================== */
/* ---------- DOM refs ---------- */
const fileInput = document.getElementById('fileInput');
const dropZone = document.getElementById('dropZone');
const fileList = document.getElementById('fileList');
const fileItems = document.getElementById('fileItems');
const warnBanner = document.getElementById('warnBanner');
const previewWrap = document.getElementById('previewWrap');
const previewEmptyWrap = document.getElementById('previewEmptyWrap');
const previewCanvas = document.getElementById('previewCanvas');
const previewStats = document.getElementById('previewStats');
const tabBefore = document.getElementById('tabBefore');
const tabAfter = document.getElementById('tabAfter');
const wireToggle = document.getElementById('wireToggle');
const fullscreenBtn = document.getElementById('fullscreenBtn');
const resetViewBtn = document.getElementById('resetViewBtn');
const zoomInBtn = document.getElementById('zoomInBtn');
const zoomOutBtn = document.getElementById('zoomOutBtn');
const weldDistEl = document.getElementById('weldDist');
const weldDistVal = document.getElementById('weldDistVal');
const spikeRatioEl = document.getElementById('spikeRatio');
const spikeRatioVal = document.getElementById('spikeRatioVal');
const smoothIterEl = document.getElementById('smoothIter');
const smoothIterVal = document.getElementById('smoothIterVal');
const keepLargestEl = document.getElementById('keepLargest');
const lowpolyDegreeGroup = document.getElementById('lowpolyDegreeGroup');
const lowpolyStyleGroup = document.getElementById('lowpolyStyleGroup');
const lowpolyTexGroup = document.getElementById('lowpolyTexGroup');
const convertBtn = document.getElementById('convertBtn');
const resetBtn = document.getElementById('resetBtn');
const progressWrap= document.getElementById('progressWrap');
const progressFill= document.getElementById('progressFill');
const progressPct = document.getElementById('progressPct');
const progressStage=document.getElementById('progressStage');
const logBox = document.getElementById('logBox');
const statsBox = document.getElementById('stats');
const saveObjBtn = document.getElementById('saveObjBtn');
const saveObjTexBtn = document.getElementById('saveObjTexBtn');
const saveGlbBtn = document.getElementById('saveGlbBtn');
const saveUsdzBtn = document.getElementById('saveUsdzBtn');
const chunkedOutputEl = document.getElementById('chunkedOutput');
const chunkedOpts = document.getElementById('chunkedOpts');
const chunkFaceCountEl = document.getElementById('chunkFaceCount');
const chunkFaceCountVal = document.getElementById('chunkFaceCountVal');
const chunkList = document.getElementById('chunkList');
const saveLogBox = document.getElementById('saveLogBox');
/* ---------- State ---------- */
let rawFiles = {}; // { obj, mtl, textures:[File,...] }
let originalMesh = null; // { positions, faces, uv, hasTexture }
let fixedMesh = null;
let lowpolyDegree = 0;
let lowpolyStyle = 'standard';
let lowpolyTexDegree = 0;
let previewMode = 'before'; // before | after
let wireframeOn = false;
/* ---------- Slider labels ---------- */
function weldDistMeters(){ return weldDistEl.value / 10000; }
function chunkOverlapMeters(){ return 0.002; } // fixed sane default, no separate UI now
weldDistEl.addEventListener('input', () => weldDistVal.textContent = weldDistMeters().toFixed(4));
spikeRatioEl.addEventListener('input', () => spikeRatioVal.textContent = spikeRatioEl.value);
smoothIterEl.addEventListener('input', () => smoothIterVal.textContent = smoothIterEl.value);
weldDistVal.textContent = weldDistMeters().toFixed(4);
spikeRatioVal.textContent = spikeRatioEl.value;
smoothIterVal.textContent = smoothIterEl.value;
chunkFaceCountEl.addEventListener('input', () => chunkFaceCountVal.textContent = parseInt(chunkFaceCountEl.value,10).toLocaleString());
chunkFaceCountVal.textContent = parseInt(chunkFaceCountEl.value,10).toLocaleString();
function bindSegGroup(group, onSelect){
group.querySelectorAll('.seg-btn').forEach(btn => {
btn.addEventListener('click', () => {
group.querySelectorAll('.seg-btn').forEach(b => b.classList.remove('active'));
btn.classList.add('active');
onSelect(btn.dataset.val);
});
});
}
bindSegGroup(lowpolyDegreeGroup, v => lowpolyDegree = parseFloat(v));
bindSegGroup(lowpolyStyleGroup, v => lowpolyStyle = v);
bindSegGroup(lowpolyTexGroup, v => lowpolyTexDegree = parseInt(v,10));
chunkedOutputEl.addEventListener('change', () => {
chunkedOpts.style.display = chunkedOutputEl.checked ? 'block' : 'none';
});
/* ---------- Logging / progress ---------- */
function log(msg, cls='log-info'){
const l = document.createElement('div'); l.className = cls; l.textContent = msg;
logBox.appendChild(l); logBox.scrollTop = logBox.scrollHeight; logBox.classList.add('visible');
}
function saveLog(msg, cls='log-info'){
const l = document.createElement('div'); l.className = cls; l.textContent = msg;
saveLogBox.appendChild(l); saveLogBox.scrollTop = saveLogBox.scrollHeight; saveLogBox.classList.add('visible');
}
function setProgress(stage, pct){
progressWrap.classList.add('visible');
progressStage.textContent = stage;
progressPct.textContent = Math.round(pct) + '%';
progressFill.style.width = Math.min(100, Math.max(0,pct)) + '%';
}
function yieldFrame(){ return new Promise(r => requestAnimationFrame(() => setTimeout(r,0))); }
/* ==========================================================================
FILE HANDLING
========================================================================== */
['dragover'].forEach(ev => dropZone.addEventListener(ev, e => { e.preventDefault(); dropZone.classList.add('drag-over'); }));
dropZone.addEventListener('dragleave', () => dropZone.classList.remove('drag-over'));
dropZone.addEventListener('drop', e => {
e.preventDefault(); dropZone.classList.remove('drag-over');
handleFiles(Array.from(e.dataTransfer.files));
});
fileInput.addEventListener('change', () => handleFiles(Array.from(fileInput.files)));
const WARN_FACE_COUNT = 400000;
const HARD_FACE_COUNT = 2000000;
function quickEstimateCounts(text){
let v=0, f=0, i=0; const len=text.length;
while (i < len) {
const c = text.charCodeAt(i);
if (c===118 && text.charCodeAt(i+1)===32) v++;
else if (c===102 && text.charCodeAt(i+1)===32) f++;
const nl = text.indexOf('\n', i);
if (nl === -1) break;
i = nl+1;
}
return {v,f};
}
async function handleFiles(files){
// --- glTF folder (scene.gltf + scene.bin + textures) detection ---
const gltfFile = files.find(f => f.name.toLowerCase().endsWith('.gltf'));
const glbFile = files.find(f => f.name.toLowerCase().endsWith('.glb'));
if (gltfFile || glbFile) {
await handleGltfFolder(files, gltfFile, glbFile);
return;
}
// --- classic OBJ + MTL + textures flow ---
const obj = files.find(f => f.name.toLowerCase().endsWith('.obj'));
const mtl = files.find(f => f.name.toLowerCase().endsWith('.mtl'));
const textures = files.filter(f => /\.(png|jpe?g)$/i.test(f.name));
if (!obj) { log('OBJ・glTFファイルが見つかりませんでした。フォルダを選び直してください。', 'log-warn'); return; }
rawFiles = { obj, mtl, textures };
fileItems.innerHTML = '';
[obj, mtl, ...textures].filter(Boolean).forEach(f => {
const ext = f.name.split('.').pop().toUpperCase();
const div = document.createElement('div');
div.className = 'file-item';
div.innerHTML = `<span><span class="badge">${ext}</span>${f.name}</span><span>${(f.size/1024/1024).toFixed(1)} MB</span>`;
fileItems.appendChild(div);
});
fileList.classList.add('visible');
const text = await obj.text();
rawFiles.objText = text;
const { v, f } = quickEstimateCounts(text);
log(`読み込み: 頂点 約${v.toLocaleString()} / 面 約${f.toLocaleString()}`, 'log-info');
showSizeWarning((obj.size/1024/1024), f);
setProgress('解析中 / Parsing OBJ', 0);
originalMesh = await parseOBJ(text, p => setProgress('解析中', p));
originalMesh.hasTexture = !!(mtl && textures.length);
if (originalMesh.hasTexture) {
const texFile = textures[0]; // 簡易的に最初のテクスチャを採用
const img = new Image();
await new Promise((resolve) => {
img.onload = resolve;
img.src = URL.createObjectURL(texFile);
});
originalMesh.textureImage = img;
}
fixedMesh = null;
convertBtn.disabled = false;
resetBtn.disabled = true;
[saveObjBtn, saveGlbBtn, saveUsdzBtn].forEach(b => b.disabled = false);
saveObjTexBtn.disabled = !originalMesh.hasTexture;
if (!originalMesh.hasTexture) saveObjTexBtn.title = 'テクスチャファイルが読み込まれていません';
initPreview();
showPreviewMesh(originalMesh, 'before');
log(`解析完了: 頂点 ${(originalMesh.positions.length/3).toLocaleString()} / 面 ${(originalMesh.faces.length/3).toLocaleString()}`, 'log-ok');
}
/* ---------- glTF/GLB folder import: merge scene.gltf + scene.bin + textures into one mesh ---------- */
async function handleGltfFolder(files, gltfFile, glbFile){
fileItems.innerHTML = '';
files.forEach(f => {
const ext = f.name.split('.').pop().toUpperCase();
const div = document.createElement('div');
div.className = 'file-item';
div.innerHTML = `<span><span class="badge">${ext}</span>${f.webkitRelativePath || f.name}</span><span>${(f.size/1024/1024).toFixed(1)} MB</span>`;
fileItems.appendChild(div);
});
fileList.classList.add('visible');
rawFiles = { obj:null, mtl:null, textures: files.filter(f => /\.(png|jpe?g)$/i.test(f.name)), gltfFiles: files };
log(`読み込み: ${gltfFile ? gltfFile.name : glbFile.name}(フォルダ一式 ${files.length} 個のファイル)`, 'log-info');
setProgress('解析中 / Parsing glTF', 0);
try {
// Build a blob URL map so THREE.GLTFLoader can resolve scene.bin / texture URIs by filename
const urlMap = new Map();
files.forEach(f => {
const url = URL.createObjectURL(f);
urlMap.set(f.name, url);
if (f.webkitRelativePath) {
const parts = f.webkitRelativePath.split('/');
for (let i = 1; i < parts.length; i++) urlMap.set(parts.slice(i).join('/'), url);
}
});
const manager = new THREE.LoadingManager();
manager.setURLModifier(url => {
const decoded = decodeURIComponent(url).replace(/\\/g, '/');
const fname = decoded.split('/').pop();
return urlMap.get(decoded) || urlMap.get(fname) || url;
});
const loader = new THREE.GLTFLoader(manager);
const rootUrl = URL.createObjectURL(gltfFile || glbFile);
const gltf = await new Promise((resolve, reject) => loader.load(rootUrl, resolve, undefined, reject));
// Merge all meshes in the scene into one positions/faces buffer
const positions = [], faces = [], uvs = [];
let vOffset = 0;
let extractedTexture = null;
gltf.scene.updateMatrixWorld(true);
gltf.scene.traverse(obj3d => {
if (!obj3d.isMesh || !obj3d.geometry) return;
const geo = obj3d.geometry;
const posAttr = geo.attributes.position;
const uvAttr = geo.attributes.uv;
if (!posAttr) return;
const m = obj3d.matrixWorld;
const v3 = new THREE.Vector3();
for (let i = 0; i < posAttr.count; i++) {
v3.fromBufferAttribute(posAttr, i).applyMatrix4(m);
positions.push(v3.x, v3.y, v3.z);
}
if (geo.index) {
for (let i = 0; i < geo.index.count; i++) faces.push(geo.index.array[i] + vOffset);
} else {
for (let i = 0; i < posAttr.count; i++) faces.push(i + vOffset);
}
if (uvAttr) {
for (let i = 0; i < uvAttr.count; i++) uvs.push(uvAttr.array[i*2], uvAttr.array[i*2+1]);
}
if (!extractedTexture && obj3d.material && obj3d.material.map) {
extractedTexture = obj3d.material.map.image;
}
vOffset += posAttr.count;
});
if (positions.length === 0) throw new Error('メッシュデータが見つかりませんでした');
originalMesh = {
positions: new Float32Array(positions),
faces: new Uint32Array(faces),
uvs: uvs.length ? new Float32Array(uvs) : [],
textureImage: extractedTexture,
hasTexture: !!(uvs.length && extractedTexture)
};
fixedMesh = null;
// Fake an "obj" reference so save functions keep working (baseName only)
const baseName = (gltfFile || glbFile).name.replace(/\.(gltf|glb)$/i,'');
rawFiles.obj = { name: baseName + '.obj' };
convertBtn.disabled = false;
resetBtn.disabled = true;
[saveObjBtn, saveGlbBtn, saveUsdzBtn].forEach(b => b.disabled = false);
saveObjTexBtn.disabled = true;
saveObjTexBtn.title = 'glTF取り込みではテクスチャ付きOBJ出力は未対応です';
initPreview();
showPreviewMesh(originalMesh, 'before');
setProgress('完了', 100);
log(`glTF解析完了: 頂点 ${(originalMesh.positions.length/3).toLocaleString()} / 面 ${(originalMesh.faces.length/3).toLocaleString()}`, 'log-ok');
} catch (err) {
log('glTF読み込みエラー: ' + err.message, 'log-err');
console.error(err);
}
}
function showSizeWarning(fileSizeMB, estF){
let msg = '', color = null;
if (estF > HARD_FACE_COUNT) {
msg = `⚠ 約${estF.toLocaleString()}面と非常に大規模です。処理・保存に時間がかかります。「5. 保存」の「分割出力」を使うことをおすすめします。`;
color = { bg:'#3a1420', border:'#a13544', text:'#f9a8b8' };
chunkedOutputEl.checked = true;
chunkedOpts.style.display = 'block';
} else if (estF > WARN_FACE_COUNT || fileSizeMB > 60) {
msg = `約${estF.toLocaleString()}面(${fileSizeMB.toFixed(1)}MB)です。処理に少し時間がかかる場合があります。`;
color = { bg:'#3a2a12', border:'#8a5a1e', text:'#fbbf24' };
}
if (msg) {
warnBanner.textContent = msg;
warnBanner.style.background = color.bg;
warnBanner.style.border = '1px solid ' + color.border;
warnBanner.style.color = color.text;
warnBanner.classList.add('visible');
} else {
warnBanner.classList.remove('visible');
}
}
/* ==========================================================================
OBJ PARSE / EXPORT
========================================================================== */
async function parseOBJ(text, onProgress){
const positions = [], uvs = [], faces = [], faceUV = [];
const lines = text.split('\n');
const total = lines.length;
const CHUNK = 20000;
for (let i=0;i<total;i++){
const line = lines[i];
if (line.length < 2) continue;
const c0 = line.charCodeAt(0), c1 = line.charCodeAt(1);
if (c0===118 && c1===32) { // v
const p = line.split(/\s+/);
positions.push(parseFloat(p[1]), parseFloat(p[2]), parseFloat(p[3]));
} else if (c0===118 && c1===116) { // vt
const p = line.split(/\s+/);
uvs.push(parseFloat(p[1]), parseFloat(p[2] || 0));
} else if (c0===102 && c1===32) { // f
const p = line.split(/\s+/);
const idx = [], uvIdx = [];
for (let k=1;k<p.length;k++){
if (!p[k]) continue;
const parts = p[k].split('/');
let vi = parseInt(parts[0],10);
if (vi < 0) vi = positions.length/3 + vi + 1;
idx.push(vi-1);
if (parts[1]) {
let ti = parseInt(parts[1],10);
if (ti < 0) ti = uvs.length/2 + ti + 1;
uvIdx.push(ti-1);
} else uvIdx.push(-1);
}
for (let k=1;k<idx.length-1;k++){
faces.push(idx[0], idx[k], idx[k+1]);
faceUV.push(uvIdx[0], uvIdx[k], uvIdx[k+1]);
}
}
if (i % CHUNK === 0) { onProgress && onProgress(i/total*100); await yieldFrame(); }
}
return {
positions: new Float32Array(positions),
faces: new Uint32Array(faces),
uvs: new Float32Array(uvs),
faceUV: new Int32Array(faceUV)
};
}
async function exportOBJText(mesh, onProgress){
const { positions, faces } = mesh;
const vCount = positions.length/3, triCount = faces.length/3;
const parts = ['# Fixed with RealityScan Mesh Fixer\n'];
const CHUNK = 30000;
let buf = '';
for (let i=0;i<vCount;i++){
buf += 'v ' + positions[i*3].toFixed(6) + ' ' + positions[i*3+1].toFixed(6) + ' ' + positions[i*3+2].toFixed(6) + '\n';
if (i % CHUNK === 0) { parts.push(buf); buf=''; onProgress && onProgress(i/(vCount+triCount)*100); await yieldFrame(); }
}
parts.push(buf); buf='';
for (let t=0;t<triCount;t++){
buf += 'f ' + (faces[t*3]+1) + ' ' + (faces[t*3+1]+1) + ' ' + (faces[t*3+2]+1) + '\n';
if (t % CHUNK === 0) { parts.push(buf); buf=''; onProgress && onProgress((vCount+t)/(vCount+triCount)*100); await yieldFrame(); }
}
parts.push(buf);
return parts.join('');
}
/* ==========================================================================
4. 形の仕上げ — core algorithms
========================================================================== */
async function weldVertices(mesh, dist, onProgress){
const { positions, faces } = mesh;
const vCount = positions.length/3;
if (dist <= 0 || vCount === 0) return mesh;
const cell = Math.max(dist, 1e-6);
const grid = new Map();
const key = (x,y,z) => x+'_'+y+'_'+z;
const remap = new Int32Array(vCount).fill(-1);
const newPositions = [];
const newUVs = mesh.uvs && mesh.uvs.length ? [] : null; // ←追加①
let newCount = 0;
const CHUNK = 15000;
for (let i=0;i<vCount;i++){
const x=positions[i*3], y=positions[i*3+1], z=positions[i*3+2];
const ix=Math.round(x/cell), iy=Math.round(y/cell), iz=Math.round(z/cell);
let found = -1;
for (let dx=-1;dx<=1 && found<0;dx++)
for (let dy=-1;dy<=1 && found<0;dy++)
for (let dz=-1;dz<=1 && found<0;dz++){
const bucket = grid.get(key(ix+dx,iy+dy,iz+dz));
if (!bucket) continue;
for (const j of bucket){
const dxp=newPositions[j*3]-x, dyp=newPositions[j*3+1]-y, dzp=newPositions[j*3+2]-z;
if (dxp*dxp+dyp*dyp+dzp*dzp <= dist*dist) { found=j; break; }
}
}
if (found >= 0) remap[i] = found;
else {
const j = newCount++;
newPositions.push(x,y,z);
if (newUVs) newUVs.push(mesh.uvs[i*2], mesh.uvs[i*2+1]); // ←追加②
remap[i] = j;
const k = key(ix,iy,iz);
if (!grid.has(k)) grid.set(k, []);
grid.get(k).push(j);
}
if (i % CHUNK === 0) { onProgress && onProgress(i/vCount*100); await yieldFrame(); }
}
const newFaces = new Uint32Array(faces.length);
for (let i=0;i<faces.length;i++) newFaces[i] = remap[faces[i]];
return {
positions: new Float32Array(newPositions),
faces: newFaces,
weldedFrom: vCount,
weldedTo: newCount,
uvs: newUVs ? new Float32Array(newUVs) : mesh.uvs, // ←変更③
faceUV: mesh.faceUV,
hasTexture: mesh.hasTexture, textureImage: mesh.textureImage
};
}
async function removeSpikes(mesh, ratioThreshold, onProgress){
const { positions, faces } = mesh;
const triCount = faces.length/3;
const keep = new Uint8Array(triCount).fill(1);
let removed = 0;
const CHUNK = 20000;
const a=[0,0,0], b=[0,0,0], c=[0,0,0];
function vec(i,out){ out[0]=positions[i*3]; out[1]=positions[i*3+1]; out[2]=positions[i*3+2]; }
for (let t=0;t<triCount;t++){
const ia=faces[t*3], ib=faces[t*3+1], ic=faces[t*3+2];
vec(ia,a); vec(ib,b); vec(ic,c);
const ab=Math.hypot(a[0]-b[0],a[1]-b[1],a[2]-b[2]);
const bc=Math.hypot(b[0]-c[0],b[1]-c[1],b[2]-c[2]);
const ca=Math.hypot(c[0]-a[0],c[1]-a[1],c[2]-a[2]);
const longest=Math.max(ab,bc,ca), shortest=Math.max(1e-9,Math.min(ab,bc,ca));
const s=(ab+bc+ca)/2;
const areaSq=Math.max(0, s*(s-ab)*(s-bc)*(s-ca));
const area=Math.sqrt(areaSq);
const aspect=longest/shortest;
const flatness=area/(longest*longest+1e-9);
if (aspect > ratioThreshold && flatness < 0.02) { keep[t]=0; removed++; }
if (t % CHUNK === 0) { onProgress && onProgress(t/triCount*100); await yieldFrame(); }
}
const newFaces = [];
for (let t=0;t<triCount;t++) if (keep[t]) newFaces.push(faces[t*3],faces[t*3+1],faces[t*3+2]);
return { positions: mesh.positions, faces: new Uint32Array(newFaces), spikesRemoved: removed, uvs: mesh.uvs, faceUV: mesh.faceUV, hasTexture: mesh.hasTexture, textureImage: mesh.textureImage };
}
async function keepLargestComponent(mesh, onProgress){
const { positions, faces } = mesh;
const vCount = positions.length/3;
const parent = new Int32Array(vCount);
for (let i=0;i<vCount;i++) parent[i]=i;
function find(x){ while(parent[x]!==x){parent[x]=parent[parent[x]];x=parent[x];} return x; }
function union(a,b){ a=find(a); b=find(b); if(a!==b) parent[a]=b; }
const triCount = faces.length/3;
const CHUNK = 20000;
for (let t=0;t<triCount;t++){
union(faces[t*3],faces[t*3+1]); union(faces[t*3+1],faces[t*3+2]);
if (t % CHUNK === 0) { onProgress && onProgress(t/triCount*50); await yieldFrame(); }
}
const compSize = new Map();
for (let i=0;i<vCount;i++){ const r=find(i); compSize.set(r,(compSize.get(r)||0)+1); }
let bestRoot=-1, bestSize=-1;
for (const [root,size] of compSize) if (size>bestSize){bestSize=size;bestRoot=root;}
const keepVert = new Uint8Array(vCount);
for (let i=0;i<vCount;i++) if (find(i)===bestRoot) keepVert[i]=1;
const remap = new Int32Array(vCount).fill(-1);
const newPositions = [];
const newUVs = mesh.uvs && mesh.uvs.length ? [] : null;
let newCount=0;
for (let i=0;i<vCount;i++) if (keepVert[i]) {
remap[i]=newCount++;
newPositions.push(positions[i*3],positions[i*3+1],positions[i*3+2]);
if (newUVs) newUVs.push(mesh.uvs[i*2], mesh.uvs[i*2+1]);
}
const newFaces=[]; let droppedFaces=0;
for (let t=0;t<triCount;t++){
const ia=faces[t*3],ib=faces[t*3+1],ic=faces[t*3+2];
if (keepVert[ia]&&keepVert[ib]&&keepVert[ic]) newFaces.push(remap[ia],remap[ib],remap[ic]);
else droppedFaces++;
if (t % CHUNK === 0) { onProgress && onProgress(50+t/triCount*50); await yieldFrame(); }
}
return {
positions: new Float32Array(newPositions),
faces: new Uint32Array(newFaces),
uvs: newUVs ? new Float32Array(newUVs) : mesh.uvs,
faceUV: mesh.faceUV,
componentsFound: compSize.size, verticesDropped: vCount-newCount, facesDropped: droppedFaces,
hasTexture: mesh.hasTexture, textureImage: mesh.textureImage
};
}
async function taubinSmooth(mesh, iterations, onProgress){
if (iterations <= 0) return mesh;
const { positions, faces } = mesh;
const vCount = positions.length/3;
const neighborSets = Array.from({length:vCount}, () => new Set());
const triCount = faces.length/3;
for (let t=0;t<triCount;t++){
const ia=faces[t*3],ib=faces[t*3+1],ic=faces[t*3+2];
neighborSets[ia].add(ib); neighborSets[ia].add(ic);
neighborSets[ib].add(ia); neighborSets[ib].add(ic);
neighborSets[ic].add(ia); neighborSets[ic].add(ib);
}
const neighbors = neighborSets.map(s => Array.from(s));
let pos = Float32Array.from(positions);
const lambda=0.5, mu=-0.53;
const CHUNK = 15000;
async function pass(coeff){
const next = Float32Array.from(pos);
for (let i=0;i<vCount;i++){
const nb = neighbors[i];
if (!nb.length) continue;
let sx=0,sy=0,sz=0;
for (const j of nb){ sx+=pos[j*3]; sy+=pos[j*3+1]; sz+=pos[j*3+2]; }
const ax=sx/nb.length, ay=sy/nb.length, az=sz/nb.length;
next[i*3]=pos[i*3]+coeff*(ax-pos[i*3]);
next[i*3+1]=pos[i*3+1]+coeff*(ay-pos[i*3+1]);
next[i*3+2]=pos[i*3+2]+coeff*(az-pos[i*3+2]);
if (i % CHUNK === 0) await yieldFrame();
}
pos = next;
}
for (let it=0; it<iterations; it++){
await pass(lambda); await pass(mu);
onProgress && onProgress((it+1)/iterations*100);
await yieldFrame();
}
return { positions: pos, faces, uvs: mesh.uvs, faceUV: mesh.faceUV, hasTexture: mesh.hasTexture, textureImage: mesh.textureImage };
}
/* Lowpoly: quadric-ish edge collapse approximation via vertex clustering.
degree 0..1 controls grid cell size relative to bounding box diagonal. */
async function lowpolyReduce(mesh, degree, style, onProgress){
if (degree <= 0) return mesh;
const { positions, faces } = mesh;
const vCount = positions.length/3;
let minX=Infinity,maxX=-Infinity,minY=Infinity,maxY=-Infinity,minZ=Infinity,maxZ=-Infinity;
for (let i=0;i<vCount;i++){
const x=positions[i*3],y=positions[i*3+1],z=positions[i*3+2];
if(x<minX)minX=x; if(x>maxX)maxX=x;
if(y<minY)minY=y; if(y>maxY)maxY=y;
if(z<minZ)minZ=z; if(z>maxZ)maxZ=z;
}
const diag = Math.hypot(maxX-minX, maxY-minY, maxZ-minZ) || 1;
const cell = diag * (0.004 + degree*0.05);
const effectiveCell = style === 'sphere' ? cell * 0.4 : cell;
const cellOf = (x,y,z) => {
let ix = Math.round(x/effectiveCell), iy = Math.round(y/effectiveCell), iz = Math.round(z/effectiveCell);
if (style === 'crystal') { ix = Math.round(ix/2)*2; iz = Math.round(iz/2)*2; }
return ix+'_'+iy+'_'+iz;
};
const clusterMap = new Map();
const clusterOf = new Int32Array(vCount);
const clusterSum = []; const clusterCount = [];
const clusterUVSum = mesh.uvs && mesh.uvs.length ? [] : null;
const CHUNK = 20000;
for (let i=0;i<vCount;i++){
const x=positions[i*3],y=positions[i*3+1],z=positions[i*3+2];
const k = cellOf(x,y,z);
let cIdx = clusterMap.get(k);
if (cIdx === undefined) {
cIdx = clusterSum.length/3;
clusterMap.set(k, cIdx);
clusterSum.push(x,y,z);
clusterCount.push(1);
if (clusterUVSum) clusterUVSum.push(mesh.uvs[i*2], mesh.uvs[i*2+1]);
} else {
clusterSum[cIdx*3]+=x; clusterSum[cIdx*3+1]+=y; clusterSum[cIdx*3+2]+=z;
clusterCount[cIdx]++;
if (clusterUVSum) {
clusterUVSum[cIdx*2]+=mesh.uvs[i*2];
clusterUVSum[cIdx*2+1]+=mesh.uvs[i*2+1];
}
}
clusterOf[i] = cIdx;
if (i % CHUNK === 0) { onProgress && onProgress(i/vCount*60); await yieldFrame(); }
}
const newPositions = [];
const newUVs = clusterUVSum ? [] : null;
for (let c=0;c<clusterCount.length;c++){
newPositions.push(clusterSum[c*3]/clusterCount[c], clusterSum[c*3+1]/clusterCount[c], clusterSum[c*3+2]/clusterCount[c]);
if (newUVs) newUVs.push(clusterUVSum[c*2]/clusterCount[c], clusterUVSum[c*2+1]/clusterCount[c]);
}
const triCount = faces.length/3;
const newFaces = [];
const seen = new Set();
for (let t=0;t<triCount;t++){
const a=clusterOf[faces[t*3]], b=clusterOf[faces[t*3+1]], c=clusterOf[faces[t*3+2]];
if (a===b || b===c || a===c) continue;
const keyArr = [a,b,c].slice().sort((x,y)=>x-y);
const key = style==='chamfer' ? (a+'_'+b+'_'+c) : keyArr.join('_');
if (seen.has(key) && style !== 'chamfer') continue;
seen.add(key);
newFaces.push(a,b,c);
if (t % CHUNK === 0) { onProgress && onProgress(60 + t/triCount*40); await yieldFrame(); }
}
let resultMesh = {
positions: new Float32Array(newPositions),
faces: new Uint32Array(newFaces),
uvs: newUVs ? new Float32Array(newUVs) : mesh.uvs,
faceUV: mesh.faceUV,
lowpolyFrom: vCount, lowpolyTo: clusterCount.length,
hasTexture: mesh.hasTexture, textureImage: mesh.textureImage
};
if (style === 'sphere') {
const roundIterations = 2 + Math.round(degree * 3);
resultMesh = await taubinSmooth(resultMesh, roundIterations, () => {});
resultMesh.lowpolyFrom = vCount;
resultMesh.lowpolyTo = clusterCount.length;
}
return resultMesh;
}
/* ==========================================================================
MAIN "自動補正を実行" PIPELINE
========================================================================== */
convertBtn.addEventListener('click', async () => {
if (!originalMesh) return;
logBox.innerHTML = ''; logBox.classList.add('visible');
statsBox.classList.remove('visible');
convertBtn.disabled = true;
const t0 = performance.now();
const weldDist = weldDistMeters();
const spikeRatio = parseFloat(spikeRatioEl.value);
const smoothIter = parseInt(smoothIterEl.value,10);
const keepLargest = keepLargestEl.checked;
try {
let mesh = {
positions: originalMesh.positions, faces: originalMesh.faces, uvs: originalMesh.uvs, faceUV: originalMesh.faceUV, hasTexture: originalMesh.hasTexture, textureImage: originalMesh.textureImage
};
const origV = mesh.positions.length/3, origF = mesh.faces.length/3;
if (weldDist > 0) {
setProgress('分裂オブジェクトを結合中', 0);
mesh = await weldVertices(mesh, weldDist, p => setProgress('分裂オブジェクトを結合中', p));
log(`頂点結合: ${mesh.weldedFrom.toLocaleString()} → ${mesh.weldedTo.toLocaleString()}`, 'log-ok');
}
setProgress('針状面を除去中', 0);
mesh = await removeSpikes(mesh, spikeRatio, p => setProgress('針状面を除去中', p));
log(`針状の三角形を ${mesh.spikesRemoved.toLocaleString()} 個 除去`, 'log-ok');
if (keepLargest) {
setProgress('分裂断片を除去中', 0);
const res = await keepLargestComponent(mesh, p => setProgress('分裂断片を除去中', p));
mesh = res;
log(`最大コンポーネントのみ保持(除去: 頂点${res.verticesDropped.toLocaleString()} / 面${res.facesDropped.toLocaleString()})`, 'log-ok');
}
if (smoothIter > 0) {
setProgress('平滑化中', 0);
mesh = await taubinSmooth(mesh, smoothIter, p => setProgress('平滑化中', p));
log(`平滑化を ${smoothIter} 回 適用`, 'log-ok');
}
if (lowpolyDegree > 0) {
setProgress('ローポリ化中', 0);
mesh = await lowpolyReduce(mesh, lowpolyDegree, lowpolyStyle, p => setProgress('ローポリ化中', p));
log(`ローポリ化: 頂点 ${mesh.lowpolyFrom.toLocaleString()} → ${mesh.lowpolyTo.toLocaleString()}(スタイル: ${lowpolyStyle})`, 'log-ok');
}
fixedMesh = mesh;
const finalV = mesh.positions.length/3, finalF = mesh.faces.length/3;
const elapsed = ((performance.now()-t0)/1000).toFixed(1);
setProgress('完了', 100);
log(`完了しました(${elapsed}秒)。`, 'log-ok');
statsBox.innerHTML = `<b>頂点:</b> ${origV.toLocaleString()} → ${finalV.toLocaleString()}<br>` +
`<b>面:</b> ${origF.toLocaleString()} → ${finalF.toLocaleString()}<br><b>処理時間:</b> ${elapsed}秒`;
statsBox.classList.add('visible');
resetBtn.disabled = false;
showPreviewMesh(fixedMesh, 'after');
setActiveTab('after');
previewWrap.scrollIntoView({ behavior: 'smooth', block: 'center' });
} catch (err) {
log('エラー: ' + err.message, 'log-err');
console.error(err);
} finally {
convertBtn.disabled = false;
}
});
resetBtn.addEventListener('click', () => {
fixedMesh = null;
statsBox.classList.remove('visible');
resetBtn.disabled = true;
showPreviewMesh(originalMesh, 'before');
setActiveTab('before');
log('補正前の状態に戻しました。', 'log-info');
});
/* ==========================================================================
PREVIEW (three.js)
========================================================================== */
let scene, camera, renderer, currentObject, controlsState = {};
function initPreview(){
previewEmptyWrap.classList.remove('visible');
previewWrap.classList.add('visible');
if (renderer) return; // already initialized
scene = new THREE.Scene();
scene.background = new THREE.Color(0x08080c);
camera = new THREE.PerspectiveCamera(45, previewCanvas.clientWidth/280, 0.001, 1000);
renderer = new THREE.WebGLRenderer({ canvas: previewCanvas, antialias: true });
renderer.setPixelRatio(Math.min(2, window.devicePixelRatio||1));
resizeRenderer();
scene.add(new THREE.AmbientLight(0xffffff, 0.6));
const dir = new THREE.DirectionalLight(0xffffff, 0.9);
dir.position.set(2,3,4);
scene.add(dir);
let dragging=false, lastX=0, lastY=0;
let rotX=0.3, rotY=0.6, dist=3;
controlsState = { rotX, rotY, dist };
previewCanvas.addEventListener('pointerdown', e => { dragging=true; lastX=e.clientX; lastY=e.clientY; });
window.addEventListener('pointerup', () => dragging=false);
window.addEventListener('pointermove', e => {
if (!dragging) return;
controlsState.rotY += (e.clientX-lastX)*0.008;
controlsState.rotX += (e.clientY-lastY)*0.008;
controlsState.rotX = Math.max(-1.4, Math.min(1.4, controlsState.rotX));
lastX=e.clientX; lastY=e.clientY;
});
previewCanvas.addEventListener('wheel', e => {
e.preventDefault();
controlsState.dist = Math.max(0.5, Math.min(20, controlsState.dist + e.deltaY*0.002));
}, { passive:false });
function animate(){
requestAnimationFrame(animate);
const { rotX, rotY, dist } = controlsState;
camera.position.set(Math.sin(rotY)*Math.cos(rotX)*dist, Math.sin(rotX)*dist, Math.cos(rotY)*Math.cos(rotX)*dist);
camera.lookAt(0,0,0);
renderer.render(scene, camera);
}
animate();
window.addEventListener('resize', resizeRenderer);
}
function resizeRenderer(){
if (!renderer) return;
const isFs = previewWrap.classList.contains('fullscreen');
const w = previewCanvas.clientWidth || 300, h = isFs ? window.innerHeight : 280;
renderer.setSize(w, h, false);
camera.aspect = w/h;
camera.updateProjectionMatrix();
}
function showPreviewMesh(mesh, mode){
if (!scene) return;
if (currentObject) { scene.remove(currentObject); currentObject.geometry.dispose(); currentObject.material.dispose(); }
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(mesh.positions, 3));
geo.setIndex(new THREE.BufferAttribute(mesh.faces, 1));
geo.computeVertexNormals();
geo.center();
// Normalize scale to fit view
geo.computeBoundingSphere();
const scale = geo.boundingSphere ? 1.2 / (geo.boundingSphere.radius || 1) : 1;
const mat = new THREE.MeshStandardMaterial({
color: 0x9b8cf0, metalness:0.05, roughness:0.7,
wireframe: wireframeOn, flatShading: true
});
currentObject = new THREE.Mesh(geo, mat);
currentObject.scale.setScalar(scale);
scene.add(currentObject);
previewMode = mode;
previewStats.textContent = `頂点 ${(mesh.positions.length/3).toLocaleString()} / 面 ${(mesh.faces.length/3).toLocaleString()}`;
if (mesh.hasTexture) {
log('※テクスチャは処理が重くなるため、プレビュー画面では意図的に表示していません(GLB保存時のみ反映されます)', 'log-info');
}
}
function setActiveTab(mode){
tabBefore.classList.toggle('active', mode==='before');
tabAfter.classList.toggle('active', mode==='after');
}
tabBefore.addEventListener('click', () => { if (originalMesh) { showPreviewMesh(originalMesh,'before'); setActiveTab('before'); } });
tabAfter.addEventListener('click', () => {
if (fixedMesh) { showPreviewMesh(fixedMesh,'after'); setActiveTab('after'); }
else log('先に「自動補正を実行」を押してください。', 'log-warn');
});
wireToggle.addEventListener('click', () => {
wireframeOn = !wireframeOn;
wireToggle.classList.toggle('active', wireframeOn);
if (currentObject) currentObject.material.wireframe = wireframeOn;
});
fullscreenBtn.addEventListener('click', () => {
const isFs = previewWrap.classList.toggle('fullscreen');
fullscreenBtn.classList.toggle('active', isFs);
fullscreenBtn.textContent = isFs ? '✕ 閉じる' : '⛶ 拡大';
resizeRenderer();
});
document.addEventListener('keydown', (e) => {
if (e.key === 'Escape' && previewWrap.classList.contains('fullscreen')) {
previewWrap.classList.remove('fullscreen');
fullscreenBtn.classList.remove('active');
fullscreenBtn.textContent = '⛶ 拡大';
resizeRenderer();
}
});
resetViewBtn.addEventListener('click', () => {
controlsState.rotX = 0.3;
controlsState.rotY = 0.6;
controlsState.dist = 3;
});
const ZOOM_MIN = 0.15, ZOOM_MAX = 20, ZOOM_STEP = 0.82;
function applyZoom(factor){
controlsState.dist = Math.max(ZOOM_MIN, Math.min(ZOOM_MAX, controlsState.dist * factor));
}
zoomInBtn.addEventListener('click', () => applyZoom(ZOOM_STEP));
zoomOutBtn.addEventListener('click', () => applyZoom(1 / ZOOM_STEP));
/* ==========================================================================
5. 保存 — export in multiple formats, with optional chunked split
========================================================================== */
function activeMeshForSave(){ return fixedMesh || originalMesh; }
function splitFacesIntoChunks(mesh, targetFaces){
const triCount = mesh.faces.length/3;
const numChunks = Math.max(1, Math.ceil(triCount/targetFaces));
const chunks = [];
const perChunk = Math.ceil(triCount/numChunks);
for (let c=0;c<numChunks;c++){
const startTri = c*perChunk, endTri = Math.min(triCount, startTri+perChunk);
if (startTri>=endTri) continue;
const usedVerts = new Map();
const newPositions = [], newFaces = [];
for (let t=startTri;t<endTri;t++){
const tri=[mesh.faces[t*3],mesh.faces[t*3+1],mesh.faces[t*3+2]];
const localTri=[];
for (const vi of tri){
if (!usedVerts.has(vi)){
usedVerts.set(vi, newPositions.length/3);
newPositions.push(mesh.positions[vi*3], mesh.positions[vi*3+1], mesh.positions[vi*3+2]);
}
localTri.push(usedVerts.get(vi));
}
newFaces.push(...localTri);
}
chunks.push({ positions: new Float32Array(newPositions), faces: new Uint32Array(newFaces) });
}
return chunks;
}
function downloadBlob(blob, name){
const a = document.createElement('a');
a.href = URL.createObjectURL(blob);
a.download = name;
document.body.appendChild(a); a.click(); document.body.removeChild(a);
setTimeout(() => URL.revokeObjectURL(a.href), 4000);
}
async function saveAsOBJ(){
const mesh = activeMeshForSave();
if (!mesh) return;
saveLogBox.innerHTML = '';
const baseName = rawFiles.obj ? rawFiles.obj.name.replace(/\.obj$/i,'') : 'model';
if (chunkedOutputEl.checked) {
const targetFaces = parseInt(chunkFaceCountEl.value,10);
const chunks = splitFacesIntoChunks(mesh, targetFaces);
chunkList.innerHTML = '';
saveLog(`${chunks.length} 個のファイルに分割して出力します。`, 'log-info');
for (let i=0;i<chunks.length;i++){
const text = await exportOBJText(chunks[i], ()=>{});
const blob = new Blob([text], { type:'text/plain' });
const name = `${baseName}_part${String(i+1).padStart(2,'0')}.obj`;
const item = document.createElement('div');
item.className = 'chunk-item';
item.innerHTML = `<span>${name}(面 ${(chunks[i].faces.length/3).toLocaleString()})</span>`;
const btn = document.createElement('button');
btn.textContent = 'ダウンロード';
btn.addEventListener('click', () => downloadBlob(blob, name));
item.appendChild(btn);
chunkList.appendChild(item);
}
saveLog('すべてのファイルを個別にダウンロードしてください。「6. 分割ファイルの統合」で後から1つに戻せます。', 'log-ok');
} else {
const text = await exportOBJText(mesh, ()=>{});
downloadBlob(new Blob([text], {type:'text/plain'}), baseName + '_fixed.obj');
saveLog('OBJを保存しました。', 'log-ok');
}
}
async function saveAsOBJWithTexture(){
const mesh = activeMeshForSave();
if (!mesh || !rawFiles.mtl) { saveLog('テクスチャファイルが見つかりません。', 'log-warn'); return; }
saveLogBox.innerHTML = '';
saveLog('テクスチャ付きOBJをZIPにまとめています...', 'log-info');
const baseName = rawFiles.obj.name.replace(/\.obj$/i,'');
const zip = new JSZip();
const objText = await exportOBJText(mesh, ()=>{});
zip.file(baseName + '_fixed.obj', objText);
zip.file(rawFiles.mtl.name, await rawFiles.mtl.text());
for (const tex of rawFiles.textures) {
zip.file(tex.name, await tex.arrayBuffer());
}
const blob = await zip.generateAsync({ type:'blob' });
downloadBlob(blob, baseName + '_fixed_textured.zip');
saveLog('テクスチャ付きOBJ(.zip)を保存しました。', 'log-ok');
}
async function saveAsGLB(){
const mesh = activeMeshForSave();
if (!mesh) return;
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(mesh.positions, 3));
geo.setIndex(new THREE.BufferAttribute(mesh.faces, 1));
geo.computeVertexNormals();
let mat;
if (mesh.hasTexture && mesh.uvs) {
geo.setAttribute('uv', new THREE.BufferAttribute(mesh.uvs, 2));
const texture = new THREE.Texture(mesh.textureImage);
texture.needsUpdate = true;
texture.flipY = false; // glTF/OBJ由来の場合はUV上下反転に注意
mat = new THREE.MeshStandardMaterial({ map: texture, roughness: 0.8 });
} else { // ←追加
mat = new THREE.MeshStandardMaterial({ color: 0xcccccc, roughness: 0.8 });
}
const meshObj = new THREE.Mesh(geo, mat);
const exporter = new THREE.GLTFExporter();
try {
exporter.parse(meshObj, (result) => {
const blob = new Blob([result], { type: 'application/octet-stream' });
downloadBlob(blob, (rawFiles.obj?.name.replace(/\.obj$/i,'') || 'model') + '_fixed.glb');
saveLog('テクスチャ付きGLBを保存しました。', 'log-ok');
}, { binary: true });// 3引数構成に修正
} catch (err) {
saveLog('GLB生成エラー: ' + err.message, 'log-err');
}
}
async function saveAsUSDZ(){
saveLogBox.innerHTML = '';
saveLog('USDZ書き出しは試験的機能です。まずGLBを生成し、iPadのクイックルックで変換する方法をご案内します。', 'log-warn');
saveLog('現バージョンではUSDZの直接書き出しは未対応です。GLB保存 → 「ファイル」アプリでAR QuickLook経由の変換、または他のUSDZ変換ツールをご利用ください。', 'log-info');
}
saveObjBtn.addEventListener('click', saveAsOBJ);
saveObjTexBtn.addEventListener('click', saveAsOBJWithTexture);
saveGlbBtn.addEventListener('click', saveAsGLB);
saveUsdzBtn.addEventListener('click', saveAsUSDZ);
/* ==========================================================================
6. MERGE TOOL (kept from previous version)
========================================================================== */
const mergeDropZone = document.getElementById('mergeDropZone');
const mergeFileInput= document.getElementById('mergeFileInput');
const mergeFileList = document.getElementById('mergeFileList');
const mergeFileItems= document.getElementById('mergeFileItems');
const mergeBtn = document.getElementById('mergeBtn');
const mergeLogBox = document.getElementById('mergeLogBox');
const mergeStats = document.getElementById('mergeStats');
const mergeDownloadBtn = document.getElementById('mergeDownloadBtn');