feat(gamut): Full 3D Delaunay / Convex Hull mesh generation in CIELAB space and multi-touch gestures (fixes #89) #101

Merged
gronod merged 2 commits from feat/89-3d-convex-hull-touch into development 2026-08-25 18:13:42 +01:00
2 changed files with 288 additions and 18 deletions
-1
View File
@@ -8,7 +8,6 @@
<link rel="stylesheet" href="./styles/main.css" />
<script src="./js/three.min.js"></script>
<script src="./js/OrbitControls.js"></script>
<script src="./js/delaunator.min.js"></script>
<script type="module" src="./js/app.js" defer></script>
</head>
<body>
+288 -17
View File
@@ -25,12 +25,17 @@ export async function initGamutViewer() {
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(width, height);
renderer.setPixelRatio(window.devicePixelRatio || 1);
renderer.domElement.style.touchAction = 'none';
container.appendChild(renderer.domElement);
if (typeof THREE.OrbitControls !== 'undefined') {
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.touches = {
ONE: THREE.TOUCH.ROTATE,
TWO: THREE.TOUCH.DOLLY_PAN
};
}
// Add CIELAB orientation helpers (Axes: X=a*, Y=L*, Z=b*)
@@ -81,7 +86,7 @@ function animate() {
if (renderer && scene && camera) renderer.render(scene, camera);
}
function parseCGATS(text) {
export function parseCGATS(text) {
const lines = text.split('\n');
let dataStarted = false;
const points = [];
@@ -108,7 +113,283 @@ function parseCGATS(text) {
return points;
}
function renderGamutFromText(text, color, isWireframe, previousMesh) {
/**
* 3D Convex Hull (QuickHull in 3D) for CIELAB point clouds.
* Input: points array of { L, a, b }
* Output: { vertices: Float32Array, indices: Uint32Array } or null
*/
export function compute3DConvexHull(pts) {
if (!pts || pts.length < 4) return null;
// Filter duplicate / nearly coincident points
const points = [];
const eps = 1e-5;
for (const p of pts) {
const x = p.a; // X = a*
const y = p.L; // Y = L*
const z = p.b; // Z = b*
let duplicate = false;
for (const existing of points) {
const dx = existing.x - x;
const dy = existing.y - y;
const dz = existing.z - z;
if (dx * dx + dy * dy + dz * dz < eps * eps) {
duplicate = true;
break;
}
}
if (!duplicate) {
points.push({ x, y, z, id: points.length });
}
}
if (points.length < 4) return null;
// Vector operations helpers
function sub(v1, v2) { return { x: v1.x - v2.x, y: v1.y - v2.y, z: v1.z - v2.z }; }
function cross(v1, v2) {
return {
x: v1.y * v2.z - v1.z * v2.y,
y: v1.z * v2.x - v1.x * v2.z,
z: v1.x * v2.y - v1.y * v2.x
};
}
function dot(v1, v2) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; }
function lengthSq(v) { return v.x * v.x + v.y * v.y + v.z * v.z; }
function normalize(v) {
const len = Math.sqrt(lengthSq(v));
return len > 0 ? { x: v.x / len, y: v.y / len, z: v.z / len } : { x: 0, y: 0, z: 0 };
}
// Step 1: Find extreme points to construct initial simplex (tetrahedron)
let minX = 0, maxX = 0, minY = 0, maxY = 0, minZ = 0, maxZ = 0;
for (let i = 1; i < points.length; i++) {
if (points[i].x < points[minX].x) minX = i;
if (points[i].x > points[maxX].x) maxX = i;
if (points[i].y < points[minY].y) minY = i;
if (points[i].y > points[maxY].y) maxY = i;
if (points[i].z < points[minZ].z) minZ = i;
if (points[i].z > points[maxZ].z) maxZ = i;
}
let p1 = minX, p2 = maxX;
let maxDistSq = lengthSq(sub(points[p1], points[p2]));
const extremes = [minX, maxX, minY, maxY, minZ, maxZ];
for (let i = 0; i < extremes.length; i++) {
for (let j = i + 1; j < extremes.length; j++) {
const d = lengthSq(sub(points[extremes[i]], points[extremes[j]]));
if (d > maxDistSq) {
maxDistSq = d;
p1 = extremes[i];
p2 = extremes[j];
}
}
}
// Third point: furthest from line p1-p2
const v12 = sub(points[p2], points[p1]);
let p3 = -1;
let maxLineDistSq = 0;
for (let i = 0; i < points.length; i++) {
if (i === p1 || i === p2) continue;
const v1i = sub(points[i], points[p1]);
const cr = cross(v12, v1i);
const distSq = lengthSq(cr) / (lengthSq(v12) || 1);
if (distSq > maxLineDistSq) {
maxLineDistSq = distSq;
p3 = i;
}
}
if (p3 === -1 || maxLineDistSq < eps * eps) return null;
// Fourth point: furthest from plane p1-p2-p3
const planeNorm = normalize(cross(sub(points[p2], points[p1]), sub(points[p3], points[p1])));
let p4 = -1;
let maxPlaneDist = 0;
for (let i = 0; i < points.length; i++) {
if (i === p1 || i === p2 || i === p3) continue;
const dist = Math.abs(dot(planeNorm, sub(points[i], points[p1])));
if (dist > maxPlaneDist) {
maxPlaneDist = dist;
p4 = i;
}
}
if (p4 === -1 || maxPlaneDist < eps) return null;
// Helper to create a face with outward-pointing normal
function makeFace(a, b, c, insidePt) {
let norm = cross(sub(points[b], points[a]), sub(points[c], points[a]));
norm = normalize(norm);
if (dot(norm, sub(points[insidePt], points[a])) > 0) {
// Invert orientation
const tmp = b; b = c; c = tmp;
norm = { x: -norm.x, y: -norm.y, z: -norm.z };
}
return {
a, b, c,
normal: norm,
offset: -dot(norm, points[a]),
points: [],
active: true
};
}
function distToPlane(face, pt) {
return dot(face.normal, pt) + face.offset;
}
// Initial 4 faces of tetrahedron
let faces = [
makeFace(p1, p2, p3, p4),
makeFace(p1, p4, p2, p3),
makeFace(p2, p4, p3, p1),
makeFace(p3, p4, p1, p2)
];
// Assign remaining points to faces
const unassigned = [];
for (let i = 0; i < points.length; i++) {
if (i === p1 || i === p2 || i === p3 || i === p4) continue;
const pt = points[i];
let maxDist = 1e-6;
let bestFace = -1;
for (let f = 0; f < faces.length; f++) {
const dist = distToPlane(faces[f], pt);
if (dist > maxDist) {
maxDist = dist;
bestFace = f;
}
}
if (bestFace !== -1) {
faces[bestFace].points.push(i);
}
}
// QuickHull loop
while (true) {
let targetFace = -1;
for (let f = 0; f < faces.length; f++) {
if (faces[f].active && faces[f].points.length > 0) {
targetFace = f;
break;
}
}
if (targetFace === -1) break;
const face = faces[targetFace];
// Pick furthest point
let furthestPtIdx = face.points[0];
let maxD = distToPlane(face, points[furthestPtIdx]);
for (let i = 1; i < face.points.length; i++) {
const d = distToPlane(face, points[face.points[i]]);
if (d > maxD) {
maxD = d;
furthestPtIdx = face.points[i];
}
}
const eyePt = points[furthestPtIdx];
// Find all visible faces from eyePt
const visible = [];
for (let f = 0; f < faces.length; f++) {
if (faces[f].active && distToPlane(faces[f], eyePt) > 1e-6) {
visible.push(f);
}
}
// Find horizon edges (edges of visible faces that are shared with a non-visible face)
const edgeCount = new Map();
for (const fIdx of visible) {
const f = faces[fIdx];
const edges = [
[f.a, f.b],
[f.b, f.c],
[f.c, f.a]
];
for (const [u, v] of edges) {
const key = `${Math.min(u, v)}_${Math.max(u, v)}`;
const current = edgeCount.get(key) || { count: 0, u, v, origU: u, origV: v };
current.count++;
edgeCount.set(key, current);
}
}
const horizonEdges = [];
for (const [key, val] of edgeCount.entries()) {
if (val.count === 1) {
// Find orientation from visible face
horizonEdges.push({ u: val.origU, v: val.origV });
}
}
// Collect all orphaned points from visible faces to reassign
const orphanPoints = [];
for (const fIdx of visible) {
faces[fIdx].active = false;
for (const pIdx of faces[fIdx].points) {
if (pIdx !== furthestPtIdx) orphanPoints.push(pIdx);
}
}
// Create new faces from horizon edges to eyePt
const newFaces = [];
// Center point of tetrahedron for orientation check
const centerPt = {
x: (points[p1].x + points[p2].x + points[p3].x + points[p4].x) / 4,
y: (points[p1].y + points[p2].y + points[p3].y + points[p4].y) / 4,
z: (points[p1].z + points[p2].z + points[p3].z + points[p4].z) / 4
};
for (const edge of horizonEdges) {
const newF = makeFace(edge.u, edge.v, furthestPtIdx, centerPt);
newFaces.push(newF);
}
// Distribute orphaned points to new faces
for (const pIdx of orphanPoints) {
const pt = points[pIdx];
let maxDist = 1e-6;
let bestF = null;
for (const nF of newFaces) {
const dist = distToPlane(nF, pt);
if (dist > maxDist) {
maxDist = dist;
bestF = nF;
}
}
if (bestF) {
bestF.points.push(pIdx);
}
}
for (const nF of newFaces) {
faces.push(nF);
}
}
// Build geometry buffers from active faces
const activeFaces = faces.filter(f => f.active);
const indices = [];
const usedPoints = new Map();
const verticesList = [];
for (const f of activeFaces) {
for (const pIdx of [f.a, f.b, f.c]) {
if (!usedPoints.has(pIdx)) {
usedPoints.set(pIdx, verticesList.length / 3);
verticesList.push(points[pIdx].x, points[pIdx].y, points[pIdx].z);
}
indices.push(usedPoints.get(pIdx));
}
}
return {
vertices: new Float32Array(verticesList),
indices: new Uint32Array(indices)
};
}
export function renderGamutFromText(text, color, isWireframe, previousMesh) {
if (!scene) return null;
if (previousMesh) {
@@ -118,24 +399,14 @@ function renderGamutFromText(text, color, isWireframe, previousMesh) {
}
const points = parseCGATS(text);
if (points.length < 3) return null;
if (points.length < 4) return null;
const coords = [];
const vertices = new Float32Array(points.length * 3);
points.forEach((pt, i) => {
coords.push(pt.a, pt.b);
vertices[i * 3] = pt.a; // X = a*
vertices[i * 3 + 1] = pt.L; // Y = L*
vertices[i * 3 + 2] = pt.b; // Z = b*
});
if (typeof Delaunator === 'undefined') return null;
const delaunay = new Delaunator(coords);
const hull = compute3DConvexHull(points);
if (!hull) return null;
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
geometry.setIndex(Array.from(delaunay.triangles));
geometry.setAttribute('position', new THREE.BufferAttribute(hull.vertices, 3));
geometry.setIndex(Array.from(hull.indices));
geometry.computeVertexNormals();
const material = new THREE.MeshLambertMaterial({