Upload preprocess_manual.js
Browse files- preprocess_manual.js +108 -130
preprocess_manual.js
CHANGED
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@@ -1647,31 +1647,57 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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console.log(' boxRotation:', boxRotation);
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console.log(' plyOffset:', plyOffset);
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console.log(' Total vertices:', plyData.vertices.length);
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let
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let
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plyData.vertices.forEach(v => {
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});
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console.log('
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console.log(' X:',
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console.log(' Y:',
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console.log(' Z:',
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});
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cleanupAnimation();
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@@ -1735,130 +1761,82 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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ui.setStatus('Filtering splats with bounding box...');
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// plyData.vertices ではなく、実際に表示されている座標を使う
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z: gs.centers0[i * 3 + 2],
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// 元のインデックスを保持(後で元のデータを参照するため)
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originalIndex: i
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});
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}
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console.log('[STEP 4] Created displayedVertices array:', displayedVertices.length, 'vertices');
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// ⭐ GS Scene の変換を考慮
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const gsScene = gs.viewer.splatMesh.scenes[0];
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gsScene.updateMatrixWorld(true);
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console.log('[STEP 4] GS Scene transform:');
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console.log(' Position:', gsScene.position);
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console.log(' Rotation:', gsScene.rotation);
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console.log(' Scale:', gsScene.scale);
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// ワールド座標に変換されたBox設定を使用
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const boxWorldPosition = new THREE.Vector3(
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currentBoxPosition.x,
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currentBoxPosition.y,
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currentBoxPosition.z
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);
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// GS Scene の逆変換を適用(BoxをGSのローカル空間に変換)
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const gsInverseMatrix = new THREE.Matrix4().copy(gsScene.matrixWorld).invert();
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boxWorldPosition.applyMatrix4(gsInverseMatrix);
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z: boxWorldPosition.z.toFixed(3)
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});
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x: (boxRotation.x * 180 / Math.PI).toFixed(1) + '°',
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y: (boxRotation.y * 180 / Math.PI).toFixed(1) + '°',
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z: (boxRotation.z * 180 / Math.PI).toFixed(1) + '°'
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}
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});
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const halfX = boxSize.x / 2;
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const halfY = boxSize.y / 2;
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const halfZ = boxSize.z / 2;
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const epsilon = 0.01;
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// 回転行列
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const rotationMatrix = new THREE.Matrix4();
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rotationMatrix.makeRotationFromEuler(new THREE.Euler(boxRotation.x, boxRotation.y, boxRotation.z));
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const inverseRotationMatrix = new THREE.Matrix4().copy(rotationMatrix).invert();
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// フィルタリング
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const filtered = vertices.filter((vertex) => {
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const localPos = new THREE.Vector3(
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vertex.x - boxPosition.x,
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vertex.y - boxPosition.y,
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vertex.z - boxPosition.z
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);
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localPos.applyMatrix4(inverseRotationMatrix);
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const inside = (
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localPos.x >= -(halfX + epsilon) && localPos.x <= (halfX + epsilon) &&
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localPos.y >= -(halfY + epsilon) && localPos.y <= (halfY + epsilon) &&
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localPos.z >= -(halfZ + epsilon) && localPos.z <= (halfZ + epsilon)
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);
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return inside;
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});
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console.log('[filterDisplayedSplats] Filtered:', filtered.length, '/', vertices.length);
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console.log('[filterDisplayedSplats] Retention rate:', (filtered.length / vertices.length * 100).toFixed(1), '%');
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return filtered;
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}
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alert('⚠️ No splats found in the box!\n\nPlease adjust the box size/position and try again.');
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ui.showPositionAdjustment();
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return;
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}
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// ⭐⭐⭐
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console.log('[STEP 4] ⭐ Calling filterSplatsByBox with CURRENT values from UI');
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const filteredVertices = filterSplatsByBox(
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plyData,
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currentBoxSize,
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);
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if (filteredVertices.length === 0) {
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console.error('[STEP 4] ❌ No splats found in the box!');
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alert('⚠️ No splats found in the box!\n\nPlease adjust the box size/position and try again.\n\nCheck the browser console for detailed debug information.');
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console.log(' boxRotation:', boxRotation);
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console.log(' plyOffset:', plyOffset);
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////////////////////////////////////////////////////0123 start
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// ⭐ 修正: 中心化後のPLYデータの範囲を確認
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console.log('[STEP 2] Centered PLY Data (should be ~0,0,0):');
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console.log(' Total vertices:', plyData.vertices.length);
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let centeredMinX = Infinity, centeredMinY = Infinity, centeredMinZ = Infinity;
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let centeredMaxX = -Infinity, centeredMaxY = -Infinity, centeredMaxZ = -Infinity;
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plyData.vertices.forEach(v => {
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centeredMinX = Math.min(centeredMinX, v.x);
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centeredMinY = Math.min(centeredMinY, v.y);
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centeredMinZ = Math.min(centeredMinZ, v.z);
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centeredMaxX = Math.max(centeredMaxX, v.x);
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centeredMaxY = Math.max(centeredMaxY, v.y);
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centeredMaxZ = Math.max(centeredMaxZ, v.z);
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});
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console.log(' Centered bounds:');
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console.log(' X:', centeredMinX.toFixed(3), 'to', centeredMaxX.toFixed(3));
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console.log(' Y:', centeredMinY.toFixed(3), 'to', centeredMaxY.toFixed(3));
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console.log(' Z:', centeredMinZ.toFixed(3), 'to', centeredMaxZ.toFixed(3));
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const centeredCenter = {
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x: (centeredMinX + centeredMaxX) / 2,
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y: (centeredMinY + centeredMaxY) / 2,
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z: (centeredMinZ + centeredMaxZ) / 2
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};
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console.log(' Centered center:', {
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x: centeredCenter.x.toFixed(3),
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y: centeredCenter.y.toFixed(3),
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z: centeredCenter.z.toFixed(3)
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});
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// ⭐ 検証: 中心が 0,0,0 から離れすぎている場合は警告
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if (Math.abs(centeredCenter.x) > 0.1 ||
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Math.abs(centeredCenter.y) > 0.1 ||
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Math.abs(centeredCenter.z) > 0.1) {
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console.error('[STEP 2] ❌ ERROR: PLY is NOT properly centered!');
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console.error('[STEP 2] Expected ~(0,0,0) but got:', centeredCenter);
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console.error('[STEP 2] This will cause Box filtering to fail!');
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// ⭐ 緊急修正: もう一度中心化
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console.log('[STEP 2] Emergency re-centering...');
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plyData.vertices.forEach(v => {
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v.x -= centeredCenter.x;
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v.y -= centeredCenter.y;
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v.z -= centeredCenter.z;
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});
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console.log('[STEP 2] ✓ PLY force-centered to origin');
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}
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cleanupAnimation();
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ui.setStatus('Filtering splats with bounding box...');
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///////////////////////////////////////13:47 start
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console.log('[STEP 4] ⭐ Transforming Box coordinates to GS local space');
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// GS Scene の変換行列を取得
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const gsScene = gs.viewer.splatMesh.scenes[0];
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gsScene.updateMatrixWorld(true);
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// Box Position を Three.js Vector3 に変換
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const boxWorldPosition = new THREE.Vector3(
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currentBoxPosition.x,
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currentBoxPosition.y,
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currentBoxPosition.z
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);
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// GS の逆行列を適用してローカル空間に変換
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const gsInverseMatrix = new THREE.Matrix4().copy(gsScene.matrixWorld).invert();
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const boxLocalPosition = boxWorldPosition.applyMatrix4(gsInverseMatrix);
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console.log('[STEP 4] Box position transformation:');
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console.log(' World space:', currentBoxPosition);
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console.log(' GS local space:', {
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x: boxLocalPosition.x.toFixed(3),
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y: boxLocalPosition.y.toFixed(3),
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z: boxLocalPosition.z.toFixed(3)
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});
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// Box Rotation も変換
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const boxRotationEuler = new THREE.Euler(
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currentBoxRotation.x,
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currentBoxRotation.y,
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currentBoxRotation.z
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const boxRotationMatrix = new THREE.Matrix4().makeRotationFromEuler(boxRotationEuler);
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// GS の回転を抽出
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const gsRotationMatrix = new THREE.Matrix4().extractRotation(gsScene.matrixWorld);
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// 合成: GS^-1 * Box
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const combinedRotationMatrix = new THREE.Matrix4()
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.copy(gsRotationMatrix)
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.invert()
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.multiply(boxRotationMatrix);
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const combinedRotationEuler = new THREE.Euler().setFromRotationMatrix(combinedRotationMatrix);
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console.log('[STEP 4] Box rotation transformation:');
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console.log(' World space (deg):', {
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x: (currentBoxRotation.x * 180 / Math.PI).toFixed(1) + '°',
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y: (currentBoxRotation.y * 180 / Math.PI).toFixed(1) + '°',
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z: (currentBoxRotation.z * 180 / Math.PI).toFixed(1) + '°'
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});
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console.log(' GS local space (deg):', {
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x: (combinedRotationEuler.x * 180 / Math.PI).toFixed(1) + '°',
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y: (combinedRotationEuler.y * 180 / Math.PI).toFixed(1) + '°',
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z: (combinedRotationEuler.z * 180 / Math.PI).toFixed(1) + '°'
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});
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// ⭐⭐⭐ 変換後の座標で filterSplatsByBox を呼ぶ
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const filteredVertices = filterSplatsByBox(
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plyData,
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currentBoxSize,
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{
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x: boxLocalPosition.x,
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y: boxLocalPosition.y,
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z: boxLocalPosition.z
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},
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{
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x: combinedRotationEuler.x,
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y: combinedRotationEuler.y,
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z: combinedRotationEuler.z
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}
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);
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/////////////////////////////////////13:47 end
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if (filteredVertices.length === 0) {
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console.error('[STEP 4] ❌ No splats found in the box!');
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alert('⚠️ No splats found in the box!\n\nPlease adjust the box size/position and try again.\n\nCheck the browser console for detailed debug information.');
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