Upload preprocess_manual.js
Browse files- preprocess_manual.js +57 -121
preprocess_manual.js
CHANGED
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@@ -1090,46 +1090,30 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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// 2. 点群を分析
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const pcaResult = computePCA(plyData.vertices);
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// 3. 回転が必要な場合、ユーザーに通知
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if (pcaResult.needsRotation) {
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console.warn('[preprocessManual] ⚠️ PLY coordinate system is NOT aligned with world axes');
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console.warn('[preprocessManual] This may cause visual mismatch between Box and filtering');
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// ⭐
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const shouldNormalize = confirm(
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'⚠️ Warning: This PLY file has a tilted coordinate system.\n\n' +
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'This may cause the bounding box to appear tilted.\n\n' +
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'Do you want to automatically align the PLY to world axes?\n\n' +
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'(Recommended: Yes)'
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);
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///////////////10:32 start
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if (shouldNormalize) {
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console.log('[preprocessManual] ===== STARTING AUTO-ALIGNMENT =====');
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const { center } = pcaResult;
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// ========================================
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// ⭐ 変数を最初に宣言(常に定義される)
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// ========================================
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let sizeX, sizeY, sizeZ;
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let minX, maxX, minY, maxY, minZ, maxZ;
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// ========================================
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// STEP 1:
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// ========================================
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console.log('[preprocessManual] Step 1: Centering PLY...');
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console.log('[DEBUG] First vertex BEFORE:', {
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x: plyData.vertices[0].x.toFixed(3),
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y: plyData.vertices[0].y.toFixed(3),
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z: plyData.vertices[0].z.toFixed(3)
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});
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plyData.vertices = plyData.vertices.map(v => {
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const centered = {
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x: v.x - center.x,
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@@ -1145,13 +1129,13 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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return centered;
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});
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console.log('[DEBUG] First vertex AFTER:', {
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x: plyData.vertices[0].x.toFixed(3),
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y: plyData.vertices[0].y.toFixed(3),
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z: plyData.vertices[0].z.toFixed(3)
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});
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let sumX = 0, sumY = 0, sumZ = 0;
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plyData.vertices.forEach(v => {
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sumX += v.x;
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@@ -1161,29 +1145,28 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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const avgX = sumX / plyData.vertices.length;
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const avgY = sumY / plyData.vertices.length;
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const avgZ = sumZ / plyData.vertices.length;
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console.log('[DEBUG] Average after centering:', {
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x: avgX.toFixed(6),
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y: avgY.toFixed(6),
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z: avgZ.toFixed(6)
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});
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if (Math.abs(avgX) > 0.001 || Math.abs(avgY) > 0.001 || Math.abs(avgZ) > 0.001) {
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console.error('[DEBUG] ❌ ERROR: Centering FAILED!');
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} else {
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console.log('[DEBUG] ✓ Centering SUCCESS! Average is ~0');
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}
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console.log('[preprocessManual] ✓ PLY centered at origin');
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// ========================================
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// STEP 2:
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// ========================================
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console.log('[preprocessManual] Step 2: Recalculating bounding box...');
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plyData.vertices.forEach(v => {
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minX = Math.min(minX, v.x);
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minY = Math.min(minY, v.y);
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@@ -1192,28 +1175,28 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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maxY = Math.max(maxY, v.y);
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maxZ = Math.max(maxZ, v.z);
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});
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sizeX = maxX - minX;
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sizeY = maxY - minY;
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sizeZ = maxZ - minZ;
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console.log('[preprocessManual] Centered sizes:', {
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sizeX: sizeX.toFixed(2),
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sizeY: sizeY.toFixed(2),
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sizeZ: sizeZ.toFixed(2)
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});
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// ========================================
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// STEP 3
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// ========================================
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console.log('[preprocessManual] Step 3: Checking if rotation is needed...');
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console.log('[preprocessManual] Longest axis:',
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sizeX > sizeY && sizeX > sizeZ ? 'X' :
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sizeZ > sizeY ? 'Z' : 'Y');
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let rotationNeeded = new THREE.Matrix4();
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let rotationApplied = false;
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if (sizeX > sizeY && sizeX > sizeZ) {
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console.log('[preprocessManual] ⚙️ Rotating: X → Y (90° around Z axis)');
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rotationNeeded.makeRotationZ(Math.PI / 2);
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@@ -1225,7 +1208,10 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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} else {
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console.log('[preprocessManual] ✓ Y-axis is already the longest, no rotation needed');
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}
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if (rotationApplied) {
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console.log('[preprocessManual] Step 4: Applying rotation to all vertices...');
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@@ -1245,44 +1231,6 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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console.log('[preprocessManual] ✓ Alignment matrix saved for GS display');
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} else {
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console.log('[preprocessManual] Step 4: Skipped (no rotation needed)');
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}
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//////////////////// 10:32 end
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// ========================================
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// STEP 4: 回転を適用(必要な場合のみ)
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// ========================================
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if (rotationApplied) {
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console.log('[preprocessManual] Step 4: Applying rotation to all vertices...');
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plyData.vertices.forEach(v => {
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const pos = new THREE.Vector3(v.x, v.y, v.z);
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pos.applyMatrix4(rotationNeeded);
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v.x = pos.x;
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v.y = pos.y;
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v.z = pos.z;
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});
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console.log('[preprocessManual] ✓ PLY rotated to align with world axes');
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// ⭐ 重要: GSにも同じ変換を適用するためフラグを立てる
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window.plyAlignmentApplied = true;
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window.plyAlignmentMatrix = rotationNeeded.clone();
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console.log('[preprocessManual] ✓ Alignment matrix saved for GS display');
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console.log('[preprocessManual] Matrix elements:', rotationNeeded.elements.slice(0, 4));
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} else {
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console.log('[preprocessManual] Step 4: Skipped (no rotation needed)');
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}
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// ========================================
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// STEP 5: 最終確認(サイズの再計算) 不要なため削除された
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// ========================================
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} else {
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console.log('[preprocessManual] User chose to keep original orientation');
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console.log('[preprocessManual] Box rotation sliders should be used to match PLY orientation');
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}
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} else {
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@@ -1290,13 +1238,7 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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}
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////////////////////1095-1210 end
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// ========================================
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// 元のコードを続ける
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// ========================================
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// ========================================
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@@ -1372,26 +1314,39 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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// ⭐ 4. カメラをPLYに合わせて調整(cameraControls初期化後)
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// ========================================
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//////////////////////
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console.log('[preprocessManual] Auto-aligning camera to PLY...');
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//
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// Step 2 で計算したサイズを使用
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const size = {
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x:
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y:
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z:
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};
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console.log('[preprocessManual] Camera alignment - PLY center:', center);
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console.log('[preprocessManual] Camera alignment - PLY size:', size);
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const maxDim = Math.max(size.x, size.y, size.z);
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// カメラ位置を計算
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const distance = maxDim * 2.0;
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camera.position.set(
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@@ -1403,6 +1358,9 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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camera.lookAt(center.x, center.y, center.z);
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camera.updateProjectionMatrix();
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console.log('[preprocessManual] Camera positioned at:', {
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x: camera.position.x.toFixed(2),
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y: camera.position.y.toFixed(2),
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@@ -1417,28 +1375,6 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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//////////////////////ここまで
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camera.position.set(
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center.x,
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center.y + maxDim * 0.3,
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center.z + distance
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);
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camera.lookAt(center.x, center.y, center.z);
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camera.updateProjectionMatrix();
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console.log('[preprocessManual] Camera positioned at:', {
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x: camera.position.x.toFixed(2),
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y: camera.position.y.toFixed(2),
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z: camera.position.z.toFixed(2)
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});
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console.log('[preprocessManual] Looking at:', center);
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// ⭐ OrbitControlsのターゲットを設定(cameraControlsが存在することを確認済み)
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cameraControls.controls.target.set(center.x, center.y, center.z);
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cameraControls.controls.update();
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console.log('[preprocessManual] OrbitControls target set to PLY center');
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// ========================================
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// ⭐ 5. Scene bounds の計算と表示
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// ========================================
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// 2. 点群を分析
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const pcaResult = computePCA(plyData.vertices);
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+
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// 3. 回転が必要な場合、ユーザーに通知////1095-1290
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// 3. 回転が必要な場合、ユーザーに通知
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if (pcaResult.needsRotation) {
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console.warn('[preprocessManual] ⚠️ PLY coordinate system is NOT aligned with world axes');
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console.warn('[preprocessManual] This may cause visual mismatch between Box and filtering');
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// ⭐ ユーザー確認を削除し、自動的に正規化を実行
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console.log('[preprocessManual] ===== STARTING AUTO-ALIGNMENT =====');
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+
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const { center } = pcaResult;
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// ========================================
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// STEP 1: 中心化(1回だけ実行)
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// ========================================
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| 1109 |
console.log('[preprocessManual] Step 1: Centering PLY...');
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+
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console.log('[DEBUG] First vertex BEFORE:', {
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x: plyData.vertices[0].x.toFixed(3),
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y: plyData.vertices[0].y.toFixed(3),
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z: plyData.vertices[0].z.toFixed(3)
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});
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+
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plyData.vertices = plyData.vertices.map(v => {
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const centered = {
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x: v.x - center.x,
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return centered;
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});
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+
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console.log('[DEBUG] First vertex AFTER:', {
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x: plyData.vertices[0].x.toFixed(3),
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y: plyData.vertices[0].y.toFixed(3),
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z: plyData.vertices[0].z.toFixed(3)
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});
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+
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let sumX = 0, sumY = 0, sumZ = 0;
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plyData.vertices.forEach(v => {
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sumX += v.x;
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const avgX = sumX / plyData.vertices.length;
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const avgY = sumY / plyData.vertices.length;
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const avgZ = sumZ / plyData.vertices.length;
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+
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console.log('[DEBUG] Average after centering:', {
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x: avgX.toFixed(6),
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y: avgY.toFixed(6),
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z: avgZ.toFixed(6)
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});
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+
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if (Math.abs(avgX) > 0.001 || Math.abs(avgY) > 0.001 || Math.abs(avgZ) > 0.001) {
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console.error('[DEBUG] ❌ ERROR: Centering FAILED!');
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} else {
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console.log('[DEBUG] ✓ Centering SUCCESS! Average is ~0');
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}
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+
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console.log('[preprocessManual] ✓ PLY centered at origin');
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+
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// ========================================
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// STEP 2: バウンディングボックスを再計算
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// ========================================
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console.log('[preprocessManual] Step 2: Recalculating bounding box...');
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let minX = Infinity, minY = Infinity, minZ = Infinity;
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let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
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plyData.vertices.forEach(v => {
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minX = Math.min(minX, v.x);
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minY = Math.min(minY, v.y);
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maxY = Math.max(maxY, v.y);
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maxZ = Math.max(maxZ, v.z);
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});
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+
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const sizeX = maxX - minX;
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const sizeY = maxY - minY;
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const sizeZ = maxZ - minZ;
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+
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console.log('[preprocessManual] Centered sizes:', {
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sizeX: sizeX.toFixed(2),
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sizeY: sizeY.toFixed(2),
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sizeZ: sizeZ.toFixed(2)
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});
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+
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// ========================================
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// STEP 3: Y軸が最長になるように回転
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// ========================================
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console.log('[preprocessManual] Step 3: Checking if rotation is needed...');
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console.log('[preprocessManual] Longest axis:',
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sizeX > sizeY && sizeX > sizeZ ? 'X' :
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sizeZ > sizeY ? 'Z' : 'Y');
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| 1196 |
+
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| 1197 |
let rotationNeeded = new THREE.Matrix4();
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let rotationApplied = false;
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+
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| 1200 |
if (sizeX > sizeY && sizeX > sizeZ) {
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console.log('[preprocessManual] ⚙️ Rotating: X → Y (90° around Z axis)');
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rotationNeeded.makeRotationZ(Math.PI / 2);
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} else {
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console.log('[preprocessManual] ✓ Y-axis is already the longest, no rotation needed');
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}
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// ========================================
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// STEP 4: 回転を適用(必要な場合のみ)
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// ========================================
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if (rotationApplied) {
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console.log('[preprocessManual] Step 4: Applying rotation to all vertices...');
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| 1217 |
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console.log('[preprocessManual] ✓ Alignment matrix saved for GS display');
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} else {
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console.log('[preprocessManual] Step 4: Skipped (no rotation needed)');
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| 1234 |
}
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| 1235 |
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| 1236 |
} else {
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| 1238 |
}
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| 1239 |
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| 1240 |
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| 1241 |
+
////////////////////////1095-1290
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| 1242 |
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| 1243 |
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| 1244 |
// ========================================
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| 1314 |
// ⭐ 4. カメラをPLYに合わせて調整(cameraControls初期化後)
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| 1315 |
// ========================================
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| 1316 |
|
| 1317 |
+
//////////////////////Line 1377-1391 (カメラ調整部分)
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| 1318 |
|
| 1319 |
console.log('[preprocessManual] Auto-aligning camera to PLY...');
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| 1320 |
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| 1321 |
+
// ⭐ サイズを再計算(if ブロックの外なので)
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| 1322 |
+
let minX = Infinity, minY = Infinity, minZ = Infinity;
|
| 1323 |
+
let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
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| 1324 |
+
|
| 1325 |
+
plyData.vertices.forEach(vertex => {
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| 1326 |
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minX = Math.min(minX, vertex.x);
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| 1327 |
+
minY = Math.min(minY, vertex.y);
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| 1328 |
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minZ = Math.min(minZ, vertex.z);
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| 1329 |
+
maxX = Math.max(maxX, vertex.x);
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| 1330 |
+
maxY = Math.max(maxY, vertex.y);
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| 1331 |
+
maxZ = Math.max(maxZ, vertex.z);
|
| 1332 |
+
});
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| 1333 |
+
|
| 1334 |
+
const center = {
|
| 1335 |
+
x: (maxX + minX) / 2,
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| 1336 |
+
y: (maxY + minY) / 2,
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| 1337 |
+
z: (maxZ + minZ) / 2
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| 1338 |
+
};
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| 1339 |
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| 1340 |
const size = {
|
| 1341 |
+
x: maxX - minX,
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+
y: maxY - minY,
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+
z: maxZ - minZ
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| 1344 |
};
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| 1345 |
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| 1346 |
console.log('[preprocessManual] Camera alignment - PLY center:', center);
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| 1347 |
console.log('[preprocessManual] Camera alignment - PLY size:', size);
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| 1348 |
|
| 1349 |
const maxDim = Math.max(size.x, size.y, size.z);
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| 1350 |
const distance = maxDim * 2.0;
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| 1351 |
|
| 1352 |
camera.position.set(
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| 1358 |
camera.lookAt(center.x, center.y, center.z);
|
| 1359 |
camera.updateProjectionMatrix();
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| 1360 |
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| 1361 |
+
///////////////////////////Line 1377-1391 (カメラ調整部分)
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| 1362 |
+
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| 1363 |
+
|
| 1364 |
console.log('[preprocessManual] Camera positioned at:', {
|
| 1365 |
x: camera.position.x.toFixed(2),
|
| 1366 |
y: camera.position.y.toFixed(2),
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| 1375 |
|
| 1376 |
//////////////////////ここまで
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| 1377 |
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|
| 1378 |
// ========================================
|
| 1379 |
// ⭐ 5. Scene bounds の計算と表示
|
| 1380 |
// ========================================
|