diff --git "a/preprocess_manual.js" "b/preprocess_manual.js"
deleted file mode 100644--- "a/preprocess_manual.js"
+++ /dev/null
@@ -1,4347 +0,0 @@
-// apps/preprocess/preprocess_manual.js
-// 2025/12/12 18:08 manual mode for human completed
-// 2025/12/12 20:55 manual mode for statue completed
-
-import * as THREE from 'three';
-import { GVRM } from '../../gvrm-format/gvrm.js';
-import { PLYParser } from '../../gvrm-format/ply.js';
-import * as GVRMUtils from '../../gvrm-format/utils.js';
-import { DropInViewer } from 'gaussian-splats-3d';
-// ==========================================
-// ADD THESE IMPORTS AT THE TOP
-// ==========================================
-
-import { OrbitControls } from '../../lib/OrbitControls.js';
-
-console.log('[preprocess_manual.js] ===== MODULE LOADING =====');
-
-/**
- * Manual UI作成関数
- * 手動でのBOX設定と部位割り当て用のUIを提供
- */
-
-// プリセット定義
-// プリセット定義 - 必須18ボーンをすべてカバー
-const PRESET_BONE_GROUPS = {
- 'required19': [
- { name: '1. Head', bones: ['head'], color: [255, 0, 0] },
- { name: '2. Neck', bones: ['neck'], color: [255, 100, 100] },
- { name: '3. Chest', bones: ['chest'], color: [0, 255, 0] },
- { name: '4. Upper Chest', bones: ['upperChest'], color: [50, 255, 50] },
- { name: '5. Spine', bones: ['spine'], color: [100, 255, 100] },
- { name: '6. Hips', bones: ['hips'], color: [150, 255, 150] },
- { name: '7. Left Shoulder', bones: ['leftShoulder'], color: [0, 0, 255] },
- { name: '8. Left Upper Arm', bones: ['leftUpperArm'], color: [50, 50, 255] },
- { name: '9. Left Lower Arm', bones: ['leftLowerArm'], color: [100, 100, 255] },
- { name: '10. Left Hand', bones: ['leftHand'], color: [150, 150, 255] },
- { name: '11. Right Shoulder', bones: ['rightShoulder'], color: [255, 255, 0] },
- { name: '12. Right Upper Arm', bones: ['rightUpperArm'], color: [255, 200, 0] },
- { name: '13. Right Lower Arm', bones: ['rightLowerArm'], color: [255, 150, 0] },
- { name: '14. Right Hand', bones: ['rightHand'], color: [255, 100, 0] },
- { name: '15. Left Upper Leg', bones: ['leftUpperLeg'], color: [255, 0, 255] },
- { name: '16. Left Lower Leg', bones: ['leftLowerLeg'], color: [255, 100, 255] },
- { name: '17. Left Foot', bones: ['leftFoot'], color: [255, 150, 255] },
- { name: '18. Right Upper Leg', bones: ['rightUpperLeg'], color: [0, 255, 255] },
- { name: '19. Right Lower Leg', bones: ['rightLowerLeg'], color: [100, 255, 255] },
- { name: '20. Right Foot', bones: ['rightFoot'], color: [150, 255, 255] }
- ]
-};
-
-
-
-// ==========================================
-// FIX 3: Add Camera Controls Setup
-// Add this function before createManualUI
-// ==========================================
-
-function setupCameraControls(camera, renderer) {
- const controls = new OrbitControls(camera, renderer.domElement);
- controls.enableDamping = true;
- controls.dampingFactor = 0.05;
- controls.screenSpacePanning = false;
- controls.minDistance = 1;
- controls.maxDistance = 20;
- controls.maxPolarAngle = Math.PI;
-
- return { controls };
-}
-
-
-
-// ==========================================
-// FIX 4: Enhanced UI with Paint Mode
-// Replace the createManualUI function 2025/12/07
-// ==========================================
-
-//////////////////////////////////////////12/13 17:30
-
-// ========================================
-// 完全に修正された createManualUI 関数
-// Line 75 から Line 537 までを、この全体で置き換えてください
-// ========================================
-
-function createManualUI(scene, camera, renderer) {
- console.log('[createManualUI] Creating manual preprocessing UI...');
-
- const uiContainer = document.createElement('div');
- uiContainer.id = 'manual-ui-container';
- uiContainer.style.cssText = `
- position: fixed;
- top: 20px;
- right: 20px;
- background: rgba(0, 0, 0, 0.85);
- padding: 20px;
- border-radius: 10px;
- color: white;
- z-index: 10000;
- max-width: 350px;
- max-height: 90vh;
- overflow-y: auto;
- display: none;
- box-shadow: 0 4px 20px rgba(0,0,0,0.5);
- `;
-
- uiContainer.innerHTML = `
-
Loading PLY file...
-
-
-
-
Step 2: Assign Splats to Bones
-
-
-
-
-
- Hold Shift to erase (unassign splats)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Selection Method:
-
-
-
-
-
-
-
-
-
- Range: 0.1m - 10m (適切なサイズに調整してください)
-
-
-
-
-
-
-
- Lock camera to prevent accidental movement while painting
-
-
-
-
-
-
Total Splats: 0
-
Assigned: 0
-
Unassigned: 0
-
- Progress: 0%
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- `;
-
- document.body.appendChild(uiContainer);
-
- let boundingBoxHelper = null;
-
- return {
- container: uiContainer,
-
- initialize: function() {
- console.log('[ManualUI] initialize called');
- return Promise.resolve({ success: true });
- },
-
- show: function() {
- uiContainer.style.display = 'block';
- },
-
- hide: function() {
- uiContainer.style.display = 'none';
- },
-
- setStatus: function(message) {
- const statusEl = document.getElementById('manual-status');
- if (statusEl) statusEl.textContent = message;
- },
-
- showPositionAdjustment: function() {
- const section = document.getElementById('position-adjustment-section');
- if (section) section.style.display = 'block';
- },
-
- hidePositionAdjustment: function() {
- const section = document.getElementById('position-adjustment-section');
- if (section) section.style.display = 'none';
- },
-
- showControls: function() {
- const controlsEl = document.getElementById('manual-controls');
- if (controlsEl) controlsEl.style.display = 'block';
- },
-
- createBoundingBox: function(size = { x: 2, y: 2, z: 2 }, position = { x: 0, y: 0, z: 0 }, rotation = { x: 0, y: 0, z: 0 }) {
- if (boundingBoxHelper) {
- scene.remove(boundingBoxHelper);
- }
-
- const geometry = new THREE.BoxGeometry(size.x, size.y, size.z);
- const edges = new THREE.EdgesGeometry(geometry);
- const material = new THREE.LineBasicMaterial({ color: 0x00ff00, linewidth: 2 });
- boundingBoxHelper = new THREE.LineSegments(edges, material);
- boundingBoxHelper.position.set(position.x, position.y, position.z);
-
- // ⭐ 回転を追加 (Euler angles in radians)
- boundingBoxHelper.rotation.set(rotation.x, rotation.y, rotation.z);
-
- scene.add(boundingBoxHelper);
-
- return boundingBoxHelper;
- },
-
- updateBoundingBox: function(size, position, rotation = { x: 0, y: 0, z: 0 }) {
- if (boundingBoxHelper) {
- scene.remove(boundingBoxHelper);
- }
- return this.createBoundingBox(size, position, rotation);
- },
-
- removeBoundingBox: function() {
- if (boundingBoxHelper) {
- scene.remove(boundingBoxHelper);
- boundingBoxHelper.geometry.dispose();
- boundingBoxHelper.material.dispose();
- boundingBoxHelper = null;
- }
- },
-
- showBoneAssignment: function() {
- const section = document.getElementById('bone-assignment-section');
- if (section) section.style.display = 'block';
- },
-
- cleanup: function() {
- this.removeBoundingBox();
- if (uiContainer && uiContainer.parentNode) {
- document.body.removeChild(uiContainer);
- }
- }
- };
-}
-/**
- * Bounding Box内のスプラットのみをフィルタリング
- */
-/////////////////////////////12/15 17:20 start
-
-
-// ========================================
-// 修正版 filterSplatsByBox 関数(詳細なデバッグ付き)
-// Line 594付近を置き換え
-// ======================================== 20251214 21:20 fix
-
-// ========================================
-// 修正版 filterSplatsByBox 関数
-// Line 527-742 を置き換え
-// ========================================
-
-// ========================================
-// 修正版 filterSplatsByBox 関数(epsilon調整)
-// Line 527-742 を置き換え
-// ========================================
-
-function filterSplatsByBox(plyData, boxSize, boxPosition, boxRotation = { x: 0, y: 0, z: 0 }) {
- console.log('[filterSplatsByBox] ===== FILTERING START =====');
- console.log('[filterSplatsByBox] Input parameters:');
- console.log(' Box Size:', boxSize);
- console.log(' Box Position:', boxPosition);
- console.log(' Box Rotation (radians):', boxRotation);
- console.log(' Box Rotation (degrees):', {
- x: (boxRotation.x * 180 / Math.PI).toFixed(1) + '°',
- y: (boxRotation.y * 180 / Math.PI).toFixed(1) + '°',
- z: (boxRotation.z * 180 / Math.PI).toFixed(1) + '°'
- });
- console.log(' Total input vertices:', plyData.vertices.length);
-
- // Box半径
- const halfX = boxSize.x / 2;
- const halfY = boxSize.y / 2;
- const halfZ = boxSize.z / 2;
-
- // ⭐ epsilon を大幅に増やす(回転時の数値誤差を吸収)
- const epsilon = 0.01; // 0.0001 → 0.01 (1cm)
-
- console.log('[filterSplatsByBox] Box half-extents:', { halfX, halfY, halfZ });
- console.log('[filterSplatsByBox] Using epsilon:', epsilon);
-
- // 回転行列の作成と逆行列
- const rotationMatrix = new THREE.Matrix4();
- rotationMatrix.makeRotationFromEuler(new THREE.Euler(boxRotation.x, boxRotation.y, boxRotation.z));
- const inverseRotationMatrix = new THREE.Matrix4().copy(rotationMatrix).invert();
-
- console.log('[filterSplatsByBox] Rotation matrices created');
-
- // デバッグ: 境界付近の頂点を記録
- let insideCount = 0;
- let outsideCount = 0;
- const boundaryVertices = [];
-
- // 最初のパス: 統計収集
- plyData.vertices.forEach((vertex, index) => {
- const localPos = new THREE.Vector3(
- vertex.x - boxPosition.x,
- vertex.y - boxPosition.y,
- vertex.z - boxPosition.z
- );
- localPos.applyMatrix4(inverseRotationMatrix);
-
- const inside = (
- localPos.x >= -(halfX + epsilon) && localPos.x <= (halfX + epsilon) &&
- localPos.y >= -(halfY + epsilon) && localPos.y <= (halfY + epsilon) &&
- localPos.z >= -(halfZ + epsilon) && localPos.z <= (halfZ + epsilon)
- );
-
- if (inside) {
- insideCount++;
- } else {
- outsideCount++;
- }
-
- // 境界から0.5m以内の頂点を記録
- const distToEdgeX = Math.min(Math.abs(localPos.x + halfX), Math.abs(localPos.x - halfX));
- const distToEdgeY = Math.min(Math.abs(localPos.y + halfY), Math.abs(localPos.y - halfY));
- const distToEdgeZ = Math.min(Math.abs(localPos.z + halfZ), Math.abs(localPos.z - halfZ));
- const minDistToEdge = Math.min(distToEdgeX, distToEdgeY, distToEdgeZ);
-
- if (minDistToEdge < 0.5) {
- boundaryVertices.push({
- index,
- world: { x: vertex.x, y: vertex.y, z: vertex.z },
- local: { x: localPos.x, y: localPos.y, z: localPos.z },
- inside,
- distToEdge: minDistToEdge
- });
- }
- });
-
- console.log('[DEBUG] Pre-filter summary:');
- console.log(' Inside:', insideCount);
- console.log(' Outside:', outsideCount);
- console.log(' Boundary vertices (within 0.5m):', boundaryVertices.length);
-
- if (boundaryVertices.length > 0) {
- console.log('[DEBUG] Sample boundary vertices:');
- boundaryVertices.slice(0, 20).forEach(v => {
- console.log(` V${v.index}: world(${v.world.x.toFixed(2)}, ${v.world.y.toFixed(2)}, ${v.world.z.toFixed(2)}) ` +
- `→ local(${v.local.x.toFixed(2)}, ${v.local.y.toFixed(2)}, ${v.local.z.toFixed(2)}) ` +
- `→ ${v.inside ? 'IN' : 'OUT'} (dist: ${v.distToEdge.toFixed(3)}m)`);
- });
- }
-
- // サンプル頂点表示(最初の10個)
- console.log('[filterSplatsByBox] Sample vertices (first 10):');
- for (let i = 0; i < Math.min(10, plyData.vertices.length); i++) {
- const v = plyData.vertices[i];
- const localPos = new THREE.Vector3(
- v.x - boxPosition.x,
- v.y - boxPosition.y,
- v.z - boxPosition.z
- );
- localPos.applyMatrix4(inverseRotationMatrix);
-
- const inside = (
- localPos.x >= -(halfX + epsilon) && localPos.x <= (halfX + epsilon) &&
- localPos.y >= -(halfY + epsilon) && localPos.y <= (halfY + epsilon) &&
- localPos.z >= -(halfZ + epsilon) && localPos.z <= (halfZ + epsilon)
- );
-
- // ⭐ どの軸で除外されているかを表示
- const checkX = localPos.x >= -(halfX + epsilon) && localPos.x <= (halfX + epsilon);
- const checkY = localPos.y >= -(halfY + epsilon) && localPos.y <= (halfY + epsilon);
- const checkZ = localPos.z >= -(halfZ + epsilon) && localPos.z <= (halfZ + epsilon);
-
- console.log(` Vertex ${i}:`, {
- world: { x: v.x.toFixed(3), y: v.y.toFixed(3), z: v.z.toFixed(3) },
- local: { x: localPos.x.toFixed(3), y: localPos.y.toFixed(3), z: localPos.z.toFixed(3) },
- inside: inside,
- checks: `X:${checkX} Y:${checkY} Z:${checkZ}`,
- limits: {
- x: `[${-(halfX + epsilon).toFixed(2)}, ${(halfX + epsilon).toFixed(2)}]`,
- y: `[${-(halfY + epsilon).toFixed(2)}, ${(halfY + epsilon).toFixed(2)}]`,
- z: `[${-(halfZ + epsilon).toFixed(2)}, ${(halfZ + epsilon).toFixed(2)}]`
- }
- });
- }
-
- // ⭐⭐⭐ 実際のフィルタリング ⭐⭐⭐
- const filteredVertices = plyData.vertices.filter((vertex) => {
- const localPos = new THREE.Vector3(
- vertex.x - boxPosition.x,
- vertex.y - boxPosition.y,
- vertex.z - boxPosition.z
- );
-
- localPos.applyMatrix4(inverseRotationMatrix);
-
- const inside = (
- localPos.x >= -(halfX + epsilon) && localPos.x <= (halfX + epsilon) &&
- localPos.y >= -(halfY + epsilon) && localPos.y <= (halfY + epsilon) &&
- localPos.z >= -(halfZ + epsilon) && localPos.z <= (halfZ + epsilon)
- );
-
- return inside;
- });
-
- // フィルタリング結果の統計
- const retentionRate = (filteredVertices.length / plyData.vertices.length * 100).toFixed(1);
-
- console.log('[filterSplatsByBox] ===== FILTERING COMPLETE =====');
- console.log('[filterSplatsByBox] Results:');
- console.log(' Filtered:', filteredVertices.length, '/', plyData.vertices.length);
- console.log(' Retention rate:', retentionRate, '%');
-
- // フィルタリング後の範囲を計算
- if (filteredVertices.length > 0) {
- let minX = Infinity, minY = Infinity, minZ = Infinity;
- let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
-
- filteredVertices.forEach(v => {
- minX = Math.min(minX, v.x);
- minY = Math.min(minY, v.y);
- minZ = Math.min(minZ, v.z);
- maxX = Math.max(maxX, v.x);
- maxY = Math.max(maxY, v.y);
- maxZ = Math.max(maxZ, v.z);
- });
-
- console.log('[filterSplatsByBox] Filtered bounds (world space):');
- console.log(' X:', minX.toFixed(3), 'to', maxX.toFixed(3), '(size:', (maxX - minX).toFixed(3), ')');
- console.log(' Y:', minY.toFixed(3), 'to', maxY.toFixed(3), '(size:', (maxY - minY).toFixed(3), ')');
- console.log(' Z:', minZ.toFixed(3), 'to', maxZ.toFixed(3), '(size:', (maxZ - minZ).toFixed(3), ')');
- console.log(' Center:', {
- x: ((minX + maxX) / 2).toFixed(3),
- y: ((minY + maxY) / 2).toFixed(3),
- z: ((minZ + maxZ) / 2).toFixed(3)
- });
-
- console.log('[filterSplatsByBox] ℹ️ Box is rotated - World-space bounds will differ from box size');
- }
-
- // 警告
- if (filteredVertices.length < plyData.vertices.length * 0.1) {
- console.warn('[filterSplatsByBox] ⚠️ WARNING: Less than 10% of splats kept!');
- console.warn('[filterSplatsByBox] Box may be too small or positioned incorrectly');
- }
-
- if (filteredVertices.length === 0) {
- console.error('[filterSplatsByBox] ❌ ERROR: No vertices passed the filter!');
- console.error('[filterSplatsByBox] Check box position, size, and rotation');
- }
-
- // ⭐⭐⭐ 重要: 結果を返す ⭐⭐⭐
- return filteredVertices;
-}
-
-//////////////////////////////12/15 17:20 end
-
-
-/**
- * フィルタリングされたスプラットから新しいPLYファイルを作成
- */
-function createFilteredPLY(parser, originalHeader, filteredVertices, vertexSize) {
- const newHeader = originalHeader.map(line => {
- if (line.startsWith('element vertex')) {
- return `element vertex ${filteredVertices.length}`;
- }
- return line;
- });
-
- const newPlyData = parser.createPLYFile(newHeader, filteredVertices, vertexSize);
- const blob = new Blob([newPlyData], { type: 'application/octet-stream' });
- return URL.createObjectURL(blob);
-}
-
-//////////////////////////////////////////////12/14 13:40 start
-
-/**
- * PLYファイルをダウンロード
- */
-function downloadPLY(plyData, filename) {
- const blob = new Blob([plyData], { type: 'application/octet-stream' });
- const url = URL.createObjectURL(blob);
-
- const link = document.createElement('a');
- link.href = url;
- link.download = filename;
- link.style.display = 'none';
-
- document.body.appendChild(link);
- link.click();
-
- // クリーンアップ
- setTimeout(() => {
- document.body.removeChild(link);
- URL.revokeObjectURL(url);
- }, 100);
-
- console.log('[downloadPLY] Downloaded:', filename);
-}
-
-
-//////////////////////////////////////////////12/14 13:40 end
-
-
- // ========================================
- // Keyboard Controls - Global Variables and Helper Functions
- // ========================================
- let activeKeys = [];
-
- // Helper functions for matrix operations
- function invert4(a) {
- let b00 = a[0] * a[5] - a[1] * a[4];
- let b01 = a[0] * a[6] - a[2] * a[4];
- let b02 = a[0] * a[7] - a[3] * a[4];
- let b03 = a[1] * a[6] - a[2] * a[5];
- let b04 = a[1] * a[7] - a[3] * a[5];
- let b05 = a[2] * a[7] - a[3] * a[6];
- let b06 = a[8] * a[13] - a[9] * a[12];
- let b07 = a[8] * a[14] - a[10] * a[12];
- let b08 = a[8] * a[15] - a[11] * a[12];
- let b09 = a[9] * a[14] - a[10] * a[13];
- let b10 = a[9] * a[15] - a[11] * a[13];
- let b11 = a[10] * a[15] - a[11] * a[14];
- let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
- if (!det) return null;
- return [
- (a[5] * b11 - a[6] * b10 + a[7] * b09) / det,
- (a[2] * b10 - a[1] * b11 - a[3] * b09) / det,
- (a[13] * b05 - a[14] * b04 + a[15] * b03) / det,
- (a[10] * b04 - a[9] * b05 - a[11] * b03) / det,
- (a[6] * b08 - a[4] * b11 - a[7] * b07) / det,
- (a[0] * b11 - a[2] * b08 + a[3] * b07) / det,
- (a[14] * b02 - a[12] * b05 - a[15] * b01) / det,
- (a[8] * b05 - a[10] * b02 + a[11] * b01) / det,
- (a[4] * b10 - a[5] * b08 + a[7] * b06) / det,
- (a[1] * b08 - a[0] * b10 - a[3] * b06) / det,
- (a[12] * b04 - a[13] * b02 + a[15] * b00) / det,
- (a[9] * b02 - a[8] * b04 - a[11] * b00) / det,
- (a[5] * b07 - a[4] * b09 - a[6] * b06) / det,
- (a[0] * b09 - a[1] * b07 + a[2] * b06) / det,
- (a[13] * b01 - a[12] * b03 - a[14] * b00) / det,
- (a[8] * b03 - a[9] * b01 + a[10] * b00) / det,
- ];
- }
-
- function rotate4(a, rad, x, y, z) {
- let len = Math.hypot(x, y, z);
- x /= len;
- y /= len;
- z /= len;
- let s = Math.sin(rad);
- let c = Math.cos(rad);
- let t = 1 - c;
- let b00 = x * x * t + c;
- let b01 = y * x * t + z * s;
- let b02 = z * x * t - y * s;
- let b10 = x * y * t - z * s;
- let b11 = y * y * t + c;
- let b12 = z * y * t + x * s;
- let b20 = x * z * t + y * s;
- let b21 = y * z * t - x * s;
- let b22 = z * z * t + c;
- return [
- a[0] * b00 + a[4] * b01 + a[8] * b02,
- a[1] * b00 + a[5] * b01 + a[9] * b02,
- a[2] * b00 + a[6] * b01 + a[10] * b02,
- a[3] * b00 + a[7] * b01 + a[11] * b02,
- a[0] * b10 + a[4] * b11 + a[8] * b12,
- a[1] * b10 + a[5] * b11 + a[9] * b12,
- a[2] * b10 + a[6] * b11 + a[10] * b12,
- a[3] * b10 + a[7] * b11 + a[11] * b12,
- a[0] * b20 + a[4] * b21 + a[8] * b22,
- a[1] * b20 + a[5] * b21 + a[9] * b22,
- a[2] * b20 + a[6] * b21 + a[10] * b22,
- a[3] * b20 + a[7] * b21 + a[11] * b22,
- ...a.slice(12, 16),
- ];
- }
-
- function translate4(a, x, y, z) {
- return [
- ...a.slice(0, 12),
- a[0] * x + a[4] * y + a[8] * z + a[12],
- a[1] * x + a[5] * y + a[9] * z + a[13],
- a[2] * x + a[6] * y + a[10] * z + a[14],
- a[3] * x + a[7] * y + a[11] * z + a[15],
- ];
- }
-
- // Camera manipulation function
- function updateCameraFromKeys(camera, cameraControls) {
- if (activeKeys.length === 0) return;
-
- // Get current camera matrix
- let inv = invert4(camera.matrixWorld.elements);
- if (!inv) return;
-
- const shiftKey = activeKeys.includes("ShiftLeft") || activeKeys.includes("ShiftRight");
-
- // Movement (arrow keys)
- if (activeKeys.includes("ArrowUp")) {
- if (shiftKey) {
- inv = translate4(inv, 0, -0.03, 0);
- } else {
- inv = translate4(inv, 0, 0, 0.1);
- }
- }
- if (activeKeys.includes("ArrowDown")) {
- if (shiftKey) {
- inv = translate4(inv, 0, 0.03, 0);
- } else {
- inv = translate4(inv, 0, 0, -0.1);
- }
- }
- if (activeKeys.includes("ArrowLeft")) {
- inv = translate4(inv, -0.03, 0, 0);
- }
- if (activeKeys.includes("ArrowRight")) {
- inv = translate4(inv, 0.03, 0, 0);
- }
-
- // Camera angle (WASD)
- if (activeKeys.includes("KeyA")) {
- inv = rotate4(inv, -0.01, 0, 1, 0);
- }
- if (activeKeys.includes("KeyD")) {
- inv = rotate4(inv, 0.01, 0, 1, 0);
- }
- if (activeKeys.includes("KeyW")) {
- inv = rotate4(inv, 0.005, 1, 0, 0);
- }
- if (activeKeys.includes("KeyS")) {
- inv = rotate4(inv, -0.005, 1, 0, 0);
- }
- if (activeKeys.includes("KeyQ")) {
- inv = rotate4(inv, 0.01, 0, 0, 1);
- }
- if (activeKeys.includes("KeyE")) {
- inv = rotate4(inv, -0.01, 0, 0, 1);
- }
-
- // Orbit (IJKL)
- if (activeKeys.includes("KeyI") || activeKeys.includes("KeyK") ||
- activeKeys.includes("KeyJ") || activeKeys.includes("KeyL")) {
- let d = 4;
- inv = translate4(inv, 0, 0, d);
- inv = rotate4(
- inv,
- activeKeys.includes("KeyJ") ? -0.05 : activeKeys.includes("KeyL") ? 0.05 : 0,
- 0, 1, 0
- );
- inv = rotate4(
- inv,
- activeKeys.includes("KeyI") ? 0.05 : activeKeys.includes("KeyK") ? -0.05 : 0,
- 1, 0, 0
- );
- inv = translate4(inv, 0, 0, -d);
- }
-
- // Apply transformation
- const newMatrix = invert4(inv);
- if (newMatrix) {
- camera.matrix.fromArray(newMatrix);
- camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
- camera.updateMatrixWorld(true);
-
- // Temporarily disable OrbitControls
- if (cameraControls && cameraControls.controls) {
- cameraControls.controls.enabled = false;
- setTimeout(() => {
- if (cameraControls && cameraControls.controls) {
- cameraControls.controls.enabled = true;
- }
- }, 100);
- }
- }
- }
-
- // Set up keyboard event listeners (call once)
- function setupKeyboardControls() {
- window.addEventListener("keydown", (e) => {
- if (!activeKeys.includes(e.code)) {
- activeKeys.push(e.code);
- }
- });
-
- window.addEventListener("keyup", (e) => {
- activeKeys = activeKeys.filter((k) => k !== e.code);
- });
-
- window.addEventListener("blur", () => {
- activeKeys = [];
- });
- }
-
-/////////////////////////////////////////////////
-
-/**
- * Manual preprocessing - メイン関数
- */
-
-
-export function preprocessManual(vrmPath, gsPath, scene, camera, renderer, stage, useGPU, noBG, noCheck, fileName, savePly) {
-
- console.log('[preprocessManual] ===== FUNCTION CALLED =====');
- console.log('[preprocessManual] Parameters:');
- console.log(' vrmPath:', vrmPath);
- console.log(' gsPath:', gsPath);
- console.log(' fileName:', fileName);
-
- return new Promise((resolve, reject) => {
- console.log('[preprocessManual] Creating Promise...');
-
- try {
- const ui = createManualUI(scene, camera, renderer);
- console.log('[preprocessManual] UI created');
-
- ui.initialize().then(() => {
- console.log('[preprocessManual] UI initialized, starting manual process...');
-
- ui.show();
- ui.setStatus('Loading PLY file...');
-
- // PLYファイルの読み込み
- const parser = new PLYParser();
- let loadingSpinner = new DropInViewer().viewer.loadingSpinner;
- const task = loadingSpinner.addTask('Loading PLY...');
-
-
- ///////////////////////12/16 12:20
-
-parser.parsePLY(gsPath, true).then((plyData) => {
- console.log('[preprocessManual] PLY loaded:', plyData.vertices.length, 'vertices');
- loadingSpinner.removeTask(task);
-
- // ========================================
- // ⭐ PLY座標系の分析と正規化
- // ========================================
- console.log('[preprocessManual] ===== ANALYZING PLY COORDINATE SYSTEM =====');
-
- // 1. 主成分分析(PCA)を使って点群の主軸を求める
- function computePCA(vertices) {
- // 中心を計算
- const center = { x: 0, y: 0, z: 0 };
- vertices.forEach(v => {
- center.x += v.x;
- center.y += v.y;
- center.z += v.z;
- });
- center.x /= vertices.length;
- center.y /= vertices.length;
- center.z /= vertices.length;
-
- console.log('[PCA] Center:', center);
-
- // 共分散行列を計算
- let cxx = 0, cxy = 0, cxz = 0;
- let cyy = 0, cyz = 0, czz = 0;
-
- vertices.forEach(v => {
- const dx = v.x - center.x;
- const dy = v.y - center.y;
- const dz = v.z - center.z;
-
- cxx += dx * dx;
- cxy += dx * dy;
- cxz += dx * dz;
- cyy += dy * dy;
- cyz += dy * dz;
- czz += dz * dz;
- });
-
- cxx /= vertices.length;
- cxy /= vertices.length;
- cxz /= vertices.length;
- cyy /= vertices.length;
- cyz /= vertices.length;
- czz /= vertices.length;
-
- console.log('[PCA] Covariance matrix:', {
- cxx: cxx.toFixed(2),
- cxy: cxy.toFixed(2),
- cxz: cxz.toFixed(2),
- cyy: cyy.toFixed(2),
- cyz: cyz.toFixed(2),
- czz: czz.toFixed(2)
- });
-
- // 分散の比率から座標系の傾きを判定
- const totalVariance = cxx + cyy + czz;
- const xRatio = cxx / totalVariance;
- const yRatio = cyy / totalVariance;
- const zRatio = czz / totalVariance;
-
- console.log('[PCA] Variance ratios:', {
- x: (xRatio * 100).toFixed(1) + '%',
- y: (yRatio * 100).toFixed(1) + '%',
- z: (zRatio * 100).toFixed(1) + '%'
- });
-
- // 座標系が偏っているか判定
- const isAligned = (
- Math.abs(cxy) < 0.1 * Math.sqrt(cxx * cyy) &&
- Math.abs(cxz) < 0.1 * Math.sqrt(cxx * czz) &&
- Math.abs(cyz) < 0.1 * Math.sqrt(cyy * czz)
- );
-
- console.log('[PCA] Is aligned with world axes:', isAligned);
-
- return {
- center,
- isAligned,
- needsRotation: !isAligned,
- covarianceMatrix: { cxx, cxy, cxz, cyy, cyz, czz }
- };
- }
-
- // 2. 点群を分析
- const pcaResult = computePCA(plyData.vertices);
-
-// 完全修正版: PLY中心化(Line 1102-1233を置き換え)
-
-// ========================================
-// 完全修正版: PLY中心化(Line 1102-1233を置き換え)
-// PCAではなく単純な重心で中心化
-// ========================================
-
-//preprocess_manual.js の Line 1100-1290付近
-
-// ========================================
-// 完全修正版: PLY中心化(Line 1100-1290を置き換え)
-// イミュータブルなオブジェクト生成で確実に中心化
-// ========================================
-// デバッグ版: PLY中心化(Line 1107-1330を置き換え)
-
-// ========================================
-// デバッグ版: PLY中心化(Line 1107-1330を置き換え)
-// 各ステップで配列の参照を確認
-// ========================================
-///// Line 1113-1419 を以下���置き換え ///// Line 1113-1419 を以下に置き換え
-
-
-// ========================================
-// 1. PLYをカメラ座標系のままにする
-// Line 1113-1419 を以下に置き換え
-// ========================================
-
-console.log('[preprocessManual] ===== PLY DATA LOADED =====');
-console.log('[preprocessManual] PLY data is in CAMERA coordinate space');
-console.log(' Total vertices:', plyData.vertices.length);
-
-// ⭐ 重要: PLYは既にカメラ座標系なので、そのまま使用
-// 中心化も移動も一切しない
-
-// 統計情報のみ計算
-let minX = Infinity, minY = Infinity, minZ = Infinity;
-let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
-
-for (let i = 0; i < plyData.vertices.length; i++) {
- const v = plyData.vertices[i];
- minX = Math.min(minX, v.x);
- minY = Math.min(minY, v.y);
- minZ = Math.min(minZ, v.z);
- maxX = Math.max(maxX, v.x);
- maxY = Math.max(maxY, v.y);
- maxZ = Math.max(maxZ, v.z);
-}
-
-console.log('[preprocessManual] PLY bounds (CAMERA space):');
-console.log(' Min:', { x: minX.toFixed(3), y: minY.toFixed(3), z: minZ.toFixed(3) });
-console.log(' Max:', { x: maxX.toFixed(3), y: maxY.toFixed(3), z: maxZ.toFixed(3) });
-console.log(' Center:', {
- x: ((minX + maxX) / 2).toFixed(3),
- y: ((minY + maxY) / 2).toFixed(3),
- z: ((minZ + maxZ) / 2).toFixed(3)
-});
-
-console.log('[preprocessManual] ✓ PLY coordinates preserved (CAMERA space)');
-// ⭐ ここに追加 12/17 22:00 ⭐
-console.log('[preprocessManual] ===== COORDINATE SYSTEM CHECK =====');
-const worldOriginInCameraSpace = new THREE.Vector3(0, 0, 0);
-worldOriginInCameraSpace.applyMatrix4(camera.matrixWorldInverse);
-console.log(' World origin (0,0,0) in camera space:', {
- x: worldOriginInCameraSpace.x.toFixed(3),
- y: worldOriginInCameraSpace.y.toFixed(3),
- z: worldOriginInCameraSpace.z.toFixed(3)
-});
-console.log(' Camera position in world space:', {
- x: camera.position.x.toFixed(3),
- y: camera.position.y.toFixed(3),
- z: camera.position.z.toFixed(3)
-});
-
-// ========================================
-// 2. 世界座標→カメラ座標の変換関数
-// ========================================
-
-/**
- * 世界座標をカメラ座標に変換
- * @param {THREE.Vector3} worldPos - 世界座標の位置
- * @param {THREE.Camera} camera - カメラオブジェクト
- * @returns {THREE.Vector3} カメラ座標での位置
- */
-function worldToCameraSpace(worldPos, camera) {
- const cameraPos = worldPos.clone();
-
- // カメラのビュー行列を更新
- camera.updateMatrixWorld();
-
- // 世界座標→カメラ座標の変換
- // ビュー行列 = カメラのmatrixWorldInverse
- cameraPos.applyMatrix4(camera.matrixWorldInverse);
-
- return cameraPos;
-}
-
-/**
- * 世界座標のBOXをカメラ座標のBOXに変換
- * @param {Object} worldBox - { min: {x,y,z}, max: {x,y,z} }
- * @param {THREE.Camera} camera - カメラオブジェクト
- * @returns {Object} カメラ座標のBOX { min: {x,y,z}, max: {x,y,z} }
- */
-function transformBoxToCameraSpace(worldBox, camera) {
- const { min, max } = worldBox;
-
- // 8頂点を世界座標で定義
- const vertices = [
- new THREE.Vector3(min.x, min.y, min.z),
- new THREE.Vector3(max.x, min.y, min.z),
- new THREE.Vector3(max.x, max.y, min.z),
- new THREE.Vector3(min.x, max.y, min.z),
- new THREE.Vector3(min.x, min.y, max.z),
- new THREE.Vector3(max.x, min.y, max.z),
- new THREE.Vector3(max.x, max.y, max.z),
- new THREE.Vector3(min.x, max.y, max.z)
- ];
-
- // 各頂点をカメラ座標に変換
- const cameraVertices = vertices.map(v => worldToCameraSpace(v, camera));
-
- // カメラ座標での新しいAABB(軸並行境界ボックス)を計算
- let cMinX = Infinity, cMinY = Infinity, cMinZ = Infinity;
- let cMaxX = -Infinity, cMaxY = -Infinity, cMaxZ = -Infinity;
-
- cameraVertices.forEach(v => {
- cMinX = Math.min(cMinX, v.x);
- cMinY = Math.min(cMinY, v.y);
- cMinZ = Math.min(cMinZ, v.z);
- cMaxX = Math.max(cMaxX, v.x);
- cMaxY = Math.max(cMaxY, v.y);
- cMaxZ = Math.max(cMaxZ, v.z);
- });
-
- return {
- min: { x: cMinX, y: cMinY, z: cMinZ },
- max: { x: cMaxX, y: cMaxY, z: cMaxZ }
- };
-}
-
-console.log('[preprocessManual] ✓ Coordinate transformation functions defined');
-
-
-// ========================================
-// 3. BOXをカメラ座標系で作成・表示
-// ========================================
-
-/**
- * カメラ座標系でBOXを作成
- * @param {Object} cameraBox - { min: {x,y,z}, max: {x,y,z} } カメラ座標
- * @param {THREE.Scene} scene - Three.jsシーン
- * @returns {THREE.LineSegments} BOXオブジェクト
- */
-function createCameraSpaceBox(cameraBox, scene) {
- const { min, max } = cameraBox;
-
- const size = {
- x: max.x - min.x,
- y: max.y - min.y,
- z: max.z - min.z
- };
-
- const center = {
- x: (min.x + max.x) / 2,
- y: (min.y + max.y) / 2,
- z: (min.z + max.z) / 2
- };
-
- console.log('[createCameraSpaceBox] Creating box in CAMERA space:');
- console.log(' Min:', min);
- console.log(' Max:', max);
- console.log(' Center:', center);
- console.log(' Size:', size);
-
- // BOXジオメトリを作成
- const geometry = new THREE.BoxGeometry(size.x, size.y, size.z);
- const edges = new THREE.EdgesGeometry(geometry);
- const material = new THREE.LineBasicMaterial({ color: 0x00ff00, linewidth: 2 });
- const boxHelper = new THREE.LineSegments(edges, material);
-
- // ⭐ 重要: カメラ座標系で配置
- // カメラ座標系 = ローカル座標系なので、シーンに直接追加
- boxHelper.position.set(center.x, center.y, center.z);
-
- scene.add(boxHelper);
-
- console.log('[createCameraSpaceBox] ✓ Box added in camera space');
-
- return boxHelper;
-}
-
-
-// ========================================
-// 4. フィルタリング関数(カメラ座標系)
-// Line 527-742 を以下に置き換え
-// ========================================
-
-/**
- * カメラ座標系のBOX内のスプラットをフィルタリング
- * @param {Object} plyData - PLYデータ(camera coordinates)
- * @param {Object} cameraBox - { min: {x,y,z}, max: {x,y,z} } カメラ座標
- * @returns {Array} フィルタリングされた頂点配列
- */
-function filterSplatsByCameraBox(plyData, cameraBox) {
- console.log('[filterSplatsByCameraBox] ===== FILTERING START =====');
- console.log('[filterSplatsByCameraBox] CAMERA-space box:');
- console.log(' Min:', cameraBox.min);
- console.log(' Max:', cameraBox.max);
- console.log(' Total vertices:', plyData.vertices.length);
-
- const { min, max } = cameraBox;
-
- // ⭐ PLYもカメラ座標、BOXもカメラ座標なので、シンプルな範囲チェック
- const filteredVertices = plyData.vertices.filter(vertex => {
- return (
- vertex.x >= min.x && vertex.x <= max.x &&
- vertex.y >= min.y && vertex.y <= max.y &&
- vertex.z >= min.z && vertex.z <= max.z
- );
- });
-
- const retentionRate = (filteredVertices.length / plyData.vertices.length * 100).toFixed(1);
-
- console.log('[filterSplatsByCameraBox] ===== FILTERING COMPLETE =====');
- console.log(' Filtered:', filteredVertices.length, '/', plyData.vertices.length);
- console.log(' Retention rate:', retentionRate, '%');
-
- if (filteredVertices.length > 0) {
- let fMinX = Infinity, fMinY = Infinity, fMinZ = Infinity;
- let fMaxX = -Infinity, fMaxY = -Infinity, fMaxZ = -Infinity;
-
- filteredVertices.forEach(v => {
- fMinX = Math.min(fMinX, v.x);
- fMinY = Math.min(fMinY, v.y);
- fMinZ = Math.min(fMinZ, v.z);
- fMaxX = Math.max(fMaxX, v.x);
- fMaxY = Math.max(fMaxY, v.y);
- fMaxZ = Math.max(fMaxZ, v.z);
- });
-
- console.log('[filterSplatsByCameraBox] Filtered bounds (camera space):');
- console.log(' X:', fMinX.toFixed(3), 'to', fMaxX.toFixed(3));
- console.log(' Y:', fMinY.toFixed(3), 'to', fMaxY.toFixed(3));
- console.log(' Z:', fMinZ.toFixed(3), 'to', fMaxZ.toFixed(3));
- }
-
-
-
- return filteredVertices;
-}
-
-
-// ========================================
-// 5. 統合処理:世界座標のBOX → フィルタリング
-// ========================================
-
-/**
- * 世界座標のBOXでPLYをフィルタリング(完全な処理)
- * @param {Object} plyData - PLYデータ(camera coordinates)
- * @param {Object} worldBox - 世界座標のBOX { min: {x,y,z}, max: {x,y,z} }
- * @param {THREE.Camera} camera - カメラオブジェクト
- * @param {THREE.Scene} scene - Three.jsシーン
- * @returns {Object} { filteredVertices: Array, cameraBox: Object, boxHelper: Object }
- */
-function filterWithWorldBox(plyData, worldBox, camera, scene) {
- console.log('[filterWithWorldBox] ===== COMPLETE FILTERING PROCESS =====');
-
- // Step 1: 世界座標のBOXをカメラ座標に変換
- console.log('[filterWithWorldBox] Step 1: Transform box to camera space');
- console.log(' World box:', worldBox);
-
- const cameraBox = transformBoxToCameraSpace(worldBox, camera);
-
- console.log('[filterWithWorldBox] ✓ Transformed to camera space:', cameraBox);
-
- // Step 2: カメラ座標でBOXを表示
- console.log('[filterWithWorldBox] Step 2: Display box in camera space');
-
- const boxHelper = createCameraSpaceBox(cameraBox, scene);
-
- console.log('[filterWithWorldBox] ✓ Box displayed');
-
- // Step 3: カメラ座標でフィルタリング
- console.log('[filterWithWorldBox] Step 3: Filter splats in camera space');
-
- const filteredVertices = filterSplatsByCameraBox(plyData, cameraBox);
-
- console.log('[filterWithWorldBox] ✓ Filtering complete:', filteredVertices.length, 'vertices');
-
- console.log('[filterWithWorldBox] ===== PROCESS COMPLETE =====');
-
- return {
- filteredVertices,
- cameraBox,
- boxHelper
- };
-}
-
-
-// ========================================
-// UI統合版: confirm-box-btn イベントリスナー
-// Line 1608付近を以下に置き換え
-// ========================================
-
-const confirmBoxBtn = document.getElementById('confirm-box-btn');
-if (confirmBoxBtn) {
- confirmBoxBtn.addEventListener('click', async () => {
- console.log('\n\n');
- console.log('═══════════════════════════════════════════════════════');
- console.log(' CONFIRM BOX BUTTON CLICKED');
- console.log('═══════════════════════════════════════════════════════');
-
- // ⭐ Step 1: UIから世界座標のBOX設定を取得
- const worldBoxSize = {
- x: parseFloat(document.getElementById('box-x-step0').value),
- y: parseFloat(document.getElementById('box-y-step0').value),
- z: parseFloat(document.getElementById('box-z-step0').value)
- };
-
- const worldBoxPosition = {
- x: parseFloat(document.getElementById('box-x-pos-step0').value),
- y: parseFloat(document.getElementById('box-y-pos-step0').value),
- z: parseFloat(document.getElementById('box-z-pos-step0').value)
- };
-
- // ⭐ 世界座標でのBOX範囲を計算
- const worldBox = {
- min: {
- x: worldBoxPosition.x - worldBoxSize.x / 2,
- y: worldBoxPosition.y - worldBoxSize.y / 2,
- z: worldBoxPosition.z - worldBoxSize.z / 2
- },
- max: {
- x: worldBoxPosition.x + worldBoxSize.x / 2,
- y: worldBoxPosition.y + worldBoxSize.y / 2,
- z: worldBoxPosition.z + worldBoxSize.z / 2
- }
- };
-
- console.log('[CONFIRM] World box (from UI):', worldBox);
-
- // ⭐ Step 2: 世界座標BOXをカメラ座標に変換
- console.log('[CONFIRM] Transforming box to camera space...');
-
- const cameraBox = transformBoxToCameraSpace(worldBox, camera);
-
- console.log('[CONFIRM] Camera box (transformed):', cameraBox);
-
- // ⭐ Step 3: カメラ座標でBOXを表示
- console.log('[CONFIRM] Displaying box in camera space...');
-
- ui.removeBoundingBox(); // 古いBOXを削除
-
- ///// step2におけるbox出現の理由?
- // const boxHelper = createCameraSpaceBox(cameraBox, scene);
-
- // ⭐ Step 4: カメラ座標でフィルタリング
- console.log('[CONFIRM] Filtering splats in camera space...');
-
- const filteredVertices = filterSplatsByCameraBox(plyData, cameraBox);
-
- //console.log('[CONFIRM] ✓ Filtered', filteredVertices.length, 'vertices');
- console.log('═══════════════════════════════════════════════════════');
- console.log(' BOX FILTERING COMPLETE');
- console.log('═══════════════════════════════════════════════════════');
-
- // ⭐ 以降は元のコード(STEP 5以降)と同様
- // フィルタリング後のPLY保存、GS再読み込み、VRM読み込み等...
- });
-}
-
-
-
-///// Line 1113-1419 を以下に置き換え ///// Line 1113-1419 を以下に置き換え
-
-
- /////////////////////////////ここから
-
- GVRM.initGS(gsPath, undefined, undefined, scene).then((gs) => {
- console.log('[preprocessManual] GS initialized');
-
- // ========================================
- // ⭐ PLY補正が適用されている場合、GSにも同じ変換を適用
- // ========================================
- if (window.plyAlignmentApplied && window.plyAlignmentMatrix) {
- console.log('[preprocessManual] Applying alignment transform to GS display...');
-
- const gsScene = gs.viewer.splatMesh.scenes[0];
-
- // 補正行列をGS Sceneに適用
- gsScene.matrixAutoUpdate = false;
- gsScene.matrix.copy(window.plyAlignmentMatrix);
- gsScene.matrixWorldNeedsUpdate = true;
- gsScene.updateMatrixWorld(true);
-
- console.log('[preprocessManual] ✓ GS display aligned with PLY data');
- console.log('[preprocessManual] GS Scene matrix:', gsScene.matrix.elements.slice(0, 4));
- } else {
- console.log('[preprocessManual] No alignment transform needed for GS');
- }
-
- // ========================================
- // ⭐ 1. カメラコントロールを初期化(グローバルに保存)
- // ========================================
- if (!window.globalCameraControls) {
- window.globalCameraControls = setupCameraControls(camera, renderer);
- console.log('[preprocessManual] ✓ Camera controls created and saved globally');
- } else {
- console.log('[preprocessManual] Using existing global camera controls');
- }
-
- // ========================================
- // ⭐ 2. キーボードコントロールを初期化
- // ========================================
- setupKeyboardControls();
- console.log('[preprocessManual] Keyboard controls initialized');
-
- // ========================================
- // ⭐ 3. アニメーションループを開始
- // ========================================
-
- // グローバルなカメラロック状態
- if (!window.cameraLockState) {
- window.cameraLockState = {
- locked: false,
- frameCount: 0
- };
- }
-
- let animationId = null;
- function animateControls() {
- animationId = requestAnimationFrame(animateControls);
-
- window.cameraLockState.frameCount++;
-
- // キーボードコントロールの更新(カメラロック時は無効化)
- if (!window.cameraLockState.locked) {
- updateCameraFromKeys(camera, window.globalCameraControls);
- }
-
- // ⭐⭐⭐ 重要:カメラがロックされている場合はOrbitControlsを強制的に無効化し続ける
- if (window.cameraLockState.locked) {
- if (window.globalCameraControls && window.globalCameraControls.controls) {
- window.globalCameraControls.controls.enabled = false;
- }
- } else {
- // カメラがアンロックされている場合のみ更新
- if (window.globalCameraControls && window.globalCameraControls.controls) {
- window.globalCameraControls.controls.update();
- }
- }
-
- // 10秒ごとに状態をログ出力(デバッグ用)
- if (window.cameraLockState.frameCount % 600 === 0) {
- console.log('[animateControls] Status check:', {
- locked: window.cameraLockState.locked,
- controlsEnabled: window.globalCameraControls?.controls?.enabled,
- frame: window.cameraLockState.frameCount
- });
- }
-
- renderer.render(scene, camera);
- }
-
- animateControls();
- console.log('[preprocessManual] ✓ Animation loop started with camera lock support');
-
- ////ここまで
-
- // Cleanup function to stop animation
- const cleanupAnimation = () => {
- if (animationId) {
- cancelAnimationFrame(animationId);
- animationId = null;
- }
- };
-
- // ========================================
- // ⭐ 4. カメラをPLYに合わせて調整(cameraControls初期化後)
- // ========================================
- /// add 12/17 13:30
-
- const sceneSize = {
- x: maxX - minX,
- y: maxY - minY,
- z: maxZ - minZ
- };
-
- const sceneCenter = {
- x: (maxX + minX) / 2,
- y: (maxY + minY) / 2,
- z: (maxZ + minZ) / 2
- };
-
-/////////////////////add 13:40
-
- // Initialize box and PLY offset variables
- let boxSize = {
- x: sceneSize.x * 1.2,
- y: sceneSize.y * 1.2,
- z: sceneSize.z * 1.2
- };
-
- let boxPosition = { x: 0, y: 0, z: 0 };
- let boxRotation = { x: 0, y: 0, z: 0 };
- let plyOffset = { x: 0, y: 0, z: 0 };
-
- // Calculate camera position
- const maxDim = Math.max(sceneSize.x, sceneSize.y, sceneSize.z);
- const distance = maxDim * 2.0;
-
- camera.position.set(0, maxDim * 0.3, distance);
- camera.lookAt(0, 0, 0);
- camera.updateProjectionMatrix();
-////
- window.globalCameraControls.controls.target.set(0, 0, 0);
- window.globalCameraControls.controls.update();
-
- console.log('[preprocessManual] Camera positioned at:', {
- x: camera.position.x.toFixed(2),
- y: camera.position.y.toFixed(2),
- z: camera.position.z.toFixed(2)
- });
-////
-
- console.log('[preprocessManual] Initial box setup - size:', boxSize);
-
-
-/////////////////////end of add 13:40
-
-
- // Display scene info in UI
- const sceneSizeEl = document.getElementById('scene-size');
- const sceneCenterEl = document.getElementById('scene-center');
- if (sceneSizeEl) {
- sceneSizeEl.textContent = `${sceneSize.x.toFixed(1)}m × ${sceneSize.y.toFixed(1)}m × ${sceneSize.z.toFixed(1)}m`;
- }
- if (sceneCenterEl) {
- sceneCenterEl.textContent = `(${sceneCenter.x.toFixed(1)}, ${sceneCenter.y.toFixed(1)}, ${sceneCenter.z.toFixed(1)})`;
- }
-
- const gsScene = gs.viewer.splatMesh.scenes[0];
-
- // Create initial bounding box
- ui.createBoundingBox(boxSize, boxPosition, boxRotation);
-
- // ========================================
- // ⭐ 7. UIスライダーの初期値を更新
- // ========================================
- if (document.getElementById('box-x-step0')) {
- document.getElementById('box-x-step0').value = boxSize.x.toFixed(1);
- document.getElementById('box-x-value-step0').textContent = boxSize.x.toFixed(1);
-
- document.getElementById('box-y-step0').value = boxSize.y.toFixed(1);
- document.getElementById('box-y-value-step0').textContent = boxSize.y.toFixed(1);
-
- document.getElementById('box-z-step0').value = boxSize.z.toFixed(1);
- document.getElementById('box-z-value-step0').textContent = boxSize.z.toFixed(1);
-
- document.getElementById('box-x-pos-step0').value = boxPosition.x.toFixed(1);
- document.getElementById('box-x-pos-value-step0').textContent = boxPosition.x.toFixed(1);
-
- document.getElementById('box-y-pos-step0').value = boxPosition.y.toFixed(1);
- document.getElementById('box-y-pos-value-step0').textContent = boxPosition.y.toFixed(1);
-
- document.getElementById('box-z-pos-step0').value = boxPosition.z.toFixed(1);
- document.getElementById('box-z-pos-value-step0').textContent = boxPosition.z.toFixed(1);
-
- console.log('[preprocessManual] UI sliders initialized to PLY-aligned values');
- }
-
- ui.setStatus('Step 0: Adjust bounding box to frame your object');
- ui.showPositionAdjustment();
-
- console.log('[preprocessManual] ✓ Camera and Box aligned to PLY');
-
- // ========================================
- // ⭐ 8. 以降は元のコード(スライダー設定など)
- // ========================================
-
- // Box size sliders
- const setupBoxSizeSlider = (id, valueId, axis) => {
- const slider = document.getElementById(id);
- const valueDisplay = document.getElementById(valueId);
-
- if (slider && valueDisplay) {
- slider.addEventListener('input', (e) => {
- const value = parseFloat(e.target.value);
- valueDisplay.textContent = value.toFixed(1);
- boxSize[axis] = value;
- ui.updateBoundingBox(boxSize, boxPosition, boxRotation);
- });
- }
- };
-
- // Box position sliders
- const setupBoxPosSlider = (id, valueId, axis) => {
- const slider = document.getElementById(id);
- const valueDisplay = document.getElementById(valueId);
-
- if (slider && valueDisplay) {
- slider.addEventListener('input', (e) => {
- const value = parseFloat(e.target.value);
- valueDisplay.textContent = value.toFixed(1);
- boxPosition[axis] = value;
- ui.updateBoundingBox(boxSize, boxPosition, boxRotation);
- });
- }
- };
-
- // Box rotation sliders
- const setupBoxRotSlider = (id, valueId, axis) => {
- const slider = document.getElementById(id);
- const valueDisplay = document.getElementById(valueId);
-
- if (slider && valueDisplay) {
- slider.addEventListener('input', (e) => {
- const degrees = parseFloat(e.target.value);
- valueDisplay.textContent = degrees.toFixed(0);
- boxRotation[axis] = degrees * Math.PI / 180;
- ui.updateBoundingBox(boxSize, boxPosition, boxRotation);
- });
- }
- };
-
- // PLY offset sliders
- const setupPlyOffsetSlider = (id, valueId, axis) => {
- const slider = document.getElementById(id);
- const valueDisplay = document.getElementById(valueId);
-
- if (slider && valueDisplay) {
- slider.addEventListener('input', (e) => {
- const value = parseFloat(e.target.value);
- valueDisplay.textContent = value.toFixed(1);
- plyOffset[axis] = value;
- gsScene.position[axis] = value;
- gsScene.updateMatrixWorld();
- });
- }
- };
-
- // Setup all sliders
- setupBoxSizeSlider('box-x-step0', 'box-x-value-step0', 'x');
- setupBoxSizeSlider('box-y-step0', 'box-y-value-step0', 'y');
- setupBoxSizeSlider('box-z-step0', 'box-z-value-step0', 'z');
-
- setupBoxPosSlider('box-x-pos-step0', 'box-x-pos-value-step0', 'x');
- setupBoxPosSlider('box-y-pos-step0', 'box-y-pos-value-step0', 'y');
- setupBoxPosSlider('box-z-pos-step0', 'box-z-pos-value-step0', 'z');
-
- setupBoxRotSlider('box-rot-y-step0', 'box-rot-y-value-step0', 'y');
- setupBoxRotSlider('box-rot-x-step0', 'box-rot-x-value-step0', 'x');
- setupBoxRotSlider('box-rot-z-step0', 'box-rot-z-value-step0', 'z');
-
- setupPlyOffsetSlider('ply-x', 'ply-x-value', 'x');
- setupPlyOffsetSlider('ply-y', 'ply-y-value', 'y');
- setupPlyOffsetSlider('ply-z', 'ply-z-value', 'z');
-
- // Reset button
- const resetAllBtn = document.getElementById('reset-all-btn');
- if (resetAllBtn) {
- resetAllBtn.addEventListener('click', () => {
- // Reset rotation
- boxRotation = { x: 0, y: 0, z: 0 };
- document.getElementById('box-rot-y-step0').value = 0;
- document.getElementById('box-rot-x-step0').value = 0;
- document.getElementById('box-rot-z-step0').value = 0;
- document.getElementById('box-rot-y-value-step0').textContent = '0';
- document.getElementById('box-rot-x-value-step0').textContent = '0';
- document.getElementById('box-rot-z-value-step0').textContent = '0';
-
- // Reset box to PLY-aligned defaults
- boxSize = {
- x: size.x * 0.5,
- y: size.y * 0.5,
- z: size.z * 0.5
- };
- boxPosition = {
- x: center.x,
- y: center.y,
- z: center.z
- };
-
- // Update UI
- document.getElementById('box-x-step0').value = boxSize.x.toFixed(1);
- document.getElementById('box-y-step0').value = boxSize.y.toFixed(1);
- document.getElementById('box-z-step0').value = boxSize.z.toFixed(1);
- document.getElementById('box-x-value-step0').textContent = boxSize.x.toFixed(1);
- document.getElementById('box-y-value-step0').textContent = boxSize.y.toFixed(1);
- document.getElementById('box-z-value-step0').textContent = boxSize.z.toFixed(1);
-
- document.getElementById('box-x-pos-step0').value = boxPosition.x.toFixed(1);
- document.getElementById('box-y-pos-step0').value = boxPosition.y.toFixed(1);
- document.getElementById('box-z-pos-step0').value = boxPosition.z.toFixed(1);
- document.getElementById('box-x-pos-value-step0').textContent = boxPosition.x.toFixed(1);
- document.getElementById('box-y-pos-value-step0').textContent = boxPosition.y.toFixed(1);
- document.getElementById('box-z-pos-value-step0').textContent = boxPosition.z.toFixed(1);
-
- // Reset PLY offset
- plyOffset = { x: 0, y: 0, z: 0 };
- document.getElementById('ply-x').value = 0;
- document.getElementById('ply-y').value = 0;
- document.getElementById('ply-z').value = 0;
- document.getElementById('ply-x-value').textContent = '0.0';
- document.getElementById('ply-y-value').textContent = '0.0';
- document.getElementById('ply-z-value').textContent = '0.0';
-
- gsScene.position.set(0, 0, 0);
- gsScene.updateMatrixWorld();
- ui.updateBoundingBox(boxSize, boxPosition, boxRotation);
- });
- }
-
-
-////////////////////////////////////////////////これの上が書き換えられる
-
- const confirmBoxBtn = document.getElementById('confirm-box-btn');
- if (confirmBoxBtn) {
- confirmBoxBtn.addEventListener('click', async () => {
- console.log('\n\n');
- console.log('═══════════════════════════════════════════════════════');
- console.log(' CONFIRM BOX BUTTON CLICKED');
- console.log('═══════════════════════════════════════════════════════');
-
- // ⭐⭐⭐ 重要: 現在のBOX設定を明示的に取得 ⭐⭐⭐
- const currentBoxSize = {
- x: parseFloat(document.getElementById('box-x-step0').value),
- y: parseFloat(document.getElementById('box-y-step0').value),
- z: parseFloat(document.getElementById('box-z-step0').value)
- };
-
- const currentBoxPosition = {
- x: parseFloat(document.getElementById('box-x-pos-step0').value),
- y: parseFloat(document.getElementById('box-y-pos-step0').value),
- z: parseFloat(document.getElementById('box-z-pos-step0').value)
- };
-
- const currentBoxRotation = {
- x: parseFloat(document.getElementById('box-rot-x-step0').value) * Math.PI / 180,
- y: parseFloat(document.getElementById('box-rot-y-step0').value) * Math.PI / 180,
- z: parseFloat(document.getElementById('box-rot-z-step0').value) * Math.PI / 180
- };
-
- const currentPlyOffset = {
- x: parseFloat(document.getElementById('ply-x').value),
- y: parseFloat(document.getElementById('ply-y').value),
- z: parseFloat(document.getElementById('ply-z').value)
- };
-
- // 現在のBOX設定をログ
- console.log('[STEP 1] Current BOX Settings (from UI):');
- console.log(' Box Size:', currentBoxSize);
- console.log(' Box Position:', currentBoxPosition);
- console.log(' Box Rotation (radians):', currentBoxRotation);
- console.log(' Box Rotation (degrees):', {
- x: (currentBoxRotation.x * 180 / Math.PI).toFixed(1) + '°',
- y: (currentBoxRotation.y * 180 / Math.PI).toFixed(1) + '°',
- z: (currentBoxRotation.z * 180 / Math.PI).toFixed(1) + '°'
- });
- console.log(' PLY Offset:', currentPlyOffset);
-
- // ⭐ デバッグ: 外側の変数も確認
- console.log('[STEP 1] Outer scope variables (for comparison):');
- console.log(' boxSize:', boxSize);
- console.log(' boxPosition:', boxPosition);
- console.log(' boxRotation:', boxRotation);
- console.log(' plyOffset:', plyOffset);
-
- ////////////////////////////////////////////////////0123 start
- // ⭐ 修正: 中心化後のPLYデータの範囲を確認
- console.log('[STEP 2] Centered PLY Data (should be ~0,0,0):');
- console.log(' Total vertices:', plyData.vertices.length);
-
- let centeredMinX = Infinity, centeredMinY = Infinity, centeredMinZ = Infinity;
- let centeredMaxX = -Infinity, centeredMaxY = -Infinity, centeredMaxZ = -Infinity;
-
- plyData.vertices.forEach(v => {
- centeredMinX = Math.min(centeredMinX, v.x);
- centeredMinY = Math.min(centeredMinY, v.y);
- centeredMinZ = Math.min(centeredMinZ, v.z);
- centeredMaxX = Math.max(centeredMaxX, v.x);
- centeredMaxY = Math.max(centeredMaxY, v.y);
- centeredMaxZ = Math.max(centeredMaxZ, v.z);
- });
-
-
-
- const centeredCenter = {
- x: (centeredMinX + centeredMaxX) / 2,
- y: (centeredMinY + centeredMaxY) / 2,
- z: (centeredMinZ + centeredMaxZ) / 2
- };
-
-
-
- cleanupAnimation();
-
- // PLY Offsetの適用
- if (currentPlyOffset.x !== 0 || currentPlyOffset.y !== 0 || currentPlyOffset.z !== 0) {
- console.log('[STEP 3] Applying PLY offset:', currentPlyOffset);
-
- plyData.vertices.forEach(vertex => {
- vertex.x += currentPlyOffset.x;
- vertex.y += currentPlyOffset.y;
- vertex.z += currentPlyOffset.z;
- });
-
- console.log('[STEP 3] ✓ PLY data updated with offset');
-
- const newHeader = plyData.header;
- const newPlyData = parser.createPLYFile(newHeader, plyData.vertices, plyData.vertexSize);
- const blob = new Blob([newPlyData], { type: 'application/octet-stream' });
- const adjustedPlyUrl = URL.createObjectURL(blob);
-
- await gs.viewer.dispose();
- gs = await GVRM.initGS(adjustedPlyUrl, undefined, undefined, scene);
-
- // ⭐ 外側の変数も更新(念のため)
- plyOffset = { x: 0, y: 0, z: 0 };
-
-
- // confirm-box-btn のイベントリスナー内に追加
-
- // フィルタリング後、結果を視覚化
- if (filteredVertices.length > 0) {
- // 色を変えて表示
- filteredIndices.forEach(idx => {
- filteredGs.colors[idx * 4 + 0] = 0;
- filteredGs.colors[idx * 4 + 1] = 255;
- filteredGs.colors[idx * 4 + 2] = 0;
- });
-
- filteredGs.splatMesh.updateDataTexturesFromBaseData(0, filteredGs.splatCount - 1);
-
- const confirmResult = confirm(
- `Filtered ${filteredVertices.length} splats (shown in green).\n\n` +
- `Does the green area match the box?\n\n` +
- `OK = Continue | Cancel = Adjust box again`
- );
-
- if (!confirmResult) {
- // Box設定に戻る
- ui.showPositionAdjustment();
- return;
- }
- }
-
-
- } else {
- console.log('[STEP 3] No PLY offset to apply');
- }
-
- ui.hidePositionAdjustment();
- ui.setStatus('Filtering splats with bounding box...');
-
-
- ///////////////////////////////////////13:47 start
-
- console.log('[STEP 4] ⭐ Transforming Box coordinates to GS local space');
-
- // GS Scene の変換行列を取得
- const gsScene = gs.viewer.splatMesh.scenes[0];
- gsScene.updateMatrixWorld(true);
-
- // Box Position を Three.js Vector3 に変換
- const boxWorldPosition = new THREE.Vector3(
- currentBoxPosition.x,
- currentBoxPosition.y,
- currentBoxPosition.z
- );
-
- // GS の逆行列を適用してローカル空間に変換
- const gsInverseMatrix = new THREE.Matrix4().copy(gsScene.matrixWorld).invert();
- const boxLocalPosition = boxWorldPosition.applyMatrix4(gsInverseMatrix);
-
- console.log('[STEP 4] Box position transformation:');
- console.log(' World space:', currentBoxPosition);
- console.log(' GS local space:', {
- x: boxLocalPosition.x.toFixed(3),
- y: boxLocalPosition.y.toFixed(3),
- z: boxLocalPosition.z.toFixed(3)
- });
-
- // Box Rotation も変換
- const boxRotationEuler = new THREE.Euler(
- currentBoxRotation.x,
- currentBoxRotation.y,
- currentBoxRotation.z
- );
- const boxRotationMatrix = new THREE.Matrix4().makeRotationFromEuler(boxRotationEuler);
-
- // GS の回転を抽出
- const gsRotationMatrix = new THREE.Matrix4().extractRotation(gsScene.matrixWorld);
-
- // 合成: GS^-1 * Box
- const combinedRotationMatrix = new THREE.Matrix4()
- .copy(gsRotationMatrix)
- .invert()
- .multiply(boxRotationMatrix);
-
- const combinedRotationEuler = new THREE.Euler().setFromRotationMatrix(combinedRotationMatrix);
-
- console.log('[STEP 4] Box rotation transformation:');
- console.log(' World space (deg):', {
- x: (currentBoxRotation.x * 180 / Math.PI).toFixed(1) + '°',
- y: (currentBoxRotation.y * 180 / Math.PI).toFixed(1) + '°',
- z: (currentBoxRotation.z * 180 / Math.PI).toFixed(1) + '°'
- });
- console.log(' GS local space (deg):', {
- x: (combinedRotationEuler.x * 180 / Math.PI).toFixed(1) + '°',
- y: (combinedRotationEuler.y * 180 / Math.PI).toFixed(1) + '°',
- z: (combinedRotationEuler.z * 180 / Math.PI).toFixed(1) + '°'
- });
-
- // ⭐⭐⭐ 変換後の座標で filterSplatsByBox を呼ぶ
- const filteredVertices = filterSplatsByBox(
- plyData,
- currentBoxSize,
- {
- x: boxLocalPosition.x,
- y: boxLocalPosition.y,
- z: boxLocalPosition.z
- },
- {
- x: combinedRotationEuler.x,
- y: combinedRotationEuler.y,
- z: combinedRotationEuler.z
- }
- );
-
- /////////////////////////////////////13:47 end
-
- if (filteredVertices.length === 0) {
- console.error('[STEP 4] ❌ No splats found in the box!');
- 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.');
- ui.showPositionAdjustment();
- return;
- }
-
- if (filteredVertices.length < 10) {
- console.warn('[STEP 4] ⚠️ Only', filteredVertices.length, 'splats found');
- alert(`⚠️ Only ${filteredVertices.length} splats found!\n\nThis is too few. Please adjust the box.\n\nCheck the browser console for detailed debug information.`);
- ui.showPositionAdjustment();
- return;
- }
-
- console.log('[STEP 4] ✓ Filtering complete:', filteredVertices.length, 'splats kept');
-
- // ⭐ 外側の変数も更新(他のコードで使われる可能性があるため)
- boxSize = currentBoxSize;
- boxPosition = currentBoxPosition;
- boxRotation = currentBoxRotation;
-
- // ... 残りのコード(STEP 5以降)は変更なし ...
-
- // スプラットを中心化
- console.log('[STEP 5] Centering splats...');
-
- let newMinX = Infinity, newMinY = Infinity, newMinZ = Infinity;
- let newMaxX = -Infinity, newMaxY = -Infinity, newMaxZ = -Infinity;
-
- filteredVertices.forEach(vertex => {
- newMinX = Math.min(newMinX, vertex.x);
- newMinY = Math.min(newMinY, vertex.y);
- newMinZ = Math.min(newMinZ, vertex.z);
- newMaxX = Math.max(newMaxX, vertex.x);
- newMaxY = Math.max(newMaxY, vertex.y);
- newMaxZ = Math.max(newMaxZ, vertex.z);
- });
-
- const centerX = (newMaxX + newMinX) / 2;
- const centerY = (newMaxY + newMinY) / 2;
- const centerZ = (newMaxZ + newMinZ) / 2;
-
- console.log('[STEP 5] Before centering:', {
- center: { x: centerX.toFixed(3), y: centerY.toFixed(3), z: centerZ.toFixed(3) }
- });
-
- filteredVertices.forEach(vertex => {
- vertex.x -= centerX;
- vertex.y -= centerY;
- vertex.z -= centerZ;
- });
-
- console.log('[STEP 5] ✓ Splats centered to origin');
-
- // フィルタ済みPLYを保存
- console.log('[STEP 6] Saving filtered PLY...');
- try {
- ui.setStatus('Saving filtered & centered PLY file...');
-
- const newHeader = plyData.header.map(line => {
- if (line.startsWith('element vertex')) {
- return `element vertex ${filteredVertices.length}`;
- }
- return line;
- });
-
- const filteredPlyData = parser.createPLYFile(
- newHeader,
- filteredVertices,
- plyData.vertexSize
- );
-
- const originalFilename = gsPath.split('/').pop().replace('.ply', '');
- const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, -5);
- const filteredFilename = `${originalFilename}_filtered_${timestamp}.ply`;
-
- downloadPLY(filteredPlyData, filteredFilename);
-
- console.log('[STEP 6] ✓ PLY saved:', filteredFilename);
- console.log('[STEP 6] Statistics:');
- console.log(' Original:', plyData.vertices.length, 'vertices');
- console.log(' Filtered:', filteredVertices.length, 'vertices');
- console.log(' Reduction:', ((1 - filteredVertices.length / plyData.vertices.length) * 100).toFixed(1), '%');
-
- ui.setStatus(`✓ Saved: ${filteredFilename}`);
- await new Promise(resolve => setTimeout(resolve, 1000));
-
- } catch (error) {
- console.error('[STEP 6] ❌ Error saving PLY:', error);
- alert('Failed to save filtered PLY file: ' + error.message);
- }
-
- // 残りの処理
- console.log('[STEP 7] Loading filtered splats into viewer...');
- ui.setStatus('Loading filtered splats...');
-
- const filteredPlyUrl = createFilteredPLY(
- parser,
- plyData.header,
- filteredVertices,
- plyData.vertexSize
- );
-
- await gs.viewer.dispose();
-
- const filteredGs = await GVRM.initGS(filteredPlyUrl, undefined, undefined, scene);
- console.log('[STEP 7] ✓ Filtered GS loaded');
-
- ui.removeBoundingBox();
- ui.setStatus('Loading VRM...');
-
- const character = await GVRM.initVRM(vrmPath, scene, camera, renderer, null);
- console.log('[STEP 7] ✓ VRM loaded');
-
- const gvrm = new GVRM(character, filteredGs);
-
- ui.setStatus('Step 2: Assign splats to bones');
- ui.showBoneAssignment();
-
- console.log('══��════════════════════════════════════════════════════');
- console.log(' BOX FILTERING COMPLETE');
- console.log('═══════════════════════════════════════════════════════');
- console.log('\n\n');
-
- const promise2 = setupBoneAssignment(
- ui, scene, camera, renderer,
- gvrm, character, filteredGs, filteredPlyUrl,
- vrmPath, useGPU, savePly, fileName,
- { vertices: filteredVertices, header: plyData.header, vertexSize: plyData.vertexSize },
- plyData
- );
-
- resolve({
- gvrm: gvrm,
- promise2: promise2,
- error: null,
- ui: ui
- });
- });
- }
-
-////////////////// 12/15 18:00 全面描き直し
-
-
-
-
-}); // GVRM.initGS().then()閉じる
- }); // parser.parsePLY().then()閉じる
- }); // ui.initialize().then()閉じる
-
- } catch (error) {
- console.error('[preprocessManual] Error:', error);
- reject(error);
- }
- });
-}
- // ========================================
- // Step 1: Bounding Box Adjustment Deleted
- // ========================================
-
-////////////////////////////12/13 16:20 END
-
-
-
-// ========================================
-// Bone Assignment Setup Function
-// ========================================
-
-// ========================================
-// Complete setupBoneAssignment Function
-// Replace your entire setupBoneAssignment function with this
-// ========================================
-////////////////////////////////////////////////0111
-
-
-function setupBoneAssignment(ui, scene, camera, renderer, gvrm, character, filteredGs, filteredPlyUrl, vrmPath, useGPU, savePly, fileName, plyData, originalPlyData) {
- return new Promise(async (resolve2) => {
- console.log('[setupBoneAssignment] Starting bone assignment...');
-
- try {
-///////////////////
- // ⭐ オブジェクトのサイズから適切な初期半径を計算
- function calculateOptimalRadius(filteredGs) {
- // スプラットの範囲を計算
- let minX = Infinity, minY = Infinity, minZ = Infinity;
- let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
-
- for (let i = 0; i < filteredGs.splatCount; i++) {
- const x = filteredGs.centers0[i * 3 + 0];
- const y = filteredGs.centers0[i * 3 + 1];
- const z = filteredGs.centers0[i * 3 + 2];
-
- minX = Math.min(minX, x);
- minY = Math.min(minY, y);
- minZ = Math.min(minZ, z);
- maxX = Math.max(maxX, x);
- maxY = Math.max(maxY, y);
- maxZ = Math.max(maxZ, z);
- }
-
- // オブジェクトの最大サイズを取得
- const sizeX = maxX - minX;
- const sizeY = maxY - minY;
- const sizeZ = maxZ - minZ;
- const maxSize = Math.max(sizeX, sizeY, sizeZ);
-
- // 適切な初期半径 = オブジェクトサイズの5%(調整可能)
- const optimalRadius = Math.max(0.1, Math.min(10.0, maxSize * 0.05));
-
- console.log('[calculateOptimalRadius] Object size:', { sizeX, sizeY, sizeZ, maxSize });
- console.log('[calculateOptimalRadius] Optimal radius:', optimalRadius.toFixed(2), 'm');
-
- return optimalRadius;
- }
-
- // setupBoneAssignment関数内で使用:
- // let selectionRadius = 0.5; の代わりに:
- let selectionRadius = calculateOptimalRadius(filteredGs);
-
- ///////////////////
-
- // ========================================
- // Load default bone operations with error handling
- // ========================================
- let boneOperations = [];
-
- try {
- console.log('[setupBoneAssignment] Attempting to load default.json...');
- const response = await fetch("./assets/default.json");
-
- if (!response.ok) {
- throw new Error(`HTTP error! status: ${response.status}`);
- }
-
- const params = await response.json();
- boneOperations = params.boneOperations || [];
-
- console.log('[setupBoneAssignment] ✓ default.json loaded successfully');
- } catch (error) {
- console.warn('[setupBoneAssignment] Could not load default.json:', error.message);
- console.warn('[setupBoneAssignment] Using default T-pose instead');
-
- // デフォルトのT-poseを使用(何も変更しない)
- boneOperations = [];
- }
-
- // ボーン操作を適用(boneOperationsが空でも安全)
- if (boneOperations.length > 0) {
- console.log('[setupBoneAssignment] Applying bone operations...');
- GVRMUtils.resetPose(character, boneOperations);
- } else {
- console.log('[setupBoneAssignment] No bone operations to apply, using current pose');
- }
-
- character.currentVrm.scene.updateMatrixWorld(true);
-
- // Get VRM bone information
- const humanBones = character.currentVrm.humanoid.humanBones;
- const boneNames = Object.keys(humanBones);
- const boneNameToIndex = {};
- boneNames.forEach((name, index) => {
- boneNameToIndex[name] = index;
- });
-
- console.log('[setupBoneAssignment] Available bones:', boneNames.length);
- console.log('[setupBoneAssignment] Bone names:', boneNames);
-
- // Assignment data management
- const assignmentData = {
- splatBoneIndices: new Array(filteredGs.splatCount).fill(-1),
- boneAssignments: {},
- history: [],
- currentPreset: 'required19'
- };
-
- let selectedTarget = null;
- let currentBoneGroups = PRESET_BONE_GROUPS.required19;
- let selectionMode = null;
- //let selectionRadius = 0.5;
-
- // ========================================
- // Paint Mode Variables
- // ========================================
- let isPaintMode = false;
- let isPainting = false;
- let paintModeEraser = false;
-
- // ========================================
- // Preset Selector
- // ========================================
- const presetSelector = document.getElementById('preset-selector');
- const presetDescription = document.getElementById('preset-description');
- const boneSelector = document.getElementById('bone-selector');
-
- const presetDescriptions = {
- 'required19': 'Required mode: Assign to 20 individual body parts (20-30 min). All bones assigned individually.'
- };
-
-
- function updateBoneSelector(mode) {
- if (!boneSelector) {
- console.error('[updateBoneSelector] boneSelector not found');
- return;
- }
-
- console.log('[updateBoneSelector] Updating for mode:', mode);
-
- boneSelector.innerHTML = '
';
-
- if (mode === 'required19') {
- const groups = PRESET_BONE_GROUPS.required19;
- groups.forEach((group, index) => {
- const option = document.createElement('option');
- option.value = `group_${index}`;
- option.textContent = group.name;
- boneSelector.appendChild(option);
- });
- console.log('[updateBoneSelector] Added', groups.length, 'groups');
- }
- }
-
- // Initialize preset selector
- if (presetSelector) {
- updateBoneSelector('required19');
-
- if (presetDescription) {
- presetDescription.textContent = presetDescriptions['required19'];
- }
-
- presetSelector.addEventListener('change', (e) => {
- const mode = e.target.value;
- assignmentData.currentPreset = mode;
-
- if (mode === 'required19') {
- currentBoneGroups = PRESET_BONE_GROUPS.required19;
- }
-
- if (presetDescription) {
- presetDescription.textContent = presetDescriptions[mode] || '';
- }
-
- updateBoneSelector(mode);
- console.log('[setupBoneAssignment] Preset mode changed to:', mode);
- });
- }
-
- // ========================================
- // Bone/Group Selector
- // ========================================
- if (boneSelector) {
- boneSelector.addEventListener('change', (e) => {
- selectedTarget = e.target.value;
- console.log('[setupBoneAssignment] Selected target:', selectedTarget);
- });
- }
-
-// ========================================
-// Select Sphere Button 挿入 12/18 15:40
-// ========================================
-const selectSphereBtn = document.getElementById('select-sphere-btn');
-if (selectSphereBtn) {
- selectSphereBtn.addEventListener('click', () => {
- if (!selectedTarget) {
- alert('Please select a target bone or group first');
- return;
- }
-
- selectionMode = 'sphere';
- selectSphereBtn.style.background = '#4CAF50';
- selectSphereBtn.textContent = '✓ Sphere Mode Active (Click GS)';
-
- console.log('[setupBoneAssignment] Sphere selection mode activated');
- console.log(' Target:', selectedTarget);
- console.log(' Radius:', selectionRadius, 'm');
- });
-}
-
-// ========================================
-// Selection Radius Slider
-// ========================================
-const selectionRadiusSlider = document.getElementById('selection-radius');
-const selectionRadiusValue = document.getElementById('selection-radius-value');
-
-if (selectionRadiusSlider && selectionRadiusValue) {
- selectionRadiusSlider.addEventListener('input', (e) => {
- selectionRadius = parseFloat(e.target.value);
- selectionRadiusValue.textContent = selectionRadius.toFixed(1);
- });
-}
-
-
- // ========================================
- // Paint Mode Toggle
- // ========================================
- const paintModeToggle = document.getElementById('paint-mode-toggle');
- const paintModeHint = document.getElementById('paint-mode-hint');
-
- if (paintModeToggle && paintModeHint) {
- paintModeToggle.addEventListener('change', (e) => {
- isPaintMode = e.target.checked;
- if (isPaintMode) {
- paintModeHint.style.display = 'block';
- console.log('[setupBoneAssignment] Paint mode enabled');
- } else {
- paintModeHint.style.display = 'none';
- console.log('[setupBoneAssignment] Paint mode disabled');
- }
- });
- }
- ////helper関数挿入
-
-// ========================================
-// 🎯 挿入場所: setupBoneAssignment 関数内
-// ====helper関数挿入 の直後
-// ========================================
-
-/**
- * ターゲットの色を取得
- */
-function getTargetColor(target) {
- if (target.startsWith('group_')) {
- const groupIndex = parseInt(target.replace('group_', ''));
- const group = currentBoneGroups[groupIndex];
- if (group && group.color) {
- return group.color;
- }
- }
- return [255, 255, 255];
-}
-
-/**
- * ターゲットのボーンインデックスを取得
- */
-function getTargetBoneIndices(target) {
- const indices = [];
-
- if (target.startsWith('group_')) {
- const groupIndex = parseInt(target.replace('group_', ''));
- const group = currentBoneGroups[groupIndex];
-
- if (group && group.bones) {
- group.bones.forEach(boneName => {
- if (boneNameToIndex[boneName] !== undefined) {
- indices.push(boneNameToIndex[boneName]);
- }
- });
- }
- }
-
- return indices;
-}
-
-/**
- * ボーンインデックスからボーン名を取得
- */
-function getBoneNameFromIndex(index) {
- for (const [name, idx] of Object.entries(boneNameToIndex)) {
- if (idx === index) {
- return name;
- }
- }
- return `bone_${index}`;
-}
-
-/**
- * Splatに割り当てを適用
- */
-function applyAssignmentToIndices(indices, target, isEraser) {
- if (isEraser) {
- indices.forEach(idx => {
- if (assignmentData.splatBoneIndices[idx] >= 0) {
- const oldBoneName = getBoneNameFromIndex(assignmentData.splatBoneIndices[idx]);
- if (assignmentData.boneAssignments[oldBoneName]) {
- const arrayIdx = assignmentData.boneAssignments[oldBoneName].indexOf(idx);
- if (arrayIdx >= 0) {
- assignmentData.boneAssignments[oldBoneName].splice(arrayIdx, 1);
- }
- }
- assignmentData.splatBoneIndices[idx] = -1;
-
- filteredGs.colors[idx * 4 + 0] = 255;
- filteredGs.colors[idx * 4 + 1] = 255;
- filteredGs.colors[idx * 4 + 2] = 255;
- }
- });
- console.log('[Paint] Erased', indices.length, 'splats');
- } else {
- const targetColor = getTargetColor(target);
- const boneIndices = getTargetBoneIndices(target);
-
- if (boneIndices.length === 0) {
- console.warn('[applyAssignmentToIndices] No bone indices found for target:', target);
- return;
- }
-
- indices.forEach(idx => {
- assignmentData.splatBoneIndices[idx] = boneIndices[0];
-
- filteredGs.colors[idx * 4 + 0] = targetColor[0];
- filteredGs.colors[idx * 4 + 1] = targetColor[1];
- filteredGs.colors[idx * 4 + 2] = targetColor[2];
-
- boneIndices.forEach(boneIdx => {
- const boneName = getBoneNameFromIndex(boneIdx);
- if (!assignmentData.boneAssignments[boneName]) {
- assignmentData.boneAssignments[boneName] = [];
- }
- if (!assignmentData.boneAssignments[boneName].includes(idx)) {
- assignmentData.boneAssignments[boneName].push(idx);
- }
- });
- });
- console.log('[Paint] Painted', indices.length, 'splats with', target);
- }
-
- filteredGs.splatMesh.updateDataTexturesFromBaseData(0, filteredGs.splatCount - 1);
- updateStats();
-}
-
-/**
- * 2D画面座標から最も近い3D Splatを検索
- */
-function findNearestSplat(mouseX, mouseY, camera, filteredGs, maxScreenDistance = 100) {
- const canvas = renderer.domElement;
- const mousePixelX = (mouseX + 1) * canvas.width / 2;
- const mousePixelY = (-mouseY + 1) * canvas.height / 2;
-
- let nearestSplatIndex = -1;
- let nearestScreenDist = Infinity;
-
- const cameraPos = camera.position;
- const worldPos = new THREE.Vector3();
- const screenPos = new THREE.Vector3();
-
- for (let i = 0; i < filteredGs.splatCount; i++) {
- worldPos.x = filteredGs.centers0[i * 3 + 0];
- worldPos.y = filteredGs.centers0[i * 3 + 1];
- worldPos.z = filteredGs.centers0[i * 3 + 2];
-
- screenPos.copy(worldPos);
- screenPos.project(camera);
-
- if (screenPos.z > 1) continue;
-
- const screenPixelX = (screenPos.x + 1) * canvas.width / 2;
- const screenPixelY = (-screenPos.y + 1) * canvas.height / 2;
-
- const dx = screenPixelX - mousePixelX;
- const dy = screenPixelY - mousePixelY;
- const screenDist = Math.sqrt(dx * dx + dy * dy);
-
- if (screenDist < maxScreenDistance && screenDist < nearestScreenDist) {
- nearestScreenDist = screenDist;
- nearestSplatIndex = i;
- }
- }
-
- if (nearestSplatIndex >= 0) {
- return {
- index: nearestSplatIndex,
- screenDistance: nearestScreenDist
- };
- }
-
- return null;
-}
-
-/**
- * 球体範囲内の全Splatを検索
- */
-function findSplatsInSphere(center, radius, filteredGs) {
- const indicesInSphere = [];
- const radiusSquared = radius * radius;
-
- for (let i = 0; i < filteredGs.splatCount; i++) {
- const x = filteredGs.centers0[i * 3 + 0];
- const y = filteredGs.centers0[i * 3 + 1];
- const z = filteredGs.centers0[i * 3 + 2];
-
- const dx = x - center.x;
- const dy = y - center.y;
- const dz = z - center.z;
- const distSquared = dx * dx + dy * dy + dz * dz;
-
- if (distSquared <= radiusSquared) {
- indicesInSphere.push(i);
- }
- }
-
- console.log('[findSplatsInSphere] Found', indicesInSphere.length, 'splats within radius', radius.toFixed(2), 'm');
- return indicesInSphere;
-}
-
-/**
- * ブラシ半径内の全Splatを返す
- */
-function findNearestSplatWithRadius(mouseX, mouseY, camera, filteredGs, brushRadius) {
- const canvas = renderer.domElement;
- const mousePixelX = (mouseX + 1) * canvas.width / 2;
- const mousePixelY = (-mouseY + 1) * canvas.height / 2;
-
- const affectedIndices = [];
- const worldPos = new THREE.Vector3();
- const screenPos = new THREE.Vector3();
-
- for (let i = 0; i < filteredGs.splatCount; i++) {
- worldPos.x = filteredGs.centers0[i * 3 + 0];
- worldPos.y = filteredGs.centers0[i * 3 + 1];
- worldPos.z = filteredGs.centers0[i * 3 + 2];
-
- screenPos.copy(worldPos);
- screenPos.project(camera);
-
- if (screenPos.z > 1) continue;
-
- const screenPixelX = (screenPos.x + 1) * canvas.width / 2;
- const screenPixelY = (-screenPos.y + 1) * canvas.height / 2;
-
- const dx = screenPixelX - mousePixelX;
- const dy = screenPixelY - mousePixelY;
- const screenDist = Math.sqrt(dx * dx + dy * dy);
-
- if (screenDist < brushRadius) {
- affectedIndices.push(i);
- }
- }
-
- return affectedIndices.length > 0 ? { indices: affectedIndices } : null;
-}
-
-/**
- * ペイントモード用: マウスパスに沿ってSplatを塗る
- */
-function findSplatsAlongMousePath(mouseX, mouseY, lastMouseX, lastMouseY, camera, filteredGs, brushRadius = 30) {
- const affectedSplats = new Set();
-
- const steps = 5;
- for (let step = 0; step <= steps; step++) {
- const t = step / steps;
- const interpX = lastMouseX + (mouseX - lastMouseX) * t;
- const interpY = lastMouseY + (mouseY - lastMouseY) * t;
-
- const result = findNearestSplatWithRadius(interpX, interpY, camera, filteredGs, brushRadius);
- if (result && result.indices) {
- result.indices.forEach(idx => affectedSplats.add(idx));
- }
- }
-
- return Array.from(affectedSplats);
-}
-
-/**
- * ペイント処理を実行
- */
-function handlePaintAtPosition(mouseX, mouseY) {
- const result = findNearestSplatWithRadius(mouseX, mouseY, camera, filteredGs, 30);
-
- if (result && result.indices.length > 0) {
- applyAssignmentToIndices(result.indices, selectedTarget, paintModeEraser);
- } else {
- console.log('[Paint] No splats found under cursor');
- }
-}
-
-// ========================================
-// マウスイベント処理
-// ========================================
-
-const raycaster = new THREE.Raycaster();
-const mouse = new THREE.Vector2();
-let lastPaintMouseX = null;
-let lastPaintMouseY = null;
-
- ////helper関数挿入 終了
-
- // ========================================
- // Statistics Update
- // ========================================
- function updateStats() {
- const totalSplats = filteredGs.splatCount;
- const assignedSplats = assignmentData.splatBoneIndices.filter(idx => idx >= 0).length;
- const unassignedSplats = totalSplats - assignedSplats;
- const progress = ((assignedSplats / totalSplats) * 100).toFixed(1);
-
- const totalEl = document.getElementById('total-splats');
- const assignedEl = document.getElementById('assigned-splats');
- const unassignedEl = document.getElementById('unassigned-splats');
- const progressEl = document.getElementById('assignment-progress');
-
- if (totalEl) totalEl.textContent = totalSplats;
- if (assignedEl) assignedEl.textContent = assignedSplats;
- if (unassignedEl) unassignedEl.textContent = unassignedSplats;
- if (progressEl) progressEl.textContent = progress + '%';
-
- // Update assignment list
- const listEl = document.getElementById('bone-assignment-list');
- if (listEl) {
- const entries = Object.entries(assignmentData.boneAssignments)
- .filter(([_, indices]) => indices.length > 0)
- .sort((a, b) => b[1].length - a[1].length);
-
- if (entries.length === 0) {
- listEl.innerHTML = '
No assignments yet
';
- } else {
- listEl.innerHTML = entries.map(([name, indices]) =>
- `
- ${name}: ${indices.length} splats
-
`
- ).join('');
- }
- }
- }
-
- updateStats();
-
- // ========================================
- // Selection Radius
- // ========================================
- //const selectionRadiusSlider = document.getElementById('selection-radius');
- //const selectionRadiusValue = document.getElementById('selection-radius-value');
-
- if (selectionRadiusSlider && selectionRadiusValue) {
- selectionRadiusSlider.addEventListener('input', (e) => {
- selectionRadius = parseFloat(e.target.value);
- selectionRadiusValue.textContent = selectionRadius.toFixed(2);
- });
- }
-
- // ========================================
- // Raycaster Setup
- // ========================================
-
-
-//////挿入箇所start
-
-// ========================================
-// 改善されたスプラット選択機能
-// setupBoneAssignment関数内のマウスクリック処理を置き換えてください
-// ========================================
-
-/**
- * 2D画面座標から最も近い3D Splatを検索
- * @param {number} mouseX - 正規化されたマウスX座標 (-1 to 1)
- * @param {number} mouseY - 正規化されたマウスY座標 (-1 to 1)
- * @param {THREE.Camera} camera - カメラオブジェクト
- * @param {Object} filteredGs - Gaussian Splat データ
- * @param {number} maxScreenDistance - 最大許容画面距離(ピクセル、デフォルト50px)
- * @returns {Object|null} { index, screenDistance, worldDistance } or null
- */
-
-/**
- * 球体範囲内の全Splatを検索
- * @param {THREE.Vector3} center - 球の中心座標
- * @param {number} radius - 球の半径
- * @param {Object} filteredGs - Gaussian Splat データ
- * @returns {Array
} Splat インデックスの配列
- */
-
-/**
- * ペイントモード用: マウスパスに沿ってSplatを塗る
- * @param {number} mouseX - 正規化マウスX
- * @param {number} mouseY - 正規化マウスY
- * @param {number} lastMouseX - 前のマウスX
- * @param {number} lastMouseY - 前のマウスY
- * @param {THREE.Camera} camera
- * @param {Object} filteredGs
- * @param {number} brushRadius - ブラシ半径(ピクセル、デフォルト30px)
- * @returns {Array} 影響を受けたSplatインデックス
- */
-
-/**
- * ブラシ半径内の全Splatを返す
- * @param {number} mouseX - 正規化マウスX
- * @param {number} mouseY - 正規化マウスY
- * @param {THREE.Camera} camera
- * @param {Object} filteredGs
- * @param {number} brushRadius - ブラシ半径(ピクセル)
- * @returns {Object|null} { indices: Array } or null
- */
-
-// ========================================
-// マウスクリック/ドラッグイベント処理の改善例
-// ========================================
-
-
-// マウスダウンイベント
-renderer.domElement.addEventListener('mousedown', (event) => {
- if (!isPaintMode || !selectedTarget) return;
-
- isPainting = true;
- paintModeEraser = event.shiftKey;
-
- // マウス座標を正規化
- const rect = renderer.domElement.getBoundingClientRect();
- mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
- mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
-
- lastPaintMouseX = mouse.x;
- lastPaintMouseY = mouse.y;
-
- // 最初のクリック位置でペイント
- handlePaintAtPosition(mouse.x, mouse.y);
-});
-
-// マウスムーブイベント(ドラッグ中)
-renderer.domElement.addEventListener('mousemove', (event) => {
- if (!isPainting || !isPaintMode) return;
-
- const rect = renderer.domElement.getBoundingClientRect();
- mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
- mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
-
- // パスに沿ってペイント
- const affectedIndices = findSplatsAlongMousePath(
- mouse.x, mouse.y,
- lastPaintMouseX, lastPaintMouseY,
- camera, filteredGs,
- 30 // ブラシ半径30px
- );
-
- if (affectedIndices.length > 0) {
- applyAssignmentToIndices(affectedIndices, selectedTarget, paintModeEraser);
- }
-
- lastPaintMouseX = mouse.x;
- lastPaintMouseY = mouse.y;
-});
-
-// マウスアップイベント
-renderer.domElement.addEventListener('mouseup', () => {
- isPainting = false;
- lastPaintMouseX = null;
- lastPaintMouseY = null;
-});
-
-
-// ========================================
-// 球体選択モード(元の��ード互換)
-// ========================================
-
-
-if (selectSphereBtn) {
- selectSphereBtn.addEventListener('click', () => {
- if (!selectedTarget) {
- alert('Please select a target bone or group first!');
- return;
- }
-
- selectionMode = 'sphere';
- console.log('[Sphere Selection] Mode activated, radius:', selectionRadius, 'm');
- console.log('[Sphere Selection] Click on a splat to select all nearby splats');
-
- // One-time click listener
- const onSphereClick = (event) => {
- const rect = renderer.domElement.getBoundingClientRect();
- mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
- mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
-
- // ⭐ 改善: 最も近いsplatを見つける
- const nearestResult = findNearestSplat(mouse.x, mouse.y, camera, filteredGs, 100);
-
- if (!nearestResult) {
- alert('No splat found near click. Please click closer to the object.');
- renderer.domElement.removeEventListener('click', onSphereClick);
- selectionMode = null;
- return;
- }
-
- const centerIdx = nearestResult.index;
-
- // 中心点の座標
- const centerX = filteredGs.centers0[centerIdx * 3 + 0];
- const centerY = filteredGs.centers0[centerIdx * 3 + 1];
- const centerZ = filteredGs.centers0[centerIdx * 3 + 2];
- const center = new THREE.Vector3(centerX, centerY, centerZ);
-
- console.log('[Sphere Selection] Center splat:', centerIdx, 'at', center);
-
- // 球体範囲内のsplatを検索
- const indicesInSphere = findSplatsInSphere(center, selectionRadius, filteredGs);
-
- if (indicesInSphere.length === 0) {
- alert('No splats found in sphere. Try increasing the radius.');
- renderer.domElement.removeEventListener('click', onSphereClick);
- selectionMode = null;
- return;
- }
-
- // 割り当てを実行
- applyAssignmentToIndices(indicesInSphere, selectedTarget, false);
-
- // 履歴に記録
- assignmentData.history.push({
- action: 'sphere_select',
- indices: [...indicesInSphere],
- target: selectedTarget
- });
-
- console.log('[Sphere Selection] Completed:', indicesInSphere.length, 'splats assigned');
-
- renderer.domElement.removeEventListener('click', onSphereClick);
- selectionMode = null;
- };
-
- renderer.domElement.addEventListener('click', onSphereClick);
- });
-}
-
-console.log('[setupBoneAssignment] ✓ Improved splat selection system initialized');
-console.log('[setupBoneAssignment] Features:');
-console.log(' - Finds nearest splat within 50px (adjustable)');
-console.log(' - Paint mode with drag support');
-console.log(' - Smooth brush strokes with interpolation');
-console.log(' - Sphere selection with improved center detection');
-
-
-///////挿入箇所end
-
- // ========================================
- // ⭐ Camera Controls Setup
- // ========================================
- const cameraControls = setupCameraControls(camera, renderer);
- console.log('[setupBoneAssignment] Camera controls initialized');
-
- // ========================================
- // Camera Lock Setup (完全版)
- // ========================================
- /////ここから
-
-
- // ========================================
- // Camera Lock Setup の修正版
- // Line 2479-2562 付近を以下に置き換えてください
- // ========================================
-
- console.log('[setupBoneAssignment] Setting up camera lock...');
-
- const cameraLockBtn = document.getElementById('camera-lock-btn');
-
- if (!cameraLockBtn) {
- console.error('[setupBoneAssignment] ❌ Camera lock button NOT FOUND!');
- } else {
- console.log('[setupBoneAssignment] ✓ Camera lock button found');
-
- // カメラロック切り替え関数
- function toggleCameraLock() {
- // グローバル状態を反転
- window.cameraLockState.locked = !window.cameraLockState.locked;
- const isLocked = window.cameraLockState.locked;
-
- console.log('');
- console.log('═══════════════════════════════════════════════');
- console.log(' CAMERA LOCK TOGGLE');
- console.log('═══════════════════════════════════════════════');
- console.log('New state:', isLocked ? '🔒 LOCKED' : '🔓 UNLOCKED');
-
- if (isLocked) {
- console.log('Locking camera...');
-
- // OrbitControlsを無効化
- if (cameraControls && cameraControls.controls) {
- cameraControls.controls.enabled = false;
- console.log(' ✓ OrbitControls.enabled = false');
- }
-
- // ⭐⭐⭐ ボタンのテキストとスタイルを更新 ⭐⭐⭐
- cameraLockBtn.textContent = '🔒 Camera Locked (Click to Unlock)';
- cameraLockBtn.style.background = '#4CAF50'; // 緑色に変更
-
- console.log('✅ Camera locked');
- console.log('ℹ️ Try to rotate the camera with mouse - it should NOT move');
- console.log('ℹ️ You can still click to paint');
-
- } else {
- console.log('Unlocking camera...');
-
- // OrbitControlsを有効化
- if (cameraControls && cameraControls.controls) {
- cameraControls.controls.enabled = true;
- console.log(' ✓ OrbitControls.enabled = true');
- }
-
- // ⭐⭐⭐ ボタンのテキストとスタイルを更新 ⭐⭐⭐
- cameraLockBtn.textContent = '🔓 Camera Unlocked (Can Rotate)';
- cameraLockBtn.style.background = '#9C27B0'; // 元の紫色に戻す
-
- console.log('✅ Camera unlocked');
- console.log('ℹ️ Camera can now be rotated with mouse');
- }
-
- // デバッグ情報を出力
- console.log('─────────────────────────────────────────────');
- console.log('Current state:');
- console.log(' window.cameraLockState.locked:', window.cameraLockState.locked);
- console.log(' cameraControls exists:', !!cameraControls);
- if (cameraControls && cameraControls.controls) {
- console.log(' cameraControls.controls.enabled:', cameraControls.controls.enabled);
- }
- console.log(' Button text:', cameraLockBtn.textContent);
- console.log('═══════════════════════════════════════════════');
- console.log('');
- }
-
- // ✅ ボタンのクリックイベントを設定
- cameraLockBtn.addEventListener('click', toggleCameraLock);
-
- console.log('[setupBoneAssignment] ✓ Camera lock button configured');
- console.log('[setupBoneAssignment] Initial state: UNLOCKED');
- }
-
- ////ここまで
-
-
-
-// Call this after OrbitControls is created
-// You'll need to pass the cameraControls.controls object
-// setupCameraLock(cameraControls.controls);
-
-
- // ========================================
- // Assign Splats in Sphere Function
- // ========================================
- ///////////////////////////12/13 19:14
- // ========================================
- // 完全な修正版 assignSplatsInSphere 関数
- // Line 1477 から Line 1590 までを置き換え
- // ========================================
-
- function assignSplatsInSphere(center, radius, target, isPaintMode = false) {
- console.log(`[setupBoneAssignment] Assigning splats around center to ${target}`);
-
- const mode = assignmentData.currentPreset;
- let targetBones = [];
- let targetColor = [128, 128, 128];
- let displayName = target;
-
- if (mode === 'required19') {
- const groupIndex = parseInt(target.replace('group_', ''));
- const group = currentBoneGroups[groupIndex];
-
- if (!group) {
- console.error('[setupBoneAssignment] Group not found:', groupIndex);
- return;
- }
-
- targetBones = group.bones;
- targetColor = group.color;
- displayName = group.name;
-
- console.log('[setupBoneAssignment] Group:', displayName, 'Bones:', targetBones);
- } else {
- console.error('[setupBoneAssignment] Unknown mode:', mode);
- return;
- }
-
- if (targetBones.length === 0) {
- console.error('[setupBoneAssignment] No bones found for target:', target);
- return;
- }
-
- // Get bone indices
- const boneIndices = targetBones
- .map(name => boneNameToIndex[name])
- .filter(idx => idx !== undefined);
-
- if (boneIndices.length === 0) {
- console.error('[setupBoneAssignment] No valid bone indices for:', targetBones);
- return;
- }
-
- // Use the first bone index
- const primaryBoneIndex = boneIndices[0];
-
- let assignedCount = 0;
- const newlyAssigned = [];
-
- for (let i = 0; i < filteredGs.splatCount; i++) {
- const splatPos = new THREE.Vector3(
- filteredGs.centers0[i * 3 + 0],
- filteredGs.centers0[i * 3 + 1],
- filteredGs.centers0[i * 3 + 2]
- );
-
- splatPos.applyMatrix4(filteredGs.viewer.splatMesh.scenes[0].matrixWorld);
-
- const distance = splatPos.distanceTo(center);
-
- if (distance <= radius) {
- // In paint mode, allow overwriting existing assignments
- if (isPaintMode || assignmentData.splatBoneIndices[i] < 0) {
- // If overwriting, remove from old assignment
- if (assignmentData.splatBoneIndices[i] >= 0 && isPaintMode) {
- for (const [name, indices] of Object.entries(assignmentData.boneAssignments)) {
- const idx = indices.indexOf(i);
- if (idx > -1) {
- indices.splice(idx, 1);
- }
- }
- }
-
- assignmentData.splatBoneIndices[i] = primaryBoneIndex;
- newlyAssigned.push(i);
- assignedCount++;
-
- // Change color
- filteredGs.colors[i * 4 + 0] = targetColor[0];
- filteredGs.colors[i * 4 + 1] = targetColor[1];
- filteredGs.colors[i * 4 + 2] = targetColor[2];
- }
- }
- }
-
- if (assignedCount > 0) {
- if (!assignmentData.boneAssignments[displayName]) {
- assignmentData.boneAssignments[displayName] = [];
- }
-
- // ⭐⭐⭐ CRITICAL FIX: concat を使用してスタックオーバーフローを回避 ⭐⭐⭐
- assignmentData.boneAssignments[displayName] =
- assignmentData.boneAssignments[displayName].concat(newlyAssigned);
-
- // Only add to history in non-paint mode
- if (!isPaintMode) {
- assignmentData.history.push({
- targetName: displayName,
- indices: newlyAssigned,
- boneIndex: primaryBoneIndex
- });
- }
-
- filteredGs.splatMesh.updateDataTexturesFromBaseData(0, filteredGs.splatCount - 1);
-
- updateStats();
-
- if (!isPaintMode) {
- console.log(`[setupBoneAssignment] Assigned ${assignedCount} splats to ${displayName}`);
- }
- } else if (!isPaintMode) {
- console.log('[setupBoneAssignment] No splats found in selection');
- }
- }
-
-
-
- // ========================================
- // Erase Splats in Sphere Function
- // ========================================
- function eraseSplatsInSphere(center, radius) {
- let erasedCount = 0;
- const erased = [];
-
- for (let i = 0; i < filteredGs.splatCount; i++) {
- // Skip already unassigned
- if (assignmentData.splatBoneIndices[i] < 0) continue;
-
- const splatPos = new THREE.Vector3(
- filteredGs.centers0[i * 3 + 0],
- filteredGs.centers0[i * 3 + 1],
- filteredGs.centers0[i * 3 + 2]
- );
-
- splatPos.applyMatrix4(filteredGs.viewer.splatMesh.scenes[0].matrixWorld);
-
- const distance = splatPos.distanceTo(center);
-
- if (distance <= radius) {
- assignmentData.splatBoneIndices[i] = -1;
- erased.push(i);
- erasedCount++;
-
- // Change color to gray (unassigned)
- filteredGs.colors[i * 4 + 0] = 128;
- filteredGs.colors[i * 4 + 1] = 128;
- filteredGs.colors[i * 4 + 2] = 128;
- }
- }
-
- if (erasedCount > 0) {
- // Update bone assignments
- for (const [name, indices] of Object.entries(assignmentData.boneAssignments)) {
- assignmentData.boneAssignments[name] = indices.filter(idx => !erased.includes(idx));
- }
-
- filteredGs.splatMesh.updateDataTexturesFromBaseData(0, filteredGs.splatCount - 1);
- //renderer.render(scene, camera);
-
- updateStats();
-
- console.log(`[setupBoneAssignment] Erased ${erasedCount} splats`);
- }
- }
-
- // ========================================
- // Paint Mode Mouse Handlers
- // ========================================
- function paintAtMousePosition(event) {
- const rect = renderer.domElement.getBoundingClientRect();
- mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
- mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
-
- raycaster.setFromCamera(mouse, camera);
-
- const intersects = raycaster.intersectObject(filteredGs.splatMesh, true);
-
- if (intersects.length > 0) {
- const hitPoint = intersects[0].point;
-
- if (paintModeEraser) {
- // Erase mode: use full radius for larger objects
- eraseSplatsInSphere(hitPoint, selectionRadius, true); // 0.5 → 1.0
- } else {
- // Paint mode: use full radius for larger objects
- assignSplatsInSphere(hitPoint, selectionRadius, selectedTarget, true); // 0.5 → 1.0
- }
- }
- }
-
- function onMouseDown(event) {
- if (!isPaintMode) return;
- if (!selectedTarget) {
- alert('Please select a target first!');
- return;
- }
-
- // Check if Shift key is held for eraser mode
- paintModeEraser = event.shiftKey;
- isPainting = true;
-
- // Immediately paint at click location
- paintAtMousePosition(event);
- }
-
- function onMouseMove(event) {
- if (!isPaintMode || !isPainting) return;
-
- paintAtMousePosition(event);
- }
-
- function onMouseUp(event) {
- if (!isPaintMode) return;
- isPainting = false;
- }
-
- // ========================================
- // Regular Click Handler (non-paint mode)
- // ========================================
- function onCanvasClick(event) {
- // Paint mode handles clicks differently
- if (isPaintMode) {
- return; // Handled by mouse down/move/up
- }
-
- if (selectionMode !== 'sphere' || !selectedTarget) return;
-
- const rect = renderer.domElement.getBoundingClientRect();
- mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
- mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
-
- raycaster.setFromCamera(mouse, camera);
-
- const intersects = raycaster.intersectObject(filteredGs.splatMesh, true);
-
- if (intersects.length > 0) {
- const hitPoint = intersects[0].point;
- console.log('[setupBoneAssignment] Clicked at:', hitPoint.toArray());
-
- assignSplatsInSphere(hitPoint, selectionRadius, selectedTarget);
- }
- }
-
- // ========================================
- // Attach Event Listeners
- // ========================================
- renderer.domElement.addEventListener('mousedown', onMouseDown);
- renderer.domElement.addEventListener('mousemove', onMouseMove);
- renderer.domElement.addEventListener('mouseup', onMouseUp);
- renderer.domElement.addEventListener('click', onCanvasClick);
-
- // ========================================
- // Sphere Selection Mode Button
- // ========================================
-
- if (selectSphereBtn) {
- selectSphereBtn.addEventListener('click', () => {
- if (!selectedTarget) {
- alert('Please select a target first!');
- return;
- }
-
- selectionMode = 'sphere';
- selectSphereBtn.style.background = '#FF6F00';
-
- console.log('[setupBoneAssignment] Sphere selection mode activated');
- });
- }
-
- // ========================================
- // Undo Last Assignment
- // ========================================
- const clearSelectionBtn = document.getElementById('clear-selection-btn');
- if (clearSelectionBtn) {
- clearSelectionBtn.addEventListener('click', () => {
- if (assignmentData.history.length === 0) {
- alert('No assignments to undo');
- return;
- }
-
- const lastAssignment = assignmentData.history.pop();
- const { targetName, indices } = lastAssignment;
-
- indices.forEach(idx => {
- assignmentData.splatBoneIndices[idx] = -1;
-
- filteredGs.colors[idx * 4 + 0] = 128;
- filteredGs.colors[idx * 4 + 1] = 128;
- filteredGs.colors[idx * 4 + 2] = 128;
- });
-
- if (assignmentData.boneAssignments[targetName]) {
- assignmentData.boneAssignments[targetName] =
- assignmentData.boneAssignments[targetName].filter(idx => !indices.includes(idx));
- }
-
- filteredGs.splatMesh.updateDataTexturesFromBaseData(0, filteredGs.splatCount - 1);
- //renderer.render(scene, camera);
-
- updateStats();
-
- console.log(`[setupBoneAssignment] Undone ${indices.length} splats from ${targetName}`);
- });
- }
-
- // ========================================
- // Reset All Assignments
- // ========================================
- const undoAllBtn = document.getElementById('undo-all-btn');
- if (undoAllBtn) {
- undoAllBtn.addEventListener('click', () => {
- if (!confirm('Reset all assignments?')) return;
-
- assignmentData.splatBoneIndices.fill(-1);
- assignmentData.boneAssignments = {};
- assignmentData.history = [];
-
- for (let i = 0; i < filteredGs.splatCount; i++) {
- filteredGs.colors[i * 4 + 0] = 128;
- filteredGs.colors[i * 4 + 1] = 128;
- filteredGs.colors[i * 4 + 2] = 128;
- }
-
- filteredGs.splatMesh.updateDataTexturesFromBaseData(0, filteredGs.splatCount - 1);
- //renderer.render(scene, camera);
-
- updateStats();
-
- console.log('[setupBoneAssignment] Reset all assignments');
- });
- }
-
-
- ///////////////////////////////////////////////////////////////////////////////////////////////1356////
-
-// ========================================
-// finalizeBtn 正しい構造(完全版)
-// 1356行目から1818行目までを、この全体で置き換え
-// ========================================
-
-
-/////////////// 12/13 16:40 修正必要箇所かも
-
-const finalizeBtn = document.getElementById('finalize-btn');
-if (finalizeBtn) {
- finalizeBtn.addEventListener('click', async () => {
- const assignedCount = assignmentData.splatBoneIndices.filter(idx => idx >= 0).length;
-
- if (assignedCount === 0) {
- alert('Please assign at least some splats before finalizing!');
- return;
- }
-
- if (assignedCount < filteredGs.splatCount * 0.3) {
- if (!confirm(`Only ${assignedCount}/${filteredGs.splatCount} splats assigned. Continue?`)) {
- return;
- }
- }
-
- console.log('[setupBoneAssignment] Finalizing...');
- ui.setStatus('Validating bone assignments...');
-
- try {
- // ========================================
- // STEP 1: Create PMC FIRST
- // ========================================
- console.log('[setupBoneAssignment] Creating PMC...');
- const { pmc, capsuleBoneIndex } = GVRMUtils.getPointsMeshCapsules(character);
- GVRMUtils.addPMC(scene, pmc);
- GVRMUtils.visualizePMC(pmc, false);
- //renderer.render(scene, camera);
-
- gvrm.pmc = pmc;
- // gvrm.modelScale = 1.0;
- gvrm.boneOperations = boneOperations;
- gvrm.customType = "1";
-
- console.log('[setupBoneAssignment] PMC created');
- console.log('[setupBoneAssignment] capsuleBoneIndex:', capsuleBoneIndex);
- console.log('[setupBoneAssignment] Number of capsules:', Object.keys(capsuleBoneIndex).length);
- console.log('[setupBoneAssignment] ✓ Set gvrm.customType:', gvrm.customType); // ← このログを追加
-
-///////////////
-
-
- // ========================================
- // STEP 2: Required Bones Check
- // ========================================
- const requiredBones = [
- 'hips', 'spine', 'chest', 'neck', 'head',
- 'leftShoulder', 'leftUpperArm', 'leftLowerArm', 'leftHand',
- 'rightShoulder', 'rightUpperArm', 'rightLowerArm', 'rightHand',
- 'leftUpperLeg', 'leftLowerLeg', 'leftFoot',
- 'rightUpperLeg', 'rightLowerLeg', 'rightFoot'
- ];
-
- const assignedBoneIndices = new Set(assignmentData.splatBoneIndices.filter(idx => idx >= 0));
- const missingBones = [];
-
- requiredBones.forEach(boneName => {
- const boneIndex = boneNameToIndex[boneName];
- if (boneIndex !== undefined && !assignedBoneIndices.has(boneIndex)) {
- missingBones.push(boneName);
- }
- });
-
- // Auto-complete missing bones
- if (missingBones.length > 0) {
- console.warn('[setupBoneAssignment] Missing bone assignments:', missingBones);
-
- const proceed = confirm(
- `Warning: The following bones have no splats assigned:\n\n${missingBones.join(', ')}\n\n` +
- `This may cause rendering issues. The system will assign a few splats to these bones automatically.\n\n` +
- `Continue?`
- );
-
- if (!proceed) {
- ui.setStatus('Cancelled by user');
- return;
- }
-
- ui.setStatus('Auto-assigning missing bones...');
-
- for (const boneName of missingBones) {
- const boneIndex = boneNameToIndex[boneName];
- if (boneIndex === undefined) continue;
-
- const bone = humanBones[boneName];
- if (!bone || !bone.node) continue;
-
- const boneWorldPos = new THREE.Vector3();
- bone.node.getWorldPosition(boneWorldPos);
-
- let assignedToThisBone = 0;
- const maxToAssign = 5;
-
- for (let i = 0; i < filteredGs.splatCount && assignedToThisBone < maxToAssign; i++) {
- if (assignmentData.splatBoneIndices[i] >= 0) continue;
-
- const splatPos = new THREE.Vector3(
- filteredGs.centers0[i * 3 + 0],
- filteredGs.centers0[i * 3 + 1],
- filteredGs.centers0[i * 3 + 2]
- );
- splatPos.applyMatrix4(filteredGs.viewer.splatMesh.scenes[0].matrixWorld);
-
- const distance = splatPos.distanceTo(boneWorldPos);
-
- if (distance < 1.0) {
- assignmentData.splatBoneIndices[i] = boneIndex;
- assignedToThisBone++;
-
- const color = GVRMUtils.colors[boneIndex % GVRMUtils.colors.length];
- filteredGs.colors[i * 4 + 0] = color[0];
- filteredGs.colors[i * 4 + 1] = color[1];
- filteredGs.colors[i * 4 + 2] = color[2];
- }
- }
-
- if (assignedToThisBone > 0) {
- console.log(`[setupBoneAssignment] Auto-assigned ${assignedToThisBone} splats to ${boneName}`);
- } else {
- console.warn(`[setupBoneAssignment] Could not auto-assign any splats to ${boneName}`);
- }
- }
-
- filteredGs.splatMesh.updateDataTexturesFromBaseData(0, filteredGs.splatCount - 1);
- //renderer.render(scene, camera);
- updateStats();
- }
-
- // ========================================
- // STEP 3: Set Bone Assignments
- // ========================================
- ui.setStatus('Setting bone assignments...');
- filteredGs.splatBoneIndices = assignmentData.splatBoneIndices;
-
- console.log('[setupBoneAssignment] Bone assignments set:', filteredGs.splatBoneIndices.length);
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-
- // ========================================
- // STEP 4: Map Vertices to Bones (修正版)
- // preprocess_manual.js の STEP 4 部分を置き換え
- // ========================================
- ui.setStatus('Mapping vertices to bones...');
- const skinnedMesh = character.currentVrm.scene.children[character.skinnedMeshIndex];
- const position = skinnedMesh.geometry.getAttribute('position');
-
- const boneVertexIndices = {};
-
- // ⭐ 修正: capsuleBoneIndexだけでなく、実際に割り当てられた全ボーンを含める
- const allUsedBoneIndices = new Set(Object.values(capsuleBoneIndex));
-
- // 割り当てられたスプラットのボーンインデックスも追加
- assignmentData.splatBoneIndices.forEach(boneIdx => {
- if (boneIdx >= 0) {
- allUsedBoneIndices.add(boneIdx);
- }
- });
-
- console.log('[setupBoneAssignment] Unique bone indices used:', Array.from(allUsedBoneIndices).sort((a,b) => a-b));
- console.log('[setupBoneAssignment] Bone names:', Array.from(allUsedBoneIndices).map(idx => boneNames[idx]));
-
- // 全使用ボーンに対して頂点リストを初期化
- allUsedBoneIndices.forEach(boneIdx => {
- boneVertexIndices[boneIdx] = [];
- });
-
- console.log('[setupBoneAssignment] Initialized boneVertexIndices for',
- Object.keys(boneVertexIndices).length, 'bones');
- console.log('[setupBoneAssignment] Mapping', position.count, 'vertices to bones...');
-
-////////////
- // ⭐ 修正: humanBonesを取得し直す(スコープの問題を解決)
- const humanBones = character.currentVrm.humanoid.humanBones;
-////////////
-
- // 各頂点を最も近いボーンに割り当て
- for (let vi = 0; vi < position.count; vi++) {
- const vertex = new THREE.Vector3().fromBufferAttribute(position, vi);
- const skinnedVertex = skinnedMesh.applyBoneTransform(vi, vertex);
- skinnedVertex.applyMatrix4(character.currentVrm.scene.matrixWorld);
-
- let minDistance = Infinity;
- let closestBoneIndex = 0;
-
- // 使用されている全ボーンから最も近いボーンを探す ここは、L.1536
- for (const boneIndex of allUsedBoneIndices) {
- const boneName = boneNames[boneIndex];
- const bone = humanBones[boneName];
- if (bone && bone.node) {
- const boneWorldPos = new THREE.Vector3();
- bone.node.getWorldPosition(boneWorldPos);
-
- const distance = skinnedVertex.distanceTo(boneWorldPos);
- if (distance < minDistance) {
- minDistance = distance;
- closestBoneIndex = boneIndex;
- }
- }
- }
-
- boneVertexIndices[closestBoneIndex].push(vi);
-
- if (vi % 500 === 0) {
- const progress = ((vi / position.count) * 100).toFixed(1);
- ui.setStatus(`Mapping vertices: ${progress}%`);
- await new Promise(resolve => setTimeout(resolve, 0));
- }
- }
-
- console.log('[setupBoneAssignment] Vertex mapping complete');
-
- // ⭐ デバッグ: 各ボーンの頂点数を出力
- console.log('[setupBoneAssignment] Vertices per bone:');
- for (const [boneIdx, vertices] of Object.entries(boneVertexIndices)) {
- const boneName = boneNames[parseInt(boneIdx)];
- console.log(` ${boneName} (${boneIdx}): ${vertices.length} vertices`);
- }
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
- // ========================================
- // STEP 5: Assign Splats to Vertices (修正版)
- // ========================================
- ui.setStatus('Assigning splats to vertices...');
- filteredGs.splatVertexIndices = [];
- filteredGs.splatRelativePoses = [];
-
- console.log('[setupBoneAssignment] Assigning', filteredGs.splatCount, 'splats to vertices...');
-
- let remappedCount = 0;
- let fallbackCount = 0;
-
- // ⭐ グローバルフォールバック: 最も頂点数が多いボーンを特定
- let fallbackBoneIndex = 0;
- let maxVertexCount = 0;
- for (const [boneIdx, vertices] of Object.entries(boneVertexIndices)) {
- if (vertices.length > maxVertexCount) {
- maxVertexCount = vertices.length;
- fallbackBoneIndex = parseInt(boneIdx);
- }
- }
-
- console.log(`[setupBoneAssignment] Fallback bone: ${boneNames[fallbackBoneIndex]} (${fallbackBoneIndex}) with ${maxVertexCount} vertices`);
-
- const fallbackVertices = boneVertexIndices[fallbackBoneIndex] || [];
-
- // 最終フォールバック用の頂点
- let ultimateFallbackVertex = 0;
- if (fallbackVertices.length > 0) {
- ultimateFallbackVertex = fallbackVertices[Math.floor(fallbackVertices.length / 2)];
- }
-
- for (let i = 0; i < filteredGs.splatCount; i++) {
- const targetPoint = new THREE.Vector3(
- filteredGs.centers0[i * 3 + 0],
- filteredGs.centers0[i * 3 + 1],
- filteredGs.centers0[i * 3 + 2]
- );
- targetPoint.applyMatrix4(filteredGs.viewer.splatMesh.scenes[0].matrixWorld);
-
- let assignedBoneIndex = filteredGs.splatBoneIndices[i];
-
- // 未割り当てまたは無効なボーンの場合、フォールバックボーンに割り当て
- if (assignedBoneIndex < 0 || !allUsedBoneIndices.has(assignedBoneIndex)) {
- if (assignedBoneIndex >= 0) {
- remappedCount++;
- }
- assignedBoneIndex = fallbackBoneIndex;
- filteredGs.splatBoneIndices[i] = fallbackBoneIndex;
- }
-
- const vertexIndices = boneVertexIndices[assignedBoneIndex] || [];
-
- // ⭐ 修正: vertexIndicesが空の場合の処理
- if (vertexIndices.length === 0) {
- if (fallbackCount === 0) {
- console.warn(`[setupBoneAssignment] Bone ${assignedBoneIndex} (${boneNames[assignedBoneIndex]}) has no vertices, using fallback bone`);
- }
-
- // フォールバックボーンの頂点群から最も近い頂点を探す
- if (fallbackVertices.length > 0) {
- let minDistance = Infinity;
- let bestVertexIndex = fallbackVertices[0];
-
- // 高速化: サンプリング
- const step = Math.max(1, Math.floor(fallbackVertices.length / 100));
-
- for (let vi = 0; vi < fallbackVertices.length; vi += step) {
- const vertexIndex = fallbackVertices[vi];
- const vertex = new THREE.Vector3().fromBufferAttribute(position, vertexIndex);
- const skinnedVertex = skinnedMesh.applyBoneTransform(vertexIndex, vertex);
- skinnedVertex.applyMatrix4(character.currentVrm.scene.matrixWorld);
-
- const distance = skinnedVertex.distanceTo(targetPoint);
-
- if (distance < minDistance) {
- minDistance = distance;
- bestVertexIndex = vertexIndex;
- }
- }
-
- filteredGs.splatVertexIndices.push(bestVertexIndex);
-
- // 相対位置を計算
- const vertex = new THREE.Vector3().fromBufferAttribute(position, bestVertexIndex);
- const transformedVertex = skinnedMesh.applyBoneTransform(bestVertexIndex, vertex);
-
- let center0 = new THREE.Vector3(
- filteredGs.centers0[i * 3 + 0],
- filteredGs.centers0[i * 3 + 1],
- filteredGs.centers0[i * 3 + 2]
- );
- center0.applyMatrix4(filteredGs.viewer.splatMesh.scenes[0].matrixWorld);
- center0.applyMatrix4(new THREE.Matrix4().copy(character.currentVrm.scene.matrixWorld).invert());
-
- const relativePos = new THREE.Vector3().subVectors(center0, transformedVertex);
- filteredGs.splatRelativePoses.push(relativePos.x, relativePos.y, relativePos.z);
-
- fallbackCount++;
- } else {
- // 最終フォールバック: ジオメトリの任意の頂点を使用
- if (fallbackCount === 0) {
- console.error('[setupBoneAssignment] No vertices available for any bone, using vertex', ultimateFallbackVertex);
- }
-
- filteredGs.splatVertexIndices.push(ultimateFallbackVertex);
-
- const vertex = new THREE.Vector3().fromBufferAttribute(position, ultimateFallbackVertex);
- const transformedVertex = skinnedMesh.applyBoneTransform(ultimateFallbackVertex, vertex);
-
- let center0 = new THREE.Vector3(
- filteredGs.centers0[i * 3 + 0],
- filteredGs.centers0[i * 3 + 1],
- filteredGs.centers0[i * 3 + 2]
- );
- center0.applyMatrix4(filteredGs.viewer.splatMesh.scenes[0].matrixWorld);
- center0.applyMatrix4(new THREE.Matrix4().copy(character.currentVrm.scene.matrixWorld).invert());
-
- const relativePos = new THREE.Vector3().subVectors(center0, transformedVertex);
- filteredGs.splatRelativePoses.push(relativePos.x, relativePos.y, relativePos.z);
-
- fallbackCount++;
- }
-
- if (i % 100 === 0) {
- const progress = ((i / filteredGs.splatCount) * 100).toFixed(1);
- ui.setStatus(`Assigning splats: ${progress}%`);
- await new Promise(resolve => setTimeout(resolve, 0));
- }
-
- continue;
- }
-
- // ⭐ 通常処理: vertexIndicesが存在する場合
- let minDistance = Infinity;
- let bestVertexIndex = vertexIndices[0];
-
- // 高速化: サンプリング
- const step = Math.max(1, Math.floor(vertexIndices.length / 100));
-
- for (let vi = 0; vi < vertexIndices.length; vi += step) {
- const vertexIndex = vertexIndices[vi];
- const vertex = new THREE.Vector3().fromBufferAttribute(position, vertexIndex);
- const skinnedVertex = skinnedMesh.applyBoneTransform(vertexIndex, vertex);
- skinnedVertex.applyMatrix4(character.currentVrm.scene.matrixWorld);
-
- const distance = skinnedVertex.distanceTo(targetPoint);
-
- if (distance < minDistance) {
- minDistance = distance;
- bestVertexIndex = vertexIndex;
- }
- }
-
- filteredGs.splatVertexIndices.push(bestVertexIndex);
-
- // 相対位置の計算
- const vertex = new THREE.Vector3().fromBufferAttribute(position, bestVertexIndex);
- const transformedVertex = skinnedMesh.applyBoneTransform(bestVertexIndex, vertex);
-
- let center0 = new THREE.Vector3(
- filteredGs.centers0[i * 3 + 0],
- filteredGs.centers0[i * 3 + 1],
- filteredGs.centers0[i * 3 + 2]
- );
- center0.applyMatrix4(filteredGs.viewer.splatMesh.scenes[0].matrixWorld);
- center0.applyMatrix4(new THREE.Matrix4().copy(character.currentVrm.scene.matrixWorld).invert());
-
- const relativePos = new THREE.Vector3().subVectors(center0, transformedVertex);
- filteredGs.splatRelativePoses.push(relativePos.x, relativePos.y, relativePos.z);
-
- if (i % 100 === 0) {
- const progress = ((i / filteredGs.splatCount) * 100).toFixed(1);
- ui.setStatus(`Assigning splats: ${progress}%`);
- await new Promise(resolve => setTimeout(resolve, 0));
- }
- }
-
- console.log('[setupBoneAssignment] Splat assignment complete');
- console.log(' - splatVertexIndices:', filteredGs.splatVertexIndices.length);
- console.log(' - splatRelativePoses:', filteredGs.splatRelativePoses.length);
- console.log(' - Remapped splats:', remappedCount);
- console.log(' - Fallback assignments:', fallbackCount);
-
- // ⭐ データ検証
- const uniqueVertices = new Set(filteredGs.splatVertexIndices);
- console.log(' - Unique vertices used:', uniqueVertices.size);
-
- const zeroRelativePoses = filteredGs.splatRelativePoses.filter(v => v === 0).length;
- const zeroPercent = (zeroRelativePoses / filteredGs.splatRelativePoses.length * 100).toFixed(1);
- console.log(` - Zero values in relativePoses: ${zeroRelativePoses} (${zeroPercent}%)`);
-
- // サンプルデータの出力
- console.log(' - Sample splatVertexIndices:', filteredGs.splatVertexIndices.slice(0, 10));
- console.log(' - Sample splatRelativePoses:', filteredGs.splatRelativePoses.slice(0, 30));
-
- if (zeroPercent > 30) {
- console.warn('[setupBoneAssignment] WARNING: High percentage of zero relative poses detected!');
- }
-
- if (uniqueVertices.size < 10) {
- console.warn('[setupBoneAssignment] WARNING: Very few unique vertices used! This may cause issues.');
- }
-
-
-
- // ========================================
- // STEP 6: Update PMC
- // ========================================
- console.log('[setupBoneAssignment] Updating PMC...');
- gvrm.updatePMC();
- console.log('[setupBoneAssignment] PMC updated');
-
- ////////////////////////20251210start2///////////////////////////////////////////////////////////////////////////
-
- // ========================================
- // DIAGNOSTIC CODE - Insert BEFORE Step 6.5
- // ========================================
-
- console.log('========== GVRM STATE DIAGNOSTIC ==========');
- console.log('1. GVRM Object:', gvrm);
- console.log('2. GVRM properties:');
- console.log(' - modelScale:', gvrm.modelScale);
- console.log(' - boneOperations:', gvrm.boneOperations);
- console.log(' - pmc:', gvrm.pmc);
- console.log(' - gs:', gvrm.gs);
-
- console.log('3. filteredGs Object:', filteredGs);
- console.log('4. filteredGs properties:');
- console.log(' - splatCount:', filteredGs.splatCount);
- console.log(' - splatVertexIndices length:', filteredGs.splatVertexIndices?.length);
- console.log(' - splatBoneIndices length:', filteredGs.splatBoneIndices?.length);
- console.log(' - splatRelativePoses length:', filteredGs.splatRelativePoses?.length);
- console.log(' - gsQuaternion:', filteredGs.gsQuaternion);
- console.log(' - gsPosition:', filteredGs.gsPosition);
- console.log(' - viewer:', filteredGs.viewer);
- console.log(' - viewer.splatMesh:', filteredGs.viewer?.splatMesh);
- console.log(' - scenes:', filteredGs.viewer?.splatMesh?.scenes);
-
- console.log('5. Character Object:', character);
- console.log('6. Character VRM:');
- console.log(' - currentVrm:', character.currentVrm);
- console.log(' - humanoid:', character.currentVrm?.humanoid);
- console.log(' - humanBones:', character.currentVrm?.humanoid?.humanBones);
-
- // const humanBones = character.currentVrm?.humanoid?.humanBones;
- if (humanBones) {
- console.log('7. Available bones:', Object.keys(humanBones));
- console.log('8. Hips bone:', humanBones.hips);
- console.log('9. LeftUpperLeg bone:', humanBones.leftUpperLeg);
- }
-
- console.log('========== END DIAGNOSTIC ==========');
-
-
-////////////////////////////////////////////////////////
-
- // ========================================
- // STEP 6.5: Calculate modelScale, gsQuaternion, gsPosition
- // CRITICAL: Insert AFTER "gvrm.updatePMC()" and BEFORE "gvrm.save()"
- // ========================================
-
- console.log('[setupBoneAssignment] ===== CALCULATING GVRM TRANSFORMS =====');
- ui.setStatus('Calculating transforms...');
-
- try {
- // ========================================
- // 1. Calculate gsQuaternion and gsPosition
- // ========================================
-
-
- console.log('[setupBoneAssignment] Step 1: Calculate GS transform');
-
- // Get the GS scene transform
- const gsScene = filteredGs.viewer.splatMesh.scenes[0];
- gsScene.updateMatrixWorld(true);
-
- // Clone the world matrix
- const gsWorldMatrix = gsScene.matrixWorld.clone();
-
- // Extract position
- const gsWorldPosition = new THREE.Vector3();
- gsWorldPosition.setFromMatrixPosition(gsWorldMatrix);
-
- console.log('[setupBoneAssignment] GS World Position:', {
- x: gsWorldPosition.x,
- y: gsWorldPosition.y,
- z: gsWorldPosition.z
- });
-
- // Extract scale
- const gsWorldScale = new THREE.Vector3();
- gsWorldScale.setFromMatrixScale(gsWorldMatrix);
-
- console.log('[setupBoneAssignment] GS World Scale:', {
- x: gsWorldScale.x,
- y: gsWorldScale.y,
- z: gsWorldScale.z
- });
-
- // ⭐ 重要: スケールを除去したmatrixからrotationを取得
- const rotationMatrix = gsWorldMatrix.clone();
- rotationMatrix.scale(new THREE.Vector3(
- 1 / gsWorldScale.x,
- 1 / gsWorldScale.y,
- 1 / gsWorldScale.z
- ));
-
- // Extract rotation as quaternion
- const gsWorldQuaternion = new THREE.Quaternion();
- gsWorldQuaternion.setFromRotationMatrix(rotationMatrix);
-
- console.log('[setupBoneAssignment] GS World Quaternion:', {
- x: gsWorldQuaternion.x,
- y: gsWorldQuaternion.y,
- z: gsWorldQuaternion.z,
- w: gsWorldQuaternion.w
- });
-
- // ⭐ 修正: Identityチェックを追加
- const isIdentity = (
- Math.abs(gsWorldQuaternion.x) < 0.0001 &&
- Math.abs(gsWorldQuaternion.y) < 0.0001 &&
- Math.abs(gsWorldQuaternion.z) < 0.0001 &&
- Math.abs(gsWorldQuaternion.w - 1.0) < 0.0001
- );
-
- if (isIdentity) {
- console.log('[setupBoneAssignment] ✓ GS has identity rotation (no rotation applied)');
- } else {
- console.log('[setupBoneAssignment] ✓ GS has non-identity rotation');
-}
-
-
-////////////////////////////////
-
- // Assign to filteredGs
- filteredGs.gsQuaternion = [
- gsWorldQuaternion.x,
- gsWorldQuaternion.y,
- gsWorldQuaternion.z,
- gsWorldQuaternion.w
- ];
-
- filteredGs.gsPosition = [
- gsWorldPosition.x,
- gsWorldPosition.y,
- gsWorldPosition.z
- ];
-
-
- /////////////////////////////////////20251210
-
- // ========================================
- // 2. Calculate modelScale
- // ========================================
-
- // ========================================
- // 修正4: modelScaleの計算を修正
- // Line 1929付近
- // ========================================
-
- console.log('[setupBoneAssignment] Step 2: Calculate modelScale');
-
- const humanBones = character.currentVrm.humanoid.humanBones;
-
- if (!humanBones.hips || !humanBones.hips.node) {
- throw new Error('hips bone not found');
- }
-
- if (!humanBones.leftUpperLeg || !humanBones.leftUpperLeg.node) {
- throw new Error('leftUpperLeg bone not found');
- }
-
- const hipsNode = humanBones.hips.node;
- const leftUpperLegNode = humanBones.leftUpperLeg.node;
-
- // ⭐ 修正: matrixWorldを強制的に更新
- character.currentVrm.scene.updateMatrixWorld(true);
-
- // Get world positions
- const hipsWorldPos = new THREE.Vector3();
- hipsNode.getWorldPosition(hipsWorldPos);
-
- const leftUpperLegWorldPos = new THREE.Vector3();
- leftUpperLegNode.getWorldPosition(leftUpperLegWorldPos);
-
- console.log('[setupBoneAssignment] Hips world position:', {
- x: hipsWorldPos.x.toFixed(4),
- y: hipsWorldPos.y.toFixed(4),
- z: hipsWorldPos.z.toFixed(4)
- });
-
- console.log('[setupBoneAssignment] Left upper leg world position:', {
- x: leftUpperLegWorldPos.x.toFixed(4),
- y: leftUpperLegWorldPos.y.toFixed(4),
- z: leftUpperLegWorldPos.z.toFixed(4)
- });
-
-
-/////////////////
-
-
- const legLength = hipsWorldPos.distanceTo(leftUpperLegWorldPos);
- console.log('[setupBoneAssignment] Raw leg length:', legLength);
-
- // ⭐ 判定: legLengthが0.2以下の場合、VRMスケールが正しいと判断
- if (legLength < 0.2) {
- console.warn('[setupBoneAssignment] ⚠️ VRM has very small leg length:', legLength);
- console.warn('[setupBoneAssignment] Using modelScale = 1.0 (no scaling needed)');
- gvrm.modelScale = 1.0;
- } else {
- // 通常の計算
- const standardLegLength = 0.45;
- const calculatedModelScale = standardLegLength / legLength;
-
- console.log('[setupBoneAssignment] Calculated modelScale:', calculatedModelScale);
-
- // 適度なクランプ
- const clampedModelScale = Math.max(0.1, Math.min(10.0, calculatedModelScale));
-
- if (clampedModelScale !== calculatedModelScale) {
- console.warn('[setupBoneAssignment] ⚠️ Clamped modelScale from', calculatedModelScale, 'to', clampedModelScale);
- }
-
- gvrm.modelScale = clampedModelScale;
- }
-
- console.log('[setupBoneAssignment] ✓ Final gvrm.modelScale:', gvrm.modelScale);
-
-///////////////////////
-
-
- // ========================================
- // 3. Update boneOperations (optional but recommended)
- // ========================================
-
- console.log('[setupBoneAssignment] Step 3: Update boneOperations');
-
- // The current boneOperations already has the correct structure
- // We could update rotations based on the actual pose, but it's optional
-
- // For now, just log the current boneOperations
- console.log('[setupBoneAssignment] Current boneOperations:', gvrm.boneOperations);
-
- // ========================================
- // Verification
- // ========================================
-
- console.log('[setupBoneAssignment] ===== TRANSFORM CALCULATION COMPLETE =====');
- console.log('[setupBoneAssignment] Final values:');
- console.log(' modelScale:', gvrm.modelScale);
- console.log(' gsQuaternion:', filteredGs.gsQuaternion);
- console.log(' gsPosition:', filteredGs.gsPosition);
- console.log(' boneOperations:', gvrm.boneOperations.length, 'operations');
-
- // Sanity checks
- if (gvrm.modelScale < 0.5 || gvrm.modelScale > 2.0) {
- console.warn('[setupBoneAssignment] ⚠️ WARNING: modelScale is outside normal range (0.5-2.0)');
- console.warn('[setupBoneAssignment] This may cause rendering issues');
- }
-
- if (filteredGs.gsQuaternion[0] === 0 &&
- filteredGs.gsQuaternion[1] === 0 &&
- filteredGs.gsQuaternion[2] === 1 &&
- filteredGs.gsQuaternion[3] === 0) {
- console.warn('[setupBoneAssignment] ⚠️ WARNING: gsQuaternion is still default value!');
- }
-
- if (filteredGs.gsPosition[0] === 0 &&
- filteredGs.gsPosition[1] === 0 &&
- filteredGs.gsPosition[2] === 0) {
- console.warn('[setupBoneAssignment] ⚠️ WARNING: gsPosition is still (0,0,0)!');
- console.warn('[setupBoneAssignment] This means the GS has no offset from origin');
- }
-
- ui.setStatus('Transform calculation complete');
-
- } catch (error) {
- console.error('[setupBoneAssignment] ERROR in transform calculation:', error);
- console.error('[setupBoneAssignment] Error stack:', error.stack);
- alert('Error calculating transforms: ' + error.message);
- throw error;
- }
-
-
-////////////////////////////////////////////////////////////////////// add 20251211 13:54
-
-
- // Key changes in STEP 6.6 section (around line 1598):
-
- // ========================================
- // STEP 6.6: Save matrixWorld0 for all bones
- // CRITICAL: Insert AFTER transform calculation and BEFORE gvrm.save()
- // ========================================
-
- console.log('[setupBoneAssignment] ===== SAVING MATRIXWORLD0 =====');
- ui.setStatus('Saving bone matrices...');
-
- try {
- const allBoneNames = Object.keys(humanBones); // ← humanBonesは既に定義済み
- console.log('[setupBoneAssignment] Saving matrixWorld0 for', allBoneNames.length, 'bones');
-
- // Initialize matrixWorld0 storage if it doesn't exist
- if (!gvrm.matrixWorld0) {
- gvrm.matrixWorld0 = {};
- }
-
- // Save matrixWorld for each bone
- let savedCount = 0;
- for (const boneName of allBoneNames) {
- const bone = humanBones[boneName];
-
- // ⭐ 修正: より詳細なチェック
- if (bone && bone.node && bone.node.matrixWorld) {
- // Clone the matrix to preserve the initial state
- gvrm.matrixWorld0[boneName] = bone.node.matrixWorld.clone();
- savedCount++;
-
- // Log first few bones for verification
- if (savedCount <= 3) {
- console.log(`[setupBoneAssignment] Saved matrixWorld0 for ${boneName}:`,
- bone.node.matrixWorld.elements.slice(0, 4));
- }
- } else {
- console.warn(`[setupBoneAssignment] ⚠️ Bone ${boneName} has no valid node/matrixWorld:`, {
- bone: !!bone,
- node: !!bone?.node,
- matrixWorld: !!bone?.node?.matrixWorld
- });
- }
- }
-
- console.log(`[setupBoneAssignment] ✓ Saved matrixWorld0 for ${savedCount} bones`);
- console.log('[setupBoneAssignment] Sample matrixWorld0 keys:',
- Object.keys(gvrm.matrixWorld0).slice(0, 5));
-
- // Verify critical bones
- const criticalBones = ['hips', 'leftUpperArm', 'rightUpperArm'];
- for (const boneName of criticalBones) {
- if (!gvrm.matrixWorld0[boneName]) {
- console.error(`[setupBoneAssignment] ❌ CRITICAL: ${boneName} matrixWorld0 not saved!`);
- } else {
- console.log(`[setupBoneAssignment] ✓ ${boneName} matrixWorld0 verified`);
- }
- }
-
- ui.setStatus('Bone matrices saved');
-
- } catch (error) {
- console.error('[setupBoneAssignment] ERROR saving matrixWorld0:', error);
- console.error('[setupBoneAssignment] Error stack:', error.stack);
- alert('Error saving bone matrices: ' + error.message);
- throw error;
- }
-
-
-////////////////////////////////////////////////////////////////////////////////
-
- // ========================================
- // STEP 6.7: Transfer matrixWorld0 to filteredGs
- // ========================================
-
- console.log('[setupBoneAssignment] ===== TRANSFERRING MATRIXWORLD0 TO FILTEREDGS =====');
-
- // ⭐ 追加: gvrm.matrixWorld0が存在するか確認
- if (!gvrm.matrixWorld0 || Object.keys(gvrm.matrixWorld0).length === 0) {
- console.error('[setupBoneAssignment] ❌ CRITICAL: gvrm.matrixWorld0 is empty or undefined!');
- throw new Error('matrixWorld0 was not properly saved');
- }
-
- // Convert matrixWorld0 from Matrix4 objects to serializable arrays
- const matrixWorld0Serializable = {};
-
- for (const [boneName, matrix] of Object.entries(gvrm.matrixWorld0)) {
- // ⭐ 修正: matrixがnullでないことを確認
- if (matrix && matrix.elements) {
- // Convert THREE.Matrix4 to array
- matrixWorld0Serializable[boneName] = matrix.elements.slice(); // Copy array
- } else {
- console.warn(`[setupBoneAssignment] ⚠️ Invalid matrix for ${boneName}:`, matrix);
- }
- }
-
- // Assign to filteredGs so it gets saved
- filteredGs.matrixWorld0 = matrixWorld0Serializable;
-
- console.log('[setupBoneAssignment] ✓ Transferred matrixWorld0 to filteredGs');
- console.log('[setupBoneAssignment] ✓ matrixWorld0 bone count:',
- Object.keys(filteredGs.matrixWorld0).length);
-
- // ⭐ 修正: hipsが存在するか確認してからアクセス
- if (filteredGs.matrixWorld0['hips']) {
- console.log('[setupBoneAssignment] Sample matrixWorld0 data (hips):',
- filteredGs.matrixWorld0['hips'].slice(0, 4));
- } else {
- console.warn('[setupBoneAssignment] ⚠️ hips matrixWorld0 not found in filteredGs');
- }
-
- /////////////////////////20251210end2//////////////////////////////////////////////////////////////////////////
-
- // ========================================
- // STEP 7: Save GVRM File
- // ========================================
- ui.setStatus('Saving GVRM file...');
- console.log('[setupBoneAssignment] Saving GVRM...');
-
- // 保存直前���再確認
- console.log('[setupBoneAssignment] ===== FINAL CHECK BEFORE SAVE =====');
- console.log(' gvrm.customType:', gvrm.customType);
- console.log(' gvrm.modelScale:', gvrm.modelScale);
-
- // customTypeが失われていたら再設定
- if (!gvrm.customType) {
- console.warn('[setupBoneAssignment] ⚠️ customType was lost, resetting to "1"');
- gvrm.customType = "1";
- }
-
- // modelScaleが異常なら1.0に修正
- if (gvrm.modelScale > 2.0) {
- console.warn('[setupBoneAssignment] ⚠️ modelScale is too large:', gvrm.modelScale);
- console.warn('[setupBoneAssignment] Forcing modelScale = 1.0');
- gvrm.modelScale = 1.0;
- }
-
- await gvrm.save(vrmPath, filteredPlyUrl, boneOperations, gvrm.modelScale, fileName, savePly);
-
- console.log('[setupBoneAssignment] GVRM saved successfully');
-
- ///////////////
-
-// ========================================
-// 修正6: データ検証の修正
-// Line 2199付近
-// ========================================
-
- console.log('[setupBoneAssignment] ===== DATA VALIDATION =====');
-
- // 1. 点群数の確認
- console.log('1. Splat counts:');
- console.log(' - Original PLY:', originalPlyData.vertices.length); // ⭐ originalPlyData使用
- console.log(' - After box filter:', plyData.vertices.length); // ⭐ filteredPlyData使用
- console.log(' - In filteredGs:', filteredGs.splatCount);
-
- // 2. ボーン割り当ての確認
- const assignedBones = new Set(filteredGs.splatBoneIndices.filter(idx => idx >= 0));
- console.log('2. Bone assignments:');
- console.log(' - Unique bones used:', assignedBones.size);
- console.log(' - Assigned splats:', filteredGs.splatBoneIndices.filter(idx => idx >= 0).length);
- console.log(' - Unassigned splats:', filteredGs.splatBoneIndices.filter(idx => idx < 0).length);
-
- // 3. 頂点インデックスの確認
- //const uniqueVertices = new Set(filteredGs.splatVertexIndices);
- //const skinnedMesh = character.currentVrm.scene.children[character.skinnedMeshIndex];
- //const position = skinnedMesh.geometry.getAttribute('position');
-
- console.log('3. Vertex assignments:');
- console.log(' - Total vertices in mesh:', position.count);
- console.log(' - Unique vertices used:', uniqueVertices.size);
- console.log(' - Average splats per vertex:', (filteredGs.splatCount / uniqueVertices.size).toFixed(2));
-
- // 4. 相対位置の確認
- const nonZeroRelPoses = filteredGs.splatRelativePoses.filter(v => Math.abs(v) > 0.0001).length;
- const totalRelPoseValues = filteredGs.splatRelativePoses.length;
- console.log('4. Relative poses:');
- console.log(' - Total values:', totalRelPoseValues);
- console.log(' - Non-zero values:', nonZeroRelPoses, `(${(nonZeroRelPoses/totalRelPoseValues*100).toFixed(1)}%)`);
-
- // 5. Transform values
- console.log('5. Transform values:');
- console.log(' - modelScale:', gvrm.modelScale);
- console.log(' - gsQuaternion:', filteredGs.gsQuaternion);
- console.log(' - gsPosition:', filteredGs.gsPosition);
-
- console.log('[setupBoneAssignment] ===== END VALIDATION =====');
-
- ////////////////
-
-
-
-
-
- // ========================================
- // STEP 8: Reload GVRM
- // ========================================
- ui.setStatus('Reloading GVRM...');
- const newGvrmUrl = gvrm.url;
-
- if (gvrm.gs) {
- await gvrm.gs.viewer.dispose();
- }
-
- await new Promise(resolve => setTimeout(resolve, 100));
-
- await gvrm.load(newGvrmUrl, scene, camera, renderer, fileName);
-
- console.log('[setupBoneAssignment] GVRM reloaded successfully');
- ui.setStatus('Complete! ✓');
-
- // ========================================
- // Cleanup
- // ========================================
- setTimeout(() => {
- renderer.domElement.removeEventListener('mousedown', onMouseDown);
- renderer.domElement.removeEventListener('mousemove', onMouseMove);
- renderer.domElement.removeEventListener('mouseup', onMouseUp);
- renderer.domElement.removeEventListener('click', onCanvasClick);
-
- ui.cleanup();
- resolve2();
- }, 1500);
-
- } catch (error) {
- console.error('[setupBoneAssignment] Finalize error:', error);
- console.error('[setupBoneAssignment] Error stack:', error.stack);
- alert('Error during finalization: ' + error.message);
- ui.setStatus('Error: ' + error.message);
- }
- }); // finalize-btn click listener の終了
-} // if (finalizeBtn) の終了
-
-// ========================================
-// setupBoneAssignment 関数全体の終了
-// ========================================
- } catch (error) {
- console.error('[setupBoneAssignment] Error:', error);
- ui.setStatus('Error: ' + error.message);
- }
-
- }); // setupBoneAssignment の Promise の終了
-} // setupBoneAssignment 関数の終了
\ No newline at end of file