Upload preprocess_manual.js
Browse files- preprocess_manual.js +77 -15
preprocess_manual.js
CHANGED
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@@ -1315,10 +1315,16 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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// ========================================
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//////////////////////Line 1377-1391 (カメラ調整部分)
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console.log('[preprocessManual] Auto-aligning camera to PLY...');
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//
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let minX = Infinity, minY = Infinity, minZ = Infinity;
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let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
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@@ -1331,12 +1337,64 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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maxZ = Math.max(maxZ, vertex.z);
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});
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const
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x: (maxX + minX) / 2,
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y: (maxY + minY) / 2,
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z: (maxZ + minZ) / 2
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};
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const size = {
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x: maxX - minX,
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y: maxY - minY,
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@@ -1358,9 +1416,6 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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camera.lookAt(center.x, center.y, center.z);
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camera.updateProjectionMatrix();
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///////////////////////////Line 1377-1391 (カメラ調整部分)
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console.log('[preprocessManual] Camera positioned at:', {
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x: camera.position.x.toFixed(2),
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y: camera.position.y.toFixed(2),
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@@ -1371,9 +1426,10 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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// ⭐ OrbitControlsのターゲットを設定
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cameraControls.controls.target.set(center.x, center.y, center.z);
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cameraControls.controls.update();
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console.log('[preprocessManual] OrbitControls target set to
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// ========================================
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// ⭐ 5. Scene bounds の計算と表示
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@@ -1405,21 +1461,27 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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}
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// ========================================
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// ⭐ 6. 初期Box
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// ========================================
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let boxSize = {
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x: size.x *
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y: size.y *
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z: size.z *
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};
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let boxPosition = {
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x:
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y:
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z:
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};
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let boxRotation = { x: 0, y: 0, z: 0 };
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let plyOffset = { x: 0, y: 0, z: 0 };
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const gsScene = gs.viewer.splatMesh.scenes[0];
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// Create initial bounding box
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// ========================================
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//////////////////////Line 1377-1391 (カメラ調整部分)
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///////////////////////////////////////修正1: Line 1319-1375 を完全に書き換え
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// ========================================
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// ⭐ 4. カメラをPLYに合わせて調整(cameraControls初期化後)
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// ========================================
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console.log('[preprocessManual] Auto-aligning camera to PLY...');
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// ⭐⭐⭐ 重要: plyData.vertices が中心化されているはずなので、中心は 0,0,0 付近
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console.log('[preprocessManual] Verifying PLY centering...');
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let minX = Infinity, minY = Infinity, minZ = Infinity;
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let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
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maxZ = Math.max(maxZ, vertex.z);
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});
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const calculatedCenter = {
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x: (maxX + minX) / 2,
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y: (maxY + minY) / 2,
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z: (maxZ + minZ) / 2
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};
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console.log('[preprocessManual] PLY bounds after centering:');
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console.log(' Min:', { x: minX.toFixed(3), y: minY.toFixed(3), z: minZ.toFixed(3) });
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console.log(' Max:', { x: maxX.toFixed(3), y: maxY.toFixed(3), z: maxZ.toFixed(3) });
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console.log(' Calculated center:', {
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x: calculatedCenter.x.toFixed(3),
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y: calculatedCenter.y.toFixed(3),
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z: calculatedCenter.z.toFixed(3)
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});
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// ⭐⭐⭐ 検証: 中心が 0,0,0 から離れすぎている場合
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if (Math.abs(calculatedCenter.x) > 0.1 ||
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Math.abs(calculatedCenter.y) > 0.1 ||
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Math.abs(calculatedCenter.z) > 0.1) {
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console.error('[preprocessManual] ❌ ERROR: PLY centering failed!');
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console.error('[preprocessManual] Expected center ~(0,0,0) but got:', calculatedCenter);
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console.error('[preprocessManual] This indicates Step 1 did not work correctly!');
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// ⭐ 緊急対策: ここで強制的に中心化
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console.log('[preprocessManual] Force re-centering PLY...');
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plyData.vertices.forEach(vertex => {
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vertex.x -= calculatedCenter.x;
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vertex.y -= calculatedCenter.y;
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vertex.z -= calculatedCenter.z;
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});
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// 再計算
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minX = Infinity; minY = Infinity; minZ = Infinity;
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maxX = -Infinity; maxY = -Infinity; maxZ = -Infinity;
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plyData.vertices.forEach(vertex => {
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minX = Math.min(minX, vertex.x);
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minY = Math.min(minY, vertex.y);
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minZ = Math.min(minZ, vertex.z);
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maxX = Math.max(maxX, vertex.x);
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maxY = Math.max(maxY, vertex.y);
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maxZ = Math.max(maxZ, vertex.z);
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});
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calculatedCenter.x = (maxX + minX) / 2;
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calculatedCenter.y = (maxY + minY) / 2;
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calculatedCenter.z = (maxZ + minZ) / 2;
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console.log('[preprocessManual] After force re-centering:', {
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x: calculatedCenter.x.toFixed(6),
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y: calculatedCenter.y.toFixed(6),
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z: calculatedCenter.z.toFixed(6)
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});
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}
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// ⭐ カメラ配置は 0,0,0 を中心にする
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const center = { x: 0, y: 0, z: 0 };
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const size = {
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x: maxX - minX,
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y: maxY - minY,
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camera.lookAt(center.x, center.y, center.z);
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camera.updateProjectionMatrix();
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console.log('[preprocessManual] Camera positioned at:', {
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x: camera.position.x.toFixed(2),
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y: camera.position.y.toFixed(2),
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// ⭐ OrbitControlsのターゲットを設定
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cameraControls.controls.target.set(center.x, center.y, center.z);
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cameraControls.controls.update();
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console.log('[preprocessManual] OrbitControls target set to origin');
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///////////////////////////////////////修正1: Line 1319-1375 を完全に書き換え
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// ========================================
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// ⭐ 5. Scene bounds の計算と表示
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}
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// ========================================
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// ⭐ 6. 初期Box設定(中心化後のPLYに合わせる)
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// ========================================
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let boxSize = {
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x: size.x * 1.2, // 120% (余裕を持たせる)
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y: size.y * 1.2,
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z: size.z * 1.2
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};
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let boxPosition = {
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x: 0, // ⭐ 明示的に 0,0,0
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y: 0,
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z: 0
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};
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let boxRotation = { x: 0, y: 0, z: 0 };
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let plyOffset = { x: 0, y: 0, z: 0 };
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console.log('[preprocessManual] Initial Box setup:');
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console.log(' boxSize:', boxSize);
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console.log(' boxPosition:', boxPosition);
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const gsScene = gs.viewer.splatMesh.scenes[0];
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// Create initial bounding box
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