Upload preprocess_manual.js
Browse files- preprocess_manual.js +102 -0
preprocess_manual.js
CHANGED
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@@ -1123,6 +1123,79 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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console.log('[preprocessManual] ✓ PLY centered at origin');
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// 注: 完全な整列には固有値分解が必要
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// ここでは中心化のみ実施
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} else {
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@@ -1625,6 +1698,35 @@ parser.parsePLY(gsPath, true).then((plyData) => {
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// ⭐ 外側の変数も更新(念のため)
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plyOffset = { x: 0, y: 0, z: 0 };
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} else {
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console.log('[STEP 3] No PLY offset to apply');
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}
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console.log('[preprocessManual] ✓ PLY centered at origin');
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////////////////// add 12/16 18:30
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// ========================================
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// ⭐ 完全な座標系正規化
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// Line 1124 の後に追加
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// ========================================
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if (shouldNormalize) {
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console.log('[preprocessManual] Auto-aligning PLY to world axes...');
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const { center, covarianceMatrix } = pcaResult;
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// 1. 中心化
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plyData.vertices.forEach(v => {
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v.x -= center.x;
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v.y -= center.y;
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v.z -= center.z;
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});
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console.log('[preprocessManual] ✓ PLY centered at origin');
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// 2. バウンディングボックスの主軸を取得
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let minX = Infinity, minY = Infinity, minZ = Infinity;
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let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
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plyData.vertices.forEach(v => {
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minX = Math.min(minX, v.x);
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minY = Math.min(minY, v.y);
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minZ = Math.min(minZ, v.z);
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maxX = Math.max(maxX, v.x);
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maxY = Math.max(maxY, v.y);
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maxZ = Math.max(maxZ, v.z);
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});
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// 3. Y軸が最も長い軸になるように回転(人体の場合)
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const sizeX = maxX - minX;
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const sizeY = maxY - minY;
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const sizeZ = maxZ - minZ;
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console.log('[preprocessManual] Original sizes:', { sizeX, sizeY, sizeZ });
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let rotationNeeded = new THREE.Matrix4();
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if (sizeX > sizeY && sizeX > sizeZ) {
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// X軸が最長 → Y軸に回転
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rotationNeeded.makeRotationZ(Math.PI / 2);
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console.log('[preprocessManual] Rotating X→Y (90° around Z)');
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} else if (sizeZ > sizeY) {
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// Z軸が最長 → Y軸に回転
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rotationNeeded.makeRotationX(Math.PI / 2);
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console.log('[preprocessManual] Rotating Z→Y (90° around X)');
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}
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// 4. 回転を適用
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if (!rotationNeeded.equals(new THREE.Matrix4())) {
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plyData.vertices.forEach(v => {
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const pos = new THREE.Vector3(v.x, v.y, v.z);
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pos.applyMatrix4(rotationNeeded);
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v.x = pos.x;
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v.y = pos.y;
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v.z = pos.z;
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});
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console.log('[preprocessManual] ✓ PLY rotated to align with world axes');
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// ⭐ 重要: GSにも同じ変換を適用するためフラグを立てる
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window.plyAlignmentApplied = true;
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window.plyAlignmentMatrix = rotationNeeded;
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}
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}
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///////////////// add end
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// 注: 完全な整列には固有値分解が必要
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// ここでは中心化のみ実施
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} else {
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// ⭐ 外側の変数も更新(念のため)
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plyOffset = { x: 0, y: 0, z: 0 };
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// confirm-box-btn のイベントリスナー内に追加
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// フィルタリング後、結果を視覚化
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if (filteredVertices.length > 0) {
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// 色を変えて表示
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filteredIndices.forEach(idx => {
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filteredGs.colors[idx * 4 + 0] = 0;
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filteredGs.colors[idx * 4 + 1] = 255;
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filteredGs.colors[idx * 4 + 2] = 0;
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});
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filteredGs.splatMesh.updateDataTexturesFromBaseData(0, filteredGs.splatCount - 1);
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const confirmResult = confirm(
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`Filtered ${filteredVertices.length} splats (shown in green).\n\n` +
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`Does the green area match the box?\n\n` +
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`OK = Continue | Cancel = Adjust box again`
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);
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if (!confirmResult) {
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// Box設定に戻る
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ui.showPositionAdjustment();
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return;
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}
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}
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} else {
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console.log('[STEP 3] No PLY offset to apply');
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}
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