Spaces:
Sleeping
Sleeping
Commit ·
f6709d8
1
Parent(s): 8da8915
feat(3d): render engine paper_state directly with strain heatmap
Browse filesReplace custom fold simulation (mesh + applyFoldToVertices rotation) with
direct rendering of vertices_coords/faces_vertices from the physics engine.
Add strain_per_vertex heat map blending ivory→red. Simplify component: remove
foldProgresses/mode/totalSteps, drop RAF animation, render on paper_state
change. Triangulate n-gon faces via fan from first vertex.
- src/components/Fold3DCanvas.js +104 -228
src/components/Fold3DCanvas.js
CHANGED
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@@ -1,11 +1,9 @@
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-
import { useCallback, useEffect,
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const PAPER_RGB = [250, 250, 245];
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const LIGHT_DIR = normalize3([0.4, -0.45, 1.0]);
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const
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const
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const MOUNTAIN_COLOR = 'rgba(245, 158, 11, 0.95)';
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const VALLEY_COLOR = 'rgba(56, 189, 248, 0.95)';
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function clamp(value, min, max) {
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return Math.min(Math.max(value, min), max);
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@@ -41,99 +39,20 @@ function shadePaper(intensity) {
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return `rgb(${r}, ${g}, ${b})`;
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}
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function
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const
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const triangles = [];
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const stride = resolution + 1;
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for (let y = 0; y < resolution; y += 1) {
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for (let x = 0; x < resolution; x += 1) {
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const a = y * stride + x;
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const b = a + 1;
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const c = a + stride;
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const d = c + 1;
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triangles.push([a, b, d]);
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triangles.push([a, d, c]);
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}
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}
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return { vertices, triangles, resolution };
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}
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function rotateAroundAxis(point, axisPoint, axisDir, angleRad) {
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const px = point[0] - axisPoint[0];
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const py = point[1] - axisPoint[1];
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const pz = point[2] - axisPoint[2];
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const kx = axisDir[0];
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const ky = axisDir[1];
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const kz = axisDir[2];
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const cosA = Math.cos(angleRad);
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const sinA = Math.sin(angleRad);
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const crossX = ky * pz - kz * py;
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const crossY = kz * px - kx * pz;
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const crossZ = kx * py - ky * px;
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const dot = px * kx + py * ky + pz * kz;
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const oneMinus = 1.0 - cosA;
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return [
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axisPoint[0] + px * cosA + crossX * sinA + kx * dot * oneMinus,
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axisPoint[1] + py * cosA + crossY * sinA + ky * dot * oneMinus,
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axisPoint[2] + pz * cosA + crossZ * sinA + kz * dot * oneMinus,
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];
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}
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function applyFoldToVertices(vertices, fold, progress) {
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if (!fold || progress <= 0) return;
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const [x1, y1] = fold.from;
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const [x2, y2] = fold.to;
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const dx = x2 - x1;
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const dy = y2 - y1;
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const len = Math.hypot(dx, dy);
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if (len < 1e-8) return;
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const sideValues = [];
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let posCount = 0;
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let negCount = 0;
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for (let i = 0; i < vertices.length; i += 1) {
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const v = vertices[i];
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const side = dx * (v[1] - y1) - dy * (v[0] - x1);
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sideValues.push(side);
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if (side > SIDE_EPS) posCount += 1;
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else if (side < -SIDE_EPS) negCount += 1;
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}
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let rotatePositive = posCount <= negCount;
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if (posCount === 0 && negCount > 0) rotatePositive = false;
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if (negCount === 0 && posCount > 0) rotatePositive = true;
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if (posCount === 0 && negCount === 0) return;
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const sign = fold.assignment === 'V' ? 1 : -1;
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const angle = sign * MAX_FOLD_RAD * progress;
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const axisPoint = [x1, y1, 0];
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const axisDir = [dx / len, dy / len, 0];
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for (let i = 0; i < vertices.length; i += 1) {
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const side = sideValues[i];
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const shouldRotate = rotatePositive ? side > SIDE_EPS : side < -SIDE_EPS;
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if (!shouldRotate) continue;
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vertices[i] = rotateAroundAxis(vertices[i], axisPoint, axisDir, angle);
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}
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}
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function projectVertex(vertex, dim) {
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let x = vertex[0] - 0.5;
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let y = vertex[1] - 0.5;
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let z = vertex[2];
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const pitch = 1.04;
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const yaw = -0.78;
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};
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}
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function
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}
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if (stepValue >= i + 1) values[i] = 1;
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else if (stepValue > i) values[i] = clamp(stepValue - i, 0, 1);
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}
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return values;
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}
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function stepEasing(t) {
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return t < 0.5 ? 4 * t * t * t : 1 - ((-2 * t + 2) ** 3) / 2;
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}
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export default function Fold3DCanvas({
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steps,
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currentStep,
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totalSteps,
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mode = 'progressive',
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dim = 280,
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}) {
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const canvasRef = useRef(null);
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const rafRef = useRef(null);
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const animatedStepRef = useRef(currentStep);
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const folds = useMemo(
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() => (steps || [])
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.map((s) => s.fold)
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.filter(Boolean)
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.map((fold) => ({
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from: [Number(fold.from_point[0]), Number(fold.from_point[1])],
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to: [Number(fold.to_point[0]), Number(fold.to_point[1])],
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assignment: fold.assignment === 'M' ? 'M' : 'V',
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})),
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[steps],
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);
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const mesh = useMemo(() => buildGridMesh(18), []);
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const draw = useCallback((stepValue) => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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const ctx = canvas.getContext('2d');
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if (!ctx) return;
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ctx.fillStyle = '#121220';
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ctx.fillRect(0, 0, dim, dim);
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}
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const avgZ = (p0.z + p1.z + p2.z) / 3;
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const v0 = vertices[tri[0]];
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const v1 = vertices[tri[1]];
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const v2 = vertices[tri[2]];
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const normal = normalize3(cross3(sub3(v1, v0), sub3(v2, v0)));
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const intensity = dot3(normal, LIGHT_DIR);
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tri,
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avgZ,
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shade: shadePaper(intensity),
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};
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});
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ctx.beginPath();
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ctx.moveTo(p0.x, p0.y);
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ctx.lineTo(p1.x, p1.y);
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ctx.lineTo(p2.x, p2.y);
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ctx.closePath();
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ctx.fillStyle = triInfo.shade;
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ctx.fill();
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ctx.strokeStyle = 'rgba(42, 42, 58, 0.22)';
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ctx.lineWidth = 0.55;
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ctx.stroke();
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}
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const
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const ix = clamp(Math.round(pt[0] * res), 0, res);
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const iy = clamp(Math.round(pt[1] * res), 0, res);
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return iy * stride + ix;
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};
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ctx.stroke();
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ctx.globalAlpha = 1;
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}
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}, [dim, folds, mesh, mode, totalSteps]);
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useEffect(() => {
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const
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const tick = (now) => {
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const t = clamp((now - startAt) / durationMs, 0, 1);
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const eased = stepEasing(t);
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const value = startValue + (endValue - startValue) * eased;
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animatedStepRef.current = value;
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draw(value);
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if (t < 1) rafRef.current = requestAnimationFrame(tick);
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};
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rafRef.current = requestAnimationFrame(tick);
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return () => cancelAnimationFrame(rafRef.current);
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}, [currentStep, draw]);
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return (
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<canvas
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import { useCallback, useEffect, useRef } from 'react';
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const PAPER_RGB = [250, 250, 245];
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const LIGHT_DIR = normalize3([0.4, -0.45, 1.0]);
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const MOUNTAIN_COLOR = 'rgba(245, 158, 11, 0.9)';
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const VALLEY_COLOR = 'rgba(56, 189, 248, 0.9)';
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function clamp(value, min, max) {
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return Math.min(Math.max(value, min), max);
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return `rgb(${r}, ${g}, ${b})`;
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}
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function strainColor(strain, intensity) {
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const t = clamp(strain / 0.15, 0, 1);
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const lit = clamp(0.3 + 0.7 * Math.abs(intensity), 0, 1);
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// Blend from paper ivory to red-orange with lighting
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const r = Math.round((250 + t * 5) * lit);
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const g = Math.round((250 - t * 200) * lit);
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const bv = Math.round((245 - t * 245) * lit);
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return `rgb(${clamp(r,0,255)}, ${clamp(g,0,255)}, ${clamp(bv,0,255)})`;
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}
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function projectVertex(vertex, dim) {
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let x = vertex[0] - 0.5;
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let y = vertex[1] - 0.5;
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let z = vertex[2] || 0;
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const pitch = 1.04;
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const yaw = -0.78;
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};
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}
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function drawPaperState(ctx, paperState, dim) {
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ctx.clearRect(0, 0, dim, dim);
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ctx.fillStyle = '#121220';
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ctx.fillRect(0, 0, dim, dim);
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if (!paperState) {
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// Draw flat sheet for initial state
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const flatVerts = [[0,0,0],[1,0,0],[1,1,0],[0,1,0]];
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const flatFaces = [[0,1,2],[0,2,3]];
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renderMesh(ctx, flatVerts, flatFaces, null, dim);
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return;
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}
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const { vertices_coords, faces_vertices, strain_per_vertex, edges_vertices, edges_assignment } = paperState;
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if (!vertices_coords || !faces_vertices) {
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ctx.fillStyle = '#121220';
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ctx.fillRect(0, 0, dim, dim);
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return;
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}
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renderMesh(ctx, vertices_coords, faces_vertices, strain_per_vertex, dim);
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// Draw fold creases on top
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if (edges_vertices && edges_assignment) {
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const projected = vertices_coords.map(v => projectVertex(v, dim));
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for (let i = 0; i < edges_vertices.length; i++) {
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const asgn = edges_assignment[i];
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if (asgn !== 'M' && asgn !== 'V') continue;
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const [ai, bi] = edges_vertices[i];
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const pa = projected[ai];
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const pb = projected[bi];
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if (!pa || !pb) continue;
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ctx.beginPath();
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ctx.moveTo(pa.x, pa.y);
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ctx.lineTo(pb.x, pb.y);
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ctx.strokeStyle = asgn === 'M' ? MOUNTAIN_COLOR : VALLEY_COLOR;
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| 117 |
+
ctx.lineWidth = 2.0;
|
| 118 |
+
ctx.globalAlpha = 0.85;
|
| 119 |
+
ctx.stroke();
|
| 120 |
+
ctx.globalAlpha = 1;
|
| 121 |
}
|
| 122 |
+
}
|
| 123 |
+
}
|
| 124 |
|
| 125 |
+
function renderMesh(ctx, verts, faces, strain, dim) {
|
| 126 |
+
const projected = verts.map(v => projectVertex(v, dim));
|
| 127 |
|
| 128 |
+
const tris = [];
|
| 129 |
+
for (const face of faces) {
|
| 130 |
+
// Triangulate face (fan from first vertex)
|
| 131 |
+
for (let k = 1; k < face.length - 1; k++) {
|
| 132 |
+
const a = face[0], b = face[k], c = face[k + 1];
|
| 133 |
+
const p0 = projected[a];
|
| 134 |
+
const p1 = projected[b];
|
| 135 |
+
const p2 = projected[c];
|
| 136 |
+
if (!p0 || !p1 || !p2) continue;
|
| 137 |
const avgZ = (p0.z + p1.z + p2.z) / 3;
|
| 138 |
+
const v0 = verts[a], v1 = verts[b], v2 = verts[c];
|
|
|
|
|
|
|
|
|
|
| 139 |
const normal = normalize3(cross3(sub3(v1, v0), sub3(v2, v0)));
|
| 140 |
const intensity = dot3(normal, LIGHT_DIR);
|
| 141 |
+
const avgStrain = strain
|
| 142 |
+
? ((strain[a] || 0) + (strain[b] || 0) + (strain[c] || 0)) / 3
|
| 143 |
+
: 0;
|
| 144 |
+
tris.push({ a, b, c, avgZ, intensity, avgStrain });
|
| 145 |
+
}
|
| 146 |
+
}
|
| 147 |
|
| 148 |
+
tris.sort((x, y) => x.avgZ - y.avgZ);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 149 |
|
| 150 |
+
for (const tri of tris) {
|
| 151 |
+
const p0 = projected[tri.a];
|
| 152 |
+
const p1 = projected[tri.b];
|
| 153 |
+
const p2 = projected[tri.c];
|
| 154 |
|
| 155 |
+
ctx.beginPath();
|
| 156 |
+
ctx.moveTo(p0.x, p0.y);
|
| 157 |
+
ctx.lineTo(p1.x, p1.y);
|
| 158 |
+
ctx.lineTo(p2.x, p2.y);
|
| 159 |
+
ctx.closePath();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 160 |
|
| 161 |
+
const fillColor = tri.avgStrain > 0.005
|
| 162 |
+
? strainColor(tri.avgStrain, tri.intensity)
|
| 163 |
+
: shadePaper(tri.intensity);
|
|
|
|
|
|
|
|
|
|
|
|
|
| 164 |
|
| 165 |
+
ctx.fillStyle = fillColor;
|
| 166 |
+
ctx.fill();
|
| 167 |
+
ctx.strokeStyle = 'rgba(42, 42, 58, 0.22)';
|
| 168 |
+
ctx.lineWidth = 0.55;
|
| 169 |
+
ctx.stroke();
|
| 170 |
+
}
|
| 171 |
+
}
|
| 172 |
|
| 173 |
+
export default function Fold3DCanvas({
|
| 174 |
+
steps,
|
| 175 |
+
currentStep,
|
| 176 |
+
dim = 280,
|
| 177 |
+
}) {
|
| 178 |
+
const canvasRef = useRef(null);
|
|
|
|
|
|
|
|
|
|
|
|
|
| 179 |
|
| 180 |
+
const getPaperState = useCallback(() => {
|
| 181 |
+
if (!steps || steps.length === 0 || currentStep === 0) return null;
|
| 182 |
+
const stepData = steps[currentStep - 1];
|
| 183 |
+
return stepData ? stepData.paper_state : null;
|
| 184 |
+
}, [steps, currentStep]);
|
| 185 |
|
| 186 |
useEffect(() => {
|
| 187 |
+
const canvas = canvasRef.current;
|
| 188 |
+
if (!canvas) return;
|
| 189 |
+
const ctx = canvas.getContext('2d');
|
| 190 |
+
if (!ctx) return;
|
| 191 |
+
drawPaperState(ctx, getPaperState(), dim);
|
| 192 |
+
}, [getPaperState, dim]);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 193 |
|
| 194 |
return (
|
| 195 |
<canvas
|