grid-apps-cmms/src2/load/png.js
2025-06-14 01:39:45 -04:00

257 lines
8.6 KiB
JavaScript

/** Copyright Stewart Allen <sa@grid.space> -- All Rights Reserved */
import { PNG } from '../ext/pngjs.esm.js';
export const load = {
PNG: {
parseAsync,
parse
}
};
function parseAsync(bin, opt) {
return new Promise((resolve, reject) => {
parse(bin, {
...opt,
done(vertices) { resolve(vertices) }
});
});
}
/**
* opt.outWidth = target output width in mm
* opt.outHeight = target output height in mm
* opt.inv_image = invert image data 255 - depth
* opt.inv_alpha = invert alpha interp 255 - alpha
* opt.border = border thickness in mm
* opt.blur = blur value in mm
* opt.base = base added thickness in mm
*/
function parse(bin, opt = {}) {
let img = new png.PNG();
let progress = opt.progress || noop;
let ondone = opt.done || noop;
img.parse(bin, (err, output) => {
let { width, height, data } = output;
// let { outHeight, outWidth } = opt;
let outHeight = opt.outHeight || height;
let outWidth = opt.outWidth || width;
let imageAspect = height / width;
let deviceAspect = outHeight / outWidth;
let div = 1;
if (imageAspect < deviceAspect) {
div = width / outWidth;
} else {
div = height / outHeight;
}
let points =
width * height + // grid
height * 2 + 0 + // left/right
width * 2 + 0; // top/bottom
let flats =
((height-1) * (width-1)) + // surface
((height-1) * 2) + // left/right
((width-1) * 2) + // top/bottom
1; // base
// convert png to grayscale
let gray = new Uint8Array(width * height);
let alpha = new Uint8Array(width * height);
let gi = 0;
let invi = opt.inv_image ? true : false;
let inva = opt.inv_alpha ? true : false;
let border = opt.border || 0;
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let di = (x + width * y) * 4;
let r = data[di];
let g = data[di+1];
let b = data[di+2];
let a = data[di+3];
let v = ((r + g + b) / 3);
if (inva) a = 255 - a;
if (invi) v = 255 - v;
if (border) {
if (x < border || y < border || x > width-border-1 || y > height-border-1) {
v = 255;
}
}
alpha[gi] = a;
gray[gi++] = v * (a / 255);
}
}
let blur = parseInt(opt.blur || 0);
while (blur-- > 0) {
let blur = new Uint8Array(width * height);
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
let xl = Math.max(x-1,0);
let xr = Math.min(x+1,width-1);
let yu = Math.max(y-1,0);
let yd = Math.min(y+1,height-1);
let id = x + width * y;
blur[id] = ((
gray[xl + (width * yu)] +
gray[x + (width * yu)] +
gray[xr + (width * yu)] +
gray[xl + (width * y)] +
gray[x + (width * y)] * 8 + // self
gray[xr + (width * y)] +
gray[xl + (width * yd)] +
gray[x + (width * yd)] +
gray[xr + (width * yd)]
) / 16);
}
}
gray = blur;
}
// create indexed mesh output
let base = parseInt(opt.base || 0);
let verts = new Float32Array(points * 3);
let faces = new Uint32Array(flats * 6);
let w2 = width / 2;
let h2 = height / 2;
let vi = 0;
let ii = 0;
let VI = 0;
let VB = 0;
// create surface vertices & faces
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
let id = x + width * y;
let v = gray[id];
// create vertex @ x,y
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = (v / 50) + (base * alpha[id] / 255);
VI++;
// create two surface faces on the rect between x-1,y-1 and x,y
if (x > 0 && y > 0) {
let p1 = (x - 1) * height + (y - 0);
let p2 = (x - 0) * height + (y - 1);
let p3 = (x - 0) * height + (y - 0);
let p4 = (x - 1) * height + (y - 1);
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p2;
faces[ii++] = p1;
faces[ii++] = p2;
faces[ii++] = p4;
}
}
progress(x / width);
}
// create top vertices & faces
VB = VI;
let TL = VI;
for (let x = 0; x < width; x++) {
let y = 0;
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = 0;
VI++;
// create two top faces on the rect x-1,0, x,z
if (x > 0) {
let p1 = VB + (x - 1);
let p2 = VB + (x - 0);
let p3 = (x * height);
let p4 = (x - 1) * height;
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p2;
faces[ii++] = p1;
faces[ii++] = p4;
faces[ii++] = p3;
}
}
// create bottom vertices & faces
VB = VI;
let BL = VI;
for (let x = 0; x < width; x++) {
let y = height - 1;
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = 0;
VI++;
// create two top faces on the rect x-1,0, x,z
if (x > 0) {
let p1 = VB + (x - 1);
let p2 = VB + (x - 0);
let p3 = (x * height) + y;
let p4 = (x - 1) * height + y;
faces[ii++] = p1;
faces[ii++] = p2;
faces[ii++] = p3;
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p4;
}
}
// create left vertices & faces
VB = VI;
for (let y=0; y < height; y++) {
let x = 0;
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = 0;
VI++;
// create two left faces on the rect y-1,0, y,z
if (y > 0) {
let p1 = VB + (y + 0);
let p2 = VB + (y - 1);
let p3 = 0 + (y - 1);
let p4 = 0 + (y - 0);
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p2;
faces[ii++] = p1;
faces[ii++] = p4;
faces[ii++] = p3;
}
}
// create right vertices & faces
VB = VI;
let TR = VI;
for (let y=0; y < height; y++) {
let x = width - 1;
verts[vi++] = (-w2 + x) / div;
verts[vi++] = (h2 - y) / div;
verts[vi++] = 0;
VI++;
// create two right faces on the rect y-1,0, y,z
if (y > 0) {
let p1 = VB + (y + 0);
let p2 = VB + (y - 1);
let p3 = (x * height) + (y - 1);
let p4 = (x * height) + (y - 0);
faces[ii++] = p1;
faces[ii++] = p2;
faces[ii++] = p3;
faces[ii++] = p1;
faces[ii++] = p3;
faces[ii++] = p4;
}
}
let BR = VI-1;
// create base two faces
faces[ii++] = TL;
faces[ii++] = TR;
faces[ii++] = BR;
faces[ii++] = TL;
faces[ii++] = BR;
faces[ii++] = BL;
// flatten for now until we support indexed mesh
// throughout KM (widget, storage, decimation)
let bigv = new Float32Array(ii * 3);
let bgi = 0;
for (let i=0; i<ii; i++) {
let iv = faces[i] * 3;
bigv[bgi++] = verts[iv];
bigv[bgi++] = verts[iv+1];
bigv[bgi++] = verts[iv+2];
}
// return ArrayBuffer
ondone(bigv);
});
}
function noop() {}