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import * as THREE from 'three';
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const _v = new THREE.Vector3();
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const _projected = new THREE.Vector3();
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/**
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* Find the nearest vertex in a mesh to a world-space point,
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* returning it only if it's within `thresholdPx` pixels on screen.
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*/
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export function findNearestVertex(
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mesh: THREE.Mesh,
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worldPoint: THREE.Vector3,
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camera: THREE.Camera,
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canvasSize: { width: number; height: number },
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thresholdPx: number = 10
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): THREE.Vector3 | null {
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const geo = mesh.geometry;
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const posAttr = geo.attributes.position;
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if (!posAttr) return null;
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// Project hit point to screen
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const hitScreen = worldPoint.clone().project(camera);
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const hitX = (hitScreen.x * 0.5 + 0.5) * canvasSize.width;
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const hitY = (-hitScreen.y * 0.5 + 0.5) * canvasSize.height;
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let bestDist = Infinity;
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let bestVertex: THREE.Vector3 | null = null;
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for (let i = 0; i < posAttr.count; i++) {
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_v.fromBufferAttribute(posAttr, i);
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_v.applyMatrix4(mesh.matrixWorld);
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_projected.copy(_v).project(camera);
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const sx = (_projected.x * 0.5 + 0.5) * canvasSize.width;
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const sy = (-_projected.y * 0.5 + 0.5) * canvasSize.height;
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const dx = sx - hitX;
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const dy = sy - hitY;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist < bestDist) {
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bestDist = dist;
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bestVertex = _v.clone();
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}
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}
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if (bestDist <= thresholdPx && bestVertex) {
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return bestVertex;
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}
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return null;
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}
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/**
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* Detect if the face under the cursor belongs to a cylindrical hole.
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* Uses face normals around the hit to detect radial patterns → circle fit.
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* Returns diameter in mm, or null if not a hole.
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*/
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export function detectHoleAtFace(
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mesh: THREE.Mesh,
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faceIndex: number
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): { center: THREE.Vector3; diameterMM: number } | null {
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const geo = mesh.geometry;
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const posAttr = geo.attributes.position;
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const normalAttr = geo.attributes.normal;
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const indexAttr = geo.index;
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if (!posAttr || !normalAttr || !indexAttr) return null;
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// Get hit face normal
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const i0 = indexAttr.getX(faceIndex * 3);
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const i1 = indexAttr.getX(faceIndex * 3 + 1);
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const i2 = indexAttr.getX(faceIndex * 3 + 2);
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const hitNormal = new THREE.Vector3();
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const n0 = new THREE.Vector3().fromBufferAttribute(normalAttr, i0);
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const n1 = new THREE.Vector3().fromBufferAttribute(normalAttr, i1);
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const n2 = new THREE.Vector3().fromBufferAttribute(normalAttr, i2);
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hitNormal.addVectors(n0, n1).add(n2).normalize();
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const hitCenter = new THREE.Vector3();
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const p0 = new THREE.Vector3().fromBufferAttribute(posAttr, i0);
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const p1 = new THREE.Vector3().fromBufferAttribute(posAttr, i1);
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const p2 = new THREE.Vector3().fromBufferAttribute(posAttr, i2);
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hitCenter.addVectors(p0, p1).add(p2).divideScalar(3);
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// Collect neighboring faces with similar "cylindrical" normal pattern
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// Cylindrical faces have normals perpendicular to the cylinder axis
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// We look for faces whose normals are roughly perpendicular to each other
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// but share a common axis (the hole axis)
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const faceCount = indexAttr.count / 3;
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const cylinderVertices: THREE.Vector3[] = [];
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const faceNormals: THREE.Vector3[] = [];
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// Threshold for proximity (local search)
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const searchRadius = 0.05; // 50mm in model units
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for (let f = 0; f < faceCount; f++) {
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const fi0 = indexAttr.getX(f * 3);
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const fi1 = indexAttr.getX(f * 3 + 1);
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const fi2 = indexAttr.getX(f * 3 + 2);
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const fp0 = new THREE.Vector3().fromBufferAttribute(posAttr, fi0);
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const fp1 = new THREE.Vector3().fromBufferAttribute(posAttr, fi1);
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const fp2 = new THREE.Vector3().fromBufferAttribute(posAttr, fi2);
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const fc = new THREE.Vector3().addVectors(fp0, fp1).add(fp2).divideScalar(3);
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if (fc.distanceTo(hitCenter) > searchRadius) continue;
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const fn = new THREE.Vector3();
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const fn0 = new THREE.Vector3().fromBufferAttribute(normalAttr, fi0);
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const fn1 = new THREE.Vector3().fromBufferAttribute(normalAttr, fi1);
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const fn2 = new THREE.Vector3().fromBufferAttribute(normalAttr, fi2);
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fn.addVectors(fn0, fn1).add(fn2).normalize();
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// For cylindrical surfaces, normals should be roughly perpendicular to hole axis
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// and the dot product between hit normal and face normal reveals if they share curvature
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const dot = Math.abs(hitNormal.dot(fn));
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// Cylindrical faces: normals vary (dot < 0.95) but aren't opposite (dot > -0.5)
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if (dot < 0.98) {
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cylinderVertices.push(fp0, fp1, fp2);
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faceNormals.push(fn);
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}
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}
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if (cylinderVertices.length < 9) return null; // Need at least 3 faces
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// Try to find a common axis and fit a circle
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// Estimate axis as cross product of two differing normals
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let axis: THREE.Vector3 | null = null;
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for (let i = 1; i < faceNormals.length; i++) {
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const cross = new THREE.Vector3().crossVectors(faceNormals[0], faceNormals[i]);
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if (cross.length() > 0.1) {
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axis = cross.normalize();
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break;
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}
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}
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if (!axis) return null;
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// Project vertices onto plane perpendicular to axis
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// Use least-squares circle fit on 2D projections
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const basisU = new THREE.Vector3();
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const basisV = new THREE.Vector3();
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// Create orthonormal basis
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if (Math.abs(axis.x) < 0.9) {
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basisU.crossVectors(axis, new THREE.Vector3(1, 0, 0)).normalize();
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} else {
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basisU.crossVectors(axis, new THREE.Vector3(0, 1, 0)).normalize();
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}
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basisV.crossVectors(axis, basisU).normalize();
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// Project unique vertices to 2D
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const seen = new Set<string>();
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const points2D: { u: number; v: number }[] = [];
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for (const vert of cylinderVertices) {
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const key = `${vert.x.toFixed(6)},${vert.y.toFixed(6)},${vert.z.toFixed(6)}`;
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if (seen.has(key)) continue;
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seen.add(key);
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const rel = vert.clone().sub(hitCenter);
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points2D.push({
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u: rel.dot(basisU),
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v: rel.dot(basisV),
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});
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}
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if (points2D.length < 4) return null;
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// Least-squares circle fit (Kasa method)
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const result = circleFitKasa(points2D);
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if (!result) return null;
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const radiusModel = result.radius;
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const diameterMM = radiusModel * 2 * 1000;
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// Filter: reasonable hole sizes (2mm to 200mm diameter)
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if (diameterMM < 2 || diameterMM > 200) return null;
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// Reconstruct 3D center
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const center3D = hitCenter.clone()
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.add(basisU.clone().multiplyScalar(result.cx))
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.add(basisV.clone().multiplyScalar(result.cy));
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center3D.applyMatrix4(mesh.matrixWorld);
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return { center: center3D, diameterMM };
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}
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/** Kasa circle fit: returns { cx, cy, radius } in the input coordinate system */
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function circleFitKasa(points: { u: number; v: number }[]): { cx: number; cy: number; radius: number } | null {
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const n = points.length;
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if (n < 3) return null;
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let su = 0, sv = 0, suu = 0, svv = 0, suv = 0, suuu = 0, svvv = 0, suvv = 0, svuu = 0;
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for (const p of points) {
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su += p.u; sv += p.v;
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suu += p.u * p.u; svv += p.v * p.v;
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suv += p.u * p.v;
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suuu += p.u * p.u * p.u; svvv += p.v * p.v * p.v;
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suvv += p.u * p.v * p.v; svuu += p.v * p.u * p.u;
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}
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const A = n * suu - su * su;
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const B = n * suv - su * sv;
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const C = n * svv - sv * sv;
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const D = 0.5 * (n * suuu + n * suvv - su * suu - su * svv);
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const E = 0.5 * (n * svvv + n * svuu - sv * suu - sv * svv);
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const denom = A * C - B * B;
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if (Math.abs(denom) < 1e-12) return null;
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const cx = (D * C - E * B) / denom;
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const cy = (A * E - B * D) / denom;
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let r2sum = 0;
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for (const p of points) {
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r2sum += (p.u - cx) ** 2 + (p.v - cy) ** 2;
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}
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const radius = Math.sqrt(r2sum / n);
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// Check fit quality: standard deviation of radii should be small relative to radius
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let variance = 0;
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for (const p of points) {
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const r = Math.sqrt((p.u - cx) ** 2 + (p.v - cy) ** 2);
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variance += (r - radius) ** 2;
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}
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const stdDev = Math.sqrt(variance / n);
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if (stdDev / radius > 0.15) return null; // Poor fit, not a circle
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return { cx, cy, radius };
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}
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/**
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* Find nearest edge segment from EdgesGeometry data.
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* Returns distance in mm or null.
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*/
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export function findNearestEdgeSegment(
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mesh: THREE.Mesh,
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worldPoint: THREE.Vector3,
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camera: THREE.Camera,
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canvasSize: { width: number; height: number },
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thresholdPx: number = 12
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): { midpoint: THREE.Vector3; lengthMM: number } | null {
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// Look for edge line segments children
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let edgeLines: THREE.LineSegments | null = null;
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mesh.children.forEach(c => {
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if (c.userData.__edgeLine && c instanceof THREE.LineSegments) {
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edgeLines = c;
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}
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});
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// If no edge lines, generate from EdgesGeometry
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const geo = edgeLines?.geometry ?? new THREE.EdgesGeometry(mesh.geometry, 15);
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const posAttr = geo.attributes.position;
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if (!posAttr) return null;
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// Project hit point to screen
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const hitScreen = worldPoint.clone().project(camera);
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const hitX = (hitScreen.x * 0.5 + 0.5) * canvasSize.width;
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const hitY = (-hitScreen.y * 0.5 + 0.5) * canvasSize.height;
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const matrix = edgeLines ? edgeLines.matrixWorld.clone().premultiply(mesh.matrixWorld) : mesh.matrixWorld;
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let bestDist = Infinity;
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let bestMid: THREE.Vector3 | null = null;
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let bestLen = 0;
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const segCount = posAttr.count / 2;
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const a = new THREE.Vector3();
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const b = new THREE.Vector3();
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const pa = new THREE.Vector3();
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const pb = new THREE.Vector3();
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for (let i = 0; i < segCount; i++) {
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a.fromBufferAttribute(posAttr, i * 2).applyMatrix4(matrix);
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b.fromBufferAttribute(posAttr, i * 2 + 1).applyMatrix4(matrix);
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// Project to screen
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pa.copy(a).project(camera);
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pb.copy(b).project(camera);
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const ax = (pa.x * 0.5 + 0.5) * canvasSize.width;
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const ay = (-pa.y * 0.5 + 0.5) * canvasSize.height;
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const bx = (pb.x * 0.5 + 0.5) * canvasSize.width;
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const by = (-pb.y * 0.5 + 0.5) * canvasSize.height;
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// Distance from point to line segment in screen space
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const dist = pointToSegmentDist(hitX, hitY, ax, ay, bx, by);
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if (dist < bestDist) {
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bestDist = dist;
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bestMid = a.clone().add(b).multiplyScalar(0.5);
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bestLen = a.distanceTo(b) * 1000; // mm
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}
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}
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if (!edgeLines) geo.dispose();
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if (bestDist <= thresholdPx && bestMid && bestLen > 0.5) {
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return { midpoint: bestMid, lengthMM: bestLen };
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}
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return null;
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}
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function pointToSegmentDist(px: number, py: number, ax: number, ay: number, bx: number, by: number): number {
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const dx = bx - ax;
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const dy = by - ay;
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const lenSq = dx * dx + dy * dy;
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if (lenSq < 0.01) return Math.sqrt((px - ax) ** 2 + (py - ay) ** 2);
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let t = ((px - ax) * dx + (py - ay) * dy) / lenSq;
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t = Math.max(0, Math.min(1, t));
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const closestX = ax + t * dx;
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const closestY = ay + t * dy;
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return Math.sqrt((px - closestX) ** 2 + (py - closestY) ** 2);
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}
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