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+import { traceAlphaContours, contoursToPathData } from './trace.js';
+import { roughenContours } from './handDrawn.js';
+import { captionToSvg } from './caption.js';
+import { EYE_LAYOUT, MOUTH_LAYOUT, HAIR_WRAP_LAYOUT } from './faceArt.js';
+
+/**
+ * Export helpers.
+ *
+ * Everything renders through the live renderer at a temporary resolution, so an
+ * export always matches what is on screen (same camera, same framing) and the
+ * only difference is the pixel size.
+ */
+
+/** Render the current view into an offscreen 2D canvas at an arbitrary size. */
+export function renderStill(view, { width, height, background }) {
+ const { renderer, scene, camera } = view;
+ const previousAspect = camera.aspect;
+
+ renderer.setPixelRatio(1);
+ renderer.setSize(width, height, false);
+ camera.aspect = width / height;
+ camera.updateProjectionMatrix();
+
+ applyBackground(renderer, background);
+ // The screen-space outline renders the scene itself, so it replaces the plain
+ // render rather than following it. (buildSVG passes outlineOptions of its own:
+ // it wants the ink and nothing else, because the ink is what it traces.)
+ if (view.outline && view.outlineOptions?.enabled) {
+ view.outline.setSize(width, height);
+ view.outline.render(() => renderer.render(scene, camera), { camera, ...view.outlineOptions });
+ } else {
+ renderer.render(scene, camera);
+ }
+
+ // Copy before restoring: resizing the renderer throws the frame away.
+ const canvas = document.createElement('canvas');
+ canvas.width = width;
+ canvas.height = height;
+ canvas.getContext('2d').drawImage(renderer.domElement, 0, 0);
+
+ camera.aspect = previousAspect;
+ camera.updateProjectionMatrix();
+ view.restore?.();
+
+ return canvas;
+}
+
+/** `background` is `{ mode: 'transparent' }` or `{ mode: 'solid', color }`. */
+export function applyBackground(renderer, background) {
+ if (!background || background.mode === 'transparent') {
+ renderer.setClearColor(0x000000, 0);
+ } else {
+ renderer.setClearColor(background.color ?? '#ffffff', 1);
+ }
+}
+
+/** A PNG data URL of the current view, scaled up by `scale`. */
+export async function capturePNG(view, { scale = 2, background, width, height }) {
+ const baseWidth = view.width || view.renderer.domElement.clientWidth || 1280;
+ const baseHeight = view.height || view.renderer.domElement.clientHeight || 800;
+ const outWidth = Math.min(8192, Math.max(64, Math.round((width ?? baseWidth) * scale)));
+ const outHeight = Math.min(8192, Math.max(64, Math.round((height ?? baseHeight) * scale)));
+ const canvas = renderStill(view, { width: outWidth, height: outHeight, background });
+ const blob = await canvasToBlob(canvas);
+ return { blob, canvas, width: outWidth, height: outHeight };
+}
+
+/**
+ * Encode a canvas as a PNG blob. Exported because the caller composites the
+ * backdrop and the caption onto the rendered canvas afterwards, and then has to
+ * re-encode it.
+ */
+export function canvasToBlob(canvas) {
+ return new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
+}
+
+export async function copyCanvasToClipboard(canvas) {
+ if (!navigator.clipboard || typeof ClipboardItem === 'undefined') {
+ throw new Error('この環境ではクリップボードにコピーできません');
+ }
+ const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
+ await navigator.clipboard.write([new ClipboardItem({ 'image/png': blob })]);
+}
+
+/**
+ * Vector line art: render the outline-only style, trace the coverage mask of
+ * the result and emit one even-odd path. Rendering at a high resolution keeps
+ * the traced curves smooth.
+ */
+export function buildSVG(view, {
+ styles,
+ face,
+ faceParams,
+ width = 2048,
+ threshold = 0.4,
+ lineColor = '#111111',
+ lineWidth = null,
+ background = null,
+ handDrawn = null,
+ captions = [],
+ captionFont = null,
+ outlinePixels = 2,
+} = {}) {
+ const previousStyle = styles.style;
+ const previousMode = face.styleMode;
+
+ // The `outline` style keeps every body mesh invisible (colorWrite off) and lets
+ // the outline passes draw the lines, exactly as on screen: the hulls ink the
+ // body, the screen-space pass inks the leaves. What reaches the trace is
+ // therefore the ink alone - and a traced stroke comes out as its own outline,
+ // i.e. two nested contours that `fill-rule="evenodd"` fills as a line of the
+ // same width. That is what finally gives the leaves, which no inverted hull can
+ // outline, clean even lines in the vector file too.
+ //
+ // `withOutlineFor` in main.js sets that split up for this call, and guards it so
+ // a renderer without the outline pass still falls back to a hull-only trace.
+ const screenSpace = Boolean(view.outline);
+
+ styles.setStyle('outline');
+ face.setParams(faceParams, 'line');
+ face.flush(performance.now(), 0);
+
+ const aspect = (view.height || 800) / (view.width || 1280);
+ const height = Math.max(64, Math.round(width * aspect));
+ // `radius` is in screen pixels, so it has to grow with the render: the SVG is
+ // drawn far larger than the viewport, and a 2px line would become a hairline.
+ const scale = width / Math.max(1, view.width || 1280);
+ const canvas = renderStill(
+ {
+ ...view,
+ outlineOptions: {
+ enabled: screenSpace,
+ color: lineColor,
+ radius: outlinePixels * scale,
+ },
+ },
+ { width, height, background: { mode: 'transparent' } },
+ );
+
+ styles.setStyle(previousStyle);
+ face.setParams(faceParams, previousMode);
+ face.flush(performance.now(), 0);
+
+ const pixels = canvas.getContext('2d').getImageData(0, 0, width, height).data;
+ const alpha = new Uint8Array(width * height);
+ for (let i = 0; i < alpha.length; i++) alpha[i] = pixels[i * 4 + 3];
+
+ let contours = traceAlphaContours(alpha, width, height, {
+ threshold,
+ simplifyTolerance: 0.6,
+ minArea: 5,
+ });
+ // 手描き風: nudge the traced outlines so they read as pen strokes instead of
+ // the mathematically smooth curves a mask trace produces.
+ if (handDrawn && handDrawn.amount > 0) {
+ contours = roughenContours(contours, {
+ amount: handDrawn.amount,
+ seed: handDrawn.seed ?? 1,
+ scale: handDrawn.scale ?? 40,
+ passes: handDrawn.passes ?? 1,
+ });
+ }
+ const d = contoursToPathData(contours, (x, y) => [x, y], 2);
+
+ const rect = background
+ ? `<rect width="${width}" height="${height}" fill="${background}"/>\n`
+ : '';
+ const widthAttr = lineWidth ? ` stroke="${lineColor}" stroke-width="${lineWidth}"` : '';
+
+ // The caption is authored against the viewport size, so it scales with the
+ // requested SVG width. Its bubble and text are emitted as real vector shapes.
+ // Every bubble is emitted as its own real vector shapes, one after the other.
+ let captionSvg = '';
+ let captionUsedOutlines = captions.some(Boolean);
+ for (const caption of captions) {
+ if (!caption) continue;
+ const scale = width / Math.max(1, view.width || 1280);
+ const result = captionToSvg(caption, { width, height, scale, font: captionFont });
+ captionSvg += result.svg;
+ if (result.usedOutlines === false) captionUsedOutlines = false;
+ }
+
+ return {
+ contours: contours.length,
+ captionUsedOutlines,
+ svg: `<?xml version="1.0" encoding="UTF-8"?>
+<svg xmlns="http://www.w3.org/2000/svg" width="${width}" height="${height}" viewBox="0 0 ${width} ${height}">
+<title>ぶるべー 線画</title>
+${rect}<path fill="${lineColor}"${widthAttr} fill-rule="evenodd" d="${d}"/>
+${captionSvg}</svg>
+`,
+ };
+}
+
+/** Alignment guides: blue on the white paper, light enough to paint over. */
+const FACE_MAP_GUIDE = 'rgba(90, 140, 220, 0.55)';
+/** Half-length of the centre ticks, in artwork-window pixels. */
+const FACE_MAP_TICK = 16;
+
+/**
+ * Build the「下地」image an author paints a custom face texture on.
+ *
+ * The studio loads a hand-drawn image by drawing it at the artwork window's own
+ * offset and size (see `Face.loadImage` / `placeInWindow`), so an image the size
+ * of the *plate canvas*, with its artwork aligned to `offsetX/offsetY`, imports
+ * 1:1. That is exactly what this hands out: the live drawing as a reference, an
+ * opaque white window to paint on, and faint guides for the eye centres, the lid
+ * line or the mouth chord.
+ *
+ * The white and the guides go on a **copy**: the plate canvas *is* the live
+ * texture, and painting it would show up in the view.
+ *
+ * @param {import('./face.js').Face} face
+ * @param {'eyes'|'mouth'} kind
+ * @returns {HTMLCanvasElement}
+ */
+export function buildFaceMap(face, kind) {
+ const eyes = kind === 'eyes';
+ const layout = eyes ? face.eyeLayout : face.mouthLayout;
+ const plate = eyes ? face.eyeCanvas : face.mouthCanvas;
+
+ const canvas = document.createElement('canvas');
+ canvas.width = layout.width;
+ canvas.height = layout.height;
+ const ctx = canvas.getContext('2d');
+ ctx.drawImage(plate, 0, 0);
+
+ const { offsetX, offsetY, window: win } = layout;
+ // `destination-over` so the white paper lands *under* the copy: filling it
+ // normally would erase the very drawing the author lines the new art up against.
+ ctx.globalCompositeOperation = 'destination-over';
+ ctx.fillStyle = '#ffffff';
+ ctx.fillRect(offsetX, offsetY, win.width, win.height);
+ ctx.globalCompositeOperation = 'source-over';
+
+ // The plate canvas keeps the artwork at its original pixel size (only the canvas
+ // grows around it), so a fixed-width stroke reads the same on both parts.
+ ctx.strokeStyle = FACE_MAP_GUIDE;
+ ctx.fillStyle = FACE_MAP_GUIDE;
+ ctx.lineWidth = 2;
+
+ // Where the drawing has to fit, and where its middle is. The cross uses short
+ // ticks, not full-width lines, so it cannot be mistaken for artwork.
+ ctx.strokeRect(offsetX, offsetY, win.width, win.height);
+ const cx = offsetX + win.width / 2;
+ const cy = offsetY + win.height / 2;
+ guideLine(ctx, cx - FACE_MAP_TICK, cy, cx + FACE_MAP_TICK, cy);
+ guideLine(ctx, cx, cy - FACE_MAP_TICK, cx, cy + FACE_MAP_TICK);
+
+ if (eyes) {
+ // Both eyeballs (`radius`) and the lid line through their centres, so a
+ // hand-drawn brow or eye can be placed against the parametric ones.
+ const [a, b] = EYE_LAYOUT.eyes;
+ const y = offsetY + a.cy;
+ guideLine(ctx, offsetX + a.cx, y, offsetX + b.cx, y);
+ for (const eye of EYE_LAYOUT.eyes) {
+ const ex = offsetX + eye.cx;
+ const ey = offsetY + eye.cy;
+ ctx.beginPath();
+ ctx.arc(ex, ey, EYE_LAYOUT.radius, 0, Math.PI * 2);
+ ctx.stroke();
+ // A small dot marks the exact centre, where the eyeball pivots.
+ ctx.beginPath();
+ ctx.arc(ex, ey, ctx.lineWidth * 1.5, 0, Math.PI * 2);
+ ctx.fill();
+ }
+ } else {
+ // The lip line the mouth is drawn around: end to end, plus a tick at the centre.
+ const y = offsetY + MOUTH_LAYOUT.chordY;
+ const { centreX, halfChord } = MOUTH_LAYOUT;
+ guideLine(ctx, offsetX + centreX - halfChord, y, offsetX + centreX + halfChord, y);
+ guideLine(ctx, offsetX + centreX, y - FACE_MAP_TICK, offsetX + centreX, y + FACE_MAP_TICK);
+ }
+
+ return canvas;
+}
+
+/**
+ * The 髪の下地 (a base to draw hair on).
+ *
+ * The hair plate is a cylinder unrolled: `x` is the angle round the head, with
+ * the face at the middle of the artwork window and the seam at the back at the
+ * two edges, and `y` is the height, top of the head first. The current hair is
+ * copied in as a faint reference, and guides mark the window, the front centre
+ * and the height the default まえがみ hairline reaches.
+ *
+ * @param {import('./face.js').Face} face
+ * @returns {HTMLCanvasElement|null}
+ */
+export function buildHairMap(face) {
+ const layout = face.hairLayout;
+ const plate = face.hairCanvas;
+ if (!layout || !plate) return null;
+ // The plate's UVs were rewritten to fill 0..1, so the whole canvas is the
+ // texture (unlike the eye/mouth maps, which keep a window inside a wider
+ // canvas). Every guide is therefore measured straight against the canvas.
+ const canvas = document.createElement('canvas');
+ canvas.width = plate.width;
+ canvas.height = plate.height;
+ const ctx = canvas.getContext('2d');
+ ctx.drawImage(plate, 0, 0);
+
+ // White paper under the copy, so a redraw starts from an opaque base.
+ ctx.globalCompositeOperation = 'destination-over';
+ ctx.fillStyle = '#ffffff';
+ ctx.fillRect(0, 0, canvas.width, canvas.height);
+ ctx.globalCompositeOperation = 'source-over';
+
+ ctx.strokeStyle = FACE_MAP_GUIDE;
+ ctx.fillStyle = FACE_MAP_GUIDE;
+ ctx.lineWidth = 3;
+
+ // The front of the head sits at the middle of the artwork window, which is
+ // where `drawHeadCoverWrap` puts the face, so this vertical line is the
+ // nose-to-backbone plane. The canvas's own left/right edges are the seam at
+ // the back of the head.
+ const fx = (layout.offsetX + layout.window.width * 0.5) * (canvas.width / layout.width);
+ guideLine(ctx, fx, 0, fx, canvas.height);
+ // The default hairline (大きさ 1) runs across the whole wrap at this height.
+ guideLine(ctx, 0, HAIR_WRAP_LAYOUT.base * canvas.height, canvas.width, HAIR_WRAP_LAYOUT.base * canvas.height);
+
+ return canvas;
+}
+
+/** One guide segment, kept out of the map builders so the placements stay readable. */
+function guideLine(ctx, x0, y0, x1, y1) {
+ ctx.beginPath();
+ ctx.moveTo(x0, y0);
+ ctx.lineTo(x1, y1);
+ ctx.stroke();
+}
+
+export function downloadBlob(blob, filename) {
+ const url = URL.createObjectURL(blob);
+ const link = document.createElement('a');
+ link.href = url;
+ link.download = filename;
+ document.body.append(link);
+ link.click();
+ link.remove();
+ setTimeout(() => URL.revokeObjectURL(url), 4000);
+}
+
+export function downloadText(text, filename, type = 'application/json') {
+ downloadBlob(new Blob([text], { type }), filename);
+}
+
+export function readFileAsText(file) {
+ return new Promise((resolve, reject) => {
+ const reader = new FileReader();
+ reader.onload = () => resolve(String(reader.result));
+ reader.onerror = () => reject(reader.error);
+ reader.readAsText(file);
+ });
+}
+
+export function readFileAsArrayBuffer(file) {
+ return new Promise((resolve, reject) => {
+ const reader = new FileReader();
+ reader.onload = () => resolve(reader.result);
+ reader.onerror = () => reject(reader.error);
+ reader.readAsArrayBuffer(file);
+ });
+}
+
+export function timestamp() {
+ const now = new Date();
+ const pad = (n) => String(n).padStart(2, '0');
+ return `${now.getFullYear()}${pad(now.getMonth() + 1)}${pad(now.getDate())}-${pad(now.getHours())}${pad(now.getMinutes())}${pad(now.getSeconds())}`;
+}