mirror of
https://github.com/Azornes/Comfyui-LayerForge.git
synced 2026-03-21 20:52:12 -03:00
Add custom shape mask menu with expansion and feathering
Introduces a CustomShapeMenu UI component for managing custom output area shape masks, including options for auto-applying the mask, expansion/contraction, and feathering. Updates Canvas and MaskTool to support these new mask operations, and ensures the menu is shown or hidden based on shape presence. Adds distance transform-based algorithms for accurate mask expansion and feathering.
This commit is contained in:
492
js/MaskTool.js
492
js/MaskTool.js
@@ -270,4 +270,496 @@ export class MaskTool {
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this.canvasInstance.render();
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log.info(`MaskTool added mask overlay at correct canvas position (${destX}, ${destY}) without clearing existing mask.`);
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}
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applyShapeMask(saveState = true) {
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if (!this.canvasInstance.outputAreaShape?.points || this.canvasInstance.outputAreaShape.points.length < 3) {
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log.warn("Cannot apply shape mask: shape is not defined or has too few points.");
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return;
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}
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if (saveState) {
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this.canvasInstance.canvasState.saveMaskState();
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}
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const shape = this.canvasInstance.outputAreaShape;
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const destX = -this.x;
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const destY = -this.y;
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// Clear the entire mask canvas first
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this.maskCtx.clearRect(0, 0, this.maskCanvas.width, this.maskCanvas.height);
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// Create points relative to the mask canvas's coordinate system (by applying the offset)
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const maskPoints = shape.points.map(p => ({ x: p.x + destX, y: p.y + destY }));
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// Check if we need expansion or feathering
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const needsExpansion = this.canvasInstance.shapeMaskExpansion && this.canvasInstance.shapeMaskExpansionValue !== 0;
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const needsFeather = this.canvasInstance.shapeMaskFeather && this.canvasInstance.shapeMaskFeatherValue > 0;
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if (!needsExpansion && !needsFeather) {
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// Simple case: just draw the original shape
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this.maskCtx.fillStyle = 'white';
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this.maskCtx.beginPath();
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this.maskCtx.moveTo(maskPoints[0].x, maskPoints[0].y);
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for (let i = 1; i < maskPoints.length; i++) {
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this.maskCtx.lineTo(maskPoints[i].x, maskPoints[i].y);
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}
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this.maskCtx.closePath();
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this.maskCtx.fill();
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}
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else if (needsExpansion && !needsFeather) {
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// Expansion only: use the new distance transform expansion
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const expandedMaskCanvas = this._createExpandedMaskCanvas(maskPoints, this.canvasInstance.shapeMaskExpansionValue, this.maskCanvas.width, this.maskCanvas.height);
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this.maskCtx.drawImage(expandedMaskCanvas, 0, 0);
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}
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else if (!needsExpansion && needsFeather) {
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// Feather only: apply feathering to the original shape
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const featheredMaskCanvas = this._createFeatheredMaskCanvas(maskPoints, this.canvasInstance.shapeMaskFeatherValue, this.maskCanvas.width, this.maskCanvas.height);
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this.maskCtx.drawImage(featheredMaskCanvas, 0, 0);
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}
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else {
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// Both expansion and feather: first expand, then apply feather to the expanded shape
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// Step 1: Create expanded shape
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const expandedMaskCanvas = this._createExpandedMaskCanvas(maskPoints, this.canvasInstance.shapeMaskExpansionValue, this.maskCanvas.width, this.maskCanvas.height);
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// Step 2: Extract points from the expanded canvas and apply feathering
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// For now, we'll apply feathering to the expanded canvas directly
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// This is a simplified approach - we could extract the outline points for more precision
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const tempCtx = expandedMaskCanvas.getContext('2d', { willReadFrequently: true });
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const expandedImageData = tempCtx.getImageData(0, 0, expandedMaskCanvas.width, expandedMaskCanvas.height);
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// Apply feathering to the expanded shape
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const featheredMaskCanvas = this._createFeatheredMaskFromImageData(expandedImageData, this.canvasInstance.shapeMaskFeatherValue, this.maskCanvas.width, this.maskCanvas.height);
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this.maskCtx.drawImage(featheredMaskCanvas, 0, 0);
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}
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if (this.onStateChange) {
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this.onStateChange();
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}
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this.canvasInstance.render();
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log.info(`Applied shape mask with expansion: ${needsExpansion}, feather: ${needsFeather}.`);
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}
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/**
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* Removes mask in the area of the custom output area shape
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*/
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removeShapeMask() {
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if (!this.canvasInstance.outputAreaShape?.points || this.canvasInstance.outputAreaShape.points.length < 3) {
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log.warn("Shape has insufficient points for mask removal");
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return;
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}
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this.canvasInstance.canvasState.saveMaskState();
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const shape = this.canvasInstance.outputAreaShape;
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const destX = -this.x;
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const destY = -this.y;
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this.maskCtx.save();
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this.maskCtx.globalCompositeOperation = 'destination-out';
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this.maskCtx.translate(destX, destY);
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this.maskCtx.beginPath();
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this.maskCtx.moveTo(shape.points[0].x, shape.points[0].y);
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for (let i = 1; i < shape.points.length; i++) {
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this.maskCtx.lineTo(shape.points[i].x, shape.points[i].y);
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}
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this.maskCtx.closePath();
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this.maskCtx.fill();
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this.maskCtx.restore();
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if (this.onStateChange) {
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this.onStateChange();
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}
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this.canvasInstance.render();
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log.info(`Removed shape mask with ${shape.points.length} points`);
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}
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_createFeatheredMaskCanvas(points, featherRadius, width, height) {
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// 1. Create a binary mask on a temporary canvas.
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const binaryCanvas = document.createElement('canvas');
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binaryCanvas.width = width;
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binaryCanvas.height = height;
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const binaryCtx = binaryCanvas.getContext('2d', { willReadFrequently: true });
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binaryCtx.fillStyle = 'white';
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binaryCtx.beginPath();
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binaryCtx.moveTo(points[0].x, points[0].y);
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for (let i = 1; i < points.length; i++) {
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binaryCtx.lineTo(points[i].x, points[i].y);
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}
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binaryCtx.closePath();
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binaryCtx.fill();
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const maskImage = binaryCtx.getImageData(0, 0, width, height);
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const binaryData = new Uint8Array(width * height);
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for (let i = 0; i < binaryData.length; i++) {
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binaryData[i] = maskImage.data[i * 4] > 0 ? 1 : 0; // 1 = inside, 0 = outside
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}
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// 2. Calculate the fast distance transform (from ImageAnalysis.ts approach).
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const distanceMap = this._fastDistanceTransform(binaryData, width, height);
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// Find the maximum distance to normalize
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let maxDistance = 0;
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for (let i = 0; i < distanceMap.length; i++) {
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if (distanceMap[i] > maxDistance) {
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maxDistance = distanceMap[i];
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}
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}
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// 3. Create the final output canvas with the complete mask (solid + feather).
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const outputCanvas = document.createElement('canvas');
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outputCanvas.width = width;
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outputCanvas.height = height;
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const outputCtx = outputCanvas.getContext('2d', { willReadFrequently: true });
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const outputData = outputCtx.createImageData(width, height);
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// Use featherRadius as the threshold for the gradient
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const threshold = Math.min(featherRadius, maxDistance);
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for (let i = 0; i < distanceMap.length; i++) {
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const distance = distanceMap[i];
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const originalAlpha = maskImage.data[i * 4 + 3];
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if (originalAlpha === 0) {
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// Transparent pixels remain transparent
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outputData.data[i * 4] = 255;
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outputData.data[i * 4 + 1] = 255;
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outputData.data[i * 4 + 2] = 255;
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outputData.data[i * 4 + 3] = 0;
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}
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else if (distance <= threshold) {
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// Edge area - apply gradient alpha (from edge inward)
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const gradientValue = distance / threshold;
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const alphaValue = Math.floor(gradientValue * 255);
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outputData.data[i * 4] = 255;
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outputData.data[i * 4 + 1] = 255;
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outputData.data[i * 4 + 2] = 255;
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outputData.data[i * 4 + 3] = alphaValue;
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}
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else {
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// Inner area - full alpha (no blending effect)
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outputData.data[i * 4] = 255;
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outputData.data[i * 4 + 1] = 255;
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outputData.data[i * 4 + 2] = 255;
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outputData.data[i * 4 + 3] = 255;
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}
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}
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outputCtx.putImageData(outputData, 0, 0);
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return outputCanvas;
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}
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/**
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* Fast distance transform using the simple two-pass algorithm from ImageAnalysis.ts
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* Much faster than the complex Felzenszwalb algorithm
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*/
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_fastDistanceTransform(binaryMask, width, height) {
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const distances = new Float32Array(width * height);
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const infinity = width + height; // A value larger than any possible distance
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// Initialize distances
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for (let i = 0; i < width * height; i++) {
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distances[i] = binaryMask[i] === 1 ? infinity : 0;
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}
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// Forward pass (top-left to bottom-right)
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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const idx = y * width + x;
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if (distances[idx] > 0) {
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let minDist = distances[idx];
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// Check top neighbor
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if (y > 0) {
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minDist = Math.min(minDist, distances[(y - 1) * width + x] + 1);
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}
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// Check left neighbor
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if (x > 0) {
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minDist = Math.min(minDist, distances[y * width + (x - 1)] + 1);
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}
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// Check top-left diagonal
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if (x > 0 && y > 0) {
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minDist = Math.min(minDist, distances[(y - 1) * width + (x - 1)] + Math.sqrt(2));
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}
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// Check top-right diagonal
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if (x < width - 1 && y > 0) {
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minDist = Math.min(minDist, distances[(y - 1) * width + (x + 1)] + Math.sqrt(2));
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}
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distances[idx] = minDist;
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}
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}
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}
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// Backward pass (bottom-right to top-left)
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for (let y = height - 1; y >= 0; y--) {
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for (let x = width - 1; x >= 0; x--) {
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const idx = y * width + x;
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if (distances[idx] > 0) {
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let minDist = distances[idx];
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// Check bottom neighbor
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if (y < height - 1) {
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minDist = Math.min(minDist, distances[(y + 1) * width + x] + 1);
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}
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// Check right neighbor
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if (x < width - 1) {
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minDist = Math.min(minDist, distances[y * width + (x + 1)] + 1);
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}
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// Check bottom-right diagonal
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if (x < width - 1 && y < height - 1) {
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minDist = Math.min(minDist, distances[(y + 1) * width + (x + 1)] + Math.sqrt(2));
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}
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// Check bottom-left diagonal
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if (x > 0 && y < height - 1) {
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minDist = Math.min(minDist, distances[(y + 1) * width + (x - 1)] + Math.sqrt(2));
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}
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distances[idx] = minDist;
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}
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}
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}
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return distances;
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}
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/**
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* Creates an expanded mask using distance transform - much better for complex shapes
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* than the centroid-based approach. This version only does expansion without transparency calculations.
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*/
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_calculateExpandedPoints(points, expansionValue) {
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if (points.length < 3 || expansionValue === 0)
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return points;
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// For expansion, we need to create a temporary canvas to use the distance transform approach
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// This will give us much better results for complex shapes than the centroid method
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const tempCanvas = this._createExpandedMaskCanvas(points, expansionValue, this.maskCanvas.width, this.maskCanvas.height);
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// Extract the expanded shape outline from the canvas
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// For now, return the original points as a fallback - the real expansion happens in the canvas
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// The calling code will use the canvas directly instead of these points
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return points;
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}
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/**
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* Creates an expanded/contracted mask canvas using distance transform
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* Supports both positive values (expansion) and negative values (contraction)
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*/
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_createExpandedMaskCanvas(points, expansionValue, width, height) {
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// 1. Create a binary mask on a temporary canvas.
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const binaryCanvas = document.createElement('canvas');
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binaryCanvas.width = width;
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binaryCanvas.height = height;
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const binaryCtx = binaryCanvas.getContext('2d', { willReadFrequently: true });
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binaryCtx.fillStyle = 'white';
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binaryCtx.beginPath();
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binaryCtx.moveTo(points[0].x, points[0].y);
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for (let i = 1; i < points.length; i++) {
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binaryCtx.lineTo(points[i].x, points[i].y);
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}
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binaryCtx.closePath();
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binaryCtx.fill();
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const maskImage = binaryCtx.getImageData(0, 0, width, height);
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const binaryData = new Uint8Array(width * height);
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for (let i = 0; i < binaryData.length; i++) {
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binaryData[i] = maskImage.data[i * 4] > 0 ? 0 : 1; // 0 = inside, 1 = outside
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}
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// 2. Calculate the distance transform using the original Felzenszwalb algorithm
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const distanceMap = this._distanceTransform(binaryData, width, height);
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// 3. Create the final output canvas with the expanded/contracted mask
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const outputCanvas = document.createElement('canvas');
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outputCanvas.width = width;
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outputCanvas.height = height;
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const outputCtx = outputCanvas.getContext('2d', { willReadFrequently: true });
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const outputData = outputCtx.createImageData(width, height);
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const absExpansionValue = Math.abs(expansionValue);
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const isExpansion = expansionValue >= 0;
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for (let i = 0; i < distanceMap.length; i++) {
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const dist = distanceMap[i];
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let alpha = 0;
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if (isExpansion) {
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// Positive values: EXPANSION (rozszerzanie)
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if (dist === 0) { // Inside the original shape
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alpha = 1.0;
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}
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else if (dist < absExpansionValue) { // In the expansion region
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alpha = 1.0; // Solid expansion
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}
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}
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else {
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// Negative values: CONTRACTION (zmniejszanie)
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// Use distance transform but with inverted logic for contraction
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if (dist === 0) { // Inside the original shape
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// For contraction, only keep pixels that are far enough from the edge
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// We need to check if this pixel is more than absExpansionValue away from any edge
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// Simple approach: use the distance transform but only keep pixels
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// that are "deep inside" the shape (far from edges)
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// This is much faster than morphological erosion
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// Since dist=0 means we're inside, we need to calculate inward distance
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// For now, use a simplified approach: assume pixels are kept if they're not too close to edge
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// This is a placeholder - we'll use the distance transform result differently
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alpha = 1.0; // We'll refine this below
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}
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// Actually, let's use a much simpler approach for contraction:
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// Just shrink the shape by moving all edge pixels inward by absExpansionValue
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// This is done by only keeping pixels that have distance > absExpansionValue from outside
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// Reset alpha and use proper contraction logic
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alpha = 0;
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if (dist === 0) { // We're inside the shape
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// Check if we're far enough from the edge by looking at surrounding area
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const x = i % width;
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const y = Math.floor(i / width);
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// Check if we're near an edge by looking in the full contraction radius
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let nearEdge = false;
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const checkRadius = absExpansionValue + 1; // Full radius for accurate contraction
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for (let dy = -checkRadius; dy <= checkRadius && !nearEdge; dy++) {
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for (let dx = -checkRadius; dx <= checkRadius && !nearEdge; dx++) {
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const nx = x + dx;
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const ny = y + dy;
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if (nx >= 0 && nx < width && ny >= 0 && ny < height) {
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const ni = ny * width + nx;
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if (binaryData[ni] === 1) { // Found an outside pixel
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const distToEdge = Math.sqrt(dx * dx + dy * dy);
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if (distToEdge <= absExpansionValue) {
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nearEdge = true;
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}
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}
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}
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}
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}
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if (!nearEdge) {
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alpha = 1.0; // Keep this pixel - it's far enough from edges
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}
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}
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}
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const a = Math.max(0, Math.min(255, Math.round(alpha * 255)));
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outputData.data[i * 4 + 3] = a; // Set alpha
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// Set color to white
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outputData.data[i * 4] = 255;
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outputData.data[i * 4 + 1] = 255;
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outputData.data[i * 4 + 2] = 255;
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}
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outputCtx.putImageData(outputData, 0, 0);
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return outputCanvas;
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}
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/**
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* Original Felzenszwalb distance transform - more accurate than the fast version for expansion
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*/
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_distanceTransform(data, width, height) {
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const INF = 1e20;
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const d = new Float32Array(width * height);
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// 1. Transform along columns
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for (let x = 0; x < width; x++) {
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const f = new Float32Array(height);
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for (let y = 0; y < height; y++) {
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f[y] = data[y * width + x] === 0 ? 0 : INF;
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}
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const dt = this._edt1D(f);
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for (let y = 0; y < height; y++) {
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d[y * width + x] = dt[y];
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}
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}
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// 2. Transform along rows
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for (let y = 0; y < height; y++) {
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const f = new Float32Array(width);
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for (let x = 0; x < width; x++) {
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f[x] = d[y * width + x];
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}
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const dt = this._edt1D(f);
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for (let x = 0; x < width; x++) {
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d[y * width + x] = Math.sqrt(dt[x]); // Final Euclidean distance
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}
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}
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return d;
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}
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_edt1D(f) {
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const n = f.length;
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const d = new Float32Array(n);
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const v = new Int32Array(n);
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const z = new Float32Array(n + 1);
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let k = 0;
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v[0] = 0;
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z[0] = -Infinity;
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z[1] = Infinity;
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for (let q = 1; q < n; q++) {
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let s;
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do {
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const p = v[k];
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s = ((f[q] + q * q) - (f[p] + p * p)) / (2 * q - 2 * p);
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} while (s <= z[k] && --k >= 0);
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k++;
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v[k] = q;
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z[k] = s;
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z[k + 1] = Infinity;
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}
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k = 0;
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for (let q = 0; q < n; q++) {
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while (z[k + 1] < q)
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k++;
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const dx = q - v[k];
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d[q] = dx * dx + f[v[k]];
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}
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return d;
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}
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/**
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* Morphological erosion - similar to the Python WAS Suite implementation
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* This is much more efficient and accurate for contraction than distance transform
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*/
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_morphologicalErosion(binaryMask, width, height, iterations) {
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let currentMask = new Uint8Array(binaryMask);
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let tempMask = new Uint8Array(width * height);
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// Apply erosion for the specified number of iterations (pixels)
|
||||
for (let iter = 0; iter < iterations; iter++) {
|
||||
// Clear temp mask
|
||||
tempMask.fill(0);
|
||||
// Apply erosion with a 3x3 kernel (cross pattern)
|
||||
for (let y = 1; y < height - 1; y++) {
|
||||
for (let x = 1; x < width - 1; x++) {
|
||||
const idx = y * width + x;
|
||||
if (currentMask[idx] === 0) { // Only process pixels that are inside (0 = inside)
|
||||
// Check if all neighbors in the cross pattern are also inside
|
||||
const top = currentMask[(y - 1) * width + x];
|
||||
const bottom = currentMask[(y + 1) * width + x];
|
||||
const left = currentMask[y * width + (x - 1)];
|
||||
const right = currentMask[y * width + (x + 1)];
|
||||
const center = currentMask[idx];
|
||||
// Keep pixel only if all cross neighbors are inside (0)
|
||||
if (top === 0 && bottom === 0 && left === 0 && right === 0 && center === 0) {
|
||||
tempMask[idx] = 0; // Keep as inside
|
||||
}
|
||||
else {
|
||||
tempMask[idx] = 1; // Erode to outside
|
||||
}
|
||||
}
|
||||
else {
|
||||
tempMask[idx] = 1; // Already outside, stay outside
|
||||
}
|
||||
}
|
||||
}
|
||||
// Swap masks for next iteration
|
||||
const swap = currentMask;
|
||||
currentMask = tempMask;
|
||||
tempMask = swap;
|
||||
}
|
||||
return currentMask;
|
||||
}
|
||||
/**
|
||||
* Creates a feathered mask from existing ImageData (used when combining expansion + feather)
|
||||
*/
|
||||
_createFeatheredMaskFromImageData(imageData, featherRadius, width, height) {
|
||||
const data = imageData.data;
|
||||
const binaryData = new Uint8Array(width * height);
|
||||
// Convert ImageData to binary mask
|
||||
for (let i = 0; i < width * height; i++) {
|
||||
binaryData[i] = data[i * 4 + 3] > 0 ? 1 : 0; // 1 = inside, 0 = outside
|
||||
}
|
||||
// Calculate the fast distance transform
|
||||
const distanceMap = this._fastDistanceTransform(binaryData, width, height);
|
||||
// Find the maximum distance to normalize
|
||||
let maxDistance = 0;
|
||||
for (let i = 0; i < distanceMap.length; i++) {
|
||||
if (distanceMap[i] > maxDistance) {
|
||||
maxDistance = distanceMap[i];
|
||||
}
|
||||
}
|
||||
// Create the final output canvas with feathering applied
|
||||
const outputCanvas = document.createElement('canvas');
|
||||
outputCanvas.width = width;
|
||||
outputCanvas.height = height;
|
||||
const outputCtx = outputCanvas.getContext('2d', { willReadFrequently: true });
|
||||
const outputData = outputCtx.createImageData(width, height);
|
||||
// Use featherRadius as the threshold for the gradient
|
||||
const threshold = Math.min(featherRadius, maxDistance);
|
||||
for (let i = 0; i < distanceMap.length; i++) {
|
||||
const distance = distanceMap[i];
|
||||
const originalAlpha = data[i * 4 + 3];
|
||||
if (originalAlpha === 0) {
|
||||
// Transparent pixels remain transparent
|
||||
outputData.data[i * 4] = 255;
|
||||
outputData.data[i * 4 + 1] = 255;
|
||||
outputData.data[i * 4 + 2] = 255;
|
||||
outputData.data[i * 4 + 3] = 0;
|
||||
}
|
||||
else if (distance <= threshold) {
|
||||
// Edge area - apply gradient alpha (from edge inward)
|
||||
const gradientValue = distance / threshold;
|
||||
const alphaValue = Math.floor(gradientValue * 255);
|
||||
outputData.data[i * 4] = 255;
|
||||
outputData.data[i * 4 + 1] = 255;
|
||||
outputData.data[i * 4 + 2] = 255;
|
||||
outputData.data[i * 4 + 3] = alphaValue;
|
||||
}
|
||||
else {
|
||||
// Inner area - full alpha (no blending effect)
|
||||
outputData.data[i * 4] = 255;
|
||||
outputData.data[i * 4 + 1] = 255;
|
||||
outputData.data[i * 4 + 2] = 255;
|
||||
outputData.data[i * 4 + 3] = 255;
|
||||
}
|
||||
}
|
||||
outputCtx.putImageData(outputData, 0, 0);
|
||||
return outputCanvas;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user