Refactor depth surface handling and unify depth sampling rules
- Removed the `always_vertex` parameter from `build_surface_camera` to streamline depth sampling for cutouts and ensure consistent behavior across depth plane and panorama. - Updated depth sampling logic to ensure that all free boundary points, including the original frame of the depth plane, use neighboring face depth instead of their own texture sampling. - Adjusted the depth mask deletion process to operate on faces rather than points, eliminating the need for additional cleanup of dangling edges. - Ensured that the cutout rules are consistently applied across all relevant nodes, removing exceptions and simplifying the logic. - Updated tests to verify the new behavior, ensuring that cutout points follow the depth of adjacent faces and that the original frame maintains its depth sampling. - Refactored geometry handling in multiple depth-related nodes to improve clarity and maintainability.
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@@ -43,11 +43,11 @@
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边界判据保持「只有一个相邻面」,再与「顶点越出对称面容差」求交,判断按顶点而非边的平均位置。落在对称面上的切口环在合并后已是共享边,再生成侧壁只会得到退化面或三面共享边。
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### 两个两圈渐变平滑
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### 切口环与衔接带两个平滑
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`Seam Smooth` 与 `Fill Smooth` 语义对齐 `Boundary Smooth`:都只移动面内分量、锁定对称轴,并都把中心字段模糊两圈形成渐变。
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`Seam Smooth` 与 `Fill Smooth` 都只移动面内分量、锁定对称轴。
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`Seam Smooth` 作用于折叠后的切口环,减少切边的面内量化折线;`Fill Smooth` 作用于界外轮廓,即补面的外侧端点,按两圈渐变把轮廓向内部松弛,随后从平滑后的轮廓构建侧壁,因此侧壁自然跟随轮廓。补面的细分始终存在,不再以 `Fill Smooth > 0` 为开关;`Fill Smooth = 0` 只表示不平滑。
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`Seam Smooth` 作用于折叠后的切口环,减少切边的面内量化折线,按两圈渐变衰减,并按 `pinned-geometry-smoothing` 的 `Pin Boundary` 与 `Pin Sharp` 处理。`Fill Smooth` 作用于 front 的衔接带,即界外轮廓与对称面上的切缝共同围出的边界带,按四圈渐变向内松弛,随后从平滑后的轮廓构建侧壁,因此侧壁自然跟随轮廓;衔接处不是网格边界,只保留 `Pin Sharp`。补面的细分始终存在,不再以 `Fill Smooth > 0` 为开关;`Fill Smooth = 0` 只表示不平滑。
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两个平滑都在镜像之前完成,两半保持一致,且都与 Fill Sides 无关:关闭补面时 `Fill Smooth` 没有轮廓可作用,`Seam Smooth` 照常作用。
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