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| /* | |
| * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog | |
| * @author centerionware / http://www.centerionware.com | |
| * | |
| * Subdivision Geometry Modifier | |
| * using Loop Subdivision Scheme | |
| * | |
| * References: | |
| * http://graphics.stanford.edu/~mdfisher/subdivision.html | |
| * http://www.holmes3d.net/graphics/subdivision/ | |
| * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf | |
| * | |
| * Known Issues: | |
| * - currently doesn't handle "Sharp Edges" | |
| */ | |
| THREE.SubdivisionModifier = function ( subdivisions ) { | |
| this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions; | |
| }; | |
| // Applies the "modify" pattern | |
| THREE.SubdivisionModifier.prototype.modify = function ( geometry ) { | |
| if ( geometry.isBufferGeometry ) { | |
| geometry = new THREE.Geometry().fromBufferGeometry( geometry ); | |
| } else { | |
| geometry = geometry.clone(); | |
| } | |
| geometry.mergeVertices(); | |
| var repeats = this.subdivisions; | |
| while ( repeats -- > 0 ) { | |
| this.smooth( geometry ); | |
| } | |
| geometry.computeFaceNormals(); | |
| geometry.computeVertexNormals(); | |
| return geometry; | |
| }; | |
| ( function () { | |
| // Some constants | |
| var WARNINGS = ! true; // Set to true for development | |
| var ABC = [ 'a', 'b', 'c' ]; | |
| function getEdge( a, b, map ) { | |
| var vertexIndexA = Math.min( a, b ); | |
| var vertexIndexB = Math.max( a, b ); | |
| var key = vertexIndexA + "_" + vertexIndexB; | |
| return map[ key ]; | |
| } | |
| function processEdge( a, b, vertices, map, face, metaVertices ) { | |
| var vertexIndexA = Math.min( a, b ); | |
| var vertexIndexB = Math.max( a, b ); | |
| var key = vertexIndexA + "_" + vertexIndexB; | |
| var edge; | |
| if ( key in map ) { | |
| edge = map[ key ]; | |
| } else { | |
| var vertexA = vertices[ vertexIndexA ]; | |
| var vertexB = vertices[ vertexIndexB ]; | |
| edge = { | |
| a: vertexA, // pointer reference | |
| b: vertexB, | |
| newEdge: null, | |
| // aIndex: a, // numbered reference | |
| // bIndex: b, | |
| faces: [] // pointers to face | |
| }; | |
| map[ key ] = edge; | |
| } | |
| edge.faces.push( face ); | |
| metaVertices[ a ].edges.push( edge ); | |
| metaVertices[ b ].edges.push( edge ); | |
| } | |
| function generateLookups( vertices, faces, metaVertices, edges ) { | |
| var i, il, face; | |
| for ( i = 0, il = vertices.length; i < il; i ++ ) { | |
| metaVertices[ i ] = { edges: [] }; | |
| } | |
| for ( i = 0, il = faces.length; i < il; i ++ ) { | |
| face = faces[ i ]; | |
| processEdge( face.a, face.b, vertices, edges, face, metaVertices ); | |
| processEdge( face.b, face.c, vertices, edges, face, metaVertices ); | |
| processEdge( face.c, face.a, vertices, edges, face, metaVertices ); | |
| } | |
| } | |
| function newFace( newFaces, a, b, c, materialIndex ) { | |
| newFaces.push( new THREE.Face3( a, b, c, undefined, undefined, materialIndex ) ); | |
| } | |
| function midpoint( a, b ) { | |
| return ( Math.abs( b - a ) / 2 ) + Math.min( a, b ); | |
| } | |
| function newUv( newUvs, a, b, c ) { | |
| newUvs.push( [ a.clone(), b.clone(), c.clone() ] ); | |
| } | |
| ///////////////////////////// | |
| // Performs one iteration of Subdivision | |
| THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) { | |
| var tmp = new THREE.Vector3(); | |
| var oldVertices, oldFaces, oldUvs; | |
| var newVertices, newFaces, newUVs = []; | |
| var n, i, il, j, k; | |
| var metaVertices, sourceEdges; | |
| // new stuff. | |
| var sourceEdges, newEdgeVertices, newSourceVertices; | |
| oldVertices = geometry.vertices; // { x, y, z} | |
| oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 } | |
| oldUvs = geometry.faceVertexUvs[ 0 ]; | |
| var hasUvs = oldUvs !== undefined && oldUvs.length > 0; | |
| /****************************************************** | |
| * | |
| * Step 0: Preprocess Geometry to Generate edges Lookup | |
| * | |
| *******************************************************/ | |
| metaVertices = new Array( oldVertices.length ); | |
| sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] } | |
| generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges ); | |
| /****************************************************** | |
| * | |
| * Step 1. | |
| * For each edge, create a new Edge Vertex, | |
| * then position it. | |
| * | |
| *******************************************************/ | |
| newEdgeVertices = []; | |
| var other, currentEdge, newEdge, face; | |
| var edgeVertexWeight, adjacentVertexWeight, connectedFaces; | |
| for ( i in sourceEdges ) { | |
| currentEdge = sourceEdges[ i ]; | |
| newEdge = new THREE.Vector3(); | |
| edgeVertexWeight = 3 / 8; | |
| adjacentVertexWeight = 1 / 8; | |
| connectedFaces = currentEdge.faces.length; | |
| // check how many linked faces. 2 should be correct. | |
| if ( connectedFaces != 2 ) { | |
| // if length is not 2, handle condition | |
| edgeVertexWeight = 0.5; | |
| adjacentVertexWeight = 0; | |
| if ( connectedFaces != 1 ) { | |
| if ( WARNINGS ) console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge ); | |
| } | |
| } | |
| newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight ); | |
| tmp.set( 0, 0, 0 ); | |
| for ( j = 0; j < connectedFaces; j ++ ) { | |
| face = currentEdge.faces[ j ]; | |
| for ( k = 0; k < 3; k ++ ) { | |
| other = oldVertices[ face[ ABC[ k ] ] ]; | |
| if ( other !== currentEdge.a && other !== currentEdge.b ) break; | |
| } | |
| tmp.add( other ); | |
| } | |
| tmp.multiplyScalar( adjacentVertexWeight ); | |
| newEdge.add( tmp ); | |
| currentEdge.newEdge = newEdgeVertices.length; | |
| newEdgeVertices.push( newEdge ); | |
| // console.log(currentEdge, newEdge); | |
| } | |
| /****************************************************** | |
| * | |
| * Step 2. | |
| * Reposition each source vertices. | |
| * | |
| *******************************************************/ | |
| var beta, sourceVertexWeight, connectingVertexWeight; | |
| var connectingEdge, connectingEdges, oldVertex, newSourceVertex; | |
| newSourceVertices = []; | |
| for ( i = 0, il = oldVertices.length; i < il; i ++ ) { | |
| oldVertex = oldVertices[ i ]; | |
| // find all connecting edges (using lookupTable) | |
| connectingEdges = metaVertices[ i ].edges; | |
| n = connectingEdges.length; | |
| if ( n == 3 ) { | |
| beta = 3 / 16; | |
| } else if ( n > 3 ) { | |
| beta = 3 / ( 8 * n ); // Warren's modified formula | |
| } | |
| // Loop's original beta formula | |
| // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) ); | |
| sourceVertexWeight = 1 - n * beta; | |
| connectingVertexWeight = beta; | |
| if ( n <= 2 ) { | |
| // crease and boundary rules | |
| // console.warn('crease and boundary rules'); | |
| if ( n == 2 ) { | |
| if ( WARNINGS ) console.warn( '2 connecting edges', connectingEdges ); | |
| sourceVertexWeight = 3 / 4; | |
| connectingVertexWeight = 1 / 8; | |
| // sourceVertexWeight = 1; | |
| // connectingVertexWeight = 0; | |
| } else if ( n == 1 ) { | |
| if ( WARNINGS ) console.warn( 'only 1 connecting edge' ); | |
| } else if ( n == 0 ) { | |
| if ( WARNINGS ) console.warn( '0 connecting edges' ); | |
| } | |
| } | |
| newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight ); | |
| tmp.set( 0, 0, 0 ); | |
| for ( j = 0; j < n; j ++ ) { | |
| connectingEdge = connectingEdges[ j ]; | |
| other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b; | |
| tmp.add( other ); | |
| } | |
| tmp.multiplyScalar( connectingVertexWeight ); | |
| newSourceVertex.add( tmp ); | |
| newSourceVertices.push( newSourceVertex ); | |
| } | |
| /****************************************************** | |
| * | |
| * Step 3. | |
| * Generate Faces between source vertices | |
| * and edge vertices. | |
| * | |
| *******************************************************/ | |
| newVertices = newSourceVertices.concat( newEdgeVertices ); | |
| var sl = newSourceVertices.length, edge1, edge2, edge3; | |
| newFaces = []; | |
| var uv, x0, x1, x2; | |
| var x3 = new THREE.Vector2(); | |
| var x4 = new THREE.Vector2(); | |
| var x5 = new THREE.Vector2(); | |
| for ( i = 0, il = oldFaces.length; i < il; i ++ ) { | |
| face = oldFaces[ i ]; | |
| // find the 3 new edges vertex of each old face | |
| edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl; | |
| edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl; | |
| edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl; | |
| // create 4 faces. | |
| newFace( newFaces, edge1, edge2, edge3, face.materialIndex ); | |
| newFace( newFaces, face.a, edge1, edge3, face.materialIndex ); | |
| newFace( newFaces, face.b, edge2, edge1, face.materialIndex ); | |
| newFace( newFaces, face.c, edge3, edge2, face.materialIndex ); | |
| // create 4 new uv's | |
| if ( hasUvs ) { | |
| uv = oldUvs[ i ]; | |
| x0 = uv[ 0 ]; | |
| x1 = uv[ 1 ]; | |
| x2 = uv[ 2 ]; | |
| x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) ); | |
| x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) ); | |
| x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) ); | |
| newUv( newUVs, x3, x4, x5 ); | |
| newUv( newUVs, x0, x3, x5 ); | |
| newUv( newUVs, x1, x4, x3 ); | |
| newUv( newUVs, x2, x5, x4 ); | |
| } | |
| } | |
| // Overwrite old arrays | |
| geometry.vertices = newVertices; | |
| geometry.faces = newFaces; | |
| if ( hasUvs ) geometry.faceVertexUvs[ 0 ] = newUVs; | |
| // console.log('done'); | |
| }; | |
| } )(); | |