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- /*
- * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
- * @author Matthew Adams / http://www.centerionware.com - added UV support and rewrote to use buffergeometry.
- *
- * Subdivision Geometry Modifier using Loop Subdivision Scheme for Geometry / BufferGeometry
- *
- * 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"
- * - no checks to prevent breaking when uv's don't exist.
- * - vertex colors are unsupported.
- * **DDS Images when using corrected uv's passed to subdivision modifier will have their uv's flipy'd within the correct uv set
- * **Either flipy the DDS image, or use shaders. Don't try correcting the uv's before passing into subdiv (eg: v=1-v).
- *
- * @input THREE.Geometry, or index'd THREE.BufferGeometry with faceUV's (Not vertex uv's)
- * @output non-indexed vertex points, uv's, normals.
- *
- * The TypedArrayHelper class is designed to assist managing typed arrays, and to allow the removal of all 'new Vector3, new Face3, new Vector2'.
- *
- * It will automatically resize them if trying to push a new element to an array that isn't long enough
- * It provides 'registers' that the units can be mapped to. This allows a small set of objects
- * (ex: vector3's, face3's, vector2's) to be allocated then used, to eliminate any need to rewrite all
- * the features those classes offer while not requiring some_huge_number to be allocated.
- * It should be moved into it's own file honestly, then included before the BufferSubdivisionModifier - maybe in three's core?
- *
- */
- THREE.Face3.prototype.set = function( a, b, c ) {
- this.a = a;
- this.b = b;
- this.c = c;
- };
- var TypedArrayHelper = function( size, registers, register_type, array_type, unit_size, accessors ) {
- this.array_type = array_type;
- this.register_type = register_type;
- this.unit_size = unit_size;
- this.accessors = accessors;
- this.buffer = new array_type( size * unit_size );
- this.register = [];
- this.length = 0;
- this.real_length = size;
- this.available_registers = registers;
- for ( var i = 0; i < registers; i++ ) {
- this.register.push( new register_type() );
- }
- };
- TypedArrayHelper.prototype = {
- constructor: TypedArrayHelper,
- index_to_register: function( index, register, isLoop ) {
- var base = index * this.unit_size;
- if ( register >= this.available_registers ) {
- throw new Error( 'THREE.BufferSubdivisionModifier: Not enough registers in TypedArrayHelper.' );
- }
- if ( index > this.length ) {
- throw new Error( 'THREE.BufferSubdivisionModifier: Index is out of range in TypedArrayHelper.' );
- }
- for ( var i = 0; i < this.unit_size; i++ ) {
- ( this.register[ register ] )[ this.accessors[ i ] ] = this.buffer[ base + i ];
- }
- },
- resize: function( new_size ) {
- if ( new_size === 0 ) {
- new_size = 8;
- }
- if ( new_size < this.length ) {
- this.buffer = this.buffer.subarray( 0, this.length * this.unit_size );
- } else {
- var nBuffer;
- if ( this.buffer.length < new_size * this.unit_size ) {
- nBuffer = new this.array_type( new_size * this.unit_size );
- nBuffer.set( this.buffer );
- this.buffer = nBuffer;
- this.real_length = new_size;
- } else {
- nBuffer = new this.array_type( new_size * this.unit_size );
- nBuffer.set( this.buffer.subarray( 0, this.length * this.unit_size ) );
- this.buffer = nBuffer;
- this.real_length = new_size;
- }
- }
- },
- from_existing: function( oldArray ) {
- var new_size = oldArray.length;
- this.buffer = new this.array_type( new_size );
- this.buffer.set( oldArray );
- this.length = oldArray.length / this.unit_size;
- this.real_length = this.length;
- },
- push_element: function( vector ) {
- if ( this.length + 1 > this.real_length ) {
- this.resize( this.real_length * 2 );
- }
- var bpos = this.length * this.unit_size;
- for ( var i = 0; i < this.unit_size; i++ ) {
- this.buffer[ bpos + i ] = vector[ this.accessors[ i ] ];
- }
- this.length++;
- },
- trim_size: function() {
- if ( this.length < this.real_length ) {
- this.resize( this.length );
- }
- }
- };
- function convertGeometryToIndexedBuffer( geometry ) {
- var BGeom = new THREE.BufferGeometry();
- // create a new typed array
- var vertArray = new TypedArrayHelper( geometry.vertices.length, 0, THREE.Vector3, Float32Array, 3, [ 'x', 'y', 'z' ] );
- var indexArray = new TypedArrayHelper( geometry.faces.length, 0, THREE.Face3, Uint32Array, 3, [ 'a', 'b', 'c' ] );
- var uvArray = new TypedArrayHelper( geometry.faceVertexUvs[0].length * 3 * 3, 0, THREE.Vector2, Float32Array, 2, [ 'x', 'y' ] );
- var i, il;
- for ( i = 0, il = geometry.vertices.length; i < il; i++ ) {
- vertArray.push_element( geometry.vertices[ i ] );
- }
- for ( i = 0, il = geometry.faces.length; i < il; i++ ) {
- indexArray.push_element( geometry.faces[ i ] );
- }
- for ( i = 0, il = geometry.faceVertexUvs[ 0 ].length; i < il; i++ ) {
- uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 0 ] );
- uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 1 ] );
- uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 2 ] );
- }
- indexArray.trim_size();
- vertArray.trim_size();
- uvArray.trim_size();
- BGeom.setIndex( new THREE.BufferAttribute( indexArray.buffer, 3 ) );
- BGeom.addAttribute( 'position', new THREE.BufferAttribute( vertArray.buffer, 3 ) );
- BGeom.addAttribute( 'uv', new THREE.BufferAttribute( uvArray.buffer, 2 ) );
- return BGeom;
- }
- function compute_vertex_normals( geometry ) {
- var ABC = [ 'a', 'b', 'c' ];
- var XYZ = [ 'x', 'y', 'z' ];
- var XY = [ 'x', 'y' ];
- var oldVertices = new TypedArrayHelper( 0, 5, THREE.Vector3, Float32Array, 3, XYZ );
- var oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
- oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
- var newNormals = new TypedArrayHelper( oldVertices.length * 3, 4, THREE.Vector3, Float32Array, 3, XYZ );
- var newNormalFaces = new TypedArrayHelper( oldVertices.length, 1, function () { this.x = 0; }, Float32Array, 1, [ 'x' ] );
- newNormals.length = oldVertices.length;
- oldFaces.from_existing( geometry.index.array );
- var a, b, c;
- var i, j, jl;
- var my_weight;
- var full_weights = [ 0.0, 0.0, 0.0 ];
- for ( i = 0, il = oldFaces.length; i < il; i++ ) {
- oldFaces.index_to_register( i, 0 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
- newNormals.register[ 0 ].subVectors( oldVertices.register[ 1 ], oldVertices.register[ 0 ] );
- newNormals.register[ 1 ].subVectors( oldVertices.register[ 2 ], oldVertices.register[ 1 ] );
- newNormals.register[ 0 ].cross( newNormals.register[ 1 ] );
- my_weight = Math.abs( newNormals.register[ 0 ].length() );
- newNormalFaces.buffer[ oldFaces.register[ 0 ].a ] += my_weight;
- newNormalFaces.buffer[ oldFaces.register[ 0 ].b ] += my_weight;
- newNormalFaces.buffer[ oldFaces.register[ 0 ].c ] += my_weight;
- }
- var tmpx, tmpy, tmpz;
- var t_len;
- for ( i = 0, il = oldFaces.length; i < il; i++ ) {
- oldFaces.index_to_register( i, 0 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
- newNormals.register[ 0 ].subVectors( oldVertices.register[ 1 ], oldVertices.register[ 0 ] );
- newNormals.register[ 1 ].subVectors( oldVertices.register[ 2 ], oldVertices.register[ 0 ] );
- newNormals.register[ 3 ].set( 0, 0, 0 );
- newNormals.register[ 3 ].x = ( newNormals.register[ 0 ].y * newNormals.register[ 1 ].z ) - ( newNormals.register[ 0 ].z * newNormals.register[ 1 ].y );
- newNormals.register[ 3 ].y = ( newNormals.register[ 0 ].z * newNormals.register[ 1 ].x ) - ( newNormals.register[ 0 ].x * newNormals.register[ 1 ].z );
- newNormals.register[ 3 ].z = ( newNormals.register[ 0 ].x * newNormals.register[ 1 ].y ) - ( newNormals.register[ 0 ].y * newNormals.register[ 1 ].x );
- newNormals.register[ 0 ].cross( newNormals.register[ 1 ] );
- my_weight = Math.abs( newNormals.register[ 0 ].length() );
- full_weights[ 0 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].a ] );
- full_weights[ 1 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].b ] );
- full_weights[ 2 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].c ] );
- tmpx = newNormals.register[ 3 ].x * full_weights[ 0 ];
- tmpy = newNormals.register[ 3 ].y * full_weights[ 0 ];
- tmpz = newNormals.register[ 3 ].z * full_weights[ 0 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 0 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 0 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 0 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 1 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 1 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 1 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 2 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 2 ];
- newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 2 ];
- }
- newNormals.trim_size();
- geometry.addAttribute( 'normal', new THREE.BufferAttribute( newNormals.buffer, 3 ) );
- }
- function unIndexIndexedGeometry( geometry ) {
- var ABC = [ 'a', 'b', 'c' ];
- var XYZ = [ 'x', 'y', 'z' ];
- var XY = [ 'x', 'y' ];
- var oldVertices = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
- var oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
- var oldUvs = new TypedArrayHelper( 0, 3, THREE.Vector2, Float32Array, 2, XY );
- var oldNormals = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
- oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
- oldFaces.from_existing( geometry.index.array );
- oldUvs.from_existing( geometry.getAttribute( 'uv' ).array );
- compute_vertex_normals( geometry );
- oldNormals.from_existing( geometry.getAttribute( 'normal' ).array );
- var newVertices = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ );
- var newNormals = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ );
- var newUvs = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector2, Float32Array, 2, XY );
- var v, w;
- for ( var i = 0, il = oldFaces.length; i < il; i++ ) {
- oldFaces.index_to_register( i, 0 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
- oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
- newVertices.push_element( oldVertices.register[ 0 ] );
- newVertices.push_element( oldVertices.register[ 1 ] );
- newVertices.push_element( oldVertices.register[ 2 ] );
- if ( oldUvs.length !== 0 ) {
- oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
- oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
- oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
- newUvs.push_element( oldUvs.register[ 0 ] );
- newUvs.push_element( oldUvs.register[ 1 ] );
- newUvs.push_element( oldUvs.register[ 2 ] );
- }
- oldNormals.index_to_register( oldFaces.register[ 0 ].a, 0 );
- oldNormals.index_to_register( oldFaces.register[ 0 ].b, 1 );
- oldNormals.index_to_register( oldFaces.register[ 0 ].c, 2 );
- newNormals.push_element( oldNormals.register[ 0 ] );
- newNormals.push_element( oldNormals.register[ 1 ] );
- newNormals.push_element( oldNormals.register[ 2 ] );
- }
- newVertices.trim_size();
- newUvs.trim_size();
- newNormals.trim_size();
- geometry.index = null;
- geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
- geometry.addAttribute( 'normal', new THREE.BufferAttribute( newNormals.buffer, 3 ) );
- if ( newUvs.length !== 0 ) {
- geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUvs.buffer, 2 ) );
- }
- return geometry;
- }
- THREE.BufferSubdivisionModifier = function( subdivisions ) {
- this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
- };
- THREE.BufferSubdivisionModifier.prototype.modify = function( geometry ) {
- if ( geometry instanceof THREE.Geometry ) {
- geometry.mergeVertices();
- if ( typeof geometry.normals === 'undefined' ) {
- geometry.normals = [];
- }
- geometry = convertGeometryToIndexedBuffer( geometry );
- } else if ( !( geometry instanceof THREE.BufferGeometry ) ) {
- console.error( 'THREE.BufferSubdivisionModifier: Geometry is not an instance of THREE.BufferGeometry or THREE.Geometry' );
- }
- var repeats = this.subdivisions;
- while ( repeats -- > 0 ) {
- this.smooth( geometry );
- }
- return unIndexIndexedGeometry( geometry );
- };
- var edge_type = function ( a, b ) {
- this.a = a;
- this.b = b;
- this.faces = [];
- this.newEdge = null;
- };
- ( function () {
- // Some constants
- var ABC = [ 'a', 'b', 'c' ];
- var XYZ = [ 'x', 'y', 'z' ];
- var XY = [ 'x', 'y' ];
- function getEdge( a, b, map ) {
- var key = Math.min( a, b ) + '_' + Math.max( a, b );
- 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 {
- edge = new edge_type( vertexIndexA,vertexIndexB );
- 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, edge;
- for ( i = 0, il = vertices.length; i < il; i++ ) {
- metaVertices[ i ] = { edges: [] };
- }
- for ( i = 0, il = faces.length; i < il; i++ ) {
- faces.index_to_register( i, 0 );
- face = faces.register[ 0 ]; // Faces is now a TypedArrayHelper class, not a face3.
- processEdge( face.a, face.b, vertices, edges, i, metaVertices );
- processEdge( face.b, face.c, vertices, edges, i, metaVertices );
- processEdge( face.c, face.a, vertices, edges, i, metaVertices );
- }
- }
- function newFace( newFaces, face ) {
- newFaces.push_element( face );
- }
- function midpoint( a, b ) {
- return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
- }
- function newUv( newUvs, a, b, c ) {
- newUvs.push_element( a );
- newUvs.push_element( b );
- newUvs.push_element( c );
- }
- /////////////////////////////
- // Performs one iteration of Subdivision
- THREE.BufferSubdivisionModifier.prototype.smooth = function ( geometry ) {
- var oldVertices, oldFaces, oldUvs;
- var newVertices, newFaces, newUVs;
- var n, l, i, il, j, k;
- var metaVertices, sourceEdges;
- oldVertices = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
- oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
- oldUvs = new TypedArrayHelper( 0, 3, THREE.Vector2, Float32Array, 2, XY );
- oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
- oldFaces.from_existing( geometry.index.array );
- oldUvs.from_existing( geometry.getAttribute( 'uv' ).array );
- var doUvs = false;
- if ( typeof oldUvs !== 'undefined' && oldUvs.length !== 0 ) {
- doUvs = true;
- }
- /******************************************************
- *
- * 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.
- *
- *******************************************************/
- newVertices = new TypedArrayHelper( ( geometry.getAttribute( 'position' ).array.length * 2 ) / 3, 2, THREE.Vector3, Float32Array, 3, XYZ );
- var other, currentEdge, newEdge, face;
- var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
- var tmp = newVertices.register[ 1 ];
- for ( i in sourceEdges ) {
- currentEdge = sourceEdges[ i ];
- newEdge = newVertices.register[ 0 ];
- 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;
- }
- oldVertices.index_to_register( currentEdge.a, 0 );
- oldVertices.index_to_register( currentEdge.b, 1 );
- newEdge.addVectors( oldVertices.register[ 0 ], oldVertices.register[ 1 ] ).multiplyScalar( edgeVertexWeight );
- tmp.set( 0, 0, 0 );
- for ( j = 0; j < connectedFaces; j++ ) {
- oldFaces.index_to_register( currentEdge.faces[ j ], 0 );
- face = oldFaces.register[ 0 ];
- for ( k = 0; k < 3; k++ ) {
- oldVertices.index_to_register( face[ ABC[ k ] ], 2 );
- other = oldVertices.register[ 2 ];
- if ( face[ ABC[ k ] ] !== currentEdge.a && face[ ABC[ k ] ] !== currentEdge.b) {
- break;
- }
- }
- tmp.add( other );
- }
- tmp.multiplyScalar( adjacentVertexWeight );
- newEdge.add( tmp );
- currentEdge.newEdge = newVertices.length;
- newVertices.push_element( newEdge );
- }
- var edgeLength = newVertices.length;
- /******************************************************
- *
- * Step 2.
- * Reposition each source vertices.
- *
- *******************************************************/
- var beta, sourceVertexWeight, connectingVertexWeight;
- var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
- for ( i = 0, il = oldVertices.length; i < il; i++ ) {
- oldVertices.index_to_register( i, 0, XYZ );
- oldVertex = oldVertices.register[ 0 ];
- // 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
- if ( n === 2 ) {
- sourceVertexWeight = 3 / 4;
- connectingVertexWeight = 1 / 8;
- }
- }
- newSourceVertex = oldVertex.multiplyScalar( sourceVertexWeight );
- tmp.set( 0, 0, 0 );
- for ( j = 0; j < n; j++ ) {
- connectingEdge = connectingEdges[ j ];
- other = connectingEdge.a !== i ? connectingEdge.a : connectingEdge.b;
- oldVertices.index_to_register( other, 1, XYZ );
- tmp.add( oldVertices.register[ 1 ] );
- }
- tmp.multiplyScalar( connectingVertexWeight );
- newSourceVertex.add( tmp );
- newVertices.push_element( newSourceVertex,XYZ );
- }
- /******************************************************
- *
- * Step 3.
- * Generate faces between source vertices and edge vertices.
- *
- *******************************************************/
- var edge1, edge2, edge3;
- newFaces = new TypedArrayHelper( ( geometry.index.array.length * 4 ) / 3, 1, THREE.Face3, Float32Array, 3, ABC );
- newUVs = new TypedArrayHelper( ( geometry.getAttribute( 'uv' ).array.length * 4 ) / 2, 3, THREE.Vector2, Float32Array, 2, XY );
- var x3 = newUVs.register[ 0 ];
- var x4 = newUVs.register[ 1 ];
- var x5 = newUVs.register[ 2 ];
- var tFace = newFaces.register[ 0 ];
- for ( i = 0, il = oldFaces.length; i < il; i++ ) {
- oldFaces.index_to_register( i, 0 );
- face = oldFaces.register[ 0 ];
- // find the 3 new edges vertex of each old face
- // The new source verts are added after the new edge verts now..
- edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge;
- edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge;
- edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge;
- // create 4 faces.
- tFace.set( edge1, edge2, edge3 );
- newFace( newFaces, tFace );
- tFace.set( face.a + edgeLength, edge1, edge3 );
- newFace( newFaces, tFace );
- tFace.set( face.b + edgeLength, edge2, edge1 );
- newFace( newFaces, tFace );
- tFace.set( face.c + edgeLength, edge3, edge2 );
- newFace( newFaces, tFace );
- /*
- 0___________________C___________________2
- \ /\ /
- \ / \ F4 /
- \ F2 / \ /
- \ / \ /
- \ / \ /
- \ / F1 \ /
- \/_______________________\/
- A \ / B
- \ F3 /
- \ /
- \ /
- \ /
- \ /
- \ /
- \ /
- \/
- 1
- Draw orders:
- F1: ABC x3,x4,x5
- F2: 0AC x0,x3,x5
- F3: 1BA x1,x4,x3
- F4: 2CB x2,x5,x4
- 0: x0
- 1: x1
- 2: x2
- A: x3
- B: x4
- C: x5
- */
- if ( doUvs === true ) {
- oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
- oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
- oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
- x0 = oldUvs.register[ 0 ]; //uv[0];
- x1 = oldUvs.register[ 1 ]; //uv[1];
- x2 = oldUvs.register[ 2 ]; //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
- newFaces.trim_size();
- newVertices.trim_size();
- newUVs.trim_size();
- geometry.setIndex( new THREE.BufferAttribute( newFaces.buffer ,3 ) );
- geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
- geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUVs.buffer, 2 ) );
- };
- } ) ();
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