123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387 |
- /*
- * @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 ) {
- var repeats = this.subdivisions;
- while ( repeats -- > 0 ) {
- this.smooth( geometry );
- }
- geometry.computeFaceNormals();
- geometry.computeVertexNormals();
- };
- ( 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, edge;
- 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 ) {
- newFaces.push( new THREE.Face3( a, b, c ) );
- }
- 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, l, 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 );
- newFace( newFaces, face.a, edge1, edge3 );
- newFace( newFaces, face.b, edge2, edge1 );
- newFace( newFaces, face.c, edge3, edge2 );
- // 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');
- };
- } )();
|