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@@ -1,350 +1,387 @@
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-/*
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- * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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- *
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- * Subdivision Geometry Modifier
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- * using Loop Subdivision Scheme
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- *
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- * References:
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- * http://graphics.stanford.edu/~mdfisher/subdivision.html
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- * http://www.holmes3d.net/graphics/subdivision/
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- * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
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- *
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- * Known Issues:
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- * - currently doesn't handle UVs
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- * - currently doesn't handle "Sharp Edges"
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- *
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- */
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-
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-THREE.SubdivisionModifier = function ( subdivisions ) {
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-
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- this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
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-
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-};
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-
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-// Applies the "modify" pattern
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-THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
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-
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- var repeats = this.subdivisions;
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-
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- while ( repeats -- > 0 ) {
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-
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- this.smooth( geometry );
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-
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- }
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-
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- delete geometry.__tmpVertices;
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-
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- geometry.computeFaceNormals();
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- geometry.computeVertexNormals();
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-
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-};
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-
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-( function() {
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-
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- // Some constants
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- var WARNINGS = ! true; // Set to true for development
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- var ABC = [ 'a', 'b', 'c' ];
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-
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-
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- function getEdge( a, b, map ) {
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-
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- var vertexIndexA = Math.min( a, b );
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- var vertexIndexB = Math.max( a, b );
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-
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- var key = vertexIndexA + "_" + vertexIndexB;
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-
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- return map[ key ];
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-
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- }
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-
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-
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- function processEdge( a, b, vertices, map, face, metaVertices ) {
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-
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- var vertexIndexA = Math.min( a, b );
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- var vertexIndexB = Math.max( a, b );
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-
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- var key = vertexIndexA + "_" + vertexIndexB;
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-
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- var edge;
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-
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- if ( key in map ) {
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-
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- edge = map[ key ];
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-
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- } else {
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-
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- var vertexA = vertices[ vertexIndexA ];
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- var vertexB = vertices[ vertexIndexB ];
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-
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- edge = {
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-
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- a: vertexA, // pointer reference
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- b: vertexB,
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- newEdge: null,
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- // aIndex: a, // numbered reference
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- // bIndex: b,
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- faces: [] // pointers to face
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-
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- };
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-
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- map[ key ] = edge;
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-
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- }
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-
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- edge.faces.push( face );
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-
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- metaVertices[ a ].edges.push( edge );
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- metaVertices[ b ].edges.push( edge );
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-
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-
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- }
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-
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- function generateLookups( vertices, faces, metaVertices, edges ) {
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-
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- var i, il, face, edge;
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-
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- for ( i = 0, il = vertices.length; i < il; i ++ ) {
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-
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- metaVertices[ i ] = { edges: [] };
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-
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- }
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-
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- for ( i = 0, il = faces.length; i < il; i ++ ) {
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-
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- face = faces[ i ];
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-
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- processEdge( face.a, face.b, vertices, edges, face, metaVertices );
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- processEdge( face.b, face.c, vertices, edges, face, metaVertices );
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- processEdge( face.c, face.a, vertices, edges, face, metaVertices );
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-
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- }
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-
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- }
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-
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- function newFace( newFaces, a, b, c ) {
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-
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- newFaces.push( new THREE.Face3( a, b, c ) );
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-
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- }
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-
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-
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- /////////////////////////////
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-
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- // Performs one iteration of Subdivision
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- THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
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-
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- var tmp = new THREE.Vector3();
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-
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- var oldVertices, oldFaces;
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- var newVertices, newFaces; // newUVs = [];
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-
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- var n, l, i, il, j, k;
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- var metaVertices, sourceEdges;
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-
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- // new stuff.
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- var sourceEdges, newEdgeVertices, newSourceVertices;
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-
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- oldVertices = geometry.vertices; // { x, y, z}
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- oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
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-
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- /******************************************************
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- *
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- * Step 0: Preprocess Geometry to Generate edges Lookup
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- *
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- *******************************************************/
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-
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- metaVertices = new Array( oldVertices.length );
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- sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
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-
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- generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
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-
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-
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- /******************************************************
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- *
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- * Step 1.
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- * For each edge, create a new Edge Vertex,
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- * then position it.
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- *
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- *******************************************************/
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-
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- newEdgeVertices = [];
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- var other, currentEdge, newEdge, face;
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- var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
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-
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- for ( i in sourceEdges ) {
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-
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- currentEdge = sourceEdges[ i ];
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- newEdge = new THREE.Vector3();
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-
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- edgeVertexWeight = 3 / 8;
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- adjacentVertexWeight = 1 / 8;
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-
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- connectedFaces = currentEdge.faces.length;
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-
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- // check how many linked faces. 2 should be correct.
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- if ( connectedFaces != 2 ) {
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-
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- // if length is not 2, handle condition
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- edgeVertexWeight = 0.5;
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- adjacentVertexWeight = 0;
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-
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- if ( connectedFaces != 1 ) {
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-
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- if ( WARNINGS ) console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
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-
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- }
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-
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- }
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-
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- newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
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-
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- tmp.set( 0, 0, 0 );
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-
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- for ( j = 0; j < connectedFaces; j ++ ) {
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-
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- face = currentEdge.faces[ j ];
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-
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- for ( k = 0; k < 3; k ++ ) {
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-
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- other = oldVertices[ face[ ABC[ k ] ] ];
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- if ( other !== currentEdge.a && other !== currentEdge.b ) break;
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-
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- }
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-
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- tmp.add( other );
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-
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- }
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-
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- tmp.multiplyScalar( adjacentVertexWeight );
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- newEdge.add( tmp );
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-
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- currentEdge.newEdge = newEdgeVertices.length;
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- newEdgeVertices.push( newEdge );
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-
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- // console.log(currentEdge, newEdge);
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-
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- }
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-
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- /******************************************************
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- *
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- * Step 2.
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- * Reposition each source vertices.
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- *
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- *******************************************************/
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-
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- var beta, sourceVertexWeight, connectingVertexWeight;
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- var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
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- newSourceVertices = [];
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-
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- for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
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-
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- oldVertex = oldVertices[ i ];
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-
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- // find all connecting edges (using lookupTable)
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- connectingEdges = metaVertices[ i ].edges;
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- n = connectingEdges.length;
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- beta;
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-
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- if ( n == 3 ) {
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-
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- beta = 3 / 16;
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-
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- } else if ( n > 3 ) {
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-
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- beta = 3 / ( 8 * n ); // Warren's modified formula
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-
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- }
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-
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- // Loop's original beta formula
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- // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
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-
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- sourceVertexWeight = 1 - n * beta;
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- connectingVertexWeight = beta;
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-
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- if ( n <= 2 ) {
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-
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- // crease and boundary rules
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- // console.warn('crease and boundary rules');
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-
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- if ( n == 2 ) {
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-
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- if ( WARNINGS ) console.warn( '2 connecting edges', connectingEdges );
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- sourceVertexWeight = 3 / 4;
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- connectingVertexWeight = 1 / 8;
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-
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- // sourceVertexWeight = 1;
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- // connectingVertexWeight = 0;
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-
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- } else if ( n == 1 ) {
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-
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- if ( WARNINGS ) console.warn( 'only 1 connecting edge' );
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-
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- } else if ( n == 0 ) {
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-
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- if ( WARNINGS ) console.warn( '0 connecting edges' );
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-
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- }
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-
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- }
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-
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- newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
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-
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- tmp.set( 0, 0, 0 );
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-
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- for ( j = 0; j < n; j ++ ) {
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-
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- connectingEdge = connectingEdges[ j ];
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- other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
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- tmp.add( other );
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-
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- }
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-
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- tmp.multiplyScalar( connectingVertexWeight );
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- newSourceVertex.add( tmp );
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-
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- newSourceVertices.push( newSourceVertex );
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-
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- }
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-
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-
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- /******************************************************
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- *
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- * Step 3.
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- * Generate Faces between source vertecies
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- * and edge vertices.
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- *
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- *******************************************************/
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-
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- newVertices = newSourceVertices.concat( newEdgeVertices );
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- var sl = newSourceVertices.length, edge1, edge2, edge3;
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- newFaces = [];
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-
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- for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
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-
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- face = oldFaces[ i ];
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-
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- // find the 3 new edges vertex of each old face
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-
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- edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
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- edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
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- edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
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-
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- // create 4 faces.
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-
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- newFace( newFaces, edge1, edge2, edge3 );
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- newFace( newFaces, face.a, edge1, edge3 );
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- newFace( newFaces, face.b, edge2, edge1 );
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- newFace( newFaces, face.c, edge3, edge2 );
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-
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- }
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-
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- // Overwrite old arrays
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- geometry.vertices = newVertices;
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- geometry.faces = newFaces;
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-
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- // console.log('done');
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-
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- };
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-
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-
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-} )();
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+/*
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+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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+ * @author centerionware / http://www.centerionware.com
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+ *
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+ * Subdivision Geometry Modifier
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+ * using Loop Subdivision Scheme
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+ *
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+ * References:
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+ * http://graphics.stanford.edu/~mdfisher/subdivision.html
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+ * http://www.holmes3d.net/graphics/subdivision/
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+ * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
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+ *
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+ * Known Issues:
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+ * - currently doesn't handle "Sharp Edges"
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+ */
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+
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+THREE.SubdivisionModifier = function ( subdivisions ) {
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+
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+ this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
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+
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+};
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+
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+// Applies the "modify" pattern
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+THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
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+
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+ var repeats = this.subdivisions;
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+
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+ while ( repeats -- > 0 ) {
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+
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+ this.smooth( geometry );
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+
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+ }
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+
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+ geometry.computeFaceNormals();
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+ geometry.computeVertexNormals();
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+
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+};
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+
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+( function() {
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+
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+ // Some constants
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|
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+ 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');
|
|
|
|
+
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+} )();
|