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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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+import {
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+ Face3,
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+ Geometry,
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+ Vector2,
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+ Vector3
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+} from "../../../build/three.module.js";
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+
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+var 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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+SubdivisionModifier.prototype.modify = function ( geometry ) {
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+
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+ if ( geometry.isBufferGeometry ) {
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+
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+ geometry = new Geometry().fromBufferGeometry( geometry );
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+
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+ } else {
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+
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+ geometry = geometry.clone();
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+
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+ }
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+
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+ geometry.mergeVertices();
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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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+ return geometry;
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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 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;
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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, materialIndex ) {
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+
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+ newFaces.push( new Face3( a, b, c, undefined, undefined, materialIndex ) );
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+
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+ }
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+
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+ function midpoint( a, b ) {
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+
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+ return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
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+
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+ }
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+
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+ function newUv( newUvs, a, b, c ) {
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+
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+ newUvs.push( [ a.clone(), b.clone(), c.clone() ] );
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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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+ SubdivisionModifier.prototype.smooth = function ( geometry ) {
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+
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+ var tmp = new Vector3();
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+
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+ var oldVertices, oldFaces, oldUvs;
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+ var newVertices, newFaces, newUVs = [];
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+
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+ var n, 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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+ oldUvs = geometry.faceVertexUvs[ 0 ];
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+
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+ var hasUvs = oldUvs !== undefined && oldUvs.length > 0;
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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 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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+ // 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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+
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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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+ // 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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+ // 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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+ // 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 vertices
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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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+ var uv, x0, x1, x2;
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+ var x3 = new Vector2();
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+ var x4 = new Vector2();
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+ var x5 = new Vector2();
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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, face.materialIndex );
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+ newFace( newFaces, face.a, edge1, edge3, face.materialIndex );
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+ newFace( newFaces, face.b, edge2, edge1, face.materialIndex );
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+ newFace( newFaces, face.c, edge3, edge2, face.materialIndex );
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+
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+ // create 4 new uv's
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+
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+ if ( hasUvs ) {
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+
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+ uv = oldUvs[ i ];
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+
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+ x0 = uv[ 0 ];
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+ x1 = uv[ 1 ];
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+ x2 = uv[ 2 ];
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+
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+ x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
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+ x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
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+ x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
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+
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+ newUv( newUVs, x3, x4, x5 );
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+ newUv( newUVs, x0, x3, x5 );
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+
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+ newUv( newUVs, x1, x4, x3 );
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+ newUv( newUVs, x2, x5, x4 );
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+
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+ }
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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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+ if ( hasUvs ) geometry.faceVertexUvs[ 0 ] = newUVs;
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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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+export { SubdivisionModifier };
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