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Add a BufferGeometry based Subdivision Modifier (#8165)

* Add a BufferGeometry based Subdivision Modifier

This started from the original subdivision modifier, and works in the
same way except it has different output - and is much MUCH faster and
far easier on RAM. (From >1m and >3gb (queue crashing browsers) to <10
seconds and <500mb on my tests).

Expected input: Index'd Buffer Geometry or THREE.Geometry - with uv's.
Output: Unindex'd Buffer Geometry.

Also introduced is a class I call the 'TypedArrayHelper' which provides
THREE objects (Such as Face, Vec3, Vec2) as 'registers' (I was thinking
like a CPU register), and controls the typed arrays underneath. It
automatically resizes them and provides a trim() function. While
resizing arrays is slow, it's still all way faster than millions of vec3
objects on a regular Geometry.

* Various Fixes

Fixed normal generation according to
https://www.opengl.org/wiki/Calculating_a_Surface_Normal
maybe various other cleanups.

* Revert "Various Fixes"

This reverts commit 4348a5f60b85ad8381e7ed3f19c0602a23bb87c4.

* Revert "Revert "Various Fixes""

This reverts commit c972529a2e0d869ac40d29409beb21420a833ad2.

* change the example to use BufferSubdivisionModifier

It's almost all working except for LatheGeometry. I'm not entirely sure
what is different about the lathegeometry , but I will investigate later
unless someone else figures it out first.

* change back to v2 and use phongmaterial

change back to v2 and use phongmaterial

* dispose of geometries

see title.

* Remove typedarray.slice's

in favor of typedarray.subarray's.

* slight cleanup to subarray

simply set the new buffers contents to the old buffers contents if
possible, otherwise use subarrays
Matthew Adams 9 years ago
parent
commit
41db6f6956

+ 778 - 0
examples/js/modifiers/BufferSubdivisionModifier.js

@@ -0,0 +1,778 @@
+/*
+ *	@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?
+ *
+ *
+ * EX: new TypedArrayHelper(initial_size_in_elements, 3, THREE.Vector3, Float32Array, 3, ['x', 'y', 'z']); (the x,y,z comes from THREE.Vector3. It would be abc if it were a face3. etc etc)
+ *
+ */
+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 ("Nope nope nope, not enough registers!");
+        }
+        if (index > this.length) {
+            throw ("Nope nope nope, index is out of range");
+        }
+        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 {
+            if (this.buffer.length < new_size * this.unit_size) {
+                var nBuffer = new this.array_type(new_size * this.unit_size);
+                nBuffer.set(this.buffer);
+                this.buffer = nBuffer;
+                this.real_length = new_size;
+            } else {
+                var 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.resize(oldArray.length);
+        this.buffer.set(oldArray);//.slice(0, oldArray.length));
+        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);
+    },
+    each: function (function_pointer, xtra) {
+        if (typeof this.loop_register == 'undefined') this.loop_register = new this.register_type();
+        for (var i = 0; i < this.length; i++) {
+            for (var j = 0; j < this.unit_size; j++)
+                this.loop_register[this.accessors[j]] = this.buffer[i * this.unit_size + j];
+            function_pointer(this.loop_register, i, xtra);
+        }
+    },
+    push_array: 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[i];
+        }
+        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 addNormal(old, newn) {
+   // old.x += newn.x;
+   // old.y += newn.y;
+   // old.z += newn.z;
+    ///*
+    if (old.x == 0) old.x = newn.x;
+    else old.x = (old.x + newn.x) / 2;
+    if (old.y == 0) old.y = newn.y;
+    else old.y = (old.y + newn.y) / 2;
+    if (old.z == 0) old.z = newn.z;
+    else old.z = (old.z + newn.z) / 2;
+   // */
+}
+function findArea(a, b, c) {
+    return Math.abs(((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) / 2.0);
+}
+function find_angle3d(A, B, C) {
+    var AB = Math.sqrt(Math.pow(B.x - A.x, 2) + Math.pow(B.y - A.y, 2));
+    var BC = Math.sqrt(Math.pow(B.x - C.x, 2) + Math.pow(B.y - C.y, 2));
+    var AC = Math.sqrt(Math.pow(C.x - A.x, 2) + Math.pow(C.y - A.y, 2));
+    return Math.acos((BC * BC + AB * AB - AC * AC) / (2 * BC * AB));
+}
+function find_angle2d(p1,p2) {
+    return Math.atan2(p2.y - p1.y, p2.x - p1.x);
+}
+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;
+    var a, b, c;
+    oldFaces.from_existing(geometry.index.array);
+    var j, jl;
+    var k,l;
+    var my_weight;
+    var full_weights = [0.0,0.0,0.0];
+
+    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);
+        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());
+        //my_weight = findArea(oldVertices.register[0], oldVertices.register[1], oldVertices.register[2]);
+        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;
+    var tmpy;
+    var tmpz;
+    var t_len;
+    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);
+
+        newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
+        newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[0]);
+/*
+      //  newNormals.register[0].cross(newNormals.register[1]);
+
+        newNormals.register[3].copy(newNormals.register[0]);//(a, b, c);
+
+        t_len = (newNormals.register[3].x + newNormals.register[3].y + newNormals.register[3].z);
+        newNormals.register[3].x = newNormals.register[3].x / t_len;
+        newNormals.register[3].y = newNormals.register[3].y / t_len;
+        newNormals.register[3].z = newNormals.register[3].z / t_len;
+*/
+        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() );
+       // oldVertices.register[3].subVectors(oldVertices.register[2],oldVertices.register[0]);
+       // oldVertices.register[4].subVectors(oldVertices.register[2],oldVertices.register[1]);
+       // var angle = find_angle2d(oldVertices.register[3],oldVertices.register[4]);
+        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     ] += 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     ] += 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     ] += 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.index_to_register(oldFaces.register[0].a, 0);
+        newNormals.index_to_register(oldFaces.register[0].b, 1);
+        newNormals.index_to_register(oldFaces.register[0].c, 2);
+
+        addNormal(newNormals.register[3], newNormals.register[0]);
+        addNormal(newNormals.register[3], newNormals.register[1]);
+        addNormal(newNormals.register[3], newNormals.register[2]);
+
+        newNormals.buffer[oldFaces.register[0].a * 3] = newNormals.register[3].x;
+        newNormals.buffer[(oldFaces.register[0].a * 3)+1] = newNormals.register[3].y;
+        newNormals.buffer[(oldFaces.register[0].a * 3) + 2] = newNormals.register[3].z;
+
+        newNormals.buffer[oldFaces.register[0].b * 3] = newNormals.register[3].x;
+        newNormals.buffer[(oldFaces.register[0].b * 3) + 1] = newNormals.register[3].y;
+        newNormals.buffer[(oldFaces.register[0].b * 3) + 2] = newNormals.register[3].z;
+
+        newNormals.buffer[oldFaces.register[0].c * 3] = newNormals.register[3].x;
+        newNormals.buffer[(oldFaces.register[0].c * 3) + 1] = newNormals.register[3].y;
+        newNormals.buffer[(oldFaces.register[0].c * 3) + 2] = newNormals.register[3].z;
+        */
+      //  newNormalFaces[oldFaces.register[0].a] += 1;
+    //    newNormalFaces[oldFaces.register[0].b] += 1;
+     //   newNormalFaces[oldFaces.register[0].c] += 1;
+
+    }
+   // for (var i = 0, il = newNormalFaces.length; i < i; i++) {
+   //     newNormals.buffer[(i * 3)] = newNormals.buffer[(i * 3)] / newNormalFaces.buffer[i];
+  //      newNormals.buffer[(i * 3)+1] = newNormals.buffer[(i * 3)+1] / newNormalFaces.buffer[i];
+   //     newNormals.buffer[(i * 3)+2] = newNormals.buffer[(i * 3)+2] / newNormalFaces.buffer[i];
+
+    // }
+    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);
+   // geometry.computeFaceNormals();
+    // geometry.computeVertexNormals();
+    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]);
+        
+     /*   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]);
+        v = newNormals.register[0];
+        w = newNormals.register[1];
+        newNormals.register[2].x = (v.y * w.z) - (v.z * w.y);
+        newNormals.register[2].y = (v.z * w.x) - (v.x * w.z)
+        newNormals.register[2].z = (v.x * w.y) - (v.y * w.x)
+        newNormals.push_element(newNormals.register[2]);
+        newNormals.push_element(newNormals.register[2]);
+        newNormals.push_element(newNormals.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));
+  //  geometry.computeVertexNormals();
+    return geometry;
+}
+THREE.BufferSubdivisionModifier = function (subdivisions) {
+
+    this.subdivisions = (subdivisions === undefined) ? 1 : subdivisions;
+    //this.subdivisions = 3;
+
+};
+
+// Applies the "modify" pattern
+THREE.BufferSubdivisionModifier.prototype.modify = function (geometry) {
+    
+    if (geometry instanceof THREE.Geometry) {
+        geometry.mergeVertices();
+        if (typeof (geometry.normals) == 'undefined') geometry.normals = [];
+            var BGEom = convertGeometryToIndexedBuffer(geometry);
+            geometry = BGEom;
+        } else if( !(geometry instanceof THREE.BufferGeometry) ) console.log("Geometry is not an instance of THREE.BufferGeometry or THREE.Geometry");
+    
+    var repeats = this.subdivisions;
+
+    while (repeats-- > 0) {
+
+        this.smooth(geometry);
+
+    }
+
+    return unIndexIndexedGeometry(geometry); // it doesn't change what geometry points to in the function that calls this.. >_<. how annoying.
+
+};
+var edge_type = function (a, b) {
+    this.a = a;
+    this.b = b;
+    this.faces = [];
+    this.newEdge = null;
+};
+
+(function () {
+
+    // Some constants
+    var WARNINGS = ! true; // Set to true for development
+    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 {
+
+          //  var vertexA = vertices[vertexIndexA];
+          //  var vertexB = vertices[vertexIndexB];
+
+            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;
+
+        // new stuff.
+        var 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;
+
+                if (connectedFaces != 1) {
+
+                    if (WARNINGS) console.warn('Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge);
+
+                }
+
+            }
+            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);
+
+            // console.log(currentEdge, 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
+                // 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.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 vertecies
+		 *	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];//oldFaces[i];
+
+            // 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);
+            // create 4 new uv's
+
+            /*
+        
+
+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) {
+
+                oldUvs.index_to_register(i * 3, 0);
+                oldUvs.index_to_register((i * 3)+1, 1);
+                oldUvs.index_to_register((i * 3)+2, 2);
+
+              //  uv = oldUvs[i];
+                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
+        //geometry.addAttribute('position', THREE.BufferAttribute(newVertices, 3).copy)
+        newVertices.trim_size();
+        newFaces.trim_size();
+        newUVs.trim_size();
+        geometry.addAttribute('position', new THREE.BufferAttribute(newVertices.buffer,3));
+        geometry.setIndex(new THREE.BufferAttribute(newFaces.buffer,3));
+        geometry.addAttribute('uv', new THREE.BufferAttribute(newUVs.buffer,2));
+        /*
+        geometry.vertices = newVertices;
+        geometry.faces = newFaces;
+        geometry.faceVertexUvs[0] = newUVs; */
+        // console.log('done');
+
+    };
+
+
+})();

+ 35 - 40
examples/webgl_modifier_subdivision.html

@@ -1,4 +1,4 @@
-<!DOCTYPE html>
+<!DOCTYPE html>
 <html lang="en">
 	<head>
 		<title>three.js webgl - modifier - Subdivisions using Loop Subdivision Scheme</title>
@@ -17,7 +17,7 @@
 
 		<script src="../build/three.js"></script>
 		<script src="js/controls/OrbitControls.js"></script>
-		<script src="js/modifiers/SubdivisionModifier.js"></script>
+		<script src="js/modifiers/BufferSubdivisionModifier.js"></script>
 		<script src="js/libs/stats.min.js"></script>
 
 		<script>
@@ -26,7 +26,7 @@
 
 			var camera, controls, scene, renderer;
 
-			var cube, plane;
+			var cube, mesh, material;
 
 			// Create new object by parameters
 
@@ -173,22 +173,28 @@
 				 	'<br><br>Subdivisions: '  + subdivisions +
 					' <a href="#" onclick="nextSubdivision(1); return false;">more</a>/<a href="#" onclick="nextSubdivision(-1); return false;">less</a>' +
 					'<br>Geometry: ' + dropdown + ' <a href="#" onclick="nextGeometry();return false;">next</a>' +
-					'<br><br>Vertices count: before ' + geometry.vertices.length + ' after ' + smooth.vertices.length +
-					'<br>Face count: before ' + geometry.faces.length + ' after ' + smooth.faces.length
+					'<br><br>Vertices count: before ' + geometry.vertices.length + ' after ' + (smooth.attributes.position.array.length/3) +
+					'<br>Face count: before ' + geometry.faces.length + ' after ' + (smooth.attributes.position.array.length / 3)
+                /* since the result is unindex'd the face count will always be directly related to the vertice count */
 				; //+ params.args;
 			}
 
 			function addStuff() {
 
-				if ( cube ) {
-
+				if ( cube != false ) {
+				    
 					scene.remove( group );
-					scene.remove( cube );
+					scene.remove(cube);
+					scene.remove(mesh);
+					//mesh.dispose();
+					material.dispose();
+					geometry.dispose();
+					smooth.dispose();
 
 				}
 
 
-				var modifier = new THREE.SubdivisionModifier( subdivisions );
+				var modifier = new THREE.BufferSubdivisionModifier( subdivisions );
 
 
 				var params = geometriesParams[ geometryIndex ];
@@ -205,51 +211,40 @@
 
 				// Cloning original geometry for debuging
 
-				smooth = geometry.clone();
+				//smooth = geometry.clone(); // removed because the BufferSubdivisionModifier doesn't modify the original object.
 
-				// mergeVertices(); is run in case of duplicated vertices
-				smooth.mergeVertices();
-				smooth.computeFaceNormals();
-				smooth.computeVertexNormals();
+				// mergeVertices(); is run in the subdivision modifier 
 
-				modifier.modify( smooth );
+				smooth = modifier.modify( geometry ); 
 
 				updateInfo();
 
 				var faceABCD = "abcd";
-				var color, f, p, n, vertexIndex;
-
-				for ( i = 0; i < smooth.faces.length; i ++ ) {
-
-					f  = smooth.faces[ i ];
-
-
-					n = ( f instanceof THREE.Face3 ) ? 3 : 4;
-
-					for( var j = 0; j < n; j++ ) {
-
-						vertexIndex = f[ faceABCD.charAt( j ) ];
-
-						p = smooth.vertices[ vertexIndex ];
-
-						color = new THREE.Color( 0xffffff );
-						color.setHSL( ( p.y ) / 200 + 0.5, 1.0, 0.5 );
-
-						f.vertexColors[ j ] = color;
-
-					}
+				
+				var i;
+			//	var tmp_v = new THREE.Vector3();
+				var colors = new TypedArrayHelper(0, 1, THREE.Color, Float32Array, 3, ['r', 'g', 'b']); // var TypedArrayHelper = function (size, registers, register_type, array_type, unit_size, accessors)
+				for (i = 0; i < smooth.attributes.position.array.length / 3; i++) {
+				  //  tmp_v.x = smooth.attributes.position.array[i * 3];
+				  //  tmp_v.y = smooth.attributes.position.array[(i * 3)+1];
+				  //  tmp_v.z = smooth.attributes.position.array[(i * 3) + 2];
+				    colors.register[0].setHSL((smooth.attributes.position.array[(i * 3) + 1] / 200) + 0.5, 1, 0.5);
+				    colors.push_element(colors.register[0]);
 
 				}
+                colors.trim_size();
+				smooth.addAttribute('color', new THREE.BufferAttribute(colors.buffer,3));
+
 
 				group = new THREE.Group();
 				scene.add( group );
 
-				var material = new THREE.MeshBasicMaterial( { color: 0xfefefe, wireframe: true, opacity: 0.5 } );
-				var mesh = new THREE.Mesh( geometry, material );
+				material = new THREE.MeshBasicMaterial( { color: 0xfefefe, wireframe: true, opacity: 0.5 } );
+				mesh = new THREE.Mesh( geometry, material );
 				group.add( mesh );
 
 				var meshmaterials = [
-					new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors, shininess: 0 } ),
+					new THREE.MeshPhongMaterial({ color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors, shininess: 0 }),
 					new THREE.MeshBasicMaterial( { color: 0x405040, wireframe: true, opacity: 0.8, transparent: true } )
 				];
 
@@ -268,7 +263,7 @@
 			}
 
 			function init() {
-
+			    cube = false;
 				container = document.createElement( 'div' );
 				document.body.appendChild( container );