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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 Matthew Adams / http://www.centerionware.com - added UV support and rewrote to use buffergeometry.
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+ *
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+ * Subdivision Geometry Modifier
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+ * using Loop Subdivision Scheme for Geometry / BufferGeometry
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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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+ * - no checks to prevent breaking when uv's don't exist.
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+ * - vertex colors are unsupported.
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+ * **DDS Images when using corrected uv's passed to subdivision modifier will have their uv's flipy'd within the correct uv set
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+ * **Either flipy the DDS image, or use shaders. Don't try correcting the uv's before passing into subdiv (eg: v=1-v).
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+ *
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+ * @input THREE.Geometry, or index'd THREE.BufferGeometry with faceUV's (Not vertex uv's)
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+ * @output non-indexed vertex points, uv's, normals.
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+ *
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+ */
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+
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+/*
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+ *
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+ * The TypedArrayHelper class is designed to assist managing typed arrays, and to allow the removal of all 'new Vector3, new Face3, new Vector2'.
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+ *
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+ * It will automatically resize them if trying to push a new element to an array that isn't long enough
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+ * It provides 'registers' that the units can be mapped to. This allows a small set of objects
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+ * (ex: vector3's, face3's, vector2's) to be allocated then used, to eliminate any need to rewrite all
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+ * the features those classes offer while not requiring some_huge_number to be allocated.
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+ * It should be moved into it's own file honestly, then included before the BufferSubdivisionModifier - maybe in three's core?
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+ *
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+ *
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+ * 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)
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+ *
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+ */
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+THREE.Face3.prototype.set = function (a, b, c) {
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+ this.a = a;
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+ this.b = b;
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+ this.c = c;
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+}
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+var TypedArrayHelper = function (size, registers, register_type, array_type, unit_size, accessors) {
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+ this.array_type = array_type;
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+ this.register_type = register_type;
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+ this.unit_size = unit_size;
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+ this.accessors = accessors;
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+ this.buffer = new array_type(size * unit_size);
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+ this.register = [];
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+ this.length = 0;
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+ this.real_length = size;
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+ this.available_registers = registers;
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+ for (var i = 0; i < registers; i++) { this.register.push(new register_type()); }
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+}
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+TypedArrayHelper.prototype = {
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+ constructor: TypedArrayHelper,
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+ index_to_register: function (index, register, isLoop) {
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+ var base = index * this.unit_size;
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+ if (register >= this.available_registers) {
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+ throw ("Nope nope nope, not enough registers!");
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+ }
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+ if (index > this.length) {
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+ throw ("Nope nope nope, index is out of range");
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+ }
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+ for (var i = 0; i < this.unit_size; i++)
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+ (this.register[register])[this.accessors[i]] = this.buffer[base + i];
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+
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+ },
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+ resize: function (new_size) {
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+ if (new_size == 0) new_size = 8;
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+ if (new_size < this.length) {
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+ this.buffer = this.buffer.subarray(0, this.length * this.unit_size);
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+ } else {
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+ if (this.buffer.length < new_size * this.unit_size) {
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+ var nBuffer = new this.array_type(new_size * this.unit_size);
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+ nBuffer.set(this.buffer);
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+ this.buffer = nBuffer;
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+ this.real_length = new_size;
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+ } else {
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+ var nBuffer = new this.array_type(new_size * this.unit_size);
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+ nBuffer.set(this.buffer.subarray(0, this.length * this.unit_size));
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+ this.buffer = nBuffer;
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+ this.real_length = new_size;
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+ }
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+ }
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+ },
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+ from_existing: function (oldArray) {
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+ var new_size = oldArray.length;
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+ this.buffer = new this.array_type(new_size);//this.resize(oldArray.length);
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+ this.buffer.set(oldArray);//.slice(0, oldArray.length));
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+ this.length = oldArray.length / this.unit_size;
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+ this.real_length = this.length;
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+ },
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+ push_element: function (vector) {
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+ if (this.length + 1 > this.real_length) { this.resize(this.real_length * 2); }
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+ var bpos = this.length * this.unit_size;
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+ for (var i = 0; i < this.unit_size; i++) {
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+ this.buffer[bpos + i] = vector[this.accessors[i]];
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+ }
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+ this.length++;
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+ },
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+ trim_size: function () {
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+ if (this.length < this.real_length) this.resize(this.length);
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+ },
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+ each: function (function_pointer, xtra) {
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+ if (typeof this.loop_register == 'undefined') this.loop_register = new this.register_type();
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+ for (var i = 0; i < this.length; i++) {
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+ for (var j = 0; j < this.unit_size; j++)
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+ this.loop_register[this.accessors[j]] = this.buffer[i * this.unit_size + j];
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+ function_pointer(this.loop_register, i, xtra);
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+ }
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+ },
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+ push_array: function (vector) {
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+ if (this.length + 1 > this.real_length) { this.resize(this.real_length * 2); }
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+ var bpos = this.length * this.unit_size;
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+ for (var i = 0; i < this.unit_size; i++) {
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+ this.buffer[bpos + i] = vector[i];
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+ }
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+ this.length++;
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+ }
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+}
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+
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+
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+function convertGeometryToIndexedBuffer(geometry) {
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+ var BGeom = new THREE.BufferGeometry();
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+ // create a new typed array
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+ var vertArray = new TypedArrayHelper(geometry.vertices.length, 0, THREE.Vector3, Float32Array, 3, ['x', 'y', 'z']);
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+ var indexArray = new TypedArrayHelper(geometry.faces.length, 0, THREE.Face3, Uint32Array, 3, ['a', 'b', 'c']);
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+ var uvArray = new TypedArrayHelper(geometry.faceVertexUvs[0].length * 3 * 3, 0, THREE.Vector2, Float32Array, 2, ['x', 'y']);
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+
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+ var i, il;
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+ for (i = 0, il = geometry.vertices.length; i < il; i++) vertArray.push_element(geometry.vertices[i]);
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+ for (i = 0, il = geometry.faces.length; i < il; i++) indexArray.push_element(geometry.faces[i]);
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+ for (i = 0, il = geometry.faceVertexUvs[0].length; i < il; i++) {
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+ uvArray.push_element(geometry.faceVertexUvs[0][i][0]);
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+ uvArray.push_element(geometry.faceVertexUvs[0][i][1]);
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+ uvArray.push_element(geometry.faceVertexUvs[0][i][2]);
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+ }
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+ indexArray.trim_size();
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+ vertArray.trim_size();
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+ uvArray.trim_size();
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+ BGeom.setIndex(new THREE.BufferAttribute(indexArray.buffer,3));
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+ BGeom.addAttribute('position', new THREE.BufferAttribute(vertArray.buffer, 3));
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+ BGeom.addAttribute('uv', new THREE.BufferAttribute(uvArray.buffer, 2));
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+ return BGeom;
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+}
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+function addNormal(old, newn) {
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+ // old.x += newn.x;
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+ // old.y += newn.y;
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+ // old.z += newn.z;
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+ ///*
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+ if (old.x == 0) old.x = newn.x;
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+ else old.x = (old.x + newn.x) / 2;
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+ if (old.y == 0) old.y = newn.y;
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+ else old.y = (old.y + newn.y) / 2;
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+ if (old.z == 0) old.z = newn.z;
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+ else old.z = (old.z + newn.z) / 2;
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+ // */
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+}
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+function findArea(a, b, c) {
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+ return Math.abs(((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) / 2.0);
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+}
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+function find_angle3d(A, B, C) {
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+ var AB = Math.sqrt(Math.pow(B.x - A.x, 2) + Math.pow(B.y - A.y, 2));
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+ var BC = Math.sqrt(Math.pow(B.x - C.x, 2) + Math.pow(B.y - C.y, 2));
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+ var AC = Math.sqrt(Math.pow(C.x - A.x, 2) + Math.pow(C.y - A.y, 2));
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+ return Math.acos((BC * BC + AB * AB - AC * AC) / (2 * BC * AB));
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+}
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+function find_angle2d(p1,p2) {
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+ return Math.atan2(p2.y - p1.y, p2.x - p1.x);
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+}
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+function compute_vertex_normals(geometry) {
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+ var ABC = ['a', 'b', 'c'];
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+ var XYZ = ['x', 'y', 'z'];
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+ var XY = ['x', 'y'];
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+ var oldVertices = new TypedArrayHelper(0, 5, THREE.Vector3, Float32Array, 3, XYZ);
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+ var oldFaces = new TypedArrayHelper(0, 3, THREE.Face3, Uint32Array, 3, ABC);
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+ oldVertices.from_existing(geometry.getAttribute('position').array);
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+ var newNormals = new TypedArrayHelper(oldVertices.length * 3, 4, THREE.Vector3, Float32Array, 3, XYZ);
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+
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+ var newNormalFaces = new TypedArrayHelper(oldVertices.length, 1, function () { this.x = 0; }, Float32Array, 1, ['x']);
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+
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+ newNormals.length = oldVertices.length;
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+ var a, b, c;
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+ oldFaces.from_existing(geometry.index.array);
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+ var j, jl;
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+ var k,l;
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+ var my_weight;
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+ var full_weights = [0.0,0.0,0.0];
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+
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+ for (var i = 0, il = oldFaces.length; i < il; i++) {
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+ oldFaces.index_to_register(i, 0);
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+ oldVertices.index_to_register(oldFaces.register[0].a, 0);
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+ oldVertices.index_to_register(oldFaces.register[0].b, 1);
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+ oldVertices.index_to_register(oldFaces.register[0].c, 2);
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+ newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
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+ newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[1]);
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+ newNormals.register[0].cross(newNormals.register[1]);
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+ my_weight = Math.abs(newNormals.register[0].length());
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+ //my_weight = findArea(oldVertices.register[0], oldVertices.register[1], oldVertices.register[2]);
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+ newNormalFaces.buffer[oldFaces.register[0].a] += my_weight;
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+ newNormalFaces.buffer[oldFaces.register[0].b] += my_weight;
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+ newNormalFaces.buffer[oldFaces.register[0].c] += my_weight;
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+ }
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+ var tmpx;
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+ var tmpy;
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+ var tmpz;
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+ var t_len;
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+ for (var i = 0, il = oldFaces.length; i < il; i++) {
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+ oldFaces.index_to_register(i, 0);
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+ oldVertices.index_to_register(oldFaces.register[0].a, 0);
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+ oldVertices.index_to_register(oldFaces.register[0].b, 1);
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+ oldVertices.index_to_register(oldFaces.register[0].c, 2);
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+
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+ newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
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+ newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[0]);
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+/*
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+ // newNormals.register[0].cross(newNormals.register[1]);
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+
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+ newNormals.register[3].copy(newNormals.register[0]);//(a, b, c);
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+
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+ t_len = (newNormals.register[3].x + newNormals.register[3].y + newNormals.register[3].z);
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+ newNormals.register[3].x = newNormals.register[3].x / t_len;
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+ newNormals.register[3].y = newNormals.register[3].y / t_len;
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+ newNormals.register[3].z = newNormals.register[3].z / t_len;
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+*/
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+ newNormals.register[3].set(0,0,0);
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+ newNormals.register[3].x = (newNormals.register[0].y*newNormals.register[1].z )-(newNormals.register[0].z*newNormals.register[1].y);
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+ newNormals.register[3].y = (newNormals.register[0].z*newNormals.register[1].x )-(newNormals.register[0].x*newNormals.register[1].z);
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+ newNormals.register[3].z = (newNormals.register[0].x*newNormals.register[1].y )-(newNormals.register[0].y*newNormals.register[1].x);
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+
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+ newNormals.register[0].cross(newNormals.register[1]);
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+
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+
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+
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+ my_weight = Math.abs(newNormals.register[0].length() );
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+ // oldVertices.register[3].subVectors(oldVertices.register[2],oldVertices.register[0]);
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+ // oldVertices.register[4].subVectors(oldVertices.register[2],oldVertices.register[1]);
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+ // var angle = find_angle2d(oldVertices.register[3],oldVertices.register[4]);
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+ full_weights[0] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].a]) ;
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+ full_weights[1] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].b]) ;
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+ full_weights[2] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].c]) ;
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+ tmpx = newNormals.register[3].x * full_weights[0];
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+ tmpy = newNormals.register[3].y * full_weights[0];
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+ tmpz = newNormals.register[3].z * full_weights[0];
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+
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+ newNormals.buffer[ oldFaces.register[0].a * 3 ] += newNormals.register[3].x * full_weights[0];
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+ newNormals.buffer[(oldFaces.register[0].a * 3) + 1] += newNormals.register[3].y * full_weights[0];
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+ newNormals.buffer[(oldFaces.register[0].a * 3) + 2] += newNormals.register[3].z * full_weights[0];
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+
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+ newNormals.buffer[ oldFaces.register[0].b * 3 ] += newNormals.register[3].x * full_weights[1];
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+ newNormals.buffer[(oldFaces.register[0].b * 3) + 1] += newNormals.register[3].y * full_weights[1];
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+ newNormals.buffer[(oldFaces.register[0].b * 3) + 2] += newNormals.register[3].z * full_weights[1];
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+
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+ newNormals.buffer[ oldFaces.register[0].c * 3 ] += newNormals.register[3].x * full_weights[2];
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+ newNormals.buffer[(oldFaces.register[0].c * 3) + 1] += newNormals.register[3].y * full_weights[2];
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+ newNormals.buffer[(oldFaces.register[0].c * 3) + 2] += newNormals.register[3].z * full_weights[2];
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+/*
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+
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+ newNormals.index_to_register(oldFaces.register[0].a, 0);
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+ newNormals.index_to_register(oldFaces.register[0].b, 1);
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+ newNormals.index_to_register(oldFaces.register[0].c, 2);
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+
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+ addNormal(newNormals.register[3], newNormals.register[0]);
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+ addNormal(newNormals.register[3], newNormals.register[1]);
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+ addNormal(newNormals.register[3], newNormals.register[2]);
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+
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+ newNormals.buffer[oldFaces.register[0].a * 3] = newNormals.register[3].x;
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+ newNormals.buffer[(oldFaces.register[0].a * 3)+1] = newNormals.register[3].y;
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+ 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');
|
|
|
|
+
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+})();
|