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@@ -41,269 +41,14 @@
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var windowHalfY = window.innerHeight / 2;
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var windowHalfY = window.innerHeight / 2;
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-
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- /*
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- * @author zz85 / https://github.com/zz85
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- * Smooth Geometry (SmoothMesh) using Catmull-Clark Subdivision Surfaces
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- * Readings:
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- * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
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- * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
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- */
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- //
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- THREE.SubdivisionGeometry = function( oldGeometry ) {
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- THREE.Geometry.call( this );
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-
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- var scope = this;
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-
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- function v( x, y, z ) {
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- scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
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- }
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-
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- function f4( a, b, c, d ) {
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- scope.faces.push( new THREE.Face4( a, b, c, d ) );
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- }
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-
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- function edge_hash( a, b ) {
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-
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- return Math.min( a, b ) + "_" + Math.max( a, b );
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-
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- };
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-
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- var originalPoints = oldGeometry.vertices;
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- var originalFaces = oldGeometry.faces;
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-
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- var newPoints = originalPoints.concat(); // Vertices
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-
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- var facePoints = [], edgePoints = {};
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-
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- // Step 1
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- // For each face, add a face point
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- // Set each face point to be the centroid of all original points for the respective face.
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-
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- var i, il, face;
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-
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- for (i=0, il = originalFaces.length; i<il ;i++) {
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- face = originalFaces[i];
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- facePoints.push(face.centroid);
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- newPoints.push( new THREE.Vertex(face.centroid) );
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- }
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-
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- // Step 2
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- // For each edge, add an edge point.
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- // Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
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- oldGeometry.computeEdgeFaces();
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- var edges = oldGeometry.edges, edge, faceIndexA, faceIndexB, avg;
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- console.log('edges', edges.length);
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-
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-
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- var vfMap = oldGeometry.vfMap;
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- console.log('vfMap', vfMap);
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-
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- var edgeInfo;
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- var edgeCount = 0;
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- var originalVerticesLength = originalPoints.length;
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- var edgeVertex, edgeVertexA, edgeVertexB;
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- for (i in vfMap) {
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- edgeInfo = vfMap[i];
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- edge = edgeInfo.array;
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- faceIndexA = edge[0]; // face index a
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- faceIndexB = edge[1]; // face index b
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-
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- avg = new THREE.Vector3();
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-
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- avg.addSelf(facePoints[faceIndexA]);
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- avg.addSelf(facePoints[faceIndexB]);
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-
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-
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- edgeVertex = i.split('_');
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- edgeVertexA = edgeVertex[0];
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- edgeVertexB = edgeVertex[1];
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-
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- avg.addSelf(originalPoints[edgeVertexA].position);
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- avg.addSelf(originalPoints[edgeVertexB].position);
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-
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-
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-
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- avg.multiplyScalar(0.25);
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-
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- edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
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-
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- newPoints.push( new THREE.Vertex(avg) );
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-
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- console.log(edge, i);
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- edgeCount ++;
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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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- // For each face point, add an edge for every edge of the face,
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- // connecting the face point to each edge point for the face.
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-
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-
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- var facePt, currentVerticeIndex;
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-
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- var hashAB, hashBC, hashCD, hashDA, hashCA;
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-
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-
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- for (i=0, il = facePoints.length; i<il ;i++) { // for every face
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- facePt = facePoints[i];
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- face = originalFaces[i];
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- currentVerticeIndex = originalVerticesLength+ i;
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-
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- console.log('face', face, facePt);
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- if ( face instanceof THREE.Face3 ) {
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-
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- // create 3 face4s
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-
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- hashAB = edge_hash( face.a, face.b );
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- hashBC = edge_hash( face.b, face.c );
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- hashCA = edge_hash( face.c, face.a );
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-
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-
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- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
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- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA]);
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- f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB]);
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-
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- } else if ( face instanceof THREE.Face4 ) {
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- // create 4 face4s
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-
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- hashAB = edge_hash( face.a, face.b );
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- hashBC = edge_hash( face.b, face.c );
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- hashCD = edge_hash( face.c, face.d );
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- hashDA = edge_hash( face.d, face.a );
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-
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- // f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
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- // f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD]);
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- // f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA]);
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- // f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB]);
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-
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- f4( face.a, edgePoints[hashAB], currentVerticeIndex, edgePoints[hashDA]);
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- f4( face.b, edgePoints[hashBC], currentVerticeIndex, edgePoints[hashAB]);
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- f4( face.c, edgePoints[hashCD], currentVerticeIndex, edgePoints[hashBC]);
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- f4( face.d, edgePoints[hashDA], currentVerticeIndex, edgePoints[hashCD]);
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-
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-
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- } else {
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- console.log('face should be a face!', face);
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- }
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- }
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-
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-
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- scope.vertices = newPoints;
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-
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- console.log('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
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-
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- console.log('newPoints', newPoints, 'faces', this.faces, newPoints.length, this.faces.length );
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-
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- // Step 4
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-
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- // For each original point P,
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- // take the average F of all n face points for faces touching P,
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- // and take the average R of all n edge midpoints for edges touching P,
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- // where each edge midpoint is the average of its two endpoint vertices.
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- // Move each original point to the point
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-
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-
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-
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- var vertexEdgeMap = {};
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- var vertexFaceMap = {};
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-
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- var addVertexEdgeMap = function(vertex, edge) {
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- if (vertexEdgeMap[vertex]===undefined) {
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- vertexEdgeMap[vertex] = [];
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- }
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-
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- vertexEdgeMap[vertex].push(edge);
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- };
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-
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- var addVertexFaceMap = function(vertex, face) {
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- if (vertexFaceMap[vertex]===undefined) {
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- vertexFaceMap[vertex] = {};
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- }
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-
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- vertexFaceMap[vertex][face] = null;
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- };
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-
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- for (i in vfMap) {
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- edgeInfo = vfMap[i];
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-
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- edgeVertex = i.split('_');
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- edgeVertexA = edgeVertex[0];
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- edgeVertexB = edgeVertex[1];
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-
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- addVertexEdgeMap(edgeVertexA,edgeInfo );
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- addVertexEdgeMap(edgeVertexB,edgeInfo );
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-
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- edge = edgeInfo.array;
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- faceIndexA = edge[0]; // face index a
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- faceIndexB = edge[1]; // face index b
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-
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- addVertexFaceMap(edgeVertexA, faceIndexA);
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- addVertexFaceMap(edgeVertexA, faceIndexB);
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- addVertexFaceMap(edgeVertexB, faceIndexA);
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- addVertexFaceMap(edgeVertexB, faceIndexB);
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-
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- }
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-
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- console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
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-
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- var F = new THREE.Vector3();
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- var R = new THREE.Vector3();
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-
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- var j, n;
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- for (i=0, il = originalPoints.length; i<il; i++) {
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- // (F + 2R + (n-3)P) / n
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-
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- F.set(0,0,0);
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- R.set(0,0,0);
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- var newPos = new THREE.Vector3(0,0,0);
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-
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- var z =0;
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- for (j in vertexFaceMap[i]) {
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- F.addSelf(facePoints[j]);
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- }
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-
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- F.divideScalar(z);
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-
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- n = vertexEdgeMap[i].length;
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-
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- for (j=0; j<n;j++) {
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- edge = vertexEdgeMap[i][j].array
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- var midPt = originalPoints[edge[0]].position.clone().addSelf(originalPoints[edge[1]].position).divideScalar(2);
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- R.addSelf(midPt);
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- // R.addSelf(originalPoints[edge[0]].position);
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- // R.addSelf(originalPoints[edge[1]].position);
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- }
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-
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- newPos.addSelf(originalPoints[i].position);
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- newPos.multiplyScalar(n - 3);
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-
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- newPos.addSelf(F);
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- newPos.addSelf(R.multiplyScalar(2));
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- newPos.divideScalar(n);
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-
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- this.vertices[i].position = newPos;
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-
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-
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- }
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-
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- console.log('HEY', this);
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-
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-
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- this.computeCentroids();
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- this.computeFaceNormals();
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- };
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-
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- THREE.SubdivisionGeometry.prototype = new THREE.Geometry();
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- THREE.SubdivisionGeometry.prototype.constructor = THREE.SubdivisionGeometry;
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-
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-
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-
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// Create subdivision geometry
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// Create subdivision geometry
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- function subdivision(geometry) {
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- return new THREE.SubdivisionGeometry(geometry);
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+ function createSubdivision(geometry, repeats) {
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+ repeats = (repeats === undefined ) ? 1 : repeats;
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+ var smooth = geometry;
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+ while (repeats--) {
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+ smooth = new THREE.SubdivisionGeometry(smooth);
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+ }
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+ return smooth;
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}
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}
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init();
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init();
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@@ -344,8 +89,7 @@
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geometry = new THREE.CubeGeometry( 200, 200, 200, 1, 1, 1, materials );
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geometry = new THREE.CubeGeometry( 200, 200, 200, 1, 1, 1, materials );
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- smooth = subdivision(geometry);
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- //smooth = subdivision(smooth);
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+ smooth = createSubdivision(geometry, 2);
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var PI2 = Math.PI * 2;
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var PI2 = Math.PI * 2;
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var program = function ( context ) {
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var program = function ( context ) {
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