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Merge pull request #14397 from Mugen87/dev14

Examples: Removed BufferSubdivisionModifier
Mr.doob 7 lat temu
rodzic
commit
7d58454d8c

+ 0 - 774
examples/js/modifiers/BufferSubdivisionModifier.js

@@ -1,774 +0,0 @@
-/*
- * @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?
- *
- */
-
-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 new Error( 'THREE.BufferSubdivisionModifier: Not enough registers in TypedArrayHelper.' );
-
-		}
-
-		if ( index > this.length ) {
-
-			throw new Error( 'THREE.BufferSubdivisionModifier: Index is out of range in TypedArrayHelper.' );
-
-		}
-
-		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 {
-
-			var nBuffer;
-
-			if ( this.buffer.length < new_size * this.unit_size ) {
-
-				nBuffer = new this.array_type( new_size * this.unit_size );
-				nBuffer.set( this.buffer );
-				this.buffer = nBuffer;
-				this.real_length = new_size;
-
-			} else {
-
-				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.buffer.set( oldArray );
-		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 );
-
-		}
-
-	}
-
-};
-
-
-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' ] );
-
-	for ( var i = 0, il = geometry.vertices.length; i < il; i++ ) {
-
-		vertArray.push_element( geometry.vertices[ i ] );
-
-	}
-
-	for ( var i = 0, il = geometry.faces.length; i < il; i++ ) {
-
-		indexArray.push_element( geometry.faces[ i ] );
-
-	}
-
-	for ( var 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 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;
-	oldFaces.from_existing( geometry.index.array );
-	var a, b, c;
-	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() );
-
-		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 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[ 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() );
-
-		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 ] );
-
-		newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 0 ] += 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 ) + 0 ] += 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 ) + 0 ] += 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.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 );
-
-	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 ] );
-
-	}
-
-	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 ) );
-
-	}
-
-	return geometry;
-
-}
-
-THREE.BufferSubdivisionModifier = function( subdivisions ) {
-
-	this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
-
-};
-
-THREE.BufferSubdivisionModifier.prototype.modify = function( geometry ) {
-
-	if ( geometry instanceof THREE.Geometry ) {
-
-		geometry.mergeVertices();
-
-		if ( typeof geometry.normals === 'undefined' ) {
-
-			geometry.normals = [];
-
-		}
-
-		geometry = convertGeometryToIndexedBuffer( geometry );
-
-	} else if ( !( geometry instanceof THREE.BufferGeometry ) ) {
-
-		console.error( 'THREE.BufferSubdivisionModifier: Geometry is not an instance of THREE.BufferGeometry or THREE.Geometry' );
-
-	}
-
-	var repeats = this.subdivisions;
-
-	while ( repeats -- > 0 ) {
-
-		this.smooth( geometry );
-
-	}
-
-	return unIndexIndexedGeometry( geometry );
-
-};
-
-var edge_type = function ( a, b ) {
-
-	this.a = a;
-	this.b = b;
-	this.faces = [];
-	this.newEdge = null;
-
-};
-
-( function () {
-
-	// Some constants
-	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 {
-
-			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;
-
-		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;
-
-		}
-
-		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 );
-
-		}
-
-		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
-
-				if ( n === 2 ) {
-
-					sourceVertexWeight = 3 / 4;
-					connectingVertexWeight = 1 / 8;
-
-				}
-
-			}
-
-			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 vertices 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 ];
-
-			// 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 );
-
-
-			/*
-				0________C_______2
-				 \      /\      /
-				  \ F2 /  \ F4 /
-				   \  / 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 === true ) {
-
-				oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
-				oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
-				oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
-
-				var x0 = oldUvs.register[ 0 ]; // uv[0];
-				var x1 = oldUvs.register[ 1 ]; // uv[1];
-				var 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
-
-		newFaces.trim_size();
-		newVertices.trim_size();
-		newUVs.trim_size();
-
-		geometry.setIndex( new THREE.BufferAttribute( newFaces.buffer ,3 ) );
-		geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
-		geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUVs.buffer, 2 ) );
-
-	};
-
-} ) ();

+ 14 - 0
examples/js/modifiers/SubdivisionModifier.js

@@ -23,6 +23,18 @@ THREE.SubdivisionModifier = function ( subdivisions ) {
 // Applies the "modify" pattern
 THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
 
+	if ( geometry.isBufferGeometry ) {
+
+		geometry = new THREE.Geometry().fromBufferGeometry( geometry );
+
+	} else {
+
+		geometry = geometry.clone();
+
+	}
+
+	geometry.mergeVertices();
+
 	var repeats = this.subdivisions;
 
 	while ( repeats -- > 0 ) {
@@ -34,6 +46,8 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
 	geometry.computeFaceNormals();
 	geometry.computeVertexNormals();
 
+	return geometry;
+
 };
 
 ( function () {

+ 24 - 17
examples/webgl_modifier_subdivision.html

@@ -17,11 +17,14 @@
 
 		<script src="../build/three.js"></script>
 		<script src="js/controls/OrbitControls.js"></script>
-		<script src="js/modifiers/BufferSubdivisionModifier.js"></script>
+		<script src="js/modifiers/SubdivisionModifier.js"></script>
 		<script src="js/libs/stats.min.js"></script>
+		<script src="js/Detector.js"></script>
 
 		<script>
 
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
 			var container, stats;
 
 			var camera, controls, scene, renderer;
@@ -164,9 +167,9 @@
 				for ( var i = 0; i < geometriesParams.length; i ++ ) {
 					dropdown += '<option value="' + i + '"';
 
-					dropdown += (geometryIndex == i) ? ' selected' : '';
+					dropdown += ( geometryIndex == i ) ? ' selected' : '';
 
-					dropdown += '>' + geometriesParams[i].type + '</option>';
+					dropdown += '>' + geometriesParams[ i ].type + '</option>';
 				}
 
 				dropdown += '</select>';
@@ -176,8 +179,8 @@
 					'<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.attributes.position.array.length/3) +
-					'<br>Face count: before ' + geometry.faces.length + ' after ' + (smooth.attributes.position.array.length / 3)
+					'<br><br>Vertices count: before ' + geometry.vertices.length + ' after ' + smooth.vertices.length +
+					'<br>Face count: before ' + geometry.faces.length + ' after ' + smooth.faces.length
 
 			}
 
@@ -193,9 +196,7 @@
 
 				}
 
-
-				var modifier = new THREE.BufferSubdivisionModifier( subdivisions );
-
+				var modifier = new THREE.SubdivisionModifier( subdivisions );
 
 				var params = geometriesParams[ geometryIndex ];
 
@@ -211,21 +212,27 @@
 
 				smooth = modifier.modify( geometry );
 
-				updateInfo();
+				var faceIndices = [ 'a', 'b', 'c' ];
+
+				for ( var i = 0; i < smooth.faces.length; i ++ ) {
 
-				// var TypedArrayHelper = function (size, registers, register_type, array_type, unit_size, accessors)
-				var colors = new TypedArrayHelper( 0, 1, THREE.Color, Float32Array, 3, [ 'r', 'g', 'b' ] );
+					var face  = smooth.faces[ i ];
 
-				for ( var i = 0; i < smooth.attributes.position.array.length / 3; i ++ ) {
+					for ( var j = 0; j < 3; j ++ ) {
 
-					var hue = ( smooth.attributes.position.array[ ( i * 3 ) + 1 ] / 200 ) + 0.5;
-					colors.register[ 0 ].setHSL( hue, 1, 0.5 );
-					colors.push_element( colors.register[ 0 ] );
+						var vertexIndex = face[ faceIndices[ j ] ];
+						var vertex = smooth.vertices[ vertexIndex ];
+
+						var hue = ( vertex.y / 200 ) + 0.5;
+						var color = new THREE.Color().setHSL( hue, 1, 0.5 );
+
+						face.vertexColors[ j ] = color;
+
+					}
 
 				}
 
-				colors.trim_size();
-				smooth.addAttribute( 'color', new THREE.BufferAttribute( colors.buffer, 3 ) );
+				updateInfo();
 
 				group = new THREE.Group();
 				scene.add( group );