Browse Source

SubdivisionModifier clean up.

Mr.doob 9 years ago
parent
commit
81b4a5830d
1 changed files with 390 additions and 414 deletions
  1. 390 414
      examples/js/modifiers/SubdivisionModifier.js

+ 390 - 414
examples/js/modifiers/SubdivisionModifier.js

@@ -1,414 +1,390 @@
-/*
- *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
- *
- *	Subdivision Geometry Modifier 
- *		using Loop Subdivision Scheme
- *
- *	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"
- * **UV Support By Matthew Adams / http://www.centerionware.com
- * * DDS Images need to be upside down or UV's will be upside down. 
- */
-
-THREE.SubdivisionModifier = function ( subdivisions ) {
-
-	this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
-
-};
-
-// Applies the "modify" pattern
-THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
-
-	var repeats = this.subdivisions;
-
-	while ( repeats -- > 0 ) {
-
-		this.smooth( geometry );
-
-	}
-
-	delete geometry.__tmpVertices;
-
-	geometry.computeFaceNormals();
-	geometry.computeVertexNormals();
-
-};
-
-( function() {
-
-	// Some constants
-	var WARNINGS = ! true; // Set to true for development
-	var ABC = [ 'a', 'b', 'c' ];
-	
-
-	function getEdge( a, b, map ) {
-
-		var vertexIndexA = Math.min( a, b );
-		var vertexIndexB = Math.max( a, b );
-
-		var key = vertexIndexA + "_" + vertexIndexB;
-
-		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 = {
-
-				a: vertexA, // pointer reference
-				b: vertexB,
-				newEdge: null,
-				// aIndex: a, // numbered reference
-				// bIndex: b,
-				faces: [] // pointers to face
-
-			};
-
-			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 ++ ) {
-
-			face = faces[ i ];
-
-			processEdge( face.a, face.b, vertices, edges, face, metaVertices );
-			processEdge( face.b, face.c, vertices, edges, face, metaVertices );
-			processEdge( face.c, face.a, vertices, edges, face, metaVertices );
-
-		}
-
-	}
-
-	function newFace( newFaces, a, b, c ) {
-
-		newFaces.push( new THREE.Face3( a, b, c ) );
-
-	}
-	function midpoint(a, b) {
-	    return (Math.abs(b - a) / 2) + Math.min(a, b);
-	}
-	function newUv(newUvs, a, b, c) {
-	    newUvs.push([new THREE.Vector2(a.x, a.y), new THREE.Vector2(b.x, b.y), new THREE.Vector2(c.x, c.y)]);
-	}
-
-	/////////////////////////////
-
-	// Performs one iteration of Subdivision
-	THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
-
-		var tmp = new THREE.Vector3();
-
-		var oldVertices, oldFaces, oldUvs;
-		var newVertices, newFaces, newUVs = [];
-
-		var n, l, i, il, j, k;
-		var metaVertices, sourceEdges;
-
-		// new stuff.
-		var sourceEdges, newEdgeVertices, newSourceVertices;
-
-		oldVertices = geometry.vertices; // { x, y, z}
-		oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
-		oldUvs = geometry.faceVertexUvs[0];
-		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.
-		 *
-		 *******************************************************/
-
-		newEdgeVertices = [];
-		var other, currentEdge, newEdge, face;
-		var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
-
-		for ( i in sourceEdges ) {
-
-			currentEdge = sourceEdges[ i ];
-			newEdge = new THREE.Vector3();
-
-			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 );
-			
-				}
-
-			}
-
-			newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
-
-			tmp.set( 0, 0, 0 );
-
-			for ( j = 0; j < connectedFaces; j ++ ) {
-
-				face = currentEdge.faces[ j ];
-				
-				for ( k = 0; k < 3; k ++ ) {
-
-					other = oldVertices[ face[ ABC[ k ] ] ];
-					if ( other !== currentEdge.a && other !== currentEdge.b ) break;
-
-				}
-
-				tmp.add( other );
-
-			}
-
-			tmp.multiplyScalar( adjacentVertexWeight );
-			newEdge.add( tmp );
-
-			currentEdge.newEdge = newEdgeVertices.length;
-			newEdgeVertices.push( newEdge );
-
-			// console.log(currentEdge, newEdge);
-
-		}
-
-		/******************************************************
-		 *
-		 *	Step 2. 
-		 *	Reposition each source vertices.
-		 *
-		 *******************************************************/
-
-		var beta, sourceVertexWeight, connectingVertexWeight;
-		var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
-		newSourceVertices = [];
-
-		for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
-
-			oldVertex = oldVertices[ i ];
-
-			// find all connecting edges (using lookupTable)
-			connectingEdges = metaVertices[ i ].edges;
-			n = connectingEdges.length;
-			beta;
-
-			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.clone().multiplyScalar( sourceVertexWeight );
-
-			tmp.set( 0, 0, 0 );
-
-			for ( j = 0; j < n; j ++ ) {
-
-				connectingEdge = connectingEdges[ j ];
-				other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
-				tmp.add( other );
-
-			}
-
-			tmp.multiplyScalar( connectingVertexWeight );
-			newSourceVertex.add( tmp );
-			
-			newSourceVertices.push( newSourceVertex );
-
-		}
-
-							   
-		/******************************************************
-		 *
-		 *	Step 3. 
-		 *	Generate Faces between source vertecies
-		 *	and edge vertices.
-		 *
-		 *******************************************************/
-
-		newVertices = newSourceVertices.concat( newEdgeVertices );
-		var sl = newSourceVertices.length, edge1, edge2, edge3;
-		newFaces = [];
-                var uv, x0, x1, x2;
-		var x3 = new THREE.Vector2(0, 0);
-		var x4 = new THREE.Vector2(0, 0);
-		var x5 = new THREE.Vector2(0, 0);
-
-		for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
-
-			face = oldFaces[ i ];
-
-			// find the 3 new edges vertex of each old face
-
-			edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
-			edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
-			edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
-
-			// create 4 faces.
-
-			newFace( newFaces, edge1, edge2, edge3 );
-			newFace( newFaces, face.a, edge1, edge3 );
-			newFace( newFaces, face.b, edge2, edge1 );
-			newFace( newFaces, face.c, edge3, edge2 );
-		    // 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) {
-			    uv = oldUvs[i];
-			    x0 = uv[0];
-			    x1 = uv[1];
-			    x2 = 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.vertices = newVertices;
-		geometry.faces = newFaces;
-        if(doUvs)
-		    geometry.faceVertexUvs[0] = newUVs;
-		// console.log('done');
-
-	};
-
-
-} )();
+/*
+ *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
+ *
+ *	Subdivision Geometry Modifier
+ *		using Loop Subdivision Scheme
+ *
+ *	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"
+ * **UV Support By Matthew Adams / http://www.centerionware.com
+ * * DDS Images need to be upside down or UV's will be upside down.
+ */
+
+THREE.SubdivisionModifier = function ( subdivisions ) {
+
+	this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
+
+};
+
+// Applies the "modify" pattern
+THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
+
+	var repeats = this.subdivisions;
+
+	while ( repeats -- > 0 ) {
+
+		this.smooth( geometry );
+
+	}
+
+	delete geometry.__tmpVertices;
+
+	geometry.computeFaceNormals();
+	geometry.computeVertexNormals();
+
+};
+
+( function() {
+
+	// Some constants
+	var WARNINGS = ! true; // Set to true for development
+	var ABC = [ 'a', 'b', 'c' ];
+
+
+	function getEdge( a, b, map ) {
+
+		var vertexIndexA = Math.min( a, b );
+		var vertexIndexB = Math.max( a, b );
+
+		var key = vertexIndexA + "_" + vertexIndexB;
+
+		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 = {
+
+				a: vertexA, // pointer reference
+				b: vertexB,
+				newEdge: null,
+				// aIndex: a, // numbered reference
+				// bIndex: b,
+				faces: [] // pointers to face
+
+			};
+
+			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 ++ ) {
+
+			face = faces[ i ];
+
+			processEdge( face.a, face.b, vertices, edges, face, metaVertices );
+			processEdge( face.b, face.c, vertices, edges, face, metaVertices );
+			processEdge( face.c, face.a, vertices, edges, face, metaVertices );
+
+		}
+
+	}
+
+	function newFace( newFaces, a, b, c ) {
+
+		newFaces.push( new THREE.Face3( a, b, c ) );
+
+	}
+
+	function midpoint( a, b ) {
+
+		return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
+
+	}
+
+	function newUv( newUvs, a, b, c ) {
+
+		newUvs.push( [ a.clone(), b.clone(), c.clone() ] );
+
+	}
+
+	/////////////////////////////
+
+	// Performs one iteration of Subdivision
+	THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
+
+		var tmp = new THREE.Vector3();
+
+		var oldVertices, oldFaces, oldUvs;
+		var newVertices, newFaces, newUVs = [];
+
+		var n, l, i, il, j, k;
+		var metaVertices, sourceEdges;
+
+		// new stuff.
+		var sourceEdges, newEdgeVertices, newSourceVertices;
+
+		oldVertices = geometry.vertices; // { x, y, z}
+		oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
+		oldUvs = geometry.faceVertexUvs[ 0 ];
+
+		var doUvs = oldUvs !== undefined && oldUvs.length > 0;
+
+		/******************************************************
+		 *
+		 * 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.
+		 *
+		 *******************************************************/
+
+		newEdgeVertices = [];
+		var other, currentEdge, newEdge, face;
+		var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
+
+		for ( i in sourceEdges ) {
+
+			currentEdge = sourceEdges[ i ];
+			newEdge = new THREE.Vector3();
+
+			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 );
+
+				}
+
+			}
+
+			newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
+
+			tmp.set( 0, 0, 0 );
+
+			for ( j = 0; j < connectedFaces; j ++ ) {
+
+				face = currentEdge.faces[ j ];
+
+				for ( k = 0; k < 3; k ++ ) {
+
+					other = oldVertices[ face[ ABC[ k ] ] ];
+					if ( other !== currentEdge.a && other !== currentEdge.b ) break;
+
+				}
+
+				tmp.add( other );
+
+			}
+
+			tmp.multiplyScalar( adjacentVertexWeight );
+			newEdge.add( tmp );
+
+			currentEdge.newEdge = newEdgeVertices.length;
+			newEdgeVertices.push( newEdge );
+
+			// console.log(currentEdge, newEdge);
+
+		}
+
+		/******************************************************
+		 *
+		 *	Step 2.
+		 *	Reposition each source vertices.
+		 *
+		 *******************************************************/
+
+		var beta, sourceVertexWeight, connectingVertexWeight;
+		var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
+		newSourceVertices = [];
+
+		for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
+
+			oldVertex = oldVertices[ i ];
+
+			// 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.clone().multiplyScalar( sourceVertexWeight );
+
+			tmp.set( 0, 0, 0 );
+
+			for ( j = 0; j < n; j ++ ) {
+
+				connectingEdge = connectingEdges[ j ];
+				other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
+				tmp.add( other );
+
+			}
+
+			tmp.multiplyScalar( connectingVertexWeight );
+			newSourceVertex.add( tmp );
+
+			newSourceVertices.push( newSourceVertex );
+
+		}
+
+
+		/******************************************************
+		 *
+		 *	Step 3.
+		 *	Generate Faces between source vertices
+		 *	and edge vertices.
+		 *
+		 *******************************************************/
+
+		newVertices = newSourceVertices.concat( newEdgeVertices );
+		var sl = newSourceVertices.length, edge1, edge2, edge3;
+		newFaces = [];
+
+		var uv, x0, x1, x2;
+		var x3 = new THREE.Vector2();
+		var x4 = new THREE.Vector2();
+		var x5 = new THREE.Vector2();
+
+		for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
+
+			face = oldFaces[ i ];
+
+			// find the 3 new edges vertex of each old face
+
+			edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
+			edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
+			edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
+
+			// create 4 faces.
+
+			newFace( newFaces, edge1, edge2, edge3 );
+			newFace( newFaces, face.a, edge1, edge3 );
+			newFace( newFaces, face.b, edge2, edge1 );
+			newFace( newFaces, face.c, edge3, edge2 );
+
+			// create 4 new uv's
+
+			if ( doUvs ) {
+
+				uv = oldUvs[ i ];
+
+				x0 = uv[ 0 ];
+				x1 = uv[ 1 ];
+				x2 = 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.vertices = newVertices;
+		geometry.faces = newFaces;
+		if ( doUvs ) geometry.faceVertexUvs[ 0 ] = newUVs;
+
+		// console.log('done');
+
+	};
+
+} )();