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@@ -0,0 +1,413 @@
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+/*
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+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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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, color, material ) {
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+
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+ scope.faces.push( new THREE.Face4( a, b, c, d, null, color, material) );
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+
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+ if (!supportUVs || uvForVertices.length!=0) {
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+ scope.faceVertexUvs[ 0 ].push( [
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+ uvForVertices[a],
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+ uvForVertices[b],
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+ uvForVertices[c],
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+ uvForVertices[d]
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+ ] );
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+
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+ }
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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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+ function computeEdgeFaces( geometry ) {
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+
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+ function addToMap( map, hash, i ) {
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+
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+ if ( map[ hash ] === undefined ) {
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+
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+ map[ hash ] = { "set": {}, "array": [] };
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+
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+ }
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+
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+ map[ hash ].set[ i ] = 1;
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+ map[ hash ].array.push( i );
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+
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+ };
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+
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+ var i, il, v1, v2, j, k,
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+ face, faceIndices, faceIndex,
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+ edge,
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+ hash,
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+ vfMap = {};
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+
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+ // construct vertex -> face map
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+
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+ for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
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+
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+ face = geometry.faces[ i ];
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+
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+ if ( face instanceof THREE.Face3 ) {
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+
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+ hash = edge_hash( face.a, face.b );
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+ addToMap( vfMap, hash, i );
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+
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+ hash = edge_hash( face.b, face.c );
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+ addToMap( vfMap, hash, i );
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+
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+ hash = edge_hash( face.c, face.a );
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+ addToMap( vfMap, hash, i );
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+
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+ } else if ( face instanceof THREE.Face4 ) {
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+
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+ // in WebGLRenderer quad is tesselated
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+ // to triangles: a,b,d / b,c,d
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+ // shared edge is: b,d
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+
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+ // add edge B-D only if you wish to slice a face4
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+ // hash = edge_hash( face.b, face.d );
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+ // addToMap( vfMap, hash, i );
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+
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+ hash = edge_hash( face.a, face.b );
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+ addToMap( vfMap, hash, i );
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+
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+ hash = edge_hash( face.b, face.c );
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+ addToMap( vfMap, hash, i );
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+
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+ hash = edge_hash( face.c, face.d );
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+ addToMap( vfMap, hash, i );
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+
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+ hash = edge_hash( face.d, face.a );
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+ addToMap( vfMap, hash, i );
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+
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+ }
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+
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+ }
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+
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+ // extract faces
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+
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+
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+ geometry.vfMap = vfMap;
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+ geometry.edges = [];
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+
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+ var numOfEdges = 0;
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+ for (i in vfMap) {
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+ numOfEdges++;
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+
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+ edge = vfMap[i];
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+ geometry.edges.push(edge.array);
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+
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+ }
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+
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+ //console.log('vfMap', vfMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
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+
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+ return vfMap;
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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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+ var uvForVertices = [];
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+
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+ var supportUVs = true;
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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, j, jl, face;
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+
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+ // For Uvs
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+ var uvs = oldGeometry.faceVertexUvs[0];
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+ var abcd = 'abcd', vertice;
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+
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+ for (i=0, il = uvs.length; i<il; i++ ) {
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+ for (j=0,jl=uvs[i].length;j<jl;j++) {
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+ vertice = originalFaces[i][abcd.charAt(j)];
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+
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+ if (!uvForVertices[vertice]) {
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+ uvForVertices[vertice] = uvs[i][j];
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+ } else {
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+ //console.log('dup', uvForVertices[vertice]);
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+ }
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+
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+
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+ }
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+ }
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+
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+ this.materials = oldGeometry.materials;
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+
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+ var avgUv ;
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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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+ if (!supportUVs || uvForVertices.length==0) continue;
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+
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+ // Prepare subdivided uv
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+
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+ avgUv = new THREE.UV();
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+
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+ if ( face instanceof THREE.Face3 ) {
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+ avgUv.u = uvForVertices[face.a].u + uvForVertices[face.b].u + uvForVertices[face.c].u;
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+ avgUv.v = uvForVertices[face.a].v + uvForVertices[face.b].v + uvForVertices[face.c].v;
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+ avgUv.u /= 3;
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+ avgUv.v /= 3;
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+
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+ } else if ( face instanceof THREE.Face4 ) {
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+ avgUv.u = uvForVertices[face.a].u + uvForVertices[face.b].u + uvForVertices[face.c].u + uvForVertices[face.d].u;
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+ avgUv.v = uvForVertices[face.a].v + uvForVertices[face.b].v + uvForVertices[face.c].v + uvForVertices[face.d].v;
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+ avgUv.u /= 4;
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+ avgUv.v /= 4;
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+ }
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+
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+ uvForVertices.push(avgUv);
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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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+
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+ var vfMap = computeEdgeFaces ( oldGeometry );
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+ var edge, faceIndexA, faceIndexB, avg;
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+
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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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+ //console.log(i, faceIndexB,facePoints[faceIndexB]);
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+
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+ if (edge.length!=2) {
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+ console.log('warning, edge fail', edge);
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+ continue;
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+ }
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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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+ 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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+ edgeCount ++;
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+
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+ if (!supportUVs || uvForVertices.length==0) continue;
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+
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+ // Prepare subdivided uv
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+
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+ avgUv = new THREE.UV();
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+
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+ avgUv.u = uvForVertices[edgeVertexA].u + uvForVertices[edgeVertexB].u;
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+ avgUv.v = uvForVertices[edgeVertexA].v + uvForVertices[edgeVertexB].v;
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+ avgUv.u /= 2;
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+ avgUv.v /= 2;
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+
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+ uvForVertices.push(avgUv);
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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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+ 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], face.color, face.material);
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+ f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face.color, face.material);
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+ f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face.color, face.material);
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+ // face subdivide color and materials too?
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+
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+
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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], face.color, face.material);
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+ f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face.color, face.material);
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+ f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face.color, face.material);
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+ f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face.color, face.material);
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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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+ // console.log('new points', newPoints.length, 'faces', 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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+ // Prepares vertexEdgeMap and vertexFaceMap
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+ for (i in vfMap) { // This is for every edge
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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, [edgeVertexA, edgeVertexB] );
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+ addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
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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 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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+ if (vertexEdgeMap[i]===undefined) continue;
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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 f =0;
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+ for (j in vertexFaceMap[i]) {
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+
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+ F.addSelf(facePoints[j]);
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+ f++;
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+ }
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+
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+ F.divideScalar(f);
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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];
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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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+ R.divideScalar(n)
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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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+ this.computeCentroids();
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+ this.computeFaceNormals();
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+ this.computeVertexNormals();
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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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