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@@ -2,102 +2,23 @@
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* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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*
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*
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* Subdivision Geometry Modifier
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* Subdivision Geometry Modifier
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- * using Catmull-Clark Subdivision Surfaces
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- * for creating smooth geometry meshes
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+ * using Loop Subdivision Scheme
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*
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*
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- * Note: a modifier modifies vertices and faces of geometry,
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- * so use geometry.clone() if original geometry needs to be retained
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- *
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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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- * http://xrt.wikidot.com/blog:31
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- * "Subdivision Surfaces in Character Animation"
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+ * References:
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+ * http://graphics.stanford.edu/~mdfisher/subdivision.html
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+ * http://www.holmes3d.net/graphics/subdivision/
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+ * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
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*
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*
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- * (on boundary edges)
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- * http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
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- * https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description
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+ * Known Issues:
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+ * - currently doesn't handle UVs
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+ * - currently doesn't handle "Sharp Edges"
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*
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*
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- * Supports:
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- * Closed and Open geometries.
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- *
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- * TODO:
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- * crease vertex and "semi-sharp" features
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- * selective subdivision
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*/
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*/
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-THREE.Face4Stub = function ( a, b, c, d, normal, color, materialIndex ) {
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-
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- this.a = a;
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- this.b = b;
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- this.c = c;
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- this.d = d;
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-
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- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
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- this.vertexNormals = normal instanceof Array ? normal : [ ];
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-
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- this.color = color instanceof THREE.Color ? color : new THREE.Color();
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- this.vertexColors = color instanceof Array ? color : [];
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-
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- this.vertexTangents = [];
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-
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- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
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-
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- this.centroid = new THREE.Vector3();
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-
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-};
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-
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-
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-THREE.GeometryUtils.convertFace4s = function(geometry) {
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-
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- // return geometry;
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-
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- var faces = geometry.faces;
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- var faceVertexUvs = geometry.faceVertexUvs[0];
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-
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- var newfaces = [];
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- var newfaceVertexUvs = [];
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-
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- var f, fl, face, uv;
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-
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- for (f=0, fl=faces.length; f < fl; f++) {
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-
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- face = faces[f];
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- uv = faceVertexUvs[f];
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-
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- if ( face instanceof THREE.Face3 ) {
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-
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- newfaces.push(face);
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- if (uv) newfaceVertexUvs.push(uv);
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-
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- } else {
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-
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- newfaces.push( new THREE.Face3( face.a, face.b, face.c, null, face.color, face.materialIndex) );
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- newfaces.push( new THREE.Face3( face.d, face.a, face.c, null, face.color, face.materialIndex) );
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-
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-
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- if (uv) newfaceVertexUvs.push([uv[0], uv[1], uv[2]]);
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- if (uv) newfaceVertexUvs.push([uv[3], uv[0], uv[2]]);
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-
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- }
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-
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- }
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-
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- geometry.faces = newfaces;
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- geometry.faceVertexUvs = [newfaceVertexUvs];
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-
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-}
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-
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-
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THREE.SubdivisionModifier = function ( subdivisions ) {
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THREE.SubdivisionModifier = function ( subdivisions ) {
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this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
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this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
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- // Settings
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- this.useOldVertexColors = false;
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- this.supportUVs = true;
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- this.debug = false;
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-
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};
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};
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// Applies the "modify" pattern
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// Applies the "modify" pattern
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@@ -109,655 +30,313 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
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this.smooth( geometry );
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this.smooth( geometry );
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}
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}
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- THREE.GeometryUtils.convertFace4s( geometry );
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delete geometry.__tmpVertices;
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delete geometry.__tmpVertices;
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geometry.computeCentroids();
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geometry.computeCentroids();
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geometry.computeFaceNormals();
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geometry.computeFaceNormals();
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geometry.computeVertexNormals();
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geometry.computeVertexNormals();
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-
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-};
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-
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-/// REFACTORING THIS OUT
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-
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-THREE.GeometryUtils.orderedKey = function ( 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() {
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-// Returns a hashmap - of { edge_key: face_index }
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-THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
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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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- edgeFaceMap = {};
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-
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- var orderedKey = THREE.GeometryUtils.orderedKey;
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-
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- function mapEdgeHash( hash, i ) {
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-
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- if ( edgeFaceMap[ hash ] === undefined ) {
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-
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- edgeFaceMap[ hash ] = [];
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-
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- }
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-
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- edgeFaceMap[ hash ].push( i );
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- }
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-
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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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+ // Some constants
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+ var WARNINGS = !true; // Set to true for development
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+ var ABC = ['a', 'b', 'c'];
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+
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- if ( face instanceof THREE.Face3 ) {
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+ function getEdge( a, b, map ) {
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- hash = orderedKey( face.a, face.b );
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- mapEdgeHash( hash, i );
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+ var vertexIndexA = Math.min( a, b );
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+ var vertexIndexB = Math.max( a, b );
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- hash = orderedKey( face.b, face.c );
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- mapEdgeHash( hash, i );
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+ var key = vertexIndexA + "_" + vertexIndexB;
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- hash = orderedKey( face.c, face.a );
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- mapEdgeHash( hash, i );
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-
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- } else if ( face instanceof THREE.Face4Stub ) {
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-
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- hash = orderedKey( face.a, face.b );
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- mapEdgeHash( hash, i );
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-
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- hash = orderedKey( face.b, face.c );
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- mapEdgeHash( hash, i );
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-
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- hash = orderedKey( face.c, face.d );
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- mapEdgeHash( hash, i );
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-
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- hash = orderedKey( face.d, face.a );
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- mapEdgeHash( 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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- // var edges = [];
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- //
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- // var numOfEdges = 0;
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- // for (i in edgeFaceMap) {
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- // numOfEdges++;
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- //
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- // edge = edgeFaceMap[i];
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- // edges.push(edge);
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- //
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- // }
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-
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- //debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
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-
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- return edgeFaceMap;
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-
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-}
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-
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-/////////////////////////////
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-
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-// Performs an iteration of Catmull-Clark Subdivision
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-THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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-
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- //debug( 'running smooth' );
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-
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- // New set of vertices, faces and uvs
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- var newVertices = [], newFaces = [], newUVs = [];
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-
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- function v( x, y, z ) {
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- newVertices.push( new THREE.Vector3( x, y, z ) );
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- }
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-
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- var scope = this;
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- var orderedKey = THREE.GeometryUtils.orderedKey;
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- var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces;
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-
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- function assert() {
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-
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- if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
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-
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- }
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-
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- function debug() {
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-
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- if (scope.debug) console.log.apply(console, arguments);
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+ return map[ key ];
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}
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}
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- function warn() {
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-
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- if (console)
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- console.log.apply(console, arguments);
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-
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- }
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-
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- function f4( a, b, c, d, oldFace, orders, facei ) {
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-
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- // TODO move vertex selection over here!
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-
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- var newFace = new THREE.Face4Stub( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
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-
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- if (scope.useOldVertexColors) {
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-
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- newFace.vertexColors = [];
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-
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- var color, tmpColor, order;
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-
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- for (var i=0;i<4;i++) {
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-
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- order = orders[i];
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-
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- color = new THREE.Color(),
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- color.setRGB(0,0,0);
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- for (var j=0, jl=0; j<order.length;j++) {
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- tmpColor = oldFace.vertexColors[order[j]-1];
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- color.r += tmpColor.r;
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- color.g += tmpColor.g;
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- color.b += tmpColor.b;
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- }
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-
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- color.r /= order.length;
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- color.g /= order.length;
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- color.b /= order.length;
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-
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- newFace.vertexColors[i] = color;
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-
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- }
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-
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- }
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+ function processEdge( a, b, vertices, map, face, metaVertices ) {
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- newFaces.push( newFace );
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-
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- if (scope.supportUVs) {
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-
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- var aUv = [
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- getUV(a, ''),
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- getUV(b, facei),
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- getUV(c, facei),
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- getUV(d, facei)
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- ];
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-
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- if (!aUv[0]) debug('a :( ', a+':'+facei);
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- else if (!aUv[1]) debug('b :( ', b+':'+facei);
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- else if (!aUv[2]) debug('c :( ', c+':'+facei);
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- else if (!aUv[3]) debug('d :( ', d+':'+facei);
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- else
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- newUVs.push( aUv );
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-
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- }
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- }
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+ var vertexIndexA = Math.min( a, b );
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+ var vertexIndexB = Math.max( a, b );
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- var originalPoints = oldGeometry.vertices;
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- var originalFaces = oldGeometry.faces;
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- var originalVerticesLength = originalPoints.length;
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+ var key = vertexIndexA + "_" + vertexIndexB;
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- var newPoints = originalPoints.concat(); // New set of vertices to work on
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+ var edge;
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- var facePoints = [], // these are new points on exisiting faces
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- edgePoints = {}; // these are new points on exisiting edges
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+ if ( key in map ) {
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- var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
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- // TODO: handle this correctly.
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+ edge = map[ key ];
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- var uvForVertices = {}; // Stored in {vertex}:{old face} format
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-
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-
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- function debugCoreStuff() {
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-
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- console.log('facePoints', facePoints, 'edgePoints', edgePoints);
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- console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
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-
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- }
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-
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- function getUV(vertexNo, oldFaceNo) {
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- var j,jl;
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-
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- var key = vertexNo+':'+oldFaceNo;
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- var theUV = uvForVertices[key];
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-
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- if (!theUV) {
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- if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
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- debug('face pt');
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- } else {
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- debug('edge pt');
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- }
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-
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- warn('warning, UV not found for', key);
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-
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- return null;
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- }
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-
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- return theUV;
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-
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- // Original faces -> Vertex Nos.
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- // new Facepoint -> Vertex Nos.
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- // edge Points
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-
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- }
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-
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- function addUV(vertexNo, oldFaceNo, value) {
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-
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- var key = vertexNo+':'+oldFaceNo;
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- if (!(key in uvForVertices)) {
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- uvForVertices[key] = value;
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} else {
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} else {
|
|
- warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Step 1
|
|
|
|
- // For each face, add a face point
|
|
|
|
- // Set each face point to be the centroid of all original points for the respective face.
|
|
|
|
- // debug(oldGeometry);
|
|
|
|
- var i, il, j, jl, face;
|
|
|
|
-
|
|
|
|
- // For Uvs
|
|
|
|
- var uvs = oldGeometry.faceVertexUvs[0];
|
|
|
|
- var abcd = 'abcd', vertice;
|
|
|
|
-
|
|
|
|
- debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
|
|
|
|
|
|
+
|
|
|
|
+ var vertexA = vertices[ vertexIndexA ];
|
|
|
|
+ var vertexB = vertices[ vertexIndexB ];
|
|
|
|
|
|
- if (scope.supportUVs)
|
|
|
|
|
|
+ edge = {
|
|
|
|
|
|
- for (i=0, il = uvs.length; i<il; i++ ) {
|
|
|
|
|
|
+ a: vertexA, // pointer reference
|
|
|
|
+ b: vertexB,
|
|
|
|
+ newEdge: null,
|
|
|
|
+ // aIndex: a, // numbered reference
|
|
|
|
+ // bIndex: b,
|
|
|
|
+ faces: [] // pointers to face
|
|
|
|
|
|
- for (j=0,jl=uvs[i].length;j<jl;j++) {
|
|
|
|
|
|
+ };
|
|
|
|
|
|
- vertice = originalFaces[i][abcd.charAt(j)];
|
|
|
|
- addUV(vertice, i, uvs[i][j]);
|
|
|
|
|
|
+ map[ key ] = edge;
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|
|
- }
|
|
|
|
|
|
+ edge.faces.push( face );
|
|
|
|
|
|
- if (uvs.length == 0) scope.supportUVs = false;
|
|
|
|
|
|
+ metaVertices[ a ].edges.push( edge );
|
|
|
|
+ metaVertices[ b ].edges.push( edge );
|
|
|
|
+
|
|
|
|
|
|
- // Additional UVs check, if we index original
|
|
|
|
- var uvCount = 0;
|
|
|
|
- for (var u in uvForVertices) {
|
|
|
|
- uvCount++;
|
|
|
|
- }
|
|
|
|
- if (!uvCount) {
|
|
|
|
- scope.supportUVs = false;
|
|
|
|
- debug('no uvs');
|
|
|
|
}
|
|
}
|
|
|
|
|
|
- var avgUv ;
|
|
|
|
-
|
|
|
|
- for (i=0, il = originalFaces.length; i<il ;i++) {
|
|
|
|
|
|
+ function generateLookups( vertices, faces, metaVertices, edges ) {
|
|
|
|
|
|
- face = originalFaces[ i ];
|
|
|
|
- facePoints.push( face.centroid );
|
|
|
|
- newPoints.push( face.centroid );
|
|
|
|
-
|
|
|
|
- if (!scope.supportUVs) continue;
|
|
|
|
-
|
|
|
|
- // Prepare subdivided uv
|
|
|
|
-
|
|
|
|
- avgUv = new THREE.Vector2();
|
|
|
|
-
|
|
|
|
- if ( face instanceof THREE.Face3 ) {
|
|
|
|
-
|
|
|
|
- avgUv.x = getUV( face.a, i ).x + getUV( face.b, i ).x + getUV( face.c, i ).x;
|
|
|
|
- avgUv.y = getUV( face.a, i ).y + getUV( face.b, i ).y + getUV( face.c, i ).y;
|
|
|
|
- avgUv.x /= 3;
|
|
|
|
- avgUv.y /= 3;
|
|
|
|
-
|
|
|
|
- } else if ( face instanceof THREE.Face4Stub ) {
|
|
|
|
-
|
|
|
|
- avgUv.x = getUV( face.a, i ).x + getUV( face.b, i ).x + getUV( face.c, i ).x + getUV( face.d, i ).x;
|
|
|
|
- avgUv.y = getUV( face.a, i ).y + getUV( face.b, i ).y + getUV( face.c, i ).y + getUV( face.d, i ).y;
|
|
|
|
- avgUv.x /= 4;
|
|
|
|
- avgUv.y /= 4;
|
|
|
|
|
|
+ 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];
|
|
|
|
|
|
- addUV(originalVerticesLength + i, '', avgUv);
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- // Step 2
|
|
|
|
- // For each edge, add an edge point.
|
|
|
|
- // Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
|
|
|
|
-
|
|
|
|
- var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index eg { edge_key: [face_index, face_index2 ]}
|
|
|
|
- var edge, faceIndexA, faceIndexB, avg;
|
|
|
|
-
|
|
|
|
- // debug('edgeFaceMap', edgeFaceMap);
|
|
|
|
-
|
|
|
|
- var edgeCount = 0;
|
|
|
|
-
|
|
|
|
- var edgeVertex, edgeVertexA, edgeVertexB;
|
|
|
|
-
|
|
|
|
- ////
|
|
|
|
-
|
|
|
|
- var vertexEdgeMap = {}; // Gives edges connecting from each vertex
|
|
|
|
- var vertexFaceMap = {}; // Gives faces connecting from each vertex
|
|
|
|
-
|
|
|
|
- function addVertexEdgeMap(vertex, edge) {
|
|
|
|
-
|
|
|
|
- if (vertexEdgeMap[vertex]===undefined) {
|
|
|
|
-
|
|
|
|
- vertexEdgeMap[vertex] = [];
|
|
|
|
|
|
+ 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 );
|
|
|
|
|
|
}
|
|
}
|
|
-
|
|
|
|
- vertexEdgeMap[vertex].push(edge);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
- function addVertexFaceMap(vertex, face, edge) {
|
|
|
|
|
|
+ function newFace( newFaces, a, b, c ) {
|
|
|
|
|
|
- if (vertexFaceMap[vertex]===undefined) {
|
|
|
|
|
|
+ newFaces.push( new THREE.Face3( a, b, c ) );
|
|
|
|
|
|
- vertexFaceMap[vertex] = {};
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- vertexFaceMap[vertex][face] = edge;
|
|
|
|
- // vertexFaceMap[vertex][face] = null;
|
|
|
|
}
|
|
}
|
|
|
|
|
|
- // Prepares vertexEdgeMap and vertexFaceMap
|
|
|
|
- for (i in edgeFaceMap) { // This is for every edge
|
|
|
|
- edge = edgeFaceMap[i];
|
|
|
|
|
|
|
|
- edgeVertex = i.split('_');
|
|
|
|
- edgeVertexA = edgeVertex[0];
|
|
|
|
- edgeVertexB = edgeVertex[1];
|
|
|
|
|
|
+ /////////////////////////////
|
|
|
|
|
|
- // Maps an edgeVertex to connecting edges
|
|
|
|
- addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
|
|
|
|
- addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
|
|
|
|
|
|
+ // Performs one iteration of Subdivision
|
|
|
|
+ THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
|
|
|
|
|
|
- for (j=0,jl=edge.length;j<jl;j++) {
|
|
|
|
|
|
+ var tmp = new THREE.Vector3();
|
|
|
|
|
|
- face = edge[j];
|
|
|
|
- addVertexFaceMap(edgeVertexA, face, i);
|
|
|
|
- addVertexFaceMap(edgeVertexB, face, i);
|
|
|
|
|
|
+ var oldVertices, oldFaces;
|
|
|
|
+ var newVertices, newFaces; // newUVs = [];
|
|
|
|
|
|
- }
|
|
|
|
|
|
+ var n, l, i, il, j, k;
|
|
|
|
+ var metaVertices, sourceEdges;
|
|
|
|
|
|
- // {edge vertex: { face1: edge_key, face2: edge_key.. } }
|
|
|
|
|
|
+ // new stuff.
|
|
|
|
+ var sourceEdges, newEdgeVertices, newSourceVertices
|
|
|
|
|
|
- // this thing is fishy right now.
|
|
|
|
- if (edge.length < 2) {
|
|
|
|
|
|
+ oldVertices = geometry.vertices; // { x, y, z}
|
|
|
|
+ oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
|
|
|
|
|
|
- // edge is "sharp";
|
|
|
|
- sharpEdges[i] = true;
|
|
|
|
- sharpVertices[edgeVertexA] = true;
|
|
|
|
- sharpVertices[edgeVertexB] = true;
|
|
|
|
|
|
+ /******************************************************
|
|
|
|
+ *
|
|
|
|
+ * Step 0: Preprocess Geometry to Generate edges Lookup
|
|
|
|
+ *
|
|
|
|
+ *******************************************************/
|
|
|
|
|
|
- }
|
|
|
|
|
|
+ metaVertices = new Array( oldVertices.length );
|
|
|
|
+ sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
|
|
|
|
|
|
- }
|
|
|
|
|
|
+ generateLookups(oldVertices, oldFaces, metaVertices, sourceEdges);
|
|
|
|
|
|
- for (i in edgeFaceMap) {
|
|
|
|
|
|
|
|
- edge = edgeFaceMap[i];
|
|
|
|
|
|
+ /******************************************************
|
|
|
|
+ *
|
|
|
|
+ * Step 1.
|
|
|
|
+ * For each edge, create a new Edge Vertex,
|
|
|
|
+ * then position it.
|
|
|
|
+ *
|
|
|
|
+ *******************************************************/
|
|
|
|
|
|
- faceIndexA = edge[0]; // face index a
|
|
|
|
- faceIndexB = edge[1]; // face index b
|
|
|
|
|
|
+ newEdgeVertices = [];
|
|
|
|
+ var other, currentEdge, newEdge, face;
|
|
|
|
+ var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
|
|
|
|
|
|
- edgeVertex = i.split('_');
|
|
|
|
- edgeVertexA = edgeVertex[0];
|
|
|
|
- edgeVertexB = edgeVertex[1];
|
|
|
|
|
|
+ for (i in sourceEdges) {
|
|
|
|
+ currentEdge = sourceEdges[i];
|
|
|
|
+ newEdge = new THREE.Vector3();
|
|
|
|
|
|
- avg = new THREE.Vector3();
|
|
|
|
|
|
+ edgeVertexWeight = 3 / 8;
|
|
|
|
+ adjacentVertexWeight = 1 / 8;
|
|
|
|
|
|
- //debug(i, faceIndexB,facePoints[faceIndexB]);
|
|
|
|
|
|
+ connectedFaces = currentEdge.faces.length;
|
|
|
|
|
|
- assert(edge.length > 0, 'an edge without faces?!');
|
|
|
|
|
|
+ // check how many linked faces. 2 should be correct.
|
|
|
|
+ if (connectedFaces != 2) {
|
|
|
|
|
|
- if (edge.length==1) {
|
|
|
|
|
|
+ // if length is not 2, handle condition
|
|
|
|
+ edgeVertexWeight = 0.5;
|
|
|
|
+ adjacentVertexWeight = 0;
|
|
|
|
|
|
- avg.add( originalPoints[ edgeVertexA ] );
|
|
|
|
- avg.add( originalPoints[ edgeVertexB ] );
|
|
|
|
- avg.multiplyScalar( 0.5 );
|
|
|
|
-
|
|
|
|
- sharpVertices[newPoints.length] = true;
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- avg.add( facePoints[ faceIndexA ] );
|
|
|
|
- avg.add( facePoints[ faceIndexB ] );
|
|
|
|
-
|
|
|
|
- avg.add( originalPoints[ edgeVertexA ] );
|
|
|
|
- avg.add( originalPoints[ edgeVertexB ] );
|
|
|
|
-
|
|
|
|
- avg.multiplyScalar( 0.25 );
|
|
|
|
|
|
+ if (connectedFaces != 1 ) {
|
|
|
|
+
|
|
|
|
+ if (WARNINGS) console.warn('Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
|
|
|
+ }
|
|
|
|
|
|
- edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
|
|
|
|
|
|
+ newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
|
|
|
|
|
|
- newPoints.push( avg );
|
|
|
|
|
|
+ tmp.set( 0, 0, 0 );
|
|
|
|
|
|
- edgeCount ++;
|
|
|
|
|
|
+ for (j = 0; j < connectedFaces; j++ ) {
|
|
|
|
|
|
- if (!scope.supportUVs) {
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
|
|
+ face = currentEdge.faces[ j ];
|
|
|
|
+
|
|
|
|
+ for (k = 0; k < 3; k++) {
|
|
|
|
|
|
- // Prepare subdivided uv
|
|
|
|
|
|
+ other = oldVertices[ face[ ABC[k] ] ];
|
|
|
|
+ if (other !== currentEdge.a && other !== currentEdge.b ) break;
|
|
|
|
|
|
- avgUv = new THREE.Vector2();
|
|
|
|
|
|
+ }
|
|
|
|
|
|
- avgUv.x = getUV(edgeVertexA, faceIndexA).x + getUV(edgeVertexB, faceIndexA).x;
|
|
|
|
- avgUv.y = getUV(edgeVertexA, faceIndexA).y + getUV(edgeVertexB, faceIndexA).y;
|
|
|
|
- avgUv.x /= 2;
|
|
|
|
- avgUv.y /= 2;
|
|
|
|
|
|
+ tmp.add( other );
|
|
|
|
|
|
- addUV(edgePoints[i], faceIndexA, avgUv);
|
|
|
|
|
|
+ }
|
|
|
|
|
|
- if (edge.length>=2) {
|
|
|
|
- assert(edge.length == 2, 'did we plan for more than 2 edges?');
|
|
|
|
- avgUv = new THREE.Vector2();
|
|
|
|
|
|
+ tmp.multiplyScalar( adjacentVertexWeight );
|
|
|
|
+ newEdge.add( tmp );
|
|
|
|
|
|
- avgUv.x = getUV(edgeVertexA, faceIndexB).x + getUV(edgeVertexB, faceIndexB).x;
|
|
|
|
- avgUv.y = getUV(edgeVertexA, faceIndexB).y + getUV(edgeVertexB, faceIndexB).y;
|
|
|
|
- avgUv.x /= 2;
|
|
|
|
- avgUv.y /= 2;
|
|
|
|
|
|
+ currentEdge.newEdge = newEdgeVertices.length;
|
|
|
|
+ newEdgeVertices.push(newEdge);
|
|
|
|
|
|
- addUV(edgePoints[i], faceIndexB, avgUv);
|
|
|
|
|
|
+ // console.log(currentEdge, newEdge);
|
|
}
|
|
}
|
|
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- debug('-- Step 2 done');
|
|
|
|
-
|
|
|
|
- // Step 3
|
|
|
|
- // For each face point, add an edge for every edge of the face,
|
|
|
|
- // connecting the face point to each edge point for the face.
|
|
|
|
-
|
|
|
|
- var facePt, currentVerticeIndex;
|
|
|
|
-
|
|
|
|
- var hashAB, hashBC, hashCD, hashDA, hashCA;
|
|
|
|
-
|
|
|
|
- var abc123 = ['123', '12', '2', '23'];
|
|
|
|
- var bca123 = ['123', '23', '3', '31'];
|
|
|
|
- var cab123 = ['123', '31', '1', '12'];
|
|
|
|
- var abc1234 = ['1234', '12', '2', '23'];
|
|
|
|
- var bcd1234 = ['1234', '23', '3', '34'];
|
|
|
|
- var cda1234 = ['1234', '34', '4', '41'];
|
|
|
|
- var dab1234 = ['1234', '41', '1', '12'];
|
|
|
|
-
|
|
|
|
- for (i=0, il = facePoints.length; i<il ;i++) { // for every face
|
|
|
|
- facePt = facePoints[i];
|
|
|
|
- face = originalFaces[i];
|
|
|
|
- currentVerticeIndex = originalVerticesLength+ i;
|
|
|
|
|
|
+ /******************************************************
|
|
|
|
+ *
|
|
|
|
+ * Step 2.
|
|
|
|
+ * Reposition each source vertices.
|
|
|
|
+ *
|
|
|
|
+ *******************************************************/
|
|
|
|
|
|
- if ( face instanceof THREE.Face3 ) {
|
|
|
|
|
|
+ var beta, sourceVertexWeight, connectingVertexWeight;
|
|
|
|
+ var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
|
|
|
|
+ newSourceVertices = [];
|
|
|
|
|
|
- // create 3 face4s
|
|
|
|
|
|
+ for ( i=0, il=oldVertices.length; i < il; i++ ) {
|
|
|
|
|
|
- hashAB = orderedKey( face.a, face.b );
|
|
|
|
- hashBC = orderedKey( face.b, face.c );
|
|
|
|
- hashCA = orderedKey( face.c, face.a );
|
|
|
|
|
|
+ oldVertex = oldVertices[i];
|
|
|
|
|
|
- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
|
|
|
|
- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
|
|
|
|
- f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
|
|
|
|
|
|
+ // find all connecting edges (using lookupTable)
|
|
|
|
+ connectingEdges = metaVertices[ i ].edges;
|
|
|
|
+ n = connectingEdges.length;
|
|
|
|
+ beta;
|
|
|
|
|
|
- } else if ( face instanceof THREE.Face4Stub ) {
|
|
|
|
|
|
+ if (n == 3) {
|
|
|
|
|
|
- // create 4 face4s
|
|
|
|
|
|
+ beta = 3 / 16;
|
|
|
|
|
|
- hashAB = orderedKey( face.a, face.b );
|
|
|
|
- hashBC = orderedKey( face.b, face.c );
|
|
|
|
- hashCD = orderedKey( face.c, face.d );
|
|
|
|
- hashDA = orderedKey( face.d, face.a );
|
|
|
|
|
|
+ } else if (n > 3) {
|
|
|
|
|
|
- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
|
|
|
|
- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
|
|
|
|
- f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
|
|
|
|
- f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
|
|
|
|
-
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- debug('face should be a face!', face);
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- newVertices = newPoints;
|
|
|
|
-
|
|
|
|
- // Step 4
|
|
|
|
-
|
|
|
|
- // For each original point P,
|
|
|
|
- // take the average F of all n face points for faces touching P,
|
|
|
|
- // and take the average R of all n edge midpoints for edges touching P,
|
|
|
|
- // where each edge midpoint is the average of its two endpoint vertices.
|
|
|
|
- // Move each original point to the point
|
|
|
|
|
|
+ beta = 3 / ( 8 * n ); // Warren's modified formula
|
|
|
|
|
|
|
|
+ }
|
|
|
|
|
|
- var F = new THREE.Vector3();
|
|
|
|
- var R = new THREE.Vector3();
|
|
|
|
|
|
+ // Loop's original beta formula
|
|
|
|
+ // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
|
|
|
|
|
|
- var n;
|
|
|
|
- for (i=0, il = originalPoints.length; i<il; i++) {
|
|
|
|
- // (F + 2R + (n-3)P) / n
|
|
|
|
|
|
+ sourceVertexWeight = 1 - n * beta;
|
|
|
|
+ connectingVertexWeight = beta;
|
|
|
|
|
|
- if (vertexEdgeMap[i]===undefined) continue;
|
|
|
|
|
|
+ if (n <= 2) {
|
|
|
|
+
|
|
|
|
+ // crease and boundary rules
|
|
|
|
+ // console.warn('crease and boundary rules');
|
|
|
|
|
|
- F.set(0,0,0);
|
|
|
|
- R.set(0,0,0);
|
|
|
|
- var newPos = new THREE.Vector3(0,0,0);
|
|
|
|
|
|
+ if (n == 2) {
|
|
|
|
|
|
- var f = 0; // this counts number of faces, original vertex is connected to (also known as valance?)
|
|
|
|
- for (j in vertexFaceMap[i]) {
|
|
|
|
- F.add(facePoints[j]);
|
|
|
|
- f++;
|
|
|
|
- }
|
|
|
|
|
|
+ if (WARNINGS) console.warn('2 connecting edges', connectingEdges);
|
|
|
|
+ sourceVertexWeight = 3 / 4;
|
|
|
|
+ connectingVertexWeight = 1 / 8;
|
|
|
|
|
|
- var sharpEdgeCount = 0;
|
|
|
|
|
|
+ // sourceVertexWeight = 1;
|
|
|
|
+ // connectingVertexWeight = 0;
|
|
|
|
|
|
- n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges
|
|
|
|
|
|
+ } else if (n == 1) {
|
|
|
|
|
|
- // Are we on the border?
|
|
|
|
- var boundary_case = f != n;
|
|
|
|
|
|
+ if (WARNINGS) console.warn('only 1 connecting edge');
|
|
|
|
|
|
- // if (boundary_case) {
|
|
|
|
- // console.error('moo', 'o', i, 'faces touched', f, 'edges', n, n == 2);
|
|
|
|
- // }
|
|
|
|
|
|
+ } else if (n == 0) {
|
|
|
|
|
|
- for (j=0;j<n;j++) {
|
|
|
|
- if (
|
|
|
|
- sharpEdges[
|
|
|
|
- orderedKey(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
|
|
|
|
- ]) {
|
|
|
|
- sharpEdgeCount++;
|
|
|
|
|
|
+ if (WARNINGS) console.warn('0 connecting edges');
|
|
|
|
+
|
|
}
|
|
}
|
|
- }
|
|
|
|
-
|
|
|
|
- // if ( sharpEdgeCount==2 ) {
|
|
|
|
- // continue;
|
|
|
|
- // // Do not move vertex if there's 2 connecting sharp edges.
|
|
|
|
- // }
|
|
|
|
-
|
|
|
|
- /*
|
|
|
|
- if (sharpEdgeCount>2) {
|
|
|
|
- // TODO
|
|
|
|
- }
|
|
|
|
- */
|
|
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
|
|
- F.divideScalar(f);
|
|
|
|
|
|
+ newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
|
|
|
|
|
|
|
|
+ tmp.set(0, 0, 0);
|
|
|
|
|
|
- var boundary_edges = 0;
|
|
|
|
|
|
+ for ( j=0; j < n; j++ ) {
|
|
|
|
|
|
- if (boundary_case) {
|
|
|
|
|
|
+ connectingEdge = connectingEdges[ j ];
|
|
|
|
+ other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
|
|
|
|
+ tmp.add( other );
|
|
|
|
|
|
- var bb_edge;
|
|
|
|
- for (j=0; j<n;j++) {
|
|
|
|
- edge = vertexEdgeMap[i][j];
|
|
|
|
- bb_edge = edgeFaceMap[orderedKey(edge[0], edge[1])].length == 1
|
|
|
|
- if (bb_edge) {
|
|
|
|
- var midPt = originalPoints[edge[0]].clone().add(originalPoints[edge[1]]).divideScalar(2);
|
|
|
|
- R.add(midPt);
|
|
|
|
- boundary_edges++;
|
|
|
|
- }
|
|
|
|
}
|
|
}
|
|
|
|
|
|
- R.divideScalar(4);
|
|
|
|
- // console.log(j + ' --- ' + n + ' --- ' + boundary_edges);
|
|
|
|
- assert(boundary_edges == 2, 'should have only 2 boundary edges');
|
|
|
|
-
|
|
|
|
- } else {
|
|
|
|
- for (j=0; j<n;j++) {
|
|
|
|
- edge = vertexEdgeMap[i][j];
|
|
|
|
- var midPt = originalPoints[edge[0]].clone().add(originalPoints[edge[1]]).divideScalar(2);
|
|
|
|
- R.add(midPt);
|
|
|
|
- }
|
|
|
|
|
|
+ tmp.multiplyScalar( connectingVertexWeight );
|
|
|
|
+ newSourceVertex.add( tmp );
|
|
|
|
+
|
|
|
|
+ newSourceVertices.push( newSourceVertex );
|
|
|
|
|
|
- R.divideScalar(n);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
- // Sum the formula
|
|
|
|
- newPos.add(originalPoints[i]);
|
|
|
|
|
|
+
|
|
|
|
+ /******************************************************
|
|
|
|
+ *
|
|
|
|
+ * Step 3.
|
|
|
|
+ * Generate Faces between source vertecies
|
|
|
|
+ * and edge vertices.
|
|
|
|
+ *
|
|
|
|
+ *******************************************************/
|
|
|
|
|
|
|
|
+ newVertices = newSourceVertices.concat( newEdgeVertices );
|
|
|
|
+ var sl = newSourceVertices.length, edge1, edge2, edge3;
|
|
|
|
+ newFaces = [];
|
|
|
|
|
|
- if (boundary_case) {
|
|
|
|
|
|
+ for ( i=0, il=oldFaces.length; i < il; i++ ) {
|
|
|
|
|
|
- newPos.divideScalar(2);
|
|
|
|
- newPos.add(R);
|
|
|
|
|
|
+ face = oldFaces[i];
|
|
|
|
|
|
- } else {
|
|
|
|
-
|
|
|
|
- newPos.multiplyScalar(n - 3);
|
|
|
|
|
|
+ // find the 3 new edges vertex of each old face
|
|
|
|
|
|
- newPos.add(F);
|
|
|
|
- newPos.add(R.multiplyScalar(2));
|
|
|
|
- newPos.divideScalar(n);
|
|
|
|
|
|
+ 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.
|
|
|
|
|
|
- newVertices[i] = newPos;
|
|
|
|
|
|
+ newFace( newFaces, edge1, edge2, edge3 );
|
|
|
|
+ newFace( newFaces, face.a, edge1, edge3 );
|
|
|
|
+ newFace( newFaces, face.b, edge2, edge1 );
|
|
|
|
+ newFace( newFaces, face.c, edge3, edge2 );
|
|
|
|
|
|
- }
|
|
|
|
|
|
+ }
|
|
|
|
|
|
- var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
|
|
|
|
|
|
+ // Overwrite old arrays
|
|
|
|
+ geometry.vertices = newVertices;
|
|
|
|
+ geometry.faces = newFaces;
|
|
|
|
|
|
- newGeometry.vertices = newVertices;
|
|
|
|
- newGeometry.faces = newFaces;
|
|
|
|
- newGeometry.faceVertexUvs[ 0 ] = newUVs;
|
|
|
|
|
|
+ // console.log('done');
|
|
|
|
|
|
- delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
|
|
|
|
|
|
+ };
|
|
|
|
|
|
- newGeometry.computeCentroids();
|
|
|
|
- newGeometry.computeFaceNormals();
|
|
|
|
- newGeometry.computeVertexNormals();
|
|
|
|
|
|
|
|
-};
|
|
|
|
|
|
+})();
|