Browse Source

BufferSubdivisionModifier: cleanup (#9727)

* BufferSubdivisionModifier: cleanup

* BufferSubdivisionModifier: More cleanup
Michael Herzog 8 years ago
parent
commit
c30974e4e6
1 changed files with 768 additions and 649 deletions
  1. 768 649
      examples/js/modifiers/BufferSubdivisionModifier.js

+ 768 - 649
examples/js/modifiers/BufferSubdivisionModifier.js

@@ -1,31 +1,26 @@
 /*
- *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
- *	@author Matthew Adams / http://www.centerionware.com - added UV support and rewrote to use buffergeometry.
+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
+ * @author Matthew Adams / http://www.centerionware.com - added UV support and rewrote to use buffergeometry.
  *
- *	Subdivision Geometry Modifier 
- *		using Loop Subdivision Scheme for Geometry / BufferGeometry
+ * Subdivision Geometry Modifier using Loop Subdivision Scheme for Geometry / BufferGeometry
  *
- *	References:
- *		http://graphics.stanford.edu/~mdfisher/subdivision.html
- *		http://www.holmes3d.net/graphics/subdivision/
- *		http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
+ * References:
+ *	http://graphics.stanford.edu/~mdfisher/subdivision.html
+ *	http://www.holmes3d.net/graphics/subdivision/
+ *	http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
  *
- *	Known Issues:
- *		- currently doesn't handle "Sharp Edges"
- *      - no checks to prevent breaking when uv's don't exist.
- *      - vertex colors are unsupported.
- *     **DDS Images when using corrected uv's passed to subdivision modifier will have their uv's flipy'd within the correct uv set
- *     **Either flipy the DDS image, or use shaders. Don't try correcting the uv's before passing into subdiv (eg: v=1-v).
+ * Known Issues:
+ *	- currently doesn't handle "Sharp Edges"
+ *	- no checks to prevent breaking when uv's don't exist.
+ *	- vertex colors are unsupported.
+ *	**DDS Images when using corrected uv's passed to subdivision modifier will have their uv's flipy'd within the correct uv set
+ *	**Either flipy the DDS image, or use shaders. Don't try correcting the uv's before passing into subdiv (eg: v=1-v).
  *
  * @input THREE.Geometry, or index'd THREE.BufferGeometry with faceUV's (Not vertex uv's)
  * @output non-indexed vertex points, uv's, normals.
- *     
- */
-
-/*
  *
  * The TypedArrayHelper class is designed to assist managing typed arrays, and to allow the removal of all 'new Vector3, new Face3, new Vector2'.
- * 
+ *
  * It will automatically resize them if trying to push a new element to an array that isn't long enough
  * It provides 'registers' that the units can be mapped to. This allows a small set of objects
  * (ex: vector3's, face3's, vector2's) to be allocated then used, to eliminate any need to rewrite all
@@ -36,743 +31,867 @@
  * EX: new TypedArrayHelper(initial_size_in_elements, 3, THREE.Vector3, Float32Array, 3, ['x', 'y', 'z']); (the x,y,z comes from THREE.Vector3. It would be abc if it were a face3. etc etc)
  *
  */
-THREE.Face3.prototype.set = function (a, b, c) {
-    this.a = a;
-    this.b = b;
-    this.c = c;
-}
-var TypedArrayHelper = function (size, registers, register_type, array_type, unit_size, accessors) {
-    this.array_type = array_type;
-    this.register_type = register_type;
-    this.unit_size = unit_size;
-    this.accessors = accessors;
-    this.buffer = new array_type(size * unit_size);
-    this.register = [];
-    this.length = 0;
-    this.real_length = size;
-    this.available_registers = registers;
-    for (var i = 0; i < registers; i++) { this.register.push(new register_type()); }
-}
+
+THREE.Face3.prototype.set = function( a, b, c ) {
+
+	this.a = a;
+	this.b = b;
+	this.c = c;
+
+};
+
+var TypedArrayHelper = function( size, registers, register_type, array_type, unit_size, accessors ) {
+
+	this.array_type = array_type;
+	this.register_type = register_type;
+	this.unit_size = unit_size;
+	this.accessors = accessors;
+	this.buffer = new array_type( size * unit_size );
+	this.register = [];
+	this.length = 0;
+	this.real_length = size;
+	this.available_registers = registers;
+
+	for ( var i = 0; i < registers; i++ ) {
+
+		this.register.push( new register_type() );
+
+	}
+
+};
+
 TypedArrayHelper.prototype = {
-    constructor: TypedArrayHelper,
-    index_to_register: function (index, register, isLoop) {
-        var base = index * this.unit_size;
-        if (register >= this.available_registers) {
-            throw ("Nope nope nope, not enough registers!");
-        }
-        if (index > this.length) {
-            throw ("Nope nope nope, index is out of range");
-        }
-        for (var i = 0; i < this.unit_size; i++)
-            (this.register[register])[this.accessors[i]] = this.buffer[base + i];
-
-    },
-    resize: function (new_size) {
-        if (new_size == 0) new_size = 8;
-        if (new_size < this.length) {
-            this.buffer = this.buffer.subarray(0, this.length * this.unit_size);
-        } else {
-            if (this.buffer.length < new_size * this.unit_size) {
-                var nBuffer = new this.array_type(new_size * this.unit_size);
-                nBuffer.set(this.buffer);
-                this.buffer = nBuffer;
-                this.real_length = new_size;
-            } else {
-                var nBuffer = new this.array_type(new_size * this.unit_size);
-                nBuffer.set(this.buffer.subarray(0, this.length * this.unit_size));
-                this.buffer = nBuffer;
-                this.real_length = new_size;
-            }
-        }
-    },
-    from_existing: function (oldArray) {
-        var new_size = oldArray.length;
-        this.buffer = new this.array_type(new_size);//this.resize(oldArray.length);
-        this.buffer.set(oldArray);//.slice(0, oldArray.length));
-        this.length = oldArray.length / this.unit_size;
-        this.real_length = this.length;
-    },
-    push_element: function (vector) {
-        if (this.length + 1 > this.real_length) { this.resize(this.real_length * 2); }
-        var bpos = this.length * this.unit_size;
-        for (var i = 0; i < this.unit_size; i++) {
-            this.buffer[bpos + i] = vector[this.accessors[i]];
-        }
-        this.length++;
-    },
-    trim_size: function () {
-        if (this.length < this.real_length) this.resize(this.length);
-    },
-    each: function (function_pointer, xtra) {
-        if (typeof this.loop_register == 'undefined') this.loop_register = new this.register_type();
-        for (var i = 0; i < this.length; i++) {
-            for (var j = 0; j < this.unit_size; j++)
-                this.loop_register[this.accessors[j]] = this.buffer[i * this.unit_size + j];
-            function_pointer(this.loop_register, i, xtra);
-        }
-    },
-    push_array: function (vector) {
-        if (this.length + 1 > this.real_length) { this.resize(this.real_length * 2); }
-        var bpos = this.length * this.unit_size;
-        for (var i = 0; i < this.unit_size; i++) {
-            this.buffer[bpos + i] = vector[i];
-        }
-        this.length++;
-    }
-}
 
+	constructor: TypedArrayHelper,
+
+	index_to_register: function( index, register, isLoop ) {
+
+		var base = index * this.unit_size;
+
+		if ( register >= this.available_registers ) {
+
+			throw( 'Nope nope nope, not enough registers!' );
+
+		}
+
+		if ( index > this.length ) {
+
+			throw( 'Nope nope nope, index is out of range' );
+
+		}
+
+		for ( var i = 0; i < this.unit_size; i++ ) {
+
+			( this.register[ register ] )[ this.accessors[ i ] ] = this.buffer[ base + i ];
+
+		}
+
+	},
+
+	resize: function( new_size ) {
+
+		if ( new_size === 0 ) {
+
+			new_size = 8;
+
+		}
+
+		if ( new_size < this.length ) {
+
+			this.buffer = this.buffer.subarray( 0, this.length * this.unit_size );
+
+		} else {
+
+			var nBuffer;
+
+			if ( this.buffer.length < new_size * this.unit_size ) {
+
+				nBuffer = new this.array_type( new_size * this.unit_size );
+				nBuffer.set( this.buffer );
+				this.buffer = nBuffer;
+				this.real_length = new_size;
+
+			} else {
+
+				nBuffer = new this.array_type( new_size * this.unit_size );
+				nBuffer.set( this.buffer.subarray( 0, this.length * this.unit_size ) );
+				this.buffer = nBuffer;
+				this.real_length = new_size;
+
+			}
+
+		}
+
+	},
+
+	from_existing: function( oldArray ) {
+
+		var new_size = oldArray.length;
+		this.buffer = new this.array_type( new_size );
+		this.buffer.set( oldArray );
+		this.length = oldArray.length / this.unit_size;
+		this.real_length = this.length;
+
+	},
+
+	push_element: function( vector ) {
+
+		if ( this.length + 1 > this.real_length ) {
+
+			this.resize( this.real_length * 2 );
+
+		}
+
+		var bpos = this.length * this.unit_size;
+
+		for ( var i = 0; i < this.unit_size; i++ ) {
+
+			this.buffer[ bpos + i ] = vector[ this.accessors[ i ] ];
+
+		}
+
+		this.length++;
+
+	},
+
+	trim_size: function() {
+
+		if ( this.length < this.real_length ) {
+
+			this.resize( this.length );
+
+		}
+
+	},
+
+	each: function( function_pointer, xtra ) {
+
+		if ( typeof this.loop_register === 'undefined' ) {
+
+			this.loop_register = new this.register_type();
+
+		}
+
+		for ( var i = 0; i < this.length; i++ ) {
+
+			for ( var j = 0; j < this.unit_size; j++ ) {
+
+				this.loop_register[ this.accessors[ j ] ] = this.buffer[ i * this.unit_size + j ];
+
+			}
+
+			function_pointer( this.loop_register, i, xtra );
+
+		}
+
+	},
+
+	push_array: function ( vector ) {
+
+		if ( this.length + 1 > this.real_length ) {
+
+			this.resize( this.real_length * 2 );
+
+		}
+
+		var bpos = this.length * this.unit_size;
+
+		for ( var i = 0; i < this.unit_size; i++ ) {
+
+			this.buffer[ bpos + i ] = vector[ i ];
+
+		}
+
+		this.length++;
+
+	}
+
+};
+
+
+function convertGeometryToIndexedBuffer( geometry ) {
+
+	var BGeom = new THREE.BufferGeometry();
+
+	// create a new typed array
+	var vertArray = new TypedArrayHelper( geometry.vertices.length, 0, THREE.Vector3, Float32Array, 3, [ 'x', 'y', 'z' ] );
+	var indexArray = new TypedArrayHelper( geometry.faces.length, 0, THREE.Face3, Uint32Array, 3, [ 'a', 'b', 'c' ] );
+	var uvArray = new TypedArrayHelper( geometry.faceVertexUvs[0].length * 3 * 3, 0, THREE.Vector2, Float32Array, 2, [ 'x', 'y' ] );
+
+	var i, il;
+
+	for ( i = 0, il = geometry.vertices.length; i < il; i++ ) {
+
+		vertArray.push_element( geometry.vertices[ i ] );
+
+	}
+
+	for ( i = 0, il = geometry.faces.length; i < il; i++ ) {
+
+		indexArray.push_element( geometry.faces[ i ] );
+
+	}
+
+	for ( i = 0, il = geometry.faceVertexUvs[ 0 ].length; i < il; i++ ) {
+
+		uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 0 ] );
+		uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 1 ] );
+		uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 2 ] );
+
+	}
+
+	indexArray.trim_size();
+	vertArray.trim_size();
+	uvArray.trim_size();
+
+	BGeom.setIndex( new THREE.BufferAttribute( indexArray.buffer, 3 ) );
+	BGeom.addAttribute( 'position', new THREE.BufferAttribute( vertArray.buffer, 3 ) );
+	BGeom.addAttribute( 'uv', new THREE.BufferAttribute( uvArray.buffer, 2 ) );
+
+	return BGeom;
 
-function convertGeometryToIndexedBuffer(geometry) {
-    var BGeom = new THREE.BufferGeometry();
-    // create a new typed array
-    var vertArray = new TypedArrayHelper(geometry.vertices.length, 0, THREE.Vector3, Float32Array, 3, ['x', 'y', 'z']);
-    var indexArray = new TypedArrayHelper(geometry.faces.length, 0, THREE.Face3, Uint32Array, 3, ['a', 'b', 'c']);
-    var uvArray = new TypedArrayHelper(geometry.faceVertexUvs[0].length * 3 * 3, 0, THREE.Vector2, Float32Array, 2, ['x', 'y']);
-
-    var i, il;
-    for (i = 0, il = geometry.vertices.length; i < il; i++) vertArray.push_element(geometry.vertices[i]);
-    for (i = 0, il = geometry.faces.length; i < il; i++) indexArray.push_element(geometry.faces[i]);
-    for (i = 0, il = geometry.faceVertexUvs[0].length; i < il; i++) {
-        uvArray.push_element(geometry.faceVertexUvs[0][i][0]);
-        uvArray.push_element(geometry.faceVertexUvs[0][i][1]);
-        uvArray.push_element(geometry.faceVertexUvs[0][i][2]);
-    }
-    indexArray.trim_size();
-    vertArray.trim_size();
-    uvArray.trim_size();
-    BGeom.setIndex(new THREE.BufferAttribute(indexArray.buffer,3));
-    BGeom.addAttribute('position', new THREE.BufferAttribute(vertArray.buffer, 3));
-    BGeom.addAttribute('uv', new THREE.BufferAttribute(uvArray.buffer, 2));
-    return BGeom;
 }
-function addNormal(old, newn) {
-   // old.x += newn.x;
-   // old.y += newn.y;
-   // old.z += newn.z;
-    ///*
-    if (old.x == 0) old.x = newn.x;
-    else old.x = (old.x + newn.x) / 2;
-    if (old.y == 0) old.y = newn.y;
-    else old.y = (old.y + newn.y) / 2;
-    if (old.z == 0) old.z = newn.z;
-    else old.z = (old.z + newn.z) / 2;
-   // */
+
+function addNormal( old, newn ) {
+
+	if ( old.x === 0 ) {
+
+		old.x = newn.x;
+
+	}  else {
+
+		old.x = ( old.x + newn.x ) / 2;
+
+	}
+
+	if ( old.y === 0) {
+
+		old.y = newn.y;
+
+	} else {
+
+		old.y = ( old.y + newn.y ) / 2;
+
+	}
+
+	if ( old.z === 0 ) {
+
+		old.z = newn.z;
+
+	} else {
+
+		old.z = (old.z + newn.z) / 2;
+
+	}
+
 }
-function findArea(a, b, c) {
-    return Math.abs(((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) / 2.0);
+
+function findArea( a, b, c ) {
+
+	return Math.abs( ( ( a.x * ( b.y - c.y ) ) + ( b.x * ( c.y - a.y ) ) + ( c.x * ( a.y - b.y ) ) ) / 2.0 );
+
 }
-function find_angle3d(A, B, C) {
-    var AB = Math.sqrt(Math.pow(B.x - A.x, 2) + Math.pow(B.y - A.y, 2));
-    var BC = Math.sqrt(Math.pow(B.x - C.x, 2) + Math.pow(B.y - C.y, 2));
-    var AC = Math.sqrt(Math.pow(C.x - A.x, 2) + Math.pow(C.y - A.y, 2));
-    return Math.acos((BC * BC + AB * AB - AC * AC) / (2 * BC * AB));
+
+function find_angle3d( A, B, C ) {
+
+	var AB = Math.sqrt( Math.pow( B.x - A.x, 2 ) + Math.pow( B.y - A.y, 2 ) );
+	var BC = Math.sqrt( Math.pow( B.x - C.x, 2 ) + Math.pow( B.y - C.y, 2 ) );
+	var AC = Math.sqrt( Math.pow( C.x - A.x, 2 ) + Math.pow( C.y - A.y, 2 ) );
+
+	return Math.acos( ( BC * BC + AB * AB - AC * AC ) / ( 2 * BC * AB ) );
+
 }
-function find_angle2d(p1,p2) {
-    return Math.atan2(p2.y - p1.y, p2.x - p1.x);
+
+function find_angle2d( p1, p2 ) {
+
+	return Math.atan2( p2.y - p1.y, p2.x - p1.x );
+
 }
-function compute_vertex_normals(geometry) {
-    var ABC = ['a', 'b', 'c'];
-    var XYZ = ['x', 'y', 'z'];
-    var XY = ['x', 'y'];
-    var oldVertices = new TypedArrayHelper(0, 5, THREE.Vector3, Float32Array, 3, XYZ);
-    var oldFaces = new TypedArrayHelper(0, 3, THREE.Face3, Uint32Array, 3, ABC);
-    oldVertices.from_existing(geometry.getAttribute('position').array);
-    var newNormals = new TypedArrayHelper(oldVertices.length * 3, 4, THREE.Vector3, Float32Array, 3, XYZ);
-    
-    var newNormalFaces = new TypedArrayHelper(oldVertices.length, 1, function () { this.x = 0; }, Float32Array, 1, ['x']);
-    
-    newNormals.length = oldVertices.length;
-    var a, b, c;
-    oldFaces.from_existing(geometry.index.array);
-    var j, jl;
-    var k,l;
-    var my_weight;
-    var full_weights = [0.0,0.0,0.0];
-
-    for (var i = 0, il = oldFaces.length; i < il; i++) {
-        oldFaces.index_to_register(i, 0);
-        oldVertices.index_to_register(oldFaces.register[0].a, 0);
-        oldVertices.index_to_register(oldFaces.register[0].b, 1);
-        oldVertices.index_to_register(oldFaces.register[0].c, 2);
-        newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
-        newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[1]);
-        newNormals.register[0].cross(newNormals.register[1]);
-        my_weight = Math.abs(newNormals.register[0].length());
-        //my_weight = findArea(oldVertices.register[0], oldVertices.register[1], oldVertices.register[2]);
-        newNormalFaces.buffer[oldFaces.register[0].a] += my_weight;
-        newNormalFaces.buffer[oldFaces.register[0].b] += my_weight;
-        newNormalFaces.buffer[oldFaces.register[0].c] += my_weight;
-    }
-    var tmpx;
-    var tmpy;
-    var tmpz;
-    var t_len;
-    for (var i = 0, il = oldFaces.length; i < il; i++) {
-        oldFaces.index_to_register(i, 0);
-        oldVertices.index_to_register(oldFaces.register[0].a, 0);
-        oldVertices.index_to_register(oldFaces.register[0].b, 1);
-        oldVertices.index_to_register(oldFaces.register[0].c, 2);
-
-        newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
-        newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[0]);
-/*
-      //  newNormals.register[0].cross(newNormals.register[1]);
-
-        newNormals.register[3].copy(newNormals.register[0]);//(a, b, c);
-
-        t_len = (newNormals.register[3].x + newNormals.register[3].y + newNormals.register[3].z);
-        newNormals.register[3].x = newNormals.register[3].x / t_len;
-        newNormals.register[3].y = newNormals.register[3].y / t_len;
-        newNormals.register[3].z = newNormals.register[3].z / t_len;
-*/
-        newNormals.register[3].set(0,0,0);
-        newNormals.register[3].x = (newNormals.register[0].y*newNormals.register[1].z )-(newNormals.register[0].z*newNormals.register[1].y);
-        newNormals.register[3].y = (newNormals.register[0].z*newNormals.register[1].x )-(newNormals.register[0].x*newNormals.register[1].z);
-        newNormals.register[3].z = (newNormals.register[0].x*newNormals.register[1].y )-(newNormals.register[0].y*newNormals.register[1].x);
-         
-	newNormals.register[0].cross(newNormals.register[1]);
-
-
-
-        my_weight = Math.abs(newNormals.register[0].length() );
-       // oldVertices.register[3].subVectors(oldVertices.register[2],oldVertices.register[0]);
-       // oldVertices.register[4].subVectors(oldVertices.register[2],oldVertices.register[1]);
-       // var angle = find_angle2d(oldVertices.register[3],oldVertices.register[4]);
-        full_weights[0] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].a]) ;
-        full_weights[1] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].b]) ;
-        full_weights[2] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].c]) ;
-        tmpx = newNormals.register[3].x * full_weights[0];
-        tmpy = newNormals.register[3].y * full_weights[0];
-        tmpz = newNormals.register[3].z * full_weights[0];
-        
-        newNormals.buffer[ oldFaces.register[0].a * 3     ] += newNormals.register[3].x * full_weights[0];
-        newNormals.buffer[(oldFaces.register[0].a * 3) + 1] += newNormals.register[3].y * full_weights[0];
-        newNormals.buffer[(oldFaces.register[0].a * 3) + 2] += newNormals.register[3].z * full_weights[0];
-
-        newNormals.buffer[ oldFaces.register[0].b * 3     ] += newNormals.register[3].x * full_weights[1];
-        newNormals.buffer[(oldFaces.register[0].b * 3) + 1] += newNormals.register[3].y * full_weights[1];
-        newNormals.buffer[(oldFaces.register[0].b * 3) + 2] += newNormals.register[3].z * full_weights[1];
-
-        newNormals.buffer[ oldFaces.register[0].c * 3     ] += newNormals.register[3].x * full_weights[2];
-        newNormals.buffer[(oldFaces.register[0].c * 3) + 1] += newNormals.register[3].y * full_weights[2];
-        newNormals.buffer[(oldFaces.register[0].c * 3) + 2] += newNormals.register[3].z * full_weights[2];
-/*
 
-        newNormals.index_to_register(oldFaces.register[0].a, 0);
-        newNormals.index_to_register(oldFaces.register[0].b, 1);
-        newNormals.index_to_register(oldFaces.register[0].c, 2);
-
-        addNormal(newNormals.register[3], newNormals.register[0]);
-        addNormal(newNormals.register[3], newNormals.register[1]);
-        addNormal(newNormals.register[3], newNormals.register[2]);
-
-        newNormals.buffer[oldFaces.register[0].a * 3] = newNormals.register[3].x;
-        newNormals.buffer[(oldFaces.register[0].a * 3)+1] = newNormals.register[3].y;
-        newNormals.buffer[(oldFaces.register[0].a * 3) + 2] = newNormals.register[3].z;
-
-        newNormals.buffer[oldFaces.register[0].b * 3] = newNormals.register[3].x;
-        newNormals.buffer[(oldFaces.register[0].b * 3) + 1] = newNormals.register[3].y;
-        newNormals.buffer[(oldFaces.register[0].b * 3) + 2] = newNormals.register[3].z;
-
-        newNormals.buffer[oldFaces.register[0].c * 3] = newNormals.register[3].x;
-        newNormals.buffer[(oldFaces.register[0].c * 3) + 1] = newNormals.register[3].y;
-        newNormals.buffer[(oldFaces.register[0].c * 3) + 2] = newNormals.register[3].z;
-        */
-      //  newNormalFaces[oldFaces.register[0].a] += 1;
-    //    newNormalFaces[oldFaces.register[0].b] += 1;
-     //   newNormalFaces[oldFaces.register[0].c] += 1;
-
-    }
-   // for (var i = 0, il = newNormalFaces.length; i < i; i++) {
-   //     newNormals.buffer[(i * 3)] = newNormals.buffer[(i * 3)] / newNormalFaces.buffer[i];
-  //      newNormals.buffer[(i * 3)+1] = newNormals.buffer[(i * 3)+1] / newNormalFaces.buffer[i];
-   //     newNormals.buffer[(i * 3)+2] = newNormals.buffer[(i * 3)+2] / newNormalFaces.buffer[i];
-
-    // }
-    newNormals.trim_size();
-    geometry.addAttribute('normal', new THREE.BufferAttribute(newNormals.buffer, 3));
+function compute_vertex_normals( geometry ) {
+
+	var ABC = [ 'a', 'b', 'c' ];
+	var XYZ = [ 'x', 'y', 'z' ];
+	var XY = [ 'x', 'y' ];
+
+	var oldVertices = new TypedArrayHelper( 0, 5, THREE.Vector3, Float32Array, 3, XYZ );
+	var oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
+	oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
+	var newNormals = new TypedArrayHelper( oldVertices.length * 3, 4, THREE.Vector3, Float32Array, 3, XYZ );
+	var newNormalFaces = new TypedArrayHelper( oldVertices.length, 1, function () { this.x = 0; }, Float32Array, 1, [ 'x' ] );
+
+	newNormals.length = oldVertices.length;
+	oldFaces.from_existing( geometry.index.array );
+	var a, b, c;
+	var i, j, jl;
+	var my_weight;
+	var full_weights = [ 0.0, 0.0, 0.0 ];
+
+	for ( i = 0, il = oldFaces.length; i < il; i++ ) {
+
+		oldFaces.index_to_register( i, 0 );
+
+		oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
+		oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
+		oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
+
+		newNormals.register[ 0 ].subVectors( oldVertices.register[ 1 ], oldVertices.register[ 0 ] );
+		newNormals.register[ 1 ].subVectors( oldVertices.register[ 2 ], oldVertices.register[ 1 ] );
+		newNormals.register[ 0 ].cross( newNormals.register[ 1 ] );
+		my_weight = Math.abs( newNormals.register[ 0 ].length() );
+
+		newNormalFaces.buffer[ oldFaces.register[ 0 ].a ] += my_weight;
+		newNormalFaces.buffer[ oldFaces.register[ 0 ].b ] += my_weight;
+		newNormalFaces.buffer[ oldFaces.register[ 0 ].c ] += my_weight;
+
+	}
+
+	var tmpx, tmpy, tmpz;
+	var t_len;
+
+	for ( i = 0, il = oldFaces.length; i < il; i++ ) {
+
+		oldFaces.index_to_register( i, 0 );
+		oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
+		oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
+		oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
+
+		newNormals.register[ 0 ].subVectors( oldVertices.register[ 1 ], oldVertices.register[ 0 ] );
+		newNormals.register[ 1 ].subVectors( oldVertices.register[ 2 ], oldVertices.register[ 0 ] );
+
+		newNormals.register[ 3 ].set( 0, 0, 0 );
+		newNormals.register[ 3 ].x = ( newNormals.register[ 0 ].y * newNormals.register[ 1 ].z ) - ( newNormals.register[ 0 ].z * newNormals.register[ 1 ].y );
+		newNormals.register[ 3 ].y = ( newNormals.register[ 0 ].z * newNormals.register[ 1 ].x ) - ( newNormals.register[ 0 ].x * newNormals.register[ 1 ].z );
+		newNormals.register[ 3 ].z = ( newNormals.register[ 0 ].x * newNormals.register[ 1 ].y ) - ( newNormals.register[ 0 ].y * newNormals.register[ 1 ].x );
+
+		newNormals.register[ 0 ].cross( newNormals.register[ 1 ] );
+
+		my_weight = Math.abs( newNormals.register[ 0 ].length() );
+
+		full_weights[ 0 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].a ] );
+		full_weights[ 1 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].b ] );
+		full_weights[ 2 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].c ] );
+
+		tmpx = newNormals.register[ 3 ].x * full_weights[ 0 ];
+		tmpy = newNormals.register[ 3 ].y * full_weights[ 0 ];
+		tmpz = newNormals.register[ 3 ].z * full_weights[ 0 ];
+
+		newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 0 ];
+		newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 0 ];
+		newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 0 ];
+
+		newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 1 ];
+		newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 1 ];
+		newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 1 ];
+
+		newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 2 ];
+		newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 2 ];
+		newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 2 ];
+
+	}
+
+	newNormals.trim_size();
+	geometry.addAttribute( 'normal', new THREE.BufferAttribute( newNormals.buffer, 3 ) );
+
 }
-function unIndexIndexedGeometry(geometry) {
-    
-    var ABC = ['a', 'b', 'c'];
-    var XYZ = ['x', 'y', 'z'];
-    var XY = ['x', 'y'];
-
-
-    var oldVertices = new TypedArrayHelper(0, 3, THREE.Vector3, Float32Array, 3, XYZ);
-    var oldFaces = new TypedArrayHelper(0, 3, THREE.Face3, Uint32Array, 3, ABC);
-    var oldUvs = new TypedArrayHelper(0, 3, THREE.Vector2, Float32Array, 2, XY);
-    var oldNormals = new TypedArrayHelper(0, 3, THREE.Vector3, Float32Array, 3, XYZ);
-    oldVertices.from_existing(geometry.getAttribute('position').array);
-    oldFaces.from_existing(geometry.index.array);
-    oldUvs.from_existing(geometry.getAttribute('uv').array);
-   // geometry.computeFaceNormals();
-    // geometry.computeVertexNormals();
-    compute_vertex_normals(geometry);
-    oldNormals.from_existing(geometry.getAttribute('normal').array);
-
-    var newVertices = new TypedArrayHelper(oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ);
-    var newNormals = new TypedArrayHelper(oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ);
-    var newUvs = new TypedArrayHelper(oldFaces.length * 3, 3, THREE.Vector2, Float32Array, 2, XY);
-    var v, w;
-    for (var i = 0, il = oldFaces.length; i < il; i++) {
-        oldFaces.index_to_register(i, 0);
-        oldVertices.index_to_register(oldFaces.register[0].a, 0);
-        oldVertices.index_to_register(oldFaces.register[0].b, 1);
-        oldVertices.index_to_register(oldFaces.register[0].c, 2);
-
-        newVertices.push_element(oldVertices.register[0]);
-        newVertices.push_element(oldVertices.register[1]);
-        newVertices.push_element(oldVertices.register[2]);
-        if (oldUvs.length != 0) {
-            oldUvs.index_to_register((i * 3) + 0, 0);
-            oldUvs.index_to_register((i * 3) + 1, 1);
-            oldUvs.index_to_register((i * 3) + 2, 2);
-
-            newUvs.push_element(oldUvs.register[0]);
-            newUvs.push_element(oldUvs.register[1]);
-            newUvs.push_element(oldUvs.register[2]);
-        }
-        oldNormals.index_to_register(oldFaces.register[0].a, 0);
-        oldNormals.index_to_register(oldFaces.register[0].b, 1);
-        oldNormals.index_to_register(oldFaces.register[0].c, 2);
-
-        newNormals.push_element(oldNormals.register[0]);
-        newNormals.push_element(oldNormals.register[1]);
-        newNormals.push_element(oldNormals.register[2]);
-        
-     /*   oldVertices.index_to_register(oldFaces.register[0].a, 0);
-        oldVertices.index_to_register(oldFaces.register[0].b, 1);
-        oldVertices.index_to_register(oldFaces.register[0].c, 2);
-        newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
-        newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[0]);
-        v = newNormals.register[0];
-        w = newNormals.register[1];
-        newNormals.register[2].x = (v.y * w.z) - (v.z * w.y);
-        newNormals.register[2].y = (v.z * w.x) - (v.x * w.z)
-        newNormals.register[2].z = (v.x * w.y) - (v.y * w.x)
-        newNormals.push_element(newNormals.register[2]);
-        newNormals.push_element(newNormals.register[2]);
-        newNormals.push_element(newNormals.register[2]);?*/
-
-    }
-    newVertices.trim_size();
-    newUvs.trim_size();
-    newNormals.trim_size();
-    geometry.index = null;
-    geometry.addAttribute('position', new THREE.BufferAttribute(newVertices.buffer, 3));
-    geometry.addAttribute('normal', new THREE.BufferAttribute(newNormals.buffer, 3));
-    if(newUvs.length != 0)
-        geometry.addAttribute('uv', new THREE.BufferAttribute(newUvs.buffer, 2));
-  //  geometry.computeVertexNormals();
-    return geometry;
+
+function unIndexIndexedGeometry( geometry ) {
+
+	var ABC = [ 'a', 'b', 'c' ];
+	var XYZ = [ 'x', 'y', 'z' ];
+	var XY = [ 'x', 'y' ];
+
+
+	var oldVertices = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
+	var oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
+	var oldUvs = new TypedArrayHelper( 0, 3, THREE.Vector2, Float32Array, 2, XY );
+	var oldNormals = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
+
+	oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
+	oldFaces.from_existing( geometry.index.array );
+	oldUvs.from_existing( geometry.getAttribute( 'uv' ).array );
+
+	compute_vertex_normals( geometry );
+	oldNormals.from_existing( geometry.getAttribute( 'normal' ).array );
+
+	var newVertices = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ );
+	var newNormals = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ );
+	var newUvs = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector2, Float32Array, 2, XY );
+	var v, w;
+
+	for ( var i = 0, il = oldFaces.length; i < il; i++ ) {
+
+		oldFaces.index_to_register( i, 0 );
+
+		oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
+		oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
+		oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
+
+		newVertices.push_element( oldVertices.register[ 0 ] );
+		newVertices.push_element( oldVertices.register[ 1 ] );
+		newVertices.push_element( oldVertices.register[ 2 ] );
+
+			if ( oldUvs.length !== 0 ) {
+
+				oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
+				oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
+				oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
+
+				newUvs.push_element( oldUvs.register[ 0 ] );
+				newUvs.push_element( oldUvs.register[ 1 ] );
+				newUvs.push_element( oldUvs.register[ 2 ] );
+
+			}
+
+		oldNormals.index_to_register( oldFaces.register[ 0 ].a, 0 );
+		oldNormals.index_to_register( oldFaces.register[ 0 ].b, 1 );
+		oldNormals.index_to_register( oldFaces.register[ 0 ].c, 2 );
+
+		newNormals.push_element( oldNormals.register[ 0 ] );
+		newNormals.push_element( oldNormals.register[ 1 ] );
+		newNormals.push_element( oldNormals.register[ 2 ] );
+
+	}
+
+	newVertices.trim_size();
+	newUvs.trim_size();
+	newNormals.trim_size();
+
+	geometry.index = null;
+
+	geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
+	geometry.addAttribute( 'normal', new THREE.BufferAttribute( newNormals.buffer, 3 ) );
+
+	if ( newUvs.length !== 0 ) {
+
+		geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUvs.buffer, 2 ) );
+
+	}
+
+	return geometry;
+
 }
-THREE.BufferSubdivisionModifier = function (subdivisions) {
 
-    this.subdivisions = (subdivisions === undefined) ? 1 : subdivisions;
-    //this.subdivisions = 3;
+THREE.BufferSubdivisionModifier = function( subdivisions ) {
+
+	this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
 
 };
 
-// Applies the "modify" pattern
-THREE.BufferSubdivisionModifier.prototype.modify = function (geometry) {
-    
-    if (geometry instanceof THREE.Geometry) {
-        geometry.mergeVertices();
-        if (typeof (geometry.normals) == 'undefined') geometry.normals = [];
-            var BGEom = convertGeometryToIndexedBuffer(geometry);
-            geometry = BGEom;
-        } else if( !(geometry instanceof THREE.BufferGeometry) ) console.log("Geometry is not an instance of THREE.BufferGeometry or THREE.Geometry");
-    
-    var repeats = this.subdivisions;
+THREE.BufferSubdivisionModifier.prototype.modify = function( geometry ) {
+
+	if ( geometry instanceof THREE.Geometry ) {
+
+		geometry.mergeVertices();
+
+		if ( typeof geometry.normals === 'undefined' ) {
+
+			geometry.normals = [];
 
-    while (repeats-- > 0) {
+		}
 
-        this.smooth(geometry);
+		geometry = convertGeometryToIndexedBuffer( geometry );
 
-    }
+	} else if ( !( geometry instanceof THREE.BufferGeometry ) ) {
 
-    return unIndexIndexedGeometry(geometry); // it doesn't change what geometry points to in the function that calls this.. >_<. how annoying.
+		console.log( 'Geometry is not an instance of THREE.BufferGeometry or THREE.Geometry' );
+
+	}
+
+	var repeats = this.subdivisions;
+
+	while ( repeats-- > 0 ) {
+
+		this.smooth( geometry );
+
+	}
+
+	return unIndexIndexedGeometry( geometry ); // it doesn't change what geometry points to in the function that calls this.. >_<. how annoying.
 
 };
-var edge_type = function (a, b) {
-    this.a = a;
-    this.b = b;
-    this.faces = [];
-    this.newEdge = null;
+
+var edge_type = function ( a, b ) {
+
+	this.a = a;
+	this.b = b;
+	this.faces = [];
+	this.newEdge = null;
+
 };
 
-(function () {
+( function () {
+
+	// Some constants
+	var ABC = [ 'a', 'b', 'c' ];
+	var XYZ = [ 'x', 'y', 'z' ];
+	var XY = [ 'x', 'y' ];
+
+	function getEdge( a, b, map ) {
+
+		var key = Math.min( a, b ) + '_' + Math.max( a, b );
+		return map[ key ];
+
+	}
+
+
+	function processEdge( a, b, vertices, map, face, metaVertices ) {
+
+		var vertexIndexA = Math.min( a, b );
+		var vertexIndexB = Math.max( a, b );
+
+		var key = vertexIndexA + '_' + vertexIndexB;
+
+		var edge;
+
+		if ( key in map ) {
+
+			edge = map[ key ];
+
+		} else {
+
+			edge = new edge_type( vertexIndexA,vertexIndexB );
+			map[key] = edge;
+
+		}
+
+		edge.faces.push( face );
+
+		metaVertices[ a ].edges.push( edge );
+		metaVertices[ b ].edges.push( edge );
+
+	}
+
+	function generateLookups( vertices, faces, metaVertices, edges ) {
+
+		var i, il, face, edge;
+
+		for ( i = 0, il = vertices.length; i < il; i++ ) {
+
+			metaVertices[ i ] = { edges: [] };
+
+		}
+
+		for ( i = 0, il = faces.length; i < il; i++ ) {
+
+			faces.index_to_register( i, 0 );
+			face = faces.register[ 0 ]; // Faces is now a TypedArrayHelper class, not a face3.
+
+			processEdge( face.a, face.b, vertices, edges, i, metaVertices );
+			processEdge( face.b, face.c, vertices, edges, i, metaVertices );
+			processEdge( face.c, face.a, vertices, edges, i, metaVertices );
+
+		}
+
+	}
+
+	function newFace( newFaces, face ) {
+
+		newFaces.push_element( face );
+
+	}
+
+	function midpoint( a, b ) {
+
+		return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
+
+	}
+
+	function newUv( newUvs, a, b, c ) {
+
+		newUvs.push_element( a );
+		newUvs.push_element( b );
+		newUvs.push_element( c );
+
+	}
+
+	/////////////////////////////
+
+	// Performs one iteration of Subdivision
+
+	THREE.BufferSubdivisionModifier.prototype.smooth = function ( geometry ) {
+
+		var oldVertices, oldFaces, oldUvs;
+		var newVertices, newFaces, newUVs;
+
+		var n, l, i, il, j, k;
+		var metaVertices, sourceEdges;
+
+		oldVertices = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
+		oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
+		oldUvs = new TypedArrayHelper( 0, 3, THREE.Vector2, Float32Array, 2, XY );
+		oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
+		oldFaces.from_existing( geometry.index.array );
+		oldUvs.from_existing( geometry.getAttribute( 'uv' ).array );
 
-    // Some constants
-    var WARNINGS = ! true; // Set to true for development
-    var ABC = ['a', 'b', 'c'];
-    var XYZ = ['x', 'y', 'z'];
-    var XY = ['x', 'y'];
+		var doUvs = false;
 
-    function getEdge(a, b, map) {
-        var key = Math.min(a, b) + "_" + Math.max(a, b);
-        return map[key];
+		if ( typeof oldUvs !== 'undefined' && oldUvs.length !== 0 ) {
 
-    }
+			doUvs = true;
 
+		}
+		/******************************************************
+		*
+		* Step 0: Preprocess Geometry to Generate edges Lookup
+		*
+		*******************************************************/
 
-    function processEdge(a, b, vertices, map, face, metaVertices) {
+		metaVertices = new Array( oldVertices.length );
+		sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[]  }
 
-        var vertexIndexA = Math.min(a, b);
-        var vertexIndexB = Math.max(a, b);
+		generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
 
-        var key = vertexIndexA + "_" + vertexIndexB;
 
-        var edge;
+		/******************************************************
+		*
+		*	Step 1.
+		*	For each edge, create a new Edge Vertex,
+		*	then position it.
+		*
+		*******************************************************/
 
-        if (key in map) {
+		newVertices = new TypedArrayHelper( ( geometry.getAttribute( 'position' ).array.length * 2 ) / 3, 2, THREE.Vector3, Float32Array, 3, XYZ );
+		var other, currentEdge, newEdge, face;
+		var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
 
-            edge = map[key];
+		var tmp = newVertices.register[ 1 ];
+		for ( i in sourceEdges ) {
 
-        } else {
+		currentEdge = sourceEdges[ i ];
+		newEdge = newVertices.register[ 0 ];
 
-          //  var vertexA = vertices[vertexIndexA];
-          //  var vertexB = vertices[vertexIndexB];
+		edgeVertexWeight = 3 / 8;
+		adjacentVertexWeight = 1 / 8;
 
-            edge = new edge_type(vertexIndexA,vertexIndexB);
+		connectedFaces = currentEdge.faces.length;
 
-            map[key] = edge;
+		// check how many linked faces. 2 should be correct.
+		if ( connectedFaces !== 2 ) {
 
-        }
+			// if length is not 2, handle condition
+			edgeVertexWeight = 0.5;
+			adjacentVertexWeight = 0;
 
-        edge.faces.push(face);
+		}
 
-        metaVertices[a].edges.push(edge);
-        metaVertices[b].edges.push(edge);
+		oldVertices.index_to_register( currentEdge.a, 0 );
+		oldVertices.index_to_register( currentEdge.b, 1 );
+		newEdge.addVectors( oldVertices.register[ 0 ], oldVertices.register[ 1 ] ).multiplyScalar( edgeVertexWeight );
 
+		tmp.set( 0, 0, 0 );
 
-    }
+		for ( j = 0; j < connectedFaces; j++ ) {
 
-    function generateLookups(vertices, faces, metaVertices, edges) {
-        var i, il, face, edge;
+			oldFaces.index_to_register( currentEdge.faces[ j ], 0 );
+			face = oldFaces.register[ 0 ];
 
-        for (i = 0, il = vertices.length; i < il; i++) {
-            metaVertices[i] = { edges: [] };
-        }
+			for ( k = 0; k < 3; k++ ) {
 
-        for (i = 0, il = faces.length; i < il; i++) {
-            faces.index_to_register(i, 0);
-            face = faces.register[0]; // Faces is now a TypedArrayHelper class, not a face3.
+				oldVertices.index_to_register( face[ ABC[ k ] ], 2 );
+				other = oldVertices.register[ 2 ];
 
-            processEdge(face.a, face.b, vertices, edges, i, metaVertices);
-            processEdge(face.b, face.c, vertices, edges, i, metaVertices);
-            processEdge(face.c, face.a, vertices, edges, i, metaVertices);
+				if ( face[ ABC[ k ] ] !== currentEdge.a && face[ ABC[ k ] ] !== currentEdge.b) {
 
-        }
+					break;
 
-    }
+				}
 
-    function newFace(newFaces, face) {
-        newFaces.push_element(face);
-    }
-    function midpoint(a, b) {
-        return (Math.abs(b - a) / 2) + Math.min(a, b);
-    }
-    function newUv(newUvs, a, b, c) {
-        newUvs.push_element(a);
-        newUvs.push_element(b);
-        newUvs.push_element(c);
-    }
+		}
 
-    /////////////////////////////
+		tmp.add( other );
 
-    // Performs one iteration of Subdivision
-    THREE.BufferSubdivisionModifier.prototype.smooth = function (geometry) {
-        var oldVertices, oldFaces, oldUvs;
-        var newVertices, newFaces, newUVs;
+		}
 
-        var n, l, i, il, j, k;
-        var metaVertices, sourceEdges;
+		tmp.multiplyScalar( adjacentVertexWeight );
+		newEdge.add( tmp );
 
-        // new stuff.
-        var sourceEdges;
+		currentEdge.newEdge = newVertices.length;
+		newVertices.push_element( newEdge );
 
+		}
 
-        oldVertices = new TypedArrayHelper(0, 3, THREE.Vector3, Float32Array, 3, XYZ);
-        oldFaces = new TypedArrayHelper(0, 3, THREE.Face3, Uint32Array, 3, ABC);
-        oldUvs = new TypedArrayHelper(0, 3, THREE.Vector2, Float32Array, 2, XY);
-        oldVertices.from_existing(geometry.getAttribute('position').array);
-        oldFaces.from_existing(geometry.index.array);
-        oldUvs.from_existing(geometry.getAttribute('uv').array);
+		var edgeLength = newVertices.length;
+		/******************************************************
+		*
+		*	Step 2.
+		*	Reposition each source vertices.
+		*
+		*******************************************************/
 
-        var doUvs = false;
-        if (typeof (oldUvs) != 'undefined' && oldUvs.length != 0) doUvs = true;
-        /******************************************************
-		 *
-		 * Step 0: Preprocess Geometry to Generate edges Lookup
-		 *
-		 *******************************************************/
+		var beta, sourceVertexWeight, connectingVertexWeight;
+		var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
 
-        metaVertices = new Array(oldVertices.length);
-        sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[]  }
+		for ( i = 0, il = oldVertices.length; i < il; i++ ) {
 
-        generateLookups(oldVertices, oldFaces, metaVertices, sourceEdges);
+			oldVertices.index_to_register( i, 0, XYZ );
+			oldVertex = oldVertices.register[ 0 ];
 
+			// find all connecting edges (using lookupTable)
+			connectingEdges = metaVertices[ i ].edges;
+			n = connectingEdges.length;
 
-        /******************************************************
-		 *
-		 *	Step 1. 
-		 *	For each edge, create a new Edge Vertex,
-		 *	then position it.
-		 *
-		 *******************************************************/
+			if ( n === 3 ) {
 
-        newVertices = new TypedArrayHelper((geometry.getAttribute('position').array.length*2)/3, 2, THREE.Vector3, Float32Array, 3, XYZ);
-        var other, currentEdge, newEdge, face;
-        var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
+				beta = 3 / 16;
 
-        var tmp = newVertices.register[1];
-        for (i in sourceEdges) {
+			} else if (n > 3) {
 
-            currentEdge = sourceEdges[i];
-            newEdge = newVertices.register[0];
+				beta = 3 / (8 * n); // Warren's modified formula
 
-            edgeVertexWeight = 3 / 8;
-            adjacentVertexWeight = 1 / 8;
+			}
 
-            connectedFaces = currentEdge.faces.length;
+			// Loop's original beta formula
+			// beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
 
-            // check how many linked faces. 2 should be correct.
-            if (connectedFaces != 2) {
+			sourceVertexWeight = 1 - n * beta;
+			connectingVertexWeight = beta;
 
-                // if length is not 2, handle condition
-                edgeVertexWeight = 0.5;
-                adjacentVertexWeight = 0;
+			if ( n <= 2 ) {
 
-                if (connectedFaces != 1) {
+				// crease and boundary rules
 
-                    if (WARNINGS) console.warn('Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge);
+				if ( n === 2 ) {
 
-                }
+					sourceVertexWeight = 3 / 4;
+					connectingVertexWeight = 1 / 8;
 
-            }
-            oldVertices.index_to_register(currentEdge.a, 0);
-            oldVertices.index_to_register(currentEdge.b, 1);
-            newEdge.addVectors(oldVertices.register[0], oldVertices.register[1]).multiplyScalar(edgeVertexWeight);
+				}
 
-            tmp.set(0, 0, 0);
+			}
 
-            for (j = 0; j < connectedFaces; j++) {
-                oldFaces.index_to_register(currentEdge.faces[j], 0);
-                face = oldFaces.register[0];
+			newSourceVertex = oldVertex.multiplyScalar( sourceVertexWeight );
 
-                for (k = 0; k < 3; k++) {
-                    oldVertices.index_to_register(face[ABC[k]], 2);
-                    other = oldVertices.register[2];
-                    if (face[ABC[k]] !== currentEdge.a && face[ABC[k]] !== currentEdge.b) break;
-                }
+			tmp.set( 0, 0, 0 );
 
-                tmp.add(other);
+			for ( j = 0; j < n; j++ ) {
 
-            }
+				connectingEdge = connectingEdges[ j ];
+				other = connectingEdge.a !== i ? connectingEdge.a : connectingEdge.b;
+				oldVertices.index_to_register( other, 1, XYZ );
+				tmp.add( oldVertices.register[ 1 ] );
 
-            tmp.multiplyScalar(adjacentVertexWeight);
-            newEdge.add(tmp);
+			}
 
-            currentEdge.newEdge = newVertices.length;
-            newVertices.push_element(newEdge);
+			tmp.multiplyScalar( connectingVertexWeight );
+			newSourceVertex.add( tmp );
 
-            // console.log(currentEdge, newEdge);
+			newVertices.push_element( newSourceVertex,XYZ );
 
-        }
-        var edgeLength = newVertices.length;
-        /******************************************************
-		 *
-		 *	Step 2. 
-		 *	Reposition each source vertices.
-		 *
-		 *******************************************************/
+		}
 
-        var beta, sourceVertexWeight, connectingVertexWeight;
-        var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
-        for (i = 0, il = oldVertices.length; i < il; i++) {
-            oldVertices.index_to_register(i, 0, XYZ);
-            oldVertex = oldVertices.register[0];
 
-            // find all connecting edges (using lookupTable)
-            connectingEdges = metaVertices[i].edges;
-            n = connectingEdges.length;
-            
+		/******************************************************
+		*
+		*	Step 3.
+		*	Generate Faces between source vertecies
+		*	and edge vertices.
+		*
+		*******************************************************/
 
-            if (n == 3) {
 
-                beta = 3 / 16;
+		var edge1, edge2, edge3;
+		newFaces = new TypedArrayHelper( ( geometry.index.array.length * 4 ) / 3, 1, THREE.Face3, Float32Array, 3, ABC );
+		newUVs = new TypedArrayHelper( ( geometry.getAttribute( 'uv' ).array.length * 4 ) / 2, 3, THREE.Vector2, Float32Array, 2, XY );
+		var x3 = newUVs.register[ 0 ];
+		var x4 = newUVs.register[ 1 ];
+		var x5 = newUVs.register[ 2 ];
+		var tFace = newFaces.register[ 0 ];
 
-            } else if (n > 3) {
+		for ( i = 0, il = oldFaces.length; i < il; i++ ) {
 
-                beta = 3 / (8 * n); // Warren's modified formula
+			oldFaces.index_to_register( i, 0 );
+			face = oldFaces.register[ 0 ];
 
-            }
+			// find the 3 new edges vertex of each old face
+			// The new source verts are added after the new edge verts now..
 
-            // Loop's original beta formula
-            // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
+			edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge;
+			edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge;
+			edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge;
 
-            sourceVertexWeight = 1 - n * beta;
-            connectingVertexWeight = beta;
+			// create 4 faces.
+			tFace.set( edge1, edge2, edge3 );
+			newFace( newFaces, tFace );
+			tFace.set( face.a + edgeLength, edge1, edge3 );
+			newFace( newFaces, tFace );
+			tFace.set( face.b + edgeLength,edge2,edge1 );
+			newFace( newFaces, tFace );
+			tFace.set( face.c + edgeLength,edge3,edge2 );
+			newFace( newFaces, tFace );
 
-            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;
+				0___________________C___________________2
+				 \                 /\                  /
+				  \              /   \      F4        /
+				   \     F2    /       \             /
+				    \        /            \         /
+				     \     /                \      /
+				      \  /         F1         \   /
+				       \/_______________________\/
+				      A \                       / B
+				         \       F3            /
+				          \                   /
+				           \                 /
+				            \               /
+				             \             /
+				              \           /
+				               \         /
+				                   \/
+				                    1
 
-                    // sourceVertexWeight = 1;
-                    // connectingVertexWeight = 0;
 
-                } else if (n == 1) {
+			Draw orders:
+			F1: ABC x3,x4,x5
+			F2: 0AC x0,x3,x5
+			F3: 1BA x1,x4,x3
+			F4: 2CB x2,x5,x4
 
-                    if (WARNINGS) console.warn('only 1 connecting edge');
+			0: x0
+			1: x1
+			2: x2
+			A: x3
+			B: x4
+			C: x5
+			*/
 
-                } else if (n == 0) {
+			if ( doUvs === true ) {
 
-                    if (WARNINGS) console.warn('0 connecting edges');
+				oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
+				oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
+				oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
 
-                }
+				x0 = oldUvs.register[ 0 ]; //uv[0];
+				x1 = oldUvs.register[ 1 ]; //uv[1];
+				x2 = oldUvs.register[ 2 ]; //uv[2];
 
-            }
+				x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
+				x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
+				x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
 
-            newSourceVertex = oldVertex.multiplyScalar(sourceVertexWeight);
+				newUv( newUVs, x3, x4, x5 );
+				newUv( newUVs, x0, x3, x5 );
 
-            tmp.set(0, 0, 0);
+				newUv( newUVs, x1, x4, x3 );
+				newUv( newUVs, x2, x5, x4 );
 
-            for (j = 0; j < n; j++) {
+			}
 
-                connectingEdge = connectingEdges[j];
-                other = connectingEdge.a !== i ? connectingEdge.a : connectingEdge.b;
-                oldVertices.index_to_register(other, 1, XYZ);
-                tmp.add(oldVertices.register[1]);
+		}
 
-            }
+		// Overwrite old arrays
 
-            tmp.multiplyScalar(connectingVertexWeight);
-            newSourceVertex.add(tmp);
+		newFaces.trim_size();
+		newVertices.trim_size();
+		newUVs.trim_size();
 
-            newVertices.push_element(newSourceVertex,XYZ);
+		geometry.setIndex( new THREE.BufferAttribute( newFaces.buffer ,3 ) );
+		geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
+		geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUVs.buffer, 2 ) );
 
-        }
+	};
 
 
-        /******************************************************
-		 *
-		 *	Step 3. 
-		 *	Generate Faces between source vertecies
-		 *	and edge vertices.
-		 *
-		 *******************************************************/
-
-      
-        var edge1, edge2, edge3;
-        newFaces = new TypedArrayHelper((geometry.index.array.length*4) / 3, 1, THREE.Face3, Float32Array, 3, ABC);
-        newUVs = new TypedArrayHelper((geometry.getAttribute('uv').array.length * 4) / 2, 3, THREE.Vector2, Float32Array, 2, XY);
-        var x3 = newUVs.register[0];
-        var x4 = newUVs.register[1];
-        var x5 = newUVs.register[2];
-        var tFace = newFaces.register[0];
-        for (i = 0, il = oldFaces.length; i < il; i++) {
-            oldFaces.index_to_register(i, 0);
-            face = oldFaces.register[0];//oldFaces[i];
-
-            // find the 3 new edges vertex of each old face
-            // The new source verts are added after the new edge verts now.. 
-            edge1 = getEdge(face.a, face.b, sourceEdges).newEdge;
-            edge2 = getEdge(face.b, face.c, sourceEdges).newEdge;
-            edge3 = getEdge(face.c, face.a, sourceEdges).newEdge;
-
-            // create 4 faces.
-            tFace.set(edge1, edge2, edge3);
-            newFace(newFaces, tFace);
-            tFace.set(face.a + edgeLength, edge1, edge3);
-            newFace(newFaces, tFace);
-            tFace.set(face.b + edgeLength,edge2,edge1);
-            newFace(newFaces, tFace);
-            tFace.set(face.c + edgeLength,edge3,edge2);
-            newFace(newFaces, tFace);
-            // 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) {
-
-                oldUvs.index_to_register(i * 3, 0);
-                oldUvs.index_to_register((i * 3)+1, 1);
-                oldUvs.index_to_register((i * 3)+2, 2);
-
-              //  uv = oldUvs[i];
-                x0 = oldUvs.register[0];//uv[0];
-                x1 = oldUvs.register[1];//uv[1];
-                x2 = oldUvs.register[2];//uv[2];
-
-                x3.set(midpoint(x0.x, x1.x), midpoint(x0.y, x1.y));
-                x4.set(midpoint(x1.x, x2.x), midpoint(x1.y, x2.y));
-                x5.set(midpoint(x0.x, x2.x), midpoint(x0.y, x2.y));
-                newUv(newUVs, x3, x4, x5);
-                newUv(newUVs, x0, x3, x5);
-
-                newUv(newUVs, x1, x4, x3);
-                newUv(newUVs, x2, x5, x4);
-            }
-        }
-
-        // Overwrite old arrays
-        //geometry.addAttribute('position', THREE.BufferAttribute(newVertices, 3).copy)
-        newVertices.trim_size();
-        newFaces.trim_size();
-        newUVs.trim_size();
-        geometry.addAttribute('position', new THREE.BufferAttribute(newVertices.buffer,3));
-        geometry.setIndex(new THREE.BufferAttribute(newFaces.buffer,3));
-        geometry.addAttribute('uv', new THREE.BufferAttribute(newUVs.buffer,2));
-        /*
-        geometry.vertices = newVertices;
-        geometry.faces = newFaces;
-        geometry.faceVertexUvs[0] = newUVs; */
-        // console.log('done');
-
-    };
-
-
-})();
+} ) ();