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@@ -61,7 +61,14 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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var scope = this;
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- function f4( a, b, c, d, oldFace, orders ) {
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+
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+ function findUv(vertexNo, oldFaceNo) {
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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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+ function f4( a, b, c, d, oldFace, orders, facei ) {
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// TODO move vertex selection over here!
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@@ -96,15 +103,20 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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}
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newFaces.push( newFace );
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-
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- if (!scope.supportUVs || uvForVertices.length!=0) {
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+
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+ if (scope.supportUVs) {
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+ // || uvForVertices.length!=0
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newUVs.push( [
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uvForVertices[a],
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- uvForVertices[b],
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- uvForVertices[c],
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- uvForVertices[d]
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+ uvForVertices[b+':'+facei],
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+ uvForVertices[c+':'+facei],
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+ uvForVertices[d+':'+facei]
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] );
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-
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+
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+ if (!uvForVertices[a]) console.log('a', a+':'+facei);
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+ if (!uvForVertices[b+':'+facei]) console.log('b', b+':'+facei);
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+ if (!uvForVertices[c+':'+facei]) console.log('c', c+':'+facei);
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+ if (!uvForVertices[d+':'+facei]) console.log('d', d+':'+facei);
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}
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}
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@@ -112,7 +124,7 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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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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function computeEdgeFaces( geometry ) {
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@@ -122,11 +134,11 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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map[ hash ] = [];
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- }
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+ }
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map[ hash ].push( i );
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- };
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+ }
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var i, il, v1, v2, j, k,
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face, faceIndices, faceIndex,
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@@ -197,7 +209,7 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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var sharpEdges = {}, sharpVertices = [], sharpFaces = [];
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- var uvForVertices = [];
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+ var uvForVertices = {};
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// Step 1
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// For each face, add a face point
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@@ -209,19 +221,24 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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var uvs = oldGeometry.faceVertexUvs[0];
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var abcd = 'abcd', vertice;
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+ console.log('originalFaces, uvs', originalFaces, uvs);
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for (i=0, il = uvs.length; i<il; i++ ) {
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for (j=0,jl=uvs[i].length;j<jl;j++) {
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vertice = originalFaces[i][abcd.charAt(j)];
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- if (!uvForVertices[vertice]) {
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- uvForVertices[vertice] = uvs[i][j];
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+ var key = vertice+':'+i; // Vertix->Face
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+
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+ if (!uvForVertices[key]) {
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+ uvForVertices[key] = uvs[i][j];
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} else {
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- //console.log('dup', uvForVertices[vertice]);
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+ console.log('dup', uvForVertices[key], uvs[i][j]);
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}
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-
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}
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}
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+
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+
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+ console.log('Original Faces + Vertices UVs completed', uvForVertices);
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var avgUv ;
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for (i=0, il = originalFaces.length; i<il ;i++) {
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@@ -230,33 +247,38 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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newPoints.push( new THREE.Vertex(face.centroid) );
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- if (!scope.supportUVs || uvForVertices.length==0) continue;
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+ if (!scope.supportUVs) continue;
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+ // || uvForVertices.length==0
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// Prepare subdivided uv
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avgUv = new THREE.UV();
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if ( face instanceof THREE.Face3 ) {
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- avgUv.u = uvForVertices[face.a].u + uvForVertices[face.b].u + uvForVertices[face.c].u;
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- avgUv.v = uvForVertices[face.a].v + uvForVertices[face.b].v + uvForVertices[face.c].v;
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+ avgUv.u = uvForVertices[face.a+':'+i].u + uvForVertices[face.b+':'+i].u + uvForVertices[face.c+':'+i].u;
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+ avgUv.v = uvForVertices[face.a+':'+i].v + uvForVertices[face.b+':'+i].v + uvForVertices[face.c+':'+i].v;
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avgUv.u /= 3;
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avgUv.v /= 3;
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} else if ( face instanceof THREE.Face4 ) {
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- avgUv.u = uvForVertices[face.a].u + uvForVertices[face.b].u + uvForVertices[face.c].u + uvForVertices[face.d].u;
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- avgUv.v = uvForVertices[face.a].v + uvForVertices[face.b].v + uvForVertices[face.c].v + uvForVertices[face.d].v;
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+ avgUv.u = uvForVertices[face.a+':'+i].u + uvForVertices[face.b+':'+i].u + uvForVertices[face.c+':'+i].u + uvForVertices[face.d+':'+i].u;
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+ avgUv.v = uvForVertices[face.a+':'+i].v + uvForVertices[face.b+':'+i].v + uvForVertices[face.c+':'+i].v + uvForVertices[face.d+':'+i].v;
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avgUv.u /= 4;
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avgUv.v /= 4;
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}
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+
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+ var key = uvs.length + i;
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- uvForVertices.push(avgUv);
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+ uvForVertices[key] = avgUv;
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}
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+ console.log('added UVs for new Faces', uvForVertices, key);
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+
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// Step 2
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// For each edge, add an edge point.
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// Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
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- var vfMap = computeEdgeFaces ( oldGeometry );
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+ var vfMap = computeEdgeFaces ( oldGeometry ); // Vertex Face Map
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var edge, faceIndexA, faceIndexB, avg;
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//console.log('vfMap', vfMap);
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@@ -267,8 +289,8 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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////
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- var vertexEdgeMap = {};
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- var vertexFaceMap = {};
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+ var vertexEdgeMap = {}; // Gives edges connecting to each vertex
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+ var vertexFaceMap = {}; // Gives faces connecting to each vertex
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var addVertexEdgeMap = function(vertex, edge) {
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if (vertexEdgeMap[vertex]===undefined) {
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@@ -335,7 +357,7 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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- //console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
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+ console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
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for (i in vfMap) {
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@@ -377,26 +399,48 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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}
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edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
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- //console.log(edgePoints[i], newPoints.length);
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newPoints.push( new THREE.Vertex(avg) );
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- edgeCount ++;
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- if (!scope.supportUVs || uvForVertices.length==0) continue;
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+ if (!scope.supportUVs) {
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+ edgeCount ++;
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+ continue;
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+ }
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+ // || uvForVertices.length==0
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+ console.log('faceIndexAB', faceIndexA, faceIndexB, sharpEdges[i]);
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+
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// Prepare subdivided uv
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avgUv = new THREE.UV();
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- avgUv.u = uvForVertices[edgeVertexA].u + uvForVertices[edgeVertexB].u;
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- avgUv.v = uvForVertices[edgeVertexA].v + uvForVertices[edgeVertexB].v;
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+ avgUv.u = uvForVertices[edgeVertexA+':'+faceIndexA].u + uvForVertices[edgeVertexB+':'+faceIndexA].u;
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+ avgUv.v = uvForVertices[edgeVertexA+':'+faceIndexA].v + uvForVertices[edgeVertexB+':'+faceIndexA].v;
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avgUv.u /= 2;
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avgUv.v /= 2;
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+
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+
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- uvForVertices.push(avgUv);
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+ var key = (uvs.length + originalFaces.length + edgeCount) +':'+faceIndexA;
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+ uvForVertices[key] = avgUv;
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+ console.log(key);
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+
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+ avgUv = new THREE.UV();
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+
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+ avgUv.u = uvForVertices[edgeVertexA+':'+faceIndexB].u + uvForVertices[edgeVertexB+':'+faceIndexB].u;
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+ avgUv.v = uvForVertices[edgeVertexA+':'+faceIndexB].v + uvForVertices[edgeVertexB+':'+faceIndexB].v;
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+ avgUv.u /= 2;
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+ avgUv.v /= 2;
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+
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+ var key = (uvs.length + originalFaces.length + edgeCount)+':'+faceIndexB;
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+ uvForVertices[key] = avgUv;
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+ console.log(key);
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+ edgeCount ++;
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}
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+
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+ console.log('step 2 done', key);
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// Step 3
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// For each face point, add an edge for every edge of the face,
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@@ -417,6 +461,7 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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for (i=0, il = facePoints.length; i<il ;i++) { // for every face
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+ console.log('i', i);
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facePt = facePoints[i];
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face = originalFaces[i];
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currentVerticeIndex = originalVerticesLength+ i;
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@@ -429,9 +474,9 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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hashBC = edge_hash( face.b, face.c );
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hashCA = edge_hash( face.c, face.a );
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- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123 );
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- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123 );
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- f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123 );
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+ f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
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+ f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
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+ f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
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} else if ( face instanceof THREE.Face4 ) {
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// create 4 face4s
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@@ -441,10 +486,10 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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hashCD = edge_hash( face.c, face.d );
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hashDA = edge_hash( face.d, face.a );
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- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234 );
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- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234 );
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- f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234 );
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- f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234 );
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+ f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
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+ f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
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+ f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
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+ f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
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} else {
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