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initial subdivision geometry - needs debuggin and more testings

zz85 14 years ago
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ea634d0ff1
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      examples/canvas_geometry_subdivison.html

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examples/canvas_geometry_subdivison.html

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+<!doctype html>
+<html lang="en">
+	<head>
+		<title>three.js canvas - geometry - cube</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #f0f0f0;
+				margin: 0px;
+				overflow: hidden;
+			}
+		</style>
+	</head>
+	<body>
+
+		<script src="../build/Three.js"></script>
+
+		<script src="js/RequestAnimationFrame.js"></script>
+		<script src="js/Stats.js"></script>
+		
+		<script src="../src/core/Geometry.js"></script>
+		<script src="../src/extras/geometries/CubeGeometry.js"></script>
+
+		<script>
+
+			var container, stats;
+
+			var camera, scene, renderer;
+
+			var cube, plane;
+
+			var targetRotation = 0;
+			var targetRotationOnMouseDown = 0;
+
+			var mouseX = 0;
+			var mouseXOnMouseDown = 0;
+
+			var windowHalfX = window.innerWidth / 2;
+			var windowHalfY = window.innerHeight / 2;
+
+		
+		
+			/*
+			 * @author zz85 / https://github.com/zz85
+			 * Smooth Geometry (SmoothMesh) using Catmull-Clark Subdivision Surfaces
+			 * Readings: 
+			 *	http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
+			 *	http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
+			 */
+			// 
+			THREE.SubdivisionGeometry = function( oldGeometry ) {
+				THREE.Geometry.call( this );
+
+				var scope = this;
+				
+				function v( x, y, z ) {
+					scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
+				}
+
+				function f4( a, b, c, d ) {
+					scope.faces.push( new THREE.Face4( a, b, c, d ) );
+				}
+				
+				function edge_hash( a, b ) {
+
+					return Math.min( a, b ) + "_" + Math.max( a, b );
+
+				};
+				
+				var originalPoints = oldGeometry.vertices;
+				var originalFaces = oldGeometry.faces;
+				
+				var newPoints = originalPoints.concat(); // Vertices
+					
+				var facePoints = [], edgePoints = {};
+				
+				// 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.
+				
+				var i, il, face;
+				
+				for (i=0, il = originalFaces.length; i<il ;i++) {
+					face = originalFaces[i];
+					facePoints.push(face.centroid);
+					newPoints.push( new THREE.Vertex(face.centroid) );
+				}
+			
+				// 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.
+				oldGeometry.computeEdgeFaces();
+				var edges = oldGeometry.edges, edge, faceIndexA, faceIndexB, avg;
+				console.log('edges', edges.length);
+				
+				
+				var vfMap = oldGeometry.vfMap;
+				console.log('vfMap', vfMap);
+				
+				var edgeInfo;
+				var edgeCount = 0;
+				var originalVerticesLength = originalPoints.length;
+				var edgeVertex, edgeVertexA, edgeVertexB;
+				for (i in vfMap) {
+					edgeInfo = vfMap[i];
+					edge = edgeInfo.array;
+					faceIndexA = edge[0]; // face index a
+					faceIndexB = edge[1]; // face index b
+					
+					avg = new THREE.Vector3();
+					
+					avg.addSelf(facePoints[faceIndexA]);
+					avg.addSelf(facePoints[faceIndexB]);
+					
+					
+					edgeVertex = i.split('_');
+					edgeVertexA = edgeVertex[0];
+					edgeVertexB = edgeVertex[1];
+					
+					avg.addSelf(originalPoints[edgeVertexA].position);
+					avg.addSelf(originalPoints[edgeVertexB].position);
+					
+					
+					
+					avg.multiplyScalar(0.25);
+					
+					edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
+					
+					newPoints.push( new THREE.Vertex(avg) );
+				
+					console.log(edge, i);
+					edgeCount ++;
+					
+					
+					
+				}
+				
+				// 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;
+				
+				
+				for (i=0, il = facePoints.length; i<il ;i++) { // for every face
+					facePt = facePoints[i];
+					face = originalFaces[i];
+					currentVerticeIndex = originalVerticesLength+ i;
+					
+					console.log('face', face, facePt);
+					if ( face instanceof THREE.Face3 ) {
+						
+						// create 3 face4s
+						
+						hashAB = edge_hash( face.a, face.b );
+						hashBC = edge_hash( face.b, face.c );
+						hashCA = edge_hash( face.c, face.a );
+
+						
+						f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
+						f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA]);
+						f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB]);
+						
+					} else if ( face instanceof THREE.Face4 ) {
+						// create 4 face4s
+						
+						hashAB = edge_hash( face.a, face.b );
+						hashBC = edge_hash( face.b, face.c );
+						hashCD = edge_hash( face.c, face.d );
+						hashDA = edge_hash( face.d, face.a );
+						
+						// f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
+						// f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD]);
+						// f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA]);
+						// f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB]);
+					
+						f4( face.a, edgePoints[hashAB], currentVerticeIndex, edgePoints[hashDA]);	
+						f4( face.b, edgePoints[hashBC], currentVerticeIndex, edgePoints[hashAB]);
+						f4( face.c, edgePoints[hashCD], currentVerticeIndex, edgePoints[hashBC]);
+						f4( face.d, edgePoints[hashDA], currentVerticeIndex, edgePoints[hashCD]);
+	
+						
+					} else {
+						console.log('face should be a face!', face);
+					}
+				}
+				
+				
+				scope.vertices = newPoints;
+				
+				console.log('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
+				
+				console.log('newPoints', newPoints, 'faces', this.faces, newPoints.length, this.faces.length );
+				
+				// 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
+				
+				
+				
+				var vertexEdgeMap = {};
+				var vertexFaceMap = {};
+				
+				var addVertexEdgeMap = function(vertex, edge) {
+					if (vertexEdgeMap[vertex]===undefined) {
+						vertexEdgeMap[vertex] = [];
+					}
+					
+					vertexEdgeMap[vertex].push(edge);
+				};
+				
+				var addVertexFaceMap = function(vertex, face) {
+					if (vertexFaceMap[vertex]===undefined) {
+						vertexFaceMap[vertex] = {};
+					}
+					
+					vertexFaceMap[vertex][face] = null;
+				};
+				
+				for (i in vfMap) {
+					edgeInfo = vfMap[i];
+					
+					edgeVertex = i.split('_');
+					edgeVertexA = edgeVertex[0];
+					edgeVertexB = edgeVertex[1];
+					
+					addVertexEdgeMap(edgeVertexA,edgeInfo );
+					addVertexEdgeMap(edgeVertexB,edgeInfo );
+					
+					edge = edgeInfo.array;
+					faceIndexA = edge[0]; // face index a
+					faceIndexB = edge[1]; // face index b
+					
+					addVertexFaceMap(edgeVertexA, faceIndexA);
+					addVertexFaceMap(edgeVertexA, faceIndexB);
+					addVertexFaceMap(edgeVertexB, faceIndexA);
+					addVertexFaceMap(edgeVertexB, faceIndexB);
+					
+				}
+				
+ 				console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
+				
+				var F = new THREE.Vector3();
+				var R = new THREE.Vector3();
+			
+				var j, n;
+				for (i=0, il = originalPoints.length; i<il; i++) {
+					// (F + 2R + (n-3)P) / n
+					
+					F.set(0,0,0);
+					R.set(0,0,0);
+					var newPos =  new THREE.Vector3(0,0,0);
+					
+					var z =0;
+					for (j in vertexFaceMap[i]) {
+						F.addSelf(facePoints[j]);
+					}
+					
+					F.divideScalar(z);
+					
+					n = vertexEdgeMap[i].length;
+					
+					for (j=0; j<n;j++) {
+						edge = vertexEdgeMap[i][j].array
+						var midPt = originalPoints[edge[0]].position.clone().addSelf(originalPoints[edge[1]].position).divideScalar(2);
+						R.addSelf(midPt);
+						// R.addSelf(originalPoints[edge[0]].position);
+						// R.addSelf(originalPoints[edge[1]].position);
+					}
+					
+					newPos.addSelf(originalPoints[i].position);
+					newPos.multiplyScalar(n - 3);
+					
+					newPos.addSelf(F);
+					newPos.addSelf(R.multiplyScalar(2));
+					newPos.divideScalar(n);
+					
+					this.vertices[i].position = newPos;
+					
+					
+				}
+				
+				console.log('HEY', this);
+				
+				
+				this.computeCentroids();
+				this.computeFaceNormals();
+			};
+			
+			THREE.SubdivisionGeometry.prototype = new THREE.Geometry();
+			THREE.SubdivisionGeometry.prototype.constructor = THREE.SubdivisionGeometry;
+
+			
+			
+			// Create subdivision geometry  
+			function subdivision(geometry) {
+				return new THREE.SubdivisionGeometry(geometry);
+			}
+			
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				var info = document.createElement( 'div' );
+				info.style.position = 'absolute';
+				info.style.top = '10px';
+				info.style.width = '100%';
+				info.style.textAlign = 'center';
+				info.innerHTML = 'Drag to spin the cube';
+				container.appendChild( info );
+
+				camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
+				camera.position.y = 150;
+				camera.position.z = 500;
+				camera.target.position.y = 150;
+
+				scene = new THREE.Scene();
+
+				
+				
+				
+				// Cube
+
+				var materials = [];
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					materials.push( [ new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } ) ] );
+
+				}
+				
+				geometry = new THREE.CubeGeometry( 200, 200, 200, 1, 1, 1, materials );
+				
+				smooth = subdivision(geometry);
+				//smooth = subdivision(smooth);
+				
+				var PI2 = Math.PI * 2;
+				var program = function ( context ) {
+
+					context.beginPath();
+					context.arc( 0, 0, 1, 0, PI2, true );
+					context.closePath();
+					context.fill();
+
+				}
+
+				group = new THREE.Object3D();
+				group.position.y = 150;
+				scene.add( group );
+
+				for ( var i = 0; i < smooth.vertices.length; i++ ) {
+
+					particle = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: Math.random() * 0x808008 + 0x808080, program: program } ) );
+					particle.position = smooth.vertices[i].position;
+					var pos = smooth.vertices.position
+					particle.scale.x = particle.scale.y = 5;
+					group.add( particle );
+				}
+				
+
+				cube = new THREE.Mesh( smooth, new THREE.MeshBasicMaterial( { color: 0x405040, wireframe:true,  opacity:0.8 } ) ); //new THREE.MeshFaceMaterial()
+				cube.doubleSided = true;
+				cube.position.y = 150;
+				cube.overdraw = true;
+				scene.add( cube );
+
+				// Plane
+
+				plane = new THREE.Mesh( new THREE.PlaneGeometry( 200, 200 ), new THREE.MeshBasicMaterial( { color: 0xe0e0e0 } ) );
+				plane.rotation.x = - 90 * ( Math.PI / 180 );
+				plane.overdraw = true;
+				scene.add( plane );
+
+				renderer = new THREE.CanvasRenderer();
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+				container.appendChild( renderer.domElement );
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				container.appendChild( stats.domElement );
+
+				document.addEventListener( 'mousedown', onDocumentMouseDown, false );
+				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
+				document.addEventListener( 'touchmove', onDocumentTouchMove, false );
+			}
+
+			//
+
+			function onDocumentMouseDown( event ) {
+
+				event.preventDefault();
+
+				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.addEventListener( 'mouseup', onDocumentMouseUp, false );
+				document.addEventListener( 'mouseout', onDocumentMouseOut, false );
+
+				mouseXOnMouseDown = event.clientX - windowHalfX;
+				targetRotationOnMouseDown = targetRotation;
+			}
+
+			function onDocumentMouseMove( event ) {
+
+				mouseX = event.clientX - windowHalfX;
+
+				targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
+			}
+
+			function onDocumentMouseUp( event ) {
+
+				document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
+				document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
+			}
+
+			function onDocumentMouseOut( event ) {
+
+				document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
+				document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
+			}
+
+			function onDocumentTouchStart( event ) {
+
+				if ( event.touches.length == 1 ) {
+
+					event.preventDefault();
+
+					mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
+					targetRotationOnMouseDown = targetRotation;
+
+				}
+			}
+
+			function onDocumentTouchMove( event ) {
+
+				if ( event.touches.length == 1 ) {
+
+					event.preventDefault();
+
+					mouseX = event.touches[ 0 ].pageX - windowHalfX;
+					targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
+
+				}
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				group.rotation.y = plane.rotation.z = cube.rotation.y += ( targetRotation - cube.rotation.y ) * 0.05;
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>