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@@ -1,614 +1,671 @@
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-/*
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- * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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- *
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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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- *
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- * Note: a modifier modifies vertices and faces of geometry,
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- * so use THREE.GeometryUtils.clone() if orignal geoemtry 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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- *
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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.SubdivisionModifier = function( subdivisions ) {
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-
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- this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
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-
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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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-THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
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-
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- var repeats = this.subdivisions;
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-
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- while ( repeats-- > 0 ) {
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- this.smooth( geometry );
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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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-
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- function debug() {
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- if (scope.debug) console.log.apply(console, arguments);
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- }
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-
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- function warn() {
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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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- 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.Face4( 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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- for (var i=0;i<4;i++) {
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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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-
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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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-
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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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-
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- function edge_hash( a, b ) {
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-
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- return Math.min( a, b ) + "_" + Math.max( a, b );
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-
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- }
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-
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- function computeEdgeFaces( geometry ) {
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-
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- 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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- 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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-
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- if ( face instanceof THREE.Face3 ) {
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-
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- hash = edge_hash( face.a, face.b );
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- mapEdgeHash( hash, i );
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-
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- hash = edge_hash( face.b, face.c );
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- mapEdgeHash( hash, i );
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-
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- hash = edge_hash( face.c, face.a );
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- mapEdgeHash( hash, i );
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-
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- } else if ( face instanceof THREE.Face4 ) {
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-
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- hash = edge_hash( face.a, face.b );
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- mapEdgeHash( hash, i );
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-
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- hash = edge_hash( face.b, face.c );
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- mapEdgeHash( hash, i );
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-
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- hash = edge_hash( face.c, face.d );
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- mapEdgeHash( hash, i );
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-
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- hash = edge_hash( 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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- var originalPoints = oldGeometry.vertices;
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- var originalFaces = oldGeometry.faces;
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-
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- var newPoints = originalPoints.concat(); // Vertices
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-
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- var facePoints = [], edgePoints = {};
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-
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- var sharpEdges = {}, sharpVertices = [], sharpFaces = [];
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-
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- var uvForVertices = {}; // Stored in {vertex}:{old face} format
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-
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- var originalVerticesLength = originalPoints.length;
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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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- warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
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- }
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- }
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-
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- // Step 1
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- // For each face, add a face point
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- // Set each face point to be the centroid of all original points for the respective face.
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- // debug(oldGeometry);
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- var i, il, j, jl, face;
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-
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- // For Uvs
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- var uvs = oldGeometry.faceVertexUvs[0];
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- var abcd = 'abcd', vertice;
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-
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- debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
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- if (scope.supportUVs)
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- for (i=0, il = uvs.length; i<il; i++ ) {
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- for (j=0,jl=uvs[i].length;j<jl;j++) {
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- vertice = originalFaces[i][abcd.charAt(j)];
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-
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- addUV(vertice, i, uvs[i][j]);
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-
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- }
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- }
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-
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- if (uvs.length == 0) scope.supportUVs = false;
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-
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- // Additional UVs check, if we index original
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- var uvCount = 0;
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- for (var u in uvForVertices) {
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- uvCount++;
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- }
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- if (!uvCount) {
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- scope.supportUVs = false;
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- debug('no uvs');
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- }
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-
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- debug('-- Original Faces + Vertices UVs completed', uvForVertices, 'vs', uvs.length);
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-
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- var avgUv ;
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- for (i=0, il = originalFaces.length; i<il ;i++) {
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- face = originalFaces[ i ];
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- facePoints.push( face.centroid );
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- newPoints.push( face.centroid );
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-
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-
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- if (!scope.supportUVs) continue;
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-
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- // Prepare subdivided uv
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-
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- avgUv = new THREE.UV();
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-
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- if ( face instanceof THREE.Face3 ) {
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- avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u;
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- avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v;
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- avgUv.u /= 3;
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- avgUv.v /= 3;
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-
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- } else if ( face instanceof THREE.Face4 ) {
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- avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u + getUV( face.d, i ).u;
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- avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v + getUV( 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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- addUV(originalVerticesLength + i, '', avgUv);
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-
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- }
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-
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- debug('-- added UVs for new Faces', uvForVertices);
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-
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- // Step 2
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- // For each edge, add an edge point.
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- // Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
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-
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- var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index
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- var edge, faceIndexA, faceIndexB, avg;
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-
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- // debug('edgeFaceMap', edgeFaceMap);
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-
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- var edgeCount = 0;
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-
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- var edgeVertex, edgeVertexA, edgeVertexB;
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-
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- ////
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-
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- var vertexEdgeMap = {}; // Gives edges connecting from each vertex
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- var vertexFaceMap = {}; // Gives faces connecting from each vertex
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-
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- function addVertexEdgeMap(vertex, edge) {
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- if (vertexEdgeMap[vertex]===undefined) {
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- vertexEdgeMap[vertex] = [];
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- }
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-
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- vertexEdgeMap[vertex].push(edge);
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- }
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-
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- function addVertexFaceMap(vertex, face, edge) {
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- if (vertexFaceMap[vertex]===undefined) {
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- vertexFaceMap[vertex] = {};
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- }
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-
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- vertexFaceMap[vertex][face] = edge;
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- // vertexFaceMap[vertex][face] = null;
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- }
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-
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- // Prepares vertexEdgeMap and vertexFaceMap
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- for (i in edgeFaceMap) { // This is for every edge
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- edge = edgeFaceMap[i];
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-
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- edgeVertex = i.split('_');
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- edgeVertexA = edgeVertex[0];
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- edgeVertexB = edgeVertex[1];
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-
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- // Maps an edgeVertex to connecting edges
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- addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
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- addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
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-
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-
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- for (j=0,jl=edge.length;j<jl;j++) {
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- face = edge[j];
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-
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- addVertexFaceMap(edgeVertexA, face, i);
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- addVertexFaceMap(edgeVertexB, face, i);
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- }
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-
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- if (edge.length < 2) {
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- // edge is "sharp";
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- sharpEdges[i] = true;
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- sharpVertices[edgeVertexA] = true;
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- sharpVertices[edgeVertexB] = true;
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-
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- }
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-
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- }
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-
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- debug('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
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-
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-
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- for (i in edgeFaceMap) {
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- edge = edgeFaceMap[i];
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-
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- faceIndexA = edge[0]; // face index a
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- faceIndexB = edge[1]; // face index b
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-
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- edgeVertex = i.split('_');
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- edgeVertexA = edgeVertex[0];
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- edgeVertexB = edgeVertex[1];
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-
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-
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- avg = new THREE.Vector3();
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-
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- //debug(i, faceIndexB,facePoints[faceIndexB]);
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-
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- if (sharpEdges[i]) {
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- //debug('warning, ', i, 'edge has only 1 connecting face', edge);
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-
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- // For a sharp edge, average the edge end points.
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- avg.addSelf(originalPoints[edgeVertexA]);
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- avg.addSelf(originalPoints[edgeVertexB]);
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-
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- avg.multiplyScalar(0.5);
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-
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- sharpVertices[newPoints.length] = true;
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-
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- } else {
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-
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- avg.addSelf(facePoints[faceIndexA]);
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- avg.addSelf(facePoints[faceIndexB]);
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-
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- avg.addSelf(originalPoints[edgeVertexA]);
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- avg.addSelf(originalPoints[edgeVertexB]);
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-
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- avg.multiplyScalar(0.25);
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-
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- }
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-
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- edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
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-
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- newPoints.push( avg );
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-
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- edgeCount ++;
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-
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- if (!scope.supportUVs) {
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|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- // debug('faceIndexAB', faceIndexA, faceIndexB, sharpEdges[i]);
|
|
|
-
|
|
|
- // Prepare subdivided uv
|
|
|
-
|
|
|
- avgUv = new THREE.UV();
|
|
|
-
|
|
|
- avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u;
|
|
|
- avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v;
|
|
|
- avgUv.u /= 2;
|
|
|
- avgUv.v /= 2;
|
|
|
-
|
|
|
- addUV(edgePoints[i], faceIndexA, avgUv);
|
|
|
-
|
|
|
- if (!sharpEdges[i]) {
|
|
|
- avgUv = new THREE.UV();
|
|
|
-
|
|
|
- avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
|
|
|
- avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
|
|
|
- avgUv.u /= 2;
|
|
|
- avgUv.v /= 2;
|
|
|
-
|
|
|
- addUV(edgePoints[i], faceIndexB, avgUv);
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- 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;
|
|
|
-
|
|
|
- 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], 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 );
|
|
|
-
|
|
|
- } 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], 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;
|
|
|
-
|
|
|
- // debug('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
|
|
|
- // debug('new points', newPoints.length, 'faces', newFaces.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 F = new THREE.Vector3();
|
|
|
- var R = new THREE.Vector3();
|
|
|
-
|
|
|
- var n;
|
|
|
- for (i=0, il = originalPoints.length; i<il; i++) {
|
|
|
- // (F + 2R + (n-3)P) / n
|
|
|
-
|
|
|
- if (vertexEdgeMap[i]===undefined) continue;
|
|
|
-
|
|
|
- F.set(0,0,0);
|
|
|
- R.set(0,0,0);
|
|
|
- var newPos = new THREE.Vector3(0,0,0);
|
|
|
-
|
|
|
- var f =0;
|
|
|
- for (j in vertexFaceMap[i]) {
|
|
|
- F.addSelf(facePoints[j]);
|
|
|
- f++;
|
|
|
- }
|
|
|
-
|
|
|
- var sharpEdgeCount = 0;
|
|
|
-
|
|
|
- n = vertexEdgeMap[i].length;
|
|
|
-
|
|
|
- for (j=0;j<n;j++) {
|
|
|
- if (
|
|
|
- sharpEdges[
|
|
|
- edge_hash(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
|
|
|
- ]) {
|
|
|
- sharpEdgeCount++;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if ( sharpEdgeCount==2 ) {
|
|
|
- continue;
|
|
|
- // Do not move vertex if there's 2 connecting sharp edges.
|
|
|
- }
|
|
|
-
|
|
|
- /*
|
|
|
- if (sharpEdgeCount>2) {
|
|
|
- // TODO
|
|
|
- }
|
|
|
- */
|
|
|
-
|
|
|
- F.divideScalar(f);
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
- for (j=0; j<n;j++) {
|
|
|
- edge = vertexEdgeMap[i][j];
|
|
|
- var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
|
|
|
- R.addSelf(midPt);
|
|
|
- // R.addSelf(originalPoints[edge[0]]);
|
|
|
- // R.addSelf(originalPoints[edge[1]]);
|
|
|
- }
|
|
|
-
|
|
|
- R.divideScalar(n);
|
|
|
-
|
|
|
- newPos.addSelf(originalPoints[i]);
|
|
|
- newPos.multiplyScalar(n - 3);
|
|
|
-
|
|
|
- newPos.addSelf(F);
|
|
|
- newPos.addSelf(R.multiplyScalar(2));
|
|
|
- newPos.divideScalar(n);
|
|
|
-
|
|
|
- newVertices[i] = newPos;
|
|
|
-
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
|
|
|
-
|
|
|
- newGeometry.vertices = newVertices;
|
|
|
- newGeometry.faces = newFaces;
|
|
|
- newGeometry.faceVertexUvs[ 0 ] = newUVs;
|
|
|
-
|
|
|
- delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
|
|
|
-
|
|
|
- newGeometry.computeCentroids();
|
|
|
- newGeometry.computeFaceNormals();
|
|
|
- newGeometry.computeVertexNormals();
|
|
|
-
|
|
|
-};
|
|
|
+/*
|
|
|
+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
|
|
|
+ *
|
|
|
+ * Subdivision Geometry Modifier
|
|
|
+ * using Catmull-Clark Subdivision Surfaces
|
|
|
+ * for creating smooth geometry meshes
|
|
|
+ *
|
|
|
+ * Note: a modifier modifies vertices and faces of geometry,
|
|
|
+ * so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained
|
|
|
+ *
|
|
|
+ * Readings:
|
|
|
+ * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
|
|
|
+ * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
|
|
|
+ * http://xrt.wikidot.com/blog:31
|
|
|
+ * "Subdivision Surfaces in Character Animation"
|
|
|
+ *
|
|
|
+ * (on boundary edges)
|
|
|
+ * http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
|
|
|
+ * https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description
|
|
|
+ *
|
|
|
+ * Supports:
|
|
|
+ * Closed and Open geometries.
|
|
|
+ *
|
|
|
+ * TODO:
|
|
|
+ * crease vertex and "semi-sharp" features
|
|
|
+ * selective subdivision
|
|
|
+ */
|
|
|
+
|
|
|
+
|
|
|
+THREE.SubdivisionModifier = function( subdivisions ) {
|
|
|
+
|
|
|
+ this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
|
|
|
+
|
|
|
+ // Settings
|
|
|
+ this.useOldVertexColors = false;
|
|
|
+ this.supportUVs = true;
|
|
|
+ this.debug = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Applies the "modify" pattern
|
|
|
+THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
|
|
|
+
|
|
|
+ var repeats = this.subdivisions;
|
|
|
+
|
|
|
+ while ( repeats-- > 0 ) {
|
|
|
+ this.smooth( geometry );
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/// REFACTORING THIS OUT
|
|
|
+
|
|
|
+function orderedKey( a, b ) {
|
|
|
+
|
|
|
+ return Math.min( a, b ) + "_" + Math.max( a, b );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+var G = {
|
|
|
+
|
|
|
+
|
|
|
+ // Returns a hashmap - of { edge_key: face_index }
|
|
|
+ computeEdgeFaces: function ( geometry ) {
|
|
|
+
|
|
|
+ var i, il, v1, v2, j, k,
|
|
|
+ face, faceIndices, faceIndex,
|
|
|
+ edge,
|
|
|
+ hash,
|
|
|
+ edgeFaceMap = {};
|
|
|
+
|
|
|
+ function mapEdgeHash( hash, i ) {
|
|
|
+
|
|
|
+ if ( edgeFaceMap[ hash ] === undefined ) {
|
|
|
+
|
|
|
+ edgeFaceMap[ hash ] = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ edgeFaceMap[ hash ].push( i );
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // construct vertex -> face map
|
|
|
+
|
|
|
+ for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ face = geometry.faces[ i ];
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ hash = orderedKey( face.a, face.b );
|
|
|
+ mapEdgeHash( hash, i );
|
|
|
+
|
|
|
+ hash = orderedKey( face.b, face.c );
|
|
|
+ mapEdgeHash( hash, i );
|
|
|
+
|
|
|
+ hash = orderedKey( face.c, face.a );
|
|
|
+ mapEdgeHash( hash, i );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ hash = orderedKey( face.a, face.b );
|
|
|
+ mapEdgeHash( hash, i );
|
|
|
+
|
|
|
+ hash = orderedKey( face.b, face.c );
|
|
|
+ mapEdgeHash( hash, i );
|
|
|
+
|
|
|
+ hash = orderedKey( face.c, face.d );
|
|
|
+ mapEdgeHash( hash, i );
|
|
|
+
|
|
|
+ hash = orderedKey( face.d, face.a );
|
|
|
+ mapEdgeHash( hash, i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // extract faces
|
|
|
+
|
|
|
+ // var edges = [];
|
|
|
+ //
|
|
|
+ // var numOfEdges = 0;
|
|
|
+ // for (i in edgeFaceMap) {
|
|
|
+ // numOfEdges++;
|
|
|
+ //
|
|
|
+ // edge = edgeFaceMap[i];
|
|
|
+ // edges.push(edge);
|
|
|
+ //
|
|
|
+ // }
|
|
|
+
|
|
|
+ //debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
|
|
|
+
|
|
|
+ return edgeFaceMap;
|
|
|
+
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+/////////////////////////////
|
|
|
+
|
|
|
+// Performs an iteration of Catmull-Clark Subdivision
|
|
|
+THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
|
|
|
+
|
|
|
+ //debug( 'running smooth' );
|
|
|
+
|
|
|
+ // New set of vertices, faces and uvs
|
|
|
+ var newVertices = [], newFaces = [], newUVs = [];
|
|
|
+
|
|
|
+ function v( x, y, z ) {
|
|
|
+ newVertices.push( new THREE.Vector3( x, y, z ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ function assert() {
|
|
|
+ if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
|
|
|
+ }
|
|
|
+
|
|
|
+ function debug() {
|
|
|
+ if (scope.debug) console.log.apply(console, arguments);
|
|
|
+ }
|
|
|
+
|
|
|
+ function warn() {
|
|
|
+ if (console)
|
|
|
+ console.log.apply(console, arguments);
|
|
|
+ }
|
|
|
+
|
|
|
+ function f4( a, b, c, d, oldFace, orders, facei ) {
|
|
|
+
|
|
|
+ // TODO move vertex selection over here!
|
|
|
+
|
|
|
+ var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
|
|
|
+
|
|
|
+ if (scope.useOldVertexColors) {
|
|
|
+
|
|
|
+ newFace.vertexColors = [];
|
|
|
+
|
|
|
+ var color, tmpColor, order;
|
|
|
+ for (var i=0;i<4;i++) {
|
|
|
+ order = orders[i];
|
|
|
+
|
|
|
+ color = new THREE.Color(),
|
|
|
+ color.setRGB(0,0,0);
|
|
|
+
|
|
|
+ for (var j=0, jl=0; j<order.length;j++) {
|
|
|
+ tmpColor = oldFace.vertexColors[order[j]-1];
|
|
|
+ color.r += tmpColor.r;
|
|
|
+ color.g += tmpColor.g;
|
|
|
+ color.b += tmpColor.b;
|
|
|
+ }
|
|
|
+
|
|
|
+ color.r /= order.length;
|
|
|
+ color.g /= order.length;
|
|
|
+ color.b /= order.length;
|
|
|
+
|
|
|
+ newFace.vertexColors[i] = color;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ newFaces.push( newFace );
|
|
|
+
|
|
|
+ if (scope.supportUVs) {
|
|
|
+
|
|
|
+ var aUv = [
|
|
|
+ getUV(a, ''),
|
|
|
+ getUV(b, facei),
|
|
|
+ getUV(c, facei),
|
|
|
+ getUV(d, facei)
|
|
|
+ ];
|
|
|
+
|
|
|
+ if (!aUv[0]) debug('a :( ', a+':'+facei);
|
|
|
+ else if (!aUv[1]) debug('b :( ', b+':'+facei);
|
|
|
+ else if (!aUv[2]) debug('c :( ', c+':'+facei);
|
|
|
+ else if (!aUv[3]) debug('d :( ', d+':'+facei);
|
|
|
+ else
|
|
|
+ newUVs.push( aUv );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ var originalPoints = oldGeometry.vertices;
|
|
|
+ var originalFaces = oldGeometry.faces;
|
|
|
+ var originalVerticesLength = originalPoints.length;
|
|
|
+
|
|
|
+ var newPoints = originalPoints.concat(); // New set of vertices to work on
|
|
|
+
|
|
|
+ var facePoints = [], // these are new points on exisiting faces
|
|
|
+ edgePoints = {}; // these are new points on exisiting edges
|
|
|
+
|
|
|
+ var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
|
|
|
+ // TODO: handle this correctly.
|
|
|
+
|
|
|
+ var uvForVertices = {}; // Stored in {vertex}:{old face} format
|
|
|
+
|
|
|
+
|
|
|
+ function debugCoreStuff() {
|
|
|
+ console.log('facePoints', facePoints, 'edgePoints', edgePoints);
|
|
|
+ console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getUV(vertexNo, oldFaceNo) {
|
|
|
+ var j,jl;
|
|
|
+
|
|
|
+ var key = vertexNo+':'+oldFaceNo;
|
|
|
+ var theUV = uvForVertices[key];
|
|
|
+
|
|
|
+ if (!theUV) {
|
|
|
+ if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
|
|
|
+ debug('face pt');
|
|
|
+ } else {
|
|
|
+ debug('edge pt');
|
|
|
+ }
|
|
|
+
|
|
|
+ warn('warning, UV not found for', key);
|
|
|
+
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+
|
|
|
+ return theUV;
|
|
|
+
|
|
|
+ // Original faces -> Vertex Nos.
|
|
|
+ // new Facepoint -> Vertex Nos.
|
|
|
+ // edge Points
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function addUV(vertexNo, oldFaceNo, value) {
|
|
|
+
|
|
|
+ var key = vertexNo+':'+oldFaceNo;
|
|
|
+ if (!(key in uvForVertices)) {
|
|
|
+ uvForVertices[key] = value;
|
|
|
+ } 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);
|
|
|
+ if (scope.supportUVs)
|
|
|
+ for (i=0, il = uvs.length; i<il; i++ ) {
|
|
|
+ for (j=0,jl=uvs[i].length;j<jl;j++) {
|
|
|
+ vertice = originalFaces[i][abcd.charAt(j)];
|
|
|
+
|
|
|
+ addUV(vertice, i, uvs[i][j]);
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (uvs.length == 0) scope.supportUVs = false;
|
|
|
+
|
|
|
+ // 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++) {
|
|
|
+ face = originalFaces[ i ];
|
|
|
+ facePoints.push( face.centroid );
|
|
|
+ newPoints.push( face.centroid );
|
|
|
+
|
|
|
+
|
|
|
+ if (!scope.supportUVs) continue;
|
|
|
+
|
|
|
+ // Prepare subdivided uv
|
|
|
+
|
|
|
+ avgUv = new THREE.UV();
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+ avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u;
|
|
|
+ avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v;
|
|
|
+ avgUv.u /= 3;
|
|
|
+ avgUv.v /= 3;
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+ avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u + getUV( face.d, i ).u;
|
|
|
+ avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v + getUV( face.d, i ).v;
|
|
|
+ avgUv.u /= 4;
|
|
|
+ avgUv.v /= 4;
|
|
|
+ }
|
|
|
+
|
|
|
+ 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 = G.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] = [];
|
|
|
+ }
|
|
|
+
|
|
|
+ vertexEdgeMap[vertex].push(edge);
|
|
|
+ }
|
|
|
+
|
|
|
+ function addVertexFaceMap(vertex, face, edge) {
|
|
|
+ if (vertexFaceMap[vertex]===undefined) {
|
|
|
+ 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] );
|
|
|
+
|
|
|
+
|
|
|
+ for (j=0,jl=edge.length;j<jl;j++) {
|
|
|
+ face = edge[j];
|
|
|
+
|
|
|
+ addVertexFaceMap(edgeVertexA, face, i);
|
|
|
+ addVertexFaceMap(edgeVertexB, face, i);
|
|
|
+ }
|
|
|
+
|
|
|
+ // {edge vertex: { face1: edge_key, face2: edge_key.. } }
|
|
|
+
|
|
|
+ // this thing is fishy right now.
|
|
|
+ if (edge.length < 2) {
|
|
|
+ // edge is "sharp";
|
|
|
+ sharpEdges[i] = true;
|
|
|
+ sharpVertices[edgeVertexA] = true;
|
|
|
+ sharpVertices[edgeVertexB] = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for (i in edgeFaceMap) {
|
|
|
+ edge = edgeFaceMap[i];
|
|
|
+
|
|
|
+ faceIndexA = edge[0]; // face index a
|
|
|
+ faceIndexB = edge[1]; // face index b
|
|
|
+
|
|
|
+ edgeVertex = i.split('_');
|
|
|
+ edgeVertexA = edgeVertex[0];
|
|
|
+ edgeVertexB = edgeVertex[1];
|
|
|
+
|
|
|
+
|
|
|
+ avg = new THREE.Vector3();
|
|
|
+
|
|
|
+ //debug(i, faceIndexB,facePoints[faceIndexB]);
|
|
|
+
|
|
|
+ assert(edge.length > 0, 'an edge without faces?!');
|
|
|
+
|
|
|
+ if (edge.length==1) {
|
|
|
+
|
|
|
+ avg.addSelf(originalPoints[edgeVertexA]);
|
|
|
+ avg.addSelf(originalPoints[edgeVertexB]);
|
|
|
+ avg.multiplyScalar(0.5);
|
|
|
+
|
|
|
+ sharpVertices[newPoints.length] = true;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ avg.addSelf(facePoints[faceIndexA]);
|
|
|
+ avg.addSelf(facePoints[faceIndexB]);
|
|
|
+
|
|
|
+ avg.addSelf(originalPoints[edgeVertexA]);
|
|
|
+ avg.addSelf(originalPoints[edgeVertexB]);
|
|
|
+
|
|
|
+ avg.multiplyScalar(0.25);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
|
|
|
+
|
|
|
+ newPoints.push( avg );
|
|
|
+
|
|
|
+ edgeCount ++;
|
|
|
+
|
|
|
+ if (!scope.supportUVs) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Prepare subdivided uv
|
|
|
+
|
|
|
+ avgUv = new THREE.UV();
|
|
|
+
|
|
|
+ avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u;
|
|
|
+ avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v;
|
|
|
+ avgUv.u /= 2;
|
|
|
+ avgUv.v /= 2;
|
|
|
+
|
|
|
+ addUV(edgePoints[i], faceIndexA, avgUv);
|
|
|
+
|
|
|
+ if (edge.length>=2) {
|
|
|
+ assert(edge.length == 2, 'did we plan for more than 2 edges?');
|
|
|
+ avgUv = new THREE.UV();
|
|
|
+
|
|
|
+ avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
|
|
|
+ avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
|
|
|
+ avgUv.u /= 2;
|
|
|
+ avgUv.v /= 2;
|
|
|
+
|
|
|
+ addUV(edgePoints[i], faceIndexB, avgUv);
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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.
|
|
|
+ debugCoreStuff();
|
|
|
+
|
|
|
+ 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;
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ // create 3 face4s
|
|
|
+
|
|
|
+ hashAB = orderedKey( face.a, face.b );
|
|
|
+ hashBC = orderedKey( face.b, face.c );
|
|
|
+ hashCA = orderedKey( face.c, face.a );
|
|
|
+
|
|
|
+ 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 );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+ // create 4 face4s
|
|
|
+
|
|
|
+ hashAB = orderedKey( face.a, face.b );
|
|
|
+ hashBC = orderedKey( face.b, face.c );
|
|
|
+ hashCD = orderedKey( face.c, face.d );
|
|
|
+ hashDA = orderedKey( face.d, face.a );
|
|
|
+
|
|
|
+ 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
|
|
|
+
|
|
|
+
|
|
|
+ var F = new THREE.Vector3();
|
|
|
+ var R = new THREE.Vector3();
|
|
|
+
|
|
|
+ var n;
|
|
|
+ for (i=0, il = originalPoints.length; i<il; i++) {
|
|
|
+ // (F + 2R + (n-3)P) / n
|
|
|
+
|
|
|
+ if (vertexEdgeMap[i]===undefined) continue;
|
|
|
+
|
|
|
+ F.set(0,0,0);
|
|
|
+ R.set(0,0,0);
|
|
|
+ var newPos = new THREE.Vector3(0,0,0);
|
|
|
+
|
|
|
+ var f = 0; // this counts number of faces, original vertex is connected to (also known as valance?)
|
|
|
+ for (j in vertexFaceMap[i]) {
|
|
|
+ F.addSelf(facePoints[j]);
|
|
|
+ f++;
|
|
|
+ }
|
|
|
+
|
|
|
+ var sharpEdgeCount = 0;
|
|
|
+
|
|
|
+ n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges
|
|
|
+
|
|
|
+ // Are we on the border?
|
|
|
+ var boundary_case = f != n;
|
|
|
+
|
|
|
+ // if (boundary_case) {
|
|
|
+ // console.error('moo', 'o', i, 'faces touched', f, 'edges', n, n == 2);
|
|
|
+ // }
|
|
|
+
|
|
|
+
|
|
|
+ for (j=0;j<n;j++) {
|
|
|
+ if (
|
|
|
+ sharpEdges[
|
|
|
+ orderedKey(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
|
|
|
+ ]) {
|
|
|
+ sharpEdgeCount++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // if ( sharpEdgeCount==2 ) {
|
|
|
+ // continue;
|
|
|
+ // // Do not move vertex if there's 2 connecting sharp edges.
|
|
|
+ // }
|
|
|
+
|
|
|
+ /*
|
|
|
+ if (sharpEdgeCount>2) {
|
|
|
+ // TODO
|
|
|
+ }
|
|
|
+ */
|
|
|
+
|
|
|
+ F.divideScalar(f);
|
|
|
+
|
|
|
+
|
|
|
+ var boundary_edges = 0;
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ if (boundary_case) {
|
|
|
+
|
|
|
+ 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().addSelf(originalPoints[edge[1]]).divideScalar(2);
|
|
|
+ R.addSelf(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().addSelf(originalPoints[edge[1]]).divideScalar(2);
|
|
|
+ R.addSelf(midPt);
|
|
|
+ }
|
|
|
+
|
|
|
+ R.divideScalar(n);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Sum the formula
|
|
|
+ newPos.addSelf(originalPoints[i]);
|
|
|
+
|
|
|
+
|
|
|
+ if (boundary_case) {
|
|
|
+
|
|
|
+ newPos.divideScalar(2);
|
|
|
+ newPos.addSelf(R);
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ newPos.multiplyScalar(n - 3);
|
|
|
+
|
|
|
+ newPos.addSelf(F);
|
|
|
+ newPos.addSelf(R.multiplyScalar(2));
|
|
|
+ newPos.divideScalar(n);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ newVertices[i] = newPos;
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
|
|
|
+
|
|
|
+ newGeometry.vertices = newVertices;
|
|
|
+ newGeometry.faces = newFaces;
|
|
|
+ newGeometry.faceVertexUvs[ 0 ] = newUVs;
|
|
|
+
|
|
|
+ delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
|
|
|
+
|
|
|
+ newGeometry.computeCentroids();
|
|
|
+ newGeometry.computeFaceNormals();
|
|
|
+ newGeometry.computeVertexNormals();
|
|
|
+
|
|
|
+};
|