SubdivisionModifier.js 8.6 KB

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  1. /**
  2. * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
  3. * @author centerionware / http://www.centerionware.com
  4. *
  5. * Subdivision Geometry Modifier
  6. * using Loop Subdivision Scheme
  7. *
  8. * References:
  9. * http://graphics.stanford.edu/~mdfisher/subdivision.html
  10. * http://www.holmes3d.net/graphics/subdivision/
  11. * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
  12. *
  13. * Known Issues:
  14. * - currently doesn't handle "Sharp Edges"
  15. */
  16. THREE.SubdivisionModifier = function ( subdivisions ) {
  17. this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
  18. };
  19. // Applies the "modify" pattern
  20. THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
  21. if ( geometry.isBufferGeometry ) {
  22. geometry = new THREE.Geometry().fromBufferGeometry( geometry );
  23. } else {
  24. geometry = geometry.clone();
  25. }
  26. geometry.mergeVertices();
  27. var repeats = this.subdivisions;
  28. while ( repeats -- > 0 ) {
  29. this.smooth( geometry );
  30. }
  31. geometry.computeFaceNormals();
  32. geometry.computeVertexNormals();
  33. return geometry;
  34. };
  35. ( function () {
  36. // Some constants
  37. var ABC = [ 'a', 'b', 'c' ];
  38. function getEdge( a, b, map ) {
  39. var vertexIndexA = Math.min( a, b );
  40. var vertexIndexB = Math.max( a, b );
  41. var key = vertexIndexA + "_" + vertexIndexB;
  42. return map[ key ];
  43. }
  44. function processEdge( a, b, vertices, map, face, metaVertices ) {
  45. var vertexIndexA = Math.min( a, b );
  46. var vertexIndexB = Math.max( a, b );
  47. var key = vertexIndexA + "_" + vertexIndexB;
  48. var edge;
  49. if ( key in map ) {
  50. edge = map[ key ];
  51. } else {
  52. var vertexA = vertices[ vertexIndexA ];
  53. var vertexB = vertices[ vertexIndexB ];
  54. edge = {
  55. a: vertexA, // pointer reference
  56. b: vertexB,
  57. newEdge: null,
  58. // aIndex: a, // numbered reference
  59. // bIndex: b,
  60. faces: [] // pointers to face
  61. };
  62. map[ key ] = edge;
  63. }
  64. edge.faces.push( face );
  65. metaVertices[ a ].edges.push( edge );
  66. metaVertices[ b ].edges.push( edge );
  67. }
  68. function generateLookups( vertices, faces, metaVertices, edges ) {
  69. var i, il, face;
  70. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  71. metaVertices[ i ] = { edges: [] };
  72. }
  73. for ( i = 0, il = faces.length; i < il; i ++ ) {
  74. face = faces[ i ];
  75. processEdge( face.a, face.b, vertices, edges, face, metaVertices );
  76. processEdge( face.b, face.c, vertices, edges, face, metaVertices );
  77. processEdge( face.c, face.a, vertices, edges, face, metaVertices );
  78. }
  79. }
  80. function newFace( newFaces, a, b, c, materialIndex ) {
  81. newFaces.push( new THREE.Face3( a, b, c, undefined, undefined, materialIndex ) );
  82. }
  83. function midpoint( a, b ) {
  84. return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
  85. }
  86. function newUv( newUvs, a, b, c ) {
  87. newUvs.push( [ a.clone(), b.clone(), c.clone() ] );
  88. }
  89. /////////////////////////////
  90. // Performs one iteration of Subdivision
  91. THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
  92. var tmp = new THREE.Vector3();
  93. var oldVertices, oldFaces, oldUvs;
  94. var newVertices, newFaces, newUVs = [];
  95. var n, i, il, j, k;
  96. var metaVertices, sourceEdges;
  97. // new stuff.
  98. var sourceEdges, newEdgeVertices, newSourceVertices;
  99. oldVertices = geometry.vertices; // { x, y, z}
  100. oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
  101. oldUvs = geometry.faceVertexUvs[ 0 ];
  102. var hasUvs = oldUvs !== undefined && oldUvs.length > 0;
  103. /******************************************************
  104. *
  105. * Step 0: Preprocess Geometry to Generate edges Lookup
  106. *
  107. *******************************************************/
  108. metaVertices = new Array( oldVertices.length );
  109. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  110. generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
  111. /******************************************************
  112. *
  113. * Step 1.
  114. * For each edge, create a new Edge Vertex,
  115. * then position it.
  116. *
  117. *******************************************************/
  118. newEdgeVertices = [];
  119. var other, currentEdge, newEdge, face;
  120. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  121. for ( i in sourceEdges ) {
  122. currentEdge = sourceEdges[ i ];
  123. newEdge = new THREE.Vector3();
  124. edgeVertexWeight = 3 / 8;
  125. adjacentVertexWeight = 1 / 8;
  126. connectedFaces = currentEdge.faces.length;
  127. // check how many linked faces. 2 should be correct.
  128. if ( connectedFaces != 2 ) {
  129. // if length is not 2, handle condition
  130. edgeVertexWeight = 0.5;
  131. adjacentVertexWeight = 0;
  132. if ( connectedFaces != 1 ) {
  133. // console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
  134. }
  135. }
  136. newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
  137. tmp.set( 0, 0, 0 );
  138. for ( j = 0; j < connectedFaces; j ++ ) {
  139. face = currentEdge.faces[ j ];
  140. for ( k = 0; k < 3; k ++ ) {
  141. other = oldVertices[ face[ ABC[ k ] ] ];
  142. if ( other !== currentEdge.a && other !== currentEdge.b ) break;
  143. }
  144. tmp.add( other );
  145. }
  146. tmp.multiplyScalar( adjacentVertexWeight );
  147. newEdge.add( tmp );
  148. currentEdge.newEdge = newEdgeVertices.length;
  149. newEdgeVertices.push( newEdge );
  150. // console.log(currentEdge, newEdge);
  151. }
  152. /******************************************************
  153. *
  154. * Step 2.
  155. * Reposition each source vertices.
  156. *
  157. *******************************************************/
  158. var beta, sourceVertexWeight, connectingVertexWeight;
  159. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  160. newSourceVertices = [];
  161. for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
  162. oldVertex = oldVertices[ i ];
  163. // find all connecting edges (using lookupTable)
  164. connectingEdges = metaVertices[ i ].edges;
  165. n = connectingEdges.length;
  166. if ( n == 3 ) {
  167. beta = 3 / 16;
  168. } else if ( n > 3 ) {
  169. beta = 3 / ( 8 * n ); // Warren's modified formula
  170. }
  171. // Loop's original beta formula
  172. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  173. sourceVertexWeight = 1 - n * beta;
  174. connectingVertexWeight = beta;
  175. if ( n <= 2 ) {
  176. // crease and boundary rules
  177. // console.warn('crease and boundary rules');
  178. if ( n == 2 ) {
  179. // console.warn( '2 connecting edges', connectingEdges );
  180. sourceVertexWeight = 3 / 4;
  181. connectingVertexWeight = 1 / 8;
  182. // sourceVertexWeight = 1;
  183. // connectingVertexWeight = 0;
  184. } else if ( n == 1 ) {
  185. // console.warn( 'only 1 connecting edge' );
  186. } else if ( n == 0 ) {
  187. // console.warn( '0 connecting edges' );
  188. }
  189. }
  190. newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
  191. tmp.set( 0, 0, 0 );
  192. for ( j = 0; j < n; j ++ ) {
  193. connectingEdge = connectingEdges[ j ];
  194. other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
  195. tmp.add( other );
  196. }
  197. tmp.multiplyScalar( connectingVertexWeight );
  198. newSourceVertex.add( tmp );
  199. newSourceVertices.push( newSourceVertex );
  200. }
  201. /******************************************************
  202. *
  203. * Step 3.
  204. * Generate Faces between source vertices
  205. * and edge vertices.
  206. *
  207. *******************************************************/
  208. newVertices = newSourceVertices.concat( newEdgeVertices );
  209. var sl = newSourceVertices.length, edge1, edge2, edge3;
  210. newFaces = [];
  211. var uv, x0, x1, x2;
  212. var x3 = new THREE.Vector2();
  213. var x4 = new THREE.Vector2();
  214. var x5 = new THREE.Vector2();
  215. for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
  216. face = oldFaces[ i ];
  217. // find the 3 new edges vertex of each old face
  218. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
  219. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
  220. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
  221. // create 4 faces.
  222. newFace( newFaces, edge1, edge2, edge3, face.materialIndex );
  223. newFace( newFaces, face.a, edge1, edge3, face.materialIndex );
  224. newFace( newFaces, face.b, edge2, edge1, face.materialIndex );
  225. newFace( newFaces, face.c, edge3, edge2, face.materialIndex );
  226. // create 4 new uv's
  227. if ( hasUvs ) {
  228. uv = oldUvs[ i ];
  229. x0 = uv[ 0 ];
  230. x1 = uv[ 1 ];
  231. x2 = uv[ 2 ];
  232. x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
  233. x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
  234. x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
  235. newUv( newUVs, x3, x4, x5 );
  236. newUv( newUVs, x0, x3, x5 );
  237. newUv( newUVs, x1, x4, x3 );
  238. newUv( newUVs, x2, x5, x4 );
  239. }
  240. }
  241. // Overwrite old arrays
  242. geometry.vertices = newVertices;
  243. geometry.faces = newFaces;
  244. if ( hasUvs ) geometry.faceVertexUvs[ 0 ] = newUVs;
  245. // console.log('done');
  246. };
  247. } )();