SubdivisionModifier.js 8.5 KB

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