SubdivisionModifier.js 8.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421
  1. /**
  2. * Subdivision Geometry Modifier
  3. * using Loop Subdivision Scheme
  4. *
  5. * References:
  6. * http://graphics.stanford.edu/~mdfisher/subdivision.html
  7. * http://www.holmes3d.net/graphics/subdivision/
  8. * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
  9. *
  10. * Known Issues:
  11. * - currently doesn't handle "Sharp Edges"
  12. */
  13. THREE.SubdivisionModifier = function ( subdivisions ) {
  14. this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
  15. };
  16. // Applies the "modify" pattern
  17. THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
  18. var isBufferGeometry = geometry.isBufferGeometry;
  19. if ( isBufferGeometry ) {
  20. geometry = new THREE.Geometry().fromBufferGeometry( geometry );
  21. } else {
  22. geometry = geometry.clone();
  23. }
  24. geometry.mergeVertices( 6 );
  25. var repeats = this.subdivisions;
  26. while ( repeats -- > 0 ) {
  27. this.smooth( geometry );
  28. }
  29. geometry.computeFaceNormals();
  30. geometry.computeVertexNormals();
  31. if ( isBufferGeometry ) {
  32. return new THREE.BufferGeometry().fromGeometry( geometry );
  33. } else {
  34. return geometry;
  35. }
  36. };
  37. ( function () {
  38. // Some constants
  39. var ABC = [ 'a', 'b', 'c' ];
  40. function getEdge( a, b, map ) {
  41. var vertexIndexA = Math.min( a, b );
  42. var vertexIndexB = Math.max( a, b );
  43. var key = vertexIndexA + '_' + vertexIndexB;
  44. return map[ key ];
  45. }
  46. function processEdge( a, b, vertices, map, face, metaVertices ) {
  47. var vertexIndexA = Math.min( a, b );
  48. var vertexIndexB = Math.max( a, b );
  49. var key = vertexIndexA + '_' + vertexIndexB;
  50. var edge;
  51. if ( key in map ) {
  52. edge = map[ key ];
  53. } else {
  54. var vertexA = vertices[ vertexIndexA ];
  55. var vertexB = vertices[ vertexIndexB ];
  56. edge = {
  57. a: vertexA, // pointer reference
  58. b: vertexB,
  59. newEdge: null,
  60. // aIndex: a, // numbered reference
  61. // bIndex: b,
  62. faces: [] // pointers to face
  63. };
  64. map[ key ] = edge;
  65. }
  66. edge.faces.push( face );
  67. metaVertices[ a ].edges.push( edge );
  68. metaVertices[ b ].edges.push( edge );
  69. }
  70. function generateLookups( vertices, faces, metaVertices, edges ) {
  71. var i, il, face;
  72. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  73. metaVertices[ i ] = { edges: [] };
  74. }
  75. for ( i = 0, il = faces.length; i < il; i ++ ) {
  76. face = faces[ i ];
  77. processEdge( face.a, face.b, vertices, edges, face, metaVertices );
  78. processEdge( face.b, face.c, vertices, edges, face, metaVertices );
  79. processEdge( face.c, face.a, vertices, edges, face, metaVertices );
  80. }
  81. }
  82. function newFace( newFaces, a, b, c, materialIndex ) {
  83. newFaces.push( new THREE.Face3( a, b, c, undefined, undefined, materialIndex ) );
  84. }
  85. function midpoint( a, b ) {
  86. return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
  87. }
  88. function newUv( newUvs, a, b, c ) {
  89. newUvs.push( [ a.clone(), b.clone(), c.clone() ] );
  90. }
  91. /////////////////////////////
  92. // Performs one iteration of Subdivision
  93. THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
  94. var tmp = new THREE.Vector3();
  95. var oldVertices, oldFaces, oldUvs;
  96. var newVertices, newFaces, newUVs = [];
  97. var n, i, il, j, k;
  98. var metaVertices, sourceEdges;
  99. // new stuff.
  100. var sourceEdges, newEdgeVertices, newSourceVertices;
  101. oldVertices = geometry.vertices; // { x, y, z}
  102. oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
  103. oldUvs = geometry.faceVertexUvs;
  104. var hasUvs = oldUvs[ 0 ] !== undefined && oldUvs[ 0 ].length > 0;
  105. if ( hasUvs ) {
  106. for ( var j = 0; j < oldUvs.length; j ++ ) {
  107. newUVs.push( [] );
  108. }
  109. }
  110. /******************************************************
  111. *
  112. * Step 0: Preprocess Geometry to Generate edges Lookup
  113. *
  114. *******************************************************/
  115. metaVertices = new Array( oldVertices.length );
  116. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  117. generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
  118. /******************************************************
  119. *
  120. * Step 1.
  121. * For each edge, create a new Edge Vertex,
  122. * then position it.
  123. *
  124. *******************************************************/
  125. newEdgeVertices = [];
  126. var other, currentEdge, newEdge, face;
  127. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  128. for ( i in sourceEdges ) {
  129. currentEdge = sourceEdges[ i ];
  130. newEdge = new THREE.Vector3();
  131. edgeVertexWeight = 3 / 8;
  132. adjacentVertexWeight = 1 / 8;
  133. connectedFaces = currentEdge.faces.length;
  134. // check how many linked faces. 2 should be correct.
  135. if ( connectedFaces != 2 ) {
  136. // if length is not 2, handle condition
  137. edgeVertexWeight = 0.5;
  138. adjacentVertexWeight = 0;
  139. if ( connectedFaces != 1 ) {
  140. // console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
  141. }
  142. }
  143. newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
  144. tmp.set( 0, 0, 0 );
  145. for ( j = 0; j < connectedFaces; j ++ ) {
  146. face = currentEdge.faces[ j ];
  147. for ( k = 0; k < 3; k ++ ) {
  148. other = oldVertices[ face[ ABC[ k ] ] ];
  149. if ( other !== currentEdge.a && other !== currentEdge.b ) break;
  150. }
  151. tmp.add( other );
  152. }
  153. tmp.multiplyScalar( adjacentVertexWeight );
  154. newEdge.add( tmp );
  155. currentEdge.newEdge = newEdgeVertices.length;
  156. newEdgeVertices.push( newEdge );
  157. // console.log(currentEdge, newEdge);
  158. }
  159. /******************************************************
  160. *
  161. * Step 2.
  162. * Reposition each source vertices.
  163. *
  164. *******************************************************/
  165. var beta, sourceVertexWeight, connectingVertexWeight;
  166. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  167. newSourceVertices = [];
  168. for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
  169. oldVertex = oldVertices[ i ];
  170. // find all connecting edges (using lookupTable)
  171. connectingEdges = metaVertices[ i ].edges;
  172. n = connectingEdges.length;
  173. if ( n == 3 ) {
  174. beta = 3 / 16;
  175. } else if ( n > 3 ) {
  176. beta = 3 / ( 8 * n ); // Warren's modified formula
  177. }
  178. // Loop's original beta formula
  179. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  180. sourceVertexWeight = 1 - n * beta;
  181. connectingVertexWeight = beta;
  182. if ( n <= 2 ) {
  183. // crease and boundary rules
  184. // console.warn('crease and boundary rules');
  185. if ( n == 2 ) {
  186. // console.warn( '2 connecting edges', connectingEdges );
  187. sourceVertexWeight = 3 / 4;
  188. connectingVertexWeight = 1 / 8;
  189. // sourceVertexWeight = 1;
  190. // connectingVertexWeight = 0;
  191. } else if ( n == 1 ) {
  192. // console.warn( 'only 1 connecting edge' );
  193. } else if ( n == 0 ) {
  194. // console.warn( '0 connecting edges' );
  195. }
  196. }
  197. newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
  198. tmp.set( 0, 0, 0 );
  199. for ( j = 0; j < n; j ++ ) {
  200. connectingEdge = connectingEdges[ j ];
  201. other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
  202. tmp.add( other );
  203. }
  204. tmp.multiplyScalar( connectingVertexWeight );
  205. newSourceVertex.add( tmp );
  206. newSourceVertices.push( newSourceVertex );
  207. }
  208. /******************************************************
  209. *
  210. * Step 3.
  211. * Generate Faces between source vertices
  212. * and edge vertices.
  213. *
  214. *******************************************************/
  215. newVertices = newSourceVertices.concat( newEdgeVertices );
  216. var sl = newSourceVertices.length, edge1, edge2, edge3;
  217. newFaces = [];
  218. var uv, x0, x1, x2;
  219. var x3 = new THREE.Vector2();
  220. var x4 = new THREE.Vector2();
  221. var x5 = new THREE.Vector2();
  222. for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
  223. face = oldFaces[ i ];
  224. // find the 3 new edges vertex of each old face
  225. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
  226. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
  227. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
  228. // create 4 faces.
  229. newFace( newFaces, edge1, edge2, edge3, face.materialIndex );
  230. newFace( newFaces, face.a, edge1, edge3, face.materialIndex );
  231. newFace( newFaces, face.b, edge2, edge1, face.materialIndex );
  232. newFace( newFaces, face.c, edge3, edge2, face.materialIndex );
  233. // create 4 new uv's
  234. if ( hasUvs ) {
  235. for ( var j = 0; j < oldUvs.length; j ++ ) {
  236. uv = oldUvs[ j ][ i ];
  237. x0 = uv[ 0 ];
  238. x1 = uv[ 1 ];
  239. x2 = uv[ 2 ];
  240. x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
  241. x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
  242. x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
  243. newUv( newUVs[ j ], x3, x4, x5 );
  244. newUv( newUVs[ j ], x0, x3, x5 );
  245. newUv( newUVs[ j ], x1, x4, x3 );
  246. newUv( newUVs[ j ], x2, x5, x4 );
  247. }
  248. }
  249. }
  250. // Overwrite old arrays
  251. geometry.vertices = newVertices;
  252. geometry.faces = newFaces;
  253. if ( hasUvs ) geometry.faceVertexUvs = newUVs;
  254. // console.log('done');
  255. };
  256. } )();