SubdivisionModifier.js 8.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411
  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. if ( geometry.isBufferGeometry ) {
  19. geometry = new THREE.Geometry().fromBufferGeometry( geometry );
  20. } else {
  21. geometry = geometry.clone();
  22. }
  23. geometry.mergeVertices();
  24. var repeats = this.subdivisions;
  25. while ( repeats -- > 0 ) {
  26. this.smooth( geometry );
  27. }
  28. geometry.computeFaceNormals();
  29. geometry.computeVertexNormals();
  30. return geometry;
  31. };
  32. ( function () {
  33. // Some constants
  34. var ABC = [ 'a', 'b', 'c' ];
  35. function getEdge( a, b, map ) {
  36. var vertexIndexA = Math.min( a, b );
  37. var vertexIndexB = Math.max( a, b );
  38. var key = vertexIndexA + "_" + vertexIndexB;
  39. return map[ key ];
  40. }
  41. function processEdge( a, b, vertices, map, face, metaVertices ) {
  42. var vertexIndexA = Math.min( a, b );
  43. var vertexIndexB = Math.max( a, b );
  44. var key = vertexIndexA + "_" + vertexIndexB;
  45. var edge;
  46. if ( key in map ) {
  47. edge = map[ key ];
  48. } else {
  49. var vertexA = vertices[ vertexIndexA ];
  50. var vertexB = vertices[ vertexIndexB ];
  51. edge = {
  52. a: vertexA, // pointer reference
  53. b: vertexB,
  54. newEdge: null,
  55. // aIndex: a, // numbered reference
  56. // bIndex: b,
  57. faces: [] // pointers to face
  58. };
  59. map[ key ] = edge;
  60. }
  61. edge.faces.push( face );
  62. metaVertices[ a ].edges.push( edge );
  63. metaVertices[ b ].edges.push( edge );
  64. }
  65. function generateLookups( vertices, faces, metaVertices, edges ) {
  66. var i, il, face;
  67. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  68. metaVertices[ i ] = { edges: [] };
  69. }
  70. for ( i = 0, il = faces.length; i < il; i ++ ) {
  71. face = faces[ i ];
  72. processEdge( face.a, face.b, vertices, edges, face, metaVertices );
  73. processEdge( face.b, face.c, vertices, edges, face, metaVertices );
  74. processEdge( face.c, face.a, vertices, edges, face, metaVertices );
  75. }
  76. }
  77. function newFace( newFaces, a, b, c, materialIndex ) {
  78. newFaces.push( new THREE.Face3( a, b, c, undefined, undefined, materialIndex ) );
  79. }
  80. function midpoint( a, b ) {
  81. return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
  82. }
  83. function newUv( newUvs, a, b, c ) {
  84. newUvs.push( [ a.clone(), b.clone(), c.clone() ] );
  85. }
  86. /////////////////////////////
  87. // Performs one iteration of Subdivision
  88. THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
  89. var tmp = new THREE.Vector3();
  90. var oldVertices, oldFaces, oldUvs;
  91. var newVertices, newFaces, newUVs = [];
  92. var n, i, il, j, k;
  93. var metaVertices, sourceEdges;
  94. // new stuff.
  95. var sourceEdges, newEdgeVertices, newSourceVertices;
  96. oldVertices = geometry.vertices; // { x, y, z}
  97. oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
  98. oldUvs = geometry.faceVertexUvs;
  99. var hasUvs = oldUvs[ 0 ] !== undefined && oldUvs[ 0 ].length > 0;
  100. if ( hasUvs ) {
  101. for ( var j = 0; j < oldUvs.length; j ++ ) {
  102. newUVs.push( [] );
  103. }
  104. }
  105. /******************************************************
  106. *
  107. * Step 0: Preprocess Geometry to Generate edges Lookup
  108. *
  109. *******************************************************/
  110. metaVertices = new Array( oldVertices.length );
  111. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  112. generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
  113. /******************************************************
  114. *
  115. * Step 1.
  116. * For each edge, create a new Edge Vertex,
  117. * then position it.
  118. *
  119. *******************************************************/
  120. newEdgeVertices = [];
  121. var other, currentEdge, newEdge, face;
  122. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  123. for ( i in sourceEdges ) {
  124. currentEdge = sourceEdges[ i ];
  125. newEdge = new THREE.Vector3();
  126. edgeVertexWeight = 3 / 8;
  127. adjacentVertexWeight = 1 / 8;
  128. connectedFaces = currentEdge.faces.length;
  129. // check how many linked faces. 2 should be correct.
  130. if ( connectedFaces != 2 ) {
  131. // if length is not 2, handle condition
  132. edgeVertexWeight = 0.5;
  133. adjacentVertexWeight = 0;
  134. if ( connectedFaces != 1 ) {
  135. // console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
  136. }
  137. }
  138. newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
  139. tmp.set( 0, 0, 0 );
  140. for ( j = 0; j < connectedFaces; j ++ ) {
  141. face = currentEdge.faces[ j ];
  142. for ( k = 0; k < 3; k ++ ) {
  143. other = oldVertices[ face[ ABC[ k ] ] ];
  144. if ( other !== currentEdge.a && other !== currentEdge.b ) break;
  145. }
  146. tmp.add( other );
  147. }
  148. tmp.multiplyScalar( adjacentVertexWeight );
  149. newEdge.add( tmp );
  150. currentEdge.newEdge = newEdgeVertices.length;
  151. newEdgeVertices.push( newEdge );
  152. // console.log(currentEdge, newEdge);
  153. }
  154. /******************************************************
  155. *
  156. * Step 2.
  157. * Reposition each source vertices.
  158. *
  159. *******************************************************/
  160. var beta, sourceVertexWeight, connectingVertexWeight;
  161. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  162. newSourceVertices = [];
  163. for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
  164. oldVertex = oldVertices[ i ];
  165. // find all connecting edges (using lookupTable)
  166. connectingEdges = metaVertices[ i ].edges;
  167. n = connectingEdges.length;
  168. if ( n == 3 ) {
  169. beta = 3 / 16;
  170. } else if ( n > 3 ) {
  171. beta = 3 / ( 8 * n ); // Warren's modified formula
  172. }
  173. // Loop's original beta formula
  174. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  175. sourceVertexWeight = 1 - n * beta;
  176. connectingVertexWeight = beta;
  177. if ( n <= 2 ) {
  178. // crease and boundary rules
  179. // console.warn('crease and boundary rules');
  180. if ( n == 2 ) {
  181. // console.warn( '2 connecting edges', connectingEdges );
  182. sourceVertexWeight = 3 / 4;
  183. connectingVertexWeight = 1 / 8;
  184. // sourceVertexWeight = 1;
  185. // connectingVertexWeight = 0;
  186. } else if ( n == 1 ) {
  187. // console.warn( 'only 1 connecting edge' );
  188. } else if ( n == 0 ) {
  189. // console.warn( '0 connecting edges' );
  190. }
  191. }
  192. newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
  193. tmp.set( 0, 0, 0 );
  194. for ( j = 0; j < n; j ++ ) {
  195. connectingEdge = connectingEdges[ j ];
  196. other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
  197. tmp.add( other );
  198. }
  199. tmp.multiplyScalar( connectingVertexWeight );
  200. newSourceVertex.add( tmp );
  201. newSourceVertices.push( newSourceVertex );
  202. }
  203. /******************************************************
  204. *
  205. * Step 3.
  206. * Generate Faces between source vertices
  207. * and edge vertices.
  208. *
  209. *******************************************************/
  210. newVertices = newSourceVertices.concat( newEdgeVertices );
  211. var sl = newSourceVertices.length, edge1, edge2, edge3;
  212. newFaces = [];
  213. var uv, x0, x1, x2;
  214. var x3 = new THREE.Vector2();
  215. var x4 = new THREE.Vector2();
  216. var x5 = new THREE.Vector2();
  217. for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
  218. face = oldFaces[ i ];
  219. // find the 3 new edges vertex of each old face
  220. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
  221. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
  222. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
  223. // create 4 faces.
  224. newFace( newFaces, edge1, edge2, edge3, face.materialIndex );
  225. newFace( newFaces, face.a, edge1, edge3, face.materialIndex );
  226. newFace( newFaces, face.b, edge2, edge1, face.materialIndex );
  227. newFace( newFaces, face.c, edge3, edge2, face.materialIndex );
  228. // create 4 new uv's
  229. if ( hasUvs ) {
  230. for ( var j = 0; j < oldUvs.length; j ++ ) {
  231. uv = oldUvs[ j ][ i ];
  232. x0 = uv[ 0 ];
  233. x1 = uv[ 1 ];
  234. x2 = uv[ 2 ];
  235. x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
  236. x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
  237. x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
  238. newUv( newUVs[ j ], x3, x4, x5 );
  239. newUv( newUVs[ j ], x0, x3, x5 );
  240. newUv( newUVs[ j ], x1, x4, x3 );
  241. newUv( newUVs[ j ], x2, x5, x4 );
  242. }
  243. }
  244. }
  245. // Overwrite old arrays
  246. geometry.vertices = newVertices;
  247. geometry.faces = newFaces;
  248. if ( hasUvs ) geometry.faceVertexUvs = newUVs;
  249. // console.log('done');
  250. };
  251. } )();