SubdivisionModifier.js 9.8 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([new THREE.Vector2(a.x, a.y), new THREE.Vector2(b.x, b.y), new THREE.Vector2(c.x, c.y)]);
  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 doUvs = false;
  99. if (typeof (oldUvs) != 'undefined' && oldUvs.length != 0) doUvs = true;
  100. /******************************************************
  101. *
  102. * Step 0: Preprocess Geometry to Generate edges Lookup
  103. *
  104. *******************************************************/
  105. metaVertices = new Array( oldVertices.length );
  106. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  107. generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
  108. /******************************************************
  109. *
  110. * Step 1.
  111. * For each edge, create a new Edge Vertex,
  112. * then position it.
  113. *
  114. *******************************************************/
  115. newEdgeVertices = [];
  116. var other, currentEdge, newEdge, face;
  117. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  118. for ( i in sourceEdges ) {
  119. currentEdge = sourceEdges[ i ];
  120. newEdge = new THREE.Vector3();
  121. edgeVertexWeight = 3 / 8;
  122. adjacentVertexWeight = 1 / 8;
  123. connectedFaces = currentEdge.faces.length;
  124. // check how many linked faces. 2 should be correct.
  125. if ( connectedFaces != 2 ) {
  126. // if length is not 2, handle condition
  127. edgeVertexWeight = 0.5;
  128. adjacentVertexWeight = 0;
  129. if ( connectedFaces != 1 ) {
  130. if ( WARNINGS ) console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
  131. }
  132. }
  133. newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
  134. tmp.set( 0, 0, 0 );
  135. for ( j = 0; j < connectedFaces; j ++ ) {
  136. face = currentEdge.faces[ j ];
  137. for ( k = 0; k < 3; k ++ ) {
  138. other = oldVertices[ face[ ABC[ k ] ] ];
  139. if ( other !== currentEdge.a && other !== currentEdge.b ) break;
  140. }
  141. tmp.add( other );
  142. }
  143. tmp.multiplyScalar( adjacentVertexWeight );
  144. newEdge.add( tmp );
  145. currentEdge.newEdge = newEdgeVertices.length;
  146. newEdgeVertices.push( newEdge );
  147. // console.log(currentEdge, newEdge);
  148. }
  149. /******************************************************
  150. *
  151. * Step 2.
  152. * Reposition each source vertices.
  153. *
  154. *******************************************************/
  155. var beta, sourceVertexWeight, connectingVertexWeight;
  156. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  157. newSourceVertices = [];
  158. for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
  159. oldVertex = oldVertices[ i ];
  160. // find all connecting edges (using lookupTable)
  161. connectingEdges = metaVertices[ i ].edges;
  162. n = connectingEdges.length;
  163. beta;
  164. if ( n == 3 ) {
  165. beta = 3 / 16;
  166. } else if ( n > 3 ) {
  167. beta = 3 / ( 8 * n ); // Warren's modified formula
  168. }
  169. // Loop's original beta formula
  170. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  171. sourceVertexWeight = 1 - n * beta;
  172. connectingVertexWeight = beta;
  173. if ( n <= 2 ) {
  174. // crease and boundary rules
  175. // console.warn('crease and boundary rules');
  176. if ( n == 2 ) {
  177. if ( WARNINGS ) console.warn( '2 connecting edges', connectingEdges );
  178. sourceVertexWeight = 3 / 4;
  179. connectingVertexWeight = 1 / 8;
  180. // sourceVertexWeight = 1;
  181. // connectingVertexWeight = 0;
  182. } else if ( n == 1 ) {
  183. if ( WARNINGS ) console.warn( 'only 1 connecting edge' );
  184. } else if ( n == 0 ) {
  185. if ( WARNINGS ) console.warn( '0 connecting edges' );
  186. }
  187. }
  188. newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
  189. tmp.set( 0, 0, 0 );
  190. for ( j = 0; j < n; j ++ ) {
  191. connectingEdge = connectingEdges[ j ];
  192. other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
  193. tmp.add( other );
  194. }
  195. tmp.multiplyScalar( connectingVertexWeight );
  196. newSourceVertex.add( tmp );
  197. newSourceVertices.push( newSourceVertex );
  198. }
  199. /******************************************************
  200. *
  201. * Step 3.
  202. * Generate Faces between source vertecies
  203. * and edge vertices.
  204. *
  205. *******************************************************/
  206. newVertices = newSourceVertices.concat( newEdgeVertices );
  207. var sl = newSourceVertices.length, edge1, edge2, edge3;
  208. newFaces = [];
  209. var uv, x0, x1, x2;
  210. var x3 = new THREE.Vector2(0, 0);
  211. var x4 = new THREE.Vector2(0, 0);
  212. var x5 = new THREE.Vector2(0, 0);
  213. for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
  214. face = oldFaces[ i ];
  215. // find the 3 new edges vertex of each old face
  216. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
  217. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
  218. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
  219. // create 4 faces.
  220. newFace( newFaces, edge1, edge2, edge3 );
  221. newFace( newFaces, face.a, edge1, edge3 );
  222. newFace( newFaces, face.b, edge2, edge1 );
  223. newFace( newFaces, face.c, edge3, edge2 );
  224. // create 4 new uv's
  225. /*
  226. 0___________________C___________________2
  227. \ /\ /
  228. \ / \ F4 /
  229. \ F2 / \ /
  230. \ / \ /
  231. \ / \ /
  232. \ / F1 \ /
  233. \/_______________________\/
  234. A \ / B
  235. \ F3 /
  236. \ /
  237. \ /
  238. \ /
  239. \ /
  240. \ /
  241. \ /
  242. \/
  243. 1
  244. Draw orders:
  245. F1: ABC x3,x4,x5
  246. F2: 0AC x0,x3,x5
  247. F3: 1BA x1,x4,x3
  248. F4: 2CB x2,x5,x4
  249. 0: x0
  250. 1: x1
  251. 2: x2
  252. A: x3
  253. B: x4
  254. C: x5
  255. */
  256. if (doUvs) {
  257. uv = oldUvs[i];
  258. x0 = uv[0];
  259. x1 = uv[1];
  260. x2 = uv[2];
  261. x3.set(midpoint(x0.x, x1.x), midpoint(x0.y, x1.y));
  262. x4.set(midpoint(x1.x, x2.x), midpoint(x1.y, x2.y));
  263. x5.set(midpoint(x0.x, x2.x), midpoint(x0.y, x2.y));
  264. newUv(newUVs, x3, x4, x5);
  265. newUv(newUVs, x0, x3, x5);
  266. newUv(newUVs, x1, x4, x3);
  267. newUv(newUVs, x2, x5, x4);
  268. }
  269. }
  270. // Overwrite old arrays
  271. geometry.vertices = newVertices;
  272. geometry.faces = newFaces;
  273. if(doUvs)
  274. geometry.faceVertexUvs[0] = newUVs;
  275. // console.log('done');
  276. };
  277. } )();