SubdivisionModifier.js 7.9 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 UVs
  14. * - currently doesn't handle "Sharp Edges"
  15. *
  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.computeCentroids();
  28. geometry.computeFaceNormals();
  29. geometry.computeVertexNormals();
  30. };
  31. (function() {
  32. // Some constants
  33. var WARNINGS = !true; // Set to true for development
  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, edge;
  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 ) {
  78. newFaces.push( new THREE.Face3( a, b, c ) );
  79. }
  80. /////////////////////////////
  81. // Performs one iteration of Subdivision
  82. THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
  83. var tmp = new THREE.Vector3();
  84. var oldVertices, oldFaces;
  85. var newVertices, newFaces; // newUVs = [];
  86. var n, l, i, il, j, k;
  87. var metaVertices, sourceEdges;
  88. // new stuff.
  89. var sourceEdges, newEdgeVertices, newSourceVertices
  90. oldVertices = geometry.vertices; // { x, y, z}
  91. oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
  92. /******************************************************
  93. *
  94. * Step 0: Preprocess Geometry to Generate edges Lookup
  95. *
  96. *******************************************************/
  97. metaVertices = new Array( oldVertices.length );
  98. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  99. generateLookups(oldVertices, oldFaces, metaVertices, sourceEdges);
  100. /******************************************************
  101. *
  102. * Step 1.
  103. * For each edge, create a new Edge Vertex,
  104. * then position it.
  105. *
  106. *******************************************************/
  107. newEdgeVertices = [];
  108. var other, currentEdge, newEdge, face;
  109. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  110. for (i in sourceEdges) {
  111. currentEdge = sourceEdges[i];
  112. newEdge = new THREE.Vector3();
  113. edgeVertexWeight = 3 / 8;
  114. adjacentVertexWeight = 1 / 8;
  115. connectedFaces = currentEdge.faces.length;
  116. // check how many linked faces. 2 should be correct.
  117. if (connectedFaces != 2) {
  118. // if length is not 2, handle condition
  119. edgeVertexWeight = 0.5;
  120. adjacentVertexWeight = 0;
  121. if (connectedFaces != 1 ) {
  122. if (WARNINGS) console.warn('Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge);
  123. }
  124. }
  125. newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
  126. tmp.set( 0, 0, 0 );
  127. for (j = 0; j < connectedFaces; j++ ) {
  128. face = currentEdge.faces[ j ];
  129. for (k = 0; k < 3; k++) {
  130. other = oldVertices[ face[ ABC[k] ] ];
  131. if (other !== currentEdge.a && other !== currentEdge.b ) break;
  132. }
  133. tmp.add( other );
  134. }
  135. tmp.multiplyScalar( adjacentVertexWeight );
  136. newEdge.add( tmp );
  137. currentEdge.newEdge = newEdgeVertices.length;
  138. newEdgeVertices.push(newEdge);
  139. // console.log(currentEdge, newEdge);
  140. }
  141. /******************************************************
  142. *
  143. * Step 2.
  144. * Reposition each source vertices.
  145. *
  146. *******************************************************/
  147. var beta, sourceVertexWeight, connectingVertexWeight;
  148. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  149. newSourceVertices = [];
  150. for ( i=0, il=oldVertices.length; i < il; i++ ) {
  151. oldVertex = oldVertices[i];
  152. // find all connecting edges (using lookupTable)
  153. connectingEdges = metaVertices[ i ].edges;
  154. n = connectingEdges.length;
  155. beta;
  156. if (n == 3) {
  157. beta = 3 / 16;
  158. } else if (n > 3) {
  159. beta = 3 / ( 8 * n ); // Warren's modified formula
  160. }
  161. // Loop's original beta formula
  162. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  163. sourceVertexWeight = 1 - n * beta;
  164. connectingVertexWeight = beta;
  165. if (n <= 2) {
  166. // crease and boundary rules
  167. // console.warn('crease and boundary rules');
  168. if (n == 2) {
  169. if (WARNINGS) console.warn('2 connecting edges', connectingEdges);
  170. sourceVertexWeight = 3 / 4;
  171. connectingVertexWeight = 1 / 8;
  172. // sourceVertexWeight = 1;
  173. // connectingVertexWeight = 0;
  174. } else if (n == 1) {
  175. if (WARNINGS) console.warn('only 1 connecting edge');
  176. } else if (n == 0) {
  177. if (WARNINGS) console.warn('0 connecting edges');
  178. }
  179. }
  180. newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
  181. tmp.set(0, 0, 0);
  182. for ( j=0; j < n; j++ ) {
  183. connectingEdge = connectingEdges[ j ];
  184. other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
  185. tmp.add( other );
  186. }
  187. tmp.multiplyScalar( connectingVertexWeight );
  188. newSourceVertex.add( tmp );
  189. newSourceVertices.push( newSourceVertex );
  190. }
  191. /******************************************************
  192. *
  193. * Step 3.
  194. * Generate Faces between source vertecies
  195. * and edge vertices.
  196. *
  197. *******************************************************/
  198. newVertices = newSourceVertices.concat( newEdgeVertices );
  199. var sl = newSourceVertices.length, edge1, edge2, edge3;
  200. newFaces = [];
  201. for ( i=0, il=oldFaces.length; i < il; i++ ) {
  202. face = oldFaces[i];
  203. // find the 3 new edges vertex of each old face
  204. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
  205. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
  206. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
  207. // create 4 faces.
  208. newFace( newFaces, edge1, edge2, edge3 );
  209. newFace( newFaces, face.a, edge1, edge3 );
  210. newFace( newFaces, face.b, edge2, edge1 );
  211. newFace( newFaces, face.c, edge3, edge2 );
  212. }
  213. // Overwrite old arrays
  214. geometry.vertices = newVertices;
  215. geometry.faces = newFaces;
  216. // console.log('done');
  217. };
  218. })();