BufferSubdivisionModifier.js 24 KB

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  1. /*
  2. * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
  3. * @author Matthew Adams / http://www.centerionware.com - added UV support and rewrote to use buffergeometry.
  4. *
  5. * Subdivision Geometry Modifier using Loop Subdivision Scheme for Geometry / BufferGeometry
  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. * - no checks to prevent breaking when uv's don't exist.
  15. * - vertex colors are unsupported.
  16. * **DDS Images when using corrected uv's passed to subdivision modifier will have their uv's flipy'd within the correct uv set
  17. * **Either flipy the DDS image, or use shaders. Don't try correcting the uv's before passing into subdiv (eg: v=1-v).
  18. *
  19. * @input THREE.Geometry, or index'd THREE.BufferGeometry with faceUV's (Not vertex uv's)
  20. * @output non-indexed vertex points, uv's, normals.
  21. *
  22. * The TypedArrayHelper class is designed to assist managing typed arrays, and to allow the removal of all 'new Vector3, new Face3, new Vector2'.
  23. *
  24. * It will automatically resize them if trying to push a new element to an array that isn't long enough
  25. * It provides 'registers' that the units can be mapped to. This allows a small set of objects
  26. * (ex: vector3's, face3's, vector2's) to be allocated then used, to eliminate any need to rewrite all
  27. * the features those classes offer while not requiring some_huge_number to be allocated.
  28. * It should be moved into it's own file honestly, then included before the BufferSubdivisionModifier - maybe in three's core?
  29. *
  30. *
  31. * EX: new TypedArrayHelper(initial_size_in_elements, 3, THREE.Vector3, Float32Array, 3, ['x', 'y', 'z']); (the x,y,z comes from THREE.Vector3. It would be abc if it were a face3. etc etc)
  32. *
  33. */
  34. THREE.Face3.prototype.set = function( a, b, c ) {
  35. this.a = a;
  36. this.b = b;
  37. this.c = c;
  38. };
  39. var TypedArrayHelper = function( size, registers, register_type, array_type, unit_size, accessors ) {
  40. this.array_type = array_type;
  41. this.register_type = register_type;
  42. this.unit_size = unit_size;
  43. this.accessors = accessors;
  44. this.buffer = new array_type( size * unit_size );
  45. this.register = [];
  46. this.length = 0;
  47. this.real_length = size;
  48. this.available_registers = registers;
  49. for ( var i = 0; i < registers; i++ ) {
  50. this.register.push( new register_type() );
  51. }
  52. };
  53. TypedArrayHelper.prototype = {
  54. constructor: TypedArrayHelper,
  55. index_to_register: function( index, register, isLoop ) {
  56. var base = index * this.unit_size;
  57. if ( register >= this.available_registers ) {
  58. throw( 'Nope nope nope, not enough registers!' );
  59. }
  60. if ( index > this.length ) {
  61. throw( 'Nope nope nope, index is out of range' );
  62. }
  63. for ( var i = 0; i < this.unit_size; i++ ) {
  64. ( this.register[ register ] )[ this.accessors[ i ] ] = this.buffer[ base + i ];
  65. }
  66. },
  67. resize: function( new_size ) {
  68. if ( new_size === 0 ) {
  69. new_size = 8;
  70. }
  71. if ( new_size < this.length ) {
  72. this.buffer = this.buffer.subarray( 0, this.length * this.unit_size );
  73. } else {
  74. var nBuffer;
  75. if ( this.buffer.length < new_size * this.unit_size ) {
  76. nBuffer = new this.array_type( new_size * this.unit_size );
  77. nBuffer.set( this.buffer );
  78. this.buffer = nBuffer;
  79. this.real_length = new_size;
  80. } else {
  81. nBuffer = new this.array_type( new_size * this.unit_size );
  82. nBuffer.set( this.buffer.subarray( 0, this.length * this.unit_size ) );
  83. this.buffer = nBuffer;
  84. this.real_length = new_size;
  85. }
  86. }
  87. },
  88. from_existing: function( oldArray ) {
  89. var new_size = oldArray.length;
  90. this.buffer = new this.array_type( new_size );
  91. this.buffer.set( oldArray );
  92. this.length = oldArray.length / this.unit_size;
  93. this.real_length = this.length;
  94. },
  95. push_element: function( vector ) {
  96. if ( this.length + 1 > this.real_length ) {
  97. this.resize( this.real_length * 2 );
  98. }
  99. var bpos = this.length * this.unit_size;
  100. for ( var i = 0; i < this.unit_size; i++ ) {
  101. this.buffer[ bpos + i ] = vector[ this.accessors[ i ] ];
  102. }
  103. this.length++;
  104. },
  105. trim_size: function() {
  106. if ( this.length < this.real_length ) {
  107. this.resize( this.length );
  108. }
  109. },
  110. each: function( function_pointer, xtra ) {
  111. if ( typeof this.loop_register === 'undefined' ) {
  112. this.loop_register = new this.register_type();
  113. }
  114. for ( var i = 0; i < this.length; i++ ) {
  115. for ( var j = 0; j < this.unit_size; j++ ) {
  116. this.loop_register[ this.accessors[ j ] ] = this.buffer[ i * this.unit_size + j ];
  117. }
  118. function_pointer( this.loop_register, i, xtra );
  119. }
  120. },
  121. push_array: function ( vector ) {
  122. if ( this.length + 1 > this.real_length ) {
  123. this.resize( this.real_length * 2 );
  124. }
  125. var bpos = this.length * this.unit_size;
  126. for ( var i = 0; i < this.unit_size; i++ ) {
  127. this.buffer[ bpos + i ] = vector[ i ];
  128. }
  129. this.length++;
  130. }
  131. };
  132. function convertGeometryToIndexedBuffer( geometry ) {
  133. var BGeom = new THREE.BufferGeometry();
  134. // create a new typed array
  135. var vertArray = new TypedArrayHelper( geometry.vertices.length, 0, THREE.Vector3, Float32Array, 3, [ 'x', 'y', 'z' ] );
  136. var indexArray = new TypedArrayHelper( geometry.faces.length, 0, THREE.Face3, Uint32Array, 3, [ 'a', 'b', 'c' ] );
  137. var uvArray = new TypedArrayHelper( geometry.faceVertexUvs[0].length * 3 * 3, 0, THREE.Vector2, Float32Array, 2, [ 'x', 'y' ] );
  138. var i, il;
  139. for ( i = 0, il = geometry.vertices.length; i < il; i++ ) {
  140. vertArray.push_element( geometry.vertices[ i ] );
  141. }
  142. for ( i = 0, il = geometry.faces.length; i < il; i++ ) {
  143. indexArray.push_element( geometry.faces[ i ] );
  144. }
  145. for ( i = 0, il = geometry.faceVertexUvs[ 0 ].length; i < il; i++ ) {
  146. uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 0 ] );
  147. uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 1 ] );
  148. uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 2 ] );
  149. }
  150. indexArray.trim_size();
  151. vertArray.trim_size();
  152. uvArray.trim_size();
  153. BGeom.setIndex( new THREE.BufferAttribute( indexArray.buffer, 3 ) );
  154. BGeom.addAttribute( 'position', new THREE.BufferAttribute( vertArray.buffer, 3 ) );
  155. BGeom.addAttribute( 'uv', new THREE.BufferAttribute( uvArray.buffer, 2 ) );
  156. return BGeom;
  157. }
  158. function addNormal( old, newn ) {
  159. if ( old.x === 0 ) {
  160. old.x = newn.x;
  161. } else {
  162. old.x = ( old.x + newn.x ) / 2;
  163. }
  164. if ( old.y === 0) {
  165. old.y = newn.y;
  166. } else {
  167. old.y = ( old.y + newn.y ) / 2;
  168. }
  169. if ( old.z === 0 ) {
  170. old.z = newn.z;
  171. } else {
  172. old.z = (old.z + newn.z) / 2;
  173. }
  174. }
  175. function findArea( a, b, c ) {
  176. return Math.abs( ( ( a.x * ( b.y - c.y ) ) + ( b.x * ( c.y - a.y ) ) + ( c.x * ( a.y - b.y ) ) ) / 2.0 );
  177. }
  178. function find_angle3d( A, B, C ) {
  179. var AB = Math.sqrt( Math.pow( B.x - A.x, 2 ) + Math.pow( B.y - A.y, 2 ) );
  180. var BC = Math.sqrt( Math.pow( B.x - C.x, 2 ) + Math.pow( B.y - C.y, 2 ) );
  181. var AC = Math.sqrt( Math.pow( C.x - A.x, 2 ) + Math.pow( C.y - A.y, 2 ) );
  182. return Math.acos( ( BC * BC + AB * AB - AC * AC ) / ( 2 * BC * AB ) );
  183. }
  184. function find_angle2d( p1, p2 ) {
  185. return Math.atan2( p2.y - p1.y, p2.x - p1.x );
  186. }
  187. function compute_vertex_normals( geometry ) {
  188. var ABC = [ 'a', 'b', 'c' ];
  189. var XYZ = [ 'x', 'y', 'z' ];
  190. var XY = [ 'x', 'y' ];
  191. var oldVertices = new TypedArrayHelper( 0, 5, THREE.Vector3, Float32Array, 3, XYZ );
  192. var oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
  193. oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
  194. var newNormals = new TypedArrayHelper( oldVertices.length * 3, 4, THREE.Vector3, Float32Array, 3, XYZ );
  195. var newNormalFaces = new TypedArrayHelper( oldVertices.length, 1, function () { this.x = 0; }, Float32Array, 1, [ 'x' ] );
  196. newNormals.length = oldVertices.length;
  197. oldFaces.from_existing( geometry.index.array );
  198. var a, b, c;
  199. var i, j, jl;
  200. var my_weight;
  201. var full_weights = [ 0.0, 0.0, 0.0 ];
  202. for ( i = 0, il = oldFaces.length; i < il; i++ ) {
  203. oldFaces.index_to_register( i, 0 );
  204. oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
  205. oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
  206. oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
  207. newNormals.register[ 0 ].subVectors( oldVertices.register[ 1 ], oldVertices.register[ 0 ] );
  208. newNormals.register[ 1 ].subVectors( oldVertices.register[ 2 ], oldVertices.register[ 1 ] );
  209. newNormals.register[ 0 ].cross( newNormals.register[ 1 ] );
  210. my_weight = Math.abs( newNormals.register[ 0 ].length() );
  211. newNormalFaces.buffer[ oldFaces.register[ 0 ].a ] += my_weight;
  212. newNormalFaces.buffer[ oldFaces.register[ 0 ].b ] += my_weight;
  213. newNormalFaces.buffer[ oldFaces.register[ 0 ].c ] += my_weight;
  214. }
  215. var tmpx, tmpy, tmpz;
  216. var t_len;
  217. for ( i = 0, il = oldFaces.length; i < il; i++ ) {
  218. oldFaces.index_to_register( i, 0 );
  219. oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
  220. oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
  221. oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
  222. newNormals.register[ 0 ].subVectors( oldVertices.register[ 1 ], oldVertices.register[ 0 ] );
  223. newNormals.register[ 1 ].subVectors( oldVertices.register[ 2 ], oldVertices.register[ 0 ] );
  224. newNormals.register[ 3 ].set( 0, 0, 0 );
  225. newNormals.register[ 3 ].x = ( newNormals.register[ 0 ].y * newNormals.register[ 1 ].z ) - ( newNormals.register[ 0 ].z * newNormals.register[ 1 ].y );
  226. newNormals.register[ 3 ].y = ( newNormals.register[ 0 ].z * newNormals.register[ 1 ].x ) - ( newNormals.register[ 0 ].x * newNormals.register[ 1 ].z );
  227. newNormals.register[ 3 ].z = ( newNormals.register[ 0 ].x * newNormals.register[ 1 ].y ) - ( newNormals.register[ 0 ].y * newNormals.register[ 1 ].x );
  228. newNormals.register[ 0 ].cross( newNormals.register[ 1 ] );
  229. my_weight = Math.abs( newNormals.register[ 0 ].length() );
  230. full_weights[ 0 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].a ] );
  231. full_weights[ 1 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].b ] );
  232. full_weights[ 2 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].c ] );
  233. tmpx = newNormals.register[ 3 ].x * full_weights[ 0 ];
  234. tmpy = newNormals.register[ 3 ].y * full_weights[ 0 ];
  235. tmpz = newNormals.register[ 3 ].z * full_weights[ 0 ];
  236. newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 0 ];
  237. newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 0 ];
  238. newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 0 ];
  239. newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 1 ];
  240. newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 1 ];
  241. newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 1 ];
  242. newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 2 ];
  243. newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 2 ];
  244. newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 2 ];
  245. }
  246. newNormals.trim_size();
  247. geometry.addAttribute( 'normal', new THREE.BufferAttribute( newNormals.buffer, 3 ) );
  248. }
  249. function unIndexIndexedGeometry( geometry ) {
  250. var ABC = [ 'a', 'b', 'c' ];
  251. var XYZ = [ 'x', 'y', 'z' ];
  252. var XY = [ 'x', 'y' ];
  253. var oldVertices = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
  254. var oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
  255. var oldUvs = new TypedArrayHelper( 0, 3, THREE.Vector2, Float32Array, 2, XY );
  256. var oldNormals = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
  257. oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
  258. oldFaces.from_existing( geometry.index.array );
  259. oldUvs.from_existing( geometry.getAttribute( 'uv' ).array );
  260. compute_vertex_normals( geometry );
  261. oldNormals.from_existing( geometry.getAttribute( 'normal' ).array );
  262. var newVertices = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ );
  263. var newNormals = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ );
  264. var newUvs = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector2, Float32Array, 2, XY );
  265. var v, w;
  266. for ( var i = 0, il = oldFaces.length; i < il; i++ ) {
  267. oldFaces.index_to_register( i, 0 );
  268. oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
  269. oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
  270. oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
  271. newVertices.push_element( oldVertices.register[ 0 ] );
  272. newVertices.push_element( oldVertices.register[ 1 ] );
  273. newVertices.push_element( oldVertices.register[ 2 ] );
  274. if ( oldUvs.length !== 0 ) {
  275. oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
  276. oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
  277. oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
  278. newUvs.push_element( oldUvs.register[ 0 ] );
  279. newUvs.push_element( oldUvs.register[ 1 ] );
  280. newUvs.push_element( oldUvs.register[ 2 ] );
  281. }
  282. oldNormals.index_to_register( oldFaces.register[ 0 ].a, 0 );
  283. oldNormals.index_to_register( oldFaces.register[ 0 ].b, 1 );
  284. oldNormals.index_to_register( oldFaces.register[ 0 ].c, 2 );
  285. newNormals.push_element( oldNormals.register[ 0 ] );
  286. newNormals.push_element( oldNormals.register[ 1 ] );
  287. newNormals.push_element( oldNormals.register[ 2 ] );
  288. }
  289. newVertices.trim_size();
  290. newUvs.trim_size();
  291. newNormals.trim_size();
  292. geometry.index = null;
  293. geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
  294. geometry.addAttribute( 'normal', new THREE.BufferAttribute( newNormals.buffer, 3 ) );
  295. if ( newUvs.length !== 0 ) {
  296. geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUvs.buffer, 2 ) );
  297. }
  298. return geometry;
  299. }
  300. THREE.BufferSubdivisionModifier = function( subdivisions ) {
  301. this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
  302. };
  303. THREE.BufferSubdivisionModifier.prototype.modify = function( geometry ) {
  304. if ( geometry instanceof THREE.Geometry ) {
  305. geometry.mergeVertices();
  306. if ( typeof geometry.normals === 'undefined' ) {
  307. geometry.normals = [];
  308. }
  309. geometry = convertGeometryToIndexedBuffer( geometry );
  310. } else if ( !( geometry instanceof THREE.BufferGeometry ) ) {
  311. console.log( 'Geometry is not an instance of THREE.BufferGeometry or THREE.Geometry' );
  312. }
  313. var repeats = this.subdivisions;
  314. while ( repeats-- > 0 ) {
  315. this.smooth( geometry );
  316. }
  317. return unIndexIndexedGeometry( geometry ); // it doesn't change what geometry points to in the function that calls this.. >_<. how annoying.
  318. };
  319. var edge_type = function ( a, b ) {
  320. this.a = a;
  321. this.b = b;
  322. this.faces = [];
  323. this.newEdge = null;
  324. };
  325. ( function () {
  326. // Some constants
  327. var ABC = [ 'a', 'b', 'c' ];
  328. var XYZ = [ 'x', 'y', 'z' ];
  329. var XY = [ 'x', 'y' ];
  330. function getEdge( a, b, map ) {
  331. var key = Math.min( a, b ) + '_' + Math.max( a, b );
  332. return map[ key ];
  333. }
  334. function processEdge( a, b, vertices, map, face, metaVertices ) {
  335. var vertexIndexA = Math.min( a, b );
  336. var vertexIndexB = Math.max( a, b );
  337. var key = vertexIndexA + '_' + vertexIndexB;
  338. var edge;
  339. if ( key in map ) {
  340. edge = map[ key ];
  341. } else {
  342. edge = new edge_type( vertexIndexA,vertexIndexB );
  343. map[key] = edge;
  344. }
  345. edge.faces.push( face );
  346. metaVertices[ a ].edges.push( edge );
  347. metaVertices[ b ].edges.push( edge );
  348. }
  349. function generateLookups( vertices, faces, metaVertices, edges ) {
  350. var i, il, face, edge;
  351. for ( i = 0, il = vertices.length; i < il; i++ ) {
  352. metaVertices[ i ] = { edges: [] };
  353. }
  354. for ( i = 0, il = faces.length; i < il; i++ ) {
  355. faces.index_to_register( i, 0 );
  356. face = faces.register[ 0 ]; // Faces is now a TypedArrayHelper class, not a face3.
  357. processEdge( face.a, face.b, vertices, edges, i, metaVertices );
  358. processEdge( face.b, face.c, vertices, edges, i, metaVertices );
  359. processEdge( face.c, face.a, vertices, edges, i, metaVertices );
  360. }
  361. }
  362. function newFace( newFaces, face ) {
  363. newFaces.push_element( face );
  364. }
  365. function midpoint( a, b ) {
  366. return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
  367. }
  368. function newUv( newUvs, a, b, c ) {
  369. newUvs.push_element( a );
  370. newUvs.push_element( b );
  371. newUvs.push_element( c );
  372. }
  373. /////////////////////////////
  374. // Performs one iteration of Subdivision
  375. THREE.BufferSubdivisionModifier.prototype.smooth = function ( geometry ) {
  376. var oldVertices, oldFaces, oldUvs;
  377. var newVertices, newFaces, newUVs;
  378. var n, l, i, il, j, k;
  379. var metaVertices, sourceEdges;
  380. oldVertices = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
  381. oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
  382. oldUvs = new TypedArrayHelper( 0, 3, THREE.Vector2, Float32Array, 2, XY );
  383. oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
  384. oldFaces.from_existing( geometry.index.array );
  385. oldUvs.from_existing( geometry.getAttribute( 'uv' ).array );
  386. var doUvs = false;
  387. if ( typeof oldUvs !== 'undefined' && oldUvs.length !== 0 ) {
  388. doUvs = true;
  389. }
  390. /******************************************************
  391. *
  392. * Step 0: Preprocess Geometry to Generate edges Lookup
  393. *
  394. *******************************************************/
  395. metaVertices = new Array( oldVertices.length );
  396. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  397. generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
  398. /******************************************************
  399. *
  400. * Step 1.
  401. * For each edge, create a new Edge Vertex,
  402. * then position it.
  403. *
  404. *******************************************************/
  405. newVertices = new TypedArrayHelper( ( geometry.getAttribute( 'position' ).array.length * 2 ) / 3, 2, THREE.Vector3, Float32Array, 3, XYZ );
  406. var other, currentEdge, newEdge, face;
  407. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  408. var tmp = newVertices.register[ 1 ];
  409. for ( i in sourceEdges ) {
  410. currentEdge = sourceEdges[ i ];
  411. newEdge = newVertices.register[ 0 ];
  412. edgeVertexWeight = 3 / 8;
  413. adjacentVertexWeight = 1 / 8;
  414. connectedFaces = currentEdge.faces.length;
  415. // check how many linked faces. 2 should be correct.
  416. if ( connectedFaces !== 2 ) {
  417. // if length is not 2, handle condition
  418. edgeVertexWeight = 0.5;
  419. adjacentVertexWeight = 0;
  420. }
  421. oldVertices.index_to_register( currentEdge.a, 0 );
  422. oldVertices.index_to_register( currentEdge.b, 1 );
  423. newEdge.addVectors( oldVertices.register[ 0 ], oldVertices.register[ 1 ] ).multiplyScalar( edgeVertexWeight );
  424. tmp.set( 0, 0, 0 );
  425. for ( j = 0; j < connectedFaces; j++ ) {
  426. oldFaces.index_to_register( currentEdge.faces[ j ], 0 );
  427. face = oldFaces.register[ 0 ];
  428. for ( k = 0; k < 3; k++ ) {
  429. oldVertices.index_to_register( face[ ABC[ k ] ], 2 );
  430. other = oldVertices.register[ 2 ];
  431. if ( face[ ABC[ k ] ] !== currentEdge.a && face[ ABC[ k ] ] !== currentEdge.b) {
  432. break;
  433. }
  434. }
  435. tmp.add( other );
  436. }
  437. tmp.multiplyScalar( adjacentVertexWeight );
  438. newEdge.add( tmp );
  439. currentEdge.newEdge = newVertices.length;
  440. newVertices.push_element( newEdge );
  441. }
  442. var edgeLength = newVertices.length;
  443. /******************************************************
  444. *
  445. * Step 2.
  446. * Reposition each source vertices.
  447. *
  448. *******************************************************/
  449. var beta, sourceVertexWeight, connectingVertexWeight;
  450. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  451. for ( i = 0, il = oldVertices.length; i < il; i++ ) {
  452. oldVertices.index_to_register( i, 0, XYZ );
  453. oldVertex = oldVertices.register[ 0 ];
  454. // find all connecting edges (using lookupTable)
  455. connectingEdges = metaVertices[ i ].edges;
  456. n = connectingEdges.length;
  457. if ( n === 3 ) {
  458. beta = 3 / 16;
  459. } else if (n > 3) {
  460. beta = 3 / (8 * n); // Warren's modified formula
  461. }
  462. // Loop's original beta formula
  463. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  464. sourceVertexWeight = 1 - n * beta;
  465. connectingVertexWeight = beta;
  466. if ( n <= 2 ) {
  467. // crease and boundary rules
  468. if ( n === 2 ) {
  469. sourceVertexWeight = 3 / 4;
  470. connectingVertexWeight = 1 / 8;
  471. }
  472. }
  473. newSourceVertex = oldVertex.multiplyScalar( sourceVertexWeight );
  474. tmp.set( 0, 0, 0 );
  475. for ( j = 0; j < n; j++ ) {
  476. connectingEdge = connectingEdges[ j ];
  477. other = connectingEdge.a !== i ? connectingEdge.a : connectingEdge.b;
  478. oldVertices.index_to_register( other, 1, XYZ );
  479. tmp.add( oldVertices.register[ 1 ] );
  480. }
  481. tmp.multiplyScalar( connectingVertexWeight );
  482. newSourceVertex.add( tmp );
  483. newVertices.push_element( newSourceVertex,XYZ );
  484. }
  485. /******************************************************
  486. *
  487. * Step 3.
  488. * Generate Faces between source vertecies
  489. * and edge vertices.
  490. *
  491. *******************************************************/
  492. var edge1, edge2, edge3;
  493. newFaces = new TypedArrayHelper( ( geometry.index.array.length * 4 ) / 3, 1, THREE.Face3, Float32Array, 3, ABC );
  494. newUVs = new TypedArrayHelper( ( geometry.getAttribute( 'uv' ).array.length * 4 ) / 2, 3, THREE.Vector2, Float32Array, 2, XY );
  495. var x3 = newUVs.register[ 0 ];
  496. var x4 = newUVs.register[ 1 ];
  497. var x5 = newUVs.register[ 2 ];
  498. var tFace = newFaces.register[ 0 ];
  499. for ( i = 0, il = oldFaces.length; i < il; i++ ) {
  500. oldFaces.index_to_register( i, 0 );
  501. face = oldFaces.register[ 0 ];
  502. // find the 3 new edges vertex of each old face
  503. // The new source verts are added after the new edge verts now..
  504. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge;
  505. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge;
  506. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge;
  507. // create 4 faces.
  508. tFace.set( edge1, edge2, edge3 );
  509. newFace( newFaces, tFace );
  510. tFace.set( face.a + edgeLength, edge1, edge3 );
  511. newFace( newFaces, tFace );
  512. tFace.set( face.b + edgeLength,edge2,edge1 );
  513. newFace( newFaces, tFace );
  514. tFace.set( face.c + edgeLength,edge3,edge2 );
  515. newFace( newFaces, tFace );
  516. /*
  517. 0___________________C___________________2
  518. \ /\ /
  519. \ / \ F4 /
  520. \ F2 / \ /
  521. \ / \ /
  522. \ / \ /
  523. \ / F1 \ /
  524. \/_______________________\/
  525. A \ / B
  526. \ F3 /
  527. \ /
  528. \ /
  529. \ /
  530. \ /
  531. \ /
  532. \ /
  533. \/
  534. 1
  535. Draw orders:
  536. F1: ABC x3,x4,x5
  537. F2: 0AC x0,x3,x5
  538. F3: 1BA x1,x4,x3
  539. F4: 2CB x2,x5,x4
  540. 0: x0
  541. 1: x1
  542. 2: x2
  543. A: x3
  544. B: x4
  545. C: x5
  546. */
  547. if ( doUvs === true ) {
  548. oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
  549. oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
  550. oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
  551. x0 = oldUvs.register[ 0 ]; //uv[0];
  552. x1 = oldUvs.register[ 1 ]; //uv[1];
  553. x2 = oldUvs.register[ 2 ]; //uv[2];
  554. x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
  555. x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
  556. x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
  557. newUv( newUVs, x3, x4, x5 );
  558. newUv( newUVs, x0, x3, x5 );
  559. newUv( newUVs, x1, x4, x3 );
  560. newUv( newUVs, x2, x5, x4 );
  561. }
  562. }
  563. // Overwrite old arrays
  564. newFaces.trim_size();
  565. newVertices.trim_size();
  566. newUVs.trim_size();
  567. geometry.setIndex( new THREE.BufferAttribute( newFaces.buffer ,3 ) );
  568. geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
  569. geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUVs.buffer, 2 ) );
  570. };
  571. } ) ();