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- /*
- * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
- *
- * Subdivision Geometry Modifier
- * using Catmull-Clark Subdivision Surfaces
- * for creating smooth geometry meshes
- *
- * Note: a modifier modifies vertices and faces of geometry,
- * so use geometry.clone() if original geometry needs to be retained
- *
- * Readings:
- * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
- * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
- * http://xrt.wikidot.com/blog:31
- * "Subdivision Surfaces in Character Animation"
- *
- * (on boundary edges)
- * http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
- * https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description
- *
- * Supports:
- * Closed and Open geometries.
- *
- * TODO:
- * crease vertex and "semi-sharp" features
- * selective subdivision
- */
- THREE.SubdivisionModifier = function ( subdivisions ) {
- this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
- // Settings
- this.useOldVertexColors = false;
- this.supportUVs = true;
- this.debug = false;
- };
- // Applies the "modify" pattern
- THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
- var repeats = this.subdivisions;
- while ( repeats-- > 0 ) {
- this.smooth( geometry );
- }
- };
- /// REFACTORING THIS OUT
- THREE.GeometryUtils.orderedKey = function ( a, b ) {
- return Math.min( a, b ) + "_" + Math.max( a, b );
- };
- // Returns a hashmap - of { edge_key: face_index }
- THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
- var i, il, v1, v2, j, k,
- face, faceIndices, faceIndex,
- edge,
- hash,
- edgeFaceMap = {};
- var orderedKey = THREE.GeometryUtils.orderedKey;
- function mapEdgeHash( hash, i ) {
- if ( edgeFaceMap[ hash ] === undefined ) {
- edgeFaceMap[ hash ] = [];
- }
- edgeFaceMap[ hash ].push( i );
- }
- // construct vertex -> face map
- for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
- face = geometry.faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- hash = orderedKey( face.a, face.b );
- mapEdgeHash( hash, i );
- hash = orderedKey( face.b, face.c );
- mapEdgeHash( hash, i );
- hash = orderedKey( face.c, face.a );
- mapEdgeHash( hash, i );
- } else if ( face instanceof THREE.Face4 ) {
- hash = orderedKey( face.a, face.b );
- mapEdgeHash( hash, i );
- hash = orderedKey( face.b, face.c );
- mapEdgeHash( hash, i );
- hash = orderedKey( face.c, face.d );
- mapEdgeHash( hash, i );
- hash = orderedKey( face.d, face.a );
- mapEdgeHash( hash, i );
- }
- }
- // extract faces
- // var edges = [];
- //
- // var numOfEdges = 0;
- // for (i in edgeFaceMap) {
- // numOfEdges++;
- //
- // edge = edgeFaceMap[i];
- // edges.push(edge);
- //
- // }
- //debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
- return edgeFaceMap;
- }
- /////////////////////////////
- // Performs an iteration of Catmull-Clark Subdivision
- THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
- //debug( 'running smooth' );
- // New set of vertices, faces and uvs
- var newVertices = [], newFaces = [], newUVs = [];
- function v( x, y, z ) {
- newVertices.push( new THREE.Vector3( x, y, z ) );
- }
- var scope = this;
- var orderedKey = THREE.GeometryUtils.orderedKey;
- var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces;
- function assert() {
- if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
- }
- function debug() {
- if (scope.debug) console.log.apply(console, arguments);
- }
- function warn() {
- if (console)
- console.log.apply(console, arguments);
- }
- function f4( a, b, c, d, oldFace, orders, facei ) {
- // TODO move vertex selection over here!
- var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
- if (scope.useOldVertexColors) {
- newFace.vertexColors = [];
- var color, tmpColor, order;
- for (var i=0;i<4;i++) {
- order = orders[i];
- color = new THREE.Color(),
- color.setRGB(0,0,0);
- for (var j=0, jl=0; j<order.length;j++) {
- tmpColor = oldFace.vertexColors[order[j]-1];
- color.r += tmpColor.r;
- color.g += tmpColor.g;
- color.b += tmpColor.b;
- }
- color.r /= order.length;
- color.g /= order.length;
- color.b /= order.length;
- newFace.vertexColors[i] = color;
- }
- }
- newFaces.push( newFace );
- if (scope.supportUVs) {
- var aUv = [
- getUV(a, ''),
- getUV(b, facei),
- getUV(c, facei),
- getUV(d, facei)
- ];
- if (!aUv[0]) debug('a :( ', a+':'+facei);
- else if (!aUv[1]) debug('b :( ', b+':'+facei);
- else if (!aUv[2]) debug('c :( ', c+':'+facei);
- else if (!aUv[3]) debug('d :( ', d+':'+facei);
- else
- newUVs.push( aUv );
- }
- }
- var originalPoints = oldGeometry.vertices;
- var originalFaces = oldGeometry.faces;
- var originalVerticesLength = originalPoints.length;
- var newPoints = originalPoints.concat(); // New set of vertices to work on
- var facePoints = [], // these are new points on exisiting faces
- edgePoints = {}; // these are new points on exisiting edges
- var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
- // TODO: handle this correctly.
- var uvForVertices = {}; // Stored in {vertex}:{old face} format
- function debugCoreStuff() {
- console.log('facePoints', facePoints, 'edgePoints', edgePoints);
- console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
- }
- function getUV(vertexNo, oldFaceNo) {
- var j,jl;
- var key = vertexNo+':'+oldFaceNo;
- var theUV = uvForVertices[key];
- if (!theUV) {
- if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
- debug('face pt');
- } else {
- debug('edge pt');
- }
- warn('warning, UV not found for', key);
- return null;
- }
- return theUV;
-
- // Original faces -> Vertex Nos.
- // new Facepoint -> Vertex Nos.
- // edge Points
- }
- function addUV(vertexNo, oldFaceNo, value) {
- var key = vertexNo+':'+oldFaceNo;
- if (!(key in uvForVertices)) {
- uvForVertices[key] = value;
- } else {
- warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
- }
- }
- // Step 1
- // For each face, add a face point
- // Set each face point to be the centroid of all original points for the respective face.
- // debug(oldGeometry);
- var i, il, j, jl, face;
- // For Uvs
- var uvs = oldGeometry.faceVertexUvs[0];
- var abcd = 'abcd', vertice;
- debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
- if (scope.supportUVs)
- for (i=0, il = uvs.length; i<il; i++ ) {
- for (j=0,jl=uvs[i].length;j<jl;j++) {
- vertice = originalFaces[i][abcd.charAt(j)];
- addUV(vertice, i, uvs[i][j]);
- }
- }
- if (uvs.length == 0) scope.supportUVs = false;
- // Additional UVs check, if we index original
- var uvCount = 0;
- for (var u in uvForVertices) {
- uvCount++;
- }
- if (!uvCount) {
- scope.supportUVs = false;
- debug('no uvs');
- }
- var avgUv ;
- for (i=0, il = originalFaces.length; i<il ;i++) {
- face = originalFaces[ i ];
- facePoints.push( face.centroid );
- newPoints.push( face.centroid );
- if (!scope.supportUVs) continue;
- // Prepare subdivided uv
- avgUv = new THREE.Vector2();
- if ( face instanceof THREE.Face3 ) {
- avgUv.x = getUV( face.a, i ).x + getUV( face.b, i ).x + getUV( face.c, i ).x;
- avgUv.y = getUV( face.a, i ).y + getUV( face.b, i ).y + getUV( face.c, i ).y;
- avgUv.x /= 3;
- avgUv.y /= 3;
- } else if ( face instanceof THREE.Face4 ) {
- avgUv.x = getUV( face.a, i ).x + getUV( face.b, i ).x + getUV( face.c, i ).x + getUV( face.d, i ).x;
- avgUv.y = getUV( face.a, i ).y + getUV( face.b, i ).y + getUV( face.c, i ).y + getUV( face.d, i ).y;
- avgUv.x /= 4;
- avgUv.y /= 4;
- }
- addUV(originalVerticesLength + i, '', avgUv);
- }
- // Step 2
- // For each edge, add an edge point.
- // Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
- var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index eg { edge_key: [face_index, face_index2 ]}
- var edge, faceIndexA, faceIndexB, avg;
- // debug('edgeFaceMap', edgeFaceMap);
- var edgeCount = 0;
- var edgeVertex, edgeVertexA, edgeVertexB;
- ////
- var vertexEdgeMap = {}; // Gives edges connecting from each vertex
- var vertexFaceMap = {}; // Gives faces connecting from each vertex
- function addVertexEdgeMap(vertex, edge) {
- if (vertexEdgeMap[vertex]===undefined) {
- vertexEdgeMap[vertex] = [];
- }
- vertexEdgeMap[vertex].push(edge);
- }
- function addVertexFaceMap(vertex, face, edge) {
- if (vertexFaceMap[vertex]===undefined) {
- vertexFaceMap[vertex] = {};
- }
- vertexFaceMap[vertex][face] = edge;
- // vertexFaceMap[vertex][face] = null;
- }
- // Prepares vertexEdgeMap and vertexFaceMap
- for (i in edgeFaceMap) { // This is for every edge
- edge = edgeFaceMap[i];
- edgeVertex = i.split('_');
- edgeVertexA = edgeVertex[0];
- edgeVertexB = edgeVertex[1];
- // Maps an edgeVertex to connecting edges
- addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
- addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
- for (j=0,jl=edge.length;j<jl;j++) {
- face = edge[j];
- addVertexFaceMap(edgeVertexA, face, i);
- addVertexFaceMap(edgeVertexB, face, i);
- }
- // {edge vertex: { face1: edge_key, face2: edge_key.. } }
- // this thing is fishy right now.
- if (edge.length < 2) {
- // edge is "sharp";
- sharpEdges[i] = true;
- sharpVertices[edgeVertexA] = true;
- sharpVertices[edgeVertexB] = true;
- }
- }
- for (i in edgeFaceMap) {
- edge = edgeFaceMap[i];
- faceIndexA = edge[0]; // face index a
- faceIndexB = edge[1]; // face index b
- edgeVertex = i.split('_');
- edgeVertexA = edgeVertex[0];
- edgeVertexB = edgeVertex[1];
- avg = new THREE.Vector3();
- //debug(i, faceIndexB,facePoints[faceIndexB]);
- assert(edge.length > 0, 'an edge without faces?!');
- if (edge.length==1) {
- avg.add( originalPoints[ edgeVertexA ] );
- avg.add( originalPoints[ edgeVertexB ] );
- avg.multiplyScalar( 0.5 );
- sharpVertices[newPoints.length] = true;
- } else {
- avg.add( facePoints[ faceIndexA ] );
- avg.add( facePoints[ faceIndexB ] );
- avg.add( originalPoints[ edgeVertexA ] );
- avg.add( originalPoints[ edgeVertexB ] );
- avg.multiplyScalar( 0.25 );
- }
- edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
- newPoints.push( avg );
- edgeCount ++;
- if (!scope.supportUVs) {
- continue;
- }
- // Prepare subdivided uv
- avgUv = new THREE.Vector2();
- avgUv.x = getUV(edgeVertexA, faceIndexA).x + getUV(edgeVertexB, faceIndexA).x;
- avgUv.y = getUV(edgeVertexA, faceIndexA).y + getUV(edgeVertexB, faceIndexA).y;
- avgUv.x /= 2;
- avgUv.y /= 2;
- addUV(edgePoints[i], faceIndexA, avgUv);
- if (edge.length>=2) {
- assert(edge.length == 2, 'did we plan for more than 2 edges?');
- avgUv = new THREE.Vector2();
- avgUv.x = getUV(edgeVertexA, faceIndexB).x + getUV(edgeVertexB, faceIndexB).x;
- avgUv.y = getUV(edgeVertexA, faceIndexB).y + getUV(edgeVertexB, faceIndexB).y;
- avgUv.x /= 2;
- avgUv.y /= 2;
- addUV(edgePoints[i], faceIndexB, avgUv);
- }
- }
- debug('-- Step 2 done');
- // Step 3
- // For each face point, add an edge for every edge of the face,
- // connecting the face point to each edge point for the face.
- var facePt, currentVerticeIndex;
- var hashAB, hashBC, hashCD, hashDA, hashCA;
- var abc123 = ['123', '12', '2', '23'];
- var bca123 = ['123', '23', '3', '31'];
- var cab123 = ['123', '31', '1', '12'];
- var abc1234 = ['1234', '12', '2', '23'];
- var bcd1234 = ['1234', '23', '3', '34'];
- var cda1234 = ['1234', '34', '4', '41'];
- var dab1234 = ['1234', '41', '1', '12'];
- for (i=0, il = facePoints.length; i<il ;i++) { // for every face
- facePt = facePoints[i];
- face = originalFaces[i];
- currentVerticeIndex = originalVerticesLength+ i;
- if ( face instanceof THREE.Face3 ) {
- // create 3 face4s
- hashAB = orderedKey( face.a, face.b );
- hashBC = orderedKey( face.b, face.c );
- hashCA = orderedKey( face.c, face.a );
- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
- f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
- } else if ( face instanceof THREE.Face4 ) {
- // create 4 face4s
- hashAB = orderedKey( face.a, face.b );
- hashBC = orderedKey( face.b, face.c );
- hashCD = orderedKey( face.c, face.d );
- hashDA = orderedKey( face.d, face.a );
- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
- f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
- f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
- } else {
- debug('face should be a face!', face);
- }
- }
- newVertices = newPoints;
- // Step 4
- // For each original point P,
- // take the average F of all n face points for faces touching P,
- // and take the average R of all n edge midpoints for edges touching P,
- // where each edge midpoint is the average of its two endpoint vertices.
- // Move each original point to the point
- var F = new THREE.Vector3();
- var R = new THREE.Vector3();
- var n;
- for (i=0, il = originalPoints.length; i<il; i++) {
- // (F + 2R + (n-3)P) / n
- if (vertexEdgeMap[i]===undefined) continue;
- F.set(0,0,0);
- R.set(0,0,0);
- var newPos = new THREE.Vector3(0,0,0);
- var f = 0; // this counts number of faces, original vertex is connected to (also known as valance?)
- for (j in vertexFaceMap[i]) {
- F.add(facePoints[j]);
- f++;
- }
- var sharpEdgeCount = 0;
- n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges
- // Are we on the border?
- var boundary_case = f != n;
- // if (boundary_case) {
- // console.error('moo', 'o', i, 'faces touched', f, 'edges', n, n == 2);
- // }
- for (j=0;j<n;j++) {
- if (
- sharpEdges[
- orderedKey(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
- ]) {
- sharpEdgeCount++;
- }
- }
- // if ( sharpEdgeCount==2 ) {
- // continue;
- // // Do not move vertex if there's 2 connecting sharp edges.
- // }
- /*
- if (sharpEdgeCount>2) {
- // TODO
- }
- */
- F.divideScalar(f);
- var boundary_edges = 0;
- if (boundary_case) {
- var bb_edge;
- for (j=0; j<n;j++) {
- edge = vertexEdgeMap[i][j];
- bb_edge = edgeFaceMap[orderedKey(edge[0], edge[1])].length == 1
- if (bb_edge) {
- var midPt = originalPoints[edge[0]].clone().add(originalPoints[edge[1]]).divideScalar(2);
- R.add(midPt);
- boundary_edges++;
- }
- }
- R.divideScalar(4);
- // console.log(j + ' --- ' + n + ' --- ' + boundary_edges);
- assert(boundary_edges == 2, 'should have only 2 boundary edges');
- } else {
- for (j=0; j<n;j++) {
- edge = vertexEdgeMap[i][j];
- var midPt = originalPoints[edge[0]].clone().add(originalPoints[edge[1]]).divideScalar(2);
- R.add(midPt);
- }
- R.divideScalar(n);
- }
- // Sum the formula
- newPos.add(originalPoints[i]);
- if (boundary_case) {
- newPos.divideScalar(2);
- newPos.add(R);
- } else {
- newPos.multiplyScalar(n - 3);
- newPos.add(F);
- newPos.add(R.multiplyScalar(2));
- newPos.divideScalar(n);
- }
- newVertices[i] = newPos;
- }
- var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
- newGeometry.vertices = newVertices;
- newGeometry.faces = newFaces;
- newGeometry.faceVertexUvs[ 0 ] = newUVs;
- delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
- newGeometry.computeCentroids();
- newGeometry.computeFaceNormals();
- newGeometry.computeVertexNormals();
- };
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