BufferSubdivisionModifier.js 22 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. THREE.Face3.prototype.set = function( a, b, c ) {
  32. this.a = a;
  33. this.b = b;
  34. this.c = c;
  35. };
  36. var TypedArrayHelper = function( size, registers, register_type, array_type, unit_size, accessors ) {
  37. this.array_type = array_type;
  38. this.register_type = register_type;
  39. this.unit_size = unit_size;
  40. this.accessors = accessors;
  41. this.buffer = new array_type( size * unit_size );
  42. this.register = [];
  43. this.length = 0;
  44. this.real_length = size;
  45. this.available_registers = registers;
  46. for ( var i = 0; i < registers; i++ ) {
  47. this.register.push( new register_type() );
  48. }
  49. };
  50. TypedArrayHelper.prototype = {
  51. constructor: TypedArrayHelper,
  52. index_to_register: function( index, register, isLoop ) {
  53. var base = index * this.unit_size;
  54. if ( register >= this.available_registers ) {
  55. throw new Error( 'THREE.BufferSubdivisionModifier: Not enough registers in TypedArrayHelper.' );
  56. }
  57. if ( index > this.length ) {
  58. throw new Error( 'THREE.BufferSubdivisionModifier: Index is out of range in TypedArrayHelper.' );
  59. }
  60. for ( var i = 0; i < this.unit_size; i++ ) {
  61. ( this.register[ register ] )[ this.accessors[ i ] ] = this.buffer[ base + i ];
  62. }
  63. },
  64. resize: function( new_size ) {
  65. if ( new_size === 0 ) {
  66. new_size = 8;
  67. }
  68. if ( new_size < this.length ) {
  69. this.buffer = this.buffer.subarray( 0, this.length * this.unit_size );
  70. } else {
  71. var nBuffer;
  72. if ( this.buffer.length < new_size * this.unit_size ) {
  73. nBuffer = new this.array_type( new_size * this.unit_size );
  74. nBuffer.set( this.buffer );
  75. this.buffer = nBuffer;
  76. this.real_length = new_size;
  77. } else {
  78. nBuffer = new this.array_type( new_size * this.unit_size );
  79. nBuffer.set( this.buffer.subarray( 0, this.length * this.unit_size ) );
  80. this.buffer = nBuffer;
  81. this.real_length = new_size;
  82. }
  83. }
  84. },
  85. from_existing: function( oldArray ) {
  86. var new_size = oldArray.length;
  87. this.buffer = new this.array_type( new_size );
  88. this.buffer.set( oldArray );
  89. this.length = oldArray.length / this.unit_size;
  90. this.real_length = this.length;
  91. },
  92. push_element: function( vector ) {
  93. if ( this.length + 1 > this.real_length ) {
  94. this.resize( this.real_length * 2 );
  95. }
  96. var bpos = this.length * this.unit_size;
  97. for ( var i = 0; i < this.unit_size; i++ ) {
  98. this.buffer[ bpos + i ] = vector[ this.accessors[ i ] ];
  99. }
  100. this.length++;
  101. },
  102. trim_size: function() {
  103. if ( this.length < this.real_length ) {
  104. this.resize( this.length );
  105. }
  106. }
  107. };
  108. function convertGeometryToIndexedBuffer( geometry ) {
  109. var BGeom = new THREE.BufferGeometry();
  110. // create a new typed array
  111. var vertArray = new TypedArrayHelper( geometry.vertices.length, 0, THREE.Vector3, Float32Array, 3, [ 'x', 'y', 'z' ] );
  112. var indexArray = new TypedArrayHelper( geometry.faces.length, 0, THREE.Face3, Uint32Array, 3, [ 'a', 'b', 'c' ] );
  113. var uvArray = new TypedArrayHelper( geometry.faceVertexUvs[0].length * 3 * 3, 0, THREE.Vector2, Float32Array, 2, [ 'x', 'y' ] );
  114. for ( var i = 0, il = geometry.vertices.length; i < il; i++ ) {
  115. vertArray.push_element( geometry.vertices[ i ] );
  116. }
  117. for ( var i = 0, il = geometry.faces.length; i < il; i++ ) {
  118. indexArray.push_element( geometry.faces[ i ] );
  119. }
  120. for ( var i = 0, il = geometry.faceVertexUvs[ 0 ].length; i < il; i++ ) {
  121. uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 0 ] );
  122. uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 1 ] );
  123. uvArray.push_element( geometry.faceVertexUvs[ 0 ][ i ][ 2 ] );
  124. }
  125. indexArray.trim_size();
  126. vertArray.trim_size();
  127. uvArray.trim_size();
  128. BGeom.setIndex( new THREE.BufferAttribute( indexArray.buffer, 3 ) );
  129. BGeom.addAttribute( 'position', new THREE.BufferAttribute( vertArray.buffer, 3 ) );
  130. BGeom.addAttribute( 'uv', new THREE.BufferAttribute( uvArray.buffer, 2 ) );
  131. return BGeom;
  132. }
  133. function compute_vertex_normals( geometry ) {
  134. var ABC = [ 'a', 'b', 'c' ];
  135. var XYZ = [ 'x', 'y', 'z' ];
  136. var XY = [ 'x', 'y' ];
  137. var oldVertices = new TypedArrayHelper( 0, 5, THREE.Vector3, Float32Array, 3, XYZ );
  138. var oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
  139. oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
  140. var newNormals = new TypedArrayHelper( oldVertices.length * 3, 4, THREE.Vector3, Float32Array, 3, XYZ );
  141. var newNormalFaces = new TypedArrayHelper( oldVertices.length, 1, function () { this.x = 0; }, Float32Array, 1, [ 'x' ] );
  142. newNormals.length = oldVertices.length;
  143. oldFaces.from_existing( geometry.index.array );
  144. var a, b, c;
  145. var my_weight;
  146. var full_weights = [ 0.0, 0.0, 0.0 ];
  147. for ( var i = 0, il = oldFaces.length; i < il; i++ ) {
  148. oldFaces.index_to_register( i, 0 );
  149. oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
  150. oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
  151. oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
  152. newNormals.register[ 0 ].subVectors( oldVertices.register[ 1 ], oldVertices.register[ 0 ] );
  153. newNormals.register[ 1 ].subVectors( oldVertices.register[ 2 ], oldVertices.register[ 1 ] );
  154. newNormals.register[ 0 ].cross( newNormals.register[ 1 ] );
  155. my_weight = Math.abs( newNormals.register[ 0 ].length() );
  156. newNormalFaces.buffer[ oldFaces.register[ 0 ].a ] += my_weight;
  157. newNormalFaces.buffer[ oldFaces.register[ 0 ].b ] += my_weight;
  158. newNormalFaces.buffer[ oldFaces.register[ 0 ].c ] += my_weight;
  159. }
  160. var tmpx, tmpy, tmpz;
  161. var t_len;
  162. for ( var i = 0, il = oldFaces.length; i < il; i++ ) {
  163. oldFaces.index_to_register( i, 0 );
  164. oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
  165. oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
  166. oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
  167. newNormals.register[ 0 ].subVectors( oldVertices.register[ 1 ], oldVertices.register[ 0 ] );
  168. newNormals.register[ 1 ].subVectors( oldVertices.register[ 2 ], oldVertices.register[ 0 ] );
  169. newNormals.register[ 3 ].set( 0, 0, 0 );
  170. newNormals.register[ 3 ].x = ( newNormals.register[ 0 ].y * newNormals.register[ 1 ].z ) - ( newNormals.register[ 0 ].z * newNormals.register[ 1 ].y );
  171. newNormals.register[ 3 ].y = ( newNormals.register[ 0 ].z * newNormals.register[ 1 ].x ) - ( newNormals.register[ 0 ].x * newNormals.register[ 1 ].z );
  172. newNormals.register[ 3 ].z = ( newNormals.register[ 0 ].x * newNormals.register[ 1 ].y ) - ( newNormals.register[ 0 ].y * newNormals.register[ 1 ].x );
  173. newNormals.register[ 0 ].cross( newNormals.register[ 1 ] );
  174. my_weight = Math.abs( newNormals.register[ 0 ].length() );
  175. full_weights[ 0 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].a ] );
  176. full_weights[ 1 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].b ] );
  177. full_weights[ 2 ] = ( my_weight / newNormalFaces.buffer[ oldFaces.register[ 0 ].c ] );
  178. tmpx = newNormals.register[ 3 ].x * full_weights[ 0 ];
  179. tmpy = newNormals.register[ 3 ].y * full_weights[ 0 ];
  180. tmpz = newNormals.register[ 3 ].z * full_weights[ 0 ];
  181. newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 0 ];
  182. newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 0 ];
  183. newNormals.buffer[ ( oldFaces.register[ 0 ].a * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 0 ];
  184. newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 1 ];
  185. newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 1 ];
  186. newNormals.buffer[ ( oldFaces.register[ 0 ].b * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 1 ];
  187. newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 0 ] += newNormals.register[ 3 ].x * full_weights[ 2 ];
  188. newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 1 ] += newNormals.register[ 3 ].y * full_weights[ 2 ];
  189. newNormals.buffer[ ( oldFaces.register[ 0 ].c * 3 ) + 2 ] += newNormals.register[ 3 ].z * full_weights[ 2 ];
  190. }
  191. newNormals.trim_size();
  192. geometry.addAttribute( 'normal', new THREE.BufferAttribute( newNormals.buffer, 3 ) );
  193. }
  194. function unIndexIndexedGeometry( geometry ) {
  195. var ABC = [ 'a', 'b', 'c' ];
  196. var XYZ = [ 'x', 'y', 'z' ];
  197. var XY = [ 'x', 'y' ];
  198. var oldVertices = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
  199. var oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
  200. var oldUvs = new TypedArrayHelper( 0, 3, THREE.Vector2, Float32Array, 2, XY );
  201. var oldNormals = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
  202. oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
  203. oldFaces.from_existing( geometry.index.array );
  204. oldUvs.from_existing( geometry.getAttribute( 'uv' ).array );
  205. compute_vertex_normals( geometry );
  206. oldNormals.from_existing( geometry.getAttribute( 'normal' ).array );
  207. var newVertices = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ );
  208. var newNormals = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ );
  209. var newUvs = new TypedArrayHelper( oldFaces.length * 3, 3, THREE.Vector2, Float32Array, 2, XY );
  210. var v, w;
  211. for ( var i = 0, il = oldFaces.length; i < il; i++ ) {
  212. oldFaces.index_to_register( i, 0 );
  213. oldVertices.index_to_register( oldFaces.register[ 0 ].a, 0 );
  214. oldVertices.index_to_register( oldFaces.register[ 0 ].b, 1 );
  215. oldVertices.index_to_register( oldFaces.register[ 0 ].c, 2 );
  216. newVertices.push_element( oldVertices.register[ 0 ] );
  217. newVertices.push_element( oldVertices.register[ 1 ] );
  218. newVertices.push_element( oldVertices.register[ 2 ] );
  219. if ( oldUvs.length !== 0 ) {
  220. oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
  221. oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
  222. oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
  223. newUvs.push_element( oldUvs.register[ 0 ] );
  224. newUvs.push_element( oldUvs.register[ 1 ] );
  225. newUvs.push_element( oldUvs.register[ 2 ] );
  226. }
  227. oldNormals.index_to_register( oldFaces.register[ 0 ].a, 0 );
  228. oldNormals.index_to_register( oldFaces.register[ 0 ].b, 1 );
  229. oldNormals.index_to_register( oldFaces.register[ 0 ].c, 2 );
  230. newNormals.push_element( oldNormals.register[ 0 ] );
  231. newNormals.push_element( oldNormals.register[ 1 ] );
  232. newNormals.push_element( oldNormals.register[ 2 ] );
  233. }
  234. newVertices.trim_size();
  235. newUvs.trim_size();
  236. newNormals.trim_size();
  237. geometry.index = null;
  238. geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
  239. geometry.addAttribute( 'normal', new THREE.BufferAttribute( newNormals.buffer, 3 ) );
  240. if ( newUvs.length !== 0 ) {
  241. geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUvs.buffer, 2 ) );
  242. }
  243. return geometry;
  244. }
  245. THREE.BufferSubdivisionModifier = function( subdivisions ) {
  246. this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
  247. };
  248. THREE.BufferSubdivisionModifier.prototype.modify = function( geometry ) {
  249. if ( geometry instanceof THREE.Geometry ) {
  250. geometry.mergeVertices();
  251. if ( typeof geometry.normals === 'undefined' ) {
  252. geometry.normals = [];
  253. }
  254. geometry = convertGeometryToIndexedBuffer( geometry );
  255. } else if ( !( geometry instanceof THREE.BufferGeometry ) ) {
  256. console.error( 'THREE.BufferSubdivisionModifier: Geometry is not an instance of THREE.BufferGeometry or THREE.Geometry' );
  257. }
  258. var repeats = this.subdivisions;
  259. while ( repeats -- > 0 ) {
  260. this.smooth( geometry );
  261. }
  262. return unIndexIndexedGeometry( geometry );
  263. };
  264. var edge_type = function ( a, b ) {
  265. this.a = a;
  266. this.b = b;
  267. this.faces = [];
  268. this.newEdge = null;
  269. };
  270. ( function () {
  271. // Some constants
  272. var ABC = [ 'a', 'b', 'c' ];
  273. var XYZ = [ 'x', 'y', 'z' ];
  274. var XY = [ 'x', 'y' ];
  275. function getEdge( a, b, map ) {
  276. var key = Math.min( a, b ) + '_' + Math.max( a, b );
  277. return map[ key ];
  278. }
  279. function processEdge( a, b, vertices, map, face, metaVertices ) {
  280. var vertexIndexA = Math.min( a, b );
  281. var vertexIndexB = Math.max( a, b );
  282. var key = vertexIndexA + '_' + vertexIndexB;
  283. var edge;
  284. if ( key in map ) {
  285. edge = map[ key ];
  286. } else {
  287. edge = new edge_type( vertexIndexA,vertexIndexB );
  288. map[key] = edge;
  289. }
  290. edge.faces.push( face );
  291. metaVertices[ a ].edges.push( edge );
  292. metaVertices[ b ].edges.push( edge );
  293. }
  294. function generateLookups( vertices, faces, metaVertices, edges ) {
  295. var i, il, face, edge;
  296. for ( i = 0, il = vertices.length; i < il; i++ ) {
  297. metaVertices[ i ] = { edges: [] };
  298. }
  299. for ( i = 0, il = faces.length; i < il; i++ ) {
  300. faces.index_to_register( i, 0 );
  301. face = faces.register[ 0 ]; // Faces is now a TypedArrayHelper class, not a face3.
  302. processEdge( face.a, face.b, vertices, edges, i, metaVertices );
  303. processEdge( face.b, face.c, vertices, edges, i, metaVertices );
  304. processEdge( face.c, face.a, vertices, edges, i, metaVertices );
  305. }
  306. }
  307. function newFace( newFaces, face ) {
  308. newFaces.push_element( face );
  309. }
  310. function midpoint( a, b ) {
  311. return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
  312. }
  313. function newUv( newUvs, a, b, c ) {
  314. newUvs.push_element( a );
  315. newUvs.push_element( b );
  316. newUvs.push_element( c );
  317. }
  318. /////////////////////////////
  319. // Performs one iteration of Subdivision
  320. THREE.BufferSubdivisionModifier.prototype.smooth = function ( geometry ) {
  321. var oldVertices, oldFaces, oldUvs;
  322. var newVertices, newFaces, newUVs;
  323. var n, l, i, il, j, k;
  324. var metaVertices, sourceEdges;
  325. oldVertices = new TypedArrayHelper( 0, 3, THREE.Vector3, Float32Array, 3, XYZ );
  326. oldFaces = new TypedArrayHelper( 0, 3, THREE.Face3, Uint32Array, 3, ABC );
  327. oldUvs = new TypedArrayHelper( 0, 3, THREE.Vector2, Float32Array, 2, XY );
  328. oldVertices.from_existing( geometry.getAttribute( 'position' ).array );
  329. oldFaces.from_existing( geometry.index.array );
  330. oldUvs.from_existing( geometry.getAttribute( 'uv' ).array );
  331. var doUvs = false;
  332. if ( typeof oldUvs !== 'undefined' && oldUvs.length !== 0 ) {
  333. doUvs = true;
  334. }
  335. /******************************************************
  336. *
  337. * Step 0: Preprocess Geometry to Generate edges Lookup
  338. *
  339. *******************************************************/
  340. metaVertices = new Array( oldVertices.length );
  341. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  342. generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
  343. /******************************************************
  344. *
  345. * Step 1.
  346. * For each edge, create a new Edge Vertex,
  347. * then position it.
  348. *
  349. *******************************************************/
  350. newVertices = new TypedArrayHelper( ( geometry.getAttribute( 'position' ).array.length * 2 ) / 3, 2, THREE.Vector3, Float32Array, 3, XYZ );
  351. var other, currentEdge, newEdge, face;
  352. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  353. var tmp = newVertices.register[ 1 ];
  354. for ( i in sourceEdges ) {
  355. currentEdge = sourceEdges[ i ];
  356. newEdge = newVertices.register[ 0 ];
  357. edgeVertexWeight = 3 / 8;
  358. adjacentVertexWeight = 1 / 8;
  359. connectedFaces = currentEdge.faces.length;
  360. // check how many linked faces. 2 should be correct.
  361. if ( connectedFaces !== 2 ) {
  362. // if length is not 2, handle condition
  363. edgeVertexWeight = 0.5;
  364. adjacentVertexWeight = 0;
  365. }
  366. oldVertices.index_to_register( currentEdge.a, 0 );
  367. oldVertices.index_to_register( currentEdge.b, 1 );
  368. newEdge.addVectors( oldVertices.register[ 0 ], oldVertices.register[ 1 ] ).multiplyScalar( edgeVertexWeight );
  369. tmp.set( 0, 0, 0 );
  370. for ( j = 0; j < connectedFaces; j++ ) {
  371. oldFaces.index_to_register( currentEdge.faces[ j ], 0 );
  372. face = oldFaces.register[ 0 ];
  373. for ( k = 0; k < 3; k++ ) {
  374. oldVertices.index_to_register( face[ ABC[ k ] ], 2 );
  375. other = oldVertices.register[ 2 ];
  376. if ( face[ ABC[ k ] ] !== currentEdge.a && face[ ABC[ k ] ] !== currentEdge.b) {
  377. break;
  378. }
  379. }
  380. tmp.add( other );
  381. }
  382. tmp.multiplyScalar( adjacentVertexWeight );
  383. newEdge.add( tmp );
  384. currentEdge.newEdge = newVertices.length;
  385. newVertices.push_element( newEdge );
  386. }
  387. var edgeLength = newVertices.length;
  388. /******************************************************
  389. *
  390. * Step 2.
  391. * Reposition each source vertices.
  392. *
  393. *******************************************************/
  394. var beta, sourceVertexWeight, connectingVertexWeight;
  395. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  396. for ( i = 0, il = oldVertices.length; i < il; i++ ) {
  397. oldVertices.index_to_register( i, 0, XYZ );
  398. oldVertex = oldVertices.register[ 0 ];
  399. // find all connecting edges (using lookupTable)
  400. connectingEdges = metaVertices[ i ].edges;
  401. n = connectingEdges.length;
  402. if ( n === 3 ) {
  403. beta = 3 / 16;
  404. } else if (n > 3) {
  405. beta = 3 / (8 * n); // Warren's modified formula
  406. }
  407. // Loop's original beta formula
  408. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  409. sourceVertexWeight = 1 - n * beta;
  410. connectingVertexWeight = beta;
  411. if ( n <= 2 ) {
  412. // crease and boundary rules
  413. if ( n === 2 ) {
  414. sourceVertexWeight = 3 / 4;
  415. connectingVertexWeight = 1 / 8;
  416. }
  417. }
  418. newSourceVertex = oldVertex.multiplyScalar( sourceVertexWeight );
  419. tmp.set( 0, 0, 0 );
  420. for ( j = 0; j < n; j++ ) {
  421. connectingEdge = connectingEdges[ j ];
  422. other = connectingEdge.a !== i ? connectingEdge.a : connectingEdge.b;
  423. oldVertices.index_to_register( other, 1, XYZ );
  424. tmp.add( oldVertices.register[ 1 ] );
  425. }
  426. tmp.multiplyScalar( connectingVertexWeight );
  427. newSourceVertex.add( tmp );
  428. newVertices.push_element( newSourceVertex,XYZ );
  429. }
  430. /******************************************************
  431. *
  432. * Step 3.
  433. * Generate faces between source vertices and edge vertices.
  434. *
  435. *******************************************************/
  436. var edge1, edge2, edge3;
  437. newFaces = new TypedArrayHelper( ( geometry.index.array.length * 4 ) / 3, 1, THREE.Face3, Float32Array, 3, ABC );
  438. newUVs = new TypedArrayHelper( ( geometry.getAttribute( 'uv' ).array.length * 4 ) / 2, 3, THREE.Vector2, Float32Array, 2, XY );
  439. var x3 = newUVs.register[ 0 ];
  440. var x4 = newUVs.register[ 1 ];
  441. var x5 = newUVs.register[ 2 ];
  442. var tFace = newFaces.register[ 0 ];
  443. for ( i = 0, il = oldFaces.length; i < il; i++ ) {
  444. oldFaces.index_to_register( i, 0 );
  445. face = oldFaces.register[ 0 ];
  446. // find the 3 new edges vertex of each old face
  447. // The new source verts are added after the new edge verts now..
  448. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge;
  449. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge;
  450. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge;
  451. // create 4 faces.
  452. tFace.set( edge1, edge2, edge3 );
  453. newFace( newFaces, tFace );
  454. tFace.set( face.a + edgeLength, edge1, edge3 );
  455. newFace( newFaces, tFace );
  456. tFace.set( face.b + edgeLength, edge2, edge1 );
  457. newFace( newFaces, tFace );
  458. tFace.set( face.c + edgeLength, edge3, edge2 );
  459. newFace( newFaces, tFace );
  460. /*
  461. 0________C_______2
  462. \ /\ /
  463. \ F2 / \ F4 /
  464. \ / F1 \ /
  465. \/______\/
  466. A \ / B
  467. \ F3 /
  468. \ /
  469. \/
  470. 1
  471. Draw orders:
  472. F1: ABC x3,x4,x5
  473. F2: 0AC x0,x3,x5
  474. F3: 1BA x1,x4,x3
  475. F4: 2CB x2,x5,x4
  476. 0: x0
  477. 1: x1
  478. 2: x2
  479. A: x3
  480. B: x4
  481. C: x5
  482. */
  483. if ( doUvs === true ) {
  484. oldUvs.index_to_register( ( i * 3 ) + 0, 0 );
  485. oldUvs.index_to_register( ( i * 3 ) + 1, 1 );
  486. oldUvs.index_to_register( ( i * 3 ) + 2, 2 );
  487. var x0 = oldUvs.register[ 0 ]; // uv[0];
  488. var x1 = oldUvs.register[ 1 ]; // uv[1];
  489. var x2 = oldUvs.register[ 2 ]; // uv[2];
  490. x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
  491. x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
  492. x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
  493. newUv( newUVs, x3, x4, x5 );
  494. newUv( newUVs, x0, x3, x5 );
  495. newUv( newUVs, x1, x4, x3 );
  496. newUv( newUVs, x2, x5, x4 );
  497. }
  498. }
  499. // Overwrite old arrays
  500. newFaces.trim_size();
  501. newVertices.trim_size();
  502. newUVs.trim_size();
  503. geometry.setIndex( new THREE.BufferAttribute( newFaces.buffer ,3 ) );
  504. geometry.addAttribute( 'position', new THREE.BufferAttribute( newVertices.buffer, 3 ) );
  505. geometry.addAttribute( 'uv', new THREE.BufferAttribute( newUVs.buffer, 2 ) );
  506. };
  507. } ) ();