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- /*
- * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
- * @author Matthew Adams / http://www.centerionware.com - added UV support and rewrote to use buffergeometry.
- *
- * Subdivision Geometry Modifier
- * using Loop Subdivision Scheme for Geometry / BufferGeometry
- *
- * References:
- * http://graphics.stanford.edu/~mdfisher/subdivision.html
- * http://www.holmes3d.net/graphics/subdivision/
- * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
- *
- * Known Issues:
- * - currently doesn't handle "Sharp Edges"
- * - no checks to prevent breaking when uv's don't exist.
- * - vertex colors are unsupported.
- * **DDS Images when using corrected uv's passed to subdivision modifier will have their uv's flipy'd within the correct uv set
- * **Either flipy the DDS image, or use shaders. Don't try correcting the uv's before passing into subdiv (eg: v=1-v).
- *
- * @input THREE.Geometry, or index'd THREE.BufferGeometry with faceUV's (Not vertex uv's)
- * @output non-indexed vertex points, uv's, normals.
- *
- */
- /*
- *
- * The TypedArrayHelper class is designed to assist managing typed arrays, and to allow the removal of all 'new Vector3, new Face3, new Vector2'.
- *
- * It will automatically resize them if trying to push a new element to an array that isn't long enough
- * It provides 'registers' that the units can be mapped to. This allows a small set of objects
- * (ex: vector3's, face3's, vector2's) to be allocated then used, to eliminate any need to rewrite all
- * the features those classes offer while not requiring some_huge_number to be allocated.
- * It should be moved into it's own file honestly, then included before the BufferSubdivisionModifier - maybe in three's core?
- *
- *
- * 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)
- *
- */
- THREE.Face3.prototype.set = function (a, b, c) {
- this.a = a;
- this.b = b;
- this.c = c;
- }
- var TypedArrayHelper = function (size, registers, register_type, array_type, unit_size, accessors) {
- this.array_type = array_type;
- this.register_type = register_type;
- this.unit_size = unit_size;
- this.accessors = accessors;
- this.buffer = new array_type(size * unit_size);
- this.register = [];
- this.length = 0;
- this.real_length = size;
- this.available_registers = registers;
- for (var i = 0; i < registers; i++) { this.register.push(new register_type()); }
- }
- TypedArrayHelper.prototype = {
- constructor: TypedArrayHelper,
- index_to_register: function (index, register, isLoop) {
- var base = index * this.unit_size;
- if (register >= this.available_registers) {
- throw ("Nope nope nope, not enough registers!");
- }
- if (index > this.length) {
- throw ("Nope nope nope, index is out of range");
- }
- for (var i = 0; i < this.unit_size; i++)
- (this.register[register])[this.accessors[i]] = this.buffer[base + i];
- },
- resize: function (new_size) {
- if (new_size == 0) new_size = 8;
- if (new_size < this.length) {
- this.buffer = this.buffer.subarray(0, this.length * this.unit_size);
- } else {
- if (this.buffer.length < new_size * this.unit_size) {
- var nBuffer = new this.array_type(new_size * this.unit_size);
- nBuffer.set(this.buffer);
- this.buffer = nBuffer;
- this.real_length = new_size;
- } else {
- var nBuffer = new this.array_type(new_size * this.unit_size);
- nBuffer.set(this.buffer.subarray(0, this.length * this.unit_size));
- this.buffer = nBuffer;
- this.real_length = new_size;
- }
- }
- },
- from_existing: function (oldArray) {
- var new_size = oldArray.length;
- this.buffer = new this.array_type(new_size);//this.resize(oldArray.length);
- this.buffer.set(oldArray);//.slice(0, oldArray.length));
- this.length = oldArray.length / this.unit_size;
- this.real_length = this.length;
- },
- push_element: function (vector) {
- if (this.length + 1 > this.real_length) { this.resize(this.real_length * 2); }
- var bpos = this.length * this.unit_size;
- for (var i = 0; i < this.unit_size; i++) {
- this.buffer[bpos + i] = vector[this.accessors[i]];
- }
- this.length++;
- },
- trim_size: function () {
- if (this.length < this.real_length) this.resize(this.length);
- },
- each: function (function_pointer, xtra) {
- if (typeof this.loop_register == 'undefined') this.loop_register = new this.register_type();
- for (var i = 0; i < this.length; i++) {
- for (var j = 0; j < this.unit_size; j++)
- this.loop_register[this.accessors[j]] = this.buffer[i * this.unit_size + j];
- function_pointer(this.loop_register, i, xtra);
- }
- },
- push_array: function (vector) {
- if (this.length + 1 > this.real_length) { this.resize(this.real_length * 2); }
- var bpos = this.length * this.unit_size;
- for (var i = 0; i < this.unit_size; i++) {
- this.buffer[bpos + i] = vector[i];
- }
- this.length++;
- }
- }
- function convertGeometryToIndexedBuffer(geometry) {
- var BGeom = new THREE.BufferGeometry();
- // create a new typed array
- var vertArray = new TypedArrayHelper(geometry.vertices.length, 0, THREE.Vector3, Float32Array, 3, ['x', 'y', 'z']);
- var indexArray = new TypedArrayHelper(geometry.faces.length, 0, THREE.Face3, Uint32Array, 3, ['a', 'b', 'c']);
- var uvArray = new TypedArrayHelper(geometry.faceVertexUvs[0].length * 3 * 3, 0, THREE.Vector2, Float32Array, 2, ['x', 'y']);
- var i, il;
- for (i = 0, il = geometry.vertices.length; i < il; i++) vertArray.push_element(geometry.vertices[i]);
- for (i = 0, il = geometry.faces.length; i < il; i++) indexArray.push_element(geometry.faces[i]);
- for (i = 0, il = geometry.faceVertexUvs[0].length; i < il; i++) {
- uvArray.push_element(geometry.faceVertexUvs[0][i][0]);
- uvArray.push_element(geometry.faceVertexUvs[0][i][1]);
- uvArray.push_element(geometry.faceVertexUvs[0][i][2]);
- }
- indexArray.trim_size();
- vertArray.trim_size();
- uvArray.trim_size();
- BGeom.setIndex(new THREE.BufferAttribute(indexArray.buffer,3));
- BGeom.addAttribute('position', new THREE.BufferAttribute(vertArray.buffer, 3));
- BGeom.addAttribute('uv', new THREE.BufferAttribute(uvArray.buffer, 2));
- return BGeom;
- }
- function addNormal(old, newn) {
- // old.x += newn.x;
- // old.y += newn.y;
- // old.z += newn.z;
- ///*
- if (old.x == 0) old.x = newn.x;
- else old.x = (old.x + newn.x) / 2;
- if (old.y == 0) old.y = newn.y;
- else old.y = (old.y + newn.y) / 2;
- if (old.z == 0) old.z = newn.z;
- else old.z = (old.z + newn.z) / 2;
- // */
- }
- function findArea(a, b, c) {
- return Math.abs(((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) / 2.0);
- }
- function find_angle3d(A, B, C) {
- var AB = Math.sqrt(Math.pow(B.x - A.x, 2) + Math.pow(B.y - A.y, 2));
- var BC = Math.sqrt(Math.pow(B.x - C.x, 2) + Math.pow(B.y - C.y, 2));
- var AC = Math.sqrt(Math.pow(C.x - A.x, 2) + Math.pow(C.y - A.y, 2));
- return Math.acos((BC * BC + AB * AB - AC * AC) / (2 * BC * AB));
- }
- function find_angle2d(p1,p2) {
- return Math.atan2(p2.y - p1.y, p2.x - p1.x);
- }
- function compute_vertex_normals(geometry) {
- var ABC = ['a', 'b', 'c'];
- var XYZ = ['x', 'y', 'z'];
- var XY = ['x', 'y'];
- var oldVertices = new TypedArrayHelper(0, 5, THREE.Vector3, Float32Array, 3, XYZ);
- var oldFaces = new TypedArrayHelper(0, 3, THREE.Face3, Uint32Array, 3, ABC);
- oldVertices.from_existing(geometry.getAttribute('position').array);
- var newNormals = new TypedArrayHelper(oldVertices.length * 3, 4, THREE.Vector3, Float32Array, 3, XYZ);
-
- var newNormalFaces = new TypedArrayHelper(oldVertices.length, 1, function () { this.x = 0; }, Float32Array, 1, ['x']);
-
- newNormals.length = oldVertices.length;
- var a, b, c;
- oldFaces.from_existing(geometry.index.array);
- var j, jl;
- var k,l;
- var my_weight;
- var full_weights = [0.0,0.0,0.0];
- for (var i = 0, il = oldFaces.length; i < il; i++) {
- oldFaces.index_to_register(i, 0);
- oldVertices.index_to_register(oldFaces.register[0].a, 0);
- oldVertices.index_to_register(oldFaces.register[0].b, 1);
- oldVertices.index_to_register(oldFaces.register[0].c, 2);
- newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
- newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[1]);
- newNormals.register[0].cross(newNormals.register[1]);
- my_weight = Math.abs(newNormals.register[0].length());
- //my_weight = findArea(oldVertices.register[0], oldVertices.register[1], oldVertices.register[2]);
- newNormalFaces.buffer[oldFaces.register[0].a] += my_weight;
- newNormalFaces.buffer[oldFaces.register[0].b] += my_weight;
- newNormalFaces.buffer[oldFaces.register[0].c] += my_weight;
- }
- var tmpx;
- var tmpy;
- var tmpz;
- var t_len;
- for (var i = 0, il = oldFaces.length; i < il; i++) {
- oldFaces.index_to_register(i, 0);
- oldVertices.index_to_register(oldFaces.register[0].a, 0);
- oldVertices.index_to_register(oldFaces.register[0].b, 1);
- oldVertices.index_to_register(oldFaces.register[0].c, 2);
- newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
- newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[0]);
- /*
- // newNormals.register[0].cross(newNormals.register[1]);
- newNormals.register[3].copy(newNormals.register[0]);//(a, b, c);
- t_len = (newNormals.register[3].x + newNormals.register[3].y + newNormals.register[3].z);
- newNormals.register[3].x = newNormals.register[3].x / t_len;
- newNormals.register[3].y = newNormals.register[3].y / t_len;
- newNormals.register[3].z = newNormals.register[3].z / t_len;
- */
- newNormals.register[3].set(0,0,0);
- newNormals.register[3].x = (newNormals.register[0].y*newNormals.register[1].z )-(newNormals.register[0].z*newNormals.register[1].y);
- newNormals.register[3].y = (newNormals.register[0].z*newNormals.register[1].x )-(newNormals.register[0].x*newNormals.register[1].z);
- newNormals.register[3].z = (newNormals.register[0].x*newNormals.register[1].y )-(newNormals.register[0].y*newNormals.register[1].x);
-
- newNormals.register[0].cross(newNormals.register[1]);
- my_weight = Math.abs(newNormals.register[0].length() );
- // oldVertices.register[3].subVectors(oldVertices.register[2],oldVertices.register[0]);
- // oldVertices.register[4].subVectors(oldVertices.register[2],oldVertices.register[1]);
- // var angle = find_angle2d(oldVertices.register[3],oldVertices.register[4]);
- full_weights[0] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].a]) ;
- full_weights[1] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].b]) ;
- full_weights[2] = (my_weight / newNormalFaces.buffer[oldFaces.register[0].c]) ;
- tmpx = newNormals.register[3].x * full_weights[0];
- tmpy = newNormals.register[3].y * full_weights[0];
- tmpz = newNormals.register[3].z * full_weights[0];
-
- newNormals.buffer[ oldFaces.register[0].a * 3 ] += newNormals.register[3].x * full_weights[0];
- newNormals.buffer[(oldFaces.register[0].a * 3) + 1] += newNormals.register[3].y * full_weights[0];
- newNormals.buffer[(oldFaces.register[0].a * 3) + 2] += newNormals.register[3].z * full_weights[0];
- newNormals.buffer[ oldFaces.register[0].b * 3 ] += newNormals.register[3].x * full_weights[1];
- newNormals.buffer[(oldFaces.register[0].b * 3) + 1] += newNormals.register[3].y * full_weights[1];
- newNormals.buffer[(oldFaces.register[0].b * 3) + 2] += newNormals.register[3].z * full_weights[1];
- newNormals.buffer[ oldFaces.register[0].c * 3 ] += newNormals.register[3].x * full_weights[2];
- newNormals.buffer[(oldFaces.register[0].c * 3) + 1] += newNormals.register[3].y * full_weights[2];
- newNormals.buffer[(oldFaces.register[0].c * 3) + 2] += newNormals.register[3].z * full_weights[2];
- /*
- newNormals.index_to_register(oldFaces.register[0].a, 0);
- newNormals.index_to_register(oldFaces.register[0].b, 1);
- newNormals.index_to_register(oldFaces.register[0].c, 2);
- addNormal(newNormals.register[3], newNormals.register[0]);
- addNormal(newNormals.register[3], newNormals.register[1]);
- addNormal(newNormals.register[3], newNormals.register[2]);
- newNormals.buffer[oldFaces.register[0].a * 3] = newNormals.register[3].x;
- newNormals.buffer[(oldFaces.register[0].a * 3)+1] = newNormals.register[3].y;
- newNormals.buffer[(oldFaces.register[0].a * 3) + 2] = newNormals.register[3].z;
- newNormals.buffer[oldFaces.register[0].b * 3] = newNormals.register[3].x;
- newNormals.buffer[(oldFaces.register[0].b * 3) + 1] = newNormals.register[3].y;
- newNormals.buffer[(oldFaces.register[0].b * 3) + 2] = newNormals.register[3].z;
- newNormals.buffer[oldFaces.register[0].c * 3] = newNormals.register[3].x;
- newNormals.buffer[(oldFaces.register[0].c * 3) + 1] = newNormals.register[3].y;
- newNormals.buffer[(oldFaces.register[0].c * 3) + 2] = newNormals.register[3].z;
- */
- // newNormalFaces[oldFaces.register[0].a] += 1;
- // newNormalFaces[oldFaces.register[0].b] += 1;
- // newNormalFaces[oldFaces.register[0].c] += 1;
- }
- // for (var i = 0, il = newNormalFaces.length; i < i; i++) {
- // newNormals.buffer[(i * 3)] = newNormals.buffer[(i * 3)] / newNormalFaces.buffer[i];
- // newNormals.buffer[(i * 3)+1] = newNormals.buffer[(i * 3)+1] / newNormalFaces.buffer[i];
- // newNormals.buffer[(i * 3)+2] = newNormals.buffer[(i * 3)+2] / newNormalFaces.buffer[i];
- // }
- newNormals.trim_size();
- geometry.addAttribute('normal', new THREE.BufferAttribute(newNormals.buffer, 3));
- }
- function unIndexIndexedGeometry(geometry) {
-
- var ABC = ['a', 'b', 'c'];
- var XYZ = ['x', 'y', 'z'];
- var XY = ['x', 'y'];
- var oldVertices = new TypedArrayHelper(0, 3, THREE.Vector3, Float32Array, 3, XYZ);
- var oldFaces = new TypedArrayHelper(0, 3, THREE.Face3, Uint32Array, 3, ABC);
- var oldUvs = new TypedArrayHelper(0, 3, THREE.Vector2, Float32Array, 2, XY);
- var oldNormals = new TypedArrayHelper(0, 3, THREE.Vector3, Float32Array, 3, XYZ);
- oldVertices.from_existing(geometry.getAttribute('position').array);
- oldFaces.from_existing(geometry.index.array);
- oldUvs.from_existing(geometry.getAttribute('uv').array);
- // geometry.computeFaceNormals();
- // geometry.computeVertexNormals();
- compute_vertex_normals(geometry);
- oldNormals.from_existing(geometry.getAttribute('normal').array);
- var newVertices = new TypedArrayHelper(oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ);
- var newNormals = new TypedArrayHelper(oldFaces.length * 3, 3, THREE.Vector3, Float32Array, 3, XYZ);
- var newUvs = new TypedArrayHelper(oldFaces.length * 3, 3, THREE.Vector2, Float32Array, 2, XY);
- var v, w;
- for (var i = 0, il = oldFaces.length; i < il; i++) {
- oldFaces.index_to_register(i, 0);
- oldVertices.index_to_register(oldFaces.register[0].a, 0);
- oldVertices.index_to_register(oldFaces.register[0].b, 1);
- oldVertices.index_to_register(oldFaces.register[0].c, 2);
- newVertices.push_element(oldVertices.register[0]);
- newVertices.push_element(oldVertices.register[1]);
- newVertices.push_element(oldVertices.register[2]);
- if (oldUvs.length != 0) {
- oldUvs.index_to_register((i * 3) + 0, 0);
- oldUvs.index_to_register((i * 3) + 1, 1);
- oldUvs.index_to_register((i * 3) + 2, 2);
- newUvs.push_element(oldUvs.register[0]);
- newUvs.push_element(oldUvs.register[1]);
- newUvs.push_element(oldUvs.register[2]);
- }
- oldNormals.index_to_register(oldFaces.register[0].a, 0);
- oldNormals.index_to_register(oldFaces.register[0].b, 1);
- oldNormals.index_to_register(oldFaces.register[0].c, 2);
- newNormals.push_element(oldNormals.register[0]);
- newNormals.push_element(oldNormals.register[1]);
- newNormals.push_element(oldNormals.register[2]);
-
- /* oldVertices.index_to_register(oldFaces.register[0].a, 0);
- oldVertices.index_to_register(oldFaces.register[0].b, 1);
- oldVertices.index_to_register(oldFaces.register[0].c, 2);
- newNormals.register[0].subVectors(oldVertices.register[1], oldVertices.register[0]);
- newNormals.register[1].subVectors(oldVertices.register[2], oldVertices.register[0]);
- v = newNormals.register[0];
- w = newNormals.register[1];
- newNormals.register[2].x = (v.y * w.z) - (v.z * w.y);
- newNormals.register[2].y = (v.z * w.x) - (v.x * w.z)
- newNormals.register[2].z = (v.x * w.y) - (v.y * w.x)
- newNormals.push_element(newNormals.register[2]);
- newNormals.push_element(newNormals.register[2]);
- newNormals.push_element(newNormals.register[2]);?*/
- }
- newVertices.trim_size();
- newUvs.trim_size();
- newNormals.trim_size();
- geometry.index = null;
- geometry.addAttribute('position', new THREE.BufferAttribute(newVertices.buffer, 3));
- geometry.addAttribute('normal', new THREE.BufferAttribute(newNormals.buffer, 3));
- if(newUvs.length != 0)
- geometry.addAttribute('uv', new THREE.BufferAttribute(newUvs.buffer, 2));
- // geometry.computeVertexNormals();
- return geometry;
- }
- THREE.BufferSubdivisionModifier = function (subdivisions) {
- this.subdivisions = (subdivisions === undefined) ? 1 : subdivisions;
- //this.subdivisions = 3;
- };
- // Applies the "modify" pattern
- THREE.BufferSubdivisionModifier.prototype.modify = function (geometry) {
-
- if (geometry instanceof THREE.Geometry) {
- geometry.mergeVertices();
- if (typeof (geometry.normals) == 'undefined') geometry.normals = [];
- var BGEom = convertGeometryToIndexedBuffer(geometry);
- geometry = BGEom;
- } else if( !(geometry instanceof THREE.BufferGeometry) ) console.log("Geometry is not an instance of THREE.BufferGeometry or THREE.Geometry");
-
- var repeats = this.subdivisions;
- while (repeats-- > 0) {
- this.smooth(geometry);
- }
- return unIndexIndexedGeometry(geometry); // it doesn't change what geometry points to in the function that calls this.. >_<. how annoying.
- };
- var edge_type = function (a, b) {
- this.a = a;
- this.b = b;
- this.faces = [];
- this.newEdge = null;
- };
- (function () {
- // Some constants
- var WARNINGS = ! true; // Set to true for development
- var ABC = ['a', 'b', 'c'];
- var XYZ = ['x', 'y', 'z'];
- var XY = ['x', 'y'];
- function getEdge(a, b, map) {
- var key = Math.min(a, b) + "_" + Math.max(a, b);
- return map[key];
- }
- function processEdge(a, b, vertices, map, face, metaVertices) {
- var vertexIndexA = Math.min(a, b);
- var vertexIndexB = Math.max(a, b);
- var key = vertexIndexA + "_" + vertexIndexB;
- var edge;
- if (key in map) {
- edge = map[key];
- } else {
- // var vertexA = vertices[vertexIndexA];
- // var vertexB = vertices[vertexIndexB];
- edge = new edge_type(vertexIndexA,vertexIndexB);
- map[key] = edge;
- }
- edge.faces.push(face);
- metaVertices[a].edges.push(edge);
- metaVertices[b].edges.push(edge);
- }
- function generateLookups(vertices, faces, metaVertices, edges) {
- var i, il, face, edge;
- for (i = 0, il = vertices.length; i < il; i++) {
- metaVertices[i] = { edges: [] };
- }
- for (i = 0, il = faces.length; i < il; i++) {
- faces.index_to_register(i, 0);
- face = faces.register[0]; // Faces is now a TypedArrayHelper class, not a face3.
- processEdge(face.a, face.b, vertices, edges, i, metaVertices);
- processEdge(face.b, face.c, vertices, edges, i, metaVertices);
- processEdge(face.c, face.a, vertices, edges, i, metaVertices);
- }
- }
- function newFace(newFaces, face) {
- newFaces.push_element(face);
- }
- function midpoint(a, b) {
- return (Math.abs(b - a) / 2) + Math.min(a, b);
- }
- function newUv(newUvs, a, b, c) {
- newUvs.push_element(a);
- newUvs.push_element(b);
- newUvs.push_element(c);
- }
- /////////////////////////////
- // Performs one iteration of Subdivision
- THREE.BufferSubdivisionModifier.prototype.smooth = function (geometry) {
- var oldVertices, oldFaces, oldUvs;
- var newVertices, newFaces, newUVs;
- var n, l, i, il, j, k;
- var metaVertices, sourceEdges;
- // new stuff.
- var sourceEdges;
- oldVertices = new TypedArrayHelper(0, 3, THREE.Vector3, Float32Array, 3, XYZ);
- oldFaces = new TypedArrayHelper(0, 3, THREE.Face3, Uint32Array, 3, ABC);
- oldUvs = new TypedArrayHelper(0, 3, THREE.Vector2, Float32Array, 2, XY);
- oldVertices.from_existing(geometry.getAttribute('position').array);
- oldFaces.from_existing(geometry.index.array);
- oldUvs.from_existing(geometry.getAttribute('uv').array);
- var doUvs = false;
- if (typeof (oldUvs) != 'undefined' && oldUvs.length != 0) doUvs = true;
- /******************************************************
- *
- * Step 0: Preprocess Geometry to Generate edges Lookup
- *
- *******************************************************/
- metaVertices = new Array(oldVertices.length);
- sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
- generateLookups(oldVertices, oldFaces, metaVertices, sourceEdges);
- /******************************************************
- *
- * Step 1.
- * For each edge, create a new Edge Vertex,
- * then position it.
- *
- *******************************************************/
- newVertices = new TypedArrayHelper((geometry.getAttribute('position').array.length*2)/3, 2, THREE.Vector3, Float32Array, 3, XYZ);
- var other, currentEdge, newEdge, face;
- var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
- var tmp = newVertices.register[1];
- for (i in sourceEdges) {
- currentEdge = sourceEdges[i];
- newEdge = newVertices.register[0];
- edgeVertexWeight = 3 / 8;
- adjacentVertexWeight = 1 / 8;
- connectedFaces = currentEdge.faces.length;
- // check how many linked faces. 2 should be correct.
- if (connectedFaces != 2) {
- // if length is not 2, handle condition
- edgeVertexWeight = 0.5;
- adjacentVertexWeight = 0;
- if (connectedFaces != 1) {
- if (WARNINGS) console.warn('Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge);
- }
- }
- oldVertices.index_to_register(currentEdge.a, 0);
- oldVertices.index_to_register(currentEdge.b, 1);
- newEdge.addVectors(oldVertices.register[0], oldVertices.register[1]).multiplyScalar(edgeVertexWeight);
- tmp.set(0, 0, 0);
- for (j = 0; j < connectedFaces; j++) {
- oldFaces.index_to_register(currentEdge.faces[j], 0);
- face = oldFaces.register[0];
- for (k = 0; k < 3; k++) {
- oldVertices.index_to_register(face[ABC[k]], 2);
- other = oldVertices.register[2];
- if (face[ABC[k]] !== currentEdge.a && face[ABC[k]] !== currentEdge.b) break;
- }
- tmp.add(other);
- }
- tmp.multiplyScalar(adjacentVertexWeight);
- newEdge.add(tmp);
- currentEdge.newEdge = newVertices.length;
- newVertices.push_element(newEdge);
- // console.log(currentEdge, newEdge);
- }
- var edgeLength = newVertices.length;
- /******************************************************
- *
- * Step 2.
- * Reposition each source vertices.
- *
- *******************************************************/
- var beta, sourceVertexWeight, connectingVertexWeight;
- var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
- for (i = 0, il = oldVertices.length; i < il; i++) {
- oldVertices.index_to_register(i, 0, XYZ);
- oldVertex = oldVertices.register[0];
- // find all connecting edges (using lookupTable)
- connectingEdges = metaVertices[i].edges;
- n = connectingEdges.length;
-
- if (n == 3) {
- beta = 3 / 16;
- } else if (n > 3) {
- beta = 3 / (8 * n); // Warren's modified formula
- }
- // Loop's original beta formula
- // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
- sourceVertexWeight = 1 - n * beta;
- connectingVertexWeight = beta;
- if (n <= 2) {
- // crease and boundary rules
- // console.warn('crease and boundary rules');
- if (n == 2) {
- if (WARNINGS) console.warn('2 connecting edges', connectingEdges);
- sourceVertexWeight = 3 / 4;
- connectingVertexWeight = 1 / 8;
- // sourceVertexWeight = 1;
- // connectingVertexWeight = 0;
- } else if (n == 1) {
- if (WARNINGS) console.warn('only 1 connecting edge');
- } else if (n == 0) {
- if (WARNINGS) console.warn('0 connecting edges');
- }
- }
- newSourceVertex = oldVertex.multiplyScalar(sourceVertexWeight);
- tmp.set(0, 0, 0);
- for (j = 0; j < n; j++) {
- connectingEdge = connectingEdges[j];
- other = connectingEdge.a !== i ? connectingEdge.a : connectingEdge.b;
- oldVertices.index_to_register(other, 1, XYZ);
- tmp.add(oldVertices.register[1]);
- }
- tmp.multiplyScalar(connectingVertexWeight);
- newSourceVertex.add(tmp);
- newVertices.push_element(newSourceVertex,XYZ);
- }
- /******************************************************
- *
- * Step 3.
- * Generate Faces between source vertecies
- * and edge vertices.
- *
- *******************************************************/
-
- var edge1, edge2, edge3;
- newFaces = new TypedArrayHelper((geometry.index.array.length*4) / 3, 1, THREE.Face3, Float32Array, 3, ABC);
- newUVs = new TypedArrayHelper((geometry.getAttribute('uv').array.length * 4) / 2, 3, THREE.Vector2, Float32Array, 2, XY);
- var x3 = newUVs.register[0];
- var x4 = newUVs.register[1];
- var x5 = newUVs.register[2];
- var tFace = newFaces.register[0];
- for (i = 0, il = oldFaces.length; i < il; i++) {
- oldFaces.index_to_register(i, 0);
- face = oldFaces.register[0];//oldFaces[i];
- // find the 3 new edges vertex of each old face
- // The new source verts are added after the new edge verts now..
- edge1 = getEdge(face.a, face.b, sourceEdges).newEdge;
- edge2 = getEdge(face.b, face.c, sourceEdges).newEdge;
- edge3 = getEdge(face.c, face.a, sourceEdges).newEdge;
- // create 4 faces.
- tFace.set(edge1, edge2, edge3);
- newFace(newFaces, tFace);
- tFace.set(face.a + edgeLength, edge1, edge3);
- newFace(newFaces, tFace);
- tFace.set(face.b + edgeLength,edge2,edge1);
- newFace(newFaces, tFace);
- tFace.set(face.c + edgeLength,edge3,edge2);
- newFace(newFaces, tFace);
- // create 4 new uv's
- /*
-
- 0___________________C___________________2
- \ /\ /
- \ / \ F4 /
- \ F2 / \ /
- \ / \ /
- \ / \ /
- \ / F1 \ /
- \/_______________________\/
- A \ / B
- \ F3 /
- \ /
- \ /
- \ /
- \ /
- \ /
- \ /
- \/
- 1
- Draw orders:
- F1: ABC x3,x4,x5
- F2: 0AC x0,x3,x5
- F3: 1BA x1,x4,x3
- F4: 2CB x2,x5,x4
- 0: x0
- 1: x1
- 2: x2
- A: x3
- B: x4
- C: x5
- */
- if (doUvs) {
- oldUvs.index_to_register(i * 3, 0);
- oldUvs.index_to_register((i * 3)+1, 1);
- oldUvs.index_to_register((i * 3)+2, 2);
- // uv = oldUvs[i];
- x0 = oldUvs.register[0];//uv[0];
- x1 = oldUvs.register[1];//uv[1];
- x2 = oldUvs.register[2];//uv[2];
- x3.set(midpoint(x0.x, x1.x), midpoint(x0.y, x1.y));
- x4.set(midpoint(x1.x, x2.x), midpoint(x1.y, x2.y));
- x5.set(midpoint(x0.x, x2.x), midpoint(x0.y, x2.y));
- newUv(newUVs, x3, x4, x5);
- newUv(newUVs, x0, x3, x5);
- newUv(newUVs, x1, x4, x3);
- newUv(newUVs, x2, x5, x4);
- }
- }
- // Overwrite old arrays
- //geometry.addAttribute('position', THREE.BufferAttribute(newVertices, 3).copy)
- newVertices.trim_size();
- newFaces.trim_size();
- newUVs.trim_size();
- geometry.addAttribute('position', new THREE.BufferAttribute(newVertices.buffer,3));
- geometry.setIndex(new THREE.BufferAttribute(newFaces.buffer,3));
- geometry.addAttribute('uv', new THREE.BufferAttribute(newUVs.buffer,2));
- /*
- geometry.vertices = newVertices;
- geometry.faces = newFaces;
- geometry.faceVertexUvs[0] = newUVs; */
- // console.log('done');
- };
- })();
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