SubdivisionModifier.js 7.9 KB

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  1. /*
  2. * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
  3. *
  4. * Subdivision Geometry Modifier
  5. * using Loop Subdivision Scheme
  6. *
  7. * References:
  8. * http://graphics.stanford.edu/~mdfisher/subdivision.html
  9. * http://www.holmes3d.net/graphics/subdivision/
  10. * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
  11. *
  12. * Known Issues:
  13. * - currently doesn't handle UVs
  14. * - currently doesn't handle "Sharp Edges"
  15. *
  16. */
  17. THREE.SubdivisionModifier = function ( subdivisions ) {
  18. this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
  19. };
  20. // Applies the "modify" pattern
  21. THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
  22. var repeats = this.subdivisions;
  23. while ( repeats-- > 0 ) {
  24. this.smooth( geometry );
  25. }
  26. delete geometry.__tmpVertices;
  27. geometry.computeFaceNormals();
  28. geometry.computeVertexNormals();
  29. };
  30. (function() {
  31. // Some constants
  32. var WARNINGS = !true; // Set to true for development
  33. var ABC = [ 'a', 'b', 'c' ];
  34. function getEdge( a, b, map ) {
  35. var vertexIndexA = Math.min( a, b );
  36. var vertexIndexB = Math.max( a, b );
  37. var key = vertexIndexA + "_" + vertexIndexB;
  38. return map[ key ];
  39. }
  40. function processEdge( a, b, vertices, map, face, metaVertices ) {
  41. var vertexIndexA = Math.min( a, b );
  42. var vertexIndexB = Math.max( a, b );
  43. var key = vertexIndexA + "_" + vertexIndexB;
  44. var edge;
  45. if ( key in map ) {
  46. edge = map[ key ];
  47. } else {
  48. var vertexA = vertices[ vertexIndexA ];
  49. var vertexB = vertices[ vertexIndexB ];
  50. edge = {
  51. a: vertexA, // pointer reference
  52. b: vertexB,
  53. newEdge: null,
  54. // aIndex: a, // numbered reference
  55. // bIndex: b,
  56. faces: [] // pointers to face
  57. };
  58. map[ key ] = edge;
  59. }
  60. edge.faces.push( face );
  61. metaVertices[ a ].edges.push( edge );
  62. metaVertices[ b ].edges.push( edge );
  63. }
  64. function generateLookups( vertices, faces, metaVertices, edges ) {
  65. var i, il, face, edge;
  66. for ( i = 0, il = vertices.length; i < il; i++ ) {
  67. metaVertices[ i ] = { edges: [] };
  68. }
  69. for ( i = 0, il = faces.length; i < il; i++ ) {
  70. face = faces[ i ];
  71. processEdge( face.a, face.b, vertices, edges, face, metaVertices );
  72. processEdge( face.b, face.c, vertices, edges, face, metaVertices );
  73. processEdge( face.c, face.a, vertices, edges, face, metaVertices );
  74. }
  75. }
  76. function newFace( newFaces, a, b, c ) {
  77. newFaces.push( new THREE.Face3( a, b, c ) );
  78. }
  79. /////////////////////////////
  80. // Performs one iteration of Subdivision
  81. THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
  82. var tmp = new THREE.Vector3();
  83. var oldVertices, oldFaces;
  84. var newVertices, newFaces; // newUVs = [];
  85. var n, l, i, il, j, k;
  86. var metaVertices, sourceEdges;
  87. // new stuff.
  88. var sourceEdges, newEdgeVertices, newSourceVertices
  89. oldVertices = geometry.vertices; // { x, y, z}
  90. oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
  91. /******************************************************
  92. *
  93. * Step 0: Preprocess Geometry to Generate edges Lookup
  94. *
  95. *******************************************************/
  96. metaVertices = new Array( oldVertices.length );
  97. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  98. generateLookups(oldVertices, oldFaces, metaVertices, sourceEdges);
  99. /******************************************************
  100. *
  101. * Step 1.
  102. * For each edge, create a new Edge Vertex,
  103. * then position it.
  104. *
  105. *******************************************************/
  106. newEdgeVertices = [];
  107. var other, currentEdge, newEdge, face;
  108. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  109. for ( i in sourceEdges ) {
  110. currentEdge = sourceEdges[ i ];
  111. newEdge = new THREE.Vector3();
  112. edgeVertexWeight = 3 / 8;
  113. adjacentVertexWeight = 1 / 8;
  114. connectedFaces = currentEdge.faces.length;
  115. // check how many linked faces. 2 should be correct.
  116. if ( connectedFaces != 2 ) {
  117. // if length is not 2, handle condition
  118. edgeVertexWeight = 0.5;
  119. adjacentVertexWeight = 0;
  120. if ( connectedFaces != 1 ) {
  121. if (WARNINGS) console.warn('Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge);
  122. }
  123. }
  124. newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
  125. tmp.set( 0, 0, 0 );
  126. for ( j = 0; j < connectedFaces; j++ ) {
  127. face = currentEdge.faces[ j ];
  128. for ( k = 0; k < 3; k++ ) {
  129. other = oldVertices[ face[ ABC[k] ] ];
  130. if (other !== currentEdge.a && other !== currentEdge.b ) break;
  131. }
  132. tmp.add( other );
  133. }
  134. tmp.multiplyScalar( adjacentVertexWeight );
  135. newEdge.add( tmp );
  136. currentEdge.newEdge = newEdgeVertices.length;
  137. newEdgeVertices.push(newEdge);
  138. // console.log(currentEdge, newEdge);
  139. }
  140. /******************************************************
  141. *
  142. * Step 2.
  143. * Reposition each source vertices.
  144. *
  145. *******************************************************/
  146. var beta, sourceVertexWeight, connectingVertexWeight;
  147. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  148. newSourceVertices = [];
  149. for ( i = 0, il = oldVertices.length; i < il; i++ ) {
  150. oldVertex = oldVertices[ i ];
  151. // find all connecting edges (using lookupTable)
  152. connectingEdges = metaVertices[ i ].edges;
  153. n = connectingEdges.length;
  154. beta;
  155. if ( n == 3 ) {
  156. beta = 3 / 16;
  157. } else if ( n > 3 ) {
  158. beta = 3 / ( 8 * n ); // Warren's modified formula
  159. }
  160. // Loop's original beta formula
  161. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  162. sourceVertexWeight = 1 - n * beta;
  163. connectingVertexWeight = beta;
  164. if ( n <= 2 ) {
  165. // crease and boundary rules
  166. // console.warn('crease and boundary rules');
  167. if ( n == 2 ) {
  168. if (WARNINGS) console.warn('2 connecting edges', connectingEdges);
  169. sourceVertexWeight = 3 / 4;
  170. connectingVertexWeight = 1 / 8;
  171. // sourceVertexWeight = 1;
  172. // connectingVertexWeight = 0;
  173. } else if ( n == 1 ) {
  174. if (WARNINGS) console.warn('only 1 connecting edge');
  175. } else if ( n == 0 ) {
  176. if (WARNINGS) console.warn('0 connecting edges');
  177. }
  178. }
  179. newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
  180. tmp.set( 0, 0, 0 );
  181. for ( j=0; j < n; j++ ) {
  182. connectingEdge = connectingEdges[ j ];
  183. other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
  184. tmp.add( other );
  185. }
  186. tmp.multiplyScalar( connectingVertexWeight );
  187. newSourceVertex.add( tmp );
  188. newSourceVertices.push( newSourceVertex );
  189. }
  190. /******************************************************
  191. *
  192. * Step 3.
  193. * Generate Faces between source vertecies
  194. * and edge vertices.
  195. *
  196. *******************************************************/
  197. newVertices = newSourceVertices.concat( newEdgeVertices );
  198. var sl = newSourceVertices.length, edge1, edge2, edge3;
  199. newFaces = [];
  200. for ( i = 0, il = oldFaces.length; i < il; i++ ) {
  201. face = oldFaces[ i ];
  202. // find the 3 new edges vertex of each old face
  203. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
  204. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
  205. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
  206. // create 4 faces.
  207. newFace( newFaces, edge1, edge2, edge3 );
  208. newFace( newFaces, face.a, edge1, edge3 );
  209. newFace( newFaces, face.b, edge2, edge1 );
  210. newFace( newFaces, face.c, edge3, edge2 );
  211. }
  212. // Overwrite old arrays
  213. geometry.vertices = newVertices;
  214. geometry.faces = newFaces;
  215. // console.log('done');
  216. };
  217. })();