SubdivisionModifier.js 8.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414
  1. /**
  2. * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
  3. * @author centerionware / http://www.centerionware.com
  4. *
  5. * Subdivision Geometry Modifier
  6. * using Loop Subdivision Scheme
  7. *
  8. * References:
  9. * http://graphics.stanford.edu/~mdfisher/subdivision.html
  10. * http://www.holmes3d.net/graphics/subdivision/
  11. * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
  12. *
  13. * Known Issues:
  14. * - currently doesn't handle "Sharp Edges"
  15. */
  16. THREE.SubdivisionModifier = function ( subdivisions ) {
  17. this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
  18. };
  19. // Applies the "modify" pattern
  20. THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
  21. if ( geometry.isBufferGeometry ) {
  22. geometry = new THREE.Geometry().fromBufferGeometry( geometry );
  23. } else {
  24. geometry = geometry.clone();
  25. }
  26. geometry.mergeVertices();
  27. var repeats = this.subdivisions;
  28. while ( repeats -- > 0 ) {
  29. this.smooth( geometry );
  30. }
  31. geometry.computeFaceNormals();
  32. geometry.computeVertexNormals();
  33. return geometry;
  34. };
  35. ( function () {
  36. // Some constants
  37. var ABC = [ 'a', 'b', 'c' ];
  38. function getEdge( a, b, map ) {
  39. var vertexIndexA = Math.min( a, b );
  40. var vertexIndexB = Math.max( a, b );
  41. var key = vertexIndexA + "_" + vertexIndexB;
  42. return map[ key ];
  43. }
  44. function processEdge( a, b, vertices, map, face, metaVertices ) {
  45. var vertexIndexA = Math.min( a, b );
  46. var vertexIndexB = Math.max( a, b );
  47. var key = vertexIndexA + "_" + vertexIndexB;
  48. var edge;
  49. if ( key in map ) {
  50. edge = map[ key ];
  51. } else {
  52. var vertexA = vertices[ vertexIndexA ];
  53. var vertexB = vertices[ vertexIndexB ];
  54. edge = {
  55. a: vertexA, // pointer reference
  56. b: vertexB,
  57. newEdge: null,
  58. // aIndex: a, // numbered reference
  59. // bIndex: b,
  60. faces: [] // pointers to face
  61. };
  62. map[ key ] = edge;
  63. }
  64. edge.faces.push( face );
  65. metaVertices[ a ].edges.push( edge );
  66. metaVertices[ b ].edges.push( edge );
  67. }
  68. function generateLookups( vertices, faces, metaVertices, edges ) {
  69. var i, il, face;
  70. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  71. metaVertices[ i ] = { edges: [] };
  72. }
  73. for ( i = 0, il = faces.length; i < il; i ++ ) {
  74. face = faces[ i ];
  75. processEdge( face.a, face.b, vertices, edges, face, metaVertices );
  76. processEdge( face.b, face.c, vertices, edges, face, metaVertices );
  77. processEdge( face.c, face.a, vertices, edges, face, metaVertices );
  78. }
  79. }
  80. function newFace( newFaces, a, b, c, materialIndex ) {
  81. newFaces.push( new THREE.Face3( a, b, c, undefined, undefined, materialIndex ) );
  82. }
  83. function midpoint( a, b ) {
  84. return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
  85. }
  86. function newUv( newUvs, a, b, c ) {
  87. newUvs.push( [ a.clone(), b.clone(), c.clone() ] );
  88. }
  89. /////////////////////////////
  90. // Performs one iteration of Subdivision
  91. THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
  92. var tmp = new THREE.Vector3();
  93. var oldVertices, oldFaces, oldUvs;
  94. var newVertices, newFaces, newUVs = [];
  95. var n, i, il, j, k;
  96. var metaVertices, sourceEdges;
  97. // new stuff.
  98. var sourceEdges, newEdgeVertices, newSourceVertices;
  99. oldVertices = geometry.vertices; // { x, y, z}
  100. oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
  101. oldUvs = geometry.faceVertexUvs;
  102. var hasUvs = oldUvs[ 0 ] !== undefined && oldUvs[ 0 ].length > 0;
  103. if ( hasUvs ) {
  104. for ( var j = 0; j < oldUvs.length; j ++ ) {
  105. newUVs.push( [] );
  106. }
  107. }
  108. /******************************************************
  109. *
  110. * Step 0: Preprocess Geometry to Generate edges Lookup
  111. *
  112. *******************************************************/
  113. metaVertices = new Array( oldVertices.length );
  114. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  115. generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
  116. /******************************************************
  117. *
  118. * Step 1.
  119. * For each edge, create a new Edge Vertex,
  120. * then position it.
  121. *
  122. *******************************************************/
  123. newEdgeVertices = [];
  124. var other, currentEdge, newEdge, face;
  125. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  126. for ( i in sourceEdges ) {
  127. currentEdge = sourceEdges[ i ];
  128. newEdge = new THREE.Vector3();
  129. edgeVertexWeight = 3 / 8;
  130. adjacentVertexWeight = 1 / 8;
  131. connectedFaces = currentEdge.faces.length;
  132. // check how many linked faces. 2 should be correct.
  133. if ( connectedFaces != 2 ) {
  134. // if length is not 2, handle condition
  135. edgeVertexWeight = 0.5;
  136. adjacentVertexWeight = 0;
  137. if ( connectedFaces != 1 ) {
  138. // console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
  139. }
  140. }
  141. newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
  142. tmp.set( 0, 0, 0 );
  143. for ( j = 0; j < connectedFaces; j ++ ) {
  144. face = currentEdge.faces[ j ];
  145. for ( k = 0; k < 3; k ++ ) {
  146. other = oldVertices[ face[ ABC[ k ] ] ];
  147. if ( other !== currentEdge.a && other !== currentEdge.b ) break;
  148. }
  149. tmp.add( other );
  150. }
  151. tmp.multiplyScalar( adjacentVertexWeight );
  152. newEdge.add( tmp );
  153. currentEdge.newEdge = newEdgeVertices.length;
  154. newEdgeVertices.push( newEdge );
  155. // console.log(currentEdge, newEdge);
  156. }
  157. /******************************************************
  158. *
  159. * Step 2.
  160. * Reposition each source vertices.
  161. *
  162. *******************************************************/
  163. var beta, sourceVertexWeight, connectingVertexWeight;
  164. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  165. newSourceVertices = [];
  166. for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
  167. oldVertex = oldVertices[ i ];
  168. // find all connecting edges (using lookupTable)
  169. connectingEdges = metaVertices[ i ].edges;
  170. n = connectingEdges.length;
  171. if ( n == 3 ) {
  172. beta = 3 / 16;
  173. } else if ( n > 3 ) {
  174. beta = 3 / ( 8 * n ); // Warren's modified formula
  175. }
  176. // Loop's original beta formula
  177. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  178. sourceVertexWeight = 1 - n * beta;
  179. connectingVertexWeight = beta;
  180. if ( n <= 2 ) {
  181. // crease and boundary rules
  182. // console.warn('crease and boundary rules');
  183. if ( n == 2 ) {
  184. // console.warn( '2 connecting edges', connectingEdges );
  185. sourceVertexWeight = 3 / 4;
  186. connectingVertexWeight = 1 / 8;
  187. // sourceVertexWeight = 1;
  188. // connectingVertexWeight = 0;
  189. } else if ( n == 1 ) {
  190. // console.warn( 'only 1 connecting edge' );
  191. } else if ( n == 0 ) {
  192. // console.warn( '0 connecting edges' );
  193. }
  194. }
  195. newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
  196. tmp.set( 0, 0, 0 );
  197. for ( j = 0; j < n; j ++ ) {
  198. connectingEdge = connectingEdges[ j ];
  199. other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
  200. tmp.add( other );
  201. }
  202. tmp.multiplyScalar( connectingVertexWeight );
  203. newSourceVertex.add( tmp );
  204. newSourceVertices.push( newSourceVertex );
  205. }
  206. /******************************************************
  207. *
  208. * Step 3.
  209. * Generate Faces between source vertices
  210. * and edge vertices.
  211. *
  212. *******************************************************/
  213. newVertices = newSourceVertices.concat( newEdgeVertices );
  214. var sl = newSourceVertices.length, edge1, edge2, edge3;
  215. newFaces = [];
  216. var uv, x0, x1, x2;
  217. var x3 = new THREE.Vector2();
  218. var x4 = new THREE.Vector2();
  219. var x5 = new THREE.Vector2();
  220. for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
  221. face = oldFaces[ i ];
  222. // find the 3 new edges vertex of each old face
  223. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
  224. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
  225. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
  226. // create 4 faces.
  227. newFace( newFaces, edge1, edge2, edge3, face.materialIndex );
  228. newFace( newFaces, face.a, edge1, edge3, face.materialIndex );
  229. newFace( newFaces, face.b, edge2, edge1, face.materialIndex );
  230. newFace( newFaces, face.c, edge3, edge2, face.materialIndex );
  231. // create 4 new uv's
  232. if ( hasUvs ) {
  233. for ( var j = 0; j < oldUvs.length; j ++ ) {
  234. uv = oldUvs[ j ][ i ];
  235. x0 = uv[ 0 ];
  236. x1 = uv[ 1 ];
  237. x2 = uv[ 2 ];
  238. x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
  239. x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
  240. x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
  241. newUv( newUVs[ j ], x3, x4, x5 );
  242. newUv( newUVs[ j ], x0, x3, x5 );
  243. newUv( newUVs[ j ], x1, x4, x3 );
  244. newUv( newUVs[ j ], x2, x5, x4 );
  245. }
  246. }
  247. }
  248. // Overwrite old arrays
  249. geometry.vertices = newVertices;
  250. geometry.faces = newFaces;
  251. if ( hasUvs ) geometry.faceVertexUvs = newUVs;
  252. // console.log('done');
  253. };
  254. } )();