SubdivisionModifier.js 9.0 KB

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  1. console.warn( "THREE.SubdivisionModifier: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * Subdivision Geometry Modifier
  4. * using Loop Subdivision Scheme
  5. *
  6. * References:
  7. * http://graphics.stanford.edu/~mdfisher/subdivision.html
  8. * http://www.holmes3d.net/graphics/subdivision/
  9. * http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
  10. *
  11. * Known Issues:
  12. * - currently doesn't handle "Sharp Edges"
  13. */
  14. THREE.SubdivisionModifier = function ( subdivisions ) {
  15. this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
  16. };
  17. // Applies the "modify" pattern
  18. THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
  19. if ( geometry.isBufferGeometry ) {
  20. geometry = new THREE.Geometry().fromBufferGeometry( geometry );
  21. } else {
  22. geometry = geometry.clone();
  23. }
  24. geometry.mergeVertices();
  25. var repeats = this.subdivisions;
  26. while ( repeats -- > 0 ) {
  27. this.smooth( geometry );
  28. }
  29. geometry.computeFaceNormals();
  30. geometry.computeVertexNormals();
  31. return geometry;
  32. };
  33. ( function () {
  34. // Some constants
  35. var ABC = [ 'a', 'b', 'c' ];
  36. function getEdge( a, b, map ) {
  37. var vertexIndexA = Math.min( a, b );
  38. var vertexIndexB = Math.max( a, b );
  39. var key = vertexIndexA + "_" + vertexIndexB;
  40. return map[ key ];
  41. }
  42. function processEdge( a, b, vertices, map, face, metaVertices ) {
  43. var vertexIndexA = Math.min( a, b );
  44. var vertexIndexB = Math.max( a, b );
  45. var key = vertexIndexA + "_" + vertexIndexB;
  46. var edge;
  47. if ( key in map ) {
  48. edge = map[ key ];
  49. } else {
  50. var vertexA = vertices[ vertexIndexA ];
  51. var vertexB = vertices[ vertexIndexB ];
  52. edge = {
  53. a: vertexA, // pointer reference
  54. b: vertexB,
  55. newEdge: null,
  56. // aIndex: a, // numbered reference
  57. // bIndex: b,
  58. faces: [] // pointers to face
  59. };
  60. map[ key ] = edge;
  61. }
  62. edge.faces.push( face );
  63. metaVertices[ a ].edges.push( edge );
  64. metaVertices[ b ].edges.push( edge );
  65. }
  66. function generateLookups( vertices, faces, metaVertices, edges ) {
  67. var i, il, face;
  68. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  69. metaVertices[ i ] = { edges: [] };
  70. }
  71. for ( i = 0, il = faces.length; i < il; i ++ ) {
  72. face = faces[ i ];
  73. processEdge( face.a, face.b, vertices, edges, face, metaVertices );
  74. processEdge( face.b, face.c, vertices, edges, face, metaVertices );
  75. processEdge( face.c, face.a, vertices, edges, face, metaVertices );
  76. }
  77. }
  78. function newFace( newFaces, a, b, c, materialIndex ) {
  79. newFaces.push( new THREE.Face3( a, b, c, undefined, undefined, materialIndex ) );
  80. }
  81. function midpoint( a, b ) {
  82. return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
  83. }
  84. function newUv( newUvs, a, b, c ) {
  85. newUvs.push( [ a.clone(), b.clone(), c.clone() ] );
  86. }
  87. /////////////////////////////
  88. // Performs one iteration of Subdivision
  89. THREE.SubdivisionModifier.prototype.smooth = function ( geometry ) {
  90. var tmp = new THREE.Vector3();
  91. var oldVertices, oldFaces, oldUvs;
  92. var newVertices, newFaces, newUVs = [];
  93. var n, i, il, j, k;
  94. var metaVertices, sourceEdges;
  95. // new stuff.
  96. var sourceEdges, newEdgeVertices, newSourceVertices;
  97. oldVertices = geometry.vertices; // { x, y, z}
  98. oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
  99. oldUvs = geometry.faceVertexUvs;
  100. var hasUvs = oldUvs[ 0 ] !== undefined && oldUvs[ 0 ].length > 0;
  101. if ( hasUvs ) {
  102. for ( var j = 0; j < oldUvs.length; j ++ ) {
  103. newUVs.push( [] );
  104. }
  105. }
  106. /******************************************************
  107. *
  108. * Step 0: Preprocess Geometry to Generate edges Lookup
  109. *
  110. *******************************************************/
  111. metaVertices = new Array( oldVertices.length );
  112. sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
  113. generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
  114. /******************************************************
  115. *
  116. * Step 1.
  117. * For each edge, create a new Edge Vertex,
  118. * then position it.
  119. *
  120. *******************************************************/
  121. newEdgeVertices = [];
  122. var other, currentEdge, newEdge, face;
  123. var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
  124. for ( i in sourceEdges ) {
  125. currentEdge = sourceEdges[ i ];
  126. newEdge = new THREE.Vector3();
  127. edgeVertexWeight = 3 / 8;
  128. adjacentVertexWeight = 1 / 8;
  129. connectedFaces = currentEdge.faces.length;
  130. // check how many linked faces. 2 should be correct.
  131. if ( connectedFaces != 2 ) {
  132. // if length is not 2, handle condition
  133. edgeVertexWeight = 0.5;
  134. adjacentVertexWeight = 0;
  135. if ( connectedFaces != 1 ) {
  136. // console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
  137. }
  138. }
  139. newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
  140. tmp.set( 0, 0, 0 );
  141. for ( j = 0; j < connectedFaces; j ++ ) {
  142. face = currentEdge.faces[ j ];
  143. for ( k = 0; k < 3; k ++ ) {
  144. other = oldVertices[ face[ ABC[ k ] ] ];
  145. if ( other !== currentEdge.a && other !== currentEdge.b ) break;
  146. }
  147. tmp.add( other );
  148. }
  149. tmp.multiplyScalar( adjacentVertexWeight );
  150. newEdge.add( tmp );
  151. currentEdge.newEdge = newEdgeVertices.length;
  152. newEdgeVertices.push( newEdge );
  153. // console.log(currentEdge, newEdge);
  154. }
  155. /******************************************************
  156. *
  157. * Step 2.
  158. * Reposition each source vertices.
  159. *
  160. *******************************************************/
  161. var beta, sourceVertexWeight, connectingVertexWeight;
  162. var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
  163. newSourceVertices = [];
  164. for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
  165. oldVertex = oldVertices[ i ];
  166. // find all connecting edges (using lookupTable)
  167. connectingEdges = metaVertices[ i ].edges;
  168. n = connectingEdges.length;
  169. if ( n == 3 ) {
  170. beta = 3 / 16;
  171. } else if ( n > 3 ) {
  172. beta = 3 / ( 8 * n ); // Warren's modified formula
  173. }
  174. // Loop's original beta formula
  175. // beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
  176. sourceVertexWeight = 1 - n * beta;
  177. connectingVertexWeight = beta;
  178. if ( n <= 2 ) {
  179. // crease and boundary rules
  180. // console.warn('crease and boundary rules');
  181. if ( n == 2 ) {
  182. // console.warn( '2 connecting edges', connectingEdges );
  183. sourceVertexWeight = 3 / 4;
  184. connectingVertexWeight = 1 / 8;
  185. // sourceVertexWeight = 1;
  186. // connectingVertexWeight = 0;
  187. } else if ( n == 1 ) {
  188. // console.warn( 'only 1 connecting edge' );
  189. } else if ( n == 0 ) {
  190. // console.warn( '0 connecting edges' );
  191. }
  192. }
  193. newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
  194. tmp.set( 0, 0, 0 );
  195. for ( j = 0; j < n; j ++ ) {
  196. connectingEdge = connectingEdges[ j ];
  197. other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
  198. tmp.add( other );
  199. }
  200. tmp.multiplyScalar( connectingVertexWeight );
  201. newSourceVertex.add( tmp );
  202. newSourceVertices.push( newSourceVertex );
  203. }
  204. /******************************************************
  205. *
  206. * Step 3.
  207. * Generate Faces between source vertices
  208. * and edge vertices.
  209. *
  210. *******************************************************/
  211. newVertices = newSourceVertices.concat( newEdgeVertices );
  212. var sl = newSourceVertices.length, edge1, edge2, edge3;
  213. newFaces = [];
  214. var uv, x0, x1, x2;
  215. var x3 = new THREE.Vector2();
  216. var x4 = new THREE.Vector2();
  217. var x5 = new THREE.Vector2();
  218. for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
  219. face = oldFaces[ i ];
  220. // find the 3 new edges vertex of each old face
  221. edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
  222. edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
  223. edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
  224. // create 4 faces.
  225. newFace( newFaces, edge1, edge2, edge3, face.materialIndex );
  226. newFace( newFaces, face.a, edge1, edge3, face.materialIndex );
  227. newFace( newFaces, face.b, edge2, edge1, face.materialIndex );
  228. newFace( newFaces, face.c, edge3, edge2, face.materialIndex );
  229. // create 4 new uv's
  230. if ( hasUvs ) {
  231. for ( var j = 0; j < oldUvs.length; j ++ ) {
  232. uv = oldUvs[ j ][ i ];
  233. x0 = uv[ 0 ];
  234. x1 = uv[ 1 ];
  235. x2 = uv[ 2 ];
  236. x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
  237. x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
  238. x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
  239. newUv( newUVs[ j ], x3, x4, x5 );
  240. newUv( newUVs[ j ], x0, x3, x5 );
  241. newUv( newUVs[ j ], x1, x4, x3 );
  242. newUv( newUVs[ j ], x2, x5, x4 );
  243. }
  244. }
  245. }
  246. // Overwrite old arrays
  247. geometry.vertices = newVertices;
  248. geometry.faces = newFaces;
  249. if ( hasUvs ) geometry.faceVertexUvs = newUVs;
  250. // console.log('done');
  251. };
  252. } )();