SubdivisionModifier.js 8.7 KB

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