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- /*
- * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
- *
- * Subdivision Geometry Modifier
- * using Catmull-Clark Subdivision Surfaces
- * for creating smooth geometry meshes
- *
- * Note: a modifier modifies vertices and faces of geometry,
- * so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained
- *
- * Readings:
- * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
- * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
- */
- THREE.SubdivisionModifier = function( subdivisions ) {
-
- this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
-
- // Settings
- this.useOldVertexColors = false;
- this.supportUVs = true;
-
- };
- //THREE.SubdivisionModifier.prototype = new THREE.Modifier();
- THREE.SubdivisionModifier.prototype.constructor = THREE.SubdivisionModifier;
- // Applies the "modify" pattern
- THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
-
- var repeats = this.subdivisions;
-
- while ( repeats-- > 0 ) {
- this.smooth( geometry );
- }
-
- };
- // Performs an iteration of Catmull-Clark Subdivision
- THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
-
- //console.log( 'running smooth' );
-
- // New set of vertices, faces and uvs
- var newVertices = [], newFaces = [], newUVs = [];
-
- function v( x, y, z ) {
- newVertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
- }
-
- var scope = this;
- function f4( a, b, c, d, oldFace, orders ) {
-
- // TODO move vertex selection over here!
-
- var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.material );
-
- if (scope.useOldVertexColors) {
-
- newFace.vertexColors = [];
-
- var color, tmpColor, order;
- for (var i=0;i<4;i++) {
- order = orders[i];
-
- color = new THREE.Color(),
- color.setRGB(0,0,0);
-
- for (var j=0, jl=0; j<order.length;j++) {
- tmpColor = oldFace.vertexColors[order[j]-1];
- color.r += tmpColor.r;
- color.g += tmpColor.g;
- color.b += tmpColor.b;
- }
-
- color.r /= order.length;
- color.g /= order.length;
- color.b /= order.length;
-
- newFace.vertexColors[i] = color;
-
- }
-
- }
-
- newFaces.push( newFace );
-
- if (!scope.supportUVs || uvForVertices.length!=0) {
- newUVs.push( [
- uvForVertices[a],
- uvForVertices[b],
- uvForVertices[c],
- uvForVertices[d]
- ] );
-
- }
- }
-
- function edge_hash( a, b ) {
- return Math.min( a, b ) + "_" + Math.max( a, b );
- };
-
- function computeEdgeFaces( geometry ) {
- function addToMap( map, hash, i ) {
- if ( map[ hash ] === undefined ) {
- map[ hash ] = [];
-
- }
-
- map[ hash ].push( i );
- };
- var i, il, v1, v2, j, k,
- face, faceIndices, faceIndex,
- edge,
- hash,
- vfMap = {};
- // construct vertex -> face map
- for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
- face = geometry.faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- hash = edge_hash( face.a, face.b );
- addToMap( vfMap, hash, i );
- hash = edge_hash( face.b, face.c );
- addToMap( vfMap, hash, i );
- hash = edge_hash( face.c, face.a );
- addToMap( vfMap, hash, i );
- } else if ( face instanceof THREE.Face4 ) {
- hash = edge_hash( face.a, face.b );
- addToMap( vfMap, hash, i );
- hash = edge_hash( face.b, face.c );
- addToMap( vfMap, hash, i );
- hash = edge_hash( face.c, face.d );
- addToMap( vfMap, hash, i );
-
- hash = edge_hash( face.d, face.a );
- addToMap( vfMap, hash, i );
- }
- }
- // extract faces
-
- // var edges = [];
- //
- // var numOfEdges = 0;
- // for (i in vfMap) {
- // numOfEdges++;
- //
- // edge = vfMap[i];
- // edges.push(edge);
- //
- // }
-
- //console.log('vfMap', vfMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
- return vfMap;
- };
-
- var originalPoints = oldGeometry.vertices;
- var originalFaces = oldGeometry.faces;
-
- var newPoints = originalPoints.concat(); // Vertices
-
- var facePoints = [], edgePoints = {};
-
- var uvForVertices = [];
-
- // Step 1
- // For each face, add a face point
- // Set each face point to be the centroid of all original points for the respective face.
-
- var i, il, j, jl, face;
-
- // For Uvs
- var uvs = oldGeometry.faceVertexUvs[0];
- var abcd = 'abcd', vertice;
-
- for (i=0, il = uvs.length; i<il; i++ ) {
- for (j=0,jl=uvs[i].length;j<jl;j++) {
- vertice = originalFaces[i][abcd.charAt(j)];
-
- if (!uvForVertices[vertice]) {
- uvForVertices[vertice] = uvs[i][j];
- } else {
- //console.log('dup', uvForVertices[vertice]);
- }
-
-
- }
- }
-
- var avgUv ;
- for (i=0, il = originalFaces.length; i<il ;i++) {
- face = originalFaces[i];
- facePoints.push(face.centroid);
- newPoints.push( new THREE.Vertex(face.centroid) );
-
-
- if (!scope.supportUVs || uvForVertices.length==0) continue;
-
- // Prepare subdivided uv
-
- avgUv = new THREE.UV();
-
- if ( face instanceof THREE.Face3 ) {
- avgUv.u = uvForVertices[face.a].u + uvForVertices[face.b].u + uvForVertices[face.c].u;
- avgUv.v = uvForVertices[face.a].v + uvForVertices[face.b].v + uvForVertices[face.c].v;
- avgUv.u /= 3;
- avgUv.v /= 3;
-
- } else if ( face instanceof THREE.Face4 ) {
- avgUv.u = uvForVertices[face.a].u + uvForVertices[face.b].u + uvForVertices[face.c].u + uvForVertices[face.d].u;
- avgUv.v = uvForVertices[face.a].v + uvForVertices[face.b].v + uvForVertices[face.c].v + uvForVertices[face.d].v;
- avgUv.u /= 4;
- avgUv.v /= 4;
- }
-
- uvForVertices.push(avgUv);
- }
- // Step 2
- // For each edge, add an edge point.
- // Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
-
- var vfMap = computeEdgeFaces ( oldGeometry );
- var edge, faceIndexA, faceIndexB, avg;
-
- //console.log('vfMap', vfMap);
- var edgeCount = 0;
- var originalVerticesLength = originalPoints.length;
- var edgeVertex, edgeVertexA, edgeVertexB;
- for (i in vfMap) {
- edge = vfMap[i];
-
- faceIndexA = edge[0]; // face index a
- faceIndexB = edge[1]; // face index b
-
- edgeVertex = i.split('_');
- edgeVertexA = edgeVertex[0];
- edgeVertexB = edgeVertex[1];
-
-
- avg = new THREE.Vector3();
-
- //console.log(i, faceIndexB,facePoints[faceIndexB]);
-
- if (edge.length!=2) {
- //console.log('warning, ', i, 'edge has only 1 connecting face', edge);
-
- avg.addSelf(originalPoints[edgeVertexA].position);
- avg.addSelf(originalPoints[edgeVertexB].position);
-
- avg.multiplyScalar(0.5);
-
- } else {
-
- avg.addSelf(facePoints[faceIndexA]);
- avg.addSelf(facePoints[faceIndexB]);
-
- avg.addSelf(originalPoints[edgeVertexA].position);
- avg.addSelf(originalPoints[edgeVertexB].position);
-
- avg.multiplyScalar(0.25);
-
- }
-
- edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
-
- newPoints.push( new THREE.Vertex(avg) );
-
- edgeCount ++;
-
- if (!scope.supportUVs || uvForVertices.length==0) continue;
-
- // Prepare subdivided uv
-
- avgUv = new THREE.UV();
-
- avgUv.u = uvForVertices[edgeVertexA].u + uvForVertices[edgeVertexB].u;
- avgUv.v = uvForVertices[edgeVertexA].v + uvForVertices[edgeVertexB].v;
- avgUv.u /= 2;
- avgUv.v /= 2;
-
- uvForVertices.push(avgUv);
-
- }
-
- // Step 3
- // For each face point, add an edge for every edge of the face,
- // connecting the face point to each edge point for the face.
-
-
- var facePt, currentVerticeIndex;
-
- var hashAB, hashBC, hashCD, hashDA, hashCA;
-
-
- for (i=0, il = facePoints.length; i<il ;i++) { // for every face
- facePt = facePoints[i];
- face = originalFaces[i];
- currentVerticeIndex = originalVerticesLength+ i;
-
- if ( face instanceof THREE.Face3 ) {
-
- // create 3 face4s
-
- hashAB = edge_hash( face.a, face.b );
- hashBC = edge_hash( face.b, face.c );
- hashCA = edge_hash( face.c, face.a );
-
- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, ['123', '12', '2', '23'] );
- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, ['123', '23', '3', '31'] );
- f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, ['123', '31', '1', '12'] );
-
- } else if ( face instanceof THREE.Face4 ) {
- // create 4 face4s
-
- hashAB = edge_hash( face.a, face.b );
- hashBC = edge_hash( face.b, face.c );
- hashCD = edge_hash( face.c, face.d );
- hashDA = edge_hash( face.d, face.a );
-
- f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, ['1234', '12', '2', '23'] );
- f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, ['1234', '23', '3', '34'] );
- f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, ['1234', '34', '4', '41'] );
- f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, ['1234', '41', '1', '12'] );
-
- } else {
- console.log('face should be a face!', face);
- }
- }
-
- newVertices = newPoints;
-
- // console.log('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
- // console.log('new points', newPoints.length, 'faces', newFaces.length );
-
- // Step 4
-
- // For each original point P,
- // take the average F of all n face points for faces touching P,
- // and take the average R of all n edge midpoints for edges touching P,
- // where each edge midpoint is the average of its two endpoint vertices.
- // Move each original point to the point
-
-
-
- var vertexEdgeMap = {};
- var vertexFaceMap = {};
-
- var addVertexEdgeMap = function(vertex, edge) {
- if (vertexEdgeMap[vertex]===undefined) {
- vertexEdgeMap[vertex] = [];
- }
-
- vertexEdgeMap[vertex].push(edge);
- };
-
- var addVertexFaceMap = function(vertex, face) {
- if (vertexFaceMap[vertex]===undefined) {
- vertexFaceMap[vertex] = {};
- }
-
- vertexFaceMap[vertex][face] = null;
- };
-
- // Prepares vertexEdgeMap and vertexFaceMap
- for (i in vfMap) { // This is for every edge
- edge = vfMap[i];
-
- edgeVertex = i.split('_');
- edgeVertexA = edgeVertex[0];
- edgeVertexB = edgeVertex[1];
-
- addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
- addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
-
- faceIndexA = edge[0]; // face index a
- faceIndexB = edge[1]; // face index b
-
- addVertexFaceMap(edgeVertexA, faceIndexA);
- if (faceIndexB) addVertexFaceMap(edgeVertexA, faceIndexB);
- else addVertexFaceMap(edgeVertexA, faceIndexA);
-
- addVertexFaceMap(edgeVertexB, faceIndexA);
- if (faceIndexB) addVertexFaceMap(edgeVertexB, faceIndexB);
- else addVertexFaceMap(edgeVertexB, faceIndexA);
-
- }
-
- //console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
-
- var F = new THREE.Vector3();
- var R = new THREE.Vector3();
- var n;
- for (i=0, il = originalPoints.length; i<il; i++) {
- // (F + 2R + (n-3)P) / n
-
- if (vertexEdgeMap[i]===undefined) continue;
-
- F.set(0,0,0);
- R.set(0,0,0);
- var newPos = new THREE.Vector3(0,0,0);
-
- var f =0;
- for (j in vertexFaceMap[i]) {
-
- F.addSelf(facePoints[j]);
- f++;
- }
-
- F.divideScalar(f);
-
- n = vertexEdgeMap[i].length;
-
- for (j=0; j<n;j++) {
- edge = vertexEdgeMap[i][j];
- var midPt = originalPoints[edge[0]].position.clone().addSelf(originalPoints[edge[1]].position).divideScalar(2);
- R.addSelf(midPt);
- // R.addSelf(originalPoints[edge[0]].position);
- // R.addSelf(originalPoints[edge[1]].position);
- }
-
- R.divideScalar(n)
-
- newPos.addSelf(originalPoints[i].position);
- newPos.multiplyScalar(n - 3);
-
- newPos.addSelf(F);
- newPos.addSelf(R.multiplyScalar(2));
- newPos.divideScalar(n);
-
- newVertices[i].position = newPos;
-
-
- }
-
- var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
-
- newGeometry.vertices = newVertices;
- newGeometry.faces = newFaces;
- newGeometry.faceVertexUvs[ 0 ] = newUVs;
-
- delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
-
- newGeometry.computeCentroids();
- newGeometry.computeFaceNormals();
- newGeometry.computeVertexNormals();
-
- };
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