canvas_geometry_subdivison.html 13 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js canvas - geometry - cube</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script src="../build/Three.js"></script>
  18. <script src="js/RequestAnimationFrame.js"></script>
  19. <script src="js/Stats.js"></script>
  20. <script src="../src/core/Geometry.js"></script>
  21. <script src="../src/extras/geometries/CubeGeometry.js"></script>
  22. <script>
  23. var container, stats;
  24. var camera, scene, renderer;
  25. var cube, plane;
  26. var targetRotation = 0;
  27. var targetRotationOnMouseDown = 0;
  28. var mouseX = 0;
  29. var mouseXOnMouseDown = 0;
  30. var windowHalfX = window.innerWidth / 2;
  31. var windowHalfY = window.innerHeight / 2;
  32. /*
  33. * @author zz85 / https://github.com/zz85
  34. * Smooth Geometry (SmoothMesh) using Catmull-Clark Subdivision Surfaces
  35. * Readings:
  36. * http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
  37. * http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
  38. */
  39. //
  40. THREE.SubdivisionGeometry = function( oldGeometry ) {
  41. THREE.Geometry.call( this );
  42. var scope = this;
  43. function v( x, y, z ) {
  44. scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
  45. }
  46. function f4( a, b, c, d ) {
  47. scope.faces.push( new THREE.Face4( a, b, c, d ) );
  48. }
  49. function edge_hash( a, b ) {
  50. return Math.min( a, b ) + "_" + Math.max( a, b );
  51. };
  52. var originalPoints = oldGeometry.vertices;
  53. var originalFaces = oldGeometry.faces;
  54. var newPoints = originalPoints.concat(); // Vertices
  55. var facePoints = [], edgePoints = {};
  56. // Step 1
  57. // For each face, add a face point
  58. // Set each face point to be the centroid of all original points for the respective face.
  59. var i, il, face;
  60. for (i=0, il = originalFaces.length; i<il ;i++) {
  61. face = originalFaces[i];
  62. facePoints.push(face.centroid);
  63. newPoints.push( new THREE.Vertex(face.centroid) );
  64. }
  65. // Step 2
  66. // For each edge, add an edge point.
  67. // Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
  68. oldGeometry.computeEdgeFaces();
  69. var edges = oldGeometry.edges, edge, faceIndexA, faceIndexB, avg;
  70. console.log('edges', edges.length);
  71. var vfMap = oldGeometry.vfMap;
  72. console.log('vfMap', vfMap);
  73. var edgeInfo;
  74. var edgeCount = 0;
  75. var originalVerticesLength = originalPoints.length;
  76. var edgeVertex, edgeVertexA, edgeVertexB;
  77. for (i in vfMap) {
  78. edgeInfo = vfMap[i];
  79. edge = edgeInfo.array;
  80. faceIndexA = edge[0]; // face index a
  81. faceIndexB = edge[1]; // face index b
  82. avg = new THREE.Vector3();
  83. avg.addSelf(facePoints[faceIndexA]);
  84. avg.addSelf(facePoints[faceIndexB]);
  85. edgeVertex = i.split('_');
  86. edgeVertexA = edgeVertex[0];
  87. edgeVertexB = edgeVertex[1];
  88. avg.addSelf(originalPoints[edgeVertexA].position);
  89. avg.addSelf(originalPoints[edgeVertexB].position);
  90. avg.multiplyScalar(0.25);
  91. edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
  92. newPoints.push( new THREE.Vertex(avg) );
  93. console.log(edge, i);
  94. edgeCount ++;
  95. }
  96. // Step 3
  97. // For each face point, add an edge for every edge of the face,
  98. // connecting the face point to each edge point for the face.
  99. var facePt, currentVerticeIndex;
  100. var hashAB, hashBC, hashCD, hashDA, hashCA;
  101. for (i=0, il = facePoints.length; i<il ;i++) { // for every face
  102. facePt = facePoints[i];
  103. face = originalFaces[i];
  104. currentVerticeIndex = originalVerticesLength+ i;
  105. console.log('face', face, facePt);
  106. if ( face instanceof THREE.Face3 ) {
  107. // create 3 face4s
  108. hashAB = edge_hash( face.a, face.b );
  109. hashBC = edge_hash( face.b, face.c );
  110. hashCA = edge_hash( face.c, face.a );
  111. f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
  112. f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA]);
  113. f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB]);
  114. } else if ( face instanceof THREE.Face4 ) {
  115. // create 4 face4s
  116. hashAB = edge_hash( face.a, face.b );
  117. hashBC = edge_hash( face.b, face.c );
  118. hashCD = edge_hash( face.c, face.d );
  119. hashDA = edge_hash( face.d, face.a );
  120. // f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
  121. // f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD]);
  122. // f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA]);
  123. // f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB]);
  124. f4( face.a, edgePoints[hashAB], currentVerticeIndex, edgePoints[hashDA]);
  125. f4( face.b, edgePoints[hashBC], currentVerticeIndex, edgePoints[hashAB]);
  126. f4( face.c, edgePoints[hashCD], currentVerticeIndex, edgePoints[hashBC]);
  127. f4( face.d, edgePoints[hashDA], currentVerticeIndex, edgePoints[hashCD]);
  128. } else {
  129. console.log('face should be a face!', face);
  130. }
  131. }
  132. scope.vertices = newPoints;
  133. console.log('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
  134. console.log('newPoints', newPoints, 'faces', this.faces, newPoints.length, this.faces.length );
  135. // Step 4
  136. // For each original point P,
  137. // take the average F of all n face points for faces touching P,
  138. // and take the average R of all n edge midpoints for edges touching P,
  139. // where each edge midpoint is the average of its two endpoint vertices.
  140. // Move each original point to the point
  141. var vertexEdgeMap = {};
  142. var vertexFaceMap = {};
  143. var addVertexEdgeMap = function(vertex, edge) {
  144. if (vertexEdgeMap[vertex]===undefined) {
  145. vertexEdgeMap[vertex] = [];
  146. }
  147. vertexEdgeMap[vertex].push(edge);
  148. };
  149. var addVertexFaceMap = function(vertex, face) {
  150. if (vertexFaceMap[vertex]===undefined) {
  151. vertexFaceMap[vertex] = {};
  152. }
  153. vertexFaceMap[vertex][face] = null;
  154. };
  155. for (i in vfMap) {
  156. edgeInfo = vfMap[i];
  157. edgeVertex = i.split('_');
  158. edgeVertexA = edgeVertex[0];
  159. edgeVertexB = edgeVertex[1];
  160. addVertexEdgeMap(edgeVertexA,edgeInfo );
  161. addVertexEdgeMap(edgeVertexB,edgeInfo );
  162. edge = edgeInfo.array;
  163. faceIndexA = edge[0]; // face index a
  164. faceIndexB = edge[1]; // face index b
  165. addVertexFaceMap(edgeVertexA, faceIndexA);
  166. addVertexFaceMap(edgeVertexA, faceIndexB);
  167. addVertexFaceMap(edgeVertexB, faceIndexA);
  168. addVertexFaceMap(edgeVertexB, faceIndexB);
  169. }
  170. console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
  171. var F = new THREE.Vector3();
  172. var R = new THREE.Vector3();
  173. var j, n;
  174. for (i=0, il = originalPoints.length; i<il; i++) {
  175. // (F + 2R + (n-3)P) / n
  176. F.set(0,0,0);
  177. R.set(0,0,0);
  178. var newPos = new THREE.Vector3(0,0,0);
  179. var z =0;
  180. for (j in vertexFaceMap[i]) {
  181. F.addSelf(facePoints[j]);
  182. }
  183. F.divideScalar(z);
  184. n = vertexEdgeMap[i].length;
  185. for (j=0; j<n;j++) {
  186. edge = vertexEdgeMap[i][j].array
  187. var midPt = originalPoints[edge[0]].position.clone().addSelf(originalPoints[edge[1]].position).divideScalar(2);
  188. R.addSelf(midPt);
  189. // R.addSelf(originalPoints[edge[0]].position);
  190. // R.addSelf(originalPoints[edge[1]].position);
  191. }
  192. newPos.addSelf(originalPoints[i].position);
  193. newPos.multiplyScalar(n - 3);
  194. newPos.addSelf(F);
  195. newPos.addSelf(R.multiplyScalar(2));
  196. newPos.divideScalar(n);
  197. this.vertices[i].position = newPos;
  198. }
  199. console.log('HEY', this);
  200. this.computeCentroids();
  201. this.computeFaceNormals();
  202. };
  203. THREE.SubdivisionGeometry.prototype = new THREE.Geometry();
  204. THREE.SubdivisionGeometry.prototype.constructor = THREE.SubdivisionGeometry;
  205. // Create subdivision geometry
  206. function subdivision(geometry) {
  207. return new THREE.SubdivisionGeometry(geometry);
  208. }
  209. init();
  210. animate();
  211. function init() {
  212. container = document.createElement( 'div' );
  213. document.body.appendChild( container );
  214. var info = document.createElement( 'div' );
  215. info.style.position = 'absolute';
  216. info.style.top = '10px';
  217. info.style.width = '100%';
  218. info.style.textAlign = 'center';
  219. info.innerHTML = 'Drag to spin the cube';
  220. container.appendChild( info );
  221. camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  222. camera.position.y = 150;
  223. camera.position.z = 500;
  224. camera.target.position.y = 150;
  225. scene = new THREE.Scene();
  226. // Cube
  227. var materials = [];
  228. for ( var i = 0; i < 6; i ++ ) {
  229. materials.push( [ new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } ) ] );
  230. }
  231. geometry = new THREE.CubeGeometry( 200, 200, 200, 1, 1, 1, materials );
  232. smooth = subdivision(geometry);
  233. //smooth = subdivision(smooth);
  234. var PI2 = Math.PI * 2;
  235. var program = function ( context ) {
  236. context.beginPath();
  237. context.arc( 0, 0, 1, 0, PI2, true );
  238. context.closePath();
  239. context.fill();
  240. }
  241. group = new THREE.Object3D();
  242. group.position.y = 150;
  243. scene.add( group );
  244. for ( var i = 0; i < smooth.vertices.length; i++ ) {
  245. particle = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: Math.random() * 0x808008 + 0x808080, program: program } ) );
  246. particle.position = smooth.vertices[i].position;
  247. var pos = smooth.vertices.position
  248. particle.scale.x = particle.scale.y = 5;
  249. group.add( particle );
  250. }
  251. cube = new THREE.Mesh( smooth, new THREE.MeshBasicMaterial( { color: 0x405040, wireframe:true, opacity:0.8 } ) ); //new THREE.MeshFaceMaterial()
  252. cube.doubleSided = true;
  253. cube.position.y = 150;
  254. cube.overdraw = true;
  255. scene.add( cube );
  256. // Plane
  257. plane = new THREE.Mesh( new THREE.PlaneGeometry( 200, 200 ), new THREE.MeshBasicMaterial( { color: 0xe0e0e0 } ) );
  258. plane.rotation.x = - 90 * ( Math.PI / 180 );
  259. plane.overdraw = true;
  260. scene.add( plane );
  261. renderer = new THREE.CanvasRenderer();
  262. renderer.setSize( window.innerWidth, window.innerHeight );
  263. container.appendChild( renderer.domElement );
  264. stats = new Stats();
  265. stats.domElement.style.position = 'absolute';
  266. stats.domElement.style.top = '0px';
  267. container.appendChild( stats.domElement );
  268. document.addEventListener( 'mousedown', onDocumentMouseDown, false );
  269. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  270. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  271. }
  272. //
  273. function onDocumentMouseDown( event ) {
  274. event.preventDefault();
  275. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  276. document.addEventListener( 'mouseup', onDocumentMouseUp, false );
  277. document.addEventListener( 'mouseout', onDocumentMouseOut, false );
  278. mouseXOnMouseDown = event.clientX - windowHalfX;
  279. targetRotationOnMouseDown = targetRotation;
  280. }
  281. function onDocumentMouseMove( event ) {
  282. mouseX = event.clientX - windowHalfX;
  283. targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
  284. }
  285. function onDocumentMouseUp( event ) {
  286. document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
  287. document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
  288. document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
  289. }
  290. function onDocumentMouseOut( event ) {
  291. document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
  292. document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
  293. document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
  294. }
  295. function onDocumentTouchStart( event ) {
  296. if ( event.touches.length == 1 ) {
  297. event.preventDefault();
  298. mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
  299. targetRotationOnMouseDown = targetRotation;
  300. }
  301. }
  302. function onDocumentTouchMove( event ) {
  303. if ( event.touches.length == 1 ) {
  304. event.preventDefault();
  305. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  306. targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
  307. }
  308. }
  309. //
  310. function animate() {
  311. requestAnimationFrame( animate );
  312. render();
  313. stats.update();
  314. }
  315. function render() {
  316. group.rotation.y = plane.rotation.z = cube.rotation.y += ( targetRotation - cube.rotation.y ) * 0.05;
  317. renderer.render( scene, camera );
  318. }
  319. </script>
  320. </body>
  321. </html>
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