mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
Fixed SubdivsionGeometry points. Added class, update builds
This commit is contained in:
+453
-450
File diff suppressed because it is too large
Load Diff
@@ -41,269 +41,14 @@
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var windowHalfY = window.innerHeight / 2;
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/*
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* @author zz85 / https://github.com/zz85
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* Smooth Geometry (SmoothMesh) using Catmull-Clark Subdivision Surfaces
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* Readings:
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* http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
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* http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
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*/
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//
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THREE.SubdivisionGeometry = function( oldGeometry ) {
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THREE.Geometry.call( this );
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var scope = this;
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function v( x, y, z ) {
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scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
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}
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function f4( a, b, c, d ) {
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scope.faces.push( new THREE.Face4( a, b, c, d ) );
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}
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function edge_hash( a, b ) {
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return Math.min( a, b ) + "_" + Math.max( a, b );
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};
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var originalPoints = oldGeometry.vertices;
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var originalFaces = oldGeometry.faces;
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var newPoints = originalPoints.concat(); // Vertices
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var facePoints = [], edgePoints = {};
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// Step 1
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// For each face, add a face point
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// Set each face point to be the centroid of all original points for the respective face.
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var i, il, face;
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for (i=0, il = originalFaces.length; i<il ;i++) {
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face = originalFaces[i];
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facePoints.push(face.centroid);
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newPoints.push( new THREE.Vertex(face.centroid) );
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}
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// Step 2
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// For each edge, add an edge point.
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// Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
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oldGeometry.computeEdgeFaces();
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var edges = oldGeometry.edges, edge, faceIndexA, faceIndexB, avg;
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console.log('edges', edges.length);
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var vfMap = oldGeometry.vfMap;
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console.log('vfMap', vfMap);
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var edgeInfo;
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var edgeCount = 0;
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var originalVerticesLength = originalPoints.length;
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var edgeVertex, edgeVertexA, edgeVertexB;
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for (i in vfMap) {
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edgeInfo = vfMap[i];
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edge = edgeInfo.array;
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faceIndexA = edge[0]; // face index a
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faceIndexB = edge[1]; // face index b
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avg = new THREE.Vector3();
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avg.addSelf(facePoints[faceIndexA]);
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avg.addSelf(facePoints[faceIndexB]);
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edgeVertex = i.split('_');
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edgeVertexA = edgeVertex[0];
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edgeVertexB = edgeVertex[1];
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avg.addSelf(originalPoints[edgeVertexA].position);
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avg.addSelf(originalPoints[edgeVertexB].position);
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avg.multiplyScalar(0.25);
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edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
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newPoints.push( new THREE.Vertex(avg) );
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console.log(edge, i);
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edgeCount ++;
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}
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// Step 3
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// For each face point, add an edge for every edge of the face,
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// connecting the face point to each edge point for the face.
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var facePt, currentVerticeIndex;
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var hashAB, hashBC, hashCD, hashDA, hashCA;
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for (i=0, il = facePoints.length; i<il ;i++) { // for every face
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facePt = facePoints[i];
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face = originalFaces[i];
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currentVerticeIndex = originalVerticesLength+ i;
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console.log('face', face, facePt);
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if ( face instanceof THREE.Face3 ) {
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// create 3 face4s
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hashAB = edge_hash( face.a, face.b );
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hashBC = edge_hash( face.b, face.c );
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hashCA = edge_hash( face.c, face.a );
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f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
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f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA]);
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f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB]);
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} else if ( face instanceof THREE.Face4 ) {
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// create 4 face4s
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hashAB = edge_hash( face.a, face.b );
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hashBC = edge_hash( face.b, face.c );
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hashCD = edge_hash( face.c, face.d );
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hashDA = edge_hash( face.d, face.a );
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// f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
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// f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD]);
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// f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA]);
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// f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB]);
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f4( face.a, edgePoints[hashAB], currentVerticeIndex, edgePoints[hashDA]);
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f4( face.b, edgePoints[hashBC], currentVerticeIndex, edgePoints[hashAB]);
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f4( face.c, edgePoints[hashCD], currentVerticeIndex, edgePoints[hashBC]);
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f4( face.d, edgePoints[hashDA], currentVerticeIndex, edgePoints[hashCD]);
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} else {
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console.log('face should be a face!', face);
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}
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}
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scope.vertices = newPoints;
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console.log('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
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console.log('newPoints', newPoints, 'faces', this.faces, newPoints.length, this.faces.length );
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// Step 4
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// For each original point P,
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// take the average F of all n face points for faces touching P,
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// and take the average R of all n edge midpoints for edges touching P,
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// where each edge midpoint is the average of its two endpoint vertices.
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// Move each original point to the point
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var vertexEdgeMap = {};
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var vertexFaceMap = {};
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var addVertexEdgeMap = function(vertex, edge) {
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if (vertexEdgeMap[vertex]===undefined) {
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vertexEdgeMap[vertex] = [];
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}
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vertexEdgeMap[vertex].push(edge);
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};
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var addVertexFaceMap = function(vertex, face) {
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if (vertexFaceMap[vertex]===undefined) {
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vertexFaceMap[vertex] = {};
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}
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vertexFaceMap[vertex][face] = null;
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};
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for (i in vfMap) {
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edgeInfo = vfMap[i];
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edgeVertex = i.split('_');
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edgeVertexA = edgeVertex[0];
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edgeVertexB = edgeVertex[1];
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addVertexEdgeMap(edgeVertexA,edgeInfo );
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addVertexEdgeMap(edgeVertexB,edgeInfo );
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edge = edgeInfo.array;
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faceIndexA = edge[0]; // face index a
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faceIndexB = edge[1]; // face index b
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addVertexFaceMap(edgeVertexA, faceIndexA);
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addVertexFaceMap(edgeVertexA, faceIndexB);
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addVertexFaceMap(edgeVertexB, faceIndexA);
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addVertexFaceMap(edgeVertexB, faceIndexB);
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}
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console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
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var F = new THREE.Vector3();
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var R = new THREE.Vector3();
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var j, n;
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for (i=0, il = originalPoints.length; i<il; i++) {
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// (F + 2R + (n-3)P) / n
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F.set(0,0,0);
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R.set(0,0,0);
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var newPos = new THREE.Vector3(0,0,0);
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var z =0;
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for (j in vertexFaceMap[i]) {
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F.addSelf(facePoints[j]);
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}
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F.divideScalar(z);
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n = vertexEdgeMap[i].length;
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for (j=0; j<n;j++) {
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edge = vertexEdgeMap[i][j].array
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var midPt = originalPoints[edge[0]].position.clone().addSelf(originalPoints[edge[1]].position).divideScalar(2);
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R.addSelf(midPt);
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// R.addSelf(originalPoints[edge[0]].position);
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// R.addSelf(originalPoints[edge[1]].position);
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}
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newPos.addSelf(originalPoints[i].position);
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newPos.multiplyScalar(n - 3);
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newPos.addSelf(F);
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newPos.addSelf(R.multiplyScalar(2));
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newPos.divideScalar(n);
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this.vertices[i].position = newPos;
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}
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console.log('HEY', this);
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this.computeCentroids();
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this.computeFaceNormals();
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};
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THREE.SubdivisionGeometry.prototype = new THREE.Geometry();
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THREE.SubdivisionGeometry.prototype.constructor = THREE.SubdivisionGeometry;
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// Create subdivision geometry
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function subdivision(geometry) {
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return new THREE.SubdivisionGeometry(geometry);
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function createSubdivision(geometry, repeats) {
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repeats = (repeats === undefined ) ? 1 : repeats;
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var smooth = geometry;
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while (repeats--) {
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smooth = new THREE.SubdivisionGeometry(smooth);
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}
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return smooth;
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}
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init();
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@@ -344,8 +89,7 @@
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geometry = new THREE.CubeGeometry( 200, 200, 200, 1, 1, 1, materials );
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smooth = subdivision(geometry);
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//smooth = subdivision(smooth);
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smooth = createSubdivision(geometry, 2);
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var PI2 = Math.PI * 2;
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var program = function ( context ) {
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@@ -0,0 +1,248 @@
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/*
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* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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* Smooth Geometry (SmoothMesh) using Catmull-Clark Subdivision Surfaces
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* Readings:
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* http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
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* http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
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*/
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//
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THREE.SubdivisionGeometry = function( oldGeometry ) {
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THREE.Geometry.call( this );
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var scope = this;
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function v( x, y, z ) {
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scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
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}
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function f4( a, b, c, d ) {
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scope.faces.push( new THREE.Face4( a, b, c, d ) );
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}
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function edge_hash( a, b ) {
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return Math.min( a, b ) + "_" + Math.max( a, b );
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};
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var originalPoints = oldGeometry.vertices;
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var originalFaces = oldGeometry.faces;
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var newPoints = originalPoints.concat(); // Vertices
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var facePoints = [], edgePoints = {};
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// Step 1
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// For each face, add a face point
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// Set each face point to be the centroid of all original points for the respective face.
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var i, il, face;
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for (i=0, il = originalFaces.length; i<il ;i++) {
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face = originalFaces[i];
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facePoints.push(face.centroid);
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newPoints.push( new THREE.Vertex(face.centroid) );
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}
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// Step 2
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// For each edge, add an edge point.
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// Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
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oldGeometry.computeEdgeFaces();
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var edge, faceIndexA, faceIndexB, avg;
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var vfMap = oldGeometry.vfMap;
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// var edges = oldGeometry.edges;
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// console.log('edges', edges.length);
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// console.log('vfMap', vfMap);
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var edgeInfo;
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var edgeCount = 0;
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var originalVerticesLength = originalPoints.length;
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var edgeVertex, edgeVertexA, edgeVertexB;
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for (i in vfMap) {
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edgeInfo = vfMap[i];
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edge = edgeInfo.array;
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faceIndexA = edge[0]; // face index a
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faceIndexB = edge[1]; // face index b
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avg = new THREE.Vector3();
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avg.addSelf(facePoints[faceIndexA]);
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avg.addSelf(facePoints[faceIndexB]);
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edgeVertex = i.split('_');
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edgeVertexA = edgeVertex[0];
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edgeVertexB = edgeVertex[1];
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avg.addSelf(originalPoints[edgeVertexA].position);
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avg.addSelf(originalPoints[edgeVertexB].position);
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avg.multiplyScalar(0.25);
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edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
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newPoints.push( new THREE.Vertex(avg) );
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edgeCount ++;
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}
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// Step 3
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// For each face point, add an edge for every edge of the face,
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// connecting the face point to each edge point for the face.
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var facePt, currentVerticeIndex;
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var hashAB, hashBC, hashCD, hashDA, hashCA;
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for (i=0, il = facePoints.length; i<il ;i++) { // for every face
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facePt = facePoints[i];
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face = originalFaces[i];
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currentVerticeIndex = originalVerticesLength+ i;
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if ( face instanceof THREE.Face3 ) {
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// create 3 face4s
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hashAB = edge_hash( face.a, face.b );
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hashBC = edge_hash( face.b, face.c );
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hashCA = edge_hash( face.c, face.a );
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f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
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f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA]);
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f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB]);
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} else if ( face instanceof THREE.Face4 ) {
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// create 4 face4s
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hashAB = edge_hash( face.a, face.b );
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hashBC = edge_hash( face.b, face.c );
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hashCD = edge_hash( face.c, face.d );
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hashDA = edge_hash( face.d, face.a );
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f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC]);
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f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD]);
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f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA]);
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f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB]);
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} else {
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console.log('face should be a face!', face);
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}
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}
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scope.vertices = newPoints;
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// console.log('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
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// console.log('new points', newPoints.length, 'faces', this.faces.length );
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// Step 4
|
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|
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// For each original point P,
|
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// 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
|
||||
|
||||
|
||||
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var vertexEdgeMap = {};
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var vertexFaceMap = {};
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var addVertexEdgeMap = function(vertex, edge) {
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if (vertexEdgeMap[vertex]===undefined) {
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vertexEdgeMap[vertex] = [];
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}
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vertexEdgeMap[vertex].push(edge);
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};
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var addVertexFaceMap = function(vertex, face) {
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if (vertexFaceMap[vertex]===undefined) {
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vertexFaceMap[vertex] = {};
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}
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vertexFaceMap[vertex][face] = null;
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};
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// Prepares vertexEdgeMap and vertexFaceMap
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for (i in vfMap) {
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edgeInfo = vfMap[i];
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edgeVertex = i.split('_');
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edgeVertexA = edgeVertex[0];
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edgeVertexB = edgeVertex[1];
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addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
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addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
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edge = edgeInfo.array;
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faceIndexA = edge[0]; // face index a
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faceIndexB = edge[1]; // face index b
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addVertexFaceMap(edgeVertexA, faceIndexA);
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addVertexFaceMap(edgeVertexA, faceIndexB);
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addVertexFaceMap(edgeVertexB, faceIndexA);
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addVertexFaceMap(edgeVertexB, faceIndexB);
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}
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//console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
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var F = new THREE.Vector3();
|
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var R = new THREE.Vector3();
|
||||
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var j, n;
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for (i=0, il = originalPoints.length; i<il; i++) {
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// (F + 2R + (n-3)P) / n
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F.set(0,0,0);
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R.set(0,0,0);
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var newPos = new THREE.Vector3(0,0,0);
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var f =0;
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for (j in vertexFaceMap[i]) {
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F.addSelf(facePoints[j]);
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f++;
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}
|
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|
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F.divideScalar(f);
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||||
|
||||
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);
|
||||
|
||||
this.vertices[i].position = newPos;
|
||||
|
||||
|
||||
}
|
||||
|
||||
this.computeCentroids();
|
||||
this.computeFaceNormals();
|
||||
};
|
||||
|
||||
THREE.SubdivisionGeometry.prototype = new THREE.Geometry();
|
||||
THREE.SubdivisionGeometry.prototype.constructor = THREE.SubdivisionGeometry;
|
||||
@@ -102,6 +102,7 @@ EXTRAS_FILES = [
|
||||
'extras/geometries/CubeGeometry.js',
|
||||
'extras/geometries/CylinderGeometry.js',
|
||||
'extras/geometries/ExtrudeGeometry.js',
|
||||
'extras/geometries/SubdivisonGeometry.js',
|
||||
'extras/geometries/IcosahedronGeometry.js',
|
||||
'extras/geometries/LatheGeometry.js',
|
||||
'extras/geometries/PlaneGeometry.js',
|
||||
|
||||
Reference in New Issue
Block a user