Fixed SubdivsionGeometry points. Added class, update builds

This commit is contained in:
zz85
2011-09-29 04:38:56 +08:00
parent ea634d0ff1
commit 670ebf6139
4 changed files with 710 additions and 714 deletions
+453 -450
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+8 -264
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@@ -41,269 +41,14 @@
var windowHalfY = window.innerHeight / 2;
/*
* @author zz85 / https://github.com/zz85
* Smooth Geometry (SmoothMesh) using Catmull-Clark Subdivision Surfaces
* 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.SubdivisionGeometry = function( oldGeometry ) {
THREE.Geometry.call( this );
var scope = this;
function v( x, y, z ) {
scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
}
function f4( a, b, c, d ) {
scope.faces.push( new THREE.Face4( a, b, c, d ) );
}
function edge_hash( a, b ) {
return Math.min( a, b ) + "_" + Math.max( a, b );
};
var originalPoints = oldGeometry.vertices;
var originalFaces = oldGeometry.faces;
var newPoints = originalPoints.concat(); // Vertices
var facePoints = [], edgePoints = {};
// 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, face;
for (i=0, il = originalFaces.length; i<il ;i++) {
face = originalFaces[i];
facePoints.push(face.centroid);
newPoints.push( new THREE.Vertex(face.centroid) );
}
// 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.
oldGeometry.computeEdgeFaces();
var edges = oldGeometry.edges, edge, faceIndexA, faceIndexB, avg;
console.log('edges', edges.length);
var vfMap = oldGeometry.vfMap;
console.log('vfMap', vfMap);
var edgeInfo;
var edgeCount = 0;
var originalVerticesLength = originalPoints.length;
var edgeVertex, edgeVertexA, edgeVertexB;
for (i in vfMap) {
edgeInfo = vfMap[i];
edge = edgeInfo.array;
faceIndexA = edge[0]; // face index a
faceIndexB = edge[1]; // face index b
avg = new THREE.Vector3();
avg.addSelf(facePoints[faceIndexA]);
avg.addSelf(facePoints[faceIndexB]);
edgeVertex = i.split('_');
edgeVertexA = edgeVertex[0];
edgeVertexB = edgeVertex[1];
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) );
console.log(edge, i);
edgeCount ++;
}
// 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;
console.log('face', face, facePt);
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]);
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA]);
f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB]);
} 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]);
// f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD]);
// f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA]);
// f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB]);
f4( face.a, edgePoints[hashAB], currentVerticeIndex, edgePoints[hashDA]);
f4( face.b, edgePoints[hashBC], currentVerticeIndex, edgePoints[hashAB]);
f4( face.c, edgePoints[hashCD], currentVerticeIndex, edgePoints[hashBC]);
f4( face.d, edgePoints[hashDA], currentVerticeIndex, edgePoints[hashCD]);
} else {
console.log('face should be a face!', face);
}
}
scope.vertices = newPoints;
console.log('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
console.log('newPoints', newPoints, 'faces', this.faces, newPoints.length, this.faces.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;
};
for (i in vfMap) {
edgeInfo = vfMap[i];
edgeVertex = i.split('_');
edgeVertexA = edgeVertex[0];
edgeVertexB = edgeVertex[1];
addVertexEdgeMap(edgeVertexA,edgeInfo );
addVertexEdgeMap(edgeVertexB,edgeInfo );
edge = edgeInfo.array;
faceIndexA = edge[0]; // face index a
faceIndexB = edge[1]; // face index b
addVertexFaceMap(edgeVertexA, faceIndexA);
addVertexFaceMap(edgeVertexA, faceIndexB);
addVertexFaceMap(edgeVertexB, faceIndexA);
addVertexFaceMap(edgeVertexB, faceIndexB);
}
console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
var F = new THREE.Vector3();
var R = new THREE.Vector3();
var j, n;
for (i=0, il = originalPoints.length; i<il; i++) {
// (F + 2R + (n-3)P) / n
F.set(0,0,0);
R.set(0,0,0);
var newPos = new THREE.Vector3(0,0,0);
var z =0;
for (j in vertexFaceMap[i]) {
F.addSelf(facePoints[j]);
}
F.divideScalar(z);
n = vertexEdgeMap[i].length;
for (j=0; j<n;j++) {
edge = vertexEdgeMap[i][j].array
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);
}
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;
}
console.log('HEY', this);
this.computeCentroids();
this.computeFaceNormals();
};
THREE.SubdivisionGeometry.prototype = new THREE.Geometry();
THREE.SubdivisionGeometry.prototype.constructor = THREE.SubdivisionGeometry;
// Create subdivision geometry
function subdivision(geometry) {
return new THREE.SubdivisionGeometry(geometry);
function createSubdivision(geometry, repeats) {
repeats = (repeats === undefined ) ? 1 : repeats;
var smooth = geometry;
while (repeats--) {
smooth = new THREE.SubdivisionGeometry(smooth);
}
return smooth;
}
init();
@@ -344,8 +89,7 @@
geometry = new THREE.CubeGeometry( 200, 200, 200, 1, 1, 1, materials );
smooth = subdivision(geometry);
//smooth = subdivision(smooth);
smooth = createSubdivision(geometry, 2);
var PI2 = Math.PI * 2;
var program = function ( context ) {
+248
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@@ -0,0 +1,248 @@
/*
* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
* Smooth Geometry (SmoothMesh) using Catmull-Clark Subdivision Surfaces
* 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.SubdivisionGeometry = function( oldGeometry ) {
THREE.Geometry.call( this );
var scope = this;
function v( x, y, z ) {
scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
}
function f4( a, b, c, d ) {
scope.faces.push( new THREE.Face4( a, b, c, d ) );
}
function edge_hash( a, b ) {
return Math.min( a, b ) + "_" + Math.max( a, b );
};
var originalPoints = oldGeometry.vertices;
var originalFaces = oldGeometry.faces;
var newPoints = originalPoints.concat(); // Vertices
var facePoints = [], edgePoints = {};
// 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, face;
for (i=0, il = originalFaces.length; i<il ;i++) {
face = originalFaces[i];
facePoints.push(face.centroid);
newPoints.push( new THREE.Vertex(face.centroid) );
}
// 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.
oldGeometry.computeEdgeFaces();
var edge, faceIndexA, faceIndexB, avg;
var vfMap = oldGeometry.vfMap;
// var edges = oldGeometry.edges;
// console.log('edges', edges.length);
// console.log('vfMap', vfMap);
var edgeInfo;
var edgeCount = 0;
var originalVerticesLength = originalPoints.length;
var edgeVertex, edgeVertexA, edgeVertexB;
for (i in vfMap) {
edgeInfo = vfMap[i];
edge = edgeInfo.array;
faceIndexA = edge[0]; // face index a
faceIndexB = edge[1]; // face index b
avg = new THREE.Vector3();
avg.addSelf(facePoints[faceIndexA]);
avg.addSelf(facePoints[faceIndexB]);
edgeVertex = i.split('_');
edgeVertexA = edgeVertex[0];
edgeVertexB = edgeVertex[1];
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 ++;
}
// 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]);
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA]);
f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB]);
} 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]);
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD]);
f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA]);
f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB]);
} else {
console.log('face should be a face!', face);
}
}
scope.vertices = newPoints;
// console.log('original ', oldGeometry.vertices.length, oldGeometry.faces.length );
// console.log('new points', newPoints.length, 'faces', this.faces.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) {
edgeInfo = vfMap[i];
edgeVertex = i.split('_');
edgeVertexA = edgeVertex[0];
edgeVertexB = edgeVertex[1];
addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
edge = edgeInfo.array;
faceIndexA = edge[0]; // face index a
faceIndexB = edge[1]; // face index b
addVertexFaceMap(edgeVertexA, faceIndexA);
addVertexFaceMap(edgeVertexA, faceIndexB);
addVertexFaceMap(edgeVertexB, faceIndexA);
addVertexFaceMap(edgeVertexB, faceIndexB);
}
//console.log('vertexEdgeMap',vertexEdgeMap, 'vertexFaceMap', vertexFaceMap);
var F = new THREE.Vector3();
var R = new THREE.Vector3();
var j, n;
for (i=0, il = originalPoints.length; i<il; i++) {
// (F + 2R + (n-3)P) / n
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);
this.vertices[i].position = newPos;
}
this.computeCentroids();
this.computeFaceNormals();
};
THREE.SubdivisionGeometry.prototype = new THREE.Geometry();
THREE.SubdivisionGeometry.prototype.constructor = THREE.SubdivisionGeometry;
+1
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@@ -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',