Added THREE.SubdivisionModifier. Removed THREE.GeometryUtils.createSubdivision()

This commit is contained in:
zz85
2011-10-04 22:25:52 +08:00
parent a6eb8106a2
commit a88848ab1d
5 changed files with 955 additions and 490 deletions
+480 -468
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+27 -5
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@@ -25,6 +25,7 @@
<script src="../src/extras/geometries/CylinderGeometry.js"></script>
<script src="../src/extras/geometries/TorusGeometry.js"></script>
<script src="../src/extras/geometries/SubdivisionGeometry.js"></script>
<script src="../src/extras/modifiers/SubdivisionModifier.js"></script>
<script src="fonts/helvetiker_regular.typeface.js"></script>
<!--
@@ -59,6 +60,21 @@
return new F(klass, args);
};
function createSubdivision ( geometry, repeats ) {
repeats = (repeats === undefined ) ? 1 : repeats;
var smooth = geometry;
while (repeats--) {
smooth = new THREE.SubdivisionGeometry(smooth);
}
return smooth;
};
init();
animate();
@@ -77,10 +93,10 @@
info.innerHTML = 'Drag to spin the geometry ';
container.appendChild( info );
camera = new THREE.Camera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.y = 150;
camera.position.z = 500;
camera.target.position.y = 150;
//camera.target.position.y = 150;
scene = new THREE.Scene();
@@ -97,6 +113,10 @@
}
var modifier = new THREE.SubdivisionModifier( 3 );
var createGeometry = function(i, subdivisions) {
var params = geometriesParams[i];
@@ -106,8 +126,9 @@
geometry = createSomething(THREE[params.type], params.args);
geometry.mergeVertices();
smooth = THREE.GeometryUtils.createSubdivision(geometry, subdivisions);
return smooth;
//smooth = createSubdivision(geometry, subdivisions);
modifier.modify( geometry );
return geometry;
};
@@ -128,7 +149,8 @@
];
smooth = createGeometry(0, 3);
smooth = createGeometry(3, 2);
//geometry = new THREE.CubeGeometry( 200, 200, 200, 2, 2, 2, materials );
// make sure mergeVertices(); is run to fix quick duplicated vertices
-17
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@@ -1,27 +1,10 @@
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
* @author zz85 / http://www.lab4games.net/zz85/blog/
*/
THREE.GeometryUtils = {
// Convience method for creating subdivision geometry
createSubdivision: function( geometry, repeats ) {
repeats = (repeats === undefined ) ? 1 : repeats;
var smooth = geometry;
while (repeats--) {
smooth = new THREE.SubdivisionGeometry(smooth);
}
return smooth;
},
merge: function ( geometry1, object2 /* mesh | geometry */ ) {
var matrix, matrixRotation,
+447
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@@ -0,0 +1,447 @@
/*
* @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;
};
//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-- ) {
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 ) ) );
}
function f4( a, b, c, d, color, material ) {
newFaces.push( new THREE.Face4( a, b, c, d, null, color, material) );
if (!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 ] = { "set": {}, "array": [] };
}
map[ hash ].set[ i ] = 1;
map[ hash ].array.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 ) {
// in WebGLRenderer quad is tesselated
// to triangles: a,b,d / b,c,d
// shared edge is: b,d
// add edge B-D only if you wish to slice a face4
// hash = edge_hash( face.b, face.d );
// addToMap( vfMap, hash, i );
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
geometry.vfMap = vfMap;
geometry.edges = [];
var numOfEdges = 0;
for (i in vfMap) {
numOfEdges++;
edge = vfMap[i];
geometry.edges.push(edge.array);
}
//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 = [];
var supportUVs = true;
// 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 (!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 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();
//console.log(i, faceIndexB,facePoints[faceIndexB]);
if (edge.length!=2) {
console.log('warning, edge fail', edge);
continue;
}
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 ++;
if (!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.color, face.material);
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face.color, face.material);
f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face.color, face.material);
// face subdivide color and materials too?
} 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.color, face.material);
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face.color, face.material);
f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face.color, face.material);
f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face.color, face.material);
} 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
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 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();
};
+1
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@@ -117,6 +117,7 @@ EXTRAS_FILES = [
'extras/geometries/TextGeometry.js',
'extras/geometries/TorusGeometry.js',
'extras/geometries/TorusKnotGeometry.js',
'extras/modifiers/SubdivisionModifier.js',
'extras/loaders/Loader.js',
'extras/loaders/BinaryLoader.js',
'extras/loaders/ColladaLoader.js',