mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
Removed THREE.SubdivisionGeometry. A tiny bit of cleanup
This commit is contained in:
@@ -24,7 +24,6 @@
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<script src="../src/extras/geometries/CubeGeometry.js"></script>
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<script src="../src/extras/geometries/CylinderGeometry.js"></script>
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<script src="../src/extras/geometries/TorusGeometry.js"></script>
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<script src="../src/extras/geometries/SubdivisionGeometry.js"></script>
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<script src="../src/extras/modifiers/SubdivisionModifier.js"></script>
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<script src="fonts/helvetiker_regular.typeface.js"></script>
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@@ -40,8 +39,8 @@
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var cube, plane;
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var targetRotation = 0;
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var targetRotationOnMouseDown = 0;
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var targetYRotation = targetXRotation = 0;
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var targetYRotationOnMouseDown = targetXRotationOnMouseDown = 0;
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var mouseX = 0, mouseY = 0;
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var mouseXOnMouseDown = 0;
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@@ -113,26 +112,6 @@
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}
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var modifier = new THREE.SubdivisionModifier( 3 );
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var createGeometry = function(i, subdivisions) {
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var params = geometriesParams[i];
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info.innerHTML = 'Drag to spin the geometry THREE.' + params.type
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+ ' with ' + subdivisions + ' subdivisions'; //+ params.args;
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geometry = createSomething(THREE[params.type], params.args);
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geometry.mergeVertices();
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//smooth = createSubdivision(geometry, subdivisions);
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modifier.modify( geometry );
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return geometry;
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};
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var geometriesParams = [
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{type: 'CubeGeometry', args: [ 200, 200, 200, 2, 2, 2, materials ] },
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@@ -149,13 +128,30 @@
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];
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smooth = createGeometry(3, 2);
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var modifier = new THREE.SubdivisionModifier( 2 );
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var params = geometriesParams[1];
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info.innerHTML = 'Drag to spin the geometry THREE.' + params.type
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+ ' with ' + modifier.subdivisions + ' subdivisions'; //+ params.args;
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//geometry = new THREE.CubeGeometry( 200, 200, 200, 2, 2, 2, materials );
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// make sure mergeVertices(); is run to fix quick duplicated vertices
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// geometry.mergeVertices();
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// smooth = createSubdivision(geometry, 2);
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geometry = createSomething(THREE[params.type], params.args);
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// Cloning original geometry for debuging
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smooth = geometry;
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geometry = THREE.GeometryUtils.clone( geometry );
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// mergeVertices(); is run in case of duplicated vertices
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smooth.mergeVertices();
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modifier.modify( smooth );
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var faceABCD = "abcd";
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var color, f, p, n, vertexIndex;
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@@ -190,24 +186,24 @@
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scene.add( group );
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// Debug new Points
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// var PI2 = Math.PI * 2;
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// var program = function ( context ) {
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//
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// context.beginPath();
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// context.arc( 0, 0, 1, 0, PI2, true );
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// context.closePath();
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// context.fill();
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//
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// }
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//
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// for ( var i = 0; i < smooth.vertices.length; i++ ) {
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//
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// particle = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: Math.random() * 0x808008 + 0x808080, program: program } ) );
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// particle.position = smooth.vertices[i].position;
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// var pos = smooth.vertices.position
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// particle.scale.x = particle.scale.y = 5;
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// group.add( particle );
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// }
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var PI2 = Math.PI * 2;
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var program = function ( context ) {
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context.beginPath();
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context.arc( 0, 0, 1, 0, PI2, true );
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context.closePath();
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context.fill();
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}
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for ( var i = 0; i < smooth.vertices.length; i++ ) {
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particle = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: Math.random() * 0x808008 + 0x808080, program: program } ) );
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particle.position = smooth.vertices[i].position;
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var pos = smooth.vertices.position
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particle.scale.x = particle.scale.y = 5;
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group.add( particle );
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}
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//Debug original points
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@@ -234,8 +230,9 @@
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var meshmaterials = [
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new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
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new THREE.MeshBasicMaterial( { color: 0x405040, wireframe:true, opacity:0.8 } )
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new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true } )
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// new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
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// new THREE.MeshBasicMaterial( { color: 0x405040, wireframe:true, opacity:0.8 } )
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];
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// new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } ),
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@@ -256,7 +253,7 @@
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cube.overdraw = true;
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scene.add( cube );
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renderer = new THREE.WebGLRenderer(); // WebGLRenderer CanvasRenderer
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renderer = new THREE.CanvasRenderer(); // WebGLRenderer CanvasRenderer
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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@@ -282,7 +279,9 @@
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document.addEventListener( 'mouseout', onDocumentMouseOut, false );
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mouseXOnMouseDown = event.clientX - windowHalfX;
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targetRotationOnMouseDown = targetRotation;
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mouseYOnMouseDown = event.clientY - windowHalfY;
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targetYRotationOnMouseDown = targetYRotation;
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targetXRotationOnMouseDown = targetXRotation;
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}
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function onDocumentMouseMove( event ) {
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@@ -290,7 +289,8 @@
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mouseX = event.clientX - windowHalfX;
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mouseY = event.clientY - windowHalfY;
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targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
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targetYRotation = targetYRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
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targetXRotation = targetXRotationOnMouseDown + ( mouseY - mouseYOnMouseDown ) * 0.02;
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}
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@@ -345,10 +345,10 @@
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function render() {
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group.rotation.y = cube.rotation.y += ( targetRotation - cube.rotation.y ) * 0.05;
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group.rotation.y = cube.rotation.y += ( targetYRotation - cube.rotation.y ) * 0.05;
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renderer.render( scene, camera );
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cube.rotation.x = (mouseY/windowHalfY) * Math.PI;
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group.rotation.x = cube.rotation.x += ( targetXRotation - cube.rotation.x ) * 0.05;
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//console.log(cube.rotation.x);
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}
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@@ -1,413 +0,0 @@
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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, color, material ) {
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scope.faces.push( new THREE.Face4( a, b, c, d, null, color, material) );
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if (!supportUVs || uvForVertices.length!=0) {
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scope.faceVertexUvs[ 0 ].push( [
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uvForVertices[a],
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uvForVertices[b],
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uvForVertices[c],
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uvForVertices[d]
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] );
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}
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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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function computeEdgeFaces( geometry ) {
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function addToMap( map, hash, i ) {
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if ( map[ hash ] === undefined ) {
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map[ hash ] = { "set": {}, "array": [] };
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}
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map[ hash ].set[ i ] = 1;
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map[ hash ].array.push( i );
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};
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var i, il, v1, v2, j, k,
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face, faceIndices, faceIndex,
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edge,
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hash,
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vfMap = {};
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// construct vertex -> face map
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for( i = 0, il = geometry.faces.length; i < il; i ++ ) {
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face = geometry.faces[ i ];
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if ( face instanceof THREE.Face3 ) {
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hash = edge_hash( face.a, face.b );
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addToMap( vfMap, hash, i );
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hash = edge_hash( face.b, face.c );
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addToMap( vfMap, hash, i );
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hash = edge_hash( face.c, face.a );
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addToMap( vfMap, hash, i );
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} else if ( face instanceof THREE.Face4 ) {
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// in WebGLRenderer quad is tesselated
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// to triangles: a,b,d / b,c,d
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// shared edge is: b,d
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// add edge B-D only if you wish to slice a face4
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// hash = edge_hash( face.b, face.d );
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// addToMap( vfMap, hash, i );
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hash = edge_hash( face.a, face.b );
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addToMap( vfMap, hash, i );
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hash = edge_hash( face.b, face.c );
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addToMap( vfMap, hash, i );
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hash = edge_hash( face.c, face.d );
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addToMap( vfMap, hash, i );
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hash = edge_hash( face.d, face.a );
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addToMap( vfMap, hash, i );
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}
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}
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// extract faces
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geometry.vfMap = vfMap;
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geometry.edges = [];
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var numOfEdges = 0;
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for (i in vfMap) {
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numOfEdges++;
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edge = vfMap[i];
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geometry.edges.push(edge.array);
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}
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//console.log('vfMap', vfMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
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return vfMap;
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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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var uvForVertices = [];
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var supportUVs = true;
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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, j, jl, face;
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// For Uvs
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var uvs = oldGeometry.faceVertexUvs[0];
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var abcd = 'abcd', vertice;
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for (i=0, il = uvs.length; i<il; i++ ) {
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for (j=0,jl=uvs[i].length;j<jl;j++) {
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vertice = originalFaces[i][abcd.charAt(j)];
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if (!uvForVertices[vertice]) {
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uvForVertices[vertice] = uvs[i][j];
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} else {
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//console.log('dup', uvForVertices[vertice]);
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}
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}
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}
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this.materials = oldGeometry.materials;
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var avgUv ;
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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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if (!supportUVs || uvForVertices.length==0) continue;
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// Prepare subdivided uv
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avgUv = new THREE.UV();
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if ( face instanceof THREE.Face3 ) {
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avgUv.u = uvForVertices[face.a].u + uvForVertices[face.b].u + uvForVertices[face.c].u;
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avgUv.v = uvForVertices[face.a].v + uvForVertices[face.b].v + uvForVertices[face.c].v;
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avgUv.u /= 3;
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avgUv.v /= 3;
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} else if ( face instanceof THREE.Face4 ) {
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avgUv.u = uvForVertices[face.a].u + uvForVertices[face.b].u + uvForVertices[face.c].u + uvForVertices[face.d].u;
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avgUv.v = uvForVertices[face.a].v + uvForVertices[face.b].v + uvForVertices[face.c].v + uvForVertices[face.d].v;
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avgUv.u /= 4;
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avgUv.v /= 4;
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}
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uvForVertices.push(avgUv);
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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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var vfMap = computeEdgeFaces ( oldGeometry );
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var edge, faceIndexA, faceIndexB, avg;
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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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//console.log(i, faceIndexB,facePoints[faceIndexB]);
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if (edge.length!=2) {
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console.log('warning, edge fail', edge);
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continue;
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}
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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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if (!supportUVs || uvForVertices.length==0) continue;
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// Prepare subdivided uv
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avgUv = new THREE.UV();
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avgUv.u = uvForVertices[edgeVertexA].u + uvForVertices[edgeVertexB].u;
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avgUv.v = uvForVertices[edgeVertexA].v + uvForVertices[edgeVertexB].v;
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avgUv.u /= 2;
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avgUv.v /= 2;
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uvForVertices.push(avgUv);
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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], face.color, face.material);
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f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face.color, face.material);
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f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face.color, face.material);
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// face subdivide color and materials too?
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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], face.color, face.material);
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f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face.color, face.material);
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f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face.color, face.material);
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f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face.color, face.material);
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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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|
||||
// 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);
|
||||
|
||||
this.vertices[i].position = newPos;
|
||||
|
||||
|
||||
}
|
||||
|
||||
this.computeCentroids();
|
||||
this.computeFaceNormals();
|
||||
this.computeVertexNormals();
|
||||
};
|
||||
|
||||
THREE.SubdivisionGeometry.prototype = new THREE.Geometry();
|
||||
THREE.SubdivisionGeometry.prototype.constructor = THREE.SubdivisionGeometry;
|
||||
@@ -37,7 +37,7 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
|
||||
// Performs an iteration of Catmull-Clark Subdivision
|
||||
THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
|
||||
|
||||
console.log( 'running smooth' );
|
||||
//console.log( 'running smooth' );
|
||||
|
||||
// New set of vertices, faces and uvs
|
||||
var newVertices = [], newFaces = [], newUVs = [];
|
||||
@@ -73,12 +73,11 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
|
||||
|
||||
if ( map[ hash ] === undefined ) {
|
||||
|
||||
map[ hash ] = { "set": {}, "array": [] };
|
||||
map[ hash ] = [];
|
||||
|
||||
}
|
||||
|
||||
map[ hash ].set[ i ] = 1;
|
||||
map[ hash ].array.push( i );
|
||||
map[ hash ].push( i );
|
||||
|
||||
};
|
||||
|
||||
@@ -107,14 +106,6 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
|
||||
|
||||
} 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 );
|
||||
|
||||
@@ -133,18 +124,16 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
|
||||
|
||||
// extract faces
|
||||
|
||||
|
||||
geometry.vfMap = vfMap;
|
||||
geometry.edges = [];
|
||||
|
||||
var numOfEdges = 0;
|
||||
for (i in vfMap) {
|
||||
numOfEdges++;
|
||||
|
||||
edge = vfMap[i];
|
||||
geometry.edges.push(edge.array);
|
||||
|
||||
}
|
||||
// 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);
|
||||
|
||||
@@ -224,14 +213,13 @@ THREE.SubdivisionModifier.prototype.smooth = function ( 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;
|
||||
edge = vfMap[i];
|
||||
|
||||
faceIndexA = edge[0]; // face index a
|
||||
faceIndexB = edge[1]; // face index b
|
||||
|
||||
@@ -364,7 +352,7 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
|
||||
|
||||
// Prepares vertexEdgeMap and vertexFaceMap
|
||||
for (i in vfMap) { // This is for every edge
|
||||
edgeInfo = vfMap[i];
|
||||
edge = vfMap[i];
|
||||
|
||||
edgeVertex = i.split('_');
|
||||
edgeVertexA = edgeVertex[0];
|
||||
@@ -373,7 +361,6 @@ THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
|
||||
addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
|
||||
addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
|
||||
|
||||
edge = edgeInfo.array;
|
||||
faceIndexA = edge[0]; // face index a
|
||||
faceIndexB = edge[1]; // face index b
|
||||
|
||||
|
||||
@@ -108,7 +108,6 @@ EXTRAS_FILES = [
|
||||
'extras/geometries/CubeGeometry.js',
|
||||
'extras/geometries/CylinderGeometry.js',
|
||||
'extras/geometries/ExtrudeGeometry.js',
|
||||
'extras/geometries/SubdivisionGeometry.js',
|
||||
'extras/geometries/IcosahedronGeometry.js',
|
||||
'extras/geometries/LatheGeometry.js',
|
||||
'extras/geometries/OctahedronGeometry.js',
|
||||
|
||||
Reference in New Issue
Block a user