mirror of
https://github.com/wahyd4/three.js.git
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434 lines
11 KiB
JavaScript
434 lines
11 KiB
JavaScript
/*
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* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
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*
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* Subdivision Geometry Modifier
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* using Catmull-Clark Subdivision Surfaces
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* for creating smooth geometry meshes
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*
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* Note: a modifier modifies vertices and faces of geometry,
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* so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained
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*
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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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THREE.SubdivisionModifier = function( subdivisions ) {
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this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
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};
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//THREE.SubdivisionModifier.prototype = new THREE.Modifier();
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THREE.SubdivisionModifier.prototype.constructor = THREE.SubdivisionModifier;
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// Applies the "modify" pattern
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THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
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var repeats = this.subdivisions;
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while ( repeats-- ) {
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this.smooth( geometry );
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}
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};
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// Performs an iteration of Catmull-Clark Subdivision
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THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
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//console.log( 'running smooth' );
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// New set of vertices, faces and uvs
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var newVertices = [], newFaces = [], newUVs = [];
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function v( x, y, z ) {
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newVertices.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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newFaces.push( new THREE.Face4( a, b, c, d, null, color, material) );
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if (!supportUVs || uvForVertices.length!=0) {
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newUVs.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 ] = [];
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}
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map[ hash ].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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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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// var edges = [];
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//
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// var numOfEdges = 0;
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// for (i in vfMap) {
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// numOfEdges++;
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//
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// edge = vfMap[i];
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// edges.push(edge);
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//
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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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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 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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edge = vfMap[i];
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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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newVertices = 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', newFaces.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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// Prepares vertexEdgeMap and vertexFaceMap
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for (i in vfMap) { // This is for every edge
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edge = 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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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 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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if (vertexEdgeMap[i]===undefined) continue;
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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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F.divideScalar(f);
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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];
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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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R.divideScalar(n)
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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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newVertices[i].position = newPos;
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}
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var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
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newGeometry.vertices = newVertices;
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newGeometry.faces = newFaces;
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newGeometry.faceVertexUvs[ 0 ] = newUVs;
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delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
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newGeometry.computeCentroids();
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newGeometry.computeFaceNormals();
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newGeometry.computeVertexNormals();
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}; |