694 lines
16 KiB
JavaScript
694 lines
16 KiB
JavaScript
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/*
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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 geometry.clone() if original geometry 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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* http://xrt.wikidot.com/blog:31
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* "Subdivision Surfaces in Character Animation"
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*
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* (on boundary edges)
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* http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
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* https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description
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*
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* Supports:
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* Closed and Open geometries.
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*
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* TODO:
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* crease vertex and "semi-sharp" features
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* selective subdivision
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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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// Settings
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this.useOldVertexColors = false;
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this.supportUVs = true;
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this.debug = false;
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};
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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-- > 0 ) {
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this.smooth( geometry );
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}
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};
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/// REFACTORING THIS OUT
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THREE.GeometryUtils.orderedKey = function ( a, b ) {
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return Math.min( a, b ) + "_" + Math.max( a, b );
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};
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// Returns a hashmap - of { edge_key: face_index }
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THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {
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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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edgeFaceMap = {};
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var orderedKey = THREE.GeometryUtils.orderedKey;
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function mapEdgeHash( hash, i ) {
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if ( edgeFaceMap[ hash ] === undefined ) {
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edgeFaceMap[ hash ] = [];
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}
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edgeFaceMap[ hash ].push( i );
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}
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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 = orderedKey( face.a, face.b );
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mapEdgeHash( hash, i );
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hash = orderedKey( face.b, face.c );
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mapEdgeHash( hash, i );
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hash = orderedKey( face.c, face.a );
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mapEdgeHash( hash, i );
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} else if ( face instanceof THREE.Face4 ) {
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hash = orderedKey( face.a, face.b );
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mapEdgeHash( hash, i );
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hash = orderedKey( face.b, face.c );
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mapEdgeHash( hash, i );
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hash = orderedKey( face.c, face.d );
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mapEdgeHash( hash, i );
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hash = orderedKey( face.d, face.a );
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mapEdgeHash( 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 edgeFaceMap) {
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// numOfEdges++;
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//
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// edge = edgeFaceMap[i];
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// edges.push(edge);
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//
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// }
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//debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);
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return edgeFaceMap;
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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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//debug( '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.Vector3( x, y, z ) );
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}
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var scope = this;
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var orderedKey = THREE.GeometryUtils.orderedKey;
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var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces;
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function assert() {
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if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
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}
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function debug() {
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if (scope.debug) console.log.apply(console, arguments);
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}
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function warn() {
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if (console)
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console.log.apply(console, arguments);
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}
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function f4( a, b, c, d, oldFace, orders, facei ) {
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// TODO move vertex selection over here!
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var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
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if (scope.useOldVertexColors) {
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newFace.vertexColors = [];
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var color, tmpColor, order;
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for (var i=0;i<4;i++) {
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order = orders[i];
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color = new THREE.Color(),
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color.setRGB(0,0,0);
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for (var j=0, jl=0; j<order.length;j++) {
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tmpColor = oldFace.vertexColors[order[j]-1];
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color.r += tmpColor.r;
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color.g += tmpColor.g;
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color.b += tmpColor.b;
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}
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color.r /= order.length;
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color.g /= order.length;
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color.b /= order.length;
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newFace.vertexColors[i] = color;
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}
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}
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newFaces.push( newFace );
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if (scope.supportUVs) {
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var aUv = [
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getUV(a, ''),
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getUV(b, facei),
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getUV(c, facei),
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getUV(d, facei)
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];
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if (!aUv[0]) debug('a :( ', a+':'+facei);
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else if (!aUv[1]) debug('b :( ', b+':'+facei);
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else if (!aUv[2]) debug('c :( ', c+':'+facei);
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else if (!aUv[3]) debug('d :( ', d+':'+facei);
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else
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newUVs.push( aUv );
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}
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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 originalVerticesLength = originalPoints.length;
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var newPoints = originalPoints.concat(); // New set of vertices to work on
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var facePoints = [], // these are new points on exisiting faces
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edgePoints = {}; // these are new points on exisiting edges
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var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
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// TODO: handle this correctly.
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var uvForVertices = {}; // Stored in {vertex}:{old face} format
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function debugCoreStuff() {
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console.log('facePoints', facePoints, 'edgePoints', edgePoints);
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console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
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}
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function getUV(vertexNo, oldFaceNo) {
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var j,jl;
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var key = vertexNo+':'+oldFaceNo;
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var theUV = uvForVertices[key];
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if (!theUV) {
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if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
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debug('face pt');
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} else {
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debug('edge pt');
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}
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warn('warning, UV not found for', key);
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return null;
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}
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return theUV;
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// Original faces -> Vertex Nos.
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// new Facepoint -> Vertex Nos.
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// edge Points
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}
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function addUV(vertexNo, oldFaceNo, value) {
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var key = vertexNo+':'+oldFaceNo;
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if (!(key in uvForVertices)) {
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uvForVertices[key] = value;
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} else {
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warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
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}
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}
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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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// debug(oldGeometry);
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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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debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
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if (scope.supportUVs)
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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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addUV(vertice, i, uvs[i][j]);
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}
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}
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if (uvs.length == 0) scope.supportUVs = false;
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// Additional UVs check, if we index original
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var uvCount = 0;
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for (var u in uvForVertices) {
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uvCount++;
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}
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if (!uvCount) {
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scope.supportUVs = false;
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debug('no uvs');
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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( face.centroid );
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if (!scope.supportUVs) continue;
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// Prepare subdivided uv
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avgUv = new THREE.Vector2();
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if ( face instanceof THREE.Face3 ) {
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avgUv.x = getUV( face.a, i ).x + getUV( face.b, i ).x + getUV( face.c, i ).x;
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avgUv.y = getUV( face.a, i ).y + getUV( face.b, i ).y + getUV( face.c, i ).y;
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avgUv.x /= 3;
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avgUv.y /= 3;
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} else if ( face instanceof THREE.Face4 ) {
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avgUv.x = getUV( face.a, i ).x + getUV( face.b, i ).x + getUV( face.c, i ).x + getUV( face.d, i ).x;
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avgUv.y = getUV( face.a, i ).y + getUV( face.b, i ).y + getUV( face.c, i ).y + getUV( face.d, i ).y;
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avgUv.x /= 4;
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avgUv.y /= 4;
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}
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addUV(originalVerticesLength + i, '', 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 edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index eg { edge_key: [face_index, face_index2 ]}
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var edge, faceIndexA, faceIndexB, avg;
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// debug('edgeFaceMap', edgeFaceMap);
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var edgeCount = 0;
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var edgeVertex, edgeVertexA, edgeVertexB;
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////
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var vertexEdgeMap = {}; // Gives edges connecting from each vertex
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var vertexFaceMap = {}; // Gives faces connecting from each vertex
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function addVertexEdgeMap(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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function addVertexFaceMap(vertex, face, edge) {
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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] = edge;
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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 edgeFaceMap) { // This is for every edge
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edge = edgeFaceMap[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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// Maps an edgeVertex to connecting edges
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addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
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addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
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for (j=0,jl=edge.length;j<jl;j++) {
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face = edge[j];
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addVertexFaceMap(edgeVertexA, face, i);
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addVertexFaceMap(edgeVertexB, face, i);
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}
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// {edge vertex: { face1: edge_key, face2: edge_key.. } }
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// this thing is fishy right now.
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if (edge.length < 2) {
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// edge is "sharp";
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sharpEdges[i] = true;
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sharpVertices[edgeVertexA] = true;
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sharpVertices[edgeVertexB] = true;
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}
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}
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for (i in edgeFaceMap) {
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edge = edgeFaceMap[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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edgeVertex = i.split('_');
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edgeVertexA = edgeVertex[0];
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edgeVertexB = edgeVertex[1];
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avg = new THREE.Vector3();
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//debug(i, faceIndexB,facePoints[faceIndexB]);
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assert(edge.length > 0, 'an edge without faces?!');
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if (edge.length==1) {
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avg.add( originalPoints[ edgeVertexA ] );
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avg.add( originalPoints[ edgeVertexB ] );
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avg.multiplyScalar( 0.5 );
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sharpVertices[newPoints.length] = true;
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} else {
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avg.add( facePoints[ faceIndexA ] );
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avg.add( facePoints[ faceIndexB ] );
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avg.add( originalPoints[ edgeVertexA ] );
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avg.add( originalPoints[ edgeVertexB ] );
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avg.multiplyScalar( 0.25 );
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}
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edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
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newPoints.push( avg );
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edgeCount ++;
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if (!scope.supportUVs) {
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continue;
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}
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// Prepare subdivided uv
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avgUv = new THREE.Vector2();
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|
|
||
|
avgUv.x = getUV(edgeVertexA, faceIndexA).x + getUV(edgeVertexB, faceIndexA).x;
|
||
|
avgUv.y = getUV(edgeVertexA, faceIndexA).y + getUV(edgeVertexB, faceIndexA).y;
|
||
|
avgUv.x /= 2;
|
||
|
avgUv.y /= 2;
|
||
|
|
||
|
addUV(edgePoints[i], faceIndexA, avgUv);
|
||
|
|
||
|
if (edge.length>=2) {
|
||
|
assert(edge.length == 2, 'did we plan for more than 2 edges?');
|
||
|
avgUv = new THREE.Vector2();
|
||
|
|
||
|
avgUv.x = getUV(edgeVertexA, faceIndexB).x + getUV(edgeVertexB, faceIndexB).x;
|
||
|
avgUv.y = getUV(edgeVertexA, faceIndexB).y + getUV(edgeVertexB, faceIndexB).y;
|
||
|
avgUv.x /= 2;
|
||
|
avgUv.y /= 2;
|
||
|
|
||
|
addUV(edgePoints[i], faceIndexB, avgUv);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
debug('-- Step 2 done');
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
var abc123 = ['123', '12', '2', '23'];
|
||
|
var bca123 = ['123', '23', '3', '31'];
|
||
|
var cab123 = ['123', '31', '1', '12'];
|
||
|
var abc1234 = ['1234', '12', '2', '23'];
|
||
|
var bcd1234 = ['1234', '23', '3', '34'];
|
||
|
var cda1234 = ['1234', '34', '4', '41'];
|
||
|
var dab1234 = ['1234', '41', '1', '12'];
|
||
|
|
||
|
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 = orderedKey( face.a, face.b );
|
||
|
hashBC = orderedKey( face.b, face.c );
|
||
|
hashCA = orderedKey( face.c, face.a );
|
||
|
|
||
|
f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
|
||
|
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
|
||
|
f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
|
||
|
|
||
|
} else if ( face instanceof THREE.Face4 ) {
|
||
|
|
||
|
// create 4 face4s
|
||
|
|
||
|
hashAB = orderedKey( face.a, face.b );
|
||
|
hashBC = orderedKey( face.b, face.c );
|
||
|
hashCD = orderedKey( face.c, face.d );
|
||
|
hashDA = orderedKey( face.d, face.a );
|
||
|
|
||
|
f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
|
||
|
f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
|
||
|
f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
|
||
|
f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );
|
||
|
|
||
|
|
||
|
} else {
|
||
|
|
||
|
debug('face should be a face!', face);
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
newVertices = newPoints;
|
||
|
|
||
|
// 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 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; // this counts number of faces, original vertex is connected to (also known as valance?)
|
||
|
for (j in vertexFaceMap[i]) {
|
||
|
F.add(facePoints[j]);
|
||
|
f++;
|
||
|
}
|
||
|
|
||
|
var sharpEdgeCount = 0;
|
||
|
|
||
|
n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges
|
||
|
|
||
|
// Are we on the border?
|
||
|
var boundary_case = f != n;
|
||
|
|
||
|
// if (boundary_case) {
|
||
|
// console.error('moo', 'o', i, 'faces touched', f, 'edges', n, n == 2);
|
||
|
// }
|
||
|
|
||
|
for (j=0;j<n;j++) {
|
||
|
if (
|
||
|
sharpEdges[
|
||
|
orderedKey(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
|
||
|
]) {
|
||
|
sharpEdgeCount++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if ( sharpEdgeCount==2 ) {
|
||
|
// continue;
|
||
|
// // Do not move vertex if there's 2 connecting sharp edges.
|
||
|
// }
|
||
|
|
||
|
/*
|
||
|
if (sharpEdgeCount>2) {
|
||
|
// TODO
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
F.divideScalar(f);
|
||
|
|
||
|
|
||
|
var boundary_edges = 0;
|
||
|
|
||
|
if (boundary_case) {
|
||
|
|
||
|
var bb_edge;
|
||
|
for (j=0; j<n;j++) {
|
||
|
edge = vertexEdgeMap[i][j];
|
||
|
bb_edge = edgeFaceMap[orderedKey(edge[0], edge[1])].length == 1
|
||
|
if (bb_edge) {
|
||
|
var midPt = originalPoints[edge[0]].clone().add(originalPoints[edge[1]]).divideScalar(2);
|
||
|
R.add(midPt);
|
||
|
boundary_edges++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
R.divideScalar(4);
|
||
|
// console.log(j + ' --- ' + n + ' --- ' + boundary_edges);
|
||
|
assert(boundary_edges == 2, 'should have only 2 boundary edges');
|
||
|
|
||
|
} else {
|
||
|
for (j=0; j<n;j++) {
|
||
|
edge = vertexEdgeMap[i][j];
|
||
|
var midPt = originalPoints[edge[0]].clone().add(originalPoints[edge[1]]).divideScalar(2);
|
||
|
R.add(midPt);
|
||
|
}
|
||
|
|
||
|
R.divideScalar(n);
|
||
|
}
|
||
|
|
||
|
// Sum the formula
|
||
|
newPos.add(originalPoints[i]);
|
||
|
|
||
|
|
||
|
if (boundary_case) {
|
||
|
|
||
|
newPos.divideScalar(2);
|
||
|
newPos.add(R);
|
||
|
|
||
|
} else {
|
||
|
|
||
|
newPos.multiplyScalar(n - 3);
|
||
|
|
||
|
newPos.add(F);
|
||
|
newPos.add(R.multiplyScalar(2));
|
||
|
newPos.divideScalar(n);
|
||
|
|
||
|
}
|
||
|
|
||
|
newVertices[i] = 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();
|
||
|
|
||
|
};
|