未验证 提交 2d5351f7 编写于 作者: M Michael Herzog 提交者: GitHub

Merge pull request #16577 from Mugen87/dev32

JSM: Added module and TS files for modifiers.
......@@ -169,6 +169,14 @@
<li>SimplexNoise</li>
</ul>
</li>
<li>modifiers
<ul>
<li>ExplodeModifier</li>
<li>SimplifyModifier</li>
<li>SubdivisionModifier</li>
<li>TessellateModifier</li>
</ul>
</li>
<li>objects
<ul>
<li>Lensflare</li>
......
......@@ -53,7 +53,6 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
( function () {
// Some constants
var WARNINGS = ! true; // Set to true for development
var ABC = [ 'a', 'b', 'c' ];
......@@ -215,7 +214,7 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
if ( connectedFaces != 1 ) {
if ( WARNINGS ) console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
// console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
}
......@@ -292,7 +291,7 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
if ( n == 2 ) {
if ( WARNINGS ) console.warn( '2 connecting edges', connectingEdges );
// console.warn( '2 connecting edges', connectingEdges );
sourceVertexWeight = 3 / 4;
connectingVertexWeight = 1 / 8;
......@@ -301,11 +300,11 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
} else if ( n == 1 ) {
if ( WARNINGS ) console.warn( 'only 1 connecting edge' );
// console.warn( 'only 1 connecting edge' );
} else if ( n == 0 ) {
if ( WARNINGS ) console.warn( '0 connecting edges' );
// console.warn( '0 connecting edges' );
}
......
......@@ -186,7 +186,7 @@ THREE.TessellateModifier.prototype.modify = function ( geometry ) {
var uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
var uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
// BC
// BC
} else if ( edge === 1 ) {
......@@ -196,7 +196,7 @@ THREE.TessellateModifier.prototype.modify = function ( geometry ) {
var uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
var uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
// AC
// AC
} else {
......
import {
Geometry
} from '../../../src/Three';
export class ExplodeModifier {
constructor();
modify(geometry: Geometry): void;
}
/**
* Make all faces use unique vertices
* so that each face can be separated from others
*
* @author alteredq / http://alteredqualia.com/
*/
var ExplodeModifier = function () {
};
ExplodeModifier.prototype.modify = function ( geometry ) {
var vertices = [];
for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
var n = vertices.length;
var face = geometry.faces[ i ];
var a = face.a;
var b = face.b;
var c = face.c;
var va = geometry.vertices[ a ];
var vb = geometry.vertices[ b ];
var vc = geometry.vertices[ c ];
vertices.push( va.clone() );
vertices.push( vb.clone() );
vertices.push( vc.clone() );
face.a = n;
face.b = n + 1;
face.c = n + 2;
}
geometry.vertices = vertices;
};
export { ExplodeModifier };
import {
BufferGeometry,
Geometry
} from '../../../src/Three';
export class SimplifyModifier {
constructor();
modify(geometry: BufferGeometry | Geometry, count: number): BufferGeometry;
}
/*
* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
*
* Simplification Geometry Modifier
* - based on code and technique
* - by Stan Melax in 1998
* - Progressive Mesh type Polygon Reduction Algorithm
* - http://www.melax.com/polychop/
*/
import {
BufferGeometry,
Float32BufferAttribute,
Geometry,
Vector3
} from "../../../build/three.module.js";
var SimplifyModifier = function () {};
( function () {
var cb = new Vector3(), ab = new Vector3();
function pushIfUnique( array, object ) {
if ( array.indexOf( object ) === - 1 ) array.push( object );
}
function removeFromArray( array, object ) {
var k = array.indexOf( object );
if ( k > - 1 ) array.splice( k, 1 );
}
function computeEdgeCollapseCost( u, v ) {
// if we collapse edge uv by moving u to v then how
// much different will the model change, i.e. the "error".
var edgelength = v.position.distanceTo( u.position );
var curvature = 0;
var sideFaces = [];
var i, il = u.faces.length, face, sideFace;
// find the "sides" triangles that are on the edge uv
for ( i = 0; i < il; i ++ ) {
face = u.faces[ i ];
if ( face.hasVertex( v ) ) {
sideFaces.push( face );
}
}
// use the triangle facing most away from the sides
// to determine our curvature term
for ( i = 0; i < il; i ++ ) {
var minCurvature = 1;
face = u.faces[ i ];
for ( var j = 0; j < sideFaces.length; j ++ ) {
sideFace = sideFaces[ j ];
// use dot product of face normals.
var dotProd = face.normal.dot( sideFace.normal );
minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2 );
}
curvature = Math.max( curvature, minCurvature );
}
// crude approach in attempt to preserve borders
// though it seems not to be totally correct
var borders = 0;
if ( sideFaces.length < 2 ) {
// we add some arbitrary cost for borders,
// borders += 10;
curvature = 1;
}
var amt = edgelength * curvature + borders;
return amt;
}
function computeEdgeCostAtVertex( v ) {
// compute the edge collapse cost for all edges that start
// from vertex v. Since we are only interested in reducing
// the object by selecting the min cost edge at each step, we
// only cache the cost of the least cost edge at this vertex
// (in member variable collapse) as well as the value of the
// cost (in member variable collapseCost).
if ( v.neighbors.length === 0 ) {
// collapse if no neighbors.
v.collapseNeighbor = null;
v.collapseCost = - 0.01;
return;
}
v.collapseCost = 100000;
v.collapseNeighbor = null;
// search all neighboring edges for "least cost" edge
for ( var i = 0; i < v.neighbors.length; i ++ ) {
var collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );
if ( ! v.collapseNeighbor ) {
v.collapseNeighbor = v.neighbors[ i ];
v.collapseCost = collapseCost;
v.minCost = collapseCost;
v.totalCost = 0;
v.costCount = 0;
}
v.costCount ++;
v.totalCost += collapseCost;
if ( collapseCost < v.minCost ) {
v.collapseNeighbor = v.neighbors[ i ];
v.minCost = collapseCost;
}
}
// we average the cost of collapsing at this vertex
v.collapseCost = v.totalCost / v.costCount;
// v.collapseCost = v.minCost;
}
function removeVertex( v, vertices ) {
console.assert( v.faces.length === 0 );
while ( v.neighbors.length ) {
var n = v.neighbors.pop();
removeFromArray( n.neighbors, v );
}
removeFromArray( vertices, v );
}
function removeFace( f, faces ) {
removeFromArray( faces, f );
if ( f.v1 ) removeFromArray( f.v1.faces, f );
if ( f.v2 ) removeFromArray( f.v2.faces, f );
if ( f.v3 ) removeFromArray( f.v3.faces, f );
// TODO optimize this!
var vs = [ f.v1, f.v2, f.v3 ];
var v1, v2;
for ( var i = 0; i < 3; i ++ ) {
v1 = vs[ i ];
v2 = vs[ ( i + 1 ) % 3 ];
if ( ! v1 || ! v2 ) continue;
v1.removeIfNonNeighbor( v2 );
v2.removeIfNonNeighbor( v1 );
}
}
function collapse( vertices, faces, u, v ) { // u and v are pointers to vertices of an edge
// Collapse the edge uv by moving vertex u onto v
if ( ! v ) {
// u is a vertex all by itself so just delete it..
removeVertex( u, vertices );
return;
}
var i;
var tmpVertices = [];
for ( i = 0; i < u.neighbors.length; i ++ ) {
tmpVertices.push( u.neighbors[ i ] );
}
// delete triangles on edge uv:
for ( i = u.faces.length - 1; i >= 0; i -- ) {
if ( u.faces[ i ].hasVertex( v ) ) {
removeFace( u.faces[ i ], faces );
}
}
// update remaining triangles to have v instead of u
for ( i = u.faces.length - 1; i >= 0; i -- ) {
u.faces[ i ].replaceVertex( u, v );
}
removeVertex( u, vertices );
// recompute the edge collapse costs in neighborhood
for ( i = 0; i < tmpVertices.length; i ++ ) {
computeEdgeCostAtVertex( tmpVertices[ i ] );
}
}
function minimumCostEdge( vertices ) {
// O(n * n) approach. TODO optimize this
var least = vertices[ 0 ];
for ( var i = 0; i < vertices.length; i ++ ) {
if ( vertices[ i ].collapseCost < least.collapseCost ) {
least = vertices[ i ];
}
}
return least;
}
// we use a triangle class to represent structure of face slightly differently
function Triangle( v1, v2, v3, a, b, c ) {
this.a = a;
this.b = b;
this.c = c;
this.v1 = v1;
this.v2 = v2;
this.v3 = v3;
this.normal = new Vector3();
this.computeNormal();
v1.faces.push( this );
v1.addUniqueNeighbor( v2 );
v1.addUniqueNeighbor( v3 );
v2.faces.push( this );
v2.addUniqueNeighbor( v1 );
v2.addUniqueNeighbor( v3 );
v3.faces.push( this );
v3.addUniqueNeighbor( v1 );
v3.addUniqueNeighbor( v2 );
}
Triangle.prototype.computeNormal = function () {
var vA = this.v1.position;
var vB = this.v2.position;
var vC = this.v3.position;
cb.subVectors( vC, vB );
ab.subVectors( vA, vB );
cb.cross( ab ).normalize();
this.normal.copy( cb );
};
Triangle.prototype.hasVertex = function ( v ) {
return v === this.v1 || v === this.v2 || v === this.v3;
};
Triangle.prototype.replaceVertex = function ( oldv, newv ) {
if ( oldv === this.v1 ) this.v1 = newv;
else if ( oldv === this.v2 ) this.v2 = newv;
else if ( oldv === this.v3 ) this.v3 = newv;
removeFromArray( oldv.faces, this );
newv.faces.push( this );
oldv.removeIfNonNeighbor( this.v1 );
this.v1.removeIfNonNeighbor( oldv );
oldv.removeIfNonNeighbor( this.v2 );
this.v2.removeIfNonNeighbor( oldv );
oldv.removeIfNonNeighbor( this.v3 );
this.v3.removeIfNonNeighbor( oldv );
this.v1.addUniqueNeighbor( this.v2 );
this.v1.addUniqueNeighbor( this.v3 );
this.v2.addUniqueNeighbor( this.v1 );
this.v2.addUniqueNeighbor( this.v3 );
this.v3.addUniqueNeighbor( this.v1 );
this.v3.addUniqueNeighbor( this.v2 );
this.computeNormal();
};
function Vertex( v, id ) {
this.position = v;
this.id = id; // old index id
this.faces = []; // faces vertex is connected
this.neighbors = []; // neighbouring vertices aka "adjacentVertices"
// these will be computed in computeEdgeCostAtVertex()
this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
this.collapseNeighbor = null; // best candinate for collapsing
}
Vertex.prototype.addUniqueNeighbor = function ( vertex ) {
pushIfUnique( this.neighbors, vertex );
};
Vertex.prototype.removeIfNonNeighbor = function ( n ) {
var neighbors = this.neighbors;
var faces = this.faces;
var offset = neighbors.indexOf( n );
if ( offset === - 1 ) return;
for ( var i = 0; i < faces.length; i ++ ) {
if ( faces[ i ].hasVertex( n ) ) return;
}
neighbors.splice( offset, 1 );
};
SimplifyModifier.prototype.modify = function ( geometry, count ) {
if ( geometry.isBufferGeometry ) {
geometry = new Geometry().fromBufferGeometry( geometry );
}
geometry.mergeVertices();
var oldVertices = geometry.vertices; // Three Position
var oldFaces = geometry.faces; // Three Face
// conversion
var vertices = [];
var faces = [];
var i, il;
//
// put data of original geometry in different data structures
//
// add vertices
for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
var vertex = new Vertex( oldVertices[ i ], i );
vertices.push( vertex );
}
// add faces
for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
var face = oldFaces[ i ];
var a = face.a;
var b = face.b;
var c = face.c;
var triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
faces.push( triangle );
}
// compute all edge collapse costs
for ( i = 0, il = vertices.length; i < il; i ++ ) {
computeEdgeCostAtVertex( vertices[ i ] );
}
var nextVertex;
var z = count;
while ( z -- ) {
nextVertex = minimumCostEdge( vertices );
if ( ! nextVertex ) {
console.log( 'THREE.SimplifyModifier: No next vertex' );
break;
}
collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );
}
//
var simplifiedGeometry = new BufferGeometry();
var position = [];
var index = [];
//
for ( i = 0; i < vertices.length; i ++ ) {
var vertex = vertices[ i ].position;
position.push( vertex.x, vertex.y, vertex.z );
}
//
for ( i = 0; i < faces.length; i ++ ) {
var face = faces[ i ];
var a = vertices.indexOf( face.v1 );
var b = vertices.indexOf( face.v2 );
var c = vertices.indexOf( face.v3 );
index.push( a, b, c );
}
//
simplifiedGeometry.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
simplifiedGeometry.setIndex( index );
return simplifiedGeometry;
};
} )();
export { SimplifyModifier };
import {
BufferGeometry,
Geometry
} from '../../../src/Three';
export class SubdivisionModifier {
constructor(subdivisions?: number);
subdivisions: number;
modify(geometry: BufferGeometry | Geometry): Geometry;
smooth(geometry: Geometry): void;
}
/*
* @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
* @author centerionware / http://www.centerionware.com
*
* Subdivision Geometry Modifier
* using Loop Subdivision Scheme
*
* References:
* http://graphics.stanford.edu/~mdfisher/subdivision.html
* http://www.holmes3d.net/graphics/subdivision/
* http://www.cs.rutgers.edu/~decarlo/readings/subdiv-sg00c.pdf
*
* Known Issues:
* - currently doesn't handle "Sharp Edges"
*/
import {
Face3,
Geometry,
Vector2,
Vector3
} from "../../../build/three.module.js";
var SubdivisionModifier = function ( subdivisions ) {
this.subdivisions = ( subdivisions === undefined ) ? 1 : subdivisions;
};
// Applies the "modify" pattern
SubdivisionModifier.prototype.modify = function ( geometry ) {
if ( geometry.isBufferGeometry ) {
geometry = new Geometry().fromBufferGeometry( geometry );
} else {
geometry = geometry.clone();
}
geometry.mergeVertices();
var repeats = this.subdivisions;
while ( repeats -- > 0 ) {
this.smooth( geometry );
}
geometry.computeFaceNormals();
geometry.computeVertexNormals();
return geometry;
};
( function () {
// Some constants
var ABC = [ 'a', 'b', 'c' ];
function getEdge( a, b, map ) {
var vertexIndexA = Math.min( a, b );
var vertexIndexB = Math.max( a, b );
var key = vertexIndexA + "_" + vertexIndexB;
return map[ key ];
}
function processEdge( a, b, vertices, map, face, metaVertices ) {
var vertexIndexA = Math.min( a, b );
var vertexIndexB = Math.max( a, b );
var key = vertexIndexA + "_" + vertexIndexB;
var edge;
if ( key in map ) {
edge = map[ key ];
} else {
var vertexA = vertices[ vertexIndexA ];
var vertexB = vertices[ vertexIndexB ];
edge = {
a: vertexA, // pointer reference
b: vertexB,
newEdge: null,
// aIndex: a, // numbered reference
// bIndex: b,
faces: [] // pointers to face
};
map[ key ] = edge;
}
edge.faces.push( face );
metaVertices[ a ].edges.push( edge );
metaVertices[ b ].edges.push( edge );
}
function generateLookups( vertices, faces, metaVertices, edges ) {
var i, il, face;
for ( i = 0, il = vertices.length; i < il; i ++ ) {
metaVertices[ i ] = { edges: [] };
}
for ( i = 0, il = faces.length; i < il; i ++ ) {
face = faces[ i ];
processEdge( face.a, face.b, vertices, edges, face, metaVertices );
processEdge( face.b, face.c, vertices, edges, face, metaVertices );
processEdge( face.c, face.a, vertices, edges, face, metaVertices );
}
}
function newFace( newFaces, a, b, c, materialIndex ) {
newFaces.push( new Face3( a, b, c, undefined, undefined, materialIndex ) );
}
function midpoint( a, b ) {
return ( Math.abs( b - a ) / 2 ) + Math.min( a, b );
}
function newUv( newUvs, a, b, c ) {
newUvs.push( [ a.clone(), b.clone(), c.clone() ] );
}
/////////////////////////////
// Performs one iteration of Subdivision
SubdivisionModifier.prototype.smooth = function ( geometry ) {
var tmp = new Vector3();
var oldVertices, oldFaces, oldUvs;
var newVertices, newFaces, newUVs = [];
var n, i, il, j, k;
var metaVertices, sourceEdges;
// new stuff.
var sourceEdges, newEdgeVertices, newSourceVertices;
oldVertices = geometry.vertices; // { x, y, z}
oldFaces = geometry.faces; // { a: oldVertex1, b: oldVertex2, c: oldVertex3 }
oldUvs = geometry.faceVertexUvs[ 0 ];
var hasUvs = oldUvs !== undefined && oldUvs.length > 0;
/******************************************************
*
* Step 0: Preprocess Geometry to Generate edges Lookup
*
*******************************************************/
metaVertices = new Array( oldVertices.length );
sourceEdges = {}; // Edge => { oldVertex1, oldVertex2, faces[] }
generateLookups( oldVertices, oldFaces, metaVertices, sourceEdges );
/******************************************************
*
* Step 1.
* For each edge, create a new Edge Vertex,
* then position it.
*
*******************************************************/
newEdgeVertices = [];
var other, currentEdge, newEdge, face;
var edgeVertexWeight, adjacentVertexWeight, connectedFaces;
for ( i in sourceEdges ) {
currentEdge = sourceEdges[ i ];
newEdge = new Vector3();
edgeVertexWeight = 3 / 8;
adjacentVertexWeight = 1 / 8;
connectedFaces = currentEdge.faces.length;
// check how many linked faces. 2 should be correct.
if ( connectedFaces != 2 ) {
// if length is not 2, handle condition
edgeVertexWeight = 0.5;
adjacentVertexWeight = 0;
if ( connectedFaces != 1 ) {
// console.warn( 'Subdivision Modifier: Number of connected faces != 2, is: ', connectedFaces, currentEdge );
}
}
newEdge.addVectors( currentEdge.a, currentEdge.b ).multiplyScalar( edgeVertexWeight );
tmp.set( 0, 0, 0 );
for ( j = 0; j < connectedFaces; j ++ ) {
face = currentEdge.faces[ j ];
for ( k = 0; k < 3; k ++ ) {
other = oldVertices[ face[ ABC[ k ] ] ];
if ( other !== currentEdge.a && other !== currentEdge.b ) break;
}
tmp.add( other );
}
tmp.multiplyScalar( adjacentVertexWeight );
newEdge.add( tmp );
currentEdge.newEdge = newEdgeVertices.length;
newEdgeVertices.push( newEdge );
// console.log(currentEdge, newEdge);
}
/******************************************************
*
* Step 2.
* Reposition each source vertices.
*
*******************************************************/
var beta, sourceVertexWeight, connectingVertexWeight;
var connectingEdge, connectingEdges, oldVertex, newSourceVertex;
newSourceVertices = [];
for ( i = 0, il = oldVertices.length; i < il; i ++ ) {
oldVertex = oldVertices[ i ];
// find all connecting edges (using lookupTable)
connectingEdges = metaVertices[ i ].edges;
n = connectingEdges.length;
if ( n == 3 ) {
beta = 3 / 16;
} else if ( n > 3 ) {
beta = 3 / ( 8 * n ); // Warren's modified formula
}
// Loop's original beta formula
// beta = 1 / n * ( 5/8 - Math.pow( 3/8 + 1/4 * Math.cos( 2 * Math. PI / n ), 2) );
sourceVertexWeight = 1 - n * beta;
connectingVertexWeight = beta;
if ( n <= 2 ) {
// crease and boundary rules
// console.warn('crease and boundary rules');
if ( n == 2 ) {
// console.warn( '2 connecting edges', connectingEdges );
sourceVertexWeight = 3 / 4;
connectingVertexWeight = 1 / 8;
// sourceVertexWeight = 1;
// connectingVertexWeight = 0;
} else if ( n == 1 ) {
// console.warn( 'only 1 connecting edge' );
} else if ( n == 0 ) {
// console.warn( '0 connecting edges' );
}
}
newSourceVertex = oldVertex.clone().multiplyScalar( sourceVertexWeight );
tmp.set( 0, 0, 0 );
for ( j = 0; j < n; j ++ ) {
connectingEdge = connectingEdges[ j ];
other = connectingEdge.a !== oldVertex ? connectingEdge.a : connectingEdge.b;
tmp.add( other );
}
tmp.multiplyScalar( connectingVertexWeight );
newSourceVertex.add( tmp );
newSourceVertices.push( newSourceVertex );
}
/******************************************************
*
* Step 3.
* Generate Faces between source vertices
* and edge vertices.
*
*******************************************************/
newVertices = newSourceVertices.concat( newEdgeVertices );
var sl = newSourceVertices.length, edge1, edge2, edge3;
newFaces = [];
var uv, x0, x1, x2;
var x3 = new Vector2();
var x4 = new Vector2();
var x5 = new Vector2();
for ( i = 0, il = oldFaces.length; i < il; i ++ ) {
face = oldFaces[ i ];
// find the 3 new edges vertex of each old face
edge1 = getEdge( face.a, face.b, sourceEdges ).newEdge + sl;
edge2 = getEdge( face.b, face.c, sourceEdges ).newEdge + sl;
edge3 = getEdge( face.c, face.a, sourceEdges ).newEdge + sl;
// create 4 faces.
newFace( newFaces, edge1, edge2, edge3, face.materialIndex );
newFace( newFaces, face.a, edge1, edge3, face.materialIndex );
newFace( newFaces, face.b, edge2, edge1, face.materialIndex );
newFace( newFaces, face.c, edge3, edge2, face.materialIndex );
// create 4 new uv's
if ( hasUvs ) {
uv = oldUvs[ i ];
x0 = uv[ 0 ];
x1 = uv[ 1 ];
x2 = uv[ 2 ];
x3.set( midpoint( x0.x, x1.x ), midpoint( x0.y, x1.y ) );
x4.set( midpoint( x1.x, x2.x ), midpoint( x1.y, x2.y ) );
x5.set( midpoint( x0.x, x2.x ), midpoint( x0.y, x2.y ) );
newUv( newUVs, x3, x4, x5 );
newUv( newUVs, x0, x3, x5 );
newUv( newUVs, x1, x4, x3 );
newUv( newUVs, x2, x5, x4 );
}
}
// Overwrite old arrays
geometry.vertices = newVertices;
geometry.faces = newFaces;
if ( hasUvs ) geometry.faceVertexUvs[ 0 ] = newUVs;
// console.log('done');
};
} )();
export { SubdivisionModifier };
import {
Geometry
} from '../../../src/Three';
export class SubdivisionModifier {
constructor(maxEdgeLength: number);
maxEdgeLength: number;
modify(geometry: Geometry): void;
}
/**
* Break faces with edges longer than maxEdgeLength
* - not recursive
*
* @author alteredq / http://alteredqualia.com/
*/
import {
Face3
} from "../../../build/three.module.js";
var TessellateModifier = function ( maxEdgeLength ) {
this.maxEdgeLength = maxEdgeLength;
};
TessellateModifier.prototype.modify = function ( geometry ) {
var edge;
var faces = [];
var faceVertexUvs = [];
var maxEdgeLengthSquared = this.maxEdgeLength * this.maxEdgeLength;
for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
faceVertexUvs[ i ] = [];
}
for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
var face = geometry.faces[ i ];
if ( face instanceof Face3 ) {
var a = face.a;
var b = face.b;
var c = face.c;
var va = geometry.vertices[ a ];
var vb = geometry.vertices[ b ];
var vc = geometry.vertices[ c ];
var dab = va.distanceToSquared( vb );
var dbc = vb.distanceToSquared( vc );
var dac = va.distanceToSquared( vc );
if ( dab > maxEdgeLengthSquared || dbc > maxEdgeLengthSquared || dac > maxEdgeLengthSquared ) {
var m = geometry.vertices.length;
var triA = face.clone();
var triB = face.clone();
if ( dab >= dbc && dab >= dac ) {
var vm = va.clone();
vm.lerp( vb, 0.5 );
triA.a = a;
triA.b = m;
triA.c = c;
triB.a = m;
triB.b = b;
triB.c = c;
if ( face.vertexNormals.length === 3 ) {
var vnm = face.vertexNormals[ 0 ].clone();
vnm.lerp( face.vertexNormals[ 1 ], 0.5 );
triA.vertexNormals[ 1 ].copy( vnm );
triB.vertexNormals[ 0 ].copy( vnm );
}
if ( face.vertexColors.length === 3 ) {
var vcm = face.vertexColors[ 0 ].clone();
vcm.lerp( face.vertexColors[ 1 ], 0.5 );
triA.vertexColors[ 1 ].copy( vcm );
triB.vertexColors[ 0 ].copy( vcm );
}
edge = 0;
} else if ( dbc >= dab && dbc >= dac ) {
var vm = vb.clone();
vm.lerp( vc, 0.5 );
triA.a = a;
triA.b = b;
triA.c = m;
triB.a = m;
triB.b = c;
triB.c = a;
if ( face.vertexNormals.length === 3 ) {
var vnm = face.vertexNormals[ 1 ].clone();
vnm.lerp( face.vertexNormals[ 2 ], 0.5 );
triA.vertexNormals[ 2 ].copy( vnm );
triB.vertexNormals[ 0 ].copy( vnm );
triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );
}
if ( face.vertexColors.length === 3 ) {
var vcm = face.vertexColors[ 1 ].clone();
vcm.lerp( face.vertexColors[ 2 ], 0.5 );
triA.vertexColors[ 2 ].copy( vcm );
triB.vertexColors[ 0 ].copy( vcm );
triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );
}
edge = 1;
} else {
var vm = va.clone();
vm.lerp( vc, 0.5 );
triA.a = a;
triA.b = b;
triA.c = m;
triB.a = m;
triB.b = b;
triB.c = c;
if ( face.vertexNormals.length === 3 ) {
var vnm = face.vertexNormals[ 0 ].clone();
vnm.lerp( face.vertexNormals[ 2 ], 0.5 );
triA.vertexNormals[ 2 ].copy( vnm );
triB.vertexNormals[ 0 ].copy( vnm );
}
if ( face.vertexColors.length === 3 ) {
var vcm = face.vertexColors[ 0 ].clone();
vcm.lerp( face.vertexColors[ 2 ], 0.5 );
triA.vertexColors[ 2 ].copy( vcm );
triB.vertexColors[ 0 ].copy( vcm );
}
edge = 2;
}
faces.push( triA, triB );
geometry.vertices.push( vm );
for ( var j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
if ( geometry.faceVertexUvs[ j ].length ) {
var uvs = geometry.faceVertexUvs[ j ][ i ];
var uvA = uvs[ 0 ];
var uvB = uvs[ 1 ];
var uvC = uvs[ 2 ];
// AB
if ( edge === 0 ) {
var uvM = uvA.clone();
uvM.lerp( uvB, 0.5 );
var uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
var uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
// BC
} else if ( edge === 1 ) {
var uvM = uvB.clone();
uvM.lerp( uvC, 0.5 );
var uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
var uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
// AC
} else {
var uvM = uvA.clone();
uvM.lerp( uvC, 0.5 );
var uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
var uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
}
faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
}
}
} else {
faces.push( face );
for ( var j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
}
}
}
}
geometry.faces = faces;
geometry.faceVertexUvs = faceVertexUvs;
};
export { TessellateModifier };
......@@ -78,6 +78,11 @@ var files = [
{ path: 'math/Lut.js', dependencies: [], ignoreList: [] },
{ path: 'math/SimplexNoise.js', dependencies: [], ignoreList: [] },
{ path: 'modifiers/ExplodeModifier.js', dependencies: [], ignoreList: [] },
{ path: 'modifiers/SimplifyModifier.js', dependencies: [], ignoreList: [] },
{ path: 'modifiers/SubdivisionModifier.js', dependencies: [], ignoreList: [] },
{ path: 'modifiers/TessellateModifier.js', dependencies: [], ignoreList: [] },
{ path: 'objects/Lensflare.js', dependencies: [], ignoreList: [] },
{ path: 'objects/Reflector.js', dependencies: [], ignoreList: [] },
{ path: 'objects/Refractor.js', dependencies: [], ignoreList: [] },
......
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