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subdivide.js
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1126 lines (1002 loc) · 41.2 KB
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/**
* subdivision functions
*
*/
import {PolyMesh, PolygonK, HalfEdgeK} from './polymesh.js';
import {TriMesh, DirectedEdgeArray, fEdgeK} from './trimesh.js';
import {vec3, vec3a} from "./vec3.js";
/**
* Catmull-Clark subdivision function
*
* @param {PolyMesh} source - source of subdivision
* @returns {PolyMesh} return a new catmull-clark subdivide polymesh.
*/
const subdivideCC = (()=>{
//
// each wEdge subdivide to 4 wEdge.
// Pro: simple indexing
// Con: wasted hEdges on Boundary Edge.
//
// each face subdivide to the number of edges. ie 5 edges face to 5 quad.
// each wedge is subdivide to 4 wedge.
// A 6 || 7 B
// 1 ||
// -----> subdivide 5---->--->1
// <----- -> 4<---<----0
// 0 ||
// B 3 || 2 A
//
/**
add middle of face point.
note: we could also subdivide and link here, but currently no.
*/
function refineFace(subd, source) {
const src = source.v.positionBuffer();
const dest = subd.v.positionBuffer();
const attr = source.createAttributeInterpolator();
let offset = source.v.lengthPt();
for (let face of source.f) {
attr.reset();
let count = 0;
let i = (offset+face) * 3; // *3 because a pt is (xyz) size of 3.
for (let hEdge of source.f.halfEdgeIter(face)) {
vec3a.add(dest, i, src, source.h.position(hEdge)*3);
attr.add(hEdge);
++count;
}
let divisor = 1.0/ count;
vec3a.scale(dest, i, divisor);
attr.interpolate(divisor);
// point to first halfEdge's expansion.
const hEdge = source.f.halfEdge(face);
subd.v.setHalfEdge(offset+face, hEdge * 4 + 3);
// add attribute, valence and crease.
subd.v.setValence(offset+face, count);
subd.v.setCrease(offset+face, 0);
// copy attributes, and (not subdivide face?)
for (let hEdge of source.f.halfEdgeIter(face)) {
attr.copyTo(subd, hEdge * 4 + 3);
}
};
};
/**
add point to the middle of edge
(B.1) New boundary/crease edge points – the midpoint of the old edge
(B.2) New smooth edge points – the average of the point produced
by the boundary edge rule with the average of the two new face
points of the faces sharing that edge
(B.3) New blending crease points – the linear interpolation of point
rules (B.1) and (B.2) with weight σ ∈ [0, 1)
*/
function refineEdge(subd, source) {
const src = source.v.positionBuffer();
const srcH = source.h;
const dest = subd.v.positionBuffer();
const midEdge = [0.0, 0.0, 0.0];
const smoothMid = [0.0, 0.0, 0.0];
const attr = source.createAttributeInterpolator();
let offsetFace = source.v.lengthPt();
let offset = offsetFace + source.f.length();
for (let [wEdge, left, right] of source.h) {
let valence = 4;
let sharpness = srcH.wSharpness(wEdge);
if ((sharpness < 0) || (sharpness >= 1)) { // b1
vec3.add(midEdge, 0, src, source.h.position(left)*3, src, source.h.position(right)*3);
vec3a.scale(midEdge, 0, 0.5);
if (sharpness < 0) {
valence = 3; // assume impossible to have empty face on both side of edge, bad geometry.
} else {
sharpness -= 1;
}
} else { // b2 or b3, count=4, guaranteed.
const smooth = 1 - sharpness;
const u = 1/4 * smooth + 1/2 * sharpness;
const v = 1/4 * smooth;
vec3.add(midEdge, 0, src, srcH.position(left)*3, src, srcH.position(right)*3);
vec3a.scale(midEdge, 0, u);
let face = srcH.face(left);
vec3.copy(smoothMid, 0, dest, (offsetFace+face)*3);
face = srcH.face(right);
vec3a.add(smoothMid, 0, dest, (offsetFace+face)*3);
vec3a.scaleAndAdd(midEdge, 0, smoothMid, 0, v);
sharpness = 0;
}
vec3.copy(dest, (offset+wEdge)*3, midEdge, 0);
// v'halfEdge point to newly expanded wEdge's halfEdge
subd.v.setHalfEdge(offset+wEdge, left*4 + 2);
subd.v.setValence(offset+wEdge, valence);
subd.v.setCrease(offset+wEdge, sharpness);
// copy left(even) and right(odd) attribute, and compute new one.
attr.init(left);
attr.copyTo(subd, left * 4); // copy original
attr.add(source.h.next(left));
attr.interpolate(0.5);
attr.copyTo(subd, left * 4 + 4);
attr.copyTo(subd, left * 4 + 2);
// right hEdge
attr.init(right);
attr.copyTo(subd, right * 4 + 1); // copy original
attr.add(source.h.next(right));
attr.interpolate(0.5);
attr.copyTo(subd, left * 4 + 1);
attr.copyTo(subd, right * 4 + 2);
}
}
/**
push down the vertex point.
(C.1) New boundary/corner vertex points – old vertex point
(C.2) New smooth vertex points – the average Q/n + 2R/n + S(n − 3)/n
Q = the average of the new face points of all faces adjacent to the old vertex point.
R = the average of the midpoints of all edges incident to the old vertex point.
S = old vertex point.
n = valence of the old vertex point.
(C.3) New blended vertex points – the linear interpolation of point rules (C.2) and (C.4) with weight σ̄ ∈ [0, 1)
(C.4) New creased vertex points – the average (A + 6S + B)/8
A = the vertex point that forms the first crease incident to S
B = the vertex point that forms the second crease incident to S.
S = the old vertex point.
*/
function refineVertex(subd, source) {
const src = source.v.positionBuffer();
const dest = subd.v.positionBuffer();
const srcV = source.v;
const srcH = source.h;
const destV = subd.v;
const smoothPt = [0, 0, 0], creasePt = [0, 0, 0];
let offsetFace = source.v.lengthPt();
let offsetEdge = offsetFace + source.f.length();
for (let vertex of srcV) {
const valence = srcV.valence(vertex);
let crease = srcV.crease(vertex);
if (crease < 0) { // c1, corner/boundary, copy
vec3.copy(dest, vertex*3, src, vertex*3);
} else if (crease >= 1) { // c4, crease, guarantee to be 2 sharpness edge
creasePt[0] = creasePt[1] = creasePt[2] = 0.0;
for (const hEdge of srcV.inEdgeIter(vertex)) {
if (srcH.sharpness(hEdge) > 0) { // TODO: early exit?
const out = srcH.origin(hEdge);
vec3a.add(creasePt, 0, src, out*3);
}
}
vec3a.scale(creasePt, 0, 1/8);
vec3.scaleAndAdd(dest, vertex*3, creasePt, 0, src, vertex*3, 6/8);
crease -=1;
} else if (crease === 0) { // c3, smooth
smoothPt[0] = smoothPt[1]= smoothPt[2] = 0.0;
for (let hEdge of source.v.outEdgeIter(vertex)) {
let face = source.h.face(hEdge);
vec3a.scaleAndAdd(smoothPt, 0, dest, (offsetFace+face)*3, -1.0);
vec3a.scaleAndAdd(smoothPt, 0, dest, (offsetEdge+srcH.wEdge(hEdge))*3, 4.0);
}
// write out average point result
vec3a.scale(smoothPt, 0, 1.0 / (valence*valence));
vec3.scaleAndAdd(dest, vertex*3,
smoothPt, 0,
src, vertex*3,
1.0 - 3.0 / valence);
} else { // c4, blend
smoothPt[0] = smoothPt[1] = smoothPt[2] = 0.0;
creasePt[0] = creasePt[1] = creasePt[3] = 0.0;
for (const hEdge of srcV.inEdgeIter(vertex)) {
const face = source.h.face(hEdge);
vec3a.scaleAndAdd(smoothPt, 0, dest, (offsetFace+face)*3, -1.0);
const wEdge = srcH.wEdge(hEdge);
if (srcH.wSharpness(wEdge) > 0) {
vec3a.add(creasePt, 0, src, srcH.origin(hEdge)*3);
}
vec3a.scaleAndAdd(smoothPt, 0, dest, (offsetEdge+wEdge)*3, 4.0);
}
// write out average point result
vec3a.scale(creasePt, 0, 1/8);
vec3a.scaleAndAdd(creasePt, 0, src, vertex*3, 6/8);
vec3a.scale(smoothPt, 0, 1.0 / (valence*valence));
vec3a.scaleAndAdd(smoothPt, 0,
src, vertex*3,
1.0 - 3.0 / valence);
vec3.lerp(dest, vertex*3, smoothPt, 0, creasePt, 0, crease);
crease = 0;
}
// readjust to expand halfEdge
let hEdge = source.v.halfEdge(vertex);
destV.setHalfEdge(vertex, hEdge * 4 + (HalfEdgeK.isOdd(hEdge)? 1 : 0));
// copy attributes, valence, crease.
destV.setValence(vertex, valence);
destV.setCrease(vertex, crease);
}
}
//
// each wEdge subdivide to 4 wEdge.
// Pro: simple indexing
// Con: wasted hEdges on Boundary Edge.
//
// each face subdivide to the number of edges. ie 5 edges face to 5 quad.
// each wedge is subdivide to 4 wedge.
// A 6 || 7 B
// 1 ||
// -----> subdivide 5---->--->1
// <----- -> 4<---<----0
// 0 ||
// B 3 || 2 A
//
function subdivideFace(subd, source) { // pointing to the
const computeIndices = (partA, partB, hEdge)=> {
const isOdd = HalfEdgeK.isOdd(hEdge);
const wEdge = HalfEdgeK.wEdge(hEdge);
const base = wEdge*8; // every wedge is expand by 4 wedges (2*halfEdge)
if (isOdd) { // (5(2),6(3),7(3),1(0)),
partA[0] = base + 5;
partA[1] = base + 6;
partB[0] = base + 7;
partB[1] = base + 1;
} else { // (0(0), 2(1), 3(1), 4(2)),
partA[0] = base;
partA[1] = base + 2;
partB[0] = base + 3;
partB[1] = base + 4;
}
return wEdge;
}
const linkQuad = (subd, prevB, partA, faceId, material)=>{ // linkNext quadFace
// connect the inner quad
subd.h.linkNext(prevB[0], prevB[1]);
subd.h.setFace(prevB[0], faceId);
subd.h.linkNext(prevB[1], partA[0]);
subd.h.setFace(prevB[1], faceId);
subd.h.linkNext(partA[0], partA[1]);
subd.h.setFace(partA[0], faceId);
subd.h.linkNext(partA[1], prevB[0]);
subd.h.setFace(partA[1], faceId);
// face just point to any halfEdge
subd.f.setHalfEdge(faceId, prevB[0]);
subd.f._setMaterial(faceId, material);
}
// tail link to head, so we have to save headA first.
let faceId = 0;
const idx = [[-1, -1], [-1, -1], [-1, -1]];
const headA = [-1, -1];
for (let face of source.f) {
let material = source.f.material(face);
let count = 0;
let i = 0;
let prevB=-1, partA=headA, partB=idx[0];
for (let hEdge of source.f.halfEdgeIter(face)) { // each hEdge becomes
++count;
const wEdge = computeIndices(partA, partB, hEdge);
// update vertex(pt?), (origin, wEdgeId, faceEdgeId, wEdgeId)
subd.h.setOrigin(partA[0], source.h.origin(hEdge));
subd.h.setOrigin(partA[1], source.v.lengthPt() + source.f.length() + wEdge);
subd.h.setOrigin(partB[0], source.v.lengthPt() + face);
subd.h.setOrigin(partB[1], source.v.lengthPt() + source.f.length() + wEdge);
// quad face update.
if (prevB !== -1) { // now we can do the quad linking
linkQuad(subd, prevB, partA, faceId++, material);
}
// rotate through the index
prevB = partB;
i = ++i % 3;
partA = idx[i];
i = ++i % 3;
partB = idx[i];
}
// do the first quad face, and add material reference
linkQuad(subd, prevB, headA, faceId++, material);
subd.f._materialAddRef(material, count);
}
}
// just extend the original (0=>(0,4))
// A 6 || 7 B
// 1 ||
// -----> subdivide 5---->--->1
// <----- -> 4<---<----0
// 0 ||
// B 3 || 2 A
//
function subdivideHole(subd, source) {
function computeIndices(part, free, hEdge) {
const isOdd = HalfEdgeK.isOdd(hEdge);
const wEdge = HalfEdgeK.wEdge(hEdge);
const base = wEdge*8; // every wedge is expand by 4 wedges (2*halfEdge)
if (isOdd) { // (5(2),6(3),7(3),1(0)),
part[0] = base + 5;
part[1] = base + 1;
free[0] = wEdge*4 + 3;
} else { // (0(0), 2(1), 3(1), 4(2)),
part[0] = base;
part[1] = base + 4;
free[0] = wEdge*4 + 1;
}
return wEdge;
}
const vertOffset = source.v.lengthPt() + source.f.length();
const hEdges = subd.h;
const vertices = subd.v;
let wTail = -1, newHead = -1;
let count = 0;
// expanded the original freeList.
for (let wEdge of source.h._freewEdgeIter()) {
vertices.setHalfEdge(vertOffset+wEdge, -1); // the wEdge(vertex) is extra, set it as free
wEdge *= 4;
if (wTail < 0) { // start codition, get head
newHead = wEdge;
count += 3;
} else {
hEdges._linkFree(wTail, wEdge);
count += 4;
}
hEdges._linkFree(wEdge, ++wEdge);
hEdges._linkFree(wEdge, ++wEdge);
hEdges._linkFree(wEdge, ++wEdge);
wTail = wEdge;
}
if (count > 0) { // the tail set
count++;
//hEdges._linkFree(wTail, -1);
}
// link the newly expanded holes.
const part = [0, 0],
wHead =[0];
// Walk through source's holeArray
const holes = source.o;
for (let hole of holes) {
let newHole = subd.o.alloc();
let hTail = -1, hHead = -1;
for (let hEdge of holes.halfEdgeIter(hole)) { // each edge becomes 2, and the middle 2 will be put into freeList
const wEdge = computeIndices(part, wHead, hEdge);
// update vertex(pt?), (origin, wEdgeId, faceEdgeId, wEdgeId)
hEdges.setOrigin(part[0], source.h.origin(hEdge));
hEdges.setOrigin(part[1], vertOffset + wEdge);
hEdges.setFace(part[0], newHole);
hEdges.setFace(part[1], newHole);
// link internal hole hEdges
if (hHead < 0) {
hTail = part[0];
subd.o.setHalfEdge(newHole, hTail);
} else {
hEdges.linkNext(hHead, part[0]);
}
hEdges.linkNext(part[0], part[1]);
hHead = part[1];
// linkFree wEdge, also set
if (count === 0) {
//hEdges._linkFree(wHead[0], -1);
wTail = wHead[0];
newHead = wHead[0];
} else {
hEdges._linkFree(wHead[0], newHead);
newHead = wHead[0];
}
count++;
}
// link hole's tail to hole's head
hEdges.linkNext(hHead, hTail);
}
// connect wEdge freeList.
if (count > 0) {
hEdges._concatFree(wTail, newHead, count);
}
}
function nextFaceLength(source) {
let count = 0;
for (let face of source.f) {
count += source.f.halfEdgeCount(face);
}
return count;
}
/**
* Catmull-Clark subdividing functions.
* @param {PolyMesh} source - original PolyMesh to be subdivide
* @returns {PolyMesh} the Catmull-Clark subdivided Polymesh
*/
function ccSubdivide(source) {
const subd = PolyMesh.create(source._material.depot);
// preallocated enough points to next subdivision level,
subd.v._allocEx(source.v.lengthPt() + source.f.length() + source.h.lengthW());
// preallocated next level of the wEdges/Faces.
subd.h._allocEx(source.h.length()*2); // *4, but hEdge already *2.
subd.f._allocEx(nextFaceLength(source));
// build/refine all points.
refineFace(subd, source);
refineEdge(subd, source);
refineVertex(subd, source);
// fixed-up the wEdges, Faces, and vertex connection.
subdivideFace(subd, source);
subdivideHole(subd, source);
return subd;
}
return async function(source, level) {
let subd = source;
let text = "";
//let multi = 1;
for (let i = 0; i < level; ++i) {
let start = Date.now();
subd = ccSubdivide(subd);
// readjust _material
//multi *= 4; // only for level 1 and later
//
text += "(level: " + (i+1) + ", time: " + (Date.now()-start) + ")\n";
if (1) {
const sanity = subd.sanityCheck();
console.log("mesh integrity: " + sanity);
console.log(subd.stat());
}
}
// readjust _material
//for (let [mat, count] of source.m) {
// subd.m.addRef(mat, count*multi);
//}
return [subd, text];
}
})();
const subdivideTriPoly = (source, refineEdge, refineVertex)=>{
//
// each wEdge subdivide to 4 wEdge.
// Pro: simple indexing
// Con: wasted hEdges on Boundary Edge.
//
// each face subdivide to the number of edges. ie 5 edges face to 5 quad.
// each wedge is subdivide to 4 wedge.
// A 6 || 7 B
// 1 ||
// -----> subdivide 5---->--->1
// <----- -> 4<---<----0
// 0 ||
// B 3 || 2 A
//
function subdivideFace(subd, source) {
const computeIndices = (part, hEdge)=> {
const isOdd = HalfEdgeK.isOdd(hEdge);
const wEdge = HalfEdgeK.wEdge(hEdge);
const base = wEdge*8; // every wedge is expand by 4 wedges (2*halfEdge)
if (isOdd) { // (5(2),6(3),7(3),1(0)),
part[0] = base + 5;
part[1] = base + 6;
part[2] = base + 7;
part[3] = base + 1;
} else { // (0(0), 2(1), 3(1), 4(2)),
part[0] = base;
part[1] = base + 2;
part[2] = base + 3;
part[3] = base + 4;
}
return wEdge;
}
const linkTri = (subd, hEdge0, hEdge1, hEdge2, faceId, material)=>{ // linkNext triFace
subd.h.linkNext(hEdge0, hEdge1);
subd.h.setFace(hEdge0, faceId);
subd.h.linkNext(hEdge1, hEdge2);
subd.h.setFace(hEdge1, faceId);
subd.h.linkNext(hEdge2, hEdge0);
subd.h.setFace(hEdge2, faceId);
// face just point to any halfEdge
subd.f.setHalfEdge(faceId, hEdge0);
subd.f._setMaterial(faceId, material);
}
let faceId = 0;
// cut corners, since we guaranteed to be triangle, we can compute the 3 edges directly
const expand = [[-1, -1, -1, -1], [-1, -1, -1, -1], [-1, -1, -1, -1]];
const edgesMid = [-1, -1, -1];
for (let face of source.f) {
let material = source.f.material(face);
let count = 0;
for (let hEdge of source.f.halfEdgeIter(face)) { // each hEdge becomes 4 hEdges.
if (count >= 3) {
throw("not a triangle in a triangle polymesh, faceID:" + face);
}
let part = expand[count];
const wEdge = computeIndices(part, hEdge);
// update vertex(pt?), (origin, wEdgeId, faceEdgeId, wEdgeId), cut corner triangle.
subd.h.setOrigin(part[0], source.h.origin(hEdge));
let mid = source.v.lengthPt() + wEdge;
subd.h.setOrigin(part[1], mid);
//subd.h.setOrigin(part[2], source.v.lengthPt() + face);
subd.h.setOrigin(part[3], mid);
edgesMid[count] = mid;
count++;
}
// fix the corner edges.
subd.h.setOrigin(expand[0][2], edgesMid[2]);
subd.h.setOrigin(expand[1][2], edgesMid[0]);
subd.h.setOrigin(expand[2][2], edgesMid[1]);
// now link the 4 triangles,
linkTri(subd, expand[0][0], expand[0][1], expand[2][3], faceId++, material);
linkTri(subd, expand[1][0], expand[1][1], expand[0][3], faceId++, material);
linkTri(subd, expand[2][0], expand[2][1], expand[1][3], faceId++, material);
linkTri(subd, expand[0][2], expand[1][2], expand[2][2], faceId++, material);
subd.f._materialAddRef(material, 4);
}
}
function subdivideHole(subd, source) {
// this should be similar to catmull-clark poly?
}
function computeSubdivideMid(hEdge) {
return hEdge*4 + 2;
}
function computeSubdividehEdge(hEdge) {
return hEdge * 4 + (HalfEdgeK.isOdd(hEdge)? 1 : 0);
}
const subd = PolyMesh.create(source._material.depot);
subd.v._valenceMax = source.v.valenceMax();
// preallocated enough points to next subdivision level,
subd.v._allocEx(source.v.length() + source.h.lengthW());
// preallocated next level of the wEdges/Faces.
subd.h._allocEx(source.h.length()*2); // *4, but hEdge already *2.
subd.f._allocEx(source.f.length() * 4);
// add/refine middle edge points.
refineEdge(subd, source, computeSubdivideMid);
// copy and setup vertex's hEdge
refineVertex(subd, source, computeSubdividehEdge);
// fixed-up the wEdges, Faces, and vertex connection.
subdivideFace(subd, source);
subdivideHole(subd, source);
return subd;
};
const subdivideTri = (source, refineEdge, refineVertex)=>{
function computeWEdgeLo(srcH, wEdge, hEdge) {
const i = (srcH.wEdgeLeft(srcH.wEdge(hEdge)) === hEdge) ? 1 : 0;
return wEdge * 2 + i;
}
function computePairLo(srcH, hEdge) {
const pair = srcH.pair(hEdge);
if (pair >= 0) {
const [face, index] = DirectedEdgeArray.faceAndIndex(pair);
return face*3*4 + ((index*3+5)%9);
} else { // boundaryEdge, multiply by 2-i
return pair*2-1;
}
}
function computeWEdgeHi(srcH, wEdge, hEdge) {
const i = (srcH.wEdgeLeft(srcH.wEdge(hEdge)) === hEdge) ? 0 : 1;
return wEdge * 2 + i;
}
function computePairHi(srcH, hEdge) {
const pair = srcH.pair(hEdge);
if (pair >= 0) {
const [face, index] = DirectedEdgeArray.faceAndIndex(pair);
return face*3*4 + index*3;
} else { // boundaryEdge, multiply by 2,
return pair*2;
}
}
/**
each face divide to 4 face, wEdge*3,
*/
function subdivideFace(subd, source) {
const srcH = source.h;
const subdH = subd.h;
const subdF = subd.f;
const wEdgeOffset = srcH.lengthW() * 2; // original wEdge expand by *2
const offset = source.v.length();
for (let face of source.f) {
let material = source.f.material(face);
// 1 grow to 4.
let srcEdge = face * 3;
let destEdge = srcEdge * 4;
let destFace = face * 4;
// 3 edges to 3 faces, setOrigin, setPair, setWEdge, and setup extra face in the middle
let wEdge = [srcH.wEdge(srcEdge),
srcH.wEdge(srcEdge+1),
srcH.wEdge(srcEdge+2) ];
for (let i = 0; i < 3; ++i) {
let j = (i+2)%3;
let newWEdge = computeWEdgeLo(srcH, wEdge[i], srcEdge+i);
let newPair = computePairLo(srcH, srcEdge+i);
subdH.setOrigin(destEdge, srcH.origin(srcEdge+i));
subdH._setPair(destEdge, newPair);
subdH.setWEdge(destEdge, newWEdge);
subdH.setOrigin(destEdge+1, offset+wEdge[i]);
newPair = destEdge+9 - i*2; // mid pair
subdH.setOrigin(newPair, offset+wEdge[j]); // middle extra face
subdH.setPair(destEdge+1, newPair);
newWEdge = wEdgeOffset+face*3+i;
subdH.setWEdge(destEdge+1, newWEdge);
subdH.setWEdge(newPair, newWEdge); // middle extra face
newWEdge = computeWEdgeHi(srcH, wEdge[j], srcEdge+j);
newPair = computePairHi(srcH, srcEdge+j);
subdH.setOrigin(destEdge+2, offset+wEdge[j]);
subdH._setPair(destEdge+2, newPair);
subdH.setWEdge(destEdge+2, newWEdge);
subdF._setMaterial(destFace+i, material);
// prepare next face
destEdge += 3;
}
// middle and last face
subdF._setMaterial(destFace+3, material);
subdF._materialAddRef(material, 4);
}
}
function subdivideHole(subd, source) {
const srcH = source.h;
const subdH = subd.h;
// boundaryEdge expand by 2 only, also free boundaryEdge expand by 2. +1 (0, 1) 1 is extra free
subdH._freeBoundaryCount = (srcH._freeBoundaryCount*2) + 1;
let head = srcH._fEdges.get(0, fEdgeK.next);
subdH._fEdges.set(1, fEdgeK.next, head*2);
subdH._fEdges.set(0, fEdgeK.next, -1);
subdH._allocBEdge(srcH._fEdges.length()*2-1);
for (let bEdge of srcH._fEdgeIter()) { // expand by 2
let hole = srcH.hole(bEdge);
if (hole < 0) { // yes this is boundary edge,
// (pair, next, prev hole) next, prev, expand by 2,
let bEdge2 = bEdge*2;
let newPair = computePairLo(srcH, bEdge);
subdH.setPair(bEdge2, newPair);
subdH.linkNext(bEdge2, bEdge2-1); // next is increment in negative int
subdH.setHole(bEdge2, hole); // hole don't change
// the expand hi edge,
bEdge2 -= 1;
newPair = computePairHi(srcH, bEdge);
subdH.setPair(bEdge2, newPair);
let next = srcH.next(bEdge);
subdH.linkNext(bEdge2, next*2);
subdH.setHole(bEdge2, hole); // hole don't change
} else { // freeList, expand the freeList by 2,
subdH._fEdges.set(-bEdge*2, fEdgeK.next, bEdge*2-1);
const next = srcH._fEdges.get(-bEdge, fEdgeK.next);
subdH._fEdges.set(-bEdge*2+1, fEdgeK.next, next*2);
}
}
const subdO = subd.o;
// create new holes in destination.
subdO._copy(source.o);
// now iterating hole to set the correct new HalfEdge
for (let hole of subdO) {
let bEdge = subdO.halfEdge(hole);
subdO.setHalfEdge(hole, bEdge*2);
}
}
function computeSubdivideMid(hEdge) {
const [face, index] = DirectedEdgeArray.faceAndIndex(hEdge);
return face*3*4 + index*3+1;
}
function computeSubdividehEdge(hEdge) {
const [face, index] = DirectedEdgeArray.faceAndIndex(hEdge);
return (face*3*4) + (index*3);
}
const subd = TriMesh.create(source._material.depot);
subd.v._valenceMax = source.v.valenceMax();
// preallocated enough points to next subdivision level,
subd.v._allocEx(source.v.length() + source.h.lengthW());
// preallocated next level of the wEdges/Faces.
subd.h._allocEx(source.f.length() * 4); // directedEdge mapped to face 3:1
subd.h._allocWEdge(source.h.lengthW()*2 + source.f.length()*3);
subd.f._allocEx(source.f.length() * 4);
// add/refine middle edge points.
refineEdge(subd, source, computeSubdivideMid);
// copy and setup vertex's hEdge
refineVertex(subd, source, computeSubdividehEdge);
// fixed-up the wEdges, Faces, and vertex connection.
subdivideFace(subd, source);
subdivideHole(subd, source);
return subd;
};
/**
modified butterfly coeficcient from Prof. Zorin
http://www.multires.caltech.edu/pubs/interpolationTR.pdf
more approacheable article by Brian Sharp
https://www.gamasutra.com/view/feature/3177/subdivision_surface_theory.php?print=1
(origin vertex using 3/4 coefficient)
*/
const mbCoeffK = [[],[], [],
[5/12, -1/12, -1/12, 3/4],
[3/8, 0, -1/8, 0, 3/4]];
function computeButterflyCoefficient(valence) {
// assume valence >= 3.
if (valence < 3) {
console.log("impossible vertex valence");
return;
}
if (mbCoeffK.length <= valence) { // guarantee to have array
for (let val = mbCoeffK.length; val <= valence; ++val) {
let coeff = [];
mbCoeffK.push( coeff );
let sum = 0;
for (let j = 0; j < val; ++j) {
const invVal = 1 / val;
let temp = (2 * Math.PI * j) * invVal;
let value = 0.25 + Math.cos( temp ) + 0.5 * Math.cos(2*temp);
value *= invVal;
coeff.push( value );
sum += value;
}
coeff.push( 1.0 - sum );
}
}
}
/**
Modified Butterfly subdivision scheme, according
*/
const mbSubdivide = (()=> {
// for the normal wEdge 6-valence.
const wK = -1/16; // wK is arbitray small value, can be 0.
const aK = 1/2 - wK;
const bK = 1/8 + 2*wK;
const cK = -1/16 - wK;
const dK = wK;
const stencil = [bK, cK, dK, cK];
function refineEdge(subd, source, computeSubdivideMid) {
function computeExtraodinary(midEdge, current, coeff) {
// iterated through the extradinary vertex
let i = 0;
let inEdge;
const end = current;
do {
inEdge = hEdges.pair(current);
vec3a.scaleAndAdd(midEdge, 0, src, hEdges.origin(inEdge)*3, coeff[i++]);
current = hEdges.next( inEdge );
} while (current !== end);
}
const src = source.v.positionBuffer();
const dest = subd.v.positionBuffer();
const hEdges = source.h;
const midEdge = [0.0, 0.0, 0.0];
const attr = source.createAttributeInterpolator();
let offset = source.v.lengthPt();
for (let [wEdge, left, right] of hEdges) {
const leftV = hEdges.origin(left);
const valLeft = source.v.valence( leftV );
const rightV = hEdges.origin(right);
const valRight = source.v.valence( rightV );
const val0 = valLeft === 6;
const val1 = valRight === 6;
if (val0 && val1) { // case 1, 10-point stencil
vec3.scale(midEdge, 0, src, hEdges.position(left)*3, aK);
for (let [lt, rt] of [[left,right],[right,left]]) {
let i = 0;
let inEdge;
let end = hEdges.pair(hEdges.prev(lt));
let current = hEdges.next( rt );
do {
inEdge = hEdges.pair(current);
vec3a.scaleAndAdd(midEdge, 0, src, hEdges.origin(inEdge)*3, stencil[i++]);
current = hEdges.next( inEdge );
} while (current !== end);
}
vec3a.scaleAndAdd(midEdge, 0, src, hEdges.position(right)*3, aK);
} else if (!val0 && !val1) { // case 3, average of both extraodinary vertices
vec3.scale(midEdge, 0, src, hEdges.position(left)*3, mbCoeffK[valLeft][valLeft]);
vec3a.scaleAndAdd(midEdge, 0, src, hEdges.position(right)*3, mbCoeffK[valRight][valRight]);
computeExtraodinary(midEdge, left, mbCoeffK[valLeft]);
computeExtraodinary(midEdge, right, mbCoeffK[valRight]);
vec3a.scale(midEdge, 0, 1/2);
} else { // case 2, use the lone extraodinary vertex
let v = leftV;
let val = valLeft;
let hEdge = left;
let coeff = mbCoeffK[valLeft];
if (val0) {
v = rightV;
val = valRight;
hEdge = right;
coeff = mbCoeffK[valRight];
}
vec3.scale(midEdge, 0, src, hEdges.position(hEdge)*3, coeff[val]);
computeExtraodinary(midEdge, hEdge, coeff);
} // TODO: boundary edge.
// copy over
vec3.copy(dest, (offset + wEdge) * 3, midEdge, 0);
// and setup outEdge pointer
subd.v.setHalfEdge(offset+wEdge, computeSubdivideMid(left));
subd.v.setValence(offset+wEdge, 6); // newly create valence is always 6, unless opposite side is boundary.
// copy left(even) and right(odd) attribute, and compute new one.
const aTable = [5, 8, 2];
const bTable = [10, 11, 9];
for (let hEdge of [left, right]) {
let [face, index] = DirectedEdgeArray.faceAndIndex(hEdge);
attr.init(hEdge);
face = face*3*4;
let indexE = index * 3;
attr.copyTo(subd, face + indexE); // copy original
attr.add(hEdges.next(hEdge));
attr.interpolate(0.5);
attr.copyTo(subd, face+indexE+1);
attr.copyTo(subd, face+aTable[index]);
attr.copyTo(subd, face+bTable[index] );
}
}
}
function refineVertex(subd, source, computeSubdividehEdge) {
const src = source.v.positionBuffer();
const dest = subd.v.positionBuffer();
// copy over and setup hEdge pointer
for (let vertex of source.v) {
vec3.copy(dest, vertex*3, src, vertex*3);
const hEdge = source.v.halfEdge(vertex);
subd.v.setHalfEdge(vertex, computeSubdividehEdge(hEdge));
subd.v.setValence(vertex, source.v.valence(vertex)); // valence is the same for original vertex
}
}
return function(source) {
computeButterflyCoefficient(source.v.valenceMax());
if (source instanceof TriMesh) {
return subdivideTri(source, refineEdge, refineVertex);
} else {
return subdivideTriPoly(source, refineEdge, refineVertex);
}
}
})();
const loopSubdivide = (()=>{
/**
* @param {*} subd
* @param {*} source
* @param {*} computeSubdivideMid
*
* (E.1) New creased edge points – the midpoint Q of the old edge if sharpness >=1.0, or <0.
* (E.2) New smooth edge points – the weighted average 1/4(3Q + R) when sharpness === 0;
* (E.3) New blended crease edge points – the linear interpolation of
* point rules (E.1) and (E.2) with weight σ ∈ (0, 1),
*/
function refineEdge(subd, source, computeSubdivideMid) {
const src = source.v.positionBuffer();
const dest = subd.v.positionBuffer();
const destV = subd.v;
const destH = subd.h;
const hEdges = source.h;
const midEdge = [0.0, 0.0, 0.0];
const attr = source.createAttributeInterpolator();
let offset = source.v.lengthPt();
for (let [wEdge, left, right] of hEdges) {
const leftV = hEdges.origin(left);
const rightV = hEdges.origin(right);
let valence = 6; // no boundary, valence === 6
// get sharpness
let sharpness = hEdges.wSharpness(wEdge);
if ((sharpness < 0) || (sharpness >= 1)) { // e1
if (sharpness >= 1) {
sharpness -= 1;
} else {
valence = 4; // boundary, valence == 4
}
// e1, crease mid-edge.
vec3.scale(midEdge, 0, src, leftV*3, 0.5);
vec3a.scaleAndAdd(midEdge, 0, src, rightV*3, 0.5);
} else { // e2, or e3
let q = 3/8, r = 1/8; // e2
if (sharpness !== 0) { // blend, e3
let u = 1.0 - sharpness;
q = q*u + (0.5*sharpness);
r = r*u;
}
sharpness = 0; // between (0,1) - after subdivide, goes to 0
// compute smooth, blend mid-Edge
const leftV1 = hEdges.origin( hEdges.prev(left) );
const rightV1 = hEdges.origin( hEdges.prev(right) );
vec3.scale(midEdge, 0, src, leftV*3, q);
vec3a.scaleAndAdd(midEdge, 0, src, rightV*3, q);
vec3a.scaleAndAdd(midEdge, 0, src, leftV1*3, r);
vec3a.scaleAndAdd(midEdge, 0, src, rightV1*3, r);
}
// copy over, midEdge
vec3.copy(dest, (offset + wEdge) * 3, midEdge, 0);
// copy over new sharpness
destH.setwSharpness(wEdge*2, sharpness);
destH.setwSharpness(wEdge*2+1, sharpness);
// and setup outEdge pointer
destV.setHalfEdge(offset+wEdge, computeSubdivideMid(left));
destV.setValence(offset+wEdge, valence);
destV.setCrease(offset+wEdge, sharpness);
// copy left(even) and right(odd) attribute, and compute new one.
const aTable = [5, 8, 2];
const bTable = [10, 11, 9];
for (let hEdge of [left, right]) {
let [face, index] = DirectedEdgeArray.faceAndIndex(hEdge);
attr.init(hEdge);
face = face*3*4;
let indexE = index * 3;
attr.copyTo(subd, face + indexE); // copy original
attr.add(hEdges.next(hEdge));
attr.interpolate(0.5);
attr.copyTo(subd, face+indexE+1);
attr.copyTo(subd, face+aTable[index]);
attr.copyTo(subd, face+bTable[index] );