Smooth subdivision surface modifier for use with three.js BufferGeometry.
MIT License
This modifier uses the Loop (Charles Loop, 1987) subdivision surface algorithm to smooth modern three.js BufferGeometry.
Three.js Built-In Geometries
Morph Target Animation
At one point, three.js included a subdivision surface modifier in the extended examples, it was removed in r125. This modifier was originally based on the Catmull-Clark algorithm, which works best for geometry with convex coplanar n-gon faces. In three.js r60 the modifier was changed to use the Loop algorithm, which was designed to work better with triangle based meshes.
The Loop algorithm, however, doesn't always provide uniform results as the vertices are skewed toward the most used vertex positions. A triangle box (like BoxGeometry
for example) will favor some corners more than others. To alleviate this issue, this implementation includes an initial pass to split coplanar faces at their shared edges. It starts by splitting along the longest shared edge first, and then from that midpoint it splits to any remaining coplanar shared edges. This can be disabled by passing 'split' as false.
Also by default, this implementation inserts new UV coordinates, but does not average them using the Loop algorithm. In some cases (often in flat geometries) this will produce undesired results, a noticeable tearing will occur. In such cases, try passing 'uvSmooth' as true to enable UV averaging.
LoopSubdivision.js
, import from file...import { LoopSubdivision } from 'LoopSubdivision.js';
npm install three-subdivide
import { LoopSubdivision } from 'three-subdivide';
import { LoopSubdivision } from 'https://unpkg.com/three-subdivide/build/index.module.js';
To create subdivided geometry, use the static function modify()
. The following code creates a cube with smoothed geometry and adds it to a three.js Scene
.
import * as THREE from 'three';
import { LoopSubdivision } from 'LoopSubdivision.js';
const iterations = 1;
const params = {
split: true, // optional, default: true
uvSmooth: false, // optional, default: false
preserveEdges: false, // optional, default: false
flatOnly: false, // optional, default: false
maxTriangles: Infinity, // optional, default: Infinity
};
const geometry = LoopSubdivision.modify(new THREE.BoxGeometry(), iterations, params);
const material = new THREE.MeshNormalMaterial();
const mesh = new THREE.Mesh(geometry, material);
const scene = new THREE.Scene();
scene.add(mesh);
LoopSubdivision.modify(bufferGeometry, iterations = 1, params = {}) {
Parameters Object ('params')
NOTE: This modifier converts geometry to non-indexed before the subdivision algorithm is applied. If desired, you can use BufferGeometryUtils.mergeVertices to re-index geometry.