Dart DocumentationthreeShapeGeometry

ShapeGeometry class

@author jonobr1 / http://jonobr1.com

Creates a one-sided polygonal geometry from a path shape. Similar to ExtrudeGeometry.

parameters = {

curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.

material: <int> // material index for front and back faces uvGenerator: <Object> // object that provides UV generator functions

}

class ShapeGeometry extends Geometry {

 List shapes;

 var shapebb;

 ShapeGeometry( this.shapes,
                 {
                   curveSegments: 12,
                   material,
                   ExtrudeGeometryWorldUVGenerator UVGenerator } ) : super() {

   if (shapes == null) {
     shapes = [];
     return;
   }

   shapebb = shapes.last.getBoundingBox();

   addShapeList( shapes,
     curveSegments, material, UVGenerator );

   computeCentroids();
   computeFaceNormals();

 }



 addShapeList(shapes, curveSegments, material, [ ExtrudeGeometryWorldUVGenerator UVGenerator = null ] ) {
   var sl = shapes.length;

   for ( var s = 0; s < sl; s ++ ) {
     var shape = shapes[ s ];
     addShape( shape, curveSegments, material, UVGenerator );
   }
 }

 addShape( Shape shape, curveSegments, material, [ ExtrudeGeometryWorldUVGenerator UVGenerator = null ] ) {

   // set UV generator
   var uvgen = (UVGenerator!= null) ? UVGenerator : new ExtrudeGeometryWorldUVGenerator();

   var i, hole, s;

   var shapesOffset = this.vertices.length;
   var shapePoints = shape.extractPoints( curveSegments );

   List vertices = shapePoints["shape"];
   List<List<Vector2>> holes = shapePoints["holes"];

   var reverse = !ShapeUtils.isClockWise( vertices );

   if ( reverse ) {

     vertices = vertices.reversed.toList();

     // Maybe we should also check if holes are in the opposite direction, just to be safe...

     for ( i = 0; i < holes.length; i++ ) {

       hole = holes[ i ];

       if ( ShapeUtils.isClockWise( hole ) ) {

         holes[ i ] = hole.reversed.toList();

       }

     }

     reverse = false;

   }

   var faces = ShapeUtils.triangulateShape( vertices, holes );

   // Vertices

   var contour = vertices;

   for ( i = 0; i < holes.length; i++ ) {

     hole = holes[ i ];

     vertices = new List.from(vertices);
     vertices.addAll( hole );

   }

   //

   var vert, vlen = vertices.length;
   var face, flen = faces.length;
   var cont, clen = contour.length;

   for ( i = 0; i < vlen; i++ ) {

     vert = vertices[ i ];

     this.vertices.add( new Vector3( (vert.x).toDouble(), (vert.y).toDouble(), 0.0 ) );

   }

   for ( i = 0; i < flen; i++ ) {

     face = faces[ i ];

     var a = face[ 0 ] + shapesOffset;
     var b = face[ 1 ] + shapesOffset;
     var c = face[ 2 ] + shapesOffset;

     this.faces.add( new Face3( a, b, c, null, null, material ) );
     faceVertexUvs[ 0 ].add( uvgen.generateBottomUV( this, shape, null, a, b, c ) );

   }
 }
}

Extends

Geometry > ShapeGeometry

Constructors

new ShapeGeometry(List shapes, {curveSegments: 12, material, ExtrudeGeometryWorldUVGenerator UVGenerator}) #

Creates a new Object instance.

Object instances have no meaningful state, and are only useful through their identity. An Object instance is equal to itself only.

docs inherited from Object
ShapeGeometry( this.shapes,
               {
                 curveSegments: 12,
                 material,
                 ExtrudeGeometryWorldUVGenerator UVGenerator } ) : super() {

 if (shapes == null) {
   shapes = [];
   return;
 }

 shapebb = shapes.last.getBoundingBox();

 addShapeList( shapes,
   curveSegments, material, UVGenerator );

 computeCentroids();
 computeFaceNormals();

}

Properties

var animation #

inherited from Geometry
var bones, animation

var bones #

inherited from Geometry
var bones

BoundingBox boundingBox #

inherited from Geometry
BoundingBox boundingBox

BoundingSphere boundingSphere #

inherited from Geometry
BoundingSphere boundingSphere

List colors #

inherited from Geometry
List colors

List<Face> faces #

inherited from Geometry
List<Face> faces

List faceUvs #

inherited from Geometry
List faceUvs

List<List> faceVertexUvs #

inherited from Geometry
List<List> faceVertexUvs

bool hasTangents #

inherited from Geometry
bool hasTangents

int id #

inherited from Geometry
int id

bool isDynamic #

inherited from Geometry
bool get isDynamic => _dynamic;
set isDynamic(bool value) => _dynamic = value;

List lineDistances #

inherited from Geometry
List lineDistances

List materials #

inherited from Geometry
List materials

List morphColors #

inherited from Geometry
List morphColors

List morphNormals #

inherited from Geometry
List morphColors, morphNormals

List<MorphTarget> morphTargets #

inherited from Geometry
List<MorphTarget> morphTargets

String name #

inherited from Geometry
String name

List normals #

inherited from Geometry
List normals = []

var shapebb #

var shapebb

List shapes #

List shapes

List skinIndices #

inherited from Geometry
List skinWeights, skinIndices

List skinWeights #

inherited from Geometry
List skinWeights

List<Vector3> vertices #

inherited from Geometry
List<Vector3> vertices

Operators

dynamic operator [](String key) #

inherited from Geometry
operator [] (String key) => _data[key];

dynamic operator []=(String key, value) #

inherited from Geometry
operator []= (String key, value) => _data[key] = value;

Methods

dynamic addShape(Shape shape, curveSegments, material, [ExtrudeGeometryWorldUVGenerator UVGenerator = null]) #

addShape( Shape shape, curveSegments, material, [ ExtrudeGeometryWorldUVGenerator UVGenerator = null ] ) {

 // set UV generator
 var uvgen = (UVGenerator!= null) ? UVGenerator : new ExtrudeGeometryWorldUVGenerator();

 var i, hole, s;

 var shapesOffset = this.vertices.length;
 var shapePoints = shape.extractPoints( curveSegments );

 List vertices = shapePoints["shape"];
 List<List<Vector2>> holes = shapePoints["holes"];

 var reverse = !ShapeUtils.isClockWise( vertices );

 if ( reverse ) {

   vertices = vertices.reversed.toList();

   // Maybe we should also check if holes are in the opposite direction, just to be safe...

   for ( i = 0; i < holes.length; i++ ) {

     hole = holes[ i ];

     if ( ShapeUtils.isClockWise( hole ) ) {

       holes[ i ] = hole.reversed.toList();

     }

   }

   reverse = false;

 }

 var faces = ShapeUtils.triangulateShape( vertices, holes );

 // Vertices

 var contour = vertices;

 for ( i = 0; i < holes.length; i++ ) {

   hole = holes[ i ];

   vertices = new List.from(vertices);
   vertices.addAll( hole );

 }

 //

 var vert, vlen = vertices.length;
 var face, flen = faces.length;
 var cont, clen = contour.length;

 for ( i = 0; i < vlen; i++ ) {

   vert = vertices[ i ];

   this.vertices.add( new Vector3( (vert.x).toDouble(), (vert.y).toDouble(), 0.0 ) );

 }

 for ( i = 0; i < flen; i++ ) {

   face = faces[ i ];

   var a = face[ 0 ] + shapesOffset;
   var b = face[ 1 ] + shapesOffset;
   var c = face[ 2 ] + shapesOffset;

   this.faces.add( new Face3( a, b, c, null, null, material ) );
   faceVertexUvs[ 0 ].add( uvgen.generateBottomUV( this, shape, null, a, b, c ) );

 }
}

dynamic addShapeList(shapes, curveSegments, material, [ExtrudeGeometryWorldUVGenerator UVGenerator = null]) #

addShapeList(shapes, curveSegments, material, [ ExtrudeGeometryWorldUVGenerator UVGenerator = null ] ) {
 var sl = shapes.length;

 for ( var s = 0; s < sl; s ++ ) {
   var shape = shapes[ s ];
   addShape( shape, curveSegments, material, UVGenerator );
 }
}

void applyMatrix(Matrix4 matrix) #

inherited from Geometry
void applyMatrix( Matrix4 matrix ) {
 Matrix4 matrixRotation = new Matrix4.identity();
 extractRotation( matrixRotation, matrix);

 vertices.forEach((vertex) =>  vertex.applyProjection(matrix));

 faces.forEach((face) {

   face.normal.applyProjection(matrixRotation);

   face.vertexNormals.forEach((normal) => normal.applyProjection(matrixRotation));

   face.centroid.applyProjection(matrix);
 });
}

dynamic clone() #

inherited from Geometry
clone() {

 // TODO

}

void computeBoundingBox() #

inherited from Geometry
void computeBoundingBox() {
 if ( boundingBox == null ) {
   boundingBox = new BoundingBox( min: new Vector3.zero(), max: new Vector3.zero() );
 }

 if ( vertices.length > 0 ) {
   Vector3 position, firstPosition = vertices[ 0 ];

   boundingBox.min.setFrom( firstPosition );
   boundingBox.max.setFrom( firstPosition );

   Vector3 min = boundingBox.min,
           max = boundingBox.max;

   num vl = vertices.length;
   for ( int v = 1; v < vl; v ++ ) {
     position = vertices[ v ];

     if ( position.x < min.x ) {
       min.x = position.x;
     } else if ( position.x > max.x ) {
       max.x = position.x;
     }

     if ( position.y < min.y ) {
       min.y = position.y;
     } else if ( position.y > max.y ) {
       max.y = position.y;
     }

     if ( position.z < min.z ) {
       min.z = position.z;
     } else if ( position.z > max.z ) {
       max.z = position.z;
     }
   }
 }
}

void computeBoundingSphere() #

inherited from Geometry
void computeBoundingSphere() {
 num radiusSq;

 var maxRadiusSq = vertices.fold(0, (num curMaxRadiusSq, Vector3 vertex) {
   radiusSq = vertex.length2;
   return ( radiusSq > curMaxRadiusSq ) ?  radiusSq : curMaxRadiusSq;
 });

 boundingSphere = new BoundingSphere(radius: Math.sqrt(maxRadiusSq) );
}

void computeCentroids() #

inherited from Geometry
void computeCentroids() {

 faces.forEach((Face face) {

   face.centroid.setValues( 0.0, 0.0, 0.0 );

   face.indices.forEach((idx) {
     face.centroid.add( vertices[ idx ] );
   });

   face.centroid /= face.size.toDouble();

 });
}

void computeFaceNormals() #

inherited from Geometry
void computeFaceNormals() {
 faces.forEach((face) {

   var vA = vertices[ face.a ],
       vB = vertices[ face.b ],
       vC = vertices[ face.c ];

   Vector3 cb = vC - vB;
   Vector3 ab = vA - vB;
   cb = cb.cross( ab );

   cb.normalize();

   face.normal = cb;

 });
}

void computeTangents() #

inherited from Geometry
void computeTangents() {
 // based on http://www.terathon.com/code/tangent.html
 // tangents go to vertices

 var f, fl, face;
 num i, il, vertexIndex, test, w;
 Vector3 vA, vB, vC;
 UV uvA, uvB, uvC;

 List uv;

 num x1, x2, y1, y2, z1, z2, s1, s2, t1, t2, r;

 Vector3 sdir = new Vector3.zero(),
         tdir = new Vector3.zero(),
         tmp = new Vector3.zero(),
         tmp2 = new Vector3.zero(),
         n = new Vector3.zero(),
         t;

 List<Vector3> tan1 = vertices.map((_) => new Vector3.zero()).toList(),
               tan2 = vertices.map((_) => new Vector3.zero()).toList();

 var handleTriangle = ( context, a, b, c, ua, ub, uc ) {

   vA = context.vertices[ a ];
   vB = context.vertices[ b ];
   vC = context.vertices[ c ];

   uvA = uv[ ua ];
   uvB = uv[ ub ];
   uvC = uv[ uc ];

   x1 = vB.x - vA.x;
   x2 = vC.x - vA.x;
   y1 = vB.y - vA.y;
   y2 = vC.y - vA.y;
   z1 = vB.z - vA.z;
   z2 = vC.z - vA.z;

   s1 = uvB.u - uvA.u;
   s2 = uvC.u - uvA.u;
   t1 = uvB.v - uvA.v;
   t2 = uvC.v - uvA.v;

   r = 1.0 / ( s1 * t2 - s2 * t1 );
   sdir.setValues( ( t2 * x1 - t1 * x2 ) * r,
       ( t2 * y1 - t1 * y2 ) * r,
       ( t2 * z1 - t1 * z2 ) * r );
   tdir.setValues( ( s1 * x2 - s2 * x1 ) * r,
         ( s1 * y2 - s2 * y1 ) * r,
         ( s1 * z2 - s2 * z1 ) * r );

   tan1[ a ].add( sdir );
   tan1[ b ].add( sdir );
   tan1[ c ].add( sdir );

   tan2[ a ].add( tdir );
   tan2[ b ].add( tdir );
   tan2[ c ].add( tdir );

 };

 fl = this.faces.length;

 for ( f = 0; f < fl; f ++ ) {

   face = this.faces[ f ];
   UV uv = faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents

   // TODO - Come up with a way to handle an arbitrary number of vertexes
   var triangles = [];
   if ( face.size == 3 ) {
     triangles.add([0, 1, 2]);
   } else if ( face.size == 4 ) {
     triangles.add([0, 1, 3]);
     triangles.add([1, 2, 3]);
   }

   triangles.forEach((t) {
     handleTriangle( this, face.indices[t[0]], face.indices[t[1]], face.indices[t[2]], t[0], t[1], t[2] );
   });
 }

 faces.forEach((face) {

   il = face.vertexNormals.length;

   for ( i = 0; i < il; i++ ) {

     n.setFrom( face.vertexNormals[ i ] );

     vertexIndex = face.indices[i];

     t = tan1[ vertexIndex ];

     // Gram-Schmidt orthogonalize

     tmp.setFrom( t );
     tmp.sub( n.scale( n.dot( t ) ) ).normalize();

     // Calculate handedness

     tmp2 = face.vertexNormals[i].cross(t);
     test = tmp2.dot( tan2[ vertexIndex ] );
     w = (test < 0.0) ? -1.0 : 1.0;

     face.vertexTangents[ i ] = new Vector4( tmp.x, tmp.y, tmp.z, w );

   }

 });

 hasTangents = true;

}

void computeVertexNormals() #

inherited from Geometry
void computeVertexNormals() {

 List<Vector3> vertices;


 // create internal buffers for reuse when calling this method repeatedly
 // (otherwise memory allocation / deallocation every frame is big resource hog)
 if ( __tmpVertices == null ) {

   __tmpVertices = [];
   this.vertices.forEach((_) => __tmpVertices.add(new Vector3.zero()));
   vertices = __tmpVertices;

   faces.forEach((face) {
     face.vertexNormals = new List.generate(face.size, (_) => new Vector3.zero(), growable: false);
   });

 } else {
   vertices = __tmpVertices;

   var vl = this.vertices.length;
   for ( var v = 0; v < vl; v ++ ) {
     vertices[ v ].setValues( 0.0, 0.0, 0.0 );
   }

 }

 faces.forEach((Face face) {

   face.indices.forEach((idx) {
     vertices[ idx ].add( face.normal );
   });

 });

 vertices.forEach((v) => v.normalize());

 faces.forEach((Face face) {

   var i = 0;
   face.indices.forEach((idx) {
     face.vertexNormals[ i++ ].setFrom( vertices[ idx ] );
   });

 });
}

int mergeVertices() #

inherited from Geometry
int mergeVertices() {
 Map verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
 List<Vector3> unique = [];
 List<int> changes = [];

 String key;
 int precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
 num precision = Math.pow( 10, precisionPoints );
 int i, il;
 var abcd = 'abcd', o, k, j, jl, u;

 Vector3 v;
 il = this.vertices.length;

 for( i = 0; i < il; i++) {
   v = this.vertices[i];

   key = [ ( v.x * precision ).round().toStringAsFixed(0),
                         ( v.y * precision ).round().toStringAsFixed(0),
                         ( v.z * precision ).round().toStringAsFixed(0) ].join('_' );

   if ( verticesMap[ key ] == null ) {
     verticesMap[ key ] = i;
     unique.add( v );
     //TODO: pretty sure this is an acceptable change in syntax here:
     //changes[ i ] = unique.length - 1;
     changes.add( unique.length - 1);
   } else {
     //print('Duplicate vertex found. $i could be using  ${verticesMap[key]}');
     //print('changes len ${changes.length} add at i = $i');
     //changes[ i ] = changes[ verticesMap[ key ] ];
     changes.add( changes[ verticesMap[ key ] ] );
   }

 }


 // Start to patch face indices

 faces.forEach((Face face) {
   for (var i = 0; i < face.size; i++) {
     face.indices[i] = changes[ face.indices[i] ];

     /* TODO

     // check dups in (a, b, c, d) and convert to -> face3

     var o = [ face.a, face.b, face.c, face.d ];

     for ( var k = 3; k > 0; k -- ) {

       if ( o.indexOf( face[ abcd[ k ] ] ) != k ) {

         // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);

         o.removeAt( k );

         this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );

         for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

           u = this.faceVertexUvs[ j ][ i ];
           if ( u ) u.removeAt( k );

         }

         this.faces[ i ].vertexColors = face.vertexColors;

         break;
       }

     }*/

   }
 });

 // Use unique set of vertices
 var diff = vertices.length - unique.length;
 vertices = unique;
 return diff;
}