flutter3d_mesh

The mesh flutter3d's modeller edits, with the topology still in it: faces of any valency, half-edges that know their twin, and the operations that change them.

Plain Dart. No Flutter, no renderer, no disk.

import 'package:flutter3d_mesh/flutter3d_mesh.dart';

final cube = EditMesh.cuboid();
final step = cube.extrudeFace(0, 0.5);

print(step.eulerCharacteristic); // 2 — the surface is still closed
final drawable = step.toMeshData(); // what the engine draws

Why it is not MeshData

flutter3d_core's geometry library describes a mesh that is finished: vertices in the order a GPU wants them, with a corner duplicated once per face normal that meets there. Every question a modeller asks is about what that arrangement threw away — which faces share this edge, what ring does this edge belong to, what is the loop around this face. So editing needs the other representation, and drawing needs this one converted.

What is here today

EditMesh holds the topology in nine journalled arrays, so an edit is recorded and undo takes it back, and a deleted element is a tombstone rather than a renumbering. Over that sit the attribute layers — UVs and colours per corner, skin weights per vertex, sharpness and creases per edge, material slot and smoothing per face — each of which costs nothing until something writes to it.

importMeshData rebuilds an editable mesh from a drawable one, welding duplicated corners, turning mirrored faces round and detaching the third face on an edge, and it reports each of those. Going the other way, MeshLayoutPlan works out the triangles, the corner normals and which corners are one GPU vertex — once — and then refills only the rows of the vertices somebody moved. MeshNormals is the shading underneath that: fans broken by a sharp edge, by a face nobody smoothed, or by an angle wider than the caller allows.

Selection is what a person has picked — sorted numbers at one level, never a flag on the mesh, so undoing a move does not undo the click that set it up. It converts between vertices, edges and faces, grows and shrinks, walks edge loops and rings, follows an island and reports the border of a region.

Every edit has the same shape — a mesh, a selection, its parameters, and an OpResult that says what changed and what to redraw, or refuses in a sentence somebody can act on. translateSelection, rotateSelection and scaleSelection move what is selected and nothing else; extrudeFaces and extrudeEdges detach a region, wall in the gap behind it and lift it; loopCut runs a new loop of edges across a ring of quads, out of splitEdge and splitFace, which are worth having on their own. deleteSelection, duplicateSelection, splitSelection and separateComponents take a mesh apart and put copies of pieces back.

ParametricCuboid, ParametricPlane, ParametricCylinder, ParametricSphere, ParametricTorus and ParametricLathe are the engine's own primitives built the other way: quads, one vertex per corner, sharp rings where the engine repeats a profile point, and a flat cap as one n-gon rather than a fan. Each carries the engine's Shape beside it, and the two are held to the same volume, bounds and texture coordinates.

MeshBvh puts a tree over the plan's triangles and answers in faces — refit while somebody drags, rebuild when the topology changes — and MeshPicker turns where they pointed into what they meant: the face a ray hits, the nearest vertex or edge to the line they pointed along, everything inside a rectangle.

toBytes and fromBytes are the mesh as a file: tagged sections on four-byte boundaries, little-endian, deterministic, and a section a reader does not know is stepped over rather than fatal.

editInIsolate takes a mesh somewhere else and brings it back: it crosses as the bytes above, inside a TransferableTypedData, and the work is a named function rather than a closure. On a build with no isolates it does the work where it stands and says so.

editInIsolate takes a mesh somewhere else and brings it back: it crosses as those bytes, inside a TransferableTypedData, and the work is a named function rather than a closure. On a build with no isolates it does the work where it stands and says so.

MeshChecks says what is wrong with a mesh and names the elements rather than counting them, so a viewport turns an issue into a selection: n-gons, rims, vertices where two surfaces meet at a point, vertices nothing stands on, faces with no area, vertices standing on top of each other, shells wound inside out, and the Euler characteristic of each island.

dissolveEdge and dissolveVertex take an edge or a vertex out and leave the faces around it merged rather than a hole — dissolving the diagonals of a triangulated box gives back the six quads it was — and each is one step of history. mergeByDistance and mergeAt weld vertices together, rebuilding rather than rewiring, and report what that cost: faces that stopped being polygons, walls between two solids that have become one, edges that came out with a third face on them.

What comes next is in doc/model-editor-plan.md: selections, loop cuts, dissolves, modifiers, and the operations that edit in place rather than rebuilding.

Licence

MIT.

Libraries

flutter3d_mesh
An editable mesh: half-edge topology over persistent typed arrays.
testing
Meshes to point a test at.