PolyhedronGeometry constructor
PolyhedronGeometry(
- dynamic vertices,
- dynamic indices, [
- dynamic radius = 1,
- dynamic detail = 0,
Implementation
PolyhedronGeometry(vertices, indices, [radius = 1, detail = 0]) : super() {
type = "PolyhedronGeometry";
// default buffer data
List<double> vertexBuffer = [];
List<double> uvBuffer = [];
// helper functions ----------------- start
void pushVertex(vertex) {
vertexBuffer.addAll([vertex.x, vertex.y, vertex.z]);
}
void subdivideFace(Vector3 a, Vector3 b, Vector3 c, detail) {
var cols = detail + 1;
// we use this multidimensional array as a data structure for creating the subdivision
List<List<Vector3>> v = List<List<Vector3>>.filled(cols + 1, []);
// construct all of the vertices for this subdivision
for (var i = 0; i <= cols; i++) {
var aj = a.clone().lerp(c, i / cols);
var bj = b.clone().lerp(c, i / cols);
var rows = cols - i;
v[i] = List<Vector3>.filled(rows + 1, Vector3());
for (var j = 0; j <= rows; j++) {
if (j == 0 && i == cols) {
v[i][j] = aj;
} else {
v[i][j] = aj.clone().lerp(bj, j / rows);
}
}
}
// construct all of the faces
for (var i = 0; i < cols; i++) {
for (var j = 0; j < 2 * (cols - i) - 1; j++) {
int k = Math.floor(j / 2).toInt();
if (j % 2 == 0) {
pushVertex(v[i][k + 1]);
pushVertex(v[i + 1][k]);
pushVertex(v[i][k]);
} else {
pushVertex(v[i][k + 1]);
pushVertex(v[i + 1][k + 1]);
pushVertex(v[i + 1][k]);
}
}
}
}
void getVertexByIndex(index, vertex) {
var stride = index * 3;
vertex.x = vertices[stride + 0].toDouble();
vertex.y = vertices[stride + 1].toDouble();
vertex.z = vertices[stride + 2].toDouble();
}
void subdivide(detail) {
var a = Vector3();
var b = Vector3();
var c = Vector3();
// iterate over all faces and apply a subdivison with the given detail value
for (var i = 0; i < indices.length; i += 3) {
// get the vertices of the face
getVertexByIndex(indices[i + 0], a);
getVertexByIndex(indices[i + 1], b);
getVertexByIndex(indices[i + 2], c);
// perform subdivision
subdivideFace(a, b, c, detail);
}
}
void applyRadius(radius) {
var vertex = Vector3();
// iterate over the entire buffer and apply the radius to each vertex
for (var i = 0; i < vertexBuffer.length; i += 3) {
vertex.x = vertexBuffer[i + 0];
vertex.y = vertexBuffer[i + 1];
vertex.z = vertexBuffer[i + 2];
vertex.normalize().multiplyScalar(radius);
vertexBuffer[i + 0] = vertex.x.toDouble();
vertexBuffer[i + 1] = vertex.y.toDouble();
vertexBuffer[i + 2] = vertex.z.toDouble();
}
}
void correctUV(uv, stride, vector, azimuth) {
if ((azimuth < 0) && (uv.x == 1)) {
uvBuffer[stride] = uv.x - 1;
}
if ((vector.x == 0) && (vector.z == 0)) {
uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
}
}
// Angle around the Y axis, counter-clockwise when looking from above.
azimuth(vector) {
return Math.atan2(vector.z, -vector.x);
}
// Angle above the XZ plane.
inclination(vector) {
return Math.atan2(
-vector.y, Math.sqrt((vector.x * vector.x) + (vector.z * vector.z)));
}
correctUVs() {
var a = Vector3();
var b = Vector3();
var c = Vector3();
var centroid = Vector3();
var uvA = Vector2(null, null);
var uvB = Vector2(null, null);
var uvC = Vector2(null, null);
for (var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
centroid.copy(a).add(b).add(c).divideScalar(3);
var azi = azimuth(centroid);
correctUV(uvA, j + 0, a, azi);
correctUV(uvB, j + 2, b, azi);
correctUV(uvC, j + 4, c, azi);
}
}
correctSeam() {
// handle case when face straddles the seam, see #3269
for (var i = 0; i < uvBuffer.length; i += 6) {
// uv data of a single face
var x0 = uvBuffer[i + 0];
var x1 = uvBuffer[i + 2];
var x2 = uvBuffer[i + 4];
var max = Math.max3(x0, x1, x2);
var min = Math.min3(x0, x1, x2);
// 0.9 is somewhat arbitrary
if (max > 0.9 && min < 0.1) {
if (x0 < 0.2) uvBuffer[i + 0] += 1;
if (x1 < 0.2) uvBuffer[i + 2] += 1;
if (x2 < 0.2) uvBuffer[i + 4] += 1;
}
}
}
generateUVs() {
var vertex = Vector3();
for (var i = 0; i < vertexBuffer.length; i += 3) {
vertex.x = vertexBuffer[i + 0];
vertex.y = vertexBuffer[i + 1];
vertex.z = vertexBuffer[i + 2];
var u = azimuth(vertex) / 2 / Math.PI + 0.5;
double v = inclination(vertex) / Math.PI + 0.5;
uvBuffer.addAll([u, 1 - v]);
}
correctUVs();
correctSeam();
}
// helper functions ----------------- end
parameters = {
"vertices": vertices,
"indices": indices,
"radius": radius,
"detail": detail
};
// the subdivision creates the vertex buffer data
subdivide(detail);
// all vertices should lie on a conceptual sphere with a given radius
applyRadius(radius);
// finally, create the uv data
generateUVs();
// build non-indexed geometry
setAttribute('position',
Float32BufferAttribute(Float32Array.from(vertexBuffer), 3, false));
setAttribute(
'normal',
Float32BufferAttribute(
Float32Array.from(slice<double>(vertexBuffer, 0)), 3, false));
setAttribute(
'uv', Float32BufferAttribute(Float32Array.from(uvBuffer), 2, false));
if (detail == 0) {
computeVertexNormals(); // flat normals
} else {
normalizeNormals(); // smooth normals
}
}