init method

dynamic init()

Implementation

init() {
  parameters!["shapes"] = shapes;
  parameters!["curveSegments"] = curveSegments;

  // buffers

  var indices = [];
  List<double> vertices = [];
  List<double> normals = [];
  List<double> uvs = [];

  // helper variables

  var groupStart = 0;
  var groupCount = 0;

  // allow single and array values for "shapes" parameter

  addShape(shape) {
    var indexOffset = vertices.length / 3;
    var points = shape.extractPoints(curveSegments);

    var shapeVertices = points["shape"];
    var shapeHoles = points["holes"];

    // check direction of vertices

    if (ShapeUtils.isClockWise(shapeVertices) == false) {
      shapeVertices = shapeVertices.reversed.toList();
    }

    for (var i = 0, l = shapeHoles.length; i < l; i++) {
      var shapeHole = shapeHoles[i];

      if (ShapeUtils.isClockWise(shapeHole) == true) {
        shapeHoles[i] = shapeHole.reversed.toList();
      }
    }

    var faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles);

    // join vertices of inner and outer paths to a single array

    for (var i = 0, l = shapeHoles.length; i < l; i++) {
      var shapeHole = shapeHoles[i];
      shapeVertices.addAll(shapeHole);
    }

    // vertices, normals, uvs

    for (var i = 0, l = shapeVertices.length; i < l; i++) {
      var vertex = shapeVertices[i];

      vertices.addAll([vertex.x.toDouble(), vertex.y.toDouble(), 0.0]);
      normals.addAll([0.0, 0.0, 1.0]);
      uvs.addAll([vertex.x.toDouble(), vertex.y.toDouble()]); // world uvs

    }

    // incides

    for (var i = 0, l = faces.length; i < l; i++) {
      var face = faces[i];

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

      indices.addAll([a.toInt(), b.toInt(), c.toInt()]);
      groupCount += 3;
    }
  }


  for (var i = 0; i < shapes.length; i++) {
    addShape(shapes[i]);
    addGroup(groupStart, groupCount, i); // enables MultiMaterial support
    groupStart += groupCount;
    groupCount = 0;
  }

  // if(shapes.runtimeType == List) {
  //   for ( var i = 0; i < shapes.length; i ++ ) {

  //     addShape( shapes[ i ] );

  //     this.addGroup( groupStart, groupCount, materialIndex: i ); // enables MultiMaterial support

  //     groupStart += groupCount;
  //     groupCount = 0;

  //   }
  // } else {
  // addShape( shapes );
  // }

  // build geometry

  setIndex(indices);
  setAttribute('position',
      Float32BufferAttribute(Float32Array.from(vertices), 3, false));
  setAttribute(
      'normal', Float32BufferAttribute(Float32Array.from(normals), 3, false));
  setAttribute(
      'uv', Float32BufferAttribute(Float32Array.from(uvs), 2, false));

  // helper functions
}