Implementation
ExtrudeGeometry(List<Shape> shapes, Map<String, dynamic> options) : super() {
type = "ExtrudeGeometry";
parameters = {"shapes": shapes, "options": options};
this.shapes = shapes;
var scope = this;
List<double> verticesArray = [];
List<double> uvArray = [];
addShape(Shape shape) {
List<double> placeholder = [];
// options
var curveSegments = options["curveSegments"] ?? 12;
var steps = options["steps"] ?? 1;
var depth = options["depth"] ?? 100;
bool bevelEnabled = options["bevelEnabled"] ?? true;
var bevelThickness = options["bevelThickness"] ?? 6;
var bevelSize = options["bevelSize"] ?? bevelThickness - 2;
var bevelOffset = options["bevelOffset"] ?? 0;
var bevelSegments = options["bevelSegments"] ?? 3;
var extrudePath = options["extrudePath"];
var uvgen = options["UVGenerator"] ?? "WorldUVGenerator";
// deprecated options
if (options["amount"] != null) {
print('three.ExtrudeBufferGeometry: amount has been renamed to depth.');
depth = options["amount"];
}
//
var extrudePts;
bool extrudeByPath = false;
var splineTube, binormal, normal, position2;
if (extrudePath != null) {
extrudePts = extrudePath.getSpacedPoints(divisions: steps);
extrudeByPath = true;
bevelEnabled = false; // bevels not supported for path extrusion
// SETUP TNB variables
// TODO1 - have a .isClosed in spline?
splineTube = extrudePath.computeFrenetFrames(steps, false);
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = Vector3.init();
normal = Vector3.init();
position2 = Vector3.init();
}
// Safeguards if bevels are not enabled
if (!bevelEnabled) {
bevelSegments = 0;
bevelThickness = 0;
bevelSize = 0;
bevelOffset = 0;
}
// Variables initialization
var shapePoints = shape.extractPoints(curveSegments);
List vertices = shapePoints["shape"];
List 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 (var h = 0, hl = holes.length; h < hl; h++) {
var ahole = holes[h];
if (ShapeUtils.isClockWise(ahole)) {
holes[h] = ahole.reversed.toList();
}
}
}
var faces = ShapeUtils.triangulateShape(vertices, holes);
/* Vertices */
// 去除引用
List contour = vertices.sublist(0); // vertices has all points but contour has only points of circumference
for (var h = 0, hl = holes.length; h < hl; h++) {
List ahole = holes[h];
vertices.addAll(ahole);
}
scalePt2(pt, vec, size) {
if (vec == null) {
print('three.ExtrudeGeometry: vec does not exist');
}
return vec.clone().multiplyScalar(size).add(pt);
}
var vlen = vertices.length, flen = faces.length;
// Find directions for point movement
Vector2 getBevelVec(inPt, inPrev, inNext) {
// computes for inPt the corresponding point inPt' on a new contour
// shifted by 1 unit (length of normalized vector) to the left
// if we walk along contour clockwise, this new contour is outside the old one
//
// inPt' is the intersection of the two lines parallel to the two
// adjacent edges of inPt at a distance of 1 unit on the left side.
var vTransX, vTransY, shrinkBy; // resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection)
// http://geomalgorithms.com/a05-_intersect-1.html
var vPrevX = inPt.x - inPrev.x, vPrevY = inPt.y - inPrev.y;
var vNextX = inNext.x - inPt.x, vNextY = inNext.y - inPt.y;
var vPrevLensq = (vPrevX * vPrevX + vPrevY * vPrevY);
// check for collinear edges
var collinear0 = (vPrevX * vNextY - vPrevY * vNextX);
if (Math.abs(collinear0) > Math.epsilon) {
// not collinear
// length of vectors for normalizing
var vPrevLen = Math.sqrt(vPrevLensq);
var vNextLen = Math.sqrt(vNextX * vNextX + vNextY * vNextY);
// shift adjacent points by unit vectors to the left
var ptPrevShiftX = (inPrev.x - vPrevY / vPrevLen);
var ptPrevShiftY = (inPrev.y + vPrevX / vPrevLen);
var ptNextShiftX = (inNext.x - vNextY / vNextLen);
var ptNextShiftY = (inNext.y + vNextX / vNextLen);
// scaling factor for v_prev to intersection point
var sf = ((ptNextShiftX - ptPrevShiftX) * vNextY - (ptNextShiftY - ptPrevShiftY) * vNextX) /
(vPrevX * vNextY - vPrevY * vNextX);
// vector from inPt to intersection point
vTransX = (ptPrevShiftX + vPrevX * sf - inPt.x);
vTransY = (ptPrevShiftY + vPrevY * sf - inPt.y);
// Don't normalize!, otherwise sharp corners become ugly
// but prevent crazy spikes
var vTransLensq = (vTransX * vTransX + vTransY * vTransY);
if (vTransLensq <= 2) {
return Vector2(vTransX, vTransY);
} else {
shrinkBy = Math.sqrt(vTransLensq / 2);
}
} else {
// handle special case of collinear edges
var directionEq = false; // assumes: opposite
if (vPrevX > Math.epsilon) {
if (vNextX > Math.epsilon) {
directionEq = true;
}
} else {
if (vPrevX < -Math.epsilon) {
if (vNextX < -Math.epsilon) {
directionEq = true;
}
} else {
if (Math.sign(vPrevY) == Math.sign(vNextY)) {
directionEq = true;
}
}
}
if (directionEq) {
// console.log("Warning: lines are a straight sequence");
vTransX = -vPrevY;
vTransY = vPrevX;
shrinkBy = Math.sqrt(vPrevLensq);
} else {
// console.log("Warning: lines are a straight spike");
vTransX = vPrevX;
vTransY = vPrevY;
shrinkBy = Math.sqrt(vPrevLensq / 2);
}
}
return Vector2(vTransX / shrinkBy, vTransY / shrinkBy);
}
var contourMovements = [];
for (var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
if (j == il) j = 0;
if (k == il) k = 0;
// (j)---(i)---(k)
// console.log('i,j,k', i, j , k)
contourMovements.add(getBevelVec(contour[i], contour[j], contour[k]));
}
var holesMovements = [];
var oneHoleMovements, verticesMovements = contourMovements.sublist(0);
for (var h = 0, hl = holes.length; h < hl; h++) {
var ahole = holes[h];
oneHoleMovements = List<Vector2>.filled(ahole.length, Vector2(0, 0));
for (var i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
if (j == il) j = 0;
if (k == il) k = 0;
// (j)---(i)---(k)
oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);
}
holesMovements.add(oneHoleMovements);
verticesMovements.addAll(oneHoleMovements);
}
v(double x, double y, double z) {
placeholder.add(x);
placeholder.add(y);
placeholder.add(z);
}
// Loop bevelSegments, 1 for the front, 1 for the back
for (var b = 0; b < bevelSegments; b++) {
//for ( b = bevelSegments; b > 0; b -- ) {
var t = b / bevelSegments;
var z = bevelThickness * Math.cos(t * Math.pi / 2);
var bs = bevelSize * Math.sin(t * Math.pi / 2) + bevelOffset;
// contract shape
for (var i = 0, il = contour.length; i < il; i++) {
var vert = scalePt2(contour[i], contourMovements[i], bs);
v(vert.x, vert.y, -z);
}
// expand holes
for (var h = 0, hl = holes.length; h < hl; h++) {
var ahole = holes[h];
oneHoleMovements = holesMovements[h];
for (var i = 0, il = ahole.length; i < il; i++) {
var vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
v(vert.x, vert.y, -z);
}
}
}
var bs = bevelSize + bevelOffset;
// Back facing vertices
for (var i = 0; i < vlen; i++) {
var vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
if (!extrudeByPath) {
v(vert.x, vert.y, 0);
} else {
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
position2.copy(extrudePts[0]).add(normal).add(binormal);
v(position2.x, position2.y, position2.z);
}
}
// Add stepped vertices...
// Including front facing vertices
for (var s = 1; s <= steps; s++) {
for (var i = 0; i < vlen; i++) {
var vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
if (!extrudeByPath) {
v(vert.x, vert.y, depth / steps * s);
} else {
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);
binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);
position2.copy(extrudePts[s]).add(normal).add(binormal);
v(position2.x, position2.y, position2.z);
}
}
}
// Add bevel segments planes
//for ( b = 1; b <= bevelSegments; b ++ ) {
for (var b = bevelSegments - 1; b >= 0; b--) {
var t = b / bevelSegments;
var z = bevelThickness * Math.cos(t * Math.pi / 2);
var bs = bevelSize * Math.sin(t * Math.pi / 2) + bevelOffset;
// contract shape
for (var i = 0, il = contour.length; i < il; i++) {
var vert = scalePt2(contour[i], contourMovements[i], bs);
v(vert.x, vert.y, depth + z);
}
// expand holes
for (var h = 0, hl = holes.length; h < hl; h++) {
var ahole = holes[h];
oneHoleMovements = holesMovements[h];
for (var i = 0, il = ahole.length; i < il; i++) {
var vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
if (!extrudeByPath) {
v(vert.x, vert.y, depth + z);
} else {
v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
}
}
}
}
addUV(vector2) {
uvArray.add(vector2.x);
uvArray.add(vector2.y);
}
addVertex(num index) {
// print(" addVertex index: ${index} ${placeholder.length} ");
verticesArray.add(placeholder[index.toInt() * 3 + 0]);
verticesArray.add(placeholder[index.toInt() * 3 + 1]);
verticesArray.add(placeholder[index.toInt() * 3 + 2]);
}
f3(a, b, c) {
addVertex(a);
addVertex(b);
addVertex(c);
var nextIndex = verticesArray.length / 3;
var uvs;
if (uvgen == "WorldUVGenerator") {
uvs = WorldUVGenerator.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
} else {
throw ("ExtrudeBufferGeometry uvgen: $uvgen is not support yet ");
}
// var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV(uvs[0]);
addUV(uvs[1]);
addUV(uvs[2]);
}
buildLidFaces() {
var start = verticesArray.length / 3;
if (bevelEnabled) {
var layer = 0; // steps + 1
var offset = vlen * layer;
// Bottom faces
for (var i = 0; i < flen; i++) {
var face = faces[i];
f3(face[2] + offset, face[1] + offset, face[0] + offset);
}
layer = steps + bevelSegments * 2;
offset = vlen * layer;
// Top faces
for (var i = 0; i < flen; i++) {
var face = faces[i];
f3(face[0] + offset, face[1] + offset, face[2] + offset);
}
} else {
// Bottom faces
for (var i = 0; i < flen; i++) {
var face = faces[i];
f3(face[2], face[1], face[0]);
}
// Top faces
for (var i = 0; i < flen; i++) {
var face = faces[i];
f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
}
}
scope.addGroup(start.toInt(), (verticesArray.length / 3 - start).toInt(), 0);
}
f4(a, b, c, d) {
addVertex(a);
addVertex(b);
addVertex(d);
addVertex(b);
addVertex(c);
addVertex(d);
var nextIndex = verticesArray.length / 3;
var uvs;
if (uvgen == "WorldUVGenerator") {
uvs = WorldUVGenerator.generateSideWallUV(
scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
} else {
throw ("ExtrudeBufferGeometry uvgen: $uvgen is not support yet ");
}
// var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV(uvs[0]);
addUV(uvs[1]);
addUV(uvs[3]);
addUV(uvs[1]);
addUV(uvs[2]);
addUV(uvs[3]);
}
sidewalls(contour, int layeroffset) {
var i = contour.length;
while (--i >= 0) {
var j = i;
var k = i - 1;
if (k < 0) k = contour.length - 1;
//console.log('b', i,j, i-1, k,vertices.length);
for (var s = 0, sl = (steps + bevelSegments * 2); s < sl; s++) {
var slen1 = vlen * s;
var slen2 = vlen * (s + 1);
var a = layeroffset + j + slen1;
var b = layeroffset + k + slen1;
var c = layeroffset + k + slen2;
var d = layeroffset + j + slen2;
f4(a, b, c, d);
}
}
}
// Create faces for the z-sides of the shape
buildSideFaces() {
int start = verticesArray.length ~/ 3.0;
int layeroffset = 0;
sidewalls(contour, layeroffset);
layeroffset = layeroffset + contour.length;
for (var h = 0, hl = holes.length; h < hl; h++) {
List ahole = holes[h];
sidewalls(ahole, layeroffset);
//, true
layeroffset += ahole.length;
}
// TODO WHY??? need fix ???
scope.addGroup(start, (verticesArray.length / 3 - start).toInt(), 1);
}
/* Faces */
// Top and bottom faces
buildLidFaces();
// Sides faces
buildSideFaces();
///// Internal functions
///
}
for (var i = 0, l = shapes.length; i < l; i++) {
var shape = shapes[i];
addShape(shape);
}
// build geometry
setAttribute('position', Float32BufferAttribute(Float32Array.from(verticesArray), 3, false));
setAttribute('uv', Float32BufferAttribute(Float32Array.from(uvArray), 2, false));
computeVertexNormals();
// functions
}