WireframeGeometry constructor
WireframeGeometry(
- BufferGeometry geometry
Implementation
WireframeGeometry(BufferGeometry geometry) : super() {
type = "WireframeGeometry";
// buffer
List<double> vertices = [];
var edges = <dynamic>{};
// helper variables
var start = Vector3.init();
var end = Vector3.init();
if (geometry.index != null) {
// indexed BufferGeometry
var position = geometry.attributes["position"];
var indices = geometry.index;
var groups = geometry.groups;
if (groups.isEmpty) {
groups = [
{"start": 0, "count": indices!.count, "materialIndex": 0}
];
}
// create a data structure that contains all eges without duplicates
for (var o = 0, ol = groups.length; o < ol; ++o) {
var group = groups[o];
var groupStart = group["start"];
var groupCount = group["count"];
for (var i = groupStart, l = (groupStart + groupCount); i < l; i += 3) {
for (var j = 0; j < 3; j++) {
int index1 = indices!.getX(i + j)!.toInt();
int index2 = indices.getX(i + (j + 1) % 3)!.toInt();
start.fromBufferAttribute(position, index1);
end.fromBufferAttribute(position, index2);
if (isUniqueEdge(start, end, edges) == true) {
vertices.addAll([start.x.toDouble(), start.y.toDouble(), start.z.toDouble()]);
vertices.addAll([end.x.toDouble(), end.y.toDouble(), end.z.toDouble()]);
}
}
}
}
} else {
// non-indexed BufferGeometry
var position = geometry.attributes["position"];
for (var i = 0, l = (position.count / 3); i < l; i++) {
for (var j = 0; j < 3; j++) {
// three edges per triangle, an edge is represented as (index1, index2)
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
var index1 = 3 * i + j;
var index2 = 3 * i + ((j + 1) % 3);
start.fromBufferAttribute(position, index1);
end.fromBufferAttribute(position, index2);
if (isUniqueEdge(start, end, edges) == true) {
vertices.addAll([start.x.toDouble(), start.y.toDouble(), start.z.toDouble()]);
vertices.addAll([end.x.toDouble(), end.y.toDouble(), end.z.toDouble()]);
}
}
}
}
// build geometry
setAttribute('position', Float32BufferAttribute(Float32Array.from(vertices), 3, false));
}