genGeometry method
dynamic
genGeometry(
- Map geoNode,
- dynamic skeleton,
- dynamic morphTargets,
- dynamic preTransform,
)
Implementation
genGeometry(Map geoNode, skeleton, morphTargets, preTransform) {
var geo = BufferGeometry();
if (geoNode["attrName"] != null) geo.name = geoNode["attrName"];
var geoInfo = parseGeoNode(geoNode, skeleton);
var buffers = genBuffers(geoInfo);
var positionAttribute = Float32BufferAttribute(Float32Array.fromList(List<double>.from(buffers["vertex"])), 3);
positionAttribute.applyMatrix4(preTransform);
geo.setAttribute('position', positionAttribute);
if (buffers["colors"].length > 0) {
geo.setAttribute('color', Float32BufferAttribute(buffers["colors"], 3));
}
if (skeleton != null) {
geo.setAttribute(
'skinIndex', Uint16BufferAttribute(Uint16Array.fromList(List<int>.from(buffers["weightsIndices"])), 4));
geo.setAttribute(
'skinWeight',
Float32BufferAttribute(
Float32Array.fromList(List<double>.from(buffers["vertexWeights"].map((e) => e.toDouble()))), 4));
// used later to bind the skeleton to the model
geo.userData["FBX_Deformer"] = skeleton;
}
if (buffers["normal"].length > 0) {
var normalMatrix = Matrix3().getNormalMatrix(preTransform);
var normalAttribute = Float32BufferAttribute(Float32Array.fromList(List<double>.from(buffers["normal"])), 3);
normalAttribute.applyNormalMatrix(normalMatrix);
geo.setAttribute('normal', normalAttribute);
}
buffers["uvs"].asMap().forEach((i, uvBuffer) {
// subsequent uv buffers are called 'uv1', 'uv2', ...
var name = 'uv${i + 1}';
// the first uv buffer is just called 'uv'
if (i == 0) {
name = 'uv';
}
geo.setAttribute(name, Float32BufferAttribute(Float32Array.fromList(List<double>.from(buffers["uvs"][i])), 2));
});
if (geoInfo["material"] != null && geoInfo["material"]["mappingType"] != 'AllSame') {
// Convert the material indices of each vertex into rendering groups on the geometry.
var prevMaterialIndex = buffers["materialIndex"][0];
var startIndex = 0;
buffers["materialIndex"].asMap().forEach((i, currentIndex) {
if (currentIndex != prevMaterialIndex) {
geo.addGroup(startIndex, i - startIndex, prevMaterialIndex);
prevMaterialIndex = currentIndex;
startIndex = i;
}
});
// the loop above doesn't add the last group, do that here.
if (geo.groups.isNotEmpty) {
var lastGroup = geo.groups[geo.groups.length - 1];
var lastIndex = lastGroup["start"] + lastGroup["count"];
if (lastIndex != buffers["materialIndex"].length) {
geo.addGroup(lastIndex, buffers["materialIndex"].length - lastIndex, prevMaterialIndex);
}
}
// case where there are multiple materials but the whole geometry is only
// using one of them
if (geo.groups.isEmpty) {
geo.addGroup(0, buffers["materialIndex"].length, buffers["materialIndex"][0].toInt());
}
}
addMorphTargets(geo, geoNode, morphTargets, preTransform);
return geo;
}