flutter3d_mesh 0.8.0
flutter3d_mesh: ^0.8.0 copied to clipboard
An editable mesh for flutter3d: half-edge topology on persistent typed arrays, selections, and the operations a modeller runs on them.
flutter3d_mesh #
The mesh flutter3d's modeller edits, with the topology still in it: faces of any valency, half-edges that know their twin, and the operations that change them.
It is plain Dart, with no Flutter, no renderer and no disk access.
import 'package:flutter3d_mesh/flutter3d_mesh.dart';
final cube = EditMesh.cuboid();
final step = cube.extrudeFace(0, 0.5);
print(step.eulerCharacteristic); // 2 — the surface is still closed
final drawable = step.toMeshData(); // what the engine draws
Why it is not MeshData #
flutter3d_core's geometry library describes a finished mesh: vertices in the
order a GPU wants them, with a corner duplicated once per face normal that
meets there. Every question a modeller asks is about what that arrangement
threw away. Which faces share this edge? What ring does this edge belong to?
What is the loop around this face? So editing needs a second representation,
and drawing needs that one converted.
What is here today #
EditMesh holds the topology in nine journalled arrays, so an edit is recorded
and undo takes it back, and a deleted element becomes a tombstone rather than
a renumbering. On top of that sit the attribute layers: UVs and colours per
corner, skin weights per vertex, sharpness and creases per edge, material slot
and smoothing per face. A layer costs nothing until something writes to it.
importMeshData rebuilds an editable mesh from a drawable one. It welds
duplicated corners, turns mirrored faces round and detaches the third face on
an edge, and it reports each of those. In the other direction, MeshLayoutPlan
works out the triangles, the corner normals and which corners are one GPU
vertex a single time, and after that refills only the rows of the vertices
somebody moved. MeshNormals is the shading underneath: fans broken by a sharp edge, by
a face nobody smoothed, or by an angle wider than the caller allows.
Selection is what a person has picked. It is sorted numbers at one level,
never a flag on the mesh, so undoing a move does not undo the click that set it
up. It converts between vertices, edges and faces, grows and shrinks, walks
edge loops and rings, follows an island and reports the border of a region.
Every edit takes a mesh, a selection and its parameters, and returns an
OpResult that says what changed and what to redraw, or refuses with a
sentence somebody can act on. translateSelection, rotateSelection and
scaleSelection move what is selected and nothing else. extrudeFaces and
extrudeEdges detach a region, wall in the gap behind it and lift it.
loopCut runs a new loop of edges across a ring of quads; it is built from
splitEdge and splitFace, which are also useful on their own.
deleteSelection, duplicateSelection, splitSelection and
separateComponents take a mesh apart and put copies of pieces back.
ParametricCuboid, ParametricPlane, ParametricCylinder,
ParametricSphere, ParametricTorus and ParametricLathe are the engine's
own primitives built the other way: quads, one vertex per corner, sharp rings
where the engine repeats a profile point, and a flat cap as one n-gon rather
than a fan. Each carries the engine's Shape beside it, and the two are held
to the same volume, bounds and texture coordinates.
MeshBvh puts a tree over the plan's triangles and answers in faces. It uses
refit while somebody drags and rebuild when the topology changes.
MeshPicker turns where a person pointed into what they meant: the face a ray
hits, the nearest vertex or edge to the line they pointed along, or everything
inside a rectangle.
toBytes and fromBytes store the mesh as a file: tagged sections on
four-byte boundaries, little-endian and deterministic. A reader steps over a
section it does not know instead of failing.
editInIsolate takes a mesh somewhere else and brings it back. The mesh
crosses as those bytes, inside a TransferableTypedData, and the work is a
named function rather than a closure. On a build with no isolates it does the
work where it stands and says so.
MeshChecks says what is wrong with a mesh and names the elements rather than
counting them, so a viewport can turn an issue into a selection. It reports
n-gons, rims, vertices where two surfaces meet at a point, vertices nothing
stands on, faces with no area, vertices standing on top of each other, shells
wound inside out, and the Euler characteristic of each island.
dissolveEdge and dissolveVertex take an edge or a vertex out and merge the
faces around it instead of leaving a hole. Dissolving the diagonals of a
triangulated box gives back the six quads it was, and each dissolve is one step
of history. mergeByDistance and mergeAt weld vertices together by
rebuilding rather than rewiring, and report what that cost: faces that stopped
being polygons, walls between two solids that have become one, and edges that
came out with a third face on them.
What comes next is in doc/model-editor-plan.md: selections, loop cuts,
dissolves, modifiers, and the operations that edit in place rather than
rebuilding.
Licence #
MIT.