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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.

Booleans #

booleanUnion, booleanSubtract and booleanIntersect combine two closed meshes, and booleanOp takes the operation as a CsgOperation value when it comes from a saved setting. They split each solid's polygons against a binary space partition of the other and keep what lands on the right side, which is the classic BSP recipe.

final block = EditMesh.cuboid(size: Vector3(2, 1, 1));
final hole = EditMesh.cuboid(size: Vector3(0.4, 2, 0.4));

final result = booleanSubtract(block, hole);
if (result != null) {
  print(result.mesh.signedVolume); // 2 − 0.16 = 1.84 cubic metres
  result.warnings.forEach(print);
}

A few things are worth knowing before you hand one a real model:

  • Null means "no answer", not an error. A boolean returns null when the two inputs together have more than maxPolygons triangles (200 000 by default), when the split pieces grow past that, or when nothing is left, as with an intersection of two solids that do not touch.
  • The tolerance is worked out for you. A vertex within a millionth of the two meshes' combined size of a cutting plane counts as lying on it. Faces flush with the other solid's surface are kept or dropped by which way they face, and CsgResult.warnings says how many there were, because such a face has two defensible answers.
  • The volume is right, the mesh is not always watertight. Where a cut splits one of two triangles sharing an edge, the result has a T-junction, so eulerCharacteristic may not be 2 even though signedVolume is correct. The block above comes out at 1.84 with an Euler characteristic of −6, and MeshChecks lists the cut edges as boundary edges. Closing them is still open work, so do not hand a boolean's result straight to a printer that expects a closed shell.
  • Open or inside-out input gives a wrong answer, not a refusal. The BSP decides inside and outside by face direction, so run MeshChecks on both inputs first if they came from a file.

The same operation as a step that is evaluated again whenever its inputs change is BooleanModifier, one of the modifiers next to ArrayModifier, MirrorModifier, SmoothModifier and SubdivisionModifier. A ModifierStack folds them over a base mesh and keeps the last result while the base and the operands are the same objects. The boolean's second mesh belongs to another object, so it is passed in by id through ModifierContext.operands, together with the matrix that places it in the base mesh's space:

final stack = ModifierStack(<Modifier>[
  BooleanModifier(
    operation: CsgOperation.subtract,
    operandId: 7,
    operandTransform: Matrix4.translationValues(0.5, 0, 0),
  ),
]);
final shown = stack.evaluate(block, ModifierContext(operands: {7: hole}));

An id with no entry passes the base through unchanged, so an application that finds two objects cutting each other breaks the cycle by leaving one out. A boolean on a big mesh takes long enough to drop frames, so run it through editInIsolate. On the web there are no isolates, so it runs on the UI thread and says so. Moving that work off the UI thread on the web is planned for 1.x.

What comes next #

What comes next is in doc/model-editor-plan.md: the operations that edit in place rather than rebuilding, and closing the T-junctions a boolean leaves.

Licence #

MIT.

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verified publisherpleion.dev

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An editable mesh for flutter3d: half-edge topology on persistent typed arrays, selections, and the operations a modeller runs on them.

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Topics

#mesh #geometry #modelling #graphics

License

MIT (license)

Dependencies

flutter3d_core, flutter3d_foundation, vector_math

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