filter method
- MeshGeometry mesh
override
Returns a copy of the mesh with any filter transforms applied.
Implementation
@override
MeshGeometry filter(MeshGeometry mesh) {
final newAttribs = List<VertexAttrib>.from(mesh.attribs);
if (mesh.getAttrib('BARYCENTRIC') == null) {
newAttribs.add(VertexAttrib('BARYCENTRIC', 3, 'float'));
}
final output = MeshGeometry(mesh.triangleVertexCount, newAttribs);
Vector3List barycentricCoords;
final view = output.getViewForAttrib('BARYCENTRIC');
if (view is Vector3List) {
barycentricCoords = view;
} else {
throw UnimplementedError();
}
final srcAttribs = <VectorList<Vector>>[];
final destAttribs = <VectorList<Vector>>[];
for (var attrib in mesh.attribs) {
if (attrib.name == 'BARYCENTRIC') {
continue;
}
srcAttribs.add(mesh.getViewForAttrib(attrib.name)!);
destAttribs.add(output.getViewForAttrib(attrib.name)!);
}
final b0 = Vector3(1.0, 0.0, 0.0);
final b1 = Vector3(0.0, 1.0, 0.0);
final b2 = Vector3(0.0, 0.0, 1.0);
int i0, i1, i2;
for (var i = 0; i < output.length; i += 3) {
if (mesh.indices != null) {
i0 = mesh.indices![i];
i1 = mesh.indices![i + 1];
i2 = mesh.indices![i + 2];
} else {
i0 = i;
i1 = i + 1;
i2 = i + 2;
}
barycentricCoords[i] = b0;
barycentricCoords[i + 1] = b1;
barycentricCoords[i + 2] = b2;
// Copy the remaining attributes over
for (var j = 0; j < srcAttribs.length; ++j) {
destAttribs[j][i] = srcAttribs[j][i0];
destAttribs[j][i + 1] = srcAttribs[j][i1];
destAttribs[j][i + 2] = srcAttribs[j][i2];
}
}
return output;
}