/** * @author WestLangley / http://github.com/WestLangley */ import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Vector3 } from '../../../build/three.module.js'; var _v1 = new Vector3(); var _v2 = new Vector3(); function VertexTangentsHelper( object, size, hex, linewidth ) { this.object = object; this.size = ( size !== undefined ) ? size : 1; var color = ( hex !== undefined ) ? hex : 0x00ffff; var width = ( linewidth !== undefined ) ? linewidth : 1; // var objGeometry = this.object.geometry; if ( ! ( objGeometry && objGeometry.isBufferGeometry ) ) { console.error( 'THREE.VertexTangentsHelper: geometry not an instance of THREE.BufferGeometry.', objGeometry ); return; } var nTangents = objGeometry.attributes.tangent.count; // var geometry = new BufferGeometry(); var positions = new Float32BufferAttribute( nTangents * 2 * 3, 3 ); geometry.setAttribute( 'position', positions ); LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); // this.matrixAutoUpdate = false; this.update(); } VertexTangentsHelper.prototype = Object.create( LineSegments.prototype ); VertexTangentsHelper.prototype.constructor = VertexTangentsHelper; VertexTangentsHelper.prototype.update = function () { this.object.updateMatrixWorld( true ); var matrixWorld = this.object.matrixWorld; var position = this.geometry.attributes.position; // var objGeometry = this.object.geometry; var objPos = objGeometry.attributes.position; var objTan = objGeometry.attributes.tangent; var idx = 0; // for simplicity, ignore index and drawcalls, and render every tangent for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { _v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); _v2.set( objTan.getX( j ), objTan.getY( j ), objTan.getZ( j ) ); _v2.transformDirection( matrixWorld ).multiplyScalar( this.size ).add( _v1 ); position.setXYZ( idx, _v1.x, _v1.y, _v1.z ); idx = idx + 1; position.setXYZ( idx, _v2.x, _v2.y, _v2.z ); idx = idx + 1; } position.needsUpdate = true; }; export { VertexTangentsHelper };