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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- import {
- BufferGeometry,
- Float32BufferAttribute,
- LineSegments,
- LineBasicMaterial,
- Matrix3,
- Vector3
- } from '../../../build/three.module.js';
- var _v1 = new Vector3();
- var _v2 = new Vector3();
- var _normalMatrix = new Matrix3();
- var _keys = [ 'a', 'b', 'c' ];
- function VertexNormalsHelper( object, size, hex, linewidth ) {
- this.object = object;
- this.size = ( size !== undefined ) ? size : 1;
- var color = ( hex !== undefined ) ? hex : 0xff0000;
- var width = ( linewidth !== undefined ) ? linewidth : 1;
- //
- var nNormals = 0;
- var objGeometry = this.object.geometry;
- if ( objGeometry && objGeometry.isGeometry ) {
- nNormals = objGeometry.faces.length * 3;
- } else if ( objGeometry && objGeometry.isBufferGeometry ) {
- nNormals = objGeometry.attributes.normal.count;
- }
- //
- var geometry = new BufferGeometry();
- var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
- geometry.setAttribute( 'position', positions );
- LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
- //
- this.matrixAutoUpdate = false;
- this.update();
- }
- VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
- VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
- VertexNormalsHelper.prototype.update = function () {
- this.object.updateMatrixWorld( true );
- _normalMatrix.getNormalMatrix( this.object.matrixWorld );
- var matrixWorld = this.object.matrixWorld;
- var position = this.geometry.attributes.position;
- //
- var objGeometry = this.object.geometry;
- if ( objGeometry && objGeometry.isGeometry ) {
- var vertices = objGeometry.vertices;
- var faces = objGeometry.faces;
- var idx = 0;
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
- var face = faces[ i ];
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- var vertex = vertices[ face[ _keys[ j ] ] ];
- var normal = face.vertexNormals[ j ];
- _v1.copy( vertex ).applyMatrix4( matrixWorld );
- _v2.copy( normal ).applyMatrix3( _normalMatrix ).normalize().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;
- }
- }
- } else if ( objGeometry && objGeometry.isBufferGeometry ) {
- var objPos = objGeometry.attributes.position;
- var objNorm = objGeometry.attributes.normal;
- var idx = 0;
- // for simplicity, ignore index and drawcalls, and render every normal
- 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( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
- _v2.applyMatrix3( _normalMatrix ).normalize().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 { VertexNormalsHelper };
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