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| /** | |
| * @author mrdoob / http://mrdoob.com/ | |
| * @author WestLangley / http://github.com/WestLangley | |
| */ | |
| import { Matrix3 } from '../math/Matrix3.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| import { LineSegments } from '../objects/LineSegments.js'; | |
| import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; | |
| import { Float32BufferAttribute } from '../core/BufferAttribute.js'; | |
| import { BufferGeometry } from '../core/BufferGeometry.js'; | |
| 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.addAttribute( '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 () { | |
| var v1 = new Vector3(); | |
| var v2 = new Vector3(); | |
| var normalMatrix = new Matrix3(); | |
| return function update() { | |
| var keys = [ 'a', 'b', 'c' ]; | |
| 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 }; | |