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three.fbo-helper

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FrameBuffer Object inspector for three.js

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import { Box3 } from '../../math/Box3'; import { LineSegments } from '../../objects/LineSegments'; import { LineBasicMaterial } from '../../materials/LineBasicMaterial'; import { BufferAttribute } from '../../core/BufferAttribute'; import { BufferGeometry } from '../../core/BufferGeometry'; /** * @author mrdoob / http://mrdoob.com/ */ function BoxHelper( object, color ) { if ( color === undefined ) color = 0xffff00; var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); var positions = new Float32Array( 8 * 3 ); var geometry = new BufferGeometry(); geometry.setIndex( new BufferAttribute( indices, 1 ) ); geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); if ( object !== undefined ) { this.update( object ); } } BoxHelper.prototype = Object.create( LineSegments.prototype ); BoxHelper.prototype.constructor = BoxHelper; BoxHelper.prototype.update = ( function () { var box = new Box3(); return function update( object ) { if ( (object && object.isBox3) ) { box.copy( object ); } else { box.setFromObject( object ); } if ( box.isEmpty() ) return; var min = box.min; var max = box.max; /* 5____4 1/___0/| | 6__|_7 2/___3/ 0: max.x, max.y, max.z 1: min.x, max.y, max.z 2: min.x, min.y, max.z 3: max.x, min.y, max.z 4: max.x, max.y, min.z 5: min.x, max.y, min.z 6: min.x, min.y, min.z 7: max.x, min.y, min.z */ var position = this.geometry.attributes.position; var array = position.array; array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; position.needsUpdate = true; this.geometry.computeBoundingSphere(); }; } )(); export { BoxHelper };