three
Version:
JavaScript 3D library
146 lines (78 loc) • 2.99 kB
JavaScript
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 ) {
this.object = object;
this.size = ( size !== undefined ) ? size : 0.1;
var color = ( hex !== undefined ) ? hex : 0xff0000;
//
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, toneMapped: false } ) );
this.type = 'VertexNormalsHelper';
//
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 };