three
Version:
JavaScript 3D library
133 lines (93 loc) • 2.85 kB
JavaScript
import {
BufferGeometry,
Float32BufferAttribute,
LineSegments,
LineBasicMaterial,
Vector3
} from 'three';
const _v1 = new Vector3();
const _v2 = new Vector3();
/**
* Visualizes an object's vertex tangents.
*
* Requires that tangents have been specified in the geometry as a buffer attribute or
* have been calculated using {@link BufferGeometry#computeTangents}.
* ```js
* const helper = new VertexTangentsHelper( mesh, 1, 0xff0000 );
* scene.add( helper );
* ```
*
* @augments LineSegments
*/
class VertexTangentsHelper extends LineSegments {
/**
* Constructs a new vertex tangents helper.
*
* @param {Object3D} object - The object for which to visualize vertex tangents.
* @param {number} [size=1] - The helper's size.
* @param {number|Color|string} [color=0xff0000] - The helper's color.
*/
constructor( object, size = 1, color = 0x00ffff ) {
const geometry = new BufferGeometry();
const nTangents = object.geometry.attributes.tangent.count;
const positions = new Float32BufferAttribute( nTangents * 2 * 3, 3 );
geometry.setAttribute( 'position', positions );
super( geometry, new LineBasicMaterial( { color, toneMapped: false } ) );
/**
* The object for which to visualize vertex tangents.
*
* @type {Object3D}
*/
this.object = object;
/**
* The helper's size.
*
* @type {number}
* @default 1
*/
this.size = size;
this.type = 'VertexTangentsHelper';
/**
* Overwritten and set to `false` since the object's world transformation
* is encoded in the helper's geometry data.
*
* @type {boolean}
* @default false
*/
this.matrixAutoUpdate = false;
this.update();
}
/**
* Updates the vertex normals preview based on the object's world transform.
*/
update() {
this.object.updateMatrixWorld( true );
const matrixWorld = this.object.matrixWorld;
const position = this.geometry.attributes.position;
//
const objGeometry = this.object.geometry;
const objPos = objGeometry.attributes.position;
const objTan = objGeometry.attributes.tangent;
let idx = 0;
// for simplicity, ignore index and drawcalls, and render every tangent
for ( let j = 0, jl = objPos.count; j < jl; j ++ ) {
_v1.fromBufferAttribute( objPos, j ).applyMatrix4( matrixWorld );
_v2.fromBufferAttribute( objTan, 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;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
export { VertexTangentsHelper };