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three

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JavaScript 3D library

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import { Box3 } from '../math/Box3.js'; import { LineSegments } from '../objects/LineSegments.js'; import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; import { BufferAttribute } from '../core/BufferAttribute.js'; import { BufferGeometry } from '../core/BufferGeometry.js'; const _box = /*@__PURE__*/ new Box3(); /** * Helper object to graphically show the world-axis-aligned bounding box * around an object. The actual bounding box is handled with {@link Box3}, * this is just a visual helper for debugging. It can be automatically * resized with {@link BoxHelper#update} when the object it's created from * is transformed. Note that the object must have a geometry for this to work, * so it won't work with sprites. * * ```js * const sphere = new THREE.SphereGeometry(); * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) ); * const box = new THREE.BoxHelper( object, 0xffff00 ); * scene.add( box ); * ``` * * @augments LineSegments */ class BoxHelper extends LineSegments { /** * Constructs a new box helper. * * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box. * @param {number|Color|string} [color=0xffff00] - The box's color. */ constructor( object, color = 0xffff00 ) { const 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 ] ); const positions = new Float32Array( 8 * 3 ); const geometry = new BufferGeometry(); geometry.setIndex( new BufferAttribute( indices, 1 ) ); geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); /** * The 3D object being visualized. * * @type {Object3D} */ this.object = object; this.type = 'BoxHelper'; this.matrixAutoUpdate = false; this.update(); } /** * Updates the helper's geometry to match the dimensions of the object, * including any children. */ update() { if ( this.object !== undefined ) { _box.setFromObject( this.object ); } if ( _box.isEmpty() ) return; const min = _box.min; const 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 */ const position = this.geometry.attributes.position; const 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(); } /** * Updates the wireframe box for the passed object. * * @param {Object3D} object - The 3D object to create the helper for. * @return {BoxHelper} A reference to this instance. */ setFromObject( object ) { this.object = object; this.update(); return this; } copy( source, recursive ) { super.copy( source, recursive ); this.object = source.object; return this; } /** * 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 { BoxHelper };