three
Version:
JavaScript 3D library
111 lines (61 loc) • 2.4 kB
JavaScript
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
// FaceNormalsHelper only supports THREE.Geometry
this.object = object;
this.size = ( size !== undefined ) ? size : 1;
var color = ( hex !== undefined ) ? hex : 0xffff00;
var width = ( linewidth !== undefined ) ? linewidth : 1;
//
var nNormals = 0;
var objGeometry = this.object.geometry;
if ( objGeometry instanceof THREE.Geometry ) {
nNormals = objGeometry.faces.length;
} else {
console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
}
//
var geometry = new THREE.BufferGeometry();
var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 );
geometry.addAttribute( 'position', positions );
THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) );
//
this.matrixAutoUpdate = false;
this.update();
};
THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
THREE.FaceNormalsHelper.prototype.update = ( function () {
var v1 = new THREE.Vector3();
var v2 = new THREE.Vector3();
var normalMatrix = new THREE.Matrix3();
return function update() {
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;
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 ];
var normal = face.normal;
v1.copy( vertices[ face.a ] )
.add( vertices[ face.b ] )
.add( vertices[ face.c ] )
.divideScalar( 3 )
.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;
}
position.needsUpdate = true;
return this;
};
}() );