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three

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JavaScript 3D library

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/** * @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; }; }() );