three
Version:
JavaScript 3D library
146 lines (76 loc) • 3.24 kB
JavaScript
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
*/
THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
this.object = object;
this.size = ( size !== undefined ) ? size : 1;
var color = ( hex !== undefined ) ? hex : 0xff0000;
var width = ( linewidth !== undefined ) ? linewidth : 1;
//
var nNormals = 0;
var objGeometry = this.object.geometry;
if ( objGeometry instanceof THREE.Geometry ) {
nNormals = objGeometry.faces.length * 3;
} else if ( objGeometry instanceof THREE.BufferGeometry ) {
nNormals = objGeometry.attributes.normal.count;
}
//
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.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
THREE.VertexNormalsHelper.prototype.update = ( function () {
var v1 = new THREE.Vector3();
var v2 = new THREE.Vector3();
var normalMatrix = new THREE.Matrix3();
return function update() {
var keys = [ 'a', 'b', 'c' ];
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 instanceof THREE.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 ];
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 instanceof THREE.BufferGeometry ) {
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;
return this;
};
}() );