/** * @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.normalMatrix = new THREE.Matrix3(); 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(); return function() { var keys = [ 'a', 'b', 'c' ]; this.object.updateMatrixWorld( true ); this.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( this.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( this.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; } }());