VertexNormalsHelper.js 3.2 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author WestLangley / http://github.com/WestLangley
  4. */
  5. import { Matrix3 } from '../math/Matrix3.js';
  6. import { Vector3 } from '../math/Vector3.js';
  7. import { LineSegments } from '../objects/LineSegments.js';
  8. import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
  9. import { Float32BufferAttribute } from '../core/BufferAttribute.js';
  10. import { BufferGeometry } from '../core/BufferGeometry.js';
  11. var _v1 = new Vector3();
  12. var _v2 = new Vector3();
  13. var _normalMatrix = new Matrix3();
  14. var _keys = [ 'a', 'b', 'c' ];
  15. function VertexNormalsHelper( object, size, hex, linewidth ) {
  16. this.object = object;
  17. this.size = ( size !== undefined ) ? size : 1;
  18. var color = ( hex !== undefined ) ? hex : 0xff0000;
  19. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20. //
  21. var nNormals = 0;
  22. var objGeometry = this.object.geometry;
  23. if ( objGeometry && objGeometry.isGeometry ) {
  24. nNormals = objGeometry.faces.length * 3;
  25. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26. nNormals = objGeometry.attributes.normal.count;
  27. }
  28. //
  29. var geometry = new BufferGeometry();
  30. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  31. geometry.addAttribute( 'position', positions );
  32. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  33. //
  34. this.matrixAutoUpdate = false;
  35. this.update();
  36. }
  37. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  38. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  39. VertexNormalsHelper.prototype.update = function () {
  40. this.object.updateMatrixWorld( true );
  41. _normalMatrix.getNormalMatrix( this.object.matrixWorld );
  42. var matrixWorld = this.object.matrixWorld;
  43. var position = this.geometry.attributes.position;
  44. //
  45. var objGeometry = this.object.geometry;
  46. if ( objGeometry && objGeometry.isGeometry ) {
  47. var vertices = objGeometry.vertices;
  48. var faces = objGeometry.faces;
  49. var idx = 0;
  50. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  51. var face = faces[ i ];
  52. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  53. var vertex = vertices[ face[ _keys[ j ] ] ];
  54. var normal = face.vertexNormals[ j ];
  55. _v1.copy( vertex ).applyMatrix4( matrixWorld );
  56. _v2.copy( normal ).applyMatrix3( _normalMatrix ).normalize().multiplyScalar( this.size ).add( _v1 );
  57. position.setXYZ( idx, _v1.x, _v1.y, _v1.z );
  58. idx = idx + 1;
  59. position.setXYZ( idx, _v2.x, _v2.y, _v2.z );
  60. idx = idx + 1;
  61. }
  62. }
  63. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  64. var objPos = objGeometry.attributes.position;
  65. var objNorm = objGeometry.attributes.normal;
  66. var idx = 0;
  67. // for simplicity, ignore index and drawcalls, and render every normal
  68. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  69. _v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  70. _v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  71. _v2.applyMatrix3( _normalMatrix ).normalize().multiplyScalar( this.size ).add( _v1 );
  72. position.setXYZ( idx, _v1.x, _v1.y, _v1.z );
  73. idx = idx + 1;
  74. position.setXYZ( idx, _v2.x, _v2.y, _v2.z );
  75. idx = idx + 1;
  76. }
  77. }
  78. position.needsUpdate = true;
  79. };
  80. export { VertexNormalsHelper };