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