154 lines
3.3 KiB
JavaScript
154 lines
3.3 KiB
JavaScript
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author WestLangley / http://github.com/WestLangley
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*/
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import { Matrix3 } from '../math/Matrix3.js';
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import { Vector3 } from '../math/Vector3.js';
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import { LineSegments } from '../objects/LineSegments.js';
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import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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function VertexNormalsHelper( object, size, hex, linewidth ) {
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this.object = object;
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this.size = ( size !== undefined ) ? size : 1;
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var color = ( hex !== undefined ) ? hex : 0xff0000;
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var width = ( linewidth !== undefined ) ? linewidth : 1;
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//
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var nNormals = 0;
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var objGeometry = this.object.geometry;
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if ( objGeometry && objGeometry.isGeometry ) {
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nNormals = objGeometry.faces.length * 3;
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} else if ( objGeometry && objGeometry.isBufferGeometry ) {
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nNormals = objGeometry.attributes.normal.count;
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}
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//
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var geometry = new BufferGeometry();
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var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
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geometry.addAttribute( 'position', positions );
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LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
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//
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this.matrixAutoUpdate = false;
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this.update();
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}
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VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
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VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
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VertexNormalsHelper.prototype.update = ( function () {
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var v1 = new Vector3();
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var v2 = new Vector3();
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var normalMatrix = new Matrix3();
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return function update() {
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var keys = [ 'a', 'b', 'c' ];
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this.object.updateMatrixWorld( true );
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normalMatrix.getNormalMatrix( this.object.matrixWorld );
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var matrixWorld = this.object.matrixWorld;
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var position = this.geometry.attributes.position;
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//
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var objGeometry = this.object.geometry;
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if ( objGeometry && objGeometry.isGeometry ) {
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var vertices = objGeometry.vertices;
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var faces = objGeometry.faces;
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var idx = 0;
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for ( var i = 0, l = faces.length; i < l; i ++ ) {
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var face = faces[ i ];
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for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
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var vertex = vertices[ face[ keys[ j ] ] ];
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var normal = face.vertexNormals[ j ];
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v1.copy( vertex ).applyMatrix4( matrixWorld );
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v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
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position.setXYZ( idx, v1.x, v1.y, v1.z );
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idx = idx + 1;
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position.setXYZ( idx, v2.x, v2.y, v2.z );
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idx = idx + 1;
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}
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}
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} else if ( objGeometry && objGeometry.isBufferGeometry ) {
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var objPos = objGeometry.attributes.position;
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var objNorm = objGeometry.attributes.normal;
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var idx = 0;
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// for simplicity, ignore index and drawcalls, and render every normal
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for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
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v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
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v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
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v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
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position.setXYZ( idx, v1.x, v1.y, v1.z );
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idx = idx + 1;
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position.setXYZ( idx, v2.x, v2.y, v2.z );
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idx = idx + 1;
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}
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}
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position.needsUpdate = true;
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};
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}() );
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export { VertexNormalsHelper };
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