/** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */ import { Matrix3 } from '../math/Matrix3.js'; import { Vector3 } from '../math/Vector3.js'; import { LineSegments } from '../objects/LineSegments.js'; import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; import { Float32BufferAttribute } from '../core/BufferAttribute.js'; import { BufferGeometry } from '../core/BufferGeometry.js'; function VertexNormalsHelper( 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 && objGeometry.isGeometry ) { nNormals = objGeometry.faces.length * 3; } else if ( objGeometry && objGeometry.isBufferGeometry ) { nNormals = objGeometry.attributes.normal.count; } // var geometry = new BufferGeometry(); var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); geometry.addAttribute( 'position', positions ); LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); // this.matrixAutoUpdate = false; this.update(); } VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; VertexNormalsHelper.prototype.update = ( function () { var v1 = new Vector3(); var v2 = new Vector3(); var normalMatrix = new 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 && objGeometry.isGeometry ) { 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 && objGeometry.isBufferGeometry ) { 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; }; }() ); export { VertexNormalsHelper };