| |
| |
| |
| |
|
|
| 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 FaceNormalsHelper( object, size, hex, linewidth ) { |
|
|
| |
|
|
| this.object = object; |
|
|
| this.size = ( size !== undefined ) ? size : 1; |
|
|
| var color = ( hex !== undefined ) ? hex : 0xffff00; |
|
|
| var width = ( linewidth !== undefined ) ? linewidth : 1; |
|
|
| |
|
|
| var nNormals = 0; |
|
|
| var objGeometry = this.object.geometry; |
|
|
| if ( objGeometry && objGeometry.isGeometry ) { |
|
|
| nNormals = objGeometry.faces.length; |
|
|
| } else { |
|
|
| console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); |
|
|
| } |
|
|
| |
|
|
| 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(); |
|
|
| } |
|
|
| FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); |
| FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; |
|
|
| FaceNormalsHelper.prototype.update = ( function () { |
|
|
| var v1 = new Vector3(); |
| var v2 = new Vector3(); |
| var normalMatrix = new Matrix3(); |
|
|
| return function update() { |
|
|
| 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; |
|
|
| 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 ]; |
|
|
| var normal = face.normal; |
|
|
| v1.copy( vertices[ face.a ] ) |
| .add( vertices[ face.b ] ) |
| .add( vertices[ face.c ] ) |
| .divideScalar( 3 ) |
| .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; |
|
|
| } |
|
|
| position.needsUpdate = true; |
|
|
| }; |
|
|
| }() ); |
|
|
|
|
| export { FaceNormalsHelper }; |
|
|