97 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	BufferGeometry,
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	Float32BufferAttribute,
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	LineSegments,
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	LineBasicMaterial,
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	Matrix3,
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	Vector3
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} from 'three';
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const _v1 = new Vector3();
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const _v2 = new Vector3();
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const _normalMatrix = new Matrix3();
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class VertexNormalsHelper extends LineSegments {
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	constructor( object, size = 1, color = 0xff0000 ) {
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		const geometry = new BufferGeometry();
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		const nNormals = object.geometry.attributes.normal.count;
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		const positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
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		geometry.setAttribute( 'position', positions );
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		super( geometry, new LineBasicMaterial( { color, toneMapped: false } ) );
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		this.object = object;
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		this.size = size;
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		this.type = 'VertexNormalsHelper';
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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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	update() {
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		this.object.updateMatrixWorld( true );
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		_normalMatrix.getNormalMatrix( this.object.matrixWorld );
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		const matrixWorld = this.object.matrixWorld;
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		const position = this.geometry.attributes.position;
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		//
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		const objGeometry = this.object.geometry;
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		if ( objGeometry ) {
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			const objPos = objGeometry.attributes.position;
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			const objNorm = objGeometry.attributes.normal;
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			let idx = 0;
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			// for simplicity, ignore index and drawcalls, and render every normal
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			for ( let j = 0, jl = objPos.count; j < jl; j ++ ) {
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				_v1.fromBufferAttribute( objPos, j ).applyMatrix4( matrixWorld );
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				_v2.fromBufferAttribute( objNorm, 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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	dispose() {
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		this.geometry.dispose();
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		this.material.dispose();
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	}
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}
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export { VertexNormalsHelper };
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