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import { | |
BufferGeometry, | |
Float32BufferAttribute, | |
LineSegments, | |
LineBasicMaterial, | |
Vector3 | |
} from 'three'; | |
const _v1 = new Vector3(); | |
const _v2 = new Vector3(); | |
class VertexTangentsHelper extends LineSegments { | |
constructor( object, size = 1, color = 0x00ffff ) { | |
const geometry = new BufferGeometry(); | |
const nTangents = object.geometry.attributes.tangent.count; | |
const positions = new Float32BufferAttribute( nTangents * 2 * 3, 3 ); | |
geometry.setAttribute( 'position', positions ); | |
super( geometry, new LineBasicMaterial( { color, toneMapped: false } ) ); | |
this.object = object; | |
this.size = size; | |
this.type = 'VertexTangentsHelper'; | |
// | |
this.matrixAutoUpdate = false; | |
this.update(); | |
} | |
update() { | |
this.object.updateMatrixWorld( true ); | |
const matrixWorld = this.object.matrixWorld; | |
const position = this.geometry.attributes.position; | |
// | |
const objGeometry = this.object.geometry; | |
const objPos = objGeometry.attributes.position; | |
const objTan = objGeometry.attributes.tangent; | |
let idx = 0; | |
// for simplicity, ignore index and drawcalls, and render every tangent | |
for ( let j = 0, jl = objPos.count; j < jl; j ++ ) { | |
_v1.fromBufferAttribute( objPos, j ).applyMatrix4( matrixWorld ); | |
_v2.fromBufferAttribute( objTan, j ); | |
_v2.transformDirection( matrixWorld ).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; | |
} | |
dispose() { | |
this.geometry.dispose(); | |
this.material.dispose(); | |
} | |
} | |
export { VertexTangentsHelper }; | |