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https://github.com/DanielnetoDotCom/YouPHPTube
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98 lines
2 KiB
JavaScript
98 lines
2 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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Vector3
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} from '../../../build/three.module.js';
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var _v1 = new Vector3();
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var _v2 = new Vector3();
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function VertexTangentsHelper( object, size, hex ) {
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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 : 0x00ffff;
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//
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var objGeometry = this.object.geometry;
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if ( ! ( objGeometry && objGeometry.isBufferGeometry ) ) {
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console.error( 'THREE.VertexTangentsHelper: geometry not an instance of THREE.BufferGeometry.', objGeometry );
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return;
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}
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var nTangents = objGeometry.attributes.tangent.count;
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//
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var geometry = new BufferGeometry();
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var positions = new Float32BufferAttribute( nTangents * 2 * 3, 3 );
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geometry.setAttribute( 'position', positions );
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LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
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this.type = 'VertexTangentsHelper';
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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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VertexTangentsHelper.prototype = Object.create( LineSegments.prototype );
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VertexTangentsHelper.prototype.constructor = VertexTangentsHelper;
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VertexTangentsHelper.prototype.update = function () {
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this.object.updateMatrixWorld( true );
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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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var objPos = objGeometry.attributes.position;
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var objTan = objGeometry.attributes.tangent;
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var idx = 0;
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// for simplicity, ignore index and drawcalls, and render every tangent
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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( objTan.getX( j ), objTan.getY( j ), objTan.getZ( j ) );
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_v2.transformDirection( matrixWorld ).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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position.needsUpdate = true;
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};
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export { VertexTangentsHelper };
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