--- /dev/null
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+import { Matrix3 } from '../math/Matrix3';
+import { Vector3 } from '../math/Vector3';
+import { LineSegments } from '../objects/LineSegments';
+import { LineBasicMaterial } from '../materials/LineBasicMaterial';
+import { Float32BufferAttribute } from '../core/BufferAttribute';
+import { BufferGeometry } from '../core/BufferGeometry';
+
+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 };