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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / src / helpers / VertexNormalsHelper.js
diff --git a/webglFramework/Thirdparty/three.js-master/src/helpers/VertexNormalsHelper.js b/webglFramework/Thirdparty/three.js-master/src/helpers/VertexNormalsHelper.js
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+/**
+ * @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 };