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