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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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72 lines
1.8 KiB
72 lines
1.8 KiB
( function () { |
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const _v1 = new THREE.Vector3(); |
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const _v2 = new THREE.Vector3(); |
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class VertexTangentsHelper extends THREE.LineSegments { |
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constructor( object, size = 1, color = 0x00ffff ) { |
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const objGeometry = 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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const nTangents = objGeometry.attributes.tangent.count; // |
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const geometry = new THREE.BufferGeometry(); |
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const positions = new THREE.Float32BufferAttribute( nTangents * 2 * 3, 3 ); |
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geometry.setAttribute( 'position', positions ); |
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super( geometry, new THREE.LineBasicMaterial( { |
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color, |
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toneMapped: false |
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} ) ); |
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this.object = object; |
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this.size = size; |
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this.type = 'VertexTangentsHelper'; // |
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this.matrixAutoUpdate = false; |
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this.update(); |
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} |
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update() { |
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this.object.updateMatrixWorld( true ); |
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const matrixWorld = this.object.matrixWorld; |
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const position = this.geometry.attributes.position; // |
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const objGeometry = this.object.geometry; |
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const objPos = objGeometry.attributes.position; |
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const objTan = objGeometry.attributes.tangent; |
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let idx = 0; // for simplicity, ignore index and drawcalls, and render every tangent |
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for ( let 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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} |
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THREE.VertexTangentsHelper = VertexTangentsHelper; |
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} )();
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