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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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111 lines
2.2 KiB
111 lines
2.2 KiB
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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Matrix3, |
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Vector3 |
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} from 'three'; |
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const _v1 = new Vector3(); |
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const _v2 = new Vector3(); |
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const _normalMatrix = new Matrix3(); |
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class VertexNormalsHelper extends LineSegments { |
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constructor( object, size = 1, color = 0xff0000 ) { |
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let nNormals = 0; |
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const objGeometry = object.geometry; |
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if ( objGeometry && objGeometry.isGeometry ) { |
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console.error( 'THREE.VertexNormalsHelper no longer supports Geometry. Use BufferGeometry instead.' ); |
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return; |
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} else if ( objGeometry && objGeometry.isBufferGeometry ) { |
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nNormals = objGeometry.attributes.normal.count; |
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} |
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// |
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const geometry = new BufferGeometry(); |
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const positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); |
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geometry.setAttribute( 'position', positions ); |
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super( geometry, new LineBasicMaterial( { color, toneMapped: false } ) ); |
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this.object = object; |
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this.size = size; |
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this.type = 'VertexNormalsHelper'; |
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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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update() { |
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this.object.updateMatrixWorld( true ); |
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_normalMatrix.getNormalMatrix( this.object.matrixWorld ); |
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const matrixWorld = this.object.matrixWorld; |
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const position = this.geometry.attributes.position; |
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// |
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const objGeometry = this.object.geometry; |
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if ( objGeometry && objGeometry.isGeometry ) { |
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console.error( 'THREE.VertexNormalsHelper no longer supports Geometry. Use BufferGeometry instead.' ); |
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return; |
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} else if ( objGeometry && objGeometry.isBufferGeometry ) { |
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const objPos = objGeometry.attributes.position; |
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const objNorm = objGeometry.attributes.normal; |
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let idx = 0; |
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// for simplicity, ignore index and drawcalls, and render every normal |
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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( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); |
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_v2.applyMatrix3( _normalMatrix ).normalize().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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} |
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position.needsUpdate = true; |
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} |
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} |
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export { VertexNormalsHelper };
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