import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Vector3 } from 'three'; const _v1 = new Vector3(); const _v2 = new Vector3(); class VertexTangentsHelper extends LineSegments { constructor( object, size = 1, color = 0x00ffff ) { const objGeometry = object.geometry; if ( ! ( objGeometry && objGeometry.isBufferGeometry ) ) { console.error( 'THREE.VertexTangentsHelper: geometry not an instance of THREE.BufferGeometry.', objGeometry ); return; } const nTangents = objGeometry.attributes.tangent.count; // const geometry = new BufferGeometry(); const positions = new Float32BufferAttribute( nTangents * 2 * 3, 3 ); geometry.setAttribute( 'position', positions ); super( geometry, new LineBasicMaterial( { color, toneMapped: false } ) ); this.object = object; this.size = size; this.type = 'VertexTangentsHelper'; // this.matrixAutoUpdate = false; this.update(); } update() { this.object.updateMatrixWorld( true ); const matrixWorld = this.object.matrixWorld; const position = this.geometry.attributes.position; // const objGeometry = this.object.geometry; const objPos = objGeometry.attributes.position; const objTan = objGeometry.attributes.tangent; let idx = 0; // for simplicity, ignore index and drawcalls, and render every tangent for ( let j = 0, jl = objPos.count; j < jl; j ++ ) { _v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); _v2.set( objTan.getX( j ), objTan.getY( j ), objTan.getZ( j ) ); _v2.transformDirection( matrixWorld ).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 { VertexTangentsHelper };