/** * @author WestLangley / http://github.com/WestLangley * @param object THREE.Mesh whose geometry will be used * @param hex line color * @param thresholdAngle the minimim angle (in degrees), * between the face normals of adjacent faces, * that is required to render an edge. A value of 10 means * an edge is only rendered if the angle is at least 10 degrees. */ THREE.EdgesHelper = function ( object, hex, thresholdAngle ) { var color = ( hex !== undefined ) ? hex : 0xffffff; thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) ); var edge = [ 0, 0 ], hash = {}; var sortFunction = function ( a, b ) { return a - b }; var keys = [ 'a', 'b', 'c' ]; var geometry = new THREE.BufferGeometry(); var geometry2; if ( object.geometry instanceof THREE.BufferGeometry ) { geometry2 = new THREE.Geometry(); geometry2.fromBufferGeometry( object.geometry ); } else { geometry2 = object.geometry.clone(); } geometry2.mergeVertices(); geometry2.computeFaceNormals(); var vertices = geometry2.vertices; var faces = geometry2.faces; var numEdges = 0; for ( var i = 0, l = faces.length; i < l; i ++ ) { var face = faces[ i ]; for ( var j = 0; j < 3; j ++ ) { edge[ 0 ] = face[ keys[ j ] ]; edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; edge.sort( sortFunction ); var key = edge.toString(); if ( hash[ key ] === undefined ) { hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined }; numEdges ++; } else { hash[ key ].face2 = i; } } } var coords = new Float32Array( numEdges * 2 * 3 ); var index = 0; for ( var key in hash ) { var h = hash[ key ]; if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) { var vertex = vertices[ h.vert1 ]; coords[ index ++ ] = vertex.x; coords[ index ++ ] = vertex.y; coords[ index ++ ] = vertex.z; vertex = vertices[ h.vert2 ]; coords[ index ++ ] = vertex.x; coords[ index ++ ] = vertex.y; coords[ index ++ ] = vertex.z; } } geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces ); this.matrix = object.matrixWorld; this.matrixAutoUpdate = false; }; THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype ); THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;