150 lines
3.7 KiB
JavaScript
150 lines
3.7 KiB
JavaScript
import { Box3 } from '../math/Box3.js';
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import { LineSegments } from '../objects/LineSegments.js';
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import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
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import { BufferAttribute } from '../core/BufferAttribute.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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const _box = /*@__PURE__*/ new Box3();
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/**
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* Helper object to graphically show the world-axis-aligned bounding box
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* around an object. The actual bounding box is handled with {@link Box3},
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* this is just a visual helper for debugging. It can be automatically
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* resized with {@link BoxHelper#update} when the object it's created from
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* is transformed. Note that the object must have a geometry for this to work,
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* so it won't work with sprites.
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*
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* ```js
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* const sphere = new THREE.SphereGeometry();
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* const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
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* const box = new THREE.BoxHelper( object, 0xffff00 );
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* scene.add( box );
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* ```
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*
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* @augments LineSegments
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*/
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class BoxHelper extends LineSegments {
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/**
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* Constructs a new box helper.
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*
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* @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
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* @param {number|Color|string} [color=0xffff00] - The box's color.
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*/
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constructor( object, color = 0xffff00 ) {
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const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
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const positions = new Float32Array( 8 * 3 );
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const geometry = new BufferGeometry();
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geometry.setIndex( new BufferAttribute( indices, 1 ) );
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geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
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super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
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/**
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* The 3D object being visualized.
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*
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* @type {Object3D}
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*/
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this.object = object;
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this.type = 'BoxHelper';
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this.matrixAutoUpdate = false;
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this.update();
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}
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/**
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* Updates the helper's geometry to match the dimensions of the object,
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* including any children.
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*/
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update() {
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if ( this.object !== undefined ) {
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_box.setFromObject( this.object );
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}
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if ( _box.isEmpty() ) return;
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const min = _box.min;
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const max = _box.max;
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/*
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5____4
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1/___0/|
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| 6__|_7
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2/___3/
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0: max.x, max.y, max.z
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1: min.x, max.y, max.z
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2: min.x, min.y, max.z
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3: max.x, min.y, max.z
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4: max.x, max.y, min.z
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5: min.x, max.y, min.z
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6: min.x, min.y, min.z
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7: max.x, min.y, min.z
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*/
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const position = this.geometry.attributes.position;
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const array = position.array;
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array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
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array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
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array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
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array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
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array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
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array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
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array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
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array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
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position.needsUpdate = true;
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this.geometry.computeBoundingSphere();
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}
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/**
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* Updates the wireframe box for the passed object.
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*
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* @param {Object3D} object - The 3D object to create the helper for.
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* @return {BoxHelper} A reference to this instance.
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*/
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setFromObject( object ) {
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this.object = object;
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this.update();
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return this;
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.object = source.object;
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return this;
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever this instance is no longer used in your app.
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*/
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dispose() {
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this.geometry.dispose();
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this.material.dispose();
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}
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}
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export { BoxHelper };
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