update method
dynamic
update()
Implementation
update() {
this.object.updateMatrixWorld(true);
_normalMatrix.getNormalMatrix(this.object.matrixWorld);
var matrixWorld = this.object.matrixWorld;
var position = this.geometry!.attributes["position"];
BufferGeometry? objGeometry = this.object.geometry;
if (objGeometry != null && objGeometry is BufferGeometry) {
var objPos = objGeometry.attributes["position"];
var objNorm = objGeometry.attributes["normal"];
var idx = 0;
// for simplicity, ignore index and drawcalls, and render every normal
for (var j = 0, jl = objPos.count; j < jl; j++) {
_v1.fromBufferAttribute(objPos, j)
.applyMatrix4(matrixWorld);
_v2.fromBufferAttribute(objNorm, j);
_v2
.applyMatrix3(_normalMatrix)
.normalize()
.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;
}