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;
}