File: //var/www/aspa/three/addons/helpers/VertexTangentsHelper.js
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 geometry = new BufferGeometry();
		const nTangents = object.geometry.attributes.tangent.count;
		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.fromBufferAttribute( objPos, j ).applyMatrix4( matrixWorld );
			_v2.fromBufferAttribute( objTan, 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;
	}
	dispose() {
		this.geometry.dispose();
		this.material.dispose();
	}
}
export { VertexTangentsHelper };