Browse Source

Reworking Scene Graph setup.

Mr.doob 14 years ago
parent
commit
1e5fc98582

+ 3 - 2
examples/canvas_geometry_cube.html

@@ -53,11 +53,12 @@
 				info.innerHTML = 'Drag to spin the cube';
 				container.appendChild( info );
 
+				scene = new THREE.Scene();
+
 				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
 				camera.position.y = 150;
 				camera.position.z = 500;
-
-				scene = new THREE.Scene();
+				scene.add( camera );
 
 				// Cube
 

+ 4 - 3
examples/canvas_geometry_hierarchy.html

@@ -44,10 +44,12 @@
 				container = document.createElement( 'div' );
 				document.body.appendChild( container );
 
+				scene = new THREE.Scene();
+
 				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
 				camera.position.z = 500;
-
-				scene = new THREE.Scene();
+				camera.target = new THREE.Vector3();
+				scene.add( camera );
 
 				var geometry = new THREE.CubeGeometry( 100, 100, 100 );
 				var material = new THREE.MeshNormalMaterial();
@@ -65,7 +67,6 @@
 					mesh.rotation.y = Math.random() * 360 * ( Math.PI / 180 );
 					mesh.matrixAutoUpdate = false;
 					mesh.updateMatrix();
-
 					group.add( mesh );
 
 				}

+ 1 - 1
examples/canvas_interactive_particles.html

@@ -133,7 +133,7 @@
 
 				// find intersections
 
-				camera.update();
+				camera.updateMatrixWorld();
 
 				var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
 				projector.unprojectVector( vector, camera );

+ 37 - 48
examples/canvas_materials_depth.html

@@ -26,7 +26,7 @@
 
 			var camera, scene, renderer;
 
-			var cube, plane, target = new THREE.Vector3();
+			var cube, plane, objects = [];
 
 			var targetRotation = 0;
 			var targetRotationOnMouseDown = 0;
@@ -37,19 +37,15 @@
 			var windowHalfX = window.innerWidth / 2;
 			var windowHalfY = window.innerHeight / 2;
 
-			var moveForward = false,
-			moveBackwards = false,
-			moveUp = false,
-			moveDown = false,
-			moveLeft = false,
-			moveRight = false,
+			var moveForward = false;
+			var moveBackwards = false;
+			var moveLeft = false;
+			var moveRight = false;
+			var moveUp = false;
+			var moveDown = false;
 
-			yawLeft = false,
-			yawRight = false,
-			pitchUp = false,
-			pitchDown = false,
-			rollLeft = false,
-			rollRight = false;
+			var targetMoveLeft = false;
+			var targetMoveRight = false;
 
 			var debugContext;
 
@@ -65,6 +61,7 @@
 				camera.position.x = 1000;
 				camera.position.y = 1000;
 				camera.position.z = 1000;
+				camera.target = new THREE.Vector3( 0, 150, 0 );
 
 				scene = new THREE.Scene();
 
@@ -86,7 +83,7 @@
 				geometry = new THREE.CubeGeometry( 100, 100, 100 );
 				material = new THREE.MeshDepthMaterial( { near: 1, far: 2000 } );
 
-				for (var i = 0; i < 20; i ++ ) {
+				for ( var i = 0; i < 20; i ++ ) {
 
 					cube = new THREE.Mesh( geometry, material );
 					cube.overdraw = true;
@@ -98,7 +95,9 @@
 					cube.rotation.y = Math.random() * 200 - 100;
 					cube.rotation.z = Math.random() * 200 - 100;
 
-					scene.add(cube);
+					scene.add( cube );
+
+					objects.push( cube );
 
 				}
 
@@ -146,18 +145,16 @@
 
 			function onDocumentKeyDown( event ) {
 
-				switch( event.keyCode ) {
+				switch ( event.keyCode ) {
 
 					case 38: moveForward = true; break; // up
 					case 40: moveBackwards = true; break; // down
 					case 37: moveLeft = true; break; // left
 					case 39: moveRight = true; break; // right
-					case 65: yawLeft = true; break; // a
-					case 68: yawRight = true; break; // d
-					case 87: moveUp/*pitchUp*/ = true; break; // w
-					case 83: moveDown/*pitchDown*/ = true; break; // s
-					case 90: rollLeft = true; break; // z
-					case 67: rollRight = true; break; // c
+					case 87: moveUp = true; break; // w
+					case 83: moveDown = true; break; // s
+					case 65: targetMoveLeft = true; break; // a
+					case 68: targetMoveRight = true; break; // d
 
 				}
 
@@ -165,18 +162,16 @@
 
 			function onDocumentKeyUp( event ) {
 
-				switch( event.keyCode ) {
+				switch ( event.keyCode ) {
 
 					case 38: moveForward = false; break; // up
 					case 40: moveBackwards = false; break; // down
 					case 37: moveLeft = false; break; // left
 					case 39: moveRight = false; break; // right
-					case 65: yawLeft = false; break; // a
-					case 68: yawRight = false; break; // d
-					case 87: moveUp/*pitchUp*/ = false; break; // w
-					case 83: moveDown/*pitchDown*/ = false; break; // s
-					case 90: rollLeft = false; break; // z
-					case 67: rollRight = false; break; // c
+					case 87: moveUp = false; break; // w
+					case 83: moveDown = false; break; // s
+					case 65: targetMoveLeft = false; break; // a
+					case 68: targetMoveRight = false; break; // d
 
 				}
 
@@ -195,25 +190,19 @@
 
 			function render() {
 
-				if ( moveForward ) camera.position.z -= 10; // camera.moveZ( 10 );
-				if ( moveBackwards ) camera.position.z += 10; // camera.moveZ( - 10 );
-
-				if ( moveUp ) camera.position.y += 10; // camera.moveZ( 10 );
-				if ( moveDown ) camera.position.y -= 10; // camera.moveZ( - 10 );
-
-				if ( moveLeft ) camera.position.x -= 10; // camera.moveX( - 10 );
-				if ( moveRight ) camera.position.x += 10; // camera.moveX( 10 );
+				if ( moveForward ) camera.position.z -= 10;
+				if ( moveBackwards ) camera.position.z += 10;
 
-				if ( pitchUp ) camera.rotation.x += 0.01; // camera.rotateX( 1 );
-				if ( pitchDown ) camera.rotation.x -= 0.01; // camera.rotateX( - 1 );
+				if ( moveLeft ) camera.position.x -= 10;
+				if ( moveRight ) camera.position.x += 10;
 
-				if ( yawLeft ) target.x -= 10; // camera.rotation.y += 0.01; // camera.rotateY( 1 );
-				if ( yawRight ) target.x += 10; // camera.rotation.y -= 0.01; // camera.rotateY( - 1 );
+				if ( moveUp ) camera.position.y += 10;
+				if ( moveDown ) camera.position.y -= 10;
 
-				if ( rollLeft ) camera.rotation.z += 0.01; // camera.rotateZ( 1 );
-				if ( rollRight ) camera.rotation.z -= 0.01; // camera.rotateZ( - 1 );
+				if ( targetMoveLeft ) camera.target.x -= 10;
+				if ( targetMoveRight ) camera.target.x += 10;
 
-				camera.lookAt( target );
+				camera.lookAt( camera.target );
 
 				debugContext.clearRect( - 256, - 256, 512, 512 );
 
@@ -228,14 +217,14 @@
 				// camera
 
 				debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
-				debugContext.lineTo( target.x * 0.1, target.z * 0.1 );
+				debugContext.lineTo( camera.target.x * 0.1, camera.target.z * 0.1 );
 				debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
-				debugContext.rect( target.x * 0.1 - 5, target.z * 0.1 - 5, 10, 10 );
+				debugContext.rect( camera.target.x * 0.1 - 5, camera.target.z * 0.1 - 5, 10, 10 );
 				debugContext.rect( - 50, - 50, 100, 100 );
 
-				for ( var i = 1; i < scene.objects.length; i++ ) {
+				for ( var i = 0; i < objects.length; i++ ) {
 
-					var object = scene.objects[i];
+					var object = objects[ i ];
 
 					object.rotation.x += 0.01;
 					object.rotation.y += 0.005;

+ 30 - 39
examples/canvas_sandbox.html

@@ -38,15 +38,15 @@
 			var windowHalfX = window.innerWidth / 2;
 			var windowHalfY = window.innerHeight / 2;
 
-			var moveForward = false, moveBackwards = false,
-			moveUp = false, moveDown = false,
-			moveLeft = false, moveRight = false,
+			var moveForward = false;
+			var moveBackwards = false;
+			var moveLeft = false;
+			var moveRight = false;
+			var moveUp = false;
+			var moveDown = false;
 
-			yawLeft = false, yawRight = false,
-			pitchUp = false, pitchDown = false,
-			rollLeft = false, rollRight = false;
-
-			var target = new THREE.Vector3( 0, 150, 0 );
+			var targetMoveLeft = false;
+			var targetMoveRight = false;
 
 			var debugContext;
 
@@ -61,6 +61,7 @@
 				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
 				camera.position.y = 150;
 				camera.position.z = 400;
+				camera.target = new THREE.Vector3( 0, 150, 0 );
 
 				scene = new THREE.Scene();
 
@@ -157,18 +158,16 @@
 
 			function onDocumentKeyDown( event ) {
 
-				switch( event.keyCode ) {
+				switch ( event.keyCode ) {
 
 					case 38: moveForward = true; break; // up
 					case 40: moveBackwards = true; break; // down
 					case 37: moveLeft = true; break; // left
 					case 39: moveRight = true; break; // right
-					case 65: yawLeft = true; break; // a
-					case 68: yawRight = true; break; // d
-					case 87: moveUp/*pitchUp*/ = true; break; // w
-					case 83: moveDown/*pitchDown*/ = true; break; // s
-					case 90: rollLeft = true; break; // z
-					case 67: rollRight = true; break; // c
+					case 87: moveUp = true; break; // w
+					case 83: moveDown = true; break; // s
+					case 65: targetMoveLeft = true; break; // a
+					case 68: targetMoveRight = true; break; // d
 
 				}
 
@@ -176,18 +175,16 @@
 
 			function onDocumentKeyUp( event ) {
 
-				switch( event.keyCode ) {
+				switch ( event.keyCode ) {
 
 					case 38: moveForward = false; break; // up
 					case 40: moveBackwards = false; break; // down
 					case 37: moveLeft = false; break; // left
 					case 39: moveRight = false; break; // right
-					case 65: yawLeft = false; break; // a
-					case 68: yawRight = false; break; // d
-					case 87: moveUp/*pitchUp*/ = false; break; // w
-					case 83: moveDown/*pitchDown*/ = false; break; // s
-					case 90: rollLeft = false; break; // z
-					case 67: rollRight = false; break; // c
+					case 87: moveUp = false; break; // w
+					case 83: moveDown = false; break; // s
+					case 65: targetMoveLeft = false; break; // a
+					case 68: targetMoveRight = false; break; // d
 
 				}
 
@@ -206,25 +203,19 @@
 
 			function render() {
 
-				if ( moveForward ) camera.position.z -= 5;
-				if ( moveBackwards ) camera.position.z += 5;
-
-				if ( moveUp ) camera.position.y += 5;
-				if ( moveDown ) camera.position.y -= 5;
-
-				if ( moveLeft ) camera.position.x -= 5;
-				if ( moveRight ) camera.position.x += 5;
+				if ( moveForward ) camera.position.z -= 10;
+				if ( moveBackwards ) camera.position.z += 10;
 
-				if ( pitchUp ) camera.rotation.x += 0.01;
-				if ( pitchDown ) camera.rotation.x -= 0.01;
+				if ( moveLeft ) camera.position.x -= 10;
+				if ( moveRight ) camera.position.x += 10;
 
-				if ( yawLeft ) target.x -= 5;
-				if ( yawRight ) target.x += 5;
+				if ( moveUp ) camera.position.y += 10;
+				if ( moveDown ) camera.position.y -= 10;
 
-				if ( rollLeft ) camera.rotation.z += 0.01;
-				if ( rollRight ) camera.rotation.z -= 0.01;
+				if ( targetMoveLeft ) camera.target.x -= 10;
+				if ( targetMoveRight ) camera.target.x += 10;
 
-				camera.lookAt( target );
+				camera.lookAt( camera.target );
 
 				debugContext.clearRect( -256, -256, 512, 512 );
 
@@ -239,9 +230,9 @@
 				// camera
 
 				debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
-				debugContext.lineTo( target.x * 0.1, target.z * 0.1 );
+				debugContext.lineTo( camera.target.x * 0.1, camera.target.z * 0.1 );
 				debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
-				debugContext.rect( target.x * 0.1 - 5, target.z * 0.1 - 5, 10, 10 );
+				debugContext.rect( camera.target.x * 0.1 - 5, camera.target.z * 0.1 - 5, 10, 10 );
 				debugContext.rect( - 50, - 50, 100, 100 );
 
 				for ( var i = 0, l = objects.length; i < l; i++ ) {

+ 79 - 73
src/core/Matrix4.js

@@ -102,60 +102,6 @@ THREE.Matrix4.prototype = {
 
 	},
 
-	multiplyVector3: function ( v ) {
-
-		var vx = v.x, vy = v.y, vz = v.z,
-		d = 1 / ( this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 );
-
-		v.x = ( this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 ) * d;
-		v.y = ( this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 ) * d;
-		v.z = ( this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 ) * d;
-
-		return v;
-
-	},
-
-	multiplyVector4: function ( v ) {
-
-		var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
-
-		v.x = this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 * vw;
-		v.y = this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 * vw;
-		v.z = this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 * vw;
-		v.w = this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 * vw;
-
-		return v;
-
-	},
-
-	rotateAxis: function ( v ) {
-
-		var vx = v.x, vy = v.y, vz = v.z;
-
-		v.x = vx * this.n11 + vy * this.n12 + vz * this.n13;
-		v.y = vx * this.n21 + vy * this.n22 + vz * this.n23;
-		v.z = vx * this.n31 + vy * this.n32 + vz * this.n33;
-
-		v.normalize();
-
-		return v;
-
-	},
-
-	crossVector: function ( a ) {
-
-		var v = new THREE.Vector4();
-
-		v.x = this.n11 * a.x + this.n12 * a.y + this.n13 * a.z + this.n14 * a.w;
-		v.y = this.n21 * a.x + this.n22 * a.y + this.n23 * a.z + this.n24 * a.w;
-		v.z = this.n31 * a.x + this.n32 * a.y + this.n33 * a.z + this.n34 * a.w;
-
-		v.w = ( a.w ) ? this.n41 * a.x + this.n42 * a.y + this.n43 * a.z + this.n44 * a.w : 1;
-
-		return v;
-
-	},
-
 	multiply: function ( a, b ) {
 
 		var a11 = a.n11, a12 = a.n12, a13 = a.n13, a14 = a.n14,
@@ -192,6 +138,12 @@ THREE.Matrix4.prototype = {
 
 	},
 
+	multiplySelf: function ( m ) {
+
+		return this.multiply( this, m );
+
+	},
+
 	multiplyToArray: function ( a, b, r ) {
 
 		this.multiply( a, b );
@@ -205,14 +157,6 @@ THREE.Matrix4.prototype = {
 
 	},
 
-	multiplySelf: function ( m ) {
-
-		this.multiply( this, m );
-
-		return this;
-
-	},
-
 	multiplyScalar: function ( s ) {
 
 		this.n11 *= s; this.n12 *= s; this.n13 *= s; this.n14 *= s;
@@ -224,6 +168,60 @@ THREE.Matrix4.prototype = {
 
 	},
 
+	multiplyVector3: function ( v ) {
+
+		var vx = v.x, vy = v.y, vz = v.z,
+		d = 1 / ( this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 );
+
+		v.x = ( this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 ) * d;
+		v.y = ( this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 ) * d;
+		v.z = ( this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 ) * d;
+
+		return v;
+
+	},
+
+	multiplyVector4: function ( v ) {
+
+		var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
+
+		v.x = this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 * vw;
+		v.y = this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 * vw;
+		v.z = this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 * vw;
+		v.w = this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 * vw;
+
+		return v;
+
+	},
+
+	rotateAxis: function ( v ) {
+
+		var vx = v.x, vy = v.y, vz = v.z;
+
+		v.x = vx * this.n11 + vy * this.n12 + vz * this.n13;
+		v.y = vx * this.n21 + vy * this.n22 + vz * this.n23;
+		v.z = vx * this.n31 + vy * this.n32 + vz * this.n33;
+
+		v.normalize();
+
+		return v;
+
+	},
+
+	crossVector: function ( a ) {
+
+		var v = new THREE.Vector4();
+
+		v.x = this.n11 * a.x + this.n12 * a.y + this.n13 * a.z + this.n14 * a.w;
+		v.y = this.n21 * a.x + this.n22 * a.y + this.n23 * a.z + this.n24 * a.w;
+		v.z = this.n31 * a.x + this.n32 * a.y + this.n33 * a.z + this.n34 * a.w;
+
+		v.w = ( a.w ) ? this.n41 * a.x + this.n42 * a.y + this.n43 * a.z + this.n44 * a.w : 1;
+
+		return v;
+
+	},
+
 	determinant: function () {
 
 		var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14,
@@ -742,23 +740,31 @@ THREE.Matrix4.prototype = {
 		this.n24 = m.n24;
 		this.n34 = m.n34;
 
+		return this;
+
 	},
 
-	extractRotation: function ( m, s ) {
+	extractRotation: function ( m ) {
 
-		var invScaleX = 1 / s.x, invScaleY = 1 / s.y, invScaleZ = 1 / s.z;
+		var vector = THREE.Matrix4.__v1;
 
-		this.n11 = m.n11 * invScaleX;
-		this.n21 = m.n21 * invScaleX;
-		this.n31 = m.n31 * invScaleX;
+		var scaleX = vector.set( m.n11, m.n21, m.n31 ).length();
+		var scaleY = vector.set( m.n12, m.n22, m.n32 ).length();
+		var scaleZ = vector.set( m.n13, m.n23, m.n33 ).length();
 
-		this.n12 = m.n12 * invScaleY;
-		this.n22 = m.n22 * invScaleY;
-		this.n32 = m.n32 * invScaleY;
+		this.n11 = m.n11 / scaleX;
+		this.n21 = m.n21 / scaleX;
+		this.n31 = m.n31 / scaleX;
 
-		this.n13 = m.n13 * invScaleZ;
-		this.n23 = m.n23 * invScaleZ;
-		this.n33 = m.n33 * invScaleZ;
+		this.n12 = m.n12 / scaleY;
+		this.n22 = m.n22 / scaleY;
+		this.n32 = m.n32 / scaleY;
+
+		this.n13 = m.n13 / scaleZ;
+		this.n23 = m.n23 / scaleZ;
+		this.n33 = m.n33 / scaleZ;
+
+		return this;
 
 	}
 

+ 11 - 45
src/core/Object3D.js

@@ -4,7 +4,7 @@
  * @author alteredq / http://alteredqualia.com/
  */
 
-THREE.Object3D = function() {
+THREE.Object3D = function () {
 
 	this.name = '';
 
@@ -101,7 +101,7 @@ THREE.Object3D.prototype = {
 
 		if ( this.children.indexOf( object ) === - 1 ) {
 
-			if( object.parent !== undefined ) {
+			if ( object.parent !== undefined ) {
 
 				object.parent.remove( object );
 
@@ -110,50 +110,18 @@ THREE.Object3D.prototype = {
 			object.parent = this;
 			this.children.push( object );
 
-			// add to scene
-
-			var scene = this;
-
-			while ( scene.parent !== undefined ) {
-
-				scene = scene.parent;
-
-			}
-
-			if ( scene !== undefined && scene instanceof THREE.Scene )  {
-
-				scene.addChildRecurse( object );
-
-			}
-
 		}
 
 	},
 
 	remove: function ( object ) {
 
-		var scene = this;
-
-		var childIndex = this.children.indexOf( object );
+		var index = this.children.indexOf( object );
 
-		if ( childIndex !== - 1 ) {
+		if ( index !== - 1 ) {
 
 			object.parent = undefined;
-			this.children.splice( childIndex, 1 );
-
-			// remove from scene
-
-			while ( scene.parent !== undefined ) {
-
-				scene = scene.parent;
-
-			}
-
-			if ( scene !== undefined && scene instanceof THREE.Scene ) {
-
-				scene.removeChildRecurse( object );
-
-			}
+			this.children.splice( index, 1 );
 
 		}
 
@@ -216,17 +184,17 @@ THREE.Object3D.prototype = {
 
 	},
 
-	update: function ( parentMatrixWorld, forceUpdate, camera ) {
+	updateMatrixWorld: function ( force ) {
 
 		this.matrixAutoUpdate && this.updateMatrix();
 
 		// update matrixWorld
 
-		if ( this.matrixWorldNeedsUpdate || forceUpdate ) {
+		if ( this.matrixWorldNeedsUpdate || force ) {
 
-			if ( parentMatrixWorld ) {
+			if ( this.parent ) {
 
-				this.matrixWorld.multiply( parentMatrixWorld, this.matrix );
+				this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
 
 			} else {
 
@@ -234,11 +202,9 @@ THREE.Object3D.prototype = {
 
 			}
 
-			this.matrixRotationWorld.extractRotation( this.matrixWorld, this.scale );
-
 			this.matrixWorldNeedsUpdate = false;
 
-			forceUpdate = true;
+			force = true;
 
 		}
 
@@ -246,7 +212,7 @@ THREE.Object3D.prototype = {
 
 		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
 
-			this.children[ i ].update( this.matrixWorld, forceUpdate, camera );
+			this.children[ i ].updateMatrixWorld( force );
 
 		}
 

+ 31 - 20
src/core/Projector.js

@@ -79,32 +79,39 @@ THREE.Projector = function() {
 
 	};
 
-	this.projectObjects = function ( scene, camera, sort ) {
-
-		var o, ol, objects, object, matrix;
+	this.projectObjects = function ( object, sort ) {
 
 		_objectList.length = 0;
 		_objectCount = 0;
 
-		objects = scene.objects;
+		var projectObject = function ( object ) {
+
+			if ( object.visible == false ) return;
 
-		for ( o = 0, ol = objects.length; o < ol; o ++ ) {
+			if ( object instanceof THREE.Particle || object instanceof THREE.Line ||
+			( object instanceof THREE.Mesh && ( !object.frustumCulled || isInFrustum( object ) ) ) ) {
 
-			object = objects[ o ];
+				_object = getNextObjectInPool();
 
-			if ( !object.visible || ( object instanceof THREE.Mesh && ( object.frustumCulled && !isInFrustum( object ) ) ) ) continue;
+				_vector3.copy( object.position );
+				_projScreenMatrix.multiplyVector3( _vector3 );
 
-			_object = getNextObjectInPool();
+				_object.object = object;
+				_object.z = _vector3.z;
 
-			_vector3.copy( object.position );
-			_projScreenMatrix.multiplyVector3( _vector3 );
+				_objectList.push( _object );
 
-			_object.object = object;
-			_object.z = _vector3.z;
+			}
 
-			_objectList.push( _object );
+			for ( var c = 0, cl = object.children.length; c < cl; c ++ ) {
 
-		}
+				projectObject( object.children[ c ] );
+
+			}
+
+		};
+
+		projectObject( scene );
 
 		sort && _objectList.sort( painterSort );
 
@@ -112,8 +119,6 @@ THREE.Projector = function() {
 
 	};
 
-	// TODO: Rename to projectElements?
-
 	this.projectScene = function ( scene, camera, sort ) {
 
 		var near = camera.near, far = camera.far,
@@ -130,9 +135,14 @@ THREE.Projector = function() {
 		_lineCount = 0;
 		_particleCount = 0;
 
-		camera.matrixAutoUpdate && camera.update( undefined, true );
+		if ( camera.parent == null ) {
+
+			console.warn( "Camera is not on the Scene. Adding it..." );
+			scene.add( camera );
 
-		scene.update( undefined, false, camera );
+		}
+
+		scene.updateMatrixWorld();
 
 		THREE.Matrix4.makeInvert( camera.matrixWorld, camera.matrixWorldInverse );
 
@@ -140,7 +150,7 @@ THREE.Projector = function() {
 
 		computeFrustum( _projScreenMatrix );
 
-		objects = this.projectObjects( scene, camera, true );
+		objects = this.projectObjects( scene, true );
 
 		for ( o = 0, ol = objects.length; o < ol; o++ ) {
 
@@ -149,7 +159,6 @@ THREE.Projector = function() {
 			if ( !object.visible ) continue;
 
 			objectMatrix = object.matrixWorld;
-			objectMatrixRotation = object.matrixRotationWorld;
 
 			objectMaterials = object.materials;
 			objectOverdraw = object.overdraw;
@@ -163,6 +172,8 @@ THREE.Projector = function() {
 				faces = geometry.faces;
 				faceVertexUvs = geometry.faceVertexUvs;
 
+				objectMatrixRotation = object.matrixRotationWorld.extractRotation( object.matrixWorld );
+
 				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
 
 					_vertex = getNextVertexInPool();

+ 3 - 1
src/core/Ray.js

@@ -15,7 +15,7 @@ THREE.Ray.prototype = {
 
 	intersectScene: function ( scene ) {
 
-		return this.intersectObjects( scene.objects );
+		return this.intersectObjects( scene.children );
 
 	},
 
@@ -90,6 +90,8 @@ THREE.Ray.prototype = {
 			objMatrix,
 			intersectPoint;
 
+			object.matrixRotationWorld.extractRotation( object.matrixWorld );
+
 			for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
 
 				face = geometry.faces[ f ];

+ 1 - 1
src/renderers/CanvasRenderer.js

@@ -188,7 +188,7 @@ THREE.CanvasRenderer = function ( parameters ) {
 		_context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() );
 		*/
 
-		_enableLighting = scene.lights.length > 0;
+		// _enableLighting = scene.lights.length > 0;
 
 		if ( _enableLighting ) {
 

+ 1 - 107
src/scenes/Scene.js

@@ -1,6 +1,5 @@
 /**
  * @author mr.doob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
  */
 
 THREE.Scene = function () {
@@ -8,119 +7,14 @@ THREE.Scene = function () {
 	THREE.Object3D.call( this );
 
 	this.fog = null;
-
-	this.matrixAutoUpdate = false;
-
 	this.overrideMaterial = null;
 
-	this.collisions = null;
-
-	this.objects = [];
-	this.lights = [];
-
-	this.__objectsAdded = [];
-	this.__objectsRemoved = [];
+	this.matrixAutoUpdate = false;
 
 };
 
 THREE.Scene.prototype = new THREE.Object3D();
 THREE.Scene.prototype.constructor = THREE.Scene;
-THREE.Scene.prototype.supr = THREE.Object3D.prototype;
-
-THREE.Scene.prototype.add = function ( object ) {
-
-	this.supr.add.call( this, object );
-	this.addChildRecurse( object );
-
-}
-
-THREE.Scene.prototype.addChildRecurse = function ( child ) {
-
-	if ( child instanceof THREE.Light ) {
-
-		if ( this.lights.indexOf( child ) === - 1 ) {
-
-			this.lights.push( child );
-
-		}
-
-	} else if ( !( child instanceof THREE.Camera || child instanceof THREE.Bone ) ) {
-
-		if ( this.objects.indexOf( child ) === - 1 ) {
-
-			this.objects.push( child );
-			this.__objectsAdded.push( child );
-
-			// check if previously removed
-
-			var i = this.__objectsRemoved.indexOf( child );
-
-			if ( i !== -1 ) {
-
-				this.__objectsRemoved.splice( i, 1 );
-
-			}
-
-		}
-
-	}
-
-	for ( var c = 0; c < child.children.length; c ++ ) {
-
-		this.addChildRecurse( child.children[ c ] );
-
-	}
-
-}
-
-THREE.Scene.prototype.remove = function ( object ) {
-
-	this.supr.remove.call( this, object );
-	this.removeChildRecurse( object );
-
-}
-
-THREE.Scene.prototype.removeChildRecurse = function ( child ) {
-
-	if ( child instanceof THREE.Light ) {
-
-		var i = this.lights.indexOf( child );
-
-		if ( i !== -1 ) {
-
-			this.lights.splice( i, 1 );
-
-		}
-
-	} else if ( !( child instanceof THREE.Camera ) ) {
-
-		var i = this.objects.indexOf( child );
-
-		if( i !== -1 ) {
-
-			this.objects.splice( i, 1 );
-			this.__objectsRemoved.push( child );
-
-			// check if previously added
-
-			var ai = this.__objectsAdded.indexOf( child );
-
-			if ( ai !== -1 ) {
-
-				this.__objectsAdded.splice( ai, 1 );
-
-			}
-		}
-
-	}
-
-	for ( var c = 0; c < child.children.length; c ++ ) {
-
-		this.removeChildRecurse( child.children[ c ] );
-
-	}
-
-}
 
 // DEPRECATED