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Projector.js 25 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author supereggbert / http://www.paulbrunt.co.uk/
  4. * @author julianwa / https://github.com/julianwa
  5. */
  6. THREE.RenderableObject = function () {
  7. this.id = 0;
  8. this.object = null;
  9. this.z = 0;
  10. this.renderOrder = 0;
  11. };
  12. //
  13. THREE.RenderableFace = function () {
  14. this.id = 0;
  15. this.v1 = new THREE.RenderableVertex();
  16. this.v2 = new THREE.RenderableVertex();
  17. this.v3 = new THREE.RenderableVertex();
  18. this.normalModel = new THREE.Vector3();
  19. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  20. this.vertexNormalsLength = 0;
  21. this.color = new THREE.Color();
  22. this.material = null;
  23. this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
  24. this.z = 0;
  25. this.renderOrder = 0;
  26. };
  27. //
  28. THREE.RenderableVertex = function () {
  29. this.position = new THREE.Vector3();
  30. this.positionWorld = new THREE.Vector3();
  31. this.positionScreen = new THREE.Vector4();
  32. this.visible = true;
  33. };
  34. THREE.RenderableVertex.prototype.copy = function ( vertex ) {
  35. this.positionWorld.copy( vertex.positionWorld );
  36. this.positionScreen.copy( vertex.positionScreen );
  37. };
  38. //
  39. THREE.RenderableLine = function () {
  40. this.id = 0;
  41. this.v1 = new THREE.RenderableVertex();
  42. this.v2 = new THREE.RenderableVertex();
  43. this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  44. this.material = null;
  45. this.z = 0;
  46. this.renderOrder = 0;
  47. };
  48. //
  49. THREE.RenderableSprite = function () {
  50. this.id = 0;
  51. this.object = null;
  52. this.x = 0;
  53. this.y = 0;
  54. this.z = 0;
  55. this.rotation = 0;
  56. this.scale = new THREE.Vector2();
  57. this.material = null;
  58. this.renderOrder = 0;
  59. };
  60. //
  61. THREE.Projector = function () {
  62. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  63. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  64. _face, _faceCount, _facePool = [], _facePoolLength = 0,
  65. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  66. _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
  67. _renderData = { objects: [], lights: [], elements: [] },
  68. _vector3 = new THREE.Vector3(),
  69. _vector4 = new THREE.Vector4(),
  70. _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
  71. _boundingBox = new THREE.Box3(),
  72. _points3 = new Array( 3 ),
  73. _viewMatrix = new THREE.Matrix4(),
  74. _viewProjectionMatrix = new THREE.Matrix4(),
  75. _modelMatrix,
  76. _modelViewProjectionMatrix = new THREE.Matrix4(),
  77. _normalMatrix = new THREE.Matrix3(),
  78. _frustum = new THREE.Frustum(),
  79. _clippedVertex1PositionScreen = new THREE.Vector4(),
  80. _clippedVertex2PositionScreen = new THREE.Vector4();
  81. //
  82. this.projectVector = function ( vector, camera ) {
  83. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  84. vector.project( camera );
  85. };
  86. this.unprojectVector = function ( vector, camera ) {
  87. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  88. vector.unproject( camera );
  89. };
  90. this.pickingRay = function () {
  91. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  92. };
  93. //
  94. var RenderList = function () {
  95. var normals = [];
  96. var colors = [];
  97. var uvs = [];
  98. var object = null;
  99. var normalMatrix = new THREE.Matrix3();
  100. function setObject( value ) {
  101. object = value;
  102. normalMatrix.getNormalMatrix( object.matrixWorld );
  103. normals.length = 0;
  104. colors.length = 0;
  105. uvs.length = 0;
  106. }
  107. function projectVertex( vertex ) {
  108. var position = vertex.position;
  109. var positionWorld = vertex.positionWorld;
  110. var positionScreen = vertex.positionScreen;
  111. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  112. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  113. var invW = 1 / positionScreen.w;
  114. positionScreen.x *= invW;
  115. positionScreen.y *= invW;
  116. positionScreen.z *= invW;
  117. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  118. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  119. positionScreen.z >= - 1 && positionScreen.z <= 1;
  120. }
  121. function pushVertex( x, y, z ) {
  122. _vertex = getNextVertexInPool();
  123. _vertex.position.set( x, y, z );
  124. projectVertex( _vertex );
  125. }
  126. function pushNormal( x, y, z ) {
  127. normals.push( x, y, z );
  128. }
  129. function pushColor( r, g, b ) {
  130. colors.push( r, g, b );
  131. }
  132. function pushUv( x, y ) {
  133. uvs.push( x, y );
  134. }
  135. function checkTriangleVisibility( v1, v2, v3 ) {
  136. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  137. _points3[ 0 ] = v1.positionScreen;
  138. _points3[ 1 ] = v2.positionScreen;
  139. _points3[ 2 ] = v3.positionScreen;
  140. return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
  141. }
  142. function checkBackfaceCulling( v1, v2, v3 ) {
  143. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  144. ( v2.positionScreen.y - v1.positionScreen.y ) -
  145. ( v3.positionScreen.y - v1.positionScreen.y ) *
  146. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  147. }
  148. function pushLine( a, b ) {
  149. var v1 = _vertexPool[ a ];
  150. var v2 = _vertexPool[ b ];
  151. // Clip
  152. v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
  153. v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
  154. if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
  155. // Perform the perspective divide
  156. v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
  157. v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
  158. _line = getNextLineInPool();
  159. _line.id = object.id;
  160. _line.v1.copy( v1 );
  161. _line.v2.copy( v2 );
  162. _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
  163. _line.renderOrder = object.renderOrder;
  164. _line.material = object.material;
  165. if ( object.material.vertexColors === true ) {
  166. _line.vertexColors[ 0 ].fromArray( colors, a * 3 );
  167. _line.vertexColors[ 1 ].fromArray( colors, b * 3 );
  168. }
  169. _renderData.elements.push( _line );
  170. }
  171. }
  172. function pushTriangle( a, b, c, material ) {
  173. var v1 = _vertexPool[ a ];
  174. var v2 = _vertexPool[ b ];
  175. var v3 = _vertexPool[ c ];
  176. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  177. if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  178. _face = getNextFaceInPool();
  179. _face.id = object.id;
  180. _face.v1.copy( v1 );
  181. _face.v2.copy( v2 );
  182. _face.v3.copy( v3 );
  183. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  184. _face.renderOrder = object.renderOrder;
  185. // face normal
  186. _vector3.subVectors( v3.position, v2.position );
  187. _vector4.subVectors( v1.position, v2.position );
  188. _vector3.cross( _vector4 );
  189. _face.normalModel.copy( _vector3 );
  190. _face.normalModel.applyMatrix3( normalMatrix ).normalize();
  191. for ( var i = 0; i < 3; i ++ ) {
  192. var normal = _face.vertexNormalsModel[ i ];
  193. normal.fromArray( normals, arguments[ i ] * 3 );
  194. normal.applyMatrix3( normalMatrix ).normalize();
  195. var uv = _face.uvs[ i ];
  196. uv.fromArray( uvs, arguments[ i ] * 2 );
  197. }
  198. _face.vertexNormalsLength = 3;
  199. _face.material = material;
  200. if ( material.vertexColors === true ) {
  201. _face.color.fromArray( colors, a * 3 );
  202. }
  203. _renderData.elements.push( _face );
  204. }
  205. }
  206. return {
  207. setObject: setObject,
  208. projectVertex: projectVertex,
  209. checkTriangleVisibility: checkTriangleVisibility,
  210. checkBackfaceCulling: checkBackfaceCulling,
  211. pushVertex: pushVertex,
  212. pushNormal: pushNormal,
  213. pushColor: pushColor,
  214. pushUv: pushUv,
  215. pushLine: pushLine,
  216. pushTriangle: pushTriangle
  217. };
  218. };
  219. var renderList = new RenderList();
  220. function projectObject( object ) {
  221. if ( object.visible === false ) return;
  222. if ( object instanceof THREE.Light ) {
  223. _renderData.lights.push( object );
  224. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  225. if ( object.material.visible === false ) return;
  226. if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
  227. addObject( object );
  228. } else if ( object instanceof THREE.Sprite ) {
  229. if ( object.material.visible === false ) return;
  230. if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
  231. addObject( object );
  232. }
  233. var children = object.children;
  234. for ( var i = 0, l = children.length; i < l; i ++ ) {
  235. projectObject( children[ i ] );
  236. }
  237. }
  238. function addObject( object ) {
  239. _object = getNextObjectInPool();
  240. _object.id = object.id;
  241. _object.object = object;
  242. _vector3.setFromMatrixPosition( object.matrixWorld );
  243. _vector3.applyMatrix4( _viewProjectionMatrix );
  244. _object.z = _vector3.z;
  245. _object.renderOrder = object.renderOrder;
  246. _renderData.objects.push( _object );
  247. }
  248. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  249. _faceCount = 0;
  250. _lineCount = 0;
  251. _spriteCount = 0;
  252. _renderData.elements.length = 0;
  253. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  254. if ( camera.parent === null ) camera.updateMatrixWorld();
  255. _viewMatrix.copy( camera.matrixWorldInverse );
  256. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  257. _frustum.setFromProjectionMatrix( _viewProjectionMatrix );
  258. //
  259. _objectCount = 0;
  260. _renderData.objects.length = 0;
  261. _renderData.lights.length = 0;
  262. projectObject( scene );
  263. if ( sortObjects === true ) {
  264. _renderData.objects.sort( painterSort );
  265. }
  266. //
  267. var objects = _renderData.objects;
  268. for ( var o = 0, ol = objects.length; o < ol; o ++ ) {
  269. var object = objects[ o ].object;
  270. var geometry = object.geometry;
  271. renderList.setObject( object );
  272. _modelMatrix = object.matrixWorld;
  273. _vertexCount = 0;
  274. if ( object instanceof THREE.Mesh ) {
  275. if ( geometry instanceof THREE.BufferGeometry ) {
  276. var material = object.material;
  277. var isMultiMaterial = Array.isArray( material );
  278. var attributes = geometry.attributes;
  279. var groups = geometry.groups;
  280. if ( attributes.position === undefined ) continue;
  281. var positions = attributes.position.array;
  282. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  283. var x = positions[ i ];
  284. var y = positions[ i + 1 ];
  285. var z = positions[ i + 2 ];
  286. if ( material.morphTargets === true ) {
  287. var morphTargets = geometry.morphAttributes.position;
  288. var morphTargetsRelative = geometry.morphTargetsRelative;
  289. var morphInfluences = object.morphTargetInfluences;
  290. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  291. var influence = morphInfluences[ t ];
  292. if ( influence === 0 ) continue;
  293. var target = morphTargets[ t ];
  294. if ( morphTargetsRelative ) {
  295. x += target.getX( i / 3 ) * influence;
  296. y += target.getY( i / 3 ) * influence;
  297. z += target.getZ( i / 3 ) * influence;
  298. } else {
  299. x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
  300. y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
  301. z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
  302. }
  303. }
  304. }
  305. renderList.pushVertex( x, y, z );
  306. }
  307. if ( attributes.normal !== undefined ) {
  308. var normals = attributes.normal.array;
  309. for ( var i = 0, l = normals.length; i < l; i += 3 ) {
  310. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  311. }
  312. }
  313. if ( attributes.color !== undefined ) {
  314. var colors = attributes.color.array;
  315. for ( var i = 0, l = colors.length; i < l; i += 3 ) {
  316. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  317. }
  318. }
  319. if ( attributes.uv !== undefined ) {
  320. var uvs = attributes.uv.array;
  321. for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
  322. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  323. }
  324. }
  325. if ( geometry.index !== null ) {
  326. var indices = geometry.index.array;
  327. if ( groups.length > 0 ) {
  328. for ( var g = 0; g < groups.length; g ++ ) {
  329. var group = groups[ g ];
  330. material = isMultiMaterial === true
  331. ? object.material[ group.materialIndex ]
  332. : object.material;
  333. if ( material === undefined ) continue;
  334. for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  335. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  336. }
  337. }
  338. } else {
  339. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  340. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  341. }
  342. }
  343. } else {
  344. if ( groups.length > 0 ) {
  345. for ( var g = 0; g < groups.length; g ++ ) {
  346. var group = groups[ g ];
  347. material = isMultiMaterial === true
  348. ? object.material[ group.materialIndex ]
  349. : object.material;
  350. if ( material === undefined ) continue;
  351. for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  352. renderList.pushTriangle( i, i + 1, i + 2, material );
  353. }
  354. }
  355. } else {
  356. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  357. renderList.pushTriangle( i, i + 1, i + 2, material );
  358. }
  359. }
  360. }
  361. } else if ( geometry instanceof THREE.Geometry ) {
  362. var vertices = geometry.vertices;
  363. var faces = geometry.faces;
  364. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  365. _normalMatrix.getNormalMatrix( _modelMatrix );
  366. var material = object.material;
  367. var isMultiMaterial = Array.isArray( material );
  368. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  369. var vertex = vertices[ v ];
  370. _vector3.copy( vertex );
  371. if ( material.morphTargets === true ) {
  372. var morphTargets = geometry.morphTargets;
  373. var morphInfluences = object.morphTargetInfluences;
  374. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  375. var influence = morphInfluences[ t ];
  376. if ( influence === 0 ) continue;
  377. var target = morphTargets[ t ];
  378. var targetVertex = target.vertices[ v ];
  379. _vector3.x += ( targetVertex.x - vertex.x ) * influence;
  380. _vector3.y += ( targetVertex.y - vertex.y ) * influence;
  381. _vector3.z += ( targetVertex.z - vertex.z ) * influence;
  382. }
  383. }
  384. renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z );
  385. }
  386. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  387. var face = faces[ f ];
  388. material = isMultiMaterial === true
  389. ? object.material[ face.materialIndex ]
  390. : object.material;
  391. if ( material === undefined ) continue;
  392. var side = material.side;
  393. var v1 = _vertexPool[ face.a ];
  394. var v2 = _vertexPool[ face.b ];
  395. var v3 = _vertexPool[ face.c ];
  396. if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
  397. var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
  398. if ( side !== THREE.DoubleSide ) {
  399. if ( side === THREE.FrontSide && visible === false ) continue;
  400. if ( side === THREE.BackSide && visible === true ) continue;
  401. }
  402. _face = getNextFaceInPool();
  403. _face.id = object.id;
  404. _face.v1.copy( v1 );
  405. _face.v2.copy( v2 );
  406. _face.v3.copy( v3 );
  407. _face.normalModel.copy( face.normal );
  408. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  409. _face.normalModel.negate();
  410. }
  411. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  412. var faceVertexNormals = face.vertexNormals;
  413. for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
  414. var normalModel = _face.vertexNormalsModel[ n ];
  415. normalModel.copy( faceVertexNormals[ n ] );
  416. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  417. normalModel.negate();
  418. }
  419. normalModel.applyMatrix3( _normalMatrix ).normalize();
  420. }
  421. _face.vertexNormalsLength = faceVertexNormals.length;
  422. var vertexUvs = faceVertexUvs[ f ];
  423. if ( vertexUvs !== undefined ) {
  424. for ( var u = 0; u < 3; u ++ ) {
  425. _face.uvs[ u ].copy( vertexUvs[ u ] );
  426. }
  427. }
  428. _face.color = face.color;
  429. _face.material = material;
  430. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  431. _face.renderOrder = object.renderOrder;
  432. _renderData.elements.push( _face );
  433. }
  434. }
  435. } else if ( object instanceof THREE.Line ) {
  436. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  437. if ( geometry instanceof THREE.BufferGeometry ) {
  438. var attributes = geometry.attributes;
  439. if ( attributes.position !== undefined ) {
  440. var positions = attributes.position.array;
  441. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  442. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  443. }
  444. if ( attributes.color !== undefined ) {
  445. var colors = attributes.color.array;
  446. for ( var i = 0, l = colors.length; i < l; i += 3 ) {
  447. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  448. }
  449. }
  450. if ( geometry.index !== null ) {
  451. var indices = geometry.index.array;
  452. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  453. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  454. }
  455. } else {
  456. var step = object instanceof THREE.LineSegments ? 2 : 1;
  457. for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  458. renderList.pushLine( i, i + 1 );
  459. }
  460. }
  461. }
  462. } else if ( geometry instanceof THREE.Geometry ) {
  463. var vertices = object.geometry.vertices;
  464. if ( vertices.length === 0 ) continue;
  465. v1 = getNextVertexInPool();
  466. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  467. var step = object instanceof THREE.LineSegments ? 2 : 1;
  468. for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
  469. v1 = getNextVertexInPool();
  470. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  471. if ( ( v + 1 ) % step > 0 ) continue;
  472. v2 = _vertexPool[ _vertexCount - 2 ];
  473. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  474. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  475. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  476. // Perform the perspective divide
  477. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  478. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  479. _line = getNextLineInPool();
  480. _line.id = object.id;
  481. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  482. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  483. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  484. _line.renderOrder = object.renderOrder;
  485. _line.material = object.material;
  486. if ( object.material.vertexColors === true ) {
  487. _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
  488. _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
  489. }
  490. _renderData.elements.push( _line );
  491. }
  492. }
  493. }
  494. } else if ( object instanceof THREE.Points ) {
  495. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  496. if ( geometry instanceof THREE.Geometry ) {
  497. var vertices = object.geometry.vertices;
  498. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  499. var vertex = vertices[ v ];
  500. _vector4.set( vertex.x, vertex.y, vertex.z, 1 );
  501. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  502. pushPoint( _vector4, object, camera );
  503. }
  504. } else if ( geometry instanceof THREE.BufferGeometry ) {
  505. var attributes = geometry.attributes;
  506. if ( attributes.position !== undefined ) {
  507. var positions = attributes.position.array;
  508. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  509. _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
  510. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  511. pushPoint( _vector4, object, camera );
  512. }
  513. }
  514. }
  515. } else if ( object instanceof THREE.Sprite ) {
  516. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  517. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  518. _vector4.applyMatrix4( _viewProjectionMatrix );
  519. pushPoint( _vector4, object, camera );
  520. }
  521. }
  522. if ( sortElements === true ) {
  523. _renderData.elements.sort( painterSort );
  524. }
  525. return _renderData;
  526. };
  527. function pushPoint( _vector4, object, camera ) {
  528. var invW = 1 / _vector4.w;
  529. _vector4.z *= invW;
  530. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  531. _sprite = getNextSpriteInPool();
  532. _sprite.id = object.id;
  533. _sprite.x = _vector4.x * invW;
  534. _sprite.y = _vector4.y * invW;
  535. _sprite.z = _vector4.z;
  536. _sprite.renderOrder = object.renderOrder;
  537. _sprite.object = object;
  538. _sprite.rotation = object.rotation;
  539. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  540. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  541. _sprite.material = object.material;
  542. _renderData.elements.push( _sprite );
  543. }
  544. }
  545. // Pools
  546. function getNextObjectInPool() {
  547. if ( _objectCount === _objectPoolLength ) {
  548. var object = new THREE.RenderableObject();
  549. _objectPool.push( object );
  550. _objectPoolLength ++;
  551. _objectCount ++;
  552. return object;
  553. }
  554. return _objectPool[ _objectCount ++ ];
  555. }
  556. function getNextVertexInPool() {
  557. if ( _vertexCount === _vertexPoolLength ) {
  558. var vertex = new THREE.RenderableVertex();
  559. _vertexPool.push( vertex );
  560. _vertexPoolLength ++;
  561. _vertexCount ++;
  562. return vertex;
  563. }
  564. return _vertexPool[ _vertexCount ++ ];
  565. }
  566. function getNextFaceInPool() {
  567. if ( _faceCount === _facePoolLength ) {
  568. var face = new THREE.RenderableFace();
  569. _facePool.push( face );
  570. _facePoolLength ++;
  571. _faceCount ++;
  572. return face;
  573. }
  574. return _facePool[ _faceCount ++ ];
  575. }
  576. function getNextLineInPool() {
  577. if ( _lineCount === _linePoolLength ) {
  578. var line = new THREE.RenderableLine();
  579. _linePool.push( line );
  580. _linePoolLength ++;
  581. _lineCount ++;
  582. return line;
  583. }
  584. return _linePool[ _lineCount ++ ];
  585. }
  586. function getNextSpriteInPool() {
  587. if ( _spriteCount === _spritePoolLength ) {
  588. var sprite = new THREE.RenderableSprite();
  589. _spritePool.push( sprite );
  590. _spritePoolLength ++;
  591. _spriteCount ++;
  592. return sprite;
  593. }
  594. return _spritePool[ _spriteCount ++ ];
  595. }
  596. //
  597. function painterSort( a, b ) {
  598. if ( a.renderOrder !== b.renderOrder ) {
  599. return a.renderOrder - b.renderOrder;
  600. } else if ( a.z !== b.z ) {
  601. return b.z - a.z;
  602. } else if ( a.id !== b.id ) {
  603. return a.id - b.id;
  604. } else {
  605. return 0;
  606. }
  607. }
  608. function clipLine( s1, s2 ) {
  609. var alpha1 = 0, alpha2 = 1,
  610. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  611. // Z = -1 and Z = +1, respectively.
  612. bc1near = s1.z + s1.w,
  613. bc2near = s2.z + s2.w,
  614. bc1far = - s1.z + s1.w,
  615. bc2far = - s2.z + s2.w;
  616. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  617. // Both vertices lie entirely within all clip planes.
  618. return true;
  619. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  620. // Both vertices lie entirely outside one of the clip planes.
  621. return false;
  622. } else {
  623. // The line segment spans at least one clip plane.
  624. if ( bc1near < 0 ) {
  625. // v1 lies outside the near plane, v2 inside
  626. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  627. } else if ( bc2near < 0 ) {
  628. // v2 lies outside the near plane, v1 inside
  629. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  630. }
  631. if ( bc1far < 0 ) {
  632. // v1 lies outside the far plane, v2 inside
  633. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  634. } else if ( bc2far < 0 ) {
  635. // v2 lies outside the far plane, v2 inside
  636. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  637. }
  638. if ( alpha2 < alpha1 ) {
  639. // The line segment spans two boundaries, but is outside both of them.
  640. // (This can't happen when we're only clipping against just near/far but good
  641. // to leave the check here for future usage if other clip planes are added.)
  642. return false;
  643. } else {
  644. // Update the s1 and s2 vertices to match the clipped line segment.
  645. s1.lerp( s2, alpha1 );
  646. s2.lerp( s1, 1 - alpha2 );
  647. return true;
  648. }
  649. }
  650. }
  651. };