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. import {
  7. BackSide,
  8. Box3,
  9. BufferGeometry,
  10. Color,
  11. DoubleSide,
  12. FrontSide,
  13. Frustum,
  14. Geometry,
  15. Light,
  16. Line,
  17. LineSegments,
  18. Matrix3,
  19. Matrix4,
  20. Mesh,
  21. Points,
  22. Sprite,
  23. Vector2,
  24. Vector3,
  25. Vector4
  26. } from "../../../build/three.module.js";
  27. var RenderableObject = function () {
  28. this.id = 0;
  29. this.object = null;
  30. this.z = 0;
  31. this.renderOrder = 0;
  32. };
  33. //
  34. var RenderableFace = function () {
  35. this.id = 0;
  36. this.v1 = new RenderableVertex();
  37. this.v2 = new RenderableVertex();
  38. this.v3 = new RenderableVertex();
  39. this.normalModel = new Vector3();
  40. this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
  41. this.vertexNormalsLength = 0;
  42. this.color = new Color();
  43. this.material = null;
  44. this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
  45. this.z = 0;
  46. this.renderOrder = 0;
  47. };
  48. //
  49. var RenderableVertex = function () {
  50. this.position = new Vector3();
  51. this.positionWorld = new Vector3();
  52. this.positionScreen = new Vector4();
  53. this.visible = true;
  54. };
  55. RenderableVertex.prototype.copy = function ( vertex ) {
  56. this.positionWorld.copy( vertex.positionWorld );
  57. this.positionScreen.copy( vertex.positionScreen );
  58. };
  59. //
  60. var RenderableLine = function () {
  61. this.id = 0;
  62. this.v1 = new RenderableVertex();
  63. this.v2 = new RenderableVertex();
  64. this.vertexColors = [ new Color(), new Color() ];
  65. this.material = null;
  66. this.z = 0;
  67. this.renderOrder = 0;
  68. };
  69. //
  70. var RenderableSprite = function () {
  71. this.id = 0;
  72. this.object = null;
  73. this.x = 0;
  74. this.y = 0;
  75. this.z = 0;
  76. this.rotation = 0;
  77. this.scale = new Vector2();
  78. this.material = null;
  79. this.renderOrder = 0;
  80. };
  81. //
  82. var Projector = function () {
  83. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  84. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  85. _face, _faceCount, _facePool = [], _facePoolLength = 0,
  86. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  87. _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
  88. _renderData = { objects: [], lights: [], elements: [] },
  89. _vector3 = new Vector3(),
  90. _vector4 = new Vector4(),
  91. _clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
  92. _boundingBox = new Box3(),
  93. _points3 = new Array( 3 ),
  94. _viewMatrix = new Matrix4(),
  95. _viewProjectionMatrix = new Matrix4(),
  96. _modelMatrix,
  97. _modelViewProjectionMatrix = new Matrix4(),
  98. _normalMatrix = new Matrix3(),
  99. _frustum = new Frustum(),
  100. _clippedVertex1PositionScreen = new Vector4(),
  101. _clippedVertex2PositionScreen = new Vector4();
  102. //
  103. this.projectVector = function ( vector, camera ) {
  104. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  105. vector.project( camera );
  106. };
  107. this.unprojectVector = function ( vector, camera ) {
  108. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  109. vector.unproject( camera );
  110. };
  111. this.pickingRay = function () {
  112. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  113. };
  114. //
  115. var RenderList = function () {
  116. var normals = [];
  117. var colors = [];
  118. var uvs = [];
  119. var object = null;
  120. var normalMatrix = new Matrix3();
  121. function setObject( value ) {
  122. object = value;
  123. normalMatrix.getNormalMatrix( object.matrixWorld );
  124. normals.length = 0;
  125. colors.length = 0;
  126. uvs.length = 0;
  127. }
  128. function projectVertex( vertex ) {
  129. var position = vertex.position;
  130. var positionWorld = vertex.positionWorld;
  131. var positionScreen = vertex.positionScreen;
  132. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  133. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  134. var invW = 1 / positionScreen.w;
  135. positionScreen.x *= invW;
  136. positionScreen.y *= invW;
  137. positionScreen.z *= invW;
  138. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  139. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  140. positionScreen.z >= - 1 && positionScreen.z <= 1;
  141. }
  142. function pushVertex( x, y, z ) {
  143. _vertex = getNextVertexInPool();
  144. _vertex.position.set( x, y, z );
  145. projectVertex( _vertex );
  146. }
  147. function pushNormal( x, y, z ) {
  148. normals.push( x, y, z );
  149. }
  150. function pushColor( r, g, b ) {
  151. colors.push( r, g, b );
  152. }
  153. function pushUv( x, y ) {
  154. uvs.push( x, y );
  155. }
  156. function checkTriangleVisibility( v1, v2, v3 ) {
  157. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  158. _points3[ 0 ] = v1.positionScreen;
  159. _points3[ 1 ] = v2.positionScreen;
  160. _points3[ 2 ] = v3.positionScreen;
  161. return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
  162. }
  163. function checkBackfaceCulling( v1, v2, v3 ) {
  164. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  165. ( v2.positionScreen.y - v1.positionScreen.y ) -
  166. ( v3.positionScreen.y - v1.positionScreen.y ) *
  167. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  168. }
  169. function pushLine( a, b ) {
  170. var v1 = _vertexPool[ a ];
  171. var v2 = _vertexPool[ b ];
  172. // Clip
  173. v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
  174. v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
  175. if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
  176. // Perform the perspective divide
  177. v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
  178. v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
  179. _line = getNextLineInPool();
  180. _line.id = object.id;
  181. _line.v1.copy( v1 );
  182. _line.v2.copy( v2 );
  183. _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
  184. _line.renderOrder = object.renderOrder;
  185. _line.material = object.material;
  186. if ( object.material.vertexColors ) {
  187. _line.vertexColors[ 0 ].fromArray( colors, a * 3 );
  188. _line.vertexColors[ 1 ].fromArray( colors, b * 3 );
  189. }
  190. _renderData.elements.push( _line );
  191. }
  192. }
  193. function pushTriangle( a, b, c, material ) {
  194. var v1 = _vertexPool[ a ];
  195. var v2 = _vertexPool[ b ];
  196. var v3 = _vertexPool[ c ];
  197. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  198. if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  199. _face = getNextFaceInPool();
  200. _face.id = object.id;
  201. _face.v1.copy( v1 );
  202. _face.v2.copy( v2 );
  203. _face.v3.copy( v3 );
  204. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  205. _face.renderOrder = object.renderOrder;
  206. // face normal
  207. _vector3.subVectors( v3.position, v2.position );
  208. _vector4.subVectors( v1.position, v2.position );
  209. _vector3.cross( _vector4 );
  210. _face.normalModel.copy( _vector3 );
  211. _face.normalModel.applyMatrix3( normalMatrix ).normalize();
  212. for ( var i = 0; i < 3; i ++ ) {
  213. var normal = _face.vertexNormalsModel[ i ];
  214. normal.fromArray( normals, arguments[ i ] * 3 );
  215. normal.applyMatrix3( normalMatrix ).normalize();
  216. var uv = _face.uvs[ i ];
  217. uv.fromArray( uvs, arguments[ i ] * 2 );
  218. }
  219. _face.vertexNormalsLength = 3;
  220. _face.material = material;
  221. if ( material.vertexColors ) {
  222. _face.color.fromArray( colors, a * 3 );
  223. }
  224. _renderData.elements.push( _face );
  225. }
  226. }
  227. return {
  228. setObject: setObject,
  229. projectVertex: projectVertex,
  230. checkTriangleVisibility: checkTriangleVisibility,
  231. checkBackfaceCulling: checkBackfaceCulling,
  232. pushVertex: pushVertex,
  233. pushNormal: pushNormal,
  234. pushColor: pushColor,
  235. pushUv: pushUv,
  236. pushLine: pushLine,
  237. pushTriangle: pushTriangle
  238. };
  239. };
  240. var renderList = new RenderList();
  241. function projectObject( object ) {
  242. if ( object.visible === false ) return;
  243. if ( object instanceof Light ) {
  244. _renderData.lights.push( object );
  245. } else if ( object instanceof Mesh || object instanceof Line || object instanceof Points ) {
  246. if ( object.material.visible === false ) return;
  247. if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
  248. addObject( object );
  249. } else if ( object instanceof Sprite ) {
  250. if ( object.material.visible === false ) return;
  251. if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
  252. addObject( object );
  253. }
  254. var children = object.children;
  255. for ( var i = 0, l = children.length; i < l; i ++ ) {
  256. projectObject( children[ i ] );
  257. }
  258. }
  259. function addObject( object ) {
  260. _object = getNextObjectInPool();
  261. _object.id = object.id;
  262. _object.object = object;
  263. _vector3.setFromMatrixPosition( object.matrixWorld );
  264. _vector3.applyMatrix4( _viewProjectionMatrix );
  265. _object.z = _vector3.z;
  266. _object.renderOrder = object.renderOrder;
  267. _renderData.objects.push( _object );
  268. }
  269. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  270. _faceCount = 0;
  271. _lineCount = 0;
  272. _spriteCount = 0;
  273. _renderData.elements.length = 0;
  274. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  275. if ( camera.parent === null ) camera.updateMatrixWorld();
  276. _viewMatrix.copy( camera.matrixWorldInverse );
  277. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  278. _frustum.setFromProjectionMatrix( _viewProjectionMatrix );
  279. //
  280. _objectCount = 0;
  281. _renderData.objects.length = 0;
  282. _renderData.lights.length = 0;
  283. projectObject( scene );
  284. if ( sortObjects === true ) {
  285. _renderData.objects.sort( painterSort );
  286. }
  287. //
  288. var objects = _renderData.objects;
  289. for ( var o = 0, ol = objects.length; o < ol; o ++ ) {
  290. var object = objects[ o ].object;
  291. var geometry = object.geometry;
  292. renderList.setObject( object );
  293. _modelMatrix = object.matrixWorld;
  294. _vertexCount = 0;
  295. if ( object instanceof Mesh ) {
  296. if ( geometry instanceof BufferGeometry ) {
  297. var material = object.material;
  298. var isMultiMaterial = Array.isArray( material );
  299. var attributes = geometry.attributes;
  300. var groups = geometry.groups;
  301. if ( attributes.position === undefined ) continue;
  302. var positions = attributes.position.array;
  303. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  304. var x = positions[ i ];
  305. var y = positions[ i + 1 ];
  306. var z = positions[ i + 2 ];
  307. if ( material.morphTargets === true ) {
  308. var morphTargets = geometry.morphAttributes.position;
  309. var morphTargetsRelative = geometry.morphTargetsRelative;
  310. var morphInfluences = object.morphTargetInfluences;
  311. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  312. var influence = morphInfluences[ t ];
  313. if ( influence === 0 ) continue;
  314. var target = morphTargets[ t ];
  315. if ( morphTargetsRelative ) {
  316. x += target.getX( i / 3 ) * influence;
  317. y += target.getY( i / 3 ) * influence;
  318. z += target.getZ( i / 3 ) * influence;
  319. } else {
  320. x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
  321. y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
  322. z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
  323. }
  324. }
  325. }
  326. renderList.pushVertex( x, y, z );
  327. }
  328. if ( attributes.normal !== undefined ) {
  329. var normals = attributes.normal.array;
  330. for ( var i = 0, l = normals.length; i < l; i += 3 ) {
  331. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  332. }
  333. }
  334. if ( attributes.color !== undefined ) {
  335. var colors = attributes.color.array;
  336. for ( var i = 0, l = colors.length; i < l; i += 3 ) {
  337. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  338. }
  339. }
  340. if ( attributes.uv !== undefined ) {
  341. var uvs = attributes.uv.array;
  342. for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
  343. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  344. }
  345. }
  346. if ( geometry.index !== null ) {
  347. var indices = geometry.index.array;
  348. if ( groups.length > 0 ) {
  349. for ( var g = 0; g < groups.length; g ++ ) {
  350. var group = groups[ g ];
  351. material = isMultiMaterial === true
  352. ? object.material[ group.materialIndex ]
  353. : object.material;
  354. if ( material === undefined ) continue;
  355. for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  356. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  357. }
  358. }
  359. } else {
  360. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  361. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  362. }
  363. }
  364. } else {
  365. if ( groups.length > 0 ) {
  366. for ( var g = 0; g < groups.length; g ++ ) {
  367. var group = groups[ g ];
  368. material = isMultiMaterial === true
  369. ? object.material[ group.materialIndex ]
  370. : object.material;
  371. if ( material === undefined ) continue;
  372. for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  373. renderList.pushTriangle( i, i + 1, i + 2, material );
  374. }
  375. }
  376. } else {
  377. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  378. renderList.pushTriangle( i, i + 1, i + 2, material );
  379. }
  380. }
  381. }
  382. } else if ( geometry instanceof Geometry ) {
  383. var vertices = geometry.vertices;
  384. var faces = geometry.faces;
  385. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  386. _normalMatrix.getNormalMatrix( _modelMatrix );
  387. var material = object.material;
  388. var isMultiMaterial = Array.isArray( material );
  389. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  390. var vertex = vertices[ v ];
  391. _vector3.copy( vertex );
  392. if ( material.morphTargets === true ) {
  393. var morphTargets = geometry.morphTargets;
  394. var morphInfluences = object.morphTargetInfluences;
  395. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  396. var influence = morphInfluences[ t ];
  397. if ( influence === 0 ) continue;
  398. var target = morphTargets[ t ];
  399. var targetVertex = target.vertices[ v ];
  400. _vector3.x += ( targetVertex.x - vertex.x ) * influence;
  401. _vector3.y += ( targetVertex.y - vertex.y ) * influence;
  402. _vector3.z += ( targetVertex.z - vertex.z ) * influence;
  403. }
  404. }
  405. renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z );
  406. }
  407. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  408. var face = faces[ f ];
  409. material = isMultiMaterial === true
  410. ? object.material[ face.materialIndex ]
  411. : object.material;
  412. if ( material === undefined ) continue;
  413. var side = material.side;
  414. var v1 = _vertexPool[ face.a ];
  415. var v2 = _vertexPool[ face.b ];
  416. var v3 = _vertexPool[ face.c ];
  417. if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
  418. var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
  419. if ( side !== DoubleSide ) {
  420. if ( side === FrontSide && visible === false ) continue;
  421. if ( side === BackSide && visible === true ) continue;
  422. }
  423. _face = getNextFaceInPool();
  424. _face.id = object.id;
  425. _face.v1.copy( v1 );
  426. _face.v2.copy( v2 );
  427. _face.v3.copy( v3 );
  428. _face.normalModel.copy( face.normal );
  429. if ( visible === false && ( side === BackSide || side === DoubleSide ) ) {
  430. _face.normalModel.negate();
  431. }
  432. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  433. var faceVertexNormals = face.vertexNormals;
  434. for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
  435. var normalModel = _face.vertexNormalsModel[ n ];
  436. normalModel.copy( faceVertexNormals[ n ] );
  437. if ( visible === false && ( side === BackSide || side === DoubleSide ) ) {
  438. normalModel.negate();
  439. }
  440. normalModel.applyMatrix3( _normalMatrix ).normalize();
  441. }
  442. _face.vertexNormalsLength = faceVertexNormals.length;
  443. var vertexUvs = faceVertexUvs[ f ];
  444. if ( vertexUvs !== undefined ) {
  445. for ( var u = 0; u < 3; u ++ ) {
  446. _face.uvs[ u ].copy( vertexUvs[ u ] );
  447. }
  448. }
  449. _face.color = face.color;
  450. _face.material = material;
  451. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  452. _face.renderOrder = object.renderOrder;
  453. _renderData.elements.push( _face );
  454. }
  455. }
  456. } else if ( object instanceof Line ) {
  457. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  458. if ( geometry instanceof BufferGeometry ) {
  459. var attributes = geometry.attributes;
  460. if ( attributes.position !== undefined ) {
  461. var positions = attributes.position.array;
  462. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  463. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  464. }
  465. if ( attributes.color !== undefined ) {
  466. var colors = attributes.color.array;
  467. for ( var i = 0, l = colors.length; i < l; i += 3 ) {
  468. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  469. }
  470. }
  471. if ( geometry.index !== null ) {
  472. var indices = geometry.index.array;
  473. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  474. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  475. }
  476. } else {
  477. var step = object instanceof LineSegments ? 2 : 1;
  478. for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  479. renderList.pushLine( i, i + 1 );
  480. }
  481. }
  482. }
  483. } else if ( geometry instanceof Geometry ) {
  484. var vertices = object.geometry.vertices;
  485. if ( vertices.length === 0 ) continue;
  486. v1 = getNextVertexInPool();
  487. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  488. var step = object instanceof LineSegments ? 2 : 1;
  489. for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
  490. v1 = getNextVertexInPool();
  491. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  492. if ( ( v + 1 ) % step > 0 ) continue;
  493. v2 = _vertexPool[ _vertexCount - 2 ];
  494. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  495. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  496. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  497. // Perform the perspective divide
  498. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  499. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  500. _line = getNextLineInPool();
  501. _line.id = object.id;
  502. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  503. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  504. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  505. _line.renderOrder = object.renderOrder;
  506. _line.material = object.material;
  507. if ( object.material.vertexColors ) {
  508. _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
  509. _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
  510. }
  511. _renderData.elements.push( _line );
  512. }
  513. }
  514. }
  515. } else if ( object instanceof Points ) {
  516. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  517. if ( geometry instanceof Geometry ) {
  518. var vertices = object.geometry.vertices;
  519. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  520. var vertex = vertices[ v ];
  521. _vector4.set( vertex.x, vertex.y, vertex.z, 1 );
  522. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  523. pushPoint( _vector4, object, camera );
  524. }
  525. } else if ( geometry instanceof BufferGeometry ) {
  526. var attributes = geometry.attributes;
  527. if ( attributes.position !== undefined ) {
  528. var positions = attributes.position.array;
  529. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  530. _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
  531. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  532. pushPoint( _vector4, object, camera );
  533. }
  534. }
  535. }
  536. } else if ( object instanceof Sprite ) {
  537. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  538. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  539. _vector4.applyMatrix4( _viewProjectionMatrix );
  540. pushPoint( _vector4, object, camera );
  541. }
  542. }
  543. if ( sortElements === true ) {
  544. _renderData.elements.sort( painterSort );
  545. }
  546. return _renderData;
  547. };
  548. function pushPoint( _vector4, object, camera ) {
  549. var invW = 1 / _vector4.w;
  550. _vector4.z *= invW;
  551. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  552. _sprite = getNextSpriteInPool();
  553. _sprite.id = object.id;
  554. _sprite.x = _vector4.x * invW;
  555. _sprite.y = _vector4.y * invW;
  556. _sprite.z = _vector4.z;
  557. _sprite.renderOrder = object.renderOrder;
  558. _sprite.object = object;
  559. _sprite.rotation = object.rotation;
  560. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  561. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  562. _sprite.material = object.material;
  563. _renderData.elements.push( _sprite );
  564. }
  565. }
  566. // Pools
  567. function getNextObjectInPool() {
  568. if ( _objectCount === _objectPoolLength ) {
  569. var object = new RenderableObject();
  570. _objectPool.push( object );
  571. _objectPoolLength ++;
  572. _objectCount ++;
  573. return object;
  574. }
  575. return _objectPool[ _objectCount ++ ];
  576. }
  577. function getNextVertexInPool() {
  578. if ( _vertexCount === _vertexPoolLength ) {
  579. var vertex = new RenderableVertex();
  580. _vertexPool.push( vertex );
  581. _vertexPoolLength ++;
  582. _vertexCount ++;
  583. return vertex;
  584. }
  585. return _vertexPool[ _vertexCount ++ ];
  586. }
  587. function getNextFaceInPool() {
  588. if ( _faceCount === _facePoolLength ) {
  589. var face = new RenderableFace();
  590. _facePool.push( face );
  591. _facePoolLength ++;
  592. _faceCount ++;
  593. return face;
  594. }
  595. return _facePool[ _faceCount ++ ];
  596. }
  597. function getNextLineInPool() {
  598. if ( _lineCount === _linePoolLength ) {
  599. var line = new RenderableLine();
  600. _linePool.push( line );
  601. _linePoolLength ++;
  602. _lineCount ++;
  603. return line;
  604. }
  605. return _linePool[ _lineCount ++ ];
  606. }
  607. function getNextSpriteInPool() {
  608. if ( _spriteCount === _spritePoolLength ) {
  609. var sprite = new RenderableSprite();
  610. _spritePool.push( sprite );
  611. _spritePoolLength ++;
  612. _spriteCount ++;
  613. return sprite;
  614. }
  615. return _spritePool[ _spriteCount ++ ];
  616. }
  617. //
  618. function painterSort( a, b ) {
  619. if ( a.renderOrder !== b.renderOrder ) {
  620. return a.renderOrder - b.renderOrder;
  621. } else if ( a.z !== b.z ) {
  622. return b.z - a.z;
  623. } else if ( a.id !== b.id ) {
  624. return a.id - b.id;
  625. } else {
  626. return 0;
  627. }
  628. }
  629. function clipLine( s1, s2 ) {
  630. var alpha1 = 0, alpha2 = 1,
  631. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  632. // Z = -1 and Z = +1, respectively.
  633. bc1near = s1.z + s1.w,
  634. bc2near = s2.z + s2.w,
  635. bc1far = - s1.z + s1.w,
  636. bc2far = - s2.z + s2.w;
  637. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  638. // Both vertices lie entirely within all clip planes.
  639. return true;
  640. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  641. // Both vertices lie entirely outside one of the clip planes.
  642. return false;
  643. } else {
  644. // The line segment spans at least one clip plane.
  645. if ( bc1near < 0 ) {
  646. // v1 lies outside the near plane, v2 inside
  647. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  648. } else if ( bc2near < 0 ) {
  649. // v2 lies outside the near plane, v1 inside
  650. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  651. }
  652. if ( bc1far < 0 ) {
  653. // v1 lies outside the far plane, v2 inside
  654. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  655. } else if ( bc2far < 0 ) {
  656. // v2 lies outside the far plane, v2 inside
  657. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  658. }
  659. if ( alpha2 < alpha1 ) {
  660. // The line segment spans two boundaries, but is outside both of them.
  661. // (This can't happen when we're only clipping against just near/far but good
  662. // to leave the check here for future usage if other clip planes are added.)
  663. return false;
  664. } else {
  665. // Update the s1 and s2 vertices to match the clipped line segment.
  666. s1.lerp( s2, alpha1 );
  667. s2.lerp( s1, 1 - alpha2 );
  668. return true;
  669. }
  670. }
  671. }
  672. };
  673. export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector };