Projector.js 25 KB

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