Projector.js 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897
  1. ( function () {
  2. var RenderableObject = function () {
  3. this.id = 0;
  4. this.object = null;
  5. this.z = 0;
  6. this.renderOrder = 0;
  7. }; //
  8. var RenderableFace = function () {
  9. this.id = 0;
  10. this.v1 = new RenderableVertex();
  11. this.v2 = new RenderableVertex();
  12. this.v3 = new RenderableVertex();
  13. this.normalModel = new THREE.Vector3();
  14. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15. this.vertexNormalsLength = 0;
  16. this.color = new THREE.Color();
  17. this.material = null;
  18. this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
  19. this.z = 0;
  20. this.renderOrder = 0;
  21. }; //
  22. var RenderableVertex = function () {
  23. this.position = new THREE.Vector3();
  24. this.positionWorld = new THREE.Vector3();
  25. this.positionScreen = new THREE.Vector4();
  26. this.visible = true;
  27. };
  28. RenderableVertex.prototype.copy = function ( vertex ) {
  29. this.positionWorld.copy( vertex.positionWorld );
  30. this.positionScreen.copy( vertex.positionScreen );
  31. }; //
  32. var RenderableLine = function () {
  33. this.id = 0;
  34. this.v1 = new RenderableVertex();
  35. this.v2 = new RenderableVertex();
  36. this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  37. this.material = null;
  38. this.z = 0;
  39. this.renderOrder = 0;
  40. }; //
  41. var RenderableSprite = function () {
  42. this.id = 0;
  43. this.object = null;
  44. this.x = 0;
  45. this.y = 0;
  46. this.z = 0;
  47. this.rotation = 0;
  48. this.scale = new THREE.Vector2();
  49. this.material = null;
  50. this.renderOrder = 0;
  51. }; //
  52. var Projector = function () {
  53. var _object,
  54. _objectCount,
  55. _objectPool = [],
  56. _objectPoolLength = 0,
  57. _vertex,
  58. _vertexCount,
  59. _vertexPool = [],
  60. _vertexPoolLength = 0,
  61. _face,
  62. _faceCount,
  63. _facePool = [],
  64. _facePoolLength = 0,
  65. _line,
  66. _lineCount,
  67. _linePool = [],
  68. _linePoolLength = 0,
  69. _sprite,
  70. _spriteCount,
  71. _spritePool = [],
  72. _spritePoolLength = 0,
  73. _renderData = {
  74. objects: [],
  75. lights: [],
  76. elements: []
  77. },
  78. _vector3 = new THREE.Vector3(),
  79. _vector4 = new THREE.Vector4(),
  80. _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
  81. _boundingBox = new THREE.Box3(),
  82. _points3 = new Array( 3 ),
  83. _viewMatrix = new THREE.Matrix4(),
  84. _viewProjectionMatrix = new THREE.Matrix4(),
  85. _modelMatrix,
  86. _modelViewProjectionMatrix = new THREE.Matrix4(),
  87. _frustum = new THREE.Frustum(); //
  88. this.projectVector = function ( vector, camera ) {
  89. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  90. vector.project( camera );
  91. };
  92. this.unprojectVector = function ( vector, camera ) {
  93. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  94. vector.unproject( camera );
  95. };
  96. this.pickingRay = function () {
  97. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  98. }; //
  99. var RenderList = function () {
  100. var normals = [];
  101. var colors = [];
  102. var uvs = [];
  103. var object = null;
  104. var normalMatrix = new THREE.Matrix3();
  105. function setObject( value ) {
  106. object = value;
  107. normalMatrix.getNormalMatrix( object.matrixWorld );
  108. normals.length = 0;
  109. colors.length = 0;
  110. uvs.length = 0;
  111. }
  112. function projectVertex( vertex ) {
  113. var position = vertex.position;
  114. var positionWorld = vertex.positionWorld;
  115. var positionScreen = vertex.positionScreen;
  116. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  117. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  118. var invW = 1 / positionScreen.w;
  119. positionScreen.x *= invW;
  120. positionScreen.y *= invW;
  121. positionScreen.z *= invW;
  122. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 && positionScreen.y >= - 1 && positionScreen.y <= 1 && positionScreen.z >= - 1 && positionScreen.z <= 1;
  123. }
  124. function pushVertex( x, y, z ) {
  125. _vertex = getNextVertexInPool();
  126. _vertex.position.set( x, y, z );
  127. projectVertex( _vertex );
  128. }
  129. function pushNormal( x, y, z ) {
  130. normals.push( x, y, z );
  131. }
  132. function pushColor( r, g, b ) {
  133. colors.push( r, g, b );
  134. }
  135. function pushUv( x, y ) {
  136. uvs.push( x, y );
  137. }
  138. function checkTriangleVisibility( v1, v2, v3 ) {
  139. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  140. _points3[ 0 ] = v1.positionScreen;
  141. _points3[ 1 ] = v2.positionScreen;
  142. _points3[ 2 ] = v3.positionScreen;
  143. return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
  144. }
  145. function checkBackfaceCulling( v1, v2, v3 ) {
  146. return ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0;
  147. }
  148. function pushLine( a, b ) {
  149. var v1 = _vertexPool[ a ];
  150. var v2 = _vertexPool[ b ]; // Clip
  151. v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
  152. v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
  153. if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
  154. // Perform the perspective divide
  155. v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
  156. v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
  157. _line = getNextLineInPool();
  158. _line.id = object.id;
  159. _line.v1.copy( v1 );
  160. _line.v2.copy( v2 );
  161. _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
  162. _line.renderOrder = object.renderOrder;
  163. _line.material = object.material;
  164. if ( object.material.vertexColors ) {
  165. _line.vertexColors[ 0 ].fromArray( colors, a * 3 );
  166. _line.vertexColors[ 1 ].fromArray( colors, b * 3 );
  167. }
  168. _renderData.elements.push( _line );
  169. }
  170. }
  171. function pushTriangle( a, b, c, material ) {
  172. var v1 = _vertexPool[ a ];
  173. var v2 = _vertexPool[ b ];
  174. var v3 = _vertexPool[ c ];
  175. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  176. if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  177. _face = getNextFaceInPool();
  178. _face.id = object.id;
  179. _face.v1.copy( v1 );
  180. _face.v2.copy( v2 );
  181. _face.v3.copy( v3 );
  182. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  183. _face.renderOrder = object.renderOrder; // face normal
  184. _vector3.subVectors( v3.position, v2.position );
  185. _vector4.subVectors( v1.position, v2.position );
  186. _vector3.cross( _vector4 );
  187. _face.normalModel.copy( _vector3 );
  188. _face.normalModel.applyMatrix3( normalMatrix ).normalize();
  189. for ( var i = 0; i < 3; i ++ ) {
  190. var normal = _face.vertexNormalsModel[ i ];
  191. normal.fromArray( normals, arguments[ i ] * 3 );
  192. normal.applyMatrix3( normalMatrix ).normalize();
  193. var uv = _face.uvs[ i ];
  194. uv.fromArray( uvs, arguments[ i ] * 2 );
  195. }
  196. _face.vertexNormalsLength = 3;
  197. _face.material = material;
  198. if ( material.vertexColors ) {
  199. _face.color.fromArray( colors, a * 3 );
  200. }
  201. _renderData.elements.push( _face );
  202. }
  203. }
  204. return {
  205. setObject: setObject,
  206. projectVertex: projectVertex,
  207. checkTriangleVisibility: checkTriangleVisibility,
  208. checkBackfaceCulling: checkBackfaceCulling,
  209. pushVertex: pushVertex,
  210. pushNormal: pushNormal,
  211. pushColor: pushColor,
  212. pushUv: pushUv,
  213. pushLine: pushLine,
  214. pushTriangle: pushTriangle
  215. };
  216. };
  217. var renderList = new RenderList();
  218. function projectObject( object ) {
  219. if ( object.visible === false ) return;
  220. if ( object.isLight ) {
  221. _renderData.lights.push( object );
  222. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  223. if ( object.material.visible === false ) return;
  224. if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
  225. addObject( object );
  226. } else if ( object.isSprite ) {
  227. if ( object.material.visible === false ) return;
  228. if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
  229. addObject( object );
  230. }
  231. var children = object.children;
  232. for ( var i = 0, l = children.length; i < l; i ++ ) {
  233. projectObject( children[ i ] );
  234. }
  235. }
  236. function addObject( object ) {
  237. _object = getNextObjectInPool();
  238. _object.id = object.id;
  239. _object.object = object;
  240. _vector3.setFromMatrixPosition( object.matrixWorld );
  241. _vector3.applyMatrix4( _viewProjectionMatrix );
  242. _object.z = _vector3.z;
  243. _object.renderOrder = object.renderOrder;
  244. _renderData.objects.push( _object );
  245. }
  246. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  247. _faceCount = 0;
  248. _lineCount = 0;
  249. _spriteCount = 0;
  250. _renderData.elements.length = 0;
  251. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  252. if ( camera.parent === null ) camera.updateMatrixWorld();
  253. _viewMatrix.copy( camera.matrixWorldInverse );
  254. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  255. _frustum.setFromProjectionMatrix( _viewProjectionMatrix ); //
  256. _objectCount = 0;
  257. _renderData.objects.length = 0;
  258. _renderData.lights.length = 0;
  259. projectObject( scene );
  260. if ( sortObjects === true ) {
  261. _renderData.objects.sort( painterSort );
  262. } //
  263. var objects = _renderData.objects;
  264. for ( var o = 0, ol = objects.length; o < ol; o ++ ) {
  265. var object = objects[ o ].object;
  266. var geometry = object.geometry;
  267. renderList.setObject( object );
  268. _modelMatrix = object.matrixWorld;
  269. _vertexCount = 0;
  270. if ( object.isMesh ) {
  271. if ( geometry.isBufferGeometry ) {
  272. var material = object.material;
  273. var isMultiMaterial = Array.isArray( material );
  274. var attributes = geometry.attributes;
  275. var groups = geometry.groups;
  276. if ( attributes.position === undefined ) continue;
  277. var positions = attributes.position.array;
  278. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  279. var x = positions[ i ];
  280. var y = positions[ i + 1 ];
  281. var z = positions[ i + 2 ];
  282. if ( material.morphTargets === true ) {
  283. var morphTargets = geometry.morphAttributes.position;
  284. var morphTargetsRelative = geometry.morphTargetsRelative;
  285. var morphInfluences = object.morphTargetInfluences;
  286. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  287. var influence = morphInfluences[ t ];
  288. if ( influence === 0 ) continue;
  289. var target = morphTargets[ t ];
  290. if ( morphTargetsRelative ) {
  291. x += target.getX( i / 3 ) * influence;
  292. y += target.getY( i / 3 ) * influence;
  293. z += target.getZ( i / 3 ) * influence;
  294. } else {
  295. x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
  296. y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
  297. z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
  298. }
  299. }
  300. }
  301. renderList.pushVertex( x, y, z );
  302. }
  303. if ( attributes.normal !== undefined ) {
  304. var normals = attributes.normal.array;
  305. for ( var i = 0, l = normals.length; i < l; i += 3 ) {
  306. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  307. }
  308. }
  309. if ( attributes.color !== undefined ) {
  310. var colors = attributes.color.array;
  311. for ( var i = 0, l = colors.length; i < l; i += 3 ) {
  312. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  313. }
  314. }
  315. if ( attributes.uv !== undefined ) {
  316. var uvs = attributes.uv.array;
  317. for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
  318. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  319. }
  320. }
  321. if ( geometry.index !== null ) {
  322. var indices = geometry.index.array;
  323. if ( groups.length > 0 ) {
  324. for ( var g = 0; g < groups.length; g ++ ) {
  325. var group = groups[ g ];
  326. material = isMultiMaterial === true ? object.material[ group.materialIndex ] : object.material;
  327. if ( material === undefined ) continue;
  328. for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  329. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  330. }
  331. }
  332. } else {
  333. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  334. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  335. }
  336. }
  337. } else {
  338. if ( groups.length > 0 ) {
  339. for ( var g = 0; g < groups.length; g ++ ) {
  340. var group = groups[ g ];
  341. material = isMultiMaterial === true ? object.material[ group.materialIndex ] : object.material;
  342. if ( material === undefined ) continue;
  343. for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  344. renderList.pushTriangle( i, i + 1, i + 2, material );
  345. }
  346. }
  347. } else {
  348. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  349. renderList.pushTriangle( i, i + 1, i + 2, material );
  350. }
  351. }
  352. }
  353. } else if ( geometry.isGeometry ) {
  354. console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  355. return;
  356. }
  357. } else if ( object.isLine ) {
  358. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  359. if ( geometry.isBufferGeometry ) {
  360. var attributes = geometry.attributes;
  361. if ( attributes.position !== undefined ) {
  362. var positions = attributes.position.array;
  363. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  364. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  365. }
  366. if ( attributes.color !== undefined ) {
  367. var colors = attributes.color.array;
  368. for ( var i = 0, l = colors.length; i < l; i += 3 ) {
  369. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  370. }
  371. }
  372. if ( geometry.index !== null ) {
  373. var indices = geometry.index.array;
  374. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  375. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  376. }
  377. } else {
  378. var step = object.isLineSegments ? 2 : 1;
  379. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  380. renderList.pushLine( i, i + 1 );
  381. }
  382. }
  383. }
  384. } else if ( geometry.isGeometry ) {
  385. console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  386. return;
  387. }
  388. } else if ( object.isPoints ) {
  389. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  390. if ( geometry.isGeometry ) {
  391. console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  392. return;
  393. } else if ( geometry.isBufferGeometry ) {
  394. var attributes = geometry.attributes;
  395. if ( attributes.position !== undefined ) {
  396. var positions = attributes.position.array;
  397. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  398. _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
  399. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  400. pushPoint( _vector4, object, camera );
  401. }
  402. }
  403. }
  404. } else if ( object.isSprite ) {
  405. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  406. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  407. _vector4.applyMatrix4( _viewProjectionMatrix );
  408. pushPoint( _vector4, object, camera );
  409. }
  410. }
  411. if ( sortElements === true ) {
  412. _renderData.elements.sort( painterSort );
  413. }
  414. return _renderData;
  415. };
  416. function pushPoint( _vector4, object, camera ) {
  417. var invW = 1 / _vector4.w;
  418. _vector4.z *= invW;
  419. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  420. _sprite = getNextSpriteInPool();
  421. _sprite.id = object.id;
  422. _sprite.x = _vector4.x * invW;
  423. _sprite.y = _vector4.y * invW;
  424. _sprite.z = _vector4.z;
  425. _sprite.renderOrder = object.renderOrder;
  426. _sprite.object = object;
  427. _sprite.rotation = object.rotation;
  428. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  429. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  430. _sprite.material = object.material;
  431. _renderData.elements.push( _sprite );
  432. }
  433. } // Pools
  434. function getNextObjectInPool() {
  435. if ( _objectCount === _objectPoolLength ) {
  436. var object = new RenderableObject();
  437. _objectPool.push( object );
  438. _objectPoolLength ++;
  439. _objectCount ++;
  440. return object;
  441. }
  442. return _objectPool[ _objectCount ++ ];
  443. }
  444. function getNextVertexInPool() {
  445. if ( _vertexCount === _vertexPoolLength ) {
  446. var vertex = new RenderableVertex();
  447. _vertexPool.push( vertex );
  448. _vertexPoolLength ++;
  449. _vertexCount ++;
  450. return vertex;
  451. }
  452. return _vertexPool[ _vertexCount ++ ];
  453. }
  454. function getNextFaceInPool() {
  455. if ( _faceCount === _facePoolLength ) {
  456. var face = new RenderableFace();
  457. _facePool.push( face );
  458. _facePoolLength ++;
  459. _faceCount ++;
  460. return face;
  461. }
  462. return _facePool[ _faceCount ++ ];
  463. }
  464. function getNextLineInPool() {
  465. if ( _lineCount === _linePoolLength ) {
  466. var line = new RenderableLine();
  467. _linePool.push( line );
  468. _linePoolLength ++;
  469. _lineCount ++;
  470. return line;
  471. }
  472. return _linePool[ _lineCount ++ ];
  473. }
  474. function getNextSpriteInPool() {
  475. if ( _spriteCount === _spritePoolLength ) {
  476. var sprite = new RenderableSprite();
  477. _spritePool.push( sprite );
  478. _spritePoolLength ++;
  479. _spriteCount ++;
  480. return sprite;
  481. }
  482. return _spritePool[ _spriteCount ++ ];
  483. } //
  484. function painterSort( a, b ) {
  485. if ( a.renderOrder !== b.renderOrder ) {
  486. return a.renderOrder - b.renderOrder;
  487. } else if ( a.z !== b.z ) {
  488. return b.z - a.z;
  489. } else if ( a.id !== b.id ) {
  490. return a.id - b.id;
  491. } else {
  492. return 0;
  493. }
  494. }
  495. function clipLine( s1, s2 ) {
  496. var alpha1 = 0,
  497. alpha2 = 1,
  498. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  499. // Z = -1 and Z = +1, respectively.
  500. bc1near = s1.z + s1.w,
  501. bc2near = s2.z + s2.w,
  502. bc1far = - s1.z + s1.w,
  503. bc2far = - s2.z + s2.w;
  504. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  505. // Both vertices lie entirely within all clip planes.
  506. return true;
  507. } else if ( bc1near < 0 && bc2near < 0 || bc1far < 0 && bc2far < 0 ) {
  508. // Both vertices lie entirely outside one of the clip planes.
  509. return false;
  510. } else {
  511. // The line segment spans at least one clip plane.
  512. if ( bc1near < 0 ) {
  513. // v1 lies outside the near plane, v2 inside
  514. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  515. } else if ( bc2near < 0 ) {
  516. // v2 lies outside the near plane, v1 inside
  517. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  518. }
  519. if ( bc1far < 0 ) {
  520. // v1 lies outside the far plane, v2 inside
  521. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  522. } else if ( bc2far < 0 ) {
  523. // v2 lies outside the far plane, v2 inside
  524. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  525. }
  526. if ( alpha2 < alpha1 ) {
  527. // The line segment spans two boundaries, but is outside both of them.
  528. // (This can't happen when we're only clipping against just near/far but good
  529. // to leave the check here for future usage if other clip planes are added.)
  530. return false;
  531. } else {
  532. // Update the s1 and s2 vertices to match the clipped line segment.
  533. s1.lerp( s2, alpha1 );
  534. s2.lerp( s1, 1 - alpha2 );
  535. return true;
  536. }
  537. }
  538. }
  539. };
  540. THREE.Projector = Projector;
  541. THREE.RenderableFace = RenderableFace;
  542. THREE.RenderableLine = RenderableLine;
  543. THREE.RenderableObject = RenderableObject;
  544. THREE.RenderableSprite = RenderableSprite;
  545. THREE.RenderableVertex = RenderableVertex;
  546. } )();