Projector.js 24 KB

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