Projector.js 24 KB

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