Projector.js 25 KB

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