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Projector.js 25 KB

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  1. console.warn( "THREE.Projector: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. THREE.RenderableObject = function () {
  3. this.id = 0;
  4. this.object = null;
  5. this.z = 0;
  6. this.renderOrder = 0;
  7. };
  8. //
  9. THREE.RenderableFace = function () {
  10. this.id = 0;
  11. this.v1 = new THREE.RenderableVertex();
  12. this.v2 = new THREE.RenderableVertex();
  13. this.v3 = new THREE.RenderableVertex();
  14. this.normalModel = new THREE.Vector3();
  15. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  16. this.vertexNormalsLength = 0;
  17. this.color = new THREE.Color();
  18. this.material = null;
  19. this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
  20. this.z = 0;
  21. this.renderOrder = 0;
  22. };
  23. //
  24. THREE.RenderableVertex = function () {
  25. this.position = new THREE.Vector3();
  26. this.positionWorld = new THREE.Vector3();
  27. this.positionScreen = new THREE.Vector4();
  28. this.visible = true;
  29. };
  30. THREE.RenderableVertex.prototype.copy = function ( vertex ) {
  31. this.positionWorld.copy( vertex.positionWorld );
  32. this.positionScreen.copy( vertex.positionScreen );
  33. };
  34. //
  35. THREE.RenderableLine = function () {
  36. this.id = 0;
  37. this.v1 = new THREE.RenderableVertex();
  38. this.v2 = new THREE.RenderableVertex();
  39. this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  40. this.material = null;
  41. this.z = 0;
  42. this.renderOrder = 0;
  43. };
  44. //
  45. THREE.RenderableSprite = function () {
  46. this.id = 0;
  47. this.object = null;
  48. this.x = 0;
  49. this.y = 0;
  50. this.z = 0;
  51. this.rotation = 0;
  52. this.scale = new THREE.Vector2();
  53. this.material = null;
  54. this.renderOrder = 0;
  55. };
  56. //
  57. THREE.Projector = function () {
  58. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  59. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  60. _face, _faceCount, _facePool = [], _facePoolLength = 0,
  61. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  62. _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
  63. _renderData = { objects: [], lights: [], elements: [] },
  64. _vector3 = new THREE.Vector3(),
  65. _vector4 = new THREE.Vector4(),
  66. _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
  67. _boundingBox = new THREE.Box3(),
  68. _points3 = new Array( 3 ),
  69. _viewMatrix = new THREE.Matrix4(),
  70. _viewProjectionMatrix = new THREE.Matrix4(),
  71. _modelMatrix,
  72. _modelViewProjectionMatrix = new THREE.Matrix4(),
  73. _normalMatrix = new THREE.Matrix3(),
  74. _frustum = new THREE.Frustum(),
  75. _clippedVertex1PositionScreen = new THREE.Vector4(),
  76. _clippedVertex2PositionScreen = new THREE.Vector4();
  77. //
  78. this.projectVector = function ( vector, camera ) {
  79. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  80. vector.project( camera );
  81. };
  82. this.unprojectVector = function ( vector, camera ) {
  83. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  84. vector.unproject( camera );
  85. };
  86. this.pickingRay = function () {
  87. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  88. };
  89. //
  90. var RenderList = function () {
  91. var normals = [];
  92. var colors = [];
  93. var uvs = [];
  94. var object = null;
  95. var normalMatrix = new THREE.Matrix3();
  96. function setObject( value ) {
  97. object = value;
  98. normalMatrix.getNormalMatrix( object.matrixWorld );
  99. normals.length = 0;
  100. colors.length = 0;
  101. uvs.length = 0;
  102. }
  103. function projectVertex( vertex ) {
  104. var position = vertex.position;
  105. var positionWorld = vertex.positionWorld;
  106. var positionScreen = vertex.positionScreen;
  107. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  108. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  109. var invW = 1 / positionScreen.w;
  110. positionScreen.x *= invW;
  111. positionScreen.y *= invW;
  112. positionScreen.z *= invW;
  113. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  114. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  115. positionScreen.z >= - 1 && positionScreen.z <= 1;
  116. }
  117. function pushVertex( x, y, z ) {
  118. _vertex = getNextVertexInPool();
  119. _vertex.position.set( x, y, z );
  120. projectVertex( _vertex );
  121. }
  122. function pushNormal( x, y, z ) {
  123. normals.push( x, y, z );
  124. }
  125. function pushColor( r, g, b ) {
  126. colors.push( r, g, b );
  127. }
  128. function pushUv( x, y ) {
  129. uvs.push( x, y );
  130. }
  131. function checkTriangleVisibility( v1, v2, v3 ) {
  132. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  133. _points3[ 0 ] = v1.positionScreen;
  134. _points3[ 1 ] = v2.positionScreen;
  135. _points3[ 2 ] = v3.positionScreen;
  136. return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
  137. }
  138. function checkBackfaceCulling( v1, v2, v3 ) {
  139. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  140. ( v2.positionScreen.y - v1.positionScreen.y ) -
  141. ( v3.positionScreen.y - v1.positionScreen.y ) *
  142. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  143. }
  144. function pushLine( a, b ) {
  145. var v1 = _vertexPool[ a ];
  146. var v2 = _vertexPool[ b ];
  147. // Clip
  148. v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
  149. v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
  150. if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
  151. // Perform the perspective divide
  152. v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
  153. v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
  154. _line = getNextLineInPool();
  155. _line.id = object.id;
  156. _line.v1.copy( v1 );
  157. _line.v2.copy( v2 );
  158. _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
  159. _line.renderOrder = object.renderOrder;
  160. _line.material = object.material;
  161. if ( object.material.vertexColors ) {
  162. _line.vertexColors[ 0 ].fromArray( colors, a * 3 );
  163. _line.vertexColors[ 1 ].fromArray( colors, b * 3 );
  164. }
  165. _renderData.elements.push( _line );
  166. }
  167. }
  168. function pushTriangle( a, b, c, material ) {
  169. var v1 = _vertexPool[ a ];
  170. var v2 = _vertexPool[ b ];
  171. var v3 = _vertexPool[ c ];
  172. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  173. if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  174. _face = getNextFaceInPool();
  175. _face.id = object.id;
  176. _face.v1.copy( v1 );
  177. _face.v2.copy( v2 );
  178. _face.v3.copy( v3 );
  179. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  180. _face.renderOrder = object.renderOrder;
  181. // face normal
  182. _vector3.subVectors( v3.position, v2.position );
  183. _vector4.subVectors( v1.position, v2.position );
  184. _vector3.cross( _vector4 );
  185. _face.normalModel.copy( _vector3 );
  186. _face.normalModel.applyMatrix3( normalMatrix ).normalize();
  187. for ( var i = 0; i < 3; i ++ ) {
  188. var normal = _face.vertexNormalsModel[ i ];
  189. normal.fromArray( normals, arguments[ i ] * 3 );
  190. normal.applyMatrix3( normalMatrix ).normalize();
  191. var uv = _face.uvs[ i ];
  192. uv.fromArray( uvs, arguments[ i ] * 2 );
  193. }
  194. _face.vertexNormalsLength = 3;
  195. _face.material = material;
  196. if ( material.vertexColors ) {
  197. _face.color.fromArray( colors, a * 3 );
  198. }
  199. _renderData.elements.push( _face );
  200. }
  201. }
  202. return {
  203. setObject: setObject,
  204. projectVertex: projectVertex,
  205. checkTriangleVisibility: checkTriangleVisibility,
  206. checkBackfaceCulling: checkBackfaceCulling,
  207. pushVertex: pushVertex,
  208. pushNormal: pushNormal,
  209. pushColor: pushColor,
  210. pushUv: pushUv,
  211. pushLine: pushLine,
  212. pushTriangle: pushTriangle
  213. };
  214. };
  215. var renderList = new RenderList();
  216. function projectObject( object ) {
  217. if ( object.visible === false ) return;
  218. if ( object instanceof THREE.Light ) {
  219. _renderData.lights.push( object );
  220. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
  221. if ( object.material.visible === false ) return;
  222. if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
  223. addObject( object );
  224. } else if ( object instanceof THREE.Sprite ) {
  225. if ( object.material.visible === false ) return;
  226. if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
  227. addObject( object );
  228. }
  229. var children = object.children;
  230. for ( var i = 0, l = children.length; i < l; i ++ ) {
  231. projectObject( children[ i ] );
  232. }
  233. }
  234. function addObject( object ) {
  235. _object = getNextObjectInPool();
  236. _object.id = object.id;
  237. _object.object = object;
  238. _vector3.setFromMatrixPosition( object.matrixWorld );
  239. _vector3.applyMatrix4( _viewProjectionMatrix );
  240. _object.z = _vector3.z;
  241. _object.renderOrder = object.renderOrder;
  242. _renderData.objects.push( _object );
  243. }
  244. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  245. _faceCount = 0;
  246. _lineCount = 0;
  247. _spriteCount = 0;
  248. _renderData.elements.length = 0;
  249. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  250. if ( camera.parent === null ) camera.updateMatrixWorld();
  251. _viewMatrix.copy( camera.matrixWorldInverse );
  252. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  253. _frustum.setFromProjectionMatrix( _viewProjectionMatrix );
  254. //
  255. _objectCount = 0;
  256. _renderData.objects.length = 0;
  257. _renderData.lights.length = 0;
  258. projectObject( scene );
  259. if ( sortObjects === true ) {
  260. _renderData.objects.sort( painterSort );
  261. }
  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 instanceof THREE.Mesh ) {
  271. if ( geometry instanceof THREE.BufferGeometry ) {
  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
  327. ? object.material[ group.materialIndex ]
  328. : object.material;
  329. if ( material === undefined ) continue;
  330. for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  331. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  332. }
  333. }
  334. } else {
  335. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  336. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  337. }
  338. }
  339. } else {
  340. if ( groups.length > 0 ) {
  341. for ( var g = 0; g < groups.length; g ++ ) {
  342. var group = groups[ g ];
  343. material = isMultiMaterial === true
  344. ? object.material[ group.materialIndex ]
  345. : object.material;
  346. if ( material === undefined ) continue;
  347. for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  348. renderList.pushTriangle( i, i + 1, i + 2, material );
  349. }
  350. }
  351. } else {
  352. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  353. renderList.pushTriangle( i, i + 1, i + 2, material );
  354. }
  355. }
  356. }
  357. } else if ( geometry instanceof THREE.Geometry ) {
  358. var vertices = geometry.vertices;
  359. var faces = geometry.faces;
  360. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  361. _normalMatrix.getNormalMatrix( _modelMatrix );
  362. var material = object.material;
  363. var isMultiMaterial = Array.isArray( material );
  364. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  365. var vertex = vertices[ v ];
  366. _vector3.copy( vertex );
  367. if ( material.morphTargets === true ) {
  368. var morphTargets = geometry.morphTargets;
  369. var morphInfluences = object.morphTargetInfluences;
  370. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  371. var influence = morphInfluences[ t ];
  372. if ( influence === 0 ) continue;
  373. var target = morphTargets[ t ];
  374. var targetVertex = target.vertices[ v ];
  375. _vector3.x += ( targetVertex.x - vertex.x ) * influence;
  376. _vector3.y += ( targetVertex.y - vertex.y ) * influence;
  377. _vector3.z += ( targetVertex.z - vertex.z ) * influence;
  378. }
  379. }
  380. renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z );
  381. }
  382. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  383. var face = faces[ f ];
  384. material = isMultiMaterial === true
  385. ? object.material[ face.materialIndex ]
  386. : object.material;
  387. if ( material === undefined ) continue;
  388. var side = material.side;
  389. var v1 = _vertexPool[ face.a ];
  390. var v2 = _vertexPool[ face.b ];
  391. var v3 = _vertexPool[ face.c ];
  392. if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
  393. var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
  394. if ( side !== THREE.DoubleSide ) {
  395. if ( side === THREE.FrontSide && visible === false ) continue;
  396. if ( side === THREE.BackSide && visible === true ) continue;
  397. }
  398. _face = getNextFaceInPool();
  399. _face.id = object.id;
  400. _face.v1.copy( v1 );
  401. _face.v2.copy( v2 );
  402. _face.v3.copy( v3 );
  403. _face.normalModel.copy( face.normal );
  404. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  405. _face.normalModel.negate();
  406. }
  407. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  408. var faceVertexNormals = face.vertexNormals;
  409. for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
  410. var normalModel = _face.vertexNormalsModel[ n ];
  411. normalModel.copy( faceVertexNormals[ n ] );
  412. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  413. normalModel.negate();
  414. }
  415. normalModel.applyMatrix3( _normalMatrix ).normalize();
  416. }
  417. _face.vertexNormalsLength = faceVertexNormals.length;
  418. var vertexUvs = faceVertexUvs[ f ];
  419. if ( vertexUvs !== undefined ) {
  420. for ( var u = 0; u < 3; u ++ ) {
  421. _face.uvs[ u ].copy( vertexUvs[ u ] );
  422. }
  423. }
  424. _face.color = face.color;
  425. _face.material = material;
  426. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  427. _face.renderOrder = object.renderOrder;
  428. _renderData.elements.push( _face );
  429. }
  430. }
  431. } else if ( object instanceof THREE.Line ) {
  432. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  433. if ( geometry instanceof THREE.BufferGeometry ) {
  434. var attributes = geometry.attributes;
  435. if ( attributes.position !== undefined ) {
  436. var positions = attributes.position.array;
  437. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  438. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  439. }
  440. if ( attributes.color !== undefined ) {
  441. var colors = attributes.color.array;
  442. for ( var i = 0, l = colors.length; i < l; i += 3 ) {
  443. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  444. }
  445. }
  446. if ( geometry.index !== null ) {
  447. var indices = geometry.index.array;
  448. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  449. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  450. }
  451. } else {
  452. var step = object instanceof THREE.LineSegments ? 2 : 1;
  453. for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  454. renderList.pushLine( i, i + 1 );
  455. }
  456. }
  457. }
  458. } else if ( geometry instanceof THREE.Geometry ) {
  459. var vertices = object.geometry.vertices;
  460. if ( vertices.length === 0 ) continue;
  461. v1 = getNextVertexInPool();
  462. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  463. var step = object instanceof THREE.LineSegments ? 2 : 1;
  464. for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
  465. v1 = getNextVertexInPool();
  466. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  467. if ( ( v + 1 ) % step > 0 ) continue;
  468. v2 = _vertexPool[ _vertexCount - 2 ];
  469. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  470. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  471. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  472. // Perform the perspective divide
  473. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  474. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  475. _line = getNextLineInPool();
  476. _line.id = object.id;
  477. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  478. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  479. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  480. _line.renderOrder = object.renderOrder;
  481. _line.material = object.material;
  482. if ( object.material.vertexColors ) {
  483. _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
  484. _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
  485. }
  486. _renderData.elements.push( _line );
  487. }
  488. }
  489. }
  490. } else if ( object instanceof THREE.Points ) {
  491. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  492. if ( geometry instanceof THREE.Geometry ) {
  493. var vertices = object.geometry.vertices;
  494. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  495. var vertex = vertices[ v ];
  496. _vector4.set( vertex.x, vertex.y, vertex.z, 1 );
  497. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  498. pushPoint( _vector4, object, camera );
  499. }
  500. } else if ( geometry instanceof THREE.BufferGeometry ) {
  501. var attributes = geometry.attributes;
  502. if ( attributes.position !== undefined ) {
  503. var positions = attributes.position.array;
  504. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  505. _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
  506. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  507. pushPoint( _vector4, object, camera );
  508. }
  509. }
  510. }
  511. } else if ( object instanceof THREE.Sprite ) {
  512. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  513. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  514. _vector4.applyMatrix4( _viewProjectionMatrix );
  515. pushPoint( _vector4, object, camera );
  516. }
  517. }
  518. if ( sortElements === true ) {
  519. _renderData.elements.sort( painterSort );
  520. }
  521. return _renderData;
  522. };
  523. function pushPoint( _vector4, object, camera ) {
  524. var invW = 1 / _vector4.w;
  525. _vector4.z *= invW;
  526. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  527. _sprite = getNextSpriteInPool();
  528. _sprite.id = object.id;
  529. _sprite.x = _vector4.x * invW;
  530. _sprite.y = _vector4.y * invW;
  531. _sprite.z = _vector4.z;
  532. _sprite.renderOrder = object.renderOrder;
  533. _sprite.object = object;
  534. _sprite.rotation = object.rotation;
  535. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  536. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  537. _sprite.material = object.material;
  538. _renderData.elements.push( _sprite );
  539. }
  540. }
  541. // Pools
  542. function getNextObjectInPool() {
  543. if ( _objectCount === _objectPoolLength ) {
  544. var object = new THREE.RenderableObject();
  545. _objectPool.push( object );
  546. _objectPoolLength ++;
  547. _objectCount ++;
  548. return object;
  549. }
  550. return _objectPool[ _objectCount ++ ];
  551. }
  552. function getNextVertexInPool() {
  553. if ( _vertexCount === _vertexPoolLength ) {
  554. var vertex = new THREE.RenderableVertex();
  555. _vertexPool.push( vertex );
  556. _vertexPoolLength ++;
  557. _vertexCount ++;
  558. return vertex;
  559. }
  560. return _vertexPool[ _vertexCount ++ ];
  561. }
  562. function getNextFaceInPool() {
  563. if ( _faceCount === _facePoolLength ) {
  564. var face = new THREE.RenderableFace();
  565. _facePool.push( face );
  566. _facePoolLength ++;
  567. _faceCount ++;
  568. return face;
  569. }
  570. return _facePool[ _faceCount ++ ];
  571. }
  572. function getNextLineInPool() {
  573. if ( _lineCount === _linePoolLength ) {
  574. var line = new THREE.RenderableLine();
  575. _linePool.push( line );
  576. _linePoolLength ++;
  577. _lineCount ++;
  578. return line;
  579. }
  580. return _linePool[ _lineCount ++ ];
  581. }
  582. function getNextSpriteInPool() {
  583. if ( _spriteCount === _spritePoolLength ) {
  584. var sprite = new THREE.RenderableSprite();
  585. _spritePool.push( sprite );
  586. _spritePoolLength ++;
  587. _spriteCount ++;
  588. return sprite;
  589. }
  590. return _spritePool[ _spriteCount ++ ];
  591. }
  592. //
  593. function painterSort( a, b ) {
  594. if ( a.renderOrder !== b.renderOrder ) {
  595. return a.renderOrder - b.renderOrder;
  596. } else if ( a.z !== b.z ) {
  597. return b.z - a.z;
  598. } else if ( a.id !== b.id ) {
  599. return a.id - b.id;
  600. } else {
  601. return 0;
  602. }
  603. }
  604. function clipLine( s1, s2 ) {
  605. var alpha1 = 0, alpha2 = 1,
  606. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  607. // Z = -1 and Z = +1, respectively.
  608. bc1near = s1.z + s1.w,
  609. bc2near = s2.z + s2.w,
  610. bc1far = - s1.z + s1.w,
  611. bc2far = - s2.z + s2.w;
  612. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  613. // Both vertices lie entirely within all clip planes.
  614. return true;
  615. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  616. // Both vertices lie entirely outside one of the clip planes.
  617. return false;
  618. } else {
  619. // The line segment spans at least one clip plane.
  620. if ( bc1near < 0 ) {
  621. // v1 lies outside the near plane, v2 inside
  622. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  623. } else if ( bc2near < 0 ) {
  624. // v2 lies outside the near plane, v1 inside
  625. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  626. }
  627. if ( bc1far < 0 ) {
  628. // v1 lies outside the far plane, v2 inside
  629. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  630. } else if ( bc2far < 0 ) {
  631. // v2 lies outside the far plane, v2 inside
  632. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  633. }
  634. if ( alpha2 < alpha1 ) {
  635. // The line segment spans two boundaries, but is outside both of them.
  636. // (This can't happen when we're only clipping against just near/far but good
  637. // to leave the check here for future usage if other clip planes are added.)
  638. return false;
  639. } else {
  640. // Update the s1 and s2 vertices to match the clipped line segment.
  641. s1.lerp( s2, alpha1 );
  642. s2.lerp( s1, 1 - alpha2 );
  643. return true;
  644. }
  645. }
  646. }
  647. };