Projector.js 25 KB

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