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- import {
- Box3,
- Color,
- DoubleSide,
- Frustum,
- Matrix3,
- Matrix4,
- Vector2,
- Vector3,
- Vector4
- } from 'three';
- class RenderableObject {
- constructor() {
- this.id = 0;
- this.object = null;
- this.z = 0;
- this.renderOrder = 0;
- }
- }
- //
- class RenderableFace {
- constructor() {
- this.id = 0;
- this.v1 = new RenderableVertex();
- this.v2 = new RenderableVertex();
- this.v3 = new RenderableVertex();
- this.normalModel = new Vector3();
- this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
- this.vertexNormalsLength = 0;
- this.color = new Color();
- this.material = null;
- this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
- this.z = 0;
- this.renderOrder = 0;
- }
- }
- //
- class RenderableVertex {
- constructor() {
- this.position = new Vector3();
- this.positionWorld = new Vector3();
- this.positionScreen = new Vector4();
- this.visible = true;
- }
- copy( vertex ) {
- this.positionWorld.copy( vertex.positionWorld );
- this.positionScreen.copy( vertex.positionScreen );
- }
- }
- //
- class RenderableLine {
- constructor() {
- this.id = 0;
- this.v1 = new RenderableVertex();
- this.v2 = new RenderableVertex();
- this.vertexColors = [ new Color(), new Color() ];
- this.material = null;
- this.z = 0;
- this.renderOrder = 0;
- }
- }
- //
- class RenderableSprite {
- constructor() {
- this.id = 0;
- this.object = null;
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.rotation = 0;
- this.scale = new Vector2();
- this.material = null;
- this.renderOrder = 0;
- }
- }
- /**
- * This class can project a given scene in 3D space into a 2D representation
- * used for rendering with a 2D API. `Projector` is currently used by {@link SVGRenderer}
- * and was previously used by the legacy `CanvasRenderer`.
- *
- * @three_import import { Projector } from 'three/addons/renderers/Projector.js';
- */
- class Projector {
- /**
- * Constructs a new projector.
- */
- constructor() {
- let _object, _objectCount, _objectPoolLength = 0,
- _vertex, _vertexCount, _vertexPoolLength = 0,
- _face, _faceCount, _facePoolLength = 0,
- _line, _lineCount, _linePoolLength = 0,
- _sprite, _spriteCount, _spritePoolLength = 0,
- _modelMatrix, _clipInput = [], _clipOutput = [];
- const
- _renderData = { objects: [], lights: [], elements: [] },
- _vector3 = new Vector3(),
- _vector4 = new Vector4(),
- _clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
- _boundingBox = new Box3(),
- _points3 = new Array( 3 ),
- _viewMatrix = new Matrix4(),
- _viewProjectionMatrix = new Matrix4(),
- _modelViewProjectionMatrix = new Matrix4(),
- _frustum = new Frustum(),
- _objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = [],
- _clipVertexPool = [],
- _clipPos1 = new Vector4(),
- _clipPos2 = new Vector4(),
- _clipPos3 = new Vector4(),
- _screenVertexPool = [],
- _clipInputVertices = [ null, null, null ],
- _clipPlanes = [
- { sign: + 1 },
- { sign: - 1 }
- ];
- //
- function RenderList() {
- const normals = [];
- const colors = [];
- const uvs = [];
- let object = null;
- const normalMatrix = new Matrix3();
- function setObject( value ) {
- object = value;
- normalMatrix.getNormalMatrix( object.matrixWorld );
- normals.length = 0;
- colors.length = 0;
- uvs.length = 0;
- }
- function projectVertex( vertex ) {
- const position = vertex.position;
- const positionWorld = vertex.positionWorld;
- const positionScreen = vertex.positionScreen;
- positionWorld.copy( position ).applyMatrix4( _modelMatrix );
- positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
- const invW = 1 / positionScreen.w;
- positionScreen.x *= invW;
- positionScreen.y *= invW;
- positionScreen.z *= invW;
- vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
- positionScreen.y >= - 1 && positionScreen.y <= 1 &&
- positionScreen.z >= - 1 && positionScreen.z <= 1;
- }
- function pushVertex( x, y, z ) {
- _vertex = getNextVertexInPool();
- _vertex.position.set( x, y, z );
- projectVertex( _vertex );
- }
- function pushNormal( x, y, z ) {
- normals.push( x, y, z );
- }
- function pushColor( r, g, b ) {
- colors.push( r, g, b );
- }
- function pushUv( x, y ) {
- uvs.push( x, y );
- }
- function checkTriangleVisibility( v1, v2, v3 ) {
- if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
- _points3[ 0 ] = v1.positionScreen;
- _points3[ 1 ] = v2.positionScreen;
- _points3[ 2 ] = v3.positionScreen;
- return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
- }
- function checkBackfaceCulling( v1, v2, v3 ) {
- return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
- ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v3.positionScreen.y - v1.positionScreen.y ) *
- ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
- }
- function pushLine( a, b ) {
- const v1 = _vertexPool[ a ];
- const v2 = _vertexPool[ b ];
- // Clip
- v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
- v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
- if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
- // Perform the perspective divide
- v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
- v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
- _line = getNextLineInPool();
- _line.id = object.id;
- _line.v1.copy( v1 );
- _line.v2.copy( v2 );
- _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
- _line.renderOrder = object.renderOrder;
- _line.material = object.material;
- if ( object.material.vertexColors ) {
- _line.vertexColors[ 0 ].fromArray( colors, a * 3 );
- _line.vertexColors[ 1 ].fromArray( colors, b * 3 );
- }
- _renderData.elements.push( _line );
- }
- }
- function pushTriangle( a, b, c, material ) {
- const v1 = _vertexPool[ a ];
- const v2 = _vertexPool[ b ];
- const v3 = _vertexPool[ c ];
- // Get homogeneous clip space positions (before perspective divide)
- _clipPos1.copy( v1.positionWorld ).applyMatrix4( _viewProjectionMatrix );
- _clipPos2.copy( v2.positionWorld ).applyMatrix4( _viewProjectionMatrix );
- _clipPos3.copy( v3.positionWorld ).applyMatrix4( _viewProjectionMatrix );
- // Check if triangle needs clipping
- const nearDist1 = _clipPos1.z + _clipPos1.w;
- const nearDist2 = _clipPos2.z + _clipPos2.w;
- const nearDist3 = _clipPos3.z + _clipPos3.w;
- const farDist1 = - _clipPos1.z + _clipPos1.w;
- const farDist2 = - _clipPos2.z + _clipPos2.w;
- const farDist3 = - _clipPos3.z + _clipPos3.w;
- // Check if completely outside
- if ( ( nearDist1 < 0 && nearDist2 < 0 && nearDist3 < 0 ) ||
- ( farDist1 < 0 && farDist2 < 0 && farDist3 < 0 ) ) {
- return; // Triangle completely clipped
- }
- // Check if completely inside (no clipping needed)
- if ( nearDist1 >= 0 && nearDist2 >= 0 && nearDist3 >= 0 &&
- farDist1 >= 0 && farDist2 >= 0 && farDist3 >= 0 ) {
- // No clipping needed - use original path
- if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
- if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
- _face = getNextFaceInPool();
- _face.id = object.id;
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
- _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
- _face.renderOrder = object.renderOrder;
- // face normal
- _vector3.subVectors( v3.position, v2.position );
- _vector4.subVectors( v1.position, v2.position );
- _vector3.cross( _vector4 );
- _face.normalModel.copy( _vector3 );
- _face.normalModel.applyMatrix3( normalMatrix ).normalize();
- for ( let i = 0; i < 3; i ++ ) {
- const normal = _face.vertexNormalsModel[ i ];
- normal.fromArray( normals, arguments[ i ] * 3 );
- normal.applyMatrix3( normalMatrix ).normalize();
- const uv = _face.uvs[ i ];
- uv.fromArray( uvs, arguments[ i ] * 2 );
- }
- _face.vertexNormalsLength = 3;
- _face.material = material;
- if ( material.vertexColors ) {
- _face.color.fromArray( colors, a * 3 );
- }
- _renderData.elements.push( _face );
- }
- return;
- }
- // Triangle needs clipping
- _clipInputVertices[ 0 ] = _clipPos1;
- _clipInputVertices[ 1 ] = _clipPos2;
- _clipInputVertices[ 2 ] = _clipPos3;
- const clippedCount = clipTriangle( _clipInputVertices );
- if ( clippedCount < 3 ) return; // Triangle completely clipped
- // Perform perspective divide on clipped vertices and create screen vertices
- for ( let i = 0; i < clippedCount; i ++ ) {
- const cv = _clipInput[ i ];
- // Get or create renderable vertex from pool
- let sv = _screenVertexPool[ i ];
- if ( ! sv ) {
- sv = new RenderableVertex();
- _screenVertexPool[ i ] = sv;
- }
- // Perform perspective divide
- const invW = 1 / cv.w;
- sv.positionScreen.set( cv.x * invW, cv.y * invW, cv.z * invW, 1 );
- // Interpolate world position (simplified - using weighted average based on barycentric-like coords)
- // For a proper implementation, we'd need to track interpolation weights
- sv.positionWorld.copy( v1.positionWorld );
- sv.visible = true;
- }
- // Triangulate the clipped polygon (simple fan triangulation)
- for ( let i = 1; i < clippedCount - 1; i ++ ) {
- const tv1 = _screenVertexPool[ 0 ];
- const tv2 = _screenVertexPool[ i ];
- const tv3 = _screenVertexPool[ i + 1 ];
- if ( material.side === DoubleSide || checkBackfaceCulling( tv1, tv2, tv3 ) === true ) {
- _face = getNextFaceInPool();
- _face.id = object.id;
- _face.v1.copy( tv1 );
- _face.v2.copy( tv2 );
- _face.v3.copy( tv3 );
- _face.z = ( tv1.positionScreen.z + tv2.positionScreen.z + tv3.positionScreen.z ) / 3;
- _face.renderOrder = object.renderOrder;
- // face normal - use original triangle's normal
- _vector3.subVectors( v3.position, v2.position );
- _vector4.subVectors( v1.position, v2.position );
- _vector3.cross( _vector4 );
- _face.normalModel.copy( _vector3 );
- _face.normalModel.applyMatrix3( normalMatrix ).normalize();
- // Use original vertex normals and UVs (simplified - proper impl would interpolate)
- for ( let j = 0; j < 3; j ++ ) {
- const normal = _face.vertexNormalsModel[ j ];
- normal.fromArray( normals, arguments[ j ] * 3 );
- normal.applyMatrix3( normalMatrix ).normalize();
- const uv = _face.uvs[ j ];
- uv.fromArray( uvs, arguments[ j ] * 2 );
- }
- _face.vertexNormalsLength = 3;
- _face.material = material;
- if ( material.vertexColors ) {
- _face.color.fromArray( colors, a * 3 );
- }
- _renderData.elements.push( _face );
- }
- }
- }
- return {
- setObject: setObject,
- projectVertex: projectVertex,
- checkTriangleVisibility: checkTriangleVisibility,
- checkBackfaceCulling: checkBackfaceCulling,
- pushVertex: pushVertex,
- pushNormal: pushNormal,
- pushColor: pushColor,
- pushUv: pushUv,
- pushLine: pushLine,
- pushTriangle: pushTriangle
- };
- }
- const renderList = new RenderList();
- function projectObject( object ) {
- if ( object.visible === false ) return;
- if ( object.isLight ) {
- _renderData.lights.push( object );
- } else if ( object.isMesh || object.isLine || object.isPoints ) {
- if ( object.material.visible === false ) return;
- if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
- addObject( object );
- } else if ( object.isSprite ) {
- if ( object.material.visible === false ) return;
- if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
- addObject( object );
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- projectObject( children[ i ] );
- }
- }
- function addObject( object ) {
- _object = getNextObjectInPool();
- _object.id = object.id;
- _object.object = object;
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyMatrix4( _viewProjectionMatrix );
- _object.z = _vector3.z;
- _object.renderOrder = object.renderOrder;
- _renderData.objects.push( _object );
- }
- /**
- * Projects the given scene in 3D space into a 2D representation. The result
- * is an object with renderable items.
- *
- * @param {Object3D} scene - A scene or any other type of 3D object.
- * @param {Camera} camera - The camera.
- * @param {boolean} sortObjects - Whether to sort objects or not.
- * @param {boolean} sortElements - Whether to sort elements (faces, lines and sprites) or not.
- * @return {{objects:Array<Objects>,lights:Array<Objects>,elements:Array<Objects>}} The projected scene as renderable objects.
- */
- this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
- _faceCount = 0;
- _lineCount = 0;
- _spriteCount = 0;
- _renderData.elements.length = 0;
- if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
- if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
- _viewMatrix.copy( camera.matrixWorldInverse );
- _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
- _frustum.setFromProjectionMatrix( _viewProjectionMatrix );
- //
- _objectCount = 0;
- _renderData.objects.length = 0;
- _renderData.lights.length = 0;
- projectObject( scene );
- if ( sortObjects === true ) {
- painterSortStable( _renderData.objects, 0, _renderData.objects.length );
- }
- //
- const objects = _renderData.objects;
- for ( let o = 0, ol = objects.length; o < ol; o ++ ) {
- const object = objects[ o ].object;
- const geometry = object.geometry;
- renderList.setObject( object );
- _modelMatrix = object.matrixWorld;
- _vertexCount = 0;
- if ( object.isMesh ) {
- let material = object.material;
- const isMultiMaterial = Array.isArray( material );
- const attributes = geometry.attributes;
- const groups = geometry.groups;
- if ( attributes.position === undefined ) continue;
- const positions = attributes.position.array;
- for ( let i = 0, l = positions.length; i < l; i += 3 ) {
- let x = positions[ i ];
- let y = positions[ i + 1 ];
- let z = positions[ i + 2 ];
- const morphTargets = geometry.morphAttributes.position;
- if ( morphTargets !== undefined ) {
- const morphTargetsRelative = geometry.morphTargetsRelative;
- const morphInfluences = object.morphTargetInfluences;
- for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) {
- const influence = morphInfluences[ t ];
- if ( influence === 0 ) continue;
- const target = morphTargets[ t ];
- if ( morphTargetsRelative ) {
- x += target.getX( i / 3 ) * influence;
- y += target.getY( i / 3 ) * influence;
- z += target.getZ( i / 3 ) * influence;
- } else {
- x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
- y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
- z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
- }
- }
- }
- renderList.pushVertex( x, y, z );
- }
- if ( attributes.normal !== undefined ) {
- const normals = attributes.normal.array;
- for ( let i = 0, l = normals.length; i < l; i += 3 ) {
- renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
- }
- }
- if ( attributes.color !== undefined ) {
- const colors = attributes.color.array;
- for ( let i = 0, l = colors.length; i < l; i += 3 ) {
- renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
- }
- }
- if ( attributes.uv !== undefined ) {
- const uvs = attributes.uv.array;
- for ( let i = 0, l = uvs.length; i < l; i += 2 ) {
- renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
- }
- }
- if ( geometry.index !== null ) {
- const indices = geometry.index.array;
- if ( groups.length > 0 ) {
- for ( let g = 0; g < groups.length; g ++ ) {
- const group = groups[ g ];
- material = isMultiMaterial === true
- ? object.material[ group.materialIndex ]
- : object.material;
- if ( material === undefined ) continue;
- for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
- renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
- }
- }
- } else {
- for ( let i = 0, l = indices.length; i < l; i += 3 ) {
- renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
- }
- }
- } else {
- if ( groups.length > 0 ) {
- for ( let g = 0; g < groups.length; g ++ ) {
- const group = groups[ g ];
- material = isMultiMaterial === true
- ? object.material[ group.materialIndex ]
- : object.material;
- if ( material === undefined ) continue;
- for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
- renderList.pushTriangle( i, i + 1, i + 2, material );
- }
- }
- } else {
- for ( let i = 0, l = positions.length / 3; i < l; i += 3 ) {
- renderList.pushTriangle( i, i + 1, i + 2, material );
- }
- }
- }
- } else if ( object.isLine ) {
- _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
- const attributes = geometry.attributes;
- if ( attributes.position !== undefined ) {
- const positions = attributes.position.array;
- for ( let i = 0, l = positions.length; i < l; i += 3 ) {
- renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- }
- if ( attributes.color !== undefined ) {
- const colors = attributes.color.array;
- for ( let i = 0, l = colors.length; i < l; i += 3 ) {
- renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
- }
- }
- if ( geometry.index !== null ) {
- const indices = geometry.index.array;
- for ( let i = 0, l = indices.length; i < l; i += 2 ) {
- renderList.pushLine( indices[ i ], indices[ i + 1 ] );
- }
- } else {
- const step = object.isLineSegments ? 2 : 1;
- for ( let i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
- renderList.pushLine( i, i + 1 );
- }
- }
- }
- } else if ( object.isPoints ) {
- _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
- const attributes = geometry.attributes;
- if ( attributes.position !== undefined ) {
- const positions = attributes.position.array;
- for ( let i = 0, l = positions.length; i < l; i += 3 ) {
- _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
- _vector4.applyMatrix4( _modelViewProjectionMatrix );
- pushPoint( _vector4, object, camera );
- }
- }
- } else if ( object.isSprite ) {
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
- _vector4.applyMatrix4( _viewProjectionMatrix );
- pushPoint( _vector4, object, camera );
- }
- }
- if ( sortElements === true ) {
- painterSortStable( _renderData.elements, 0, _renderData.elements.length );
- }
- return _renderData;
- };
- function pushPoint( _vector4, object, camera ) {
- const invW = 1 / _vector4.w;
- _vector4.z *= invW;
- if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
- _sprite = getNextSpriteInPool();
- _sprite.id = object.id;
- _sprite.x = _vector4.x * invW;
- _sprite.y = _vector4.y * invW;
- _sprite.z = _vector4.z;
- _sprite.renderOrder = object.renderOrder;
- _sprite.object = object;
- _sprite.rotation = object.rotation;
- _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
- _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
- _sprite.material = object.material;
- _renderData.elements.push( _sprite );
- }
- }
- // Pools
- function getNextObjectInPool() {
- if ( _objectCount === _objectPoolLength ) {
- const object = new RenderableObject();
- _objectPool.push( object );
- _objectPoolLength ++;
- _objectCount ++;
- return object;
- }
- return _objectPool[ _objectCount ++ ];
- }
- function getNextVertexInPool() {
- if ( _vertexCount === _vertexPoolLength ) {
- const vertex = new RenderableVertex();
- _vertexPool.push( vertex );
- _vertexPoolLength ++;
- _vertexCount ++;
- return vertex;
- }
- return _vertexPool[ _vertexCount ++ ];
- }
- function getNextFaceInPool() {
- if ( _faceCount === _facePoolLength ) {
- const face = new RenderableFace();
- _facePool.push( face );
- _facePoolLength ++;
- _faceCount ++;
- return face;
- }
- return _facePool[ _faceCount ++ ];
- }
- function getNextLineInPool() {
- if ( _lineCount === _linePoolLength ) {
- const line = new RenderableLine();
- _linePool.push( line );
- _linePoolLength ++;
- _lineCount ++;
- return line;
- }
- return _linePool[ _lineCount ++ ];
- }
- function getNextSpriteInPool() {
- if ( _spriteCount === _spritePoolLength ) {
- const sprite = new RenderableSprite();
- _spritePool.push( sprite );
- _spritePoolLength ++;
- _spriteCount ++;
- return sprite;
- }
- return _spritePool[ _spriteCount ++ ];
- }
- //
- function painterSort( a, b ) {
- if ( a.renderOrder !== b.renderOrder ) {
- return a.renderOrder - b.renderOrder;
- } else if ( a.z !== b.z ) {
- return b.z - a.z;
- } else if ( a.id !== b.id ) {
- return a.id - b.id;
- } else {
- return 0;
- }
- }
- function painterSortStable( array, start, length ) {
- // A stable insertion sort for sorting render items
- // This avoids the GC overhead of Array.prototype.sort()
- for ( let i = start + 1; i < start + length; i ++ ) {
- const item = array[ i ];
- let j = i - 1;
- while ( j >= start && painterSort( array[ j ], item ) > 0 ) {
- array[ j + 1 ] = array[ j ];
- j --;
- }
- array[ j + 1 ] = item;
- }
- }
- // Sutherland-Hodgman triangle clipping in homogeneous clip space
- // Returns count of vertices in clipped polygon (0 if completely clipped, 3+ if partially clipped)
- // Result vertices are in _clipInput array
- function clipTriangle( vertices ) {
- // Initialize input with the three input vertices
- _clipInput[ 0 ] = vertices[ 0 ];
- _clipInput[ 1 ] = vertices[ 1 ];
- _clipInput[ 2 ] = vertices[ 2 ];
- let inputCount = 3;
- let outputCount = 0;
- for ( let p = 0; p < _clipPlanes.length; p ++ ) {
- const plane = _clipPlanes[ p ];
- outputCount = 0;
- if ( inputCount === 0 ) break;
- for ( let i = 0; i < inputCount; i ++ ) {
- const v1 = _clipInput[ i ];
- const v2 = _clipInput[ ( i + 1 ) % inputCount ];
- const d1 = plane.sign * v1.z + v1.w;
- const d2 = plane.sign * v2.z + v2.w;
- const v1Inside = d1 >= 0;
- const v2Inside = d2 >= 0;
- if ( v1Inside && v2Inside ) {
- // Both inside - add v1
- _clipOutput[ outputCount ++ ] = v1;
- } else if ( v1Inside && ! v2Inside ) {
- // v1 inside, v2 outside - add v1 and intersection
- _clipOutput[ outputCount ++ ] = v1;
- const t = d1 / ( d1 - d2 );
- let intersection = _clipVertexPool[ outputCount ];
- if ( ! intersection ) {
- intersection = new Vector4();
- _clipVertexPool[ outputCount ] = intersection;
- }
- intersection.lerpVectors( v1, v2, t );
- _clipOutput[ outputCount ++ ] = intersection;
- } else if ( ! v1Inside && v2Inside ) {
- // v1 outside, v2 inside - add intersection only
- const t = d1 / ( d1 - d2 );
- let intersection = _clipVertexPool[ outputCount ];
- if ( ! intersection ) {
- intersection = new Vector4();
- _clipVertexPool[ outputCount ] = intersection;
- }
- intersection.lerpVectors( v1, v2, t );
- _clipOutput[ outputCount ++ ] = intersection;
- }
- // Both outside - add nothing
- }
- // Swap input/output
- const temp = _clipInput;
- _clipInput = _clipOutput;
- _clipOutput = temp;
- inputCount = outputCount;
- }
- return inputCount;
- }
- function clipLine( s1, s2 ) {
- let alpha1 = 0, alpha2 = 1;
- // Calculate the boundary coordinate of each vertex for the near and far clip planes,
- // Z = -1 and Z = +1, respectively.
- const bc1near = s1.z + s1.w,
- bc2near = s2.z + s2.w,
- bc1far = - s1.z + s1.w,
- bc2far = - s2.z + s2.w;
- if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
- // Both vertices lie entirely within all clip planes.
- return true;
- } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
- // Both vertices lie entirely outside one of the clip planes.
- return false;
- } else {
- // The line segment spans at least one clip plane.
- if ( bc1near < 0 ) {
- // v1 lies outside the near plane, v2 inside
- alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
- } else if ( bc2near < 0 ) {
- // v2 lies outside the near plane, v1 inside
- alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
- }
- if ( bc1far < 0 ) {
- // v1 lies outside the far plane, v2 inside
- alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
- } else if ( bc2far < 0 ) {
- // v2 lies outside the far plane, v2 inside
- alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
- }
- if ( alpha2 < alpha1 ) {
- // The line segment spans two boundaries, but is outside both of them.
- // (This can't happen when we're only clipping against just near/far but good
- // to leave the check here for future usage if other clip planes are added.)
- return false;
- } else {
- // Update the s1 and s2 vertices to match the clipped line segment.
- s1.lerp( s2, alpha1 );
- s2.lerp( s1, 1 - alpha2 );
- return true;
- }
- }
- }
- }
- }
- export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector };
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