Projector.js 20 KB

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  1. import {
  2. Box3,
  3. Color,
  4. DoubleSide,
  5. Frustum,
  6. Matrix3,
  7. Matrix4,
  8. Vector2,
  9. Vector3,
  10. Vector4
  11. } from 'three';
  12. class RenderableObject {
  13. constructor() {
  14. this.id = 0;
  15. this.object = null;
  16. this.z = 0;
  17. this.renderOrder = 0;
  18. }
  19. }
  20. //
  21. class RenderableFace {
  22. constructor() {
  23. this.id = 0;
  24. this.v1 = new RenderableVertex();
  25. this.v2 = new RenderableVertex();
  26. this.v3 = new RenderableVertex();
  27. this.normalModel = new Vector3();
  28. this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
  29. this.vertexNormalsLength = 0;
  30. this.color = new Color();
  31. this.material = null;
  32. this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
  33. this.z = 0;
  34. this.renderOrder = 0;
  35. }
  36. }
  37. //
  38. class RenderableVertex {
  39. constructor() {
  40. this.position = new Vector3();
  41. this.positionWorld = new Vector3();
  42. this.positionScreen = new Vector4();
  43. this.visible = true;
  44. }
  45. copy( vertex ) {
  46. this.positionWorld.copy( vertex.positionWorld );
  47. this.positionScreen.copy( vertex.positionScreen );
  48. }
  49. }
  50. //
  51. class RenderableLine {
  52. constructor() {
  53. this.id = 0;
  54. this.v1 = new RenderableVertex();
  55. this.v2 = new RenderableVertex();
  56. this.vertexColors = [ new Color(), new Color() ];
  57. this.material = null;
  58. this.z = 0;
  59. this.renderOrder = 0;
  60. }
  61. }
  62. //
  63. class RenderableSprite {
  64. constructor() {
  65. this.id = 0;
  66. this.object = null;
  67. this.x = 0;
  68. this.y = 0;
  69. this.z = 0;
  70. this.rotation = 0;
  71. this.scale = new Vector2();
  72. this.material = null;
  73. this.renderOrder = 0;
  74. }
  75. }
  76. /**
  77. * This class can project a given scene in 3D space into a 2D representation
  78. * used for rendering with a 2D API. `Projector` is currently used by {@link SVGRenderer}
  79. * and was previously used by the legacy `CanvasRenderer`.
  80. */
  81. class Projector {
  82. /**
  83. * Constructs a new projector.
  84. */
  85. constructor() {
  86. let _object, _objectCount, _objectPoolLength = 0,
  87. _vertex, _vertexCount, _vertexPoolLength = 0,
  88. _face, _faceCount, _facePoolLength = 0,
  89. _line, _lineCount, _linePoolLength = 0,
  90. _sprite, _spriteCount, _spritePoolLength = 0,
  91. _modelMatrix;
  92. const
  93. _renderData = { objects: [], lights: [], elements: [] },
  94. _vector3 = new Vector3(),
  95. _vector4 = new Vector4(),
  96. _clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
  97. _boundingBox = new Box3(),
  98. _points3 = new Array( 3 ),
  99. _viewMatrix = new Matrix4(),
  100. _viewProjectionMatrix = new Matrix4(),
  101. _modelViewProjectionMatrix = new Matrix4(),
  102. _frustum = new Frustum(),
  103. _objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = [];
  104. //
  105. function RenderList() {
  106. const normals = [];
  107. const colors = [];
  108. const uvs = [];
  109. let object = null;
  110. const normalMatrix = new Matrix3();
  111. function setObject( value ) {
  112. object = value;
  113. normalMatrix.getNormalMatrix( object.matrixWorld );
  114. normals.length = 0;
  115. colors.length = 0;
  116. uvs.length = 0;
  117. }
  118. function projectVertex( vertex ) {
  119. const position = vertex.position;
  120. const positionWorld = vertex.positionWorld;
  121. const positionScreen = vertex.positionScreen;
  122. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  123. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  124. const invW = 1 / positionScreen.w;
  125. positionScreen.x *= invW;
  126. positionScreen.y *= invW;
  127. positionScreen.z *= invW;
  128. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  129. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  130. positionScreen.z >= - 1 && positionScreen.z <= 1;
  131. }
  132. function pushVertex( x, y, z ) {
  133. _vertex = getNextVertexInPool();
  134. _vertex.position.set( x, y, z );
  135. projectVertex( _vertex );
  136. }
  137. function pushNormal( x, y, z ) {
  138. normals.push( x, y, z );
  139. }
  140. function pushColor( r, g, b ) {
  141. colors.push( r, g, b );
  142. }
  143. function pushUv( x, y ) {
  144. uvs.push( x, y );
  145. }
  146. function checkTriangleVisibility( v1, v2, v3 ) {
  147. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  148. _points3[ 0 ] = v1.positionScreen;
  149. _points3[ 1 ] = v2.positionScreen;
  150. _points3[ 2 ] = v3.positionScreen;
  151. return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
  152. }
  153. function checkBackfaceCulling( v1, v2, v3 ) {
  154. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  155. ( v2.positionScreen.y - v1.positionScreen.y ) -
  156. ( v3.positionScreen.y - v1.positionScreen.y ) *
  157. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  158. }
  159. function pushLine( a, b ) {
  160. const v1 = _vertexPool[ a ];
  161. const v2 = _vertexPool[ b ];
  162. // Clip
  163. v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
  164. v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
  165. if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
  166. // Perform the perspective divide
  167. v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
  168. v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
  169. _line = getNextLineInPool();
  170. _line.id = object.id;
  171. _line.v1.copy( v1 );
  172. _line.v2.copy( v2 );
  173. _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
  174. _line.renderOrder = object.renderOrder;
  175. _line.material = object.material;
  176. if ( object.material.vertexColors ) {
  177. _line.vertexColors[ 0 ].fromArray( colors, a * 3 );
  178. _line.vertexColors[ 1 ].fromArray( colors, b * 3 );
  179. }
  180. _renderData.elements.push( _line );
  181. }
  182. }
  183. function pushTriangle( a, b, c, material ) {
  184. const v1 = _vertexPool[ a ];
  185. const v2 = _vertexPool[ b ];
  186. const v3 = _vertexPool[ c ];
  187. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  188. if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  189. _face = getNextFaceInPool();
  190. _face.id = object.id;
  191. _face.v1.copy( v1 );
  192. _face.v2.copy( v2 );
  193. _face.v3.copy( v3 );
  194. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  195. _face.renderOrder = object.renderOrder;
  196. // face normal
  197. _vector3.subVectors( v3.position, v2.position );
  198. _vector4.subVectors( v1.position, v2.position );
  199. _vector3.cross( _vector4 );
  200. _face.normalModel.copy( _vector3 );
  201. _face.normalModel.applyMatrix3( normalMatrix ).normalize();
  202. for ( let i = 0; i < 3; i ++ ) {
  203. const normal = _face.vertexNormalsModel[ i ];
  204. normal.fromArray( normals, arguments[ i ] * 3 );
  205. normal.applyMatrix3( normalMatrix ).normalize();
  206. const uv = _face.uvs[ i ];
  207. uv.fromArray( uvs, arguments[ i ] * 2 );
  208. }
  209. _face.vertexNormalsLength = 3;
  210. _face.material = material;
  211. if ( material.vertexColors ) {
  212. _face.color.fromArray( colors, a * 3 );
  213. }
  214. _renderData.elements.push( _face );
  215. }
  216. }
  217. return {
  218. setObject: setObject,
  219. projectVertex: projectVertex,
  220. checkTriangleVisibility: checkTriangleVisibility,
  221. checkBackfaceCulling: checkBackfaceCulling,
  222. pushVertex: pushVertex,
  223. pushNormal: pushNormal,
  224. pushColor: pushColor,
  225. pushUv: pushUv,
  226. pushLine: pushLine,
  227. pushTriangle: pushTriangle
  228. };
  229. }
  230. const renderList = new RenderList();
  231. function projectObject( object ) {
  232. if ( object.visible === false ) return;
  233. if ( object.isLight ) {
  234. _renderData.lights.push( object );
  235. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  236. if ( object.material.visible === false ) return;
  237. if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
  238. addObject( object );
  239. } else if ( object.isSprite ) {
  240. if ( object.material.visible === false ) return;
  241. if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
  242. addObject( object );
  243. }
  244. const children = object.children;
  245. for ( let i = 0, l = children.length; i < l; i ++ ) {
  246. projectObject( children[ i ] );
  247. }
  248. }
  249. function addObject( object ) {
  250. _object = getNextObjectInPool();
  251. _object.id = object.id;
  252. _object.object = object;
  253. _vector3.setFromMatrixPosition( object.matrixWorld );
  254. _vector3.applyMatrix4( _viewProjectionMatrix );
  255. _object.z = _vector3.z;
  256. _object.renderOrder = object.renderOrder;
  257. _renderData.objects.push( _object );
  258. }
  259. /**
  260. * Projects the given scene in 3D space into a 2D representation. The result
  261. * is an object with renderable items.
  262. *
  263. * @param {Object3D} scene - A scene or any other type of 3D object.
  264. * @param {Camera} camera - The camera.
  265. * @param {boolean} sortObjects - Whether to sort objects or not.
  266. * @param {boolean} sortElements - Whether to sort elements (faces, lines and sprites) or not.
  267. * @return {{objects:Array<Objects>,lights:Array<Objects>,elements:Array<Objects>}} The projected scene as renderable objects.
  268. */
  269. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  270. _faceCount = 0;
  271. _lineCount = 0;
  272. _spriteCount = 0;
  273. _renderData.elements.length = 0;
  274. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  275. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  276. _viewMatrix.copy( camera.matrixWorldInverse );
  277. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  278. _frustum.setFromProjectionMatrix( _viewProjectionMatrix );
  279. //
  280. _objectCount = 0;
  281. _renderData.objects.length = 0;
  282. _renderData.lights.length = 0;
  283. projectObject( scene );
  284. if ( sortObjects === true ) {
  285. _renderData.objects.sort( painterSort );
  286. }
  287. //
  288. const objects = _renderData.objects;
  289. for ( let o = 0, ol = objects.length; o < ol; o ++ ) {
  290. const object = objects[ o ].object;
  291. const geometry = object.geometry;
  292. renderList.setObject( object );
  293. _modelMatrix = object.matrixWorld;
  294. _vertexCount = 0;
  295. if ( object.isMesh ) {
  296. let material = object.material;
  297. const isMultiMaterial = Array.isArray( material );
  298. const attributes = geometry.attributes;
  299. const groups = geometry.groups;
  300. if ( attributes.position === undefined ) continue;
  301. const positions = attributes.position.array;
  302. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  303. let x = positions[ i ];
  304. let y = positions[ i + 1 ];
  305. let z = positions[ i + 2 ];
  306. const morphTargets = geometry.morphAttributes.position;
  307. if ( morphTargets !== undefined ) {
  308. const morphTargetsRelative = geometry.morphTargetsRelative;
  309. const morphInfluences = object.morphTargetInfluences;
  310. for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  311. const influence = morphInfluences[ t ];
  312. if ( influence === 0 ) continue;
  313. const target = morphTargets[ t ];
  314. if ( morphTargetsRelative ) {
  315. x += target.getX( i / 3 ) * influence;
  316. y += target.getY( i / 3 ) * influence;
  317. z += target.getZ( i / 3 ) * influence;
  318. } else {
  319. x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
  320. y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
  321. z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
  322. }
  323. }
  324. }
  325. renderList.pushVertex( x, y, z );
  326. }
  327. if ( attributes.normal !== undefined ) {
  328. const normals = attributes.normal.array;
  329. for ( let i = 0, l = normals.length; i < l; i += 3 ) {
  330. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  331. }
  332. }
  333. if ( attributes.color !== undefined ) {
  334. const colors = attributes.color.array;
  335. for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  336. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  337. }
  338. }
  339. if ( attributes.uv !== undefined ) {
  340. const uvs = attributes.uv.array;
  341. for ( let i = 0, l = uvs.length; i < l; i += 2 ) {
  342. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  343. }
  344. }
  345. if ( geometry.index !== null ) {
  346. const indices = geometry.index.array;
  347. if ( groups.length > 0 ) {
  348. for ( let g = 0; g < groups.length; g ++ ) {
  349. const group = groups[ g ];
  350. material = isMultiMaterial === true
  351. ? object.material[ group.materialIndex ]
  352. : object.material;
  353. if ( material === undefined ) continue;
  354. for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  355. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  356. }
  357. }
  358. } else {
  359. for ( let i = 0, l = indices.length; i < l; i += 3 ) {
  360. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  361. }
  362. }
  363. } else {
  364. if ( groups.length > 0 ) {
  365. for ( let g = 0; g < groups.length; g ++ ) {
  366. const group = groups[ g ];
  367. material = isMultiMaterial === true
  368. ? object.material[ group.materialIndex ]
  369. : object.material;
  370. if ( material === undefined ) continue;
  371. for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  372. renderList.pushTriangle( i, i + 1, i + 2, material );
  373. }
  374. }
  375. } else {
  376. for ( let i = 0, l = positions.length / 3; i < l; i += 3 ) {
  377. renderList.pushTriangle( i, i + 1, i + 2, material );
  378. }
  379. }
  380. }
  381. } else if ( object.isLine ) {
  382. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  383. const attributes = geometry.attributes;
  384. if ( attributes.position !== undefined ) {
  385. const positions = attributes.position.array;
  386. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  387. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  388. }
  389. if ( attributes.color !== undefined ) {
  390. const colors = attributes.color.array;
  391. for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  392. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  393. }
  394. }
  395. if ( geometry.index !== null ) {
  396. const indices = geometry.index.array;
  397. for ( let i = 0, l = indices.length; i < l; i += 2 ) {
  398. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  399. }
  400. } else {
  401. const step = object.isLineSegments ? 2 : 1;
  402. for ( let i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  403. renderList.pushLine( i, i + 1 );
  404. }
  405. }
  406. }
  407. } else if ( object.isPoints ) {
  408. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  409. const attributes = geometry.attributes;
  410. if ( attributes.position !== undefined ) {
  411. const positions = attributes.position.array;
  412. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  413. _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
  414. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  415. pushPoint( _vector4, object, camera );
  416. }
  417. }
  418. } else if ( object.isSprite ) {
  419. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  420. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  421. _vector4.applyMatrix4( _viewProjectionMatrix );
  422. pushPoint( _vector4, object, camera );
  423. }
  424. }
  425. if ( sortElements === true ) {
  426. _renderData.elements.sort( painterSort );
  427. }
  428. return _renderData;
  429. };
  430. function pushPoint( _vector4, object, camera ) {
  431. const invW = 1 / _vector4.w;
  432. _vector4.z *= invW;
  433. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  434. _sprite = getNextSpriteInPool();
  435. _sprite.id = object.id;
  436. _sprite.x = _vector4.x * invW;
  437. _sprite.y = _vector4.y * invW;
  438. _sprite.z = _vector4.z;
  439. _sprite.renderOrder = object.renderOrder;
  440. _sprite.object = object;
  441. _sprite.rotation = object.rotation;
  442. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  443. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  444. _sprite.material = object.material;
  445. _renderData.elements.push( _sprite );
  446. }
  447. }
  448. // Pools
  449. function getNextObjectInPool() {
  450. if ( _objectCount === _objectPoolLength ) {
  451. const object = new RenderableObject();
  452. _objectPool.push( object );
  453. _objectPoolLength ++;
  454. _objectCount ++;
  455. return object;
  456. }
  457. return _objectPool[ _objectCount ++ ];
  458. }
  459. function getNextVertexInPool() {
  460. if ( _vertexCount === _vertexPoolLength ) {
  461. const vertex = new RenderableVertex();
  462. _vertexPool.push( vertex );
  463. _vertexPoolLength ++;
  464. _vertexCount ++;
  465. return vertex;
  466. }
  467. return _vertexPool[ _vertexCount ++ ];
  468. }
  469. function getNextFaceInPool() {
  470. if ( _faceCount === _facePoolLength ) {
  471. const face = new RenderableFace();
  472. _facePool.push( face );
  473. _facePoolLength ++;
  474. _faceCount ++;
  475. return face;
  476. }
  477. return _facePool[ _faceCount ++ ];
  478. }
  479. function getNextLineInPool() {
  480. if ( _lineCount === _linePoolLength ) {
  481. const line = new RenderableLine();
  482. _linePool.push( line );
  483. _linePoolLength ++;
  484. _lineCount ++;
  485. return line;
  486. }
  487. return _linePool[ _lineCount ++ ];
  488. }
  489. function getNextSpriteInPool() {
  490. if ( _spriteCount === _spritePoolLength ) {
  491. const sprite = new RenderableSprite();
  492. _spritePool.push( sprite );
  493. _spritePoolLength ++;
  494. _spriteCount ++;
  495. return sprite;
  496. }
  497. return _spritePool[ _spriteCount ++ ];
  498. }
  499. //
  500. function painterSort( a, b ) {
  501. if ( a.renderOrder !== b.renderOrder ) {
  502. return a.renderOrder - b.renderOrder;
  503. } else if ( a.z !== b.z ) {
  504. return b.z - a.z;
  505. } else if ( a.id !== b.id ) {
  506. return a.id - b.id;
  507. } else {
  508. return 0;
  509. }
  510. }
  511. function clipLine( s1, s2 ) {
  512. let alpha1 = 0, alpha2 = 1;
  513. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  514. // Z = -1 and Z = +1, respectively.
  515. const bc1near = s1.z + s1.w,
  516. bc2near = s2.z + s2.w,
  517. bc1far = - s1.z + s1.w,
  518. bc2far = - s2.z + s2.w;
  519. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  520. // Both vertices lie entirely within all clip planes.
  521. return true;
  522. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  523. // Both vertices lie entirely outside one of the clip planes.
  524. return false;
  525. } else {
  526. // The line segment spans at least one clip plane.
  527. if ( bc1near < 0 ) {
  528. // v1 lies outside the near plane, v2 inside
  529. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  530. } else if ( bc2near < 0 ) {
  531. // v2 lies outside the near plane, v1 inside
  532. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  533. }
  534. if ( bc1far < 0 ) {
  535. // v1 lies outside the far plane, v2 inside
  536. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  537. } else if ( bc2far < 0 ) {
  538. // v2 lies outside the far plane, v2 inside
  539. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  540. }
  541. if ( alpha2 < alpha1 ) {
  542. // The line segment spans two boundaries, but is outside both of them.
  543. // (This can't happen when we're only clipping against just near/far but good
  544. // to leave the check here for future usage if other clip planes are added.)
  545. return false;
  546. } else {
  547. // Update the s1 and s2 vertices to match the clipped line segment.
  548. s1.lerp( s2, alpha1 );
  549. s2.lerp( s1, 1 - alpha2 );
  550. return true;
  551. }
  552. }
  553. }
  554. }
  555. }
  556. export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector };
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