/** * @author mrdoob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author julianwa / https://github.com/julianwa */ THREE.RenderableObject = function () { this.id = 0; this.object = null; this.z = 0; this.renderOrder = 0; }; // THREE.RenderableFace = function () { this.id = 0; this.v1 = new THREE.RenderableVertex(); this.v2 = new THREE.RenderableVertex(); this.v3 = new THREE.RenderableVertex(); this.normalModel = new THREE.Vector3(); this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; this.vertexNormalsLength = 0; this.color = new THREE.Color(); this.material = null; this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ]; this.z = 0; this.renderOrder = 0; }; // THREE.RenderableVertex = function () { this.position = new THREE.Vector3(); this.positionWorld = new THREE.Vector3(); this.positionScreen = new THREE.Vector4(); this.visible = true; }; THREE.RenderableVertex.prototype.copy = function ( vertex ) { this.positionWorld.copy( vertex.positionWorld ); this.positionScreen.copy( vertex.positionScreen ); }; // THREE.RenderableLine = function () { this.id = 0; this.v1 = new THREE.RenderableVertex(); this.v2 = new THREE.RenderableVertex(); this.vertexColors = [ new THREE.Color(), new THREE.Color() ]; this.material = null; this.z = 0; this.renderOrder = 0; }; // THREE.RenderableSprite = function () { this.id = 0; this.object = null; this.x = 0; this.y = 0; this.z = 0; this.rotation = 0; this.scale = new THREE.Vector2(); this.material = null; this.renderOrder = 0; }; // THREE.Projector = function () { var _object, _objectCount, _objectPool = [], _objectPoolLength = 0, _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0, _face, _faceCount, _facePool = [], _facePoolLength = 0, _line, _lineCount, _linePool = [], _linePoolLength = 0, _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0, _renderData = { objects: [], lights: [], elements: [] }, _vector3 = new THREE.Vector3(), _vector4 = new THREE.Vector4(), _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ), _boundingBox = new THREE.Box3(), _points3 = new Array( 3 ), _points4 = new Array( 4 ), _viewMatrix = new THREE.Matrix4(), _viewProjectionMatrix = new THREE.Matrix4(), _modelMatrix, _modelViewProjectionMatrix = new THREE.Matrix4(), _normalMatrix = new THREE.Matrix3(), _frustum = new THREE.Frustum(), _clippedVertex1PositionScreen = new THREE.Vector4(), _clippedVertex2PositionScreen = new THREE.Vector4(); // this.projectVector = function ( vector, camera ) { console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); vector.project( camera ); }; this.unprojectVector = function ( vector, camera ) { console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); vector.unproject( camera ); }; this.pickingRay = function ( vector, camera ) { console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); }; // var RenderList = function () { var normals = []; var uvs = []; var object = null; var material = null; var normalMatrix = new THREE.Matrix3(); var setObject = function ( value ) { object = value; material = object.material; normalMatrix.getNormalMatrix( object.matrixWorld ); normals.length = 0; uvs.length = 0; }; var projectVertex = function ( vertex ) { var position = vertex.position; var positionWorld = vertex.positionWorld; var positionScreen = vertex.positionScreen; positionWorld.copy( position ).applyMatrix4( _modelMatrix ); positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix ); var 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; }; var pushVertex = function ( x, y, z ) { _vertex = getNextVertexInPool(); _vertex.position.set( x, y, z ); projectVertex( _vertex ); }; var pushNormal = function ( x, y, z ) { normals.push( x, y, z ); }; var pushUv = function ( x, y ) { uvs.push( x, y ); }; var checkTriangleVisibility = function ( 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.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ); }; var checkBackfaceCulling = function ( 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; }; var pushLine = function ( a, b ) { var v1 = _vertexPool[ a ]; var v2 = _vertexPool[ b ]; _line = getNextLineInPool(); _line.id = object.id; _line.v1.copy( v1 ); _line.v2.copy( v2 ); _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2; _line.renderOrder = object.renderOrder; _line.material = object.material; _renderData.elements.push( _line ); }; var pushTriangle = function ( a, b, c ) { var v1 = _vertexPool[ a ]; var v2 = _vertexPool[ b ]; var v3 = _vertexPool[ c ]; if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return; if ( material.side === THREE.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; // use first vertex normal as face normal _face.normalModel.fromArray( normals, a * 3 ); _face.normalModel.applyMatrix3( normalMatrix ).normalize(); for ( var i = 0; i < 3; i ++ ) { var normal = _face.vertexNormalsModel[ i ]; normal.fromArray( normals, arguments[ i ] * 3 ); normal.applyMatrix3( normalMatrix ).normalize(); var uv = _face.uvs[ i ]; uv.fromArray( uvs, arguments[ i ] * 2 ); } _face.vertexNormalsLength = 3; _face.material = object.material; _renderData.elements.push( _face ); } }; return { setObject: setObject, projectVertex: projectVertex, checkTriangleVisibility: checkTriangleVisibility, checkBackfaceCulling: checkBackfaceCulling, pushVertex: pushVertex, pushNormal: pushNormal, pushUv: pushUv, pushLine: pushLine, pushTriangle: pushTriangle } }; var renderList = new RenderList(); this.projectScene = function ( scene, camera, sortObjects, sortElements ) { _faceCount = 0; _lineCount = 0; _spriteCount = 0; _renderData.elements.length = 0; if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); if ( camera.parent === null ) camera.updateMatrixWorld(); _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) ); _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix ); _frustum.setFromMatrix( _viewProjectionMatrix ); // _objectCount = 0; _renderData.objects.length = 0; _renderData.lights.length = 0; scene.traverseVisible( function ( object ) { if ( object instanceof THREE.Light ) { _renderData.lights.push( object ); } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) { var material = object.material; if ( material.visible === false ) return; if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) { _object = getNextObjectInPool(); _object.id = object.id; _object.object = object; _vector3.setFromMatrixPosition( object.matrixWorld ); _vector3.applyProjection( _viewProjectionMatrix ); _object.z = _vector3.z; _object.renderOrder = object.renderOrder; _renderData.objects.push( _object ); } } } ); if ( sortObjects === true ) { _renderData.objects.sort( painterSort ); } // for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) { var object = _renderData.objects[ o ].object; var geometry = object.geometry; renderList.setObject( object ); _modelMatrix = object.matrixWorld; _vertexCount = 0; if ( object instanceof THREE.Mesh ) { if ( geometry instanceof THREE.BufferGeometry ) { var attributes = geometry.attributes; var groups = geometry.groups; if ( attributes.position === undefined ) continue; var positions = attributes.position.array; for ( var i = 0, l = positions.length; i < l; i += 3 ) { renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); } if ( attributes.normal !== undefined ) { var normals = attributes.normal.array; for ( var i = 0, l = normals.length; i < l; i += 3 ) { renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ); } } if ( attributes.uv !== undefined ) { var uvs = attributes.uv.array; for ( var i = 0, l = uvs.length; i < l; i += 2 ) { renderList.pushUv( uvs[ i ], uvs[ i + 1 ] ); } } if ( geometry.index !== null ) { var indices = geometry.index.array; if ( groups.length > 0 ) { for ( var o = 0; o < groups.length; o ++ ) { var group = groups[ o ]; for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) { renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); } } } else { for ( var i = 0, l = indices.length; i < l; i += 3 ) { renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); } } } else { for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) { renderList.pushTriangle( i, i + 1, i + 2 ); } } } else if ( geometry instanceof THREE.Geometry ) { var vertices = geometry.vertices; var faces = geometry.faces; var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; _normalMatrix.getNormalMatrix( _modelMatrix ); var material = object.material; var isFaceMaterial = material instanceof THREE.MeshFaceMaterial; var objectMaterials = isFaceMaterial === true ? object.material : null; for ( var v = 0, vl = vertices.length; v < vl; v ++ ) { var vertex = vertices[ v ]; _vector3.copy( vertex ); if ( material.morphTargets === true ) { var morphTargets = geometry.morphTargets; var morphInfluences = object.morphTargetInfluences; for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { var influence = morphInfluences[ t ]; if ( influence === 0 ) continue; var target = morphTargets[ t ]; var targetVertex = target.vertices[ v ]; _vector3.x += ( targetVertex.x - vertex.x ) * influence; _vector3.y += ( targetVertex.y - vertex.y ) * influence; _vector3.z += ( targetVertex.z - vertex.z ) * influence; } } renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z ); } for ( var f = 0, fl = faces.length; f < fl; f ++ ) { var face = faces[ f ]; material = isFaceMaterial === true ? objectMaterials.materials[ face.materialIndex ] : object.material; if ( material === undefined ) continue; var side = material.side; var v1 = _vertexPool[ face.a ]; var v2 = _vertexPool[ face.b ]; var v3 = _vertexPool[ face.c ]; if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue; var visible = renderList.checkBackfaceCulling( v1, v2, v3 ); if ( side !== THREE.DoubleSide ) { if ( side === THREE.FrontSide && visible === false ) continue; if ( side === THREE.BackSide && visible === true ) continue; } _face = getNextFaceInPool(); _face.id = object.id; _face.v1.copy( v1 ); _face.v2.copy( v2 ); _face.v3.copy( v3 ); _face.normalModel.copy( face.normal ); if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) { _face.normalModel.negate(); } _face.normalModel.applyMatrix3( _normalMatrix ).normalize(); var faceVertexNormals = face.vertexNormals; for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) { var normalModel = _face.vertexNormalsModel[ n ]; normalModel.copy( faceVertexNormals[ n ] ); if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) { normalModel.negate(); } normalModel.applyMatrix3( _normalMatrix ).normalize(); } _face.vertexNormalsLength = faceVertexNormals.length; var vertexUvs = faceVertexUvs[ f ]; if ( vertexUvs !== undefined ) { for ( var u = 0; u < 3; u ++ ) { _face.uvs[ u ].copy( vertexUvs[ u ] ); } } _face.color = face.color; _face.material = material; _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3; _face.renderOrder = object.renderOrder; _renderData.elements.push( _face ); } } } else if ( object instanceof THREE.Line ) { if ( geometry instanceof THREE.BufferGeometry ) { var attributes = geometry.attributes; if ( attributes.position !== undefined ) { var positions = attributes.position.array; for ( var i = 0, l = positions.length; i < l; i += 3 ) { renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); } if ( geometry.index !== null ) { var indices = geometry.index.array; for ( var i = 0, l = indices.length; i < l; i += 2 ) { renderList.pushLine( indices[ i ], indices[ i + 1 ] ); } } else { var step = object instanceof THREE.LineSegments ? 2 : 1; for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) { renderList.pushLine( i, i + 1 ); } } } } else if ( geometry instanceof THREE.Geometry ) { _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix ); var vertices = object.geometry.vertices; if ( vertices.length === 0 ) continue; v1 = getNextVertexInPool(); v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix ); var step = object instanceof THREE.LineSegments ? 2 : 1; for ( var v = 1, vl = vertices.length; v < vl; v ++ ) { v1 = getNextVertexInPool(); v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix ); if ( ( v + 1 ) % step > 0 ) continue; v2 = _vertexPool[ _vertexCount - 2 ]; _clippedVertex1PositionScreen.copy( v1.positionScreen ); _clippedVertex2PositionScreen.copy( v2.positionScreen ); if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) { // Perform the perspective divide _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); _line = getNextLineInPool(); _line.id = object.id; _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); _line.renderOrder = object.renderOrder; _line.material = object.material; if ( object.material.vertexColors === THREE.VertexColors ) { _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] ); _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] ); } _renderData.elements.push( _line ); } } } } else if ( object instanceof THREE.Sprite ) { _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 ); _vector4.applyMatrix4( _viewProjectionMatrix ); var 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 ); } } } if ( sortElements === true ) { _renderData.elements.sort( painterSort ); } return _renderData; }; // Pools function getNextObjectInPool() { if ( _objectCount === _objectPoolLength ) { var object = new THREE.RenderableObject(); _objectPool.push( object ); _objectPoolLength ++; _objectCount ++; return object; } return _objectPool[ _objectCount ++ ]; } function getNextVertexInPool() { if ( _vertexCount === _vertexPoolLength ) { var vertex = new THREE.RenderableVertex(); _vertexPool.push( vertex ); _vertexPoolLength ++; _vertexCount ++; return vertex; } return _vertexPool[ _vertexCount ++ ]; } function getNextFaceInPool() { if ( _faceCount === _facePoolLength ) { var face = new THREE.RenderableFace(); _facePool.push( face ); _facePoolLength ++; _faceCount ++; return face; } return _facePool[ _faceCount ++ ]; } function getNextLineInPool() { if ( _lineCount === _linePoolLength ) { var line = new THREE.RenderableLine(); _linePool.push( line ); _linePoolLength ++; _lineCount ++; return line; } return _linePool[ _lineCount ++ ]; } function getNextSpriteInPool() { if ( _spriteCount === _spritePoolLength ) { var sprite = new THREE.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 clipLine( s1, s2 ) { var alpha1 = 0, alpha2 = 1, // Calculate the boundary coordinate of each vertex for the near and far clip planes, // Z = -1 and Z = +1, respectively. 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; } } } };