添加关照、全局等高线、修改图层问题
This commit is contained in:
918
static/sdk/three/jsm/renderers/Projector.js
Normal file
918
static/sdk/three/jsm/renderers/Projector.js
Normal file
@ -0,0 +1,918 @@
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import {
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Box3,
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Color,
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DoubleSide,
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Frustum,
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Matrix3,
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Matrix4,
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Vector2,
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Vector3,
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Vector4
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} from 'three';
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class RenderableObject {
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constructor() {
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this.id = 0;
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this.object = null;
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this.z = 0;
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this.renderOrder = 0;
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}
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}
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//
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class RenderableFace {
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constructor() {
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this.id = 0;
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this.v1 = new RenderableVertex();
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this.v2 = new RenderableVertex();
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this.v3 = new RenderableVertex();
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this.normalModel = new Vector3();
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this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
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this.vertexNormalsLength = 0;
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this.color = new Color();
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this.material = null;
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this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
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this.z = 0;
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this.renderOrder = 0;
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}
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}
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//
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class RenderableVertex {
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constructor() {
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this.position = new Vector3();
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this.positionWorld = new Vector3();
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this.positionScreen = new Vector4();
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this.visible = true;
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}
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copy( vertex ) {
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this.positionWorld.copy( vertex.positionWorld );
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this.positionScreen.copy( vertex.positionScreen );
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}
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}
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//
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class RenderableLine {
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constructor() {
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this.id = 0;
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this.v1 = new RenderableVertex();
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this.v2 = new RenderableVertex();
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this.vertexColors = [ new Color(), new Color() ];
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this.material = null;
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this.z = 0;
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this.renderOrder = 0;
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}
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}
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//
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class RenderableSprite {
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constructor() {
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this.id = 0;
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this.object = null;
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this.x = 0;
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this.y = 0;
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this.z = 0;
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this.rotation = 0;
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this.scale = new Vector2();
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this.material = null;
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this.renderOrder = 0;
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}
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}
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//
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class Projector {
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constructor() {
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let _object, _objectCount, _objectPoolLength = 0,
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_vertex, _vertexCount, _vertexPoolLength = 0,
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_face, _faceCount, _facePoolLength = 0,
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_line, _lineCount, _linePoolLength = 0,
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_sprite, _spriteCount, _spritePoolLength = 0,
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_modelMatrix;
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const
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_renderData = { objects: [], lights: [], elements: [] },
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_vector3 = new Vector3(),
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_vector4 = new Vector4(),
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_clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
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_boundingBox = new Box3(),
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_points3 = new Array( 3 ),
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_viewMatrix = new Matrix4(),
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_viewProjectionMatrix = new Matrix4(),
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_modelViewProjectionMatrix = new Matrix4(),
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_frustum = new Frustum(),
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_objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = [];
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//
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function RenderList() {
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const normals = [];
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const colors = [];
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const uvs = [];
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let object = null;
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const normalMatrix = new Matrix3();
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function setObject( value ) {
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object = value;
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normalMatrix.getNormalMatrix( object.matrixWorld );
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normals.length = 0;
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colors.length = 0;
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uvs.length = 0;
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}
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function projectVertex( vertex ) {
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const position = vertex.position;
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const positionWorld = vertex.positionWorld;
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const positionScreen = vertex.positionScreen;
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positionWorld.copy( position ).applyMatrix4( _modelMatrix );
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positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
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const invW = 1 / positionScreen.w;
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positionScreen.x *= invW;
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positionScreen.y *= invW;
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positionScreen.z *= invW;
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vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
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positionScreen.y >= - 1 && positionScreen.y <= 1 &&
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positionScreen.z >= - 1 && positionScreen.z <= 1;
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}
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function pushVertex( x, y, z ) {
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_vertex = getNextVertexInPool();
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_vertex.position.set( x, y, z );
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projectVertex( _vertex );
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}
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function pushNormal( x, y, z ) {
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normals.push( x, y, z );
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}
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function pushColor( r, g, b ) {
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colors.push( r, g, b );
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}
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function pushUv( x, y ) {
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uvs.push( x, y );
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}
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function checkTriangleVisibility( v1, v2, v3 ) {
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if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
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_points3[ 0 ] = v1.positionScreen;
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_points3[ 1 ] = v2.positionScreen;
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_points3[ 2 ] = v3.positionScreen;
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return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
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}
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function checkBackfaceCulling( v1, v2, v3 ) {
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return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
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( v2.positionScreen.y - v1.positionScreen.y ) -
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( v3.positionScreen.y - v1.positionScreen.y ) *
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( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
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}
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function pushLine( a, b ) {
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const v1 = _vertexPool[ a ];
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const v2 = _vertexPool[ b ];
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// Clip
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v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
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v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
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if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
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// Perform the perspective divide
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v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
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v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
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_line = getNextLineInPool();
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_line.id = object.id;
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_line.v1.copy( v1 );
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_line.v2.copy( v2 );
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_line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
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_line.renderOrder = object.renderOrder;
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_line.material = object.material;
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if ( object.material.vertexColors ) {
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_line.vertexColors[ 0 ].fromArray( colors, a * 3 );
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_line.vertexColors[ 1 ].fromArray( colors, b * 3 );
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}
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_renderData.elements.push( _line );
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}
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}
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function pushTriangle( a, b, c, material ) {
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const v1 = _vertexPool[ a ];
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const v2 = _vertexPool[ b ];
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const v3 = _vertexPool[ c ];
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if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
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if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
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_face = getNextFaceInPool();
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_face.id = object.id;
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_face.v1.copy( v1 );
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_face.v2.copy( v2 );
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_face.v3.copy( v3 );
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_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
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_face.renderOrder = object.renderOrder;
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// face normal
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_vector3.subVectors( v3.position, v2.position );
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_vector4.subVectors( v1.position, v2.position );
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_vector3.cross( _vector4 );
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_face.normalModel.copy( _vector3 );
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_face.normalModel.applyMatrix3( normalMatrix ).normalize();
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for ( let i = 0; i < 3; i ++ ) {
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const normal = _face.vertexNormalsModel[ i ];
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normal.fromArray( normals, arguments[ i ] * 3 );
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normal.applyMatrix3( normalMatrix ).normalize();
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const uv = _face.uvs[ i ];
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uv.fromArray( uvs, arguments[ i ] * 2 );
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}
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_face.vertexNormalsLength = 3;
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_face.material = material;
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if ( material.vertexColors ) {
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_face.color.fromArray( colors, a * 3 );
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}
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_renderData.elements.push( _face );
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}
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}
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return {
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setObject: setObject,
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projectVertex: projectVertex,
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checkTriangleVisibility: checkTriangleVisibility,
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checkBackfaceCulling: checkBackfaceCulling,
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pushVertex: pushVertex,
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pushNormal: pushNormal,
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pushColor: pushColor,
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pushUv: pushUv,
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pushLine: pushLine,
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pushTriangle: pushTriangle
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};
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}
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const renderList = new RenderList();
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function projectObject( object ) {
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if ( object.visible === false ) return;
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if ( object.isLight ) {
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_renderData.lights.push( object );
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} else if ( object.isMesh || object.isLine || object.isPoints ) {
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if ( object.material.visible === false ) return;
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if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
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addObject( object );
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} else if ( object.isSprite ) {
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if ( object.material.visible === false ) return;
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if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
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addObject( object );
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}
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const children = object.children;
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for ( let i = 0, l = children.length; i < l; i ++ ) {
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projectObject( children[ i ] );
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}
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}
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function addObject( object ) {
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_object = getNextObjectInPool();
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_object.id = object.id;
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_object.object = object;
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_vector3.setFromMatrixPosition( object.matrixWorld );
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_vector3.applyMatrix4( _viewProjectionMatrix );
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_object.z = _vector3.z;
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_object.renderOrder = object.renderOrder;
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_renderData.objects.push( _object );
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}
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this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
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_faceCount = 0;
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_lineCount = 0;
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_spriteCount = 0;
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_renderData.elements.length = 0;
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if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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_viewMatrix.copy( camera.matrixWorldInverse );
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_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
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_frustum.setFromProjectionMatrix( _viewProjectionMatrix );
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//
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_objectCount = 0;
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_renderData.objects.length = 0;
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_renderData.lights.length = 0;
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projectObject( scene );
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if ( sortObjects === true ) {
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_renderData.objects.sort( painterSort );
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}
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//
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const objects = _renderData.objects;
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for ( let o = 0, ol = objects.length; o < ol; o ++ ) {
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const object = objects[ o ].object;
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const geometry = object.geometry;
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renderList.setObject( object );
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_modelMatrix = object.matrixWorld;
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_vertexCount = 0;
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if ( object.isMesh ) {
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let material = object.material;
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const isMultiMaterial = Array.isArray( material );
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const attributes = geometry.attributes;
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const groups = geometry.groups;
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if ( attributes.position === undefined ) continue;
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const positions = attributes.position.array;
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for ( let i = 0, l = positions.length; i < l; i += 3 ) {
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let x = positions[ i ];
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let y = positions[ i + 1 ];
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let z = positions[ i + 2 ];
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const morphTargets = geometry.morphAttributes.position;
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if ( morphTargets !== undefined ) {
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const morphTargetsRelative = geometry.morphTargetsRelative;
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const morphInfluences = object.morphTargetInfluences;
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for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) {
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const influence = morphInfluences[ t ];
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if ( influence === 0 ) continue;
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const target = morphTargets[ t ];
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if ( morphTargetsRelative ) {
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x += target.getX( i / 3 ) * influence;
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y += target.getY( i / 3 ) * influence;
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z += target.getZ( i / 3 ) * influence;
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} else {
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x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
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y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
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z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
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}
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}
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}
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renderList.pushVertex( x, y, z );
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}
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if ( attributes.normal !== undefined ) {
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const normals = attributes.normal.array;
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for ( let i = 0, l = normals.length; i < l; i += 3 ) {
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renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
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}
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}
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if ( attributes.color !== undefined ) {
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const colors = attributes.color.array;
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for ( let i = 0, l = colors.length; i < l; i += 3 ) {
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renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
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}
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}
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if ( attributes.uv !== undefined ) {
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const uvs = attributes.uv.array;
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for ( let i = 0, l = uvs.length; i < l; i += 2 ) {
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renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
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}
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}
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if ( geometry.index !== null ) {
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const indices = geometry.index.array;
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if ( groups.length > 0 ) {
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for ( let g = 0; g < groups.length; g ++ ) {
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const group = groups[ g ];
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material = isMultiMaterial === true
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? object.material[ group.materialIndex ]
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: object.material;
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||||
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if ( material === undefined ) continue;
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for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
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renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
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}
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}
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} else {
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for ( let i = 0, l = indices.length; i < l; i += 3 ) {
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renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
|
||||
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||||
}
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||||
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||||
}
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||||
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} else {
|
||||
|
||||
if ( groups.length > 0 ) {
|
||||
|
||||
for ( let g = 0; g < groups.length; g ++ ) {
|
||||
|
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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 ) {
|
||||
|
||||
_renderData.elements.sort( painterSort );
|
||||
|
||||
}
|
||||
|
||||
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 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 };
|
Reference in New Issue
Block a user