添加关照、全局等高线、修改图层问题
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186
static/sdk/three/jsm/renderers/common/RenderList.js
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186
static/sdk/three/jsm/renderers/common/RenderList.js
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import { LightsNode } from '../../nodes/Nodes.js';
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function painterSortStable( a, b ) {
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if ( a.groupOrder !== b.groupOrder ) {
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return a.groupOrder - b.groupOrder;
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} else if ( a.renderOrder !== b.renderOrder ) {
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return a.renderOrder - b.renderOrder;
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} else if ( a.material.id !== b.material.id ) {
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return a.material.id - b.material.id;
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} else if ( a.z !== b.z ) {
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return a.z - b.z;
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} else {
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return a.id - b.id;
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}
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}
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function reversePainterSortStable( a, b ) {
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if ( a.groupOrder !== b.groupOrder ) {
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return a.groupOrder - b.groupOrder;
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} else if ( a.renderOrder !== b.renderOrder ) {
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return a.renderOrder - b.renderOrder;
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} else if ( a.z !== b.z ) {
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return b.z - a.z;
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} else {
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return a.id - b.id;
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}
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}
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class RenderList {
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constructor() {
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this.renderItems = [];
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this.renderItemsIndex = 0;
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this.opaque = [];
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this.transparent = [];
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this.lightsNode = new LightsNode( [] );
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this.lightsArray = [];
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this.occlusionQueryCount = 0;
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}
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begin() {
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this.renderItemsIndex = 0;
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this.opaque.length = 0;
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this.transparent.length = 0;
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this.lightsArray.length = 0;
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this.occlusionQueryCount = 0;
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return this;
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}
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getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
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let renderItem = this.renderItems[ this.renderItemsIndex ];
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if ( renderItem === undefined ) {
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renderItem = {
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id: object.id,
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object: object,
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geometry: geometry,
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material: material,
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groupOrder: groupOrder,
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renderOrder: object.renderOrder,
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z: z,
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group: group
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};
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this.renderItems[ this.renderItemsIndex ] = renderItem;
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} else {
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renderItem.id = object.id;
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renderItem.object = object;
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renderItem.geometry = geometry;
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renderItem.material = material;
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renderItem.groupOrder = groupOrder;
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renderItem.renderOrder = object.renderOrder;
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renderItem.z = z;
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renderItem.group = group;
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}
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this.renderItemsIndex ++;
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return renderItem;
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}
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push( object, geometry, material, groupOrder, z, group ) {
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const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
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if ( object.occlusionTest === true ) this.occlusionQueryCount ++;
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( material.transparent === true || material.transmission > 0 ? this.transparent : this.opaque ).push( renderItem );
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}
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unshift( object, geometry, material, groupOrder, z, group ) {
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const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group );
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( material.transparent === true ? this.transparent : this.opaque ).unshift( renderItem );
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}
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pushLight( light ) {
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this.lightsArray.push( light );
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}
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getLightsNode() {
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return this.lightsNode.fromLights( this.lightsArray );
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}
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sort( customOpaqueSort, customTransparentSort ) {
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if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
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if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );
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}
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finish() {
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// update lights
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this.lightsNode.fromLights( this.lightsArray );
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// Clear references from inactive renderItems in the list
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for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {
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const renderItem = this.renderItems[ i ];
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if ( renderItem.id === null ) break;
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renderItem.id = null;
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renderItem.object = null;
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renderItem.geometry = null;
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renderItem.material = null;
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renderItem.groupOrder = null;
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renderItem.renderOrder = null;
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renderItem.z = null;
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renderItem.group = null;
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}
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}
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}
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export default RenderList;
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