919 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			919 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													_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 {
							 | 
						||
| 
								 | 
							
												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 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										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 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												_renderData.objects.sort( painterSort );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											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 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												_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 };
							 |