919 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			919 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Box3, | ||
|  | 	Color, | ||
|  | 	DoubleSide, | ||
|  | 	Frustum, | ||
|  | 	Matrix3, | ||
|  | 	Matrix4, | ||
|  | 	Vector2, | ||
|  | 	Vector3, | ||
|  | 	Vector4 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | class RenderableObject { | ||
|  | 
 | ||
|  | 	constructor() { | ||
|  | 
 | ||
|  | 		this.id = 0; | ||
|  | 
 | ||
|  | 		this.object = null; | ||
|  | 		this.z = 0; | ||
|  | 		this.renderOrder = 0; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class RenderableFace { | ||
|  | 
 | ||
|  | 	constructor() { | ||
|  | 
 | ||
|  | 		this.id = 0; | ||
|  | 
 | ||
|  | 		this.v1 = new RenderableVertex(); | ||
|  | 		this.v2 = new RenderableVertex(); | ||
|  | 		this.v3 = new RenderableVertex(); | ||
|  | 
 | ||
|  | 		this.normalModel = new Vector3(); | ||
|  | 
 | ||
|  | 		this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ]; | ||
|  | 		this.vertexNormalsLength = 0; | ||
|  | 
 | ||
|  | 		this.color = new Color(); | ||
|  | 		this.material = null; | ||
|  | 		this.uvs = [ new Vector2(), new Vector2(), new Vector2() ]; | ||
|  | 
 | ||
|  | 		this.z = 0; | ||
|  | 		this.renderOrder = 0; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class RenderableVertex { | ||
|  | 
 | ||
|  | 	constructor() { | ||
|  | 
 | ||
|  | 		this.position = new Vector3(); | ||
|  | 		this.positionWorld = new Vector3(); | ||
|  | 		this.positionScreen = new Vector4(); | ||
|  | 
 | ||
|  | 		this.visible = true; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	copy( vertex ) { | ||
|  | 
 | ||
|  | 		this.positionWorld.copy( vertex.positionWorld ); | ||
|  | 		this.positionScreen.copy( vertex.positionScreen ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class RenderableLine { | ||
|  | 
 | ||
|  | 	constructor() { | ||
|  | 
 | ||
|  | 		this.id = 0; | ||
|  | 
 | ||
|  | 		this.v1 = new RenderableVertex(); | ||
|  | 		this.v2 = new RenderableVertex(); | ||
|  | 
 | ||
|  | 		this.vertexColors = [ new Color(), new Color() ]; | ||
|  | 		this.material = null; | ||
|  | 
 | ||
|  | 		this.z = 0; | ||
|  | 		this.renderOrder = 0; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class RenderableSprite { | ||
|  | 
 | ||
|  | 	constructor() { | ||
|  | 
 | ||
|  | 		this.id = 0; | ||
|  | 
 | ||
|  | 		this.object = null; | ||
|  | 
 | ||
|  | 		this.x = 0; | ||
|  | 		this.y = 0; | ||
|  | 		this.z = 0; | ||
|  | 
 | ||
|  | 		this.rotation = 0; | ||
|  | 		this.scale = new Vector2(); | ||
|  | 
 | ||
|  | 		this.material = null; | ||
|  | 		this.renderOrder = 0; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | //
 | ||
|  | 
 | ||
|  | class Projector { | ||
|  | 
 | ||
|  | 	constructor() { | ||
|  | 
 | ||
|  | 		let _object, _objectCount, _objectPoolLength = 0, | ||
|  | 			_vertex, _vertexCount, _vertexPoolLength = 0, | ||
|  | 			_face, _faceCount, _facePoolLength = 0, | ||
|  | 			_line, _lineCount, _linePoolLength = 0, | ||
|  | 			_sprite, _spriteCount, _spritePoolLength = 0, | ||
|  | 			_modelMatrix; | ||
|  | 
 | ||
|  | 		const | ||
|  | 
 | ||
|  | 			_renderData = { objects: [], lights: [], elements: [] }, | ||
|  | 
 | ||
|  | 			_vector3 = new Vector3(), | ||
|  | 			_vector4 = new Vector4(), | ||
|  | 
 | ||
|  | 			_clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ), | ||
|  | 			_boundingBox = new Box3(), | ||
|  | 			_points3 = new Array( 3 ), | ||
|  | 
 | ||
|  | 			_viewMatrix = new Matrix4(), | ||
|  | 			_viewProjectionMatrix = new Matrix4(), | ||
|  | 
 | ||
|  | 			_modelViewProjectionMatrix = new Matrix4(), | ||
|  | 
 | ||
|  | 			_frustum = new Frustum(), | ||
|  | 
 | ||
|  | 			_objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = []; | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		function RenderList() { | ||
|  | 
 | ||
|  | 			const normals = []; | ||
|  | 			const colors = []; | ||
|  | 			const uvs = []; | ||
|  | 
 | ||
|  | 			let object = null; | ||
|  | 
 | ||
|  | 			const normalMatrix = new Matrix3(); | ||
|  | 
 | ||
|  | 			function setObject( value ) { | ||
|  | 
 | ||
|  | 				object = value; | ||
|  | 
 | ||
|  | 				normalMatrix.getNormalMatrix( object.matrixWorld ); | ||
|  | 
 | ||
|  | 				normals.length = 0; | ||
|  | 				colors.length = 0; | ||
|  | 				uvs.length = 0; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function projectVertex( vertex ) { | ||
|  | 
 | ||
|  | 				const position = vertex.position; | ||
|  | 				const positionWorld = vertex.positionWorld; | ||
|  | 				const positionScreen = vertex.positionScreen; | ||
|  | 
 | ||
|  | 				positionWorld.copy( position ).applyMatrix4( _modelMatrix ); | ||
|  | 				positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix ); | ||
|  | 
 | ||
|  | 				const invW = 1 / positionScreen.w; | ||
|  | 
 | ||
|  | 				positionScreen.x *= invW; | ||
|  | 				positionScreen.y *= invW; | ||
|  | 				positionScreen.z *= invW; | ||
|  | 
 | ||
|  | 				vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 && | ||
|  | 						 positionScreen.y >= - 1 && positionScreen.y <= 1 && | ||
|  | 						 positionScreen.z >= - 1 && positionScreen.z <= 1; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function pushVertex( x, y, z ) { | ||
|  | 
 | ||
|  | 				_vertex = getNextVertexInPool(); | ||
|  | 				_vertex.position.set( x, y, z ); | ||
|  | 
 | ||
|  | 				projectVertex( _vertex ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function pushNormal( x, y, z ) { | ||
|  | 
 | ||
|  | 				normals.push( x, y, z ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function pushColor( r, g, b ) { | ||
|  | 
 | ||
|  | 				colors.push( r, g, b ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function pushUv( x, y ) { | ||
|  | 
 | ||
|  | 				uvs.push( x, y ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function checkTriangleVisibility( v1, v2, v3 ) { | ||
|  | 
 | ||
|  | 				if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true; | ||
|  | 
 | ||
|  | 				_points3[ 0 ] = v1.positionScreen; | ||
|  | 				_points3[ 1 ] = v2.positionScreen; | ||
|  | 				_points3[ 2 ] = v3.positionScreen; | ||
|  | 
 | ||
|  | 				return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function checkBackfaceCulling( v1, v2, v3 ) { | ||
|  | 
 | ||
|  | 				return ( ( v3.positionScreen.x - v1.positionScreen.x ) * | ||
|  | 					    ( v2.positionScreen.y - v1.positionScreen.y ) - | ||
|  | 					    ( v3.positionScreen.y - v1.positionScreen.y ) * | ||
|  | 					    ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function pushLine( a, b ) { | ||
|  | 
 | ||
|  | 				const v1 = _vertexPool[ a ]; | ||
|  | 				const v2 = _vertexPool[ b ]; | ||
|  | 
 | ||
|  | 				// Clip
 | ||
|  | 
 | ||
|  | 				v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix ); | ||
|  | 				v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix ); | ||
|  | 
 | ||
|  | 				if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) { | ||
|  | 
 | ||
|  | 					// Perform the perspective divide
 | ||
|  | 					v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w ); | ||
|  | 					v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w ); | ||
|  | 
 | ||
|  | 					_line = getNextLineInPool(); | ||
|  | 					_line.id = object.id; | ||
|  | 					_line.v1.copy( v1 ); | ||
|  | 					_line.v2.copy( v2 ); | ||
|  | 					_line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z ); | ||
|  | 					_line.renderOrder = object.renderOrder; | ||
|  | 
 | ||
|  | 					_line.material = object.material; | ||
|  | 
 | ||
|  | 					if ( object.material.vertexColors ) { | ||
|  | 
 | ||
|  | 						_line.vertexColors[ 0 ].fromArray( colors, a * 3 ); | ||
|  | 						_line.vertexColors[ 1 ].fromArray( colors, b * 3 ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					_renderData.elements.push( _line ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function pushTriangle( a, b, c, material ) { | ||
|  | 
 | ||
|  | 				const v1 = _vertexPool[ a ]; | ||
|  | 				const v2 = _vertexPool[ b ]; | ||
|  | 				const v3 = _vertexPool[ c ]; | ||
|  | 
 | ||
|  | 				if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return; | ||
|  | 
 | ||
|  | 				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 }; |