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