mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-08-24 22:20:45 +02:00
905 lines
20 KiB
JavaScript
905 lines
20 KiB
JavaScript
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author supereggbert / http://www.paulbrunt.co.uk/
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* @author julianwa / https://github.com/julianwa
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*/
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THREE.RenderableObject = function () {
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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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};
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//
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THREE.RenderableFace = function () {
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this.id = 0;
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this.v1 = new THREE.RenderableVertex();
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this.v2 = new THREE.RenderableVertex();
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this.v3 = new THREE.RenderableVertex();
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this.normalModel = new THREE.Vector3();
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this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
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this.vertexNormalsLength = 0;
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this.color = new THREE.Color();
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this.material = null;
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this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
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this.z = 0;
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};
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//
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THREE.RenderableVertex = function () {
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this.position = new THREE.Vector3();
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this.positionWorld = new THREE.Vector3();
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this.positionScreen = new THREE.Vector4();
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this.visible = true;
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};
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THREE.RenderableVertex.prototype.copy = function ( 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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THREE.RenderableLine = function () {
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this.id = 0;
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this.v1 = new THREE.RenderableVertex();
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this.v2 = new THREE.RenderableVertex();
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this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
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this.material = null;
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this.z = 0;
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};
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//
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THREE.RenderableSprite = function () {
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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 THREE.Vector2();
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this.material = null;
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};
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//
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THREE.Projector = function () {
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var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
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_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
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_face, _faceCount, _facePool = [], _facePoolLength = 0,
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_line, _lineCount, _linePool = [], _linePoolLength = 0,
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_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
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_renderData = { objects: [], lights: [], elements: [] },
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_vector3 = new THREE.Vector3(),
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_vector4 = new THREE.Vector4(),
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_clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
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_boundingBox = new THREE.Box3(),
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_points3 = new Array( 3 ),
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_points4 = new Array( 4 ),
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_viewMatrix = new THREE.Matrix4(),
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_viewProjectionMatrix = new THREE.Matrix4(),
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_modelMatrix,
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_modelViewProjectionMatrix = new THREE.Matrix4(),
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_normalMatrix = new THREE.Matrix3(),
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_frustum = new THREE.Frustum(),
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_clippedVertex1PositionScreen = new THREE.Vector4(),
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_clippedVertex2PositionScreen = new THREE.Vector4();
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//
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this.projectVector = function ( vector, camera ) {
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console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
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vector.project( camera );
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};
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this.unprojectVector = function ( vector, camera ) {
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console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
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vector.unproject( camera );
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};
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this.pickingRay = function ( vector, camera ) {
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console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
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};
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//
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var RenderList = function () {
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var normals = [];
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var uvs = [];
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var object = null;
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var material = null;
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var normalMatrix = new THREE.Matrix3();
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var setObject = function ( value ) {
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object = value;
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material = object.material;
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normalMatrix.getNormalMatrix( object.matrixWorld );
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normals.length = 0;
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uvs.length = 0;
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};
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var projectVertex = function ( vertex ) {
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var position = vertex.position;
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var positionWorld = vertex.positionWorld;
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var 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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var 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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var pushVertex = function ( 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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var pushNormal = function ( x, y, z ) {
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normals.push( x, y, z );
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};
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var pushUv = function ( x, y ) {
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uvs.push( x, y );
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};
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var checkTriangleVisibility = function ( 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.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
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};
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var checkBackfaceCulling = function ( 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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var pushLine = function ( a, b ) {
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var v1 = _vertexPool[ a ];
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var v2 = _vertexPool[ b ];
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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 = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
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_line.material = object.material;
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_renderData.elements.push( _line );
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};
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var pushTriangle = function ( a, b, c ) {
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var v1 = _vertexPool[ a ];
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var v2 = _vertexPool[ b ];
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var v3 = _vertexPool[ c ];
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if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
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if ( material.side === THREE.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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for ( var i = 0; i < 3; i ++ ) {
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var offset = arguments[ i ] * 3;
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var normal = _face.vertexNormalsModel[ i ];
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normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
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normal.applyMatrix3( normalMatrix ).normalize();
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var offset2 = arguments[ i ] * 2;
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var uv = _face.uvs[ i ];
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uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
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}
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_face.vertexNormalsLength = 3;
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_face.material = object.material;
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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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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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var renderList = new RenderList();
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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.autoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === undefined ) camera.updateMatrixWorld();
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_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
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_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
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_frustum.setFromMatrix( _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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scene.traverseVisible( function ( object ) {
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if ( object instanceof THREE.Light ) {
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_renderData.lights.push( object );
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} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
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if ( object.material.visible === false ) return;
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if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
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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.applyProjection( _viewProjectionMatrix );
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_object.z = _vector3.z;
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_renderData.objects.push( _object );
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}
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}
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} );
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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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for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
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var object = _renderData.objects[ o ].object;
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var 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 instanceof THREE.Mesh ) {
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if ( geometry instanceof THREE.BufferGeometry ) {
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var attributes = geometry.attributes;
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var offsets = geometry.offsets;
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if ( attributes.position === undefined ) continue;
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var positions = attributes.position.array;
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for ( var i = 0, l = positions.length; i < l; i += 3 ) {
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renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
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}
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if ( attributes.normal !== undefined ) {
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var normals = attributes.normal.array;
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for ( var i = 0, l = normals.length; i < l; i += 3 ) {
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renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
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}
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}
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if ( attributes.uv !== undefined ) {
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var uvs = attributes.uv.array;
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for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
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renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
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}
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}
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if ( attributes.index !== undefined ) {
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var indices = attributes.index.array;
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if ( offsets.length > 0 ) {
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for ( var o = 0; o < offsets.length; o ++ ) {
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var offset = offsets[ o ];
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var index = offset.index;
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for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
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renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
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}
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}
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} else {
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for ( var i = 0, l = indices.length; i < l; i += 3 ) {
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renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
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}
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}
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} else {
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for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
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renderList.pushTriangle( i, i + 1, i + 2 );
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}
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}
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} else if ( geometry instanceof THREE.Geometry ) {
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var vertices = geometry.vertices;
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var faces = geometry.faces;
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var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
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_normalMatrix.getNormalMatrix( _modelMatrix );
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var material = object.material;
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var isFaceMaterial = material instanceof THREE.MeshFaceMaterial;
|
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var objectMaterials = isFaceMaterial === true ? object.material : null;
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for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
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var vertex = vertices[ v ];
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_vector3.copy( vertex );
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if ( material.morphTargets === true ) {
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var morphTargets = geometry.morphTargets;
|
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var morphInfluences = object.morphTargetInfluences;
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for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
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var influence = morphInfluences[ t ];
|
||
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if ( influence === 0 ) continue;
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var target = morphTargets[ t ];
|
||
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var targetVertex = target.vertices[ v ];
|
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_vector3.x += ( targetVertex.x - vertex.x ) * influence;
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||
|
_vector3.y += ( targetVertex.y - vertex.y ) * influence;
|
||
|
_vector3.z += ( targetVertex.z - vertex.z ) * influence;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z );
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
|
||
|
|
||
|
var face = faces[ f ];
|
||
|
|
||
|
var material = isFaceMaterial === true
|
||
|
? objectMaterials.materials[ face.materialIndex ]
|
||
|
: object.material;
|
||
|
|
||
|
if ( material === undefined ) continue;
|
||
|
|
||
|
var side = material.side;
|
||
|
|
||
|
var v1 = _vertexPool[ face.a ];
|
||
|
var v2 = _vertexPool[ face.b ];
|
||
|
var v3 = _vertexPool[ face.c ];
|
||
|
|
||
|
if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
|
||
|
|
||
|
var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
|
||
|
|
||
|
if ( side !== THREE.DoubleSide ) {
|
||
|
if ( side === THREE.FrontSide && visible === false ) continue;
|
||
|
if ( side === THREE.BackSide && visible === true ) continue;
|
||
|
}
|
||
|
|
||
|
_face = getNextFaceInPool();
|
||
|
|
||
|
_face.id = object.id;
|
||
|
_face.v1.copy( v1 );
|
||
|
_face.v2.copy( v2 );
|
||
|
_face.v3.copy( v3 );
|
||
|
|
||
|
_face.normalModel.copy( face.normal );
|
||
|
|
||
|
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
|
||
|
|
||
|
_face.normalModel.negate();
|
||
|
|
||
|
}
|
||
|
|
||
|
_face.normalModel.applyMatrix3( _normalMatrix ).normalize();
|
||
|
|
||
|
var faceVertexNormals = face.vertexNormals;
|
||
|
|
||
|
for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
|
||
|
|
||
|
var normalModel = _face.vertexNormalsModel[ n ];
|
||
|
normalModel.copy( faceVertexNormals[ n ] );
|
||
|
|
||
|
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
|
||
|
|
||
|
normalModel.negate();
|
||
|
|
||
|
}
|
||
|
|
||
|
normalModel.applyMatrix3( _normalMatrix ).normalize();
|
||
|
|
||
|
}
|
||
|
|
||
|
_face.vertexNormalsLength = faceVertexNormals.length;
|
||
|
|
||
|
var vertexUvs = faceVertexUvs[ f ];
|
||
|
|
||
|
if ( vertexUvs !== undefined ) {
|
||
|
|
||
|
for ( var u = 0; u < 3; u ++ ) {
|
||
|
|
||
|
_face.uvs[ u ].copy( vertexUvs[ u ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
_face.color = face.color;
|
||
|
_face.material = material;
|
||
|
|
||
|
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
|
||
|
|
||
|
_renderData.elements.push( _face );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( object instanceof THREE.Line ) {
|
||
|
|
||
|
if ( geometry instanceof THREE.BufferGeometry ) {
|
||
|
|
||
|
var attributes = geometry.attributes;
|
||
|
|
||
|
if ( attributes.position !== undefined ) {
|
||
|
|
||
|
var positions = attributes.position.array;
|
||
|
|
||
|
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
|
||
|
|
||
|
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( attributes.index !== undefined ) {
|
||
|
|
||
|
var indices = attributes.index.array;
|
||
|
|
||
|
for ( var i = 0, l = indices.length; i < l; i += 2 ) {
|
||
|
|
||
|
renderList.pushLine( indices[ i ], indices[ i + 1 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
var step = object.mode === THREE.LinePieces ? 2 : 1;
|
||
|
|
||
|
for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
|
||
|
|
||
|
renderList.pushLine( i, i + 1 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( geometry instanceof THREE.Geometry ) {
|
||
|
|
||
|
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
|
||
|
|
||
|
var vertices = object.geometry.vertices;
|
||
|
|
||
|
if ( vertices.length === 0 ) continue;
|
||
|
|
||
|
v1 = getNextVertexInPool();
|
||
|
v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
|
||
|
|
||
|
// Handle LineStrip and LinePieces
|
||
|
var step = object.mode === THREE.LinePieces ? 2 : 1;
|
||
|
|
||
|
for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
|
||
|
|
||
|
v1 = getNextVertexInPool();
|
||
|
v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
|
||
|
|
||
|
if ( ( v + 1 ) % step > 0 ) continue;
|
||
|
|
||
|
v2 = _vertexPool[ _vertexCount - 2 ];
|
||
|
|
||
|
_clippedVertex1PositionScreen.copy( v1.positionScreen );
|
||
|
_clippedVertex2PositionScreen.copy( v2.positionScreen );
|
||
|
|
||
|
if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
|
||
|
|
||
|
// Perform the perspective divide
|
||
|
_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
|
||
|
_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
|
||
|
|
||
|
_line = getNextLineInPool();
|
||
|
|
||
|
_line.id = object.id;
|
||
|
_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
|
||
|
_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
|
||
|
|
||
|
_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
|
||
|
|
||
|
_line.material = object.material;
|
||
|
|
||
|
if ( object.material.vertexColors === THREE.VertexColors ) {
|
||
|
|
||
|
_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
|
||
|
_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
|
||
|
|
||
|
}
|
||
|
|
||
|
_renderData.elements.push( _line );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
} else if ( object instanceof THREE.Sprite ) {
|
||
|
|
||
|
_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
|
||
|
_vector4.applyMatrix4( _viewProjectionMatrix );
|
||
|
|
||
|
var 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.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 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( sortElements === true ) {
|
||
|
|
||
|
_renderData.elements.sort( painterSort );
|
||
|
|
||
|
}
|
||
|
|
||
|
return _renderData;
|
||
|
|
||
|
};
|
||
|
|
||
|
// Pools
|
||
|
|
||
|
function getNextObjectInPool() {
|
||
|
|
||
|
if ( _objectCount === _objectPoolLength ) {
|
||
|
|
||
|
var object = new THREE.RenderableObject();
|
||
|
_objectPool.push( object );
|
||
|
_objectPoolLength ++;
|
||
|
_objectCount ++;
|
||
|
return object;
|
||
|
|
||
|
}
|
||
|
|
||
|
return _objectPool[ _objectCount ++ ];
|
||
|
|
||
|
}
|
||
|
|
||
|
function getNextVertexInPool() {
|
||
|
|
||
|
if ( _vertexCount === _vertexPoolLength ) {
|
||
|
|
||
|
var vertex = new THREE.RenderableVertex();
|
||
|
_vertexPool.push( vertex );
|
||
|
_vertexPoolLength ++;
|
||
|
_vertexCount ++;
|
||
|
return vertex;
|
||
|
|
||
|
}
|
||
|
|
||
|
return _vertexPool[ _vertexCount ++ ];
|
||
|
|
||
|
}
|
||
|
|
||
|
function getNextFaceInPool() {
|
||
|
|
||
|
if ( _faceCount === _facePoolLength ) {
|
||
|
|
||
|
var face = new THREE.RenderableFace();
|
||
|
_facePool.push( face );
|
||
|
_facePoolLength ++;
|
||
|
_faceCount ++;
|
||
|
return face;
|
||
|
|
||
|
}
|
||
|
|
||
|
return _facePool[ _faceCount ++ ];
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
function getNextLineInPool() {
|
||
|
|
||
|
if ( _lineCount === _linePoolLength ) {
|
||
|
|
||
|
var line = new THREE.RenderableLine();
|
||
|
_linePool.push( line );
|
||
|
_linePoolLength ++;
|
||
|
_lineCount ++
|
||
|
return line;
|
||
|
|
||
|
}
|
||
|
|
||
|
return _linePool[ _lineCount ++ ];
|
||
|
|
||
|
}
|
||
|
|
||
|
function getNextSpriteInPool() {
|
||
|
|
||
|
if ( _spriteCount === _spritePoolLength ) {
|
||
|
|
||
|
var sprite = new THREE.RenderableSprite();
|
||
|
_spritePool.push( sprite );
|
||
|
_spritePoolLength ++;
|
||
|
_spriteCount ++
|
||
|
return sprite;
|
||
|
|
||
|
}
|
||
|
|
||
|
return _spritePool[ _spriteCount ++ ];
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
function painterSort( a, b ) {
|
||
|
|
||
|
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 ) {
|
||
|
|
||
|
var alpha1 = 0, alpha2 = 1,
|
||
|
|
||
|
// Calculate the boundary coordinate of each vertex for the near and far clip planes,
|
||
|
// Z = -1 and Z = +1, respectively.
|
||
|
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;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|