Projector.js 20 KB

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  1. import {
  2. Box3,
  3. Color,
  4. DoubleSide,
  5. Frustum,
  6. Matrix3,
  7. Matrix4,
  8. Vector2,
  9. Vector3,
  10. Vector4
  11. } from '../../../build/three.module.js';
  12. class RenderableObject {
  13. constructor() {
  14. this.id = 0;
  15. this.object = null;
  16. this.z = 0;
  17. this.renderOrder = 0;
  18. }
  19. }
  20. //
  21. class RenderableFace {
  22. constructor() {
  23. this.id = 0;
  24. this.v1 = new RenderableVertex();
  25. this.v2 = new RenderableVertex();
  26. this.v3 = new RenderableVertex();
  27. this.normalModel = new Vector3();
  28. this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
  29. this.vertexNormalsLength = 0;
  30. this.color = new Color();
  31. this.material = null;
  32. this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
  33. this.z = 0;
  34. this.renderOrder = 0;
  35. }
  36. }
  37. //
  38. class RenderableVertex {
  39. constructor() {
  40. this.position = new Vector3();
  41. this.positionWorld = new Vector3();
  42. this.positionScreen = new Vector4();
  43. this.visible = true;
  44. }
  45. copy( vertex ) {
  46. this.positionWorld.copy( vertex.positionWorld );
  47. this.positionScreen.copy( vertex.positionScreen );
  48. }
  49. }
  50. //
  51. class RenderableLine {
  52. constructor() {
  53. this.id = 0;
  54. this.v1 = new RenderableVertex();
  55. this.v2 = new RenderableVertex();
  56. this.vertexColors = [ new Color(), new Color() ];
  57. this.material = null;
  58. this.z = 0;
  59. this.renderOrder = 0;
  60. }
  61. }
  62. //
  63. class RenderableSprite {
  64. constructor() {
  65. this.id = 0;
  66. this.object = null;
  67. this.x = 0;
  68. this.y = 0;
  69. this.z = 0;
  70. this.rotation = 0;
  71. this.scale = new Vector2();
  72. this.material = null;
  73. this.renderOrder = 0;
  74. }
  75. }
  76. //
  77. class Projector {
  78. constructor() {
  79. let _object, _objectCount, _objectPoolLength = 0,
  80. _vertex, _vertexCount, _vertexPoolLength = 0,
  81. _face, _faceCount, _facePoolLength = 0,
  82. _line, _lineCount, _linePoolLength = 0,
  83. _sprite, _spriteCount, _spritePoolLength = 0,
  84. _modelMatrix;
  85. const
  86. _renderData = { objects: [], lights: [], elements: [] },
  87. _vector3 = new Vector3(),
  88. _vector4 = new Vector4(),
  89. _clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
  90. _boundingBox = new Box3(),
  91. _points3 = new Array( 3 ),
  92. _viewMatrix = new Matrix4(),
  93. _viewProjectionMatrix = new Matrix4(),
  94. _modelViewProjectionMatrix = new Matrix4(),
  95. _frustum = new Frustum(),
  96. _objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = [];
  97. //
  98. this.projectVector = function ( vector, camera ) {
  99. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  100. vector.project( camera );
  101. };
  102. this.unprojectVector = function ( vector, camera ) {
  103. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  104. vector.unproject( camera );
  105. };
  106. this.pickingRay = function () {
  107. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  108. };
  109. //
  110. function RenderList() {
  111. const normals = [];
  112. const colors = [];
  113. const uvs = [];
  114. let object = null;
  115. const normalMatrix = new Matrix3();
  116. function setObject( value ) {
  117. object = value;
  118. normalMatrix.getNormalMatrix( object.matrixWorld );
  119. normals.length = 0;
  120. colors.length = 0;
  121. uvs.length = 0;
  122. }
  123. function projectVertex( vertex ) {
  124. const position = vertex.position;
  125. const positionWorld = vertex.positionWorld;
  126. const positionScreen = vertex.positionScreen;
  127. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  128. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  129. const invW = 1 / positionScreen.w;
  130. positionScreen.x *= invW;
  131. positionScreen.y *= invW;
  132. positionScreen.z *= invW;
  133. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  134. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  135. positionScreen.z >= - 1 && positionScreen.z <= 1;
  136. }
  137. function pushVertex( x, y, z ) {
  138. _vertex = getNextVertexInPool();
  139. _vertex.position.set( x, y, z );
  140. projectVertex( _vertex );
  141. }
  142. function pushNormal( x, y, z ) {
  143. normals.push( x, y, z );
  144. }
  145. function pushColor( r, g, b ) {
  146. colors.push( r, g, b );
  147. }
  148. function pushUv( x, y ) {
  149. uvs.push( x, y );
  150. }
  151. function checkTriangleVisibility( v1, v2, v3 ) {
  152. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  153. _points3[ 0 ] = v1.positionScreen;
  154. _points3[ 1 ] = v2.positionScreen;
  155. _points3[ 2 ] = v3.positionScreen;
  156. return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
  157. }
  158. function checkBackfaceCulling( v1, v2, v3 ) {
  159. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  160. ( v2.positionScreen.y - v1.positionScreen.y ) -
  161. ( v3.positionScreen.y - v1.positionScreen.y ) *
  162. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  163. }
  164. function pushLine( a, b ) {
  165. const v1 = _vertexPool[ a ];
  166. const v2 = _vertexPool[ b ];
  167. // Clip
  168. v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
  169. v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
  170. if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
  171. // Perform the perspective divide
  172. v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
  173. v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
  174. _line = getNextLineInPool();
  175. _line.id = object.id;
  176. _line.v1.copy( v1 );
  177. _line.v2.copy( v2 );
  178. _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
  179. _line.renderOrder = object.renderOrder;
  180. _line.material = object.material;
  181. if ( object.material.vertexColors ) {
  182. _line.vertexColors[ 0 ].fromArray( colors, a * 3 );
  183. _line.vertexColors[ 1 ].fromArray( colors, b * 3 );
  184. }
  185. _renderData.elements.push( _line );
  186. }
  187. }
  188. function pushTriangle( a, b, c, material ) {
  189. const v1 = _vertexPool[ a ];
  190. const v2 = _vertexPool[ b ];
  191. const v3 = _vertexPool[ c ];
  192. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  193. if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  194. _face = getNextFaceInPool();
  195. _face.id = object.id;
  196. _face.v1.copy( v1 );
  197. _face.v2.copy( v2 );
  198. _face.v3.copy( v3 );
  199. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  200. _face.renderOrder = object.renderOrder;
  201. // face normal
  202. _vector3.subVectors( v3.position, v2.position );
  203. _vector4.subVectors( v1.position, v2.position );
  204. _vector3.cross( _vector4 );
  205. _face.normalModel.copy( _vector3 );
  206. _face.normalModel.applyMatrix3( normalMatrix ).normalize();
  207. for ( let i = 0; i < 3; i ++ ) {
  208. const normal = _face.vertexNormalsModel[ i ];
  209. normal.fromArray( normals, arguments[ i ] * 3 );
  210. normal.applyMatrix3( normalMatrix ).normalize();
  211. const uv = _face.uvs[ i ];
  212. uv.fromArray( uvs, arguments[ i ] * 2 );
  213. }
  214. _face.vertexNormalsLength = 3;
  215. _face.material = material;
  216. if ( material.vertexColors ) {
  217. _face.color.fromArray( colors, a * 3 );
  218. }
  219. _renderData.elements.push( _face );
  220. }
  221. }
  222. return {
  223. setObject: setObject,
  224. projectVertex: projectVertex,
  225. checkTriangleVisibility: checkTriangleVisibility,
  226. checkBackfaceCulling: checkBackfaceCulling,
  227. pushVertex: pushVertex,
  228. pushNormal: pushNormal,
  229. pushColor: pushColor,
  230. pushUv: pushUv,
  231. pushLine: pushLine,
  232. pushTriangle: pushTriangle
  233. };
  234. }
  235. const renderList = new RenderList();
  236. function projectObject( object ) {
  237. if ( object.visible === false ) return;
  238. if ( object.isLight ) {
  239. _renderData.lights.push( object );
  240. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  241. if ( object.material.visible === false ) return;
  242. if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
  243. addObject( object );
  244. } else if ( object.isSprite ) {
  245. if ( object.material.visible === false ) return;
  246. if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
  247. addObject( object );
  248. }
  249. const children = object.children;
  250. for ( let i = 0, l = children.length; i < l; i ++ ) {
  251. projectObject( children[ i ] );
  252. }
  253. }
  254. function addObject( object ) {
  255. _object = getNextObjectInPool();
  256. _object.id = object.id;
  257. _object.object = object;
  258. _vector3.setFromMatrixPosition( object.matrixWorld );
  259. _vector3.applyMatrix4( _viewProjectionMatrix );
  260. _object.z = _vector3.z;
  261. _object.renderOrder = object.renderOrder;
  262. _renderData.objects.push( _object );
  263. }
  264. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  265. _faceCount = 0;
  266. _lineCount = 0;
  267. _spriteCount = 0;
  268. _renderData.elements.length = 0;
  269. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  270. if ( camera.parent === null ) camera.updateMatrixWorld();
  271. _viewMatrix.copy( camera.matrixWorldInverse );
  272. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  273. _frustum.setFromProjectionMatrix( _viewProjectionMatrix );
  274. //
  275. _objectCount = 0;
  276. _renderData.objects.length = 0;
  277. _renderData.lights.length = 0;
  278. projectObject( scene );
  279. if ( sortObjects === true ) {
  280. _renderData.objects.sort( painterSort );
  281. }
  282. //
  283. const objects = _renderData.objects;
  284. for ( let o = 0, ol = objects.length; o < ol; o ++ ) {
  285. const object = objects[ o ].object;
  286. const geometry = object.geometry;
  287. renderList.setObject( object );
  288. _modelMatrix = object.matrixWorld;
  289. _vertexCount = 0;
  290. if ( object.isMesh ) {
  291. if ( geometry.isBufferGeometry ) {
  292. let material = object.material;
  293. const isMultiMaterial = Array.isArray( material );
  294. const attributes = geometry.attributes;
  295. const groups = geometry.groups;
  296. if ( attributes.position === undefined ) continue;
  297. const positions = attributes.position.array;
  298. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  299. let x = positions[ i ];
  300. let y = positions[ i + 1 ];
  301. let z = positions[ i + 2 ];
  302. const morphTargets = geometry.morphAttributes.position;
  303. if ( morphTargets !== undefined ) {
  304. const morphTargetsRelative = geometry.morphTargetsRelative;
  305. const morphInfluences = object.morphTargetInfluences;
  306. for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  307. const influence = morphInfluences[ t ];
  308. if ( influence === 0 ) continue;
  309. const target = morphTargets[ t ];
  310. if ( morphTargetsRelative ) {
  311. x += target.getX( i / 3 ) * influence;
  312. y += target.getY( i / 3 ) * influence;
  313. z += target.getZ( i / 3 ) * influence;
  314. } else {
  315. x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
  316. y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
  317. z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
  318. }
  319. }
  320. }
  321. renderList.pushVertex( x, y, z );
  322. }
  323. if ( attributes.normal !== undefined ) {
  324. const normals = attributes.normal.array;
  325. for ( let i = 0, l = normals.length; i < l; i += 3 ) {
  326. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  327. }
  328. }
  329. if ( attributes.color !== undefined ) {
  330. const colors = attributes.color.array;
  331. for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  332. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  333. }
  334. }
  335. if ( attributes.uv !== undefined ) {
  336. const uvs = attributes.uv.array;
  337. for ( let i = 0, l = uvs.length; i < l; i += 2 ) {
  338. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  339. }
  340. }
  341. if ( geometry.index !== null ) {
  342. const indices = geometry.index.array;
  343. if ( groups.length > 0 ) {
  344. for ( let g = 0; g < groups.length; g ++ ) {
  345. const group = groups[ g ];
  346. material = isMultiMaterial === true
  347. ? object.material[ group.materialIndex ]
  348. : object.material;
  349. if ( material === undefined ) continue;
  350. for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  351. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  352. }
  353. }
  354. } else {
  355. for ( let i = 0, l = indices.length; i < l; i += 3 ) {
  356. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  357. }
  358. }
  359. } else {
  360. if ( groups.length > 0 ) {
  361. for ( let g = 0; g < groups.length; g ++ ) {
  362. const group = groups[ g ];
  363. material = isMultiMaterial === true
  364. ? object.material[ group.materialIndex ]
  365. : object.material;
  366. if ( material === undefined ) continue;
  367. for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  368. renderList.pushTriangle( i, i + 1, i + 2, material );
  369. }
  370. }
  371. } else {
  372. for ( let i = 0, l = positions.length / 3; i < l; i += 3 ) {
  373. renderList.pushTriangle( i, i + 1, i + 2, material );
  374. }
  375. }
  376. }
  377. } else if ( geometry.isGeometry ) {
  378. console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  379. return;
  380. }
  381. } else if ( object.isLine ) {
  382. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  383. if ( geometry.isBufferGeometry ) {
  384. const attributes = geometry.attributes;
  385. if ( attributes.position !== undefined ) {
  386. const positions = attributes.position.array;
  387. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  388. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  389. }
  390. if ( attributes.color !== undefined ) {
  391. const colors = attributes.color.array;
  392. for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  393. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  394. }
  395. }
  396. if ( geometry.index !== null ) {
  397. const indices = geometry.index.array;
  398. for ( let i = 0, l = indices.length; i < l; i += 2 ) {
  399. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  400. }
  401. } else {
  402. const step = object.isLineSegments ? 2 : 1;
  403. for ( let i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  404. renderList.pushLine( i, i + 1 );
  405. }
  406. }
  407. }
  408. } else if ( geometry.isGeometry ) {
  409. console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  410. return;
  411. }
  412. } else if ( object.isPoints ) {
  413. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  414. if ( geometry.isGeometry ) {
  415. console.error( 'THREE.Projector no longer supports Geometry. Use THREE.BufferGeometry instead.' );
  416. return;
  417. } else if ( geometry.isBufferGeometry ) {
  418. const attributes = geometry.attributes;
  419. if ( attributes.position !== undefined ) {
  420. const positions = attributes.position.array;
  421. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  422. _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
  423. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  424. pushPoint( _vector4, object, camera );
  425. }
  426. }
  427. }
  428. } else if ( object.isSprite ) {
  429. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  430. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  431. _vector4.applyMatrix4( _viewProjectionMatrix );
  432. pushPoint( _vector4, object, camera );
  433. }
  434. }
  435. if ( sortElements === true ) {
  436. _renderData.elements.sort( painterSort );
  437. }
  438. return _renderData;
  439. };
  440. function pushPoint( _vector4, object, camera ) {
  441. const invW = 1 / _vector4.w;
  442. _vector4.z *= invW;
  443. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  444. _sprite = getNextSpriteInPool();
  445. _sprite.id = object.id;
  446. _sprite.x = _vector4.x * invW;
  447. _sprite.y = _vector4.y * invW;
  448. _sprite.z = _vector4.z;
  449. _sprite.renderOrder = object.renderOrder;
  450. _sprite.object = object;
  451. _sprite.rotation = object.rotation;
  452. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  453. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  454. _sprite.material = object.material;
  455. _renderData.elements.push( _sprite );
  456. }
  457. }
  458. // Pools
  459. function getNextObjectInPool() {
  460. if ( _objectCount === _objectPoolLength ) {
  461. const object = new RenderableObject();
  462. _objectPool.push( object );
  463. _objectPoolLength ++;
  464. _objectCount ++;
  465. return object;
  466. }
  467. return _objectPool[ _objectCount ++ ];
  468. }
  469. function getNextVertexInPool() {
  470. if ( _vertexCount === _vertexPoolLength ) {
  471. const vertex = new RenderableVertex();
  472. _vertexPool.push( vertex );
  473. _vertexPoolLength ++;
  474. _vertexCount ++;
  475. return vertex;
  476. }
  477. return _vertexPool[ _vertexCount ++ ];
  478. }
  479. function getNextFaceInPool() {
  480. if ( _faceCount === _facePoolLength ) {
  481. const face = new RenderableFace();
  482. _facePool.push( face );
  483. _facePoolLength ++;
  484. _faceCount ++;
  485. return face;
  486. }
  487. return _facePool[ _faceCount ++ ];
  488. }
  489. function getNextLineInPool() {
  490. if ( _lineCount === _linePoolLength ) {
  491. const line = new RenderableLine();
  492. _linePool.push( line );
  493. _linePoolLength ++;
  494. _lineCount ++;
  495. return line;
  496. }
  497. return _linePool[ _lineCount ++ ];
  498. }
  499. function getNextSpriteInPool() {
  500. if ( _spriteCount === _spritePoolLength ) {
  501. const sprite = new RenderableSprite();
  502. _spritePool.push( sprite );
  503. _spritePoolLength ++;
  504. _spriteCount ++;
  505. return sprite;
  506. }
  507. return _spritePool[ _spriteCount ++ ];
  508. }
  509. //
  510. function painterSort( a, b ) {
  511. if ( a.renderOrder !== b.renderOrder ) {
  512. return a.renderOrder - b.renderOrder;
  513. } else if ( a.z !== b.z ) {
  514. return b.z - a.z;
  515. } else if ( a.id !== b.id ) {
  516. return a.id - b.id;
  517. } else {
  518. return 0;
  519. }
  520. }
  521. function clipLine( s1, s2 ) {
  522. let alpha1 = 0, alpha2 = 1;
  523. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  524. // Z = -1 and Z = +1, respectively.
  525. const bc1near = s1.z + s1.w,
  526. bc2near = s2.z + s2.w,
  527. bc1far = - s1.z + s1.w,
  528. bc2far = - s2.z + s2.w;
  529. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  530. // Both vertices lie entirely within all clip planes.
  531. return true;
  532. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  533. // Both vertices lie entirely outside one of the clip planes.
  534. return false;
  535. } else {
  536. // The line segment spans at least one clip plane.
  537. if ( bc1near < 0 ) {
  538. // v1 lies outside the near plane, v2 inside
  539. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  540. } else if ( bc2near < 0 ) {
  541. // v2 lies outside the near plane, v1 inside
  542. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  543. }
  544. if ( bc1far < 0 ) {
  545. // v1 lies outside the far plane, v2 inside
  546. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  547. } else if ( bc2far < 0 ) {
  548. // v2 lies outside the far plane, v2 inside
  549. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  550. }
  551. if ( alpha2 < alpha1 ) {
  552. // The line segment spans two boundaries, but is outside both of them.
  553. // (This can't happen when we're only clipping against just near/far but good
  554. // to leave the check here for future usage if other clip planes are added.)
  555. return false;
  556. } else {
  557. // Update the s1 and s2 vertices to match the clipped line segment.
  558. s1.lerp( s2, alpha1 );
  559. s2.lerp( s1, 1 - alpha2 );
  560. return true;
  561. }
  562. }
  563. }
  564. }
  565. }
  566. export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector };