Projector.js 21 KB

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