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