1 | /**
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2 | * @author mr.doob / http://mrdoob.com/
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3 | * @author supereggbert / http://www.paulbrunt.co.uk/
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4 | * @author julianwa / https://github.com/julianwa
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5 | */
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6 |
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7 | THREE.Projector = function() {
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8 |
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9 | var _object, _objectCount, _objectPool = [],
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10 | _vertex, _vertexCount, _vertexPool = [],
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11 | _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [],
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12 | _line, _lineCount, _linePool = [],
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13 | _particle, _particleCount, _particlePool = [],
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14 |
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15 | _renderData = { objects: [], sprites: [], lights: [], elements: [] },
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16 |
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17 | _vector3 = new THREE.Vector3(),
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18 | _vector4 = new THREE.Vector4(),
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19 |
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20 | _projScreenMatrix = new THREE.Matrix4(),
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21 | _projScreenobjectMatrixWorld = new THREE.Matrix4(),
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22 |
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23 | _frustum = [
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24 | new THREE.Vector4(),
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25 | new THREE.Vector4(),
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26 | new THREE.Vector4(),
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27 | new THREE.Vector4(),
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28 | new THREE.Vector4(),
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29 | new THREE.Vector4()
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30 | ],
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31 |
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32 | _clippedVertex1PositionScreen = new THREE.Vector4(),
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33 | _clippedVertex2PositionScreen = new THREE.Vector4(),
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34 |
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35 | _face3VertexNormals;
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36 |
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37 | this.computeFrustum = function ( m ) {
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38 |
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39 | _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
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40 | _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
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41 | _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
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42 | _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
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43 | _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
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44 | _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
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45 |
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46 | for ( var i = 0; i < 6; i ++ ) {
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47 |
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48 | var plane = _frustum[ i ];
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49 | plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
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50 |
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51 | }
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52 |
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53 | }
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54 |
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55 | this.projectVector = function ( vector, camera ) {
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56 |
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57 | camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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58 |
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59 | _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
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60 | _projScreenMatrix.multiplyVector3( vector );
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61 |
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62 | return vector;
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63 |
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64 | };
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65 |
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66 | this.unprojectVector = function ( vector, camera ) {
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67 |
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68 | camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
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69 |
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70 | _projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
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71 | _projScreenMatrix.multiplyVector3( vector );
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72 |
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73 | return vector;
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74 |
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75 | };
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76 |
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77 | /**
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78 | * Translates a 2D point from NDC to a THREE.Ray
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79 | * that can be used for picking.
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80 | * @vector - THREE.Vector3 that represents 2D point
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81 | * @camera - THREE.Camera
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82 | */
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83 | this.pickingRay = function ( vector, camera ) {
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84 |
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85 | var end, ray, t;
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86 |
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87 | // set two vectors with opposing z values
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88 | vector.z = -1.0;
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89 | end = new THREE.Vector3( vector.x, vector.y, 1.0 );
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90 |
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91 | this.unprojectVector( vector, camera );
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92 | this.unprojectVector( end, camera );
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93 |
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94 | // find direction from vector to end
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95 | end.subSelf( vector ).normalize();
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96 |
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97 | return new THREE.Ray( vector, end );
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98 |
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99 | };
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100 |
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101 | this.projectGraph = function ( root, sort ) {
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102 |
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103 | _objectCount = 0;
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104 |
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105 | _renderData.objects.length = 0;
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106 | _renderData.sprites.length = 0;
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107 | _renderData.lights.length = 0;
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108 |
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109 | var projectObject = function ( object ) {
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110 |
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111 | if ( object.visible === false ) return;
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112 |
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113 | if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) &&
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114 | ( object.frustumCulled === false || isInFrustum( object ) ) ) {
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115 |
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116 | _projScreenMatrix.multiplyVector3( _vector3.copy( object.position ) );
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117 |
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118 | _object = getNextObjectInPool();
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119 | _object.object = object;
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120 | _object.z = _vector3.z;
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121 |
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122 | _renderData.objects.push( _object );
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123 |
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124 | } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
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125 |
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126 | _projScreenMatrix.multiplyVector3( _vector3.copy( object.position ) );
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127 |
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128 | _object = getNextObjectInPool();
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129 | _object.object = object;
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130 | _object.z = _vector3.z;
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131 |
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132 | _renderData.sprites.push( _object );
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133 |
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134 | } else if ( object instanceof THREE.Light ) {
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135 |
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136 | _renderData.lights.push( object );
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137 |
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138 | }
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139 |
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140 | for ( var c = 0, cl = object.children.length; c < cl; c ++ ) {
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141 |
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142 | projectObject( object.children[ c ] );
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143 |
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144 | }
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145 |
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146 | };
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147 |
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148 | projectObject( root );
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149 |
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150 | sort && _renderData.objects.sort( painterSort );
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151 |
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152 | return _renderData;
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153 |
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154 | };
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155 |
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156 | this.projectScene = function ( scene, camera, sort ) {
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157 |
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158 | var near = camera.near, far = camera.far,
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159 | o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
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160 | objectMatrixWorld, objectMatrixWorldRotation, objectMaterial,
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161 | geometry, geometryMaterials, vertices, vertex, vertexPositionScreen,
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162 | faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
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163 | v1, v2, v3, v4;
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164 |
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165 | _face3Count = 0;
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166 | _face4Count = 0;
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167 | _lineCount = 0;
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168 | _particleCount = 0;
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169 |
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170 | _renderData.elements.length = 0;
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171 |
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172 | if ( camera.parent === undefined ) {
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173 |
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174 | console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
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175 | scene.add( camera );
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176 |
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177 | }
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178 |
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179 | scene.updateMatrixWorld();
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180 |
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181 | camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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182 |
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183 | _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
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184 |
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185 | this.computeFrustum( _projScreenMatrix );
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186 |
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187 | _renderData = this.projectGraph( scene, false );
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188 |
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189 | for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) {
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190 |
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191 | object = _renderData.objects[ o ].object;
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192 |
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193 | objectMatrixWorld = object.matrixWorld;
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194 | objectMaterial = object.material;
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195 |
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196 | _vertexCount = 0;
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197 |
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198 | if ( object instanceof THREE.Mesh ) {
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199 |
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200 | geometry = object.geometry;
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201 | geometryMaterials = object.geometry.materials;
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202 | vertices = geometry.vertices;
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203 | faces = geometry.faces;
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204 | faceVertexUvs = geometry.faceVertexUvs;
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205 |
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206 | objectMatrixWorldRotation = object.matrixRotationWorld.extractRotation( objectMatrixWorld );
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207 |
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208 | for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
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209 |
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210 | _vertex = getNextVertexInPool();
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211 | _vertex.positionWorld.copy( vertices[ v ].position );
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212 |
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213 | objectMatrixWorld.multiplyVector3( _vertex.positionWorld );
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214 |
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215 | _vertex.positionScreen.copy( _vertex.positionWorld );
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216 | _projScreenMatrix.multiplyVector4( _vertex.positionScreen );
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217 |
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218 | _vertex.positionScreen.x /= _vertex.positionScreen.w;
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219 | _vertex.positionScreen.y /= _vertex.positionScreen.w;
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220 |
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221 | _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
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222 |
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223 | }
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224 |
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225 | for ( f = 0, fl = faces.length; f < fl; f ++ ) {
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226 |
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227 | face = faces[ f ];
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228 |
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229 | if ( face instanceof THREE.Face3 ) {
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230 |
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231 | v1 = _vertexPool[ face.a ];
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232 | v2 = _vertexPool[ face.b ];
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233 | v3 = _vertexPool[ face.c ];
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234 |
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235 | if ( v1.visible && v2.visible && v3.visible &&
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236 | ( object.doubleSided || ( object.flipSided !=
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237 | ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
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238 | ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
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239 |
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240 | _face = getNextFace3InPool();
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241 |
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242 | _face.v1.copy( v1 );
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243 | _face.v2.copy( v2 );
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244 | _face.v3.copy( v3 );
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245 |
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246 | } else {
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247 |
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248 | continue;
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249 |
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250 | }
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251 |
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252 | } else if ( face instanceof THREE.Face4 ) {
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253 |
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254 | v1 = _vertexPool[ face.a ];
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255 | v2 = _vertexPool[ face.b ];
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256 | v3 = _vertexPool[ face.c ];
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257 | v4 = _vertexPool[ face.d ];
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258 |
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259 | if ( v1.visible && v2.visible && v3.visible && v4.visible &&
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260 | ( object.doubleSided || ( object.flipSided !=
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261 | ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
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262 | ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
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263 | ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
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264 | ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
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265 |
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266 | _face = getNextFace4InPool();
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267 |
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268 | _face.v1.copy( v1 );
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269 | _face.v2.copy( v2 );
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270 | _face.v3.copy( v3 );
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271 | _face.v4.copy( v4 );
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272 |
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273 | } else {
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274 |
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275 | continue;
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276 |
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277 | }
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278 |
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279 | }
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280 |
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281 | _face.normalWorld.copy( face.normal );
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282 | objectMatrixWorldRotation.multiplyVector3( _face.normalWorld );
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283 |
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284 | _face.centroidWorld.copy( face.centroid );
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285 | objectMatrixWorld.multiplyVector3( _face.centroidWorld );
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286 |
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287 | _face.centroidScreen.copy( _face.centroidWorld );
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288 | _projScreenMatrix.multiplyVector3( _face.centroidScreen );
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289 |
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290 | faceVertexNormals = face.vertexNormals;
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291 |
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292 | for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
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293 |
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294 | normal = _face.vertexNormalsWorld[ n ];
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295 | normal.copy( faceVertexNormals[ n ] );
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296 | objectMatrixWorldRotation.multiplyVector3( normal );
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297 |
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298 | }
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299 |
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300 | for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
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301 |
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302 | uvs = faceVertexUvs[ c ][ f ];
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303 |
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304 | if ( !uvs ) continue;
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305 |
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306 | for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
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307 |
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308 | _face.uvs[ c ][ u ] = uvs[ u ];
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309 |
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310 | }
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311 |
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312 | }
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313 |
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314 | _face.material = objectMaterial;
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315 | _face.faceMaterial = face.materialIndex !== null ? geometryMaterials[ face.materialIndex ] : null;
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316 |
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317 | _face.z = _face.centroidScreen.z;
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318 |
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319 | _renderData.elements.push( _face );
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320 |
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321 | }
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322 |
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323 | } else if ( object instanceof THREE.Line ) {
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324 |
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325 | _projScreenobjectMatrixWorld.multiply( _projScreenMatrix, objectMatrixWorld );
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326 |
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327 | vertices = object.geometry.vertices;
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328 |
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329 | v1 = getNextVertexInPool();
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330 | v1.positionScreen.copy( vertices[ 0 ].position );
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331 | _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen );
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332 |
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333 | for ( v = 1, vl = vertices.length; v < vl; v++ ) {
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334 |
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335 | v1 = getNextVertexInPool();
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336 | v1.positionScreen.copy( vertices[ v ].position );
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337 | _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen );
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338 |
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339 | v2 = _vertexPool[ _vertexCount - 2 ];
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340 |
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341 | _clippedVertex1PositionScreen.copy( v1.positionScreen );
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342 | _clippedVertex2PositionScreen.copy( v2.positionScreen );
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343 |
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344 | if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
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345 |
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346 | // Perform the perspective divide
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347 | _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
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348 | _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
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349 |
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350 | _line = getNextLineInPool();
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351 | _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
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352 | _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
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353 |
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354 | _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
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355 |
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356 | _line.material = objectMaterial;
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357 |
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358 | _renderData.elements.push( _line );
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359 |
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360 | }
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361 |
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362 | }
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363 |
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364 | }
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365 |
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366 | }
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367 |
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368 | for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
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369 |
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370 | object = _renderData.sprites[ o ].object;
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371 |
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372 | objectMatrixWorld = object.matrixWorld;
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373 |
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374 | if ( object instanceof THREE.Particle ) {
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375 |
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376 | _vector4.set( objectMatrixWorld.n14, objectMatrixWorld.n24, objectMatrixWorld.n34, 1 );
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377 | _projScreenMatrix.multiplyVector4( _vector4 );
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378 |
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379 | _vector4.z /= _vector4.w;
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380 |
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381 | if ( _vector4.z > 0 && _vector4.z < 1 ) {
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382 |
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383 | _particle = getNextParticleInPool();
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384 | _particle.x = _vector4.x / _vector4.w;
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385 | _particle.y = _vector4.y / _vector4.w;
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386 | _particle.z = _vector4.z;
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387 |
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388 | _particle.rotation = object.rotation.z;
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389 |
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390 | _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
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391 | _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
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392 |
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393 | _particle.material = object.material;
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394 |
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395 | _renderData.elements.push( _particle );
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396 |
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397 | }
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398 |
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399 | }
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400 |
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401 | }
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402 |
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403 | sort && _renderData.elements.sort( painterSort );
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404 |
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405 | return _renderData;
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406 |
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407 | };
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408 |
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409 | // Pools
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410 |
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411 | function getNextObjectInPool() {
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412 |
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413 | var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
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414 |
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415 | _objectCount ++;
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416 |
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417 | return object;
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418 |
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419 | }
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420 |
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421 | function getNextVertexInPool() {
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422 |
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423 | var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex();
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424 |
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425 | _vertexCount ++;
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426 |
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427 | return vertex;
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428 |
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429 | }
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430 |
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431 | function getNextFace3InPool() {
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432 |
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433 | var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
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434 |
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435 | _face3Count ++;
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436 |
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437 | return face;
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438 |
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439 | }
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440 |
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441 | function getNextFace4InPool() {
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442 |
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443 | var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4();
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444 |
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445 | _face4Count ++;
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446 |
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447 | return face;
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448 |
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449 | }
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450 |
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451 | function getNextLineInPool() {
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452 |
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453 | var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
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454 |
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455 | _lineCount ++;
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456 |
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457 | return line;
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458 |
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459 | }
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460 |
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461 | function getNextParticleInPool() {
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462 |
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463 | var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
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464 | _particleCount ++;
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465 | return particle;
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466 |
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467 | }
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468 |
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469 | //
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470 |
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471 | function painterSort( a, b ) {
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472 |
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473 | return b.z - a.z;
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474 |
|
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475 | }
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476 |
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477 | function isInFrustum( object ) {
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478 |
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479 | var distance, matrix = object.matrixWorld,
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480 | radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
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481 |
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482 | for ( var i = 0; i < 6; i ++ ) {
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483 |
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484 | distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
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485 | if ( distance <= radius ) return false;
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486 |
|
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487 | }
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488 |
|
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489 | return true;
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490 |
|
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491 | };
|
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492 |
|
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493 | function clipLine( s1, s2 ) {
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494 |
|
---|
495 | var alpha1 = 0, alpha2 = 1,
|
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496 |
|
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497 | // Calculate the boundary coordinate of each vertex for the near and far clip planes,
|
---|
498 | // Z = -1 and Z = +1, respectively.
|
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499 | bc1near = s1.z + s1.w,
|
---|
500 | bc2near = s2.z + s2.w,
|
---|
501 | bc1far = - s1.z + s1.w,
|
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502 | bc2far = - s2.z + s2.w;
|
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503 |
|
---|
504 | if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
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505 |
|
---|
506 | // Both vertices lie entirely within all clip planes.
|
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507 | return true;
|
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508 |
|
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509 | } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
|
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510 |
|
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511 | // Both vertices lie entirely outside one of the clip planes.
|
---|
512 | return false;
|
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513 |
|
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514 | } else {
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515 |
|
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516 | // The line segment spans at least one clip plane.
|
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517 |
|
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518 | if ( bc1near < 0 ) {
|
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519 |
|
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520 | // v1 lies outside the near plane, v2 inside
|
---|
521 | alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
|
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522 |
|
---|
523 | } else if ( bc2near < 0 ) {
|
---|
524 |
|
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525 | // v2 lies outside the near plane, v1 inside
|
---|
526 | alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
|
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527 |
|
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528 | }
|
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529 |
|
---|
530 | if ( bc1far < 0 ) {
|
---|
531 |
|
---|
532 | // v1 lies outside the far plane, v2 inside
|
---|
533 | alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
|
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534 |
|
---|
535 | } else if ( bc2far < 0 ) {
|
---|
536 |
|
---|
537 | // v2 lies outside the far plane, v2 inside
|
---|
538 | alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
|
---|
539 |
|
---|
540 | }
|
---|
541 |
|
---|
542 | if ( alpha2 < alpha1 ) {
|
---|
543 |
|
---|
544 | // The line segment spans two boundaries, but is outside both of them.
|
---|
545 | // (This can't happen when we're only clipping against just near/far but good
|
---|
546 | // to leave the check here for future usage if other clip planes are added.)
|
---|
547 | return false;
|
---|
548 |
|
---|
549 | } else {
|
---|
550 |
|
---|
551 | // Update the s1 and s2 vertices to match the clipped line segment.
|
---|
552 | s1.lerpSelf( s2, alpha1 );
|
---|
553 | s2.lerpSelf( s1, 1 - alpha2 );
|
---|
554 |
|
---|
555 | return true;
|
---|
556 |
|
---|
557 | }
|
---|
558 |
|
---|
559 | }
|
---|
560 |
|
---|
561 | }
|
---|
562 |
|
---|
563 | }; |
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