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Commit 45d1a027 authored by Evgeny's avatar Evgeny

Update three dep. Update to E6^

parent a8c7af38
......@@ -4,465 +4,454 @@
* @author julianwa / https://github.com/julianwa
*/
define(['three'], function(THREE, BSPTree){
var Projector = {};
import THREE from 'three.js';
var i, l, o; // counters
var i, l, o; // counters
Projector.RenderableObject = function () {
export class RenderableObject{
this.id = 0;
this.id = 0;
this.object = null;
this.z = 0;
this.object = null;
this.z = 0;
};
};
Projector.RenderableFace = function () {
export function RenderableFace () {
this.id = 0;
this.id = 0;
this.v1 = new THREE.RenderableVertex();
this.v2 = new THREE.RenderableVertex();
this.v3 = new THREE.RenderableVertex();
this.v1 = new THREE.RenderableVertex();
this.v2 = new THREE.RenderableVertex();
this.v3 = new THREE.RenderableVertex();
this.normalModel = new THREE.Vector3();
this.normalModel = new THREE.Vector3();
this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
this.vertexNormalsLength = 0;
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.priority = null;
this.color = new THREE.Color();
this.material = null;
this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
this.priority = null;
this.z = 0;
this.z = 0;
};
};
RenderableFace.prototype.copy = function ( face ){
this.v1.copy(face.v1);
this.v2.copy(face.v2);
this.v3.copy(face.v3);
this.normalModel.copy(face.normalModel);
Projector.RenderableFace.prototype.copy = function ( face ){
this.v1.copy(face.v1);
this.v2.copy(face.v2);
this.v3.copy(face.v3);
this.normalModel.copy(face.normalModel);
this.vertexNormalsModel = face.vertexNormalsModel;
this.vertexNormalsLength = face.vertexNormalsLength;
this.color = face.color;
this.material = face.material;
this.uvs = face.uvs;
this.priority = face.priority;
};
Projector.RenderableVertex = function () {
this.position = new THREE.Vector3();
this.positionWorld = new THREE.Vector3();
this.positionScreen = new THREE.Vector4();
this.visible = true;
this.vertexNormalsModel = face.vertexNormalsModel;
this.vertexNormalsLength = face.vertexNormalsLength;
this.color = face.color;
this.material = face.material;
this.uvs = face.uvs;
this.priority = face.priority;
};
};
export function RenderableVertex () {
Projector.RenderableVertex.prototype.copy = function ( vertex ) {
this.position = new THREE.Vector3();
this.positionWorld = new THREE.Vector3();
this.positionScreen = new THREE.Vector4();
this.positionWorld.copy( vertex.positionWorld );
this.positionScreen.copy( vertex.positionScreen );
this.visible = true;
};
};
Projector.RenderableLine = function () {
RenderableVertex.prototype.copy = function ( vertex ) {
this.id = 0;
this.positionWorld.copy( vertex.positionWorld );
this.positionScreen.copy( vertex.positionScreen );
this.v1 = new Projector.RenderableVertex();
this.v2 = new Projector.RenderableVertex();
};
this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
this.material = null;
export function RenderableLine () {
this.z = 0;
this.id = 0;
};
Projector.RenderableLine.prototype.copy = function( line ){
this.v1.copy(line.v1);
this.v2.copy(line.v2);
this.vertexColors = line.vertexColors;
this.material = line.material;
};
this.v1 = new RenderableVertex();
this.v2 = new RenderableVertex();
Projector.RenderableSprite = function () {
this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
this.material = null;
this.id = 0;
this.z = 0;
this.object = null;
};
this.x = 0;
this.y = 0;
this.z = 0;
RenderableLine.prototype.copy = function( line ){
this.v1.copy(line.v1);
this.v2.copy(line.v2);
this.vertexColors = line.vertexColors;
this.material = line.material;
};
this.rotation = 0;
this.scale = new THREE.Vector2();
export function RenderableSprite () {
this.material = null;
this.id = 0;
};
this.object = null;
Projector.Projector = function () {
this.x = 0;
this.y = 0;
this.z = 0;
var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
_vertex, _camera, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
_face, _faceCount, _facePool = [], _facePoolLength = 0,
_line, _lineCount, _linePool = [], _linePoolLength = 0,
_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
this.rotation = 0;
this.scale = new THREE.Vector2();
_renderData = { objects: [], lights: [], elements: [] },
this.material = null;
_vA = new THREE.Vector3(),
_vB = new THREE.Vector3(),
_vC = new THREE.Vector3(),
};
_vector3 = new THREE.Vector3(),
_vector4 = new THREE.Vector4(),
export function Projector () {
_clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
_boundingBox = new THREE.Box3(),
_points3 = new Array( 3 ),
_points4 = new Array( 4 ),
var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
_vertex, _camera, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
_face, _faceCount, _facePool = [], _facePoolLength = 0,
_line, _lineCount, _linePool = [], _linePoolLength = 0,
_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
_viewMatrix = new THREE.Matrix4(),
_viewProjectionMatrix = new THREE.Matrix4(),
_renderData = { objects: [], lights: [], elements: [] },
_modelMatrix,
_modelViewProjectionMatrix = new THREE.Matrix4(),
_vA = new THREE.Vector3(),
_vB = new THREE.Vector3(),
_vC = new THREE.Vector3(),
_normalMatrix = new THREE.Matrix3(),
_vector3 = new THREE.Vector3(),
_vector4 = new THREE.Vector4(),
_frustum = new THREE.Frustum(),
_clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
_boundingBox = new THREE.Box3(),
_points3 = new Array( 3 ),
_points4 = new Array( 4 ),
_clippedVertex1PositionScreen = new THREE.Vector4(),
_clippedVertex2PositionScreen = new THREE.Vector4();
_viewMatrix = new THREE.Matrix4(),
_viewProjectionMatrix = new THREE.Matrix4(),
this.projectVector = function ( vector, camera ) {
_modelMatrix,
_modelViewProjectionMatrix = new THREE.Matrix4(),
logger.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
vector.project( camera );
_normalMatrix = new THREE.Matrix3(),
};
_frustum = new THREE.Frustum(),
this.unprojectVector = function ( vector, camera ) {
_clippedVertex1PositionScreen = new THREE.Vector4(),
_clippedVertex2PositionScreen = new THREE.Vector4();
logger.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
vector.unproject( camera );
this.projectVector = function ( vector, camera ) {
};
logger.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
vector.project( camera );
this.pickingRay = function ( vector, camera ) {
};
logger.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
this.unprojectVector = function ( vector, camera ) {
};
logger.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
vector.unproject( camera );
var RenderList = function () {
};
var normals = [];
var uvs = [];
this.pickingRay = function ( vector, camera ) {
var object = null;
var material = null;
logger.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
var normalMatrix = new THREE.Matrix3();
};
var setObject = function ( value ) {
var RenderList = function () {
object = value;
material = object.material;
var normals = [];
var uvs = [];
normalMatrix.getNormalMatrix( object.matrixWorld );
var object = null;
var material = null;
normals.length = 0;
uvs.length = 0;
var normalMatrix = new THREE.Matrix3();
};
var setObject = function ( value ) {
var projectVertex = function ( vertex ) {
object = value;
material = object.material;
var position = vertex.position;
var positionWorld = vertex.positionWorld;
var positionScreen = vertex.positionScreen;
normalMatrix.getNormalMatrix( object.matrixWorld );
positionWorld.copy( position ).applyMatrix4( _modelMatrix );
positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
normals.length = 0;
uvs.length = 0;
var invW = 1 / positionScreen.w;
};
positionScreen.x *= invW;
positionScreen.y *= invW;
positionScreen.z *= invW;
var projectVertex = function ( vertex ) {
vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
positionScreen.y >= - 1 && positionScreen.y <= 1 &&
positionScreen.z >= - 1 && positionScreen.z <= 1;
var position = vertex.position;
var positionWorld = vertex.positionWorld;
var positionScreen = vertex.positionScreen;
};
positionWorld.copy( position ).applyMatrix4( _modelMatrix );
positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
var pushVertex = function ( x, y, z ) {
var invW = 1 / positionScreen.w;
_vertex = getNextVertexInPool();
_vertex.position.set( x, y, z );
positionScreen.x *= invW;
positionScreen.y *= invW;
positionScreen.z *= invW;
projectVertex( _vertex );
vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
positionScreen.y >= - 1 && positionScreen.y <= 1 &&
positionScreen.z >= - 1 && positionScreen.z <= 1;
};
};
var pushNormal = function ( x, y, z ) {
var pushVertex = function ( x, y, z ) {
normals.push( x, y, z );
_vertex = getNextVertexInPool();
_vertex.position.set( x, y, z );
};
projectVertex( _vertex );
var pushUv = function ( x, y ) {
};
uvs.push( x, y );
var pushNormal = function ( x, y, z ) {
};
normals.push( x, y, z );
var checkTriangleVisibility = function ( v1, v2, v3 ) {
};
if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
var pushUv = function ( x, y ) {
_points3[ 0 ] = v1.positionScreen;
_points3[ 1 ] = v2.positionScreen;
_points3[ 2 ] = v3.positionScreen;
uvs.push( x, y );
return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
};
};
var checkTriangleVisibility = function ( v1, v2, v3 ) {
var checkBackfaceCulling = function ( v1, v2, v3 ) {
if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
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;
_points3[ 0 ] = v1.positionScreen;
_points3[ 1 ] = v2.positionScreen;
_points3[ 2 ] = v3.positionScreen;
};
return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
var pushLine = function ( a, b ) {
};
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
var checkBackfaceCulling = function ( v1, v2, v3 ) {
_line = getNextLineInPool();
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;
_line.id = object.id;
_line.v1.copy( v1 );
_line.v2.copy( v2 );
_line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
};
_line.material = object.material;
var pushLine = function ( a, b ) {
_renderData.elements.push( _line );
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
};
_line = getNextLineInPool();
var pushTriangle = function ( a, b, c ) {
_line.id = object.id;
_line.v1.copy( v1 );
_line.v2.copy( v2 );
_line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
var v3 = _vertexPool[ c ];
_line.material = object.material;
if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
_renderData.elements.push( _line );
if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
};
_face = getNextFaceInPool();
var pushTriangle = function ( a, b, c ) {
_face.id = object.id;
_face.priority = face.priority;
_face.v1.copy( v1 );
_face.v2.copy( v2 );
_face.v3.copy( v3 );
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
var v3 = _vertexPool[ c ];
for ( var i = 0; i < 3; i ++ ) {
if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
var offset = arguments[ i ] * 3;
var normal = _face.vertexNormalsModel[ i ];
if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
normal.applyMatrix3( normalMatrix ).normalize();
_face = getNextFaceInPool();
var offset2 = arguments[ i ] * 2;
_face.id = object.id;
_face.priority = face.priority;
_face.v1.copy( v1 );
_face.v2.copy( v2 );
_face.v3.copy( v3 );
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
var uv = _face.uvs[ i ];
uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
for ( var i = 0; i < 3; i ++ ) {
}
var offset = arguments[ i ] * 3;
var normal = _face.vertexNormalsModel[ i ];
_face.vertexNormalsLength = 3;
normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
normal.applyMatrix3( normalMatrix ).normalize();
_face.material = object.material;
var offset2 = arguments[ i ] * 2;
_renderData.elements.push( _face );
var uv = _face.uvs[ i ];
uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
}
};
_face.vertexNormalsLength = 3;
return {
setObject: setObject,
projectVertex: projectVertex,
checkTriangleVisibility: checkTriangleVisibility,
checkBackfaceCulling: checkBackfaceCulling,
pushVertex: pushVertex,
pushNormal: pushNormal,
pushUv: pushUv,
pushLine: pushLine,
pushTriangle: pushTriangle
};
_face.material = object.material;
};
_renderData.elements.push( _face );
var renderList = new RenderList();
}
this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
};
_faceCount = 0;
_lineCount = 0;
_spriteCount = 0;
return {
setObject: setObject,
projectVertex: projectVertex,
checkTriangleVisibility: checkTriangleVisibility,
checkBackfaceCulling: checkBackfaceCulling,
pushVertex: pushVertex,
pushNormal: pushNormal,
pushUv: pushUv,
pushLine: pushLine,
pushTriangle: pushTriangle
};
_renderData.elements.length = 0;
_camera = camera;
};
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === undefined ) camera.updateMatrixWorld();
var renderList = new RenderList();
_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
_frustum.setFromMatrix( _viewProjectionMatrix );
_faceCount = 0;
_lineCount = 0;
_spriteCount = 0;
_objectCount = 0;
_renderData.elements.length = 0;
_camera = camera;
_renderData.objects.length = 0;
_renderData.lights.length = 0;
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === undefined ) camera.updateMatrixWorld();
scene.traverseVisible( function ( object ) {
_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
if ( object instanceof THREE.Light ) {
_frustum.setFromMatrix( _viewProjectionMatrix );
_renderData.lights.push( object );
_objectCount = 0;
} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
_renderData.objects.length = 0;
_renderData.lights.length = 0;
if ( object.material.visible === false ) return;
scene.traverseVisible( function ( object ) {
if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
if ( object instanceof THREE.Light ) {
_object = getNextObjectInPool();
_object.id = object.id;
_object.object = object;
_renderData.lights.push( object );
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyProjection( _viewProjectionMatrix );
_object.z = _vector3.z;
} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
_renderData.objects.push( _object );
if ( object.material.visible === false ) return;
}
if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
}
_object = getNextObjectInPool();
_object.id = object.id;
_object.object = object;
} );
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyProjection( _viewProjectionMatrix );
_object.z = _vector3.z;
if ( sortObjects === true ) {
_renderData.objects.push( _object );
_renderData.objects.sort( customSort );
}
}
for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
var object = _renderData.objects[ o ].object;
var geometry = object.geometry;
} );
renderList.setObject( object );
if ( sortObjects === true ) {
_modelMatrix = object.matrixWorld;
_renderData.objects.sort( customSort );
_vertexCount = 0;
}
if ( object instanceof THREE.Mesh ) {
for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
if ( geometry instanceof THREE.BufferGeometry ) {
var object = _renderData.objects[ o ].object;
var geometry = object.geometry;
var attributes = geometry.attributes;
var offsets = geometry.offsets;
renderList.setObject( object );
if ( attributes.position === undefined ) continue;
_modelMatrix = object.matrixWorld;
var positions = attributes.position.array;
_vertexCount = 0;
for (i = 0, l = positions.length; i < l; i += 3 ) {
if ( object instanceof THREE.Mesh ) {
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
if ( geometry instanceof THREE.BufferGeometry ) {
}
var attributes = geometry.attributes;
var offsets = geometry.offsets;
if ( attributes.normal !== undefined ) {
if ( attributes.position === undefined ) continue;
var normals = attributes.normal.array;
var positions = attributes.position.array;
for ( i = 0, l = normals.length; i < l; i += 3 ) {
for (i = 0, l = positions.length; i < l; i += 3 ) {
renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
}
}
}
if ( attributes.normal !== undefined ) {
if ( attributes.uv !== undefined ) {
var normals = attributes.normal.array;
var uvs = attributes.uv.array;
for ( i = 0, l = normals.length; i < l; i += 3 ) {
for ( i = 0, l = uvs.length; i < l; i += 2 ) {
renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
}
}
}
}
if ( attributes.uv !== undefined ) {
if ( attributes.index !== undefined ) {
var uvs = attributes.uv.array;
var indices = attributes.index.array;
for ( i = 0, l = uvs.length; i < l; i += 2 ) {
if ( offsets.length > 0 ) {
renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
for ( o = 0; o < offsets.length; o ++ ) {
}
var offset = offsets[ o ];
var index = offset.index;
}
for ( i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
if ( attributes.index !== undefined ) {
renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
var indices = attributes.index.array;
}
if ( offsets.length > 0 ) {
}
for ( o = 0; o < offsets.length; o ++ ) {
} else {
var offset = offsets[ o ];
var index = offset.index;
for ( i = 0, l = indices.length; i < l; i += 3 ) {
for ( i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
}
......@@ -470,870 +459,875 @@ define(['three'], function(THREE, BSPTree){
} else {
for ( i = 0, l = positions.length / 3; i < l; i += 3 ) {
for ( i = 0, l = indices.length; i < l; i += 3 ) {
renderList.pushTriangle( i, i + 1, i + 2 );
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
}
}
} else if ( geometry instanceof THREE.Geometry ) {
} else {
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
for ( i = 0, l = positions.length / 3; i < l; i += 3 ) {
_normalMatrix.getNormalMatrix( _modelMatrix );
renderList.pushTriangle( i, i + 1, i + 2 );
var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
var objectMaterials = isFaceMaterial === true ? object.material : null;
}
for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
}
var vertex = vertices[ v ];
renderList.pushVertex( vertex.x, vertex.y, vertex.z );
} else if ( geometry instanceof THREE.Geometry ) {
}
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
_normalMatrix.getNormalMatrix( _modelMatrix );
var face = faces[ f ];
var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
var objectMaterials = isFaceMaterial === true ? object.material : null;
var material;
if(isFaceMaterial === true){
material = objectMaterials.materials[ face.materialIndex ];
} else {
material = object.material;
}
for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
if ( material === undefined ) continue;
var vertex = vertices[ v ];
renderList.pushVertex( vertex.x, vertex.y, vertex.z );
var side = material.side;
}
var v1 = _vertexPool[ face.a ];
var v2 = _vertexPool[ face.b ];
var v3 = _vertexPool[ face.c ];
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
if ( material.morphTargets === true ) {
var face = faces[ f ];
var morphTargets = geometry.morphTargets;
var morphInfluences = object.morphTargetInfluences;
var material;
if(isFaceMaterial === true){
material = objectMaterials.materials[ face.materialIndex ];
} else {
material = object.material;
}
var v1p = v1.position;
var v2p = v2.position;
var v3p = v3.position;
if ( material === undefined ) continue;
_vA.set( 0, 0, 0 );
_vB.set( 0, 0, 0 );
_vC.set( 0, 0, 0 );
var side = material.side;
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
var v1 = _vertexPool[ face.a ];
var v2 = _vertexPool[ face.b ];
var v3 = _vertexPool[ face.c ];
var influence = morphInfluences[ t ];
if ( material.morphTargets === true ) {
if ( influence === 0 ) continue;
var morphTargets = geometry.morphTargets;
var morphInfluences = object.morphTargetInfluences;
var targets = morphTargets[ t ].vertices;
var v1p = v1.position;
var v2p = v2.position;
var v3p = v3.position;
_vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
_vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
_vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
_vA.set( 0, 0, 0 );
_vB.set( 0, 0, 0 );
_vC.set( 0, 0, 0 );
_vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
_vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
_vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
_vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
_vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
_vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
var influence = morphInfluences[ t ];
}
if ( influence === 0 ) continue;
var targets = morphTargets[ t ].vertices;
_vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
_vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
_vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
v1.position.add( _vA );
v2.position.add( _vB );
v3.position.add( _vC );
_vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
_vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
_vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
renderList.projectVertex( v1 );
renderList.projectVertex( v2 );
renderList.projectVertex( v3 );
_vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
_vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
_vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
}
if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
v1.position.add( _vA );
v2.position.add( _vB );
v3.position.add( _vC );
var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
renderList.projectVertex( v1 );
renderList.projectVertex( v2 );
renderList.projectVertex( v3 );
if ( side !== THREE.DoubleSide ) {
if ( side === THREE.FrontSide && visible === false ) continue;
if ( side === THREE.BackSide && visible === true ) continue;
}
}
if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
_face = getNextFaceInPool();
var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
_face.id = object.id;
_face.priority = face.priority;
_face.v1.copy( v1 );
_face.v2.copy( v2 );
_face.v3.copy( v3 );
if ( side !== THREE.DoubleSide ) {
if ( side === THREE.FrontSide && visible === false ) continue;
if ( side === THREE.BackSide && visible === true ) continue;
}
_face.normalModel.copy( face.normal );
_face = getNextFaceInPool();
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
_face.id = object.id;
_face.priority = face.priority;
_face.v1.copy( v1 );
_face.v2.copy( v2 );
_face.v3.copy( v3 );
_face.normalModel.negate();
_face.normalModel.copy( face.normal );
}
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
_face.normalModel.applyMatrix3( _normalMatrix ).normalize();
_face.normalModel.negate();
var faceVertexNormals = face.vertexNormals;
}
for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
_face.normalModel.applyMatrix3( _normalMatrix ).normalize();
var normalModel = _face.vertexNormalsModel[ n ];
normalModel.copy( faceVertexNormals[ n ] );
var faceVertexNormals = face.vertexNormals;
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
normalModel.negate();
var normalModel = _face.vertexNormalsModel[ n ];
normalModel.copy( faceVertexNormals[ n ] );
}
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
normalModel.applyMatrix3( _normalMatrix ).normalize();
normalModel.negate();
}
_face.vertexNormalsLength = faceVertexNormals.length;
normalModel.applyMatrix3( _normalMatrix ).normalize();
var vertexUvs = faceVertexUvs[ f ];
}
if ( vertexUvs !== undefined ) {
_face.vertexNormalsLength = faceVertexNormals.length;
for ( var u = 0; u < 3; u ++ ) {
var vertexUvs = faceVertexUvs[ f ];
_face.uvs[ u ].copy( vertexUvs[ u ] );
if ( vertexUvs !== undefined ) {
}
for ( var u = 0; u < 3; u ++ ) {
_face.uvs[ u ].copy( vertexUvs[ u ] );
}
_face.color = face.color;
_face.material = material;
}
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
_face.color = face.color;
_face.material = material;
_renderData.elements.push( _face );
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
}
_renderData.elements.push( _face );
}
} else if ( object instanceof THREE.Line ) {
}
if ( geometry instanceof THREE.BufferGeometry ) {
} else if ( object instanceof THREE.Line ) {
var attributes = geometry.attributes;
if ( geometry instanceof THREE.BufferGeometry ) {
if ( attributes.position !== undefined ) {
var attributes = geometry.attributes;
var positions = attributes.position.array;
if ( attributes.position !== undefined ) {
for ( i = 0, l = positions.length; i < l; i += 3 ) {
var positions = attributes.position.array;
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
for ( i = 0, l = positions.length; i < l; i += 3 ) {
}
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
if ( attributes.index !== undefined ) {
}
var indices = attributes.index.array;
if ( attributes.index !== undefined ) {
for ( i = 0, l = indices.length; i < l; i += 2 ) {
var indices = attributes.index.array;
renderList.pushLine( indices[ i ], indices[ i + 1 ] );
for ( i = 0, l = indices.length; i < l; i += 2 ) {
}
renderList.pushLine( indices[ i ], indices[ i + 1 ] );
} else {
}
var step = object.mode === THREE.LinePieces ? 2 : 1;
} else {
for ( i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
var step = object.mode === THREE.LinePieces ? 2 : 1;
renderList.pushLine( i, i + 1 );
for ( i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
}
renderList.pushLine( i, i + 1 );
}
}
} else if ( geometry instanceof THREE.Geometry ) {
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
}
var vertices = object.geometry.vertices;
} else if ( geometry instanceof THREE.Geometry ) {
if ( vertices.length === 0 ) continue;
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
var v1 = getNextVertexInPool();
v1.positionWorld.copy( vertices[ 0 ] );
v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
var vertices = object.geometry.vertices;
// Handle LineStrip and LinePieces
var step = object.mode === THREE.LinePieces ? 2 : 1;
if ( vertices.length === 0 ) continue;
for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
var v1 = getNextVertexInPool();
v1.positionWorld.copy( vertices[ 0 ] );
v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
v1 = getNextVertexInPool();
v1.positionWorld.copy( vertices[ v ] );
v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
// Handle LineStrip and LinePieces
var step = object.mode === THREE.LinePieces ? 2 : 1;
if ( ( v + 1 ) % step > 0 ) continue;
for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
v2 = _vertexPool[ _vertexCount - 2 ];
v1 = getNextVertexInPool();
v1.positionWorld.copy( vertices[ v ] );
v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
_clippedVertex1PositionScreen.copy( v1.positionScreen );
_clippedVertex2PositionScreen.copy( v2.positionScreen );
if ( ( v + 1 ) % step > 0 ) continue;
if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
v2 = _vertexPool[ _vertexCount - 2 ];
// Perform the perspective divide
_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
_clippedVertex1PositionScreen.copy( v1.positionScreen );
_clippedVertex2PositionScreen.copy( v2.positionScreen );
_line = getNextLineInPool();
if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
_line.id = object.id;
_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
_line.v1.positionWorld.copy( v1.positionWorld );
_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
_line.v2.positionWorld.copy( v2.positionWorld );
// Perform the perspective divide
_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
_line = getNextLineInPool();
_line.material = object.material;
_line.id = object.id;
_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
_line.v1.positionWorld.copy( v1.positionWorld );
_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
_line.v2.positionWorld.copy( v2.positionWorld );
if ( object.material.vertexColors === THREE.VertexColors ) {
_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
_line.material = object.material;
}
if ( object.material.vertexColors === THREE.VertexColors ) {
_renderData.elements.push( _line );
_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
}
_renderData.elements.push( _line );
}
}
} else if ( object instanceof THREE.Sprite ) {
}
_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
_vector4.applyMatrix4( _viewProjectionMatrix );
} else if ( object instanceof THREE.Sprite ) {
var invW = 1 / _vector4.w;
_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
_vector4.applyMatrix4( _viewProjectionMatrix );
_vector4.z *= invW;
var invW = 1 / _vector4.w;
if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
_vector4.z *= invW;
_sprite = getNextSpriteInPool();
_sprite.id = object.id;
_sprite.x = _vector4.x * invW;
_sprite.y = _vector4.y * invW;
_sprite.z = _vector4.z;
_sprite.object = object;
if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
_sprite.rotation = object.rotation;
_sprite = getNextSpriteInPool();
_sprite.id = object.id;
_sprite.x = _vector4.x * invW;
_sprite.y = _vector4.y * invW;
_sprite.z = _vector4.z;
_sprite.object = object;
_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.rotation = object.rotation;
_sprite.material = object.material;
_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 ] ) );
_renderData.elements.push( _sprite );
_sprite.material = object.material;
}
_renderData.elements.push( _sprite );
}
}
if ( sortElements === true ) {
}
//_renderData.elements.sort( customSort );
if ( sortElements === true ) {
}
// Build the BSP tree
var btree = new BSPTree(_renderData.elements);
_renderData.elements = btree.toArray();
//_renderData.elements.length = 15;
return _renderData;
//_renderData.elements.sort( customSort );
};
}
// Build the BSP tree
var btree = new BSPTree(_renderData.elements);
_renderData.elements = btree.toArray();
//_renderData.elements.length = 15;
// Pools
return _renderData;
function getNextObjectInPool() {
};
if ( _objectCount === _objectPoolLength ) {
// Pools
var object = new Projector.RenderableObject();
_objectPool.push( object );
_objectPoolLength ++;
_objectCount ++;
return object;
function getNextObjectInPool() {
}
if ( _objectCount === _objectPoolLength ) {
return _objectPool[ _objectCount ++ ];
var object = new RenderableObject();
_objectPool.push( object );
_objectPoolLength ++;
_objectCount ++;
return object;
}
function getNextVertexInPool() {
return _objectPool[ _objectCount ++ ];
if ( _vertexCount === _vertexPoolLength ) {
}
var vertex = new Projector.RenderableVertex();
_vertexPool.push( vertex );
_vertexPoolLength ++;
_vertexCount ++;
return vertex;
function getNextVertexInPool() {
}
if ( _vertexCount === _vertexPoolLength ) {
return _vertexPool[ _vertexCount ++ ];
var vertex = new RenderableVertex();
_vertexPool.push( vertex );
_vertexPoolLength ++;
_vertexCount ++;
return vertex;
}
function getNextFaceInPool() {
return _vertexPool[ _vertexCount ++ ];
if ( _faceCount === _facePoolLength ) {
}
var face = new Projector.RenderableFace();
_facePool.push( face );
_facePoolLength ++;
_faceCount ++;
return face;
function getNextFaceInPool() {
}
return _facePool[ _faceCount ++ ];
if ( _faceCount === _facePoolLength ) {
var face = new RenderableFace();
_facePool.push( face );
_facePoolLength ++;
_faceCount ++;
return face;
}
function getNextLineInPool() {
return _facePool[ _faceCount ++ ];
if ( _lineCount === _linePoolLength ) {
var line = new Projector.RenderableLine();
_linePool.push( line );
_linePoolLength ++;
_lineCount ++;
return line;
}
}
function getNextLineInPool() {
return _linePool[ _lineCount ++ ];
if ( _lineCount === _linePoolLength ) {
var line = new RenderableLine();
_linePool.push( line );
_linePoolLength ++;
_lineCount ++;
return line;
}
function getNextSpriteInPool() {
return _linePool[ _lineCount ++ ];
if ( _spriteCount === _spritePoolLength ) {
}
var sprite = new Projector.RenderableSprite();
_spritePool.push( sprite );
_spritePoolLength ++;
_spriteCount ++;
return sprite;
function getNextSpriteInPool() {
}
if ( _spriteCount === _spritePoolLength ) {
var sprite = new RenderableSprite();
_spritePool.push( sprite );
_spritePoolLength ++;
_spriteCount ++;
return sprite;
}
return _spritePool[ _spriteCount ++ ];
return _spritePool[ _spriteCount ++ ];
}
function BSPTree(data){
if(data.length){
this.root = BSPTree.utils.createNode(data[0]);
for(var i = 1; i < data.length; i++){
this.insert(data[i]);
}
}
}
BSPTree.prototype.insert = function(element, compareWith){
compareWith = compareWith || this.root;
var node = (element instanceof BSPTree.Node) ?
element :
BSPTree.utils.createNode(element);
var comparison = node.isBehind(compareWith);
if(comparison === undefined){
var fragments = node.separate(
compareWith.getNormal(),
compareWith.getPointOnPlane()
);
var self = this;
fragments.forEach(function(f){
self.insert(f, compareWith);
});
return;
}
function BSPTree(data){
if(data.length){
this.root = BSPTree.utils.createNode(data[0]);
for(var i = 1; i < data.length; i++){
this.insert(data[i]);
}
}
}
BSPTree.prototype.insert = function(element, compareWith){
compareWith = compareWith || this.root;
var node = (element instanceof BSPTree.Node) ?
element :
BSPTree.utils.createNode(element);
var comparison = node.isBehind(compareWith);
if(comparison === undefined){
var fragments = node.separate(
compareWith.getNormal(),
compareWith.getPointOnPlane()
);
var self = this;
fragments.forEach(function(f){
self.insert(f, compareWith);
});
return;
}
if(comparison === 0){
var nodePriority = BSPTree.utils.getPriority(node);
var compareWithPriority = BSPTree.utils.getPriority(compareWith);
if(nodePriority > compareWithPriority){
comparison = -1;
} else {
comparison = 1;
}
}
if(comparison === 1){
if(!compareWith.back){
compareWith.back = node;
} else {
this.insert(node, compareWith.back);
}
if(comparison === 0){
var nodePriority = BSPTree.utils.getPriority(node);
var compareWithPriority = BSPTree.utils.getPriority(compareWith);
if(nodePriority > compareWithPriority){
comparison = -1;
} else {
if(!compareWith.front){
compareWith.front = node;
} else {
this.insert(node, compareWith.front);
}
}
};
BSPTree.prototype.toArray = function(){
var output = [];
if(this.root){
this.root.traverse(function(elem){
output.push(elem);
});
comparison = 1;
}
return output;
}
BSPTree.utils = {
createNode: function(element){
return new (element.v3 ? BSPTree.TriangleNode : BSPTree.LineNode)(element);
},
getPointSign: function(normal, point, pointOnPlane){
return this.sign(normal.dot(point.clone().sub(pointOnPlane)));
},
getPriority: function(node){
if(typeof node.element.priority === 'number'){
return node.element.priority;
} else {
return 0;
}
},
isPointInSegment: function(point, p1, p2){
// This function assumes that point lies on the line
// and determines whether it is in line _segment_
var minX = Math.min(p1.x, p2.x);
var minY = Math.min(p1.y, p2.y);
var minZ = Math.min(p1.z, p2.z);
var maxX = Math.max(p1.x, p2.x);
var maxY = Math.max(p1.y, p2.y);
var maxZ = Math.max(p1.z, p2.z);
return (point.x >= minX && point.x <= maxX) &&
(point.y >= minY && point.y <= maxY) &&
(point.z >= minZ && point.z <= maxZ);
},
isZero: function(x){
return Math.abs(x) < this.EPSILON;
},
linePlaneIntersection: function(normal, pointOnPlane, p1, p2){
var upper = pointOnPlane.clone().sub(p1);
upper = upper.dot(normal);
var l = p2.clone().sub(p1);
var lower = l.dot(normal);
if(lower === 0) return undefined;
var d = upper / lower;
var intersectionPoint = l.multiplyScalar(d).add(p1);
return BSPTree.utils.isPointInSegment(
intersectionPoint, p1, p2
) ? intersectionPoint : undefined;
},
pointsEqual: function(p1, p2){
return this.isZero(p2.distanceTo(p1));
},
projectVertex: function(vertex){
var oldModelMatrix = _modelMatrix;
_modelMatrix = this.IDENTITY_MATRIX;
renderList.projectVertex(vertex);
vertex.positionScreen.w = 1;
_modelMatrix = oldModelMatrix;
},
sign: function(x){
if(this.isZero(x)){
return 0;
} else if(x > 0) {
return 1;
} else {
return -1;
}
},
EPSILON: 1e-6,
IDENTITY_MATRIX: new THREE.Matrix4()
}
BSPTree.Node = function(){
this.back = null;
this.front = null;
}
BSPTree.Node.prototype.isBehind = function(node){
var normal = node.getNormal();
var point = node.getPointOnPlane();
var viewer = _camera.position;
var viewerSign = BSPTree.utils.getPointSign(normal, viewer, point);
var thisSign = this.getSign(normal, point);
if(thisSign === undefined) return undefined;
if(thisSign === 0) return 0;
if(viewerSign !== thisSign){
return 1;
} else {
return -1;
}
}
BSPTree.Node.prototype.traverse = function(callback){
if(!callback){
return;
}
if(comparison === 1){
if(!compareWith.back){
compareWith.back = node;
} else {
this.insert(node, compareWith.back);
}
if(this.back){
this.back.traverse(callback);
} else {
if(!compareWith.front){
compareWith.front = node;
} else {
this.insert(node, compareWith.front);
}
}
};
BSPTree.prototype.toArray = function(){
var output = [];
callback(this.element);
if(this.front){
this.front.traverse(callback);
}
if(this.root){
this.root.traverse(function(elem){
output.push(elem);
});
}
BSPTree.LineNode = function(element){
this.element = element;
this.isTriangle = false;
};
BSPTree.LineNode.prototype = Object.create(BSPTree.Node.prototype);
BSPTree.LineNode.prototype.getNormal = function(){
var l = new THREE.Line3(
this.element.v1.positionWorld,
this.element.v2.positionWorld
);
var pt = l.closestPointToPoint(_camera.position, false);
return pt.sub(_camera.position);
}
BSPTree.LineNode.prototype.getPointOnPlane = function(){
return this.element.v1.positionWorld;
}
BSPTree.LineNode.prototype.getSign = function(normal, pointOnPlane){
var s1 = BSPTree.utils.getPointSign(normal, this.element.v1.positionWorld, pointOnPlane);
var s2 = BSPTree.utils.getPointSign(normal, this.element.v2.positionWorld, pointOnPlane);
var sMax = Math.max(s1, s2);
var sMin = Math.min(s1, s2);
switch(Math.abs(sMax-sMin)){
case 0:
return sMax;
case 1:
return sMax || sMin;
case 2:
return undefined;
default:
throw new Error('It looks like some unexpected FP error!');
return output;
}
BSPTree.utils = {
createNode: function(element){
return new (element.v3 ? BSPTree.TriangleNode : BSPTree.LineNode)(element);
},
getPointSign: function(normal, point, pointOnPlane){
return this.sign(normal.dot(point.clone().sub(pointOnPlane)));
},
getPriority: function(node){
if(typeof node.element.priority === 'number'){
return node.element.priority;
} else {
return 0;
}
}
BSPTree.LineNode.prototype.separate = function(normal, point){
var intersectionPoint = BSPTree.utils.linePlaneIntersection(
normal, point,
this.element.v1.positionWorld,
this.element.v2.positionWorld
);
if(intersectionPoint){
var newLine = getNextLineInPool();
newLine.copy(this.element);
var vertex = getNextVertexInPool();
vertex.position.copy(intersectionPoint);
BSPTree.utils.projectVertex(vertex);
newLine.v1.copy(vertex);
newLine.v2 = this.element.v2;
this.element.v2 = vertex;
return [this, BSPTree.utils.createNode(newLine)];
} else {
return [this];
}
}
BSPTree.TriangleNode = function(element){
this.element = element;
this.isTriangle = true;
};
BSPTree.TriangleNode.prototype = Object.create(BSPTree.Node.prototype);
BSPTree.TriangleNode.prototype.getNormal = function(){
return this.element.normalModel;
}
BSPTree.TriangleNode.prototype.getPointOnPlane = function(){
return this.element.v1.positionWorld;
}
BSPTree.TriangleNode.prototype.getSign = function(normal, pointOnPlane){
var s1 = BSPTree.utils.getPointSign(normal, this.element.v1.positionWorld, pointOnPlane);
var s2 = BSPTree.utils.getPointSign(normal, this.element.v2.positionWorld, pointOnPlane);
var s3 = BSPTree.utils.getPointSign(normal, this.element.v3.positionWorld, pointOnPlane);
var sMax = Math.max(s1, s2, s3);
var sMin = Math.min(s1, s2, s3);
switch(Math.abs(sMax-sMin)){
case 0:
return sMax;
case 1:
return sMax || sMin;
case 2:
return undefined;
default:
throw new Error('It looks like some unexpected FP error!');
},
isPointInSegment: function(point, p1, p2){
// This function assumes that point lies on the line
// and determines whether it is in line _segment_
var minX = Math.min(p1.x, p2.x);
var minY = Math.min(p1.y, p2.y);
var minZ = Math.min(p1.z, p2.z);
var maxX = Math.max(p1.x, p2.x);
var maxY = Math.max(p1.y, p2.y);
var maxZ = Math.max(p1.z, p2.z);
return (point.x >= minX && point.x <= maxX) &&
(point.y >= minY && point.y <= maxY) &&
(point.z >= minZ && point.z <= maxZ);
},
isZero: function(x){
return Math.abs(x) < this.EPSILON;
},
linePlaneIntersection: function(normal, pointOnPlane, p1, p2){
var upper = pointOnPlane.clone().sub(p1);
upper = upper.dot(normal);
var l = p2.clone().sub(p1);
var lower = l.dot(normal);
if(lower === 0) return undefined;
var d = upper / lower;
var intersectionPoint = l.multiplyScalar(d).add(p1);
return BSPTree.utils.isPointInSegment(
intersectionPoint, p1, p2
) ? intersectionPoint : undefined;
},
pointsEqual: function(p1, p2){
return this.isZero(p2.distanceTo(p1));
},
projectVertex: function(vertex){
var oldModelMatrix = _modelMatrix;
_modelMatrix = this.IDENTITY_MATRIX;
renderList.projectVertex(vertex);
vertex.positionScreen.w = 1;
_modelMatrix = oldModelMatrix;
},
sign: function(x){
if(this.isZero(x)){
return 0;
} else if(x > 0) {
return 1;
} else {
return -1;
}
}
BSPTree.TriangleNode.prototype.separate = function(normal, pointOnPlane){
var p1 = this.element.v1.positionWorld;
var p2 = this.element.v2.positionWorld;
var p3 = this.element.v3.positionWorld;
// Intersection points
var i12 = BSPTree.utils.linePlaneIntersection(
normal, pointOnPlane, p1, p2
);
var i23 = BSPTree.utils.linePlaneIntersection(
normal, pointOnPlane, p2, p3
);
var i31 = BSPTree.utils.linePlaneIntersection(
normal, pointOnPlane, p3, p1
);
if(i12 && i23 && i31){
// Special case, one split point is a vertex
// In this case we split triangle into two
var iVertex, iSide;
var vertex = getNextVertexInPool();
var newTriangle = getNextFaceInPool();
newTriangle.copy(this.element);
if(BSPTree.utils.pointsEqual(i12, i23)){
vertex.position = i31;
BSPTree.utils.projectVertex(vertex);
this.element.v3.copy(vertex);
newTriangle.v1 = vertex;
} else if(BSPTree.utils.pointsEqual(i23, i31)){
vertex.position = i12;
BSPTree.utils.projectVertex(vertex);
this.element.v1.copy(vertex);
newTriangle.v2 = vertex;
} else {
vertex.position = i23;
BSPTree.utils.projectVertex(vertex);
this.element.v2.copy(vertex);
newTriangle.v3 = vertex;
}
return [this, BSPTree.utils.createNode(newTriangle)];
} else {
var t1 = getNextFaceInPool();
var t2 = getNextFaceInPool();
t1.copy(this.element);
t2.copy(this.element);
var v1 = getNextVertexInPool();
var v2 = getNextVertexInPool();
// Split triangle into three triangles
if(!i12){
this.element.v1.position = i31;
this.element.v2.position = i23;
BSPTree.utils.projectVertex(this.element.v1);
BSPTree.utils.projectVertex(this.element.v2);
t1.v2.copy(this.element.v2);
t1.v3.copy(this.element.v1);
t2.v3.copy(this.element.v2);
} else if(!i23){
this.element.v2.position = i12;
this.element.v3.position = i31;
BSPTree.utils.projectVertex(this.element.v2);
BSPTree.utils.projectVertex(this.element.v3);
t1.v1.copy(this.element.v2);
t1.v3.copy(this.element.v3);
t2.v1.copy(this.element.v3);
} else {
this.element.v1.position = i12;
this.element.v3.position = i23;
BSPTree.utils.projectVertex(this.element.v1);
BSPTree.utils.projectVertex(this.element.v3);
t1.v1.copy(this.element.v1);
t1.v2.copy(this.element.v3);
t2.v2.copy(this.element.v1);
}
return [
this,
BSPTree.utils.createNode(t1),
BSPTree.utils.createNode(t2)
]
}
}
},
EPSILON: 1e-6,
IDENTITY_MATRIX: new THREE.Matrix4()
}
BSPTree.Node = function(){
this.back = null;
this.front = null;
}
BSPTree.Node.prototype.isBehind = function(node){
var normal = node.getNormal();
var point = node.getPointOnPlane();
var viewer = _camera.position;
var viewerSign = BSPTree.utils.getPointSign(normal, viewer, point);
var thisSign = this.getSign(normal, point);
function painterSort(a, b){
if ( a.z !== b.z ) {
if(thisSign === undefined) return undefined;
return b.z - a.z;
if(thisSign === 0) return 0;
// Fallback: compare ids
} else if ( a.id !== b.id ) {
if(viewerSign !== thisSign){
return 1;
} else {
return -1;
}
}
return a.id - b.id;
BSPTree.Node.prototype.traverse = function(callback){
if(!callback){
return;
}
if(this.back){
this.back.traverse(callback);
}
callback(this.element);
if(this.front){
this.front.traverse(callback);
}
}
BSPTree.LineNode = function(element){
this.element = element;
this.isTriangle = false;
};
BSPTree.LineNode.prototype = Object.create(BSPTree.Node.prototype);
BSPTree.LineNode.prototype.getNormal = function(){
var l = new THREE.Line3(
this.element.v1.positionWorld,
this.element.v2.positionWorld
);
var pt = l.closestPointToPoint(_camera.position, false);
return pt.sub(_camera.position);
}
BSPTree.LineNode.prototype.getPointOnPlane = function(){
return this.element.v1.positionWorld;
}
BSPTree.LineNode.prototype.getSign = function(normal, pointOnPlane){
var s1 = BSPTree.utils.getPointSign(normal, this.element.v1.positionWorld, pointOnPlane);
var s2 = BSPTree.utils.getPointSign(normal, this.element.v2.positionWorld, pointOnPlane);
var sMax = Math.max(s1, s2);
var sMin = Math.min(s1, s2);
switch(Math.abs(sMax-sMin)){
case 0:
return sMax;
case 1:
return sMax || sMin;
case 2:
return undefined;
default:
throw new Error('It looks like some unexpected FP error!');
}
}
BSPTree.LineNode.prototype.separate = function(normal, point){
var intersectionPoint = BSPTree.utils.linePlaneIntersection(
normal, point,
this.element.v1.positionWorld,
this.element.v2.positionWorld
);
if(intersectionPoint){
var newLine = getNextLineInPool();
newLine.copy(this.element);
var vertex = getNextVertexInPool();
vertex.position.copy(intersectionPoint);
BSPTree.utils.projectVertex(vertex);
newLine.v1.copy(vertex);
newLine.v2 = this.element.v2;
this.element.v2 = vertex;
return [this, BSPTree.utils.createNode(newLine)];
} else {
return [this];
}
}
BSPTree.TriangleNode = function(element){
this.element = element;
this.isTriangle = true;
};
BSPTree.TriangleNode.prototype = Object.create(BSPTree.Node.prototype);
BSPTree.TriangleNode.prototype.getNormal = function(){
return this.element.normalModel;
}
BSPTree.TriangleNode.prototype.getPointOnPlane = function(){
return this.element.v1.positionWorld;
}
BSPTree.TriangleNode.prototype.getSign = function(normal, pointOnPlane){
var s1 = BSPTree.utils.getPointSign(normal, this.element.v1.positionWorld, pointOnPlane);
var s2 = BSPTree.utils.getPointSign(normal, this.element.v2.positionWorld, pointOnPlane);
var s3 = BSPTree.utils.getPointSign(normal, this.element.v3.positionWorld, pointOnPlane);
var sMax = Math.max(s1, s2, s3);
var sMin = Math.min(s1, s2, s3);
switch(Math.abs(sMax-sMin)){
case 0:
return sMax;
case 1:
return sMax || sMin;
case 2:
return undefined;
default:
throw new Error('It looks like some unexpected FP error!');
}
}
BSPTree.TriangleNode.prototype.separate = function(normal, pointOnPlane){
var p1 = this.element.v1.positionWorld;
var p2 = this.element.v2.positionWorld;
var p3 = this.element.v3.positionWorld;
// Intersection points
var i12 = BSPTree.utils.linePlaneIntersection(
normal, pointOnPlane, p1, p2
);
var i23 = BSPTree.utils.linePlaneIntersection(
normal, pointOnPlane, p2, p3
);
var i31 = BSPTree.utils.linePlaneIntersection(
normal, pointOnPlane, p3, p1
);
if(i12 && i23 && i31){
// Special case, one split point is a vertex
// In this case we split triangle into two
var iVertex, iSide;
var vertex = getNextVertexInPool();
var newTriangle = getNextFaceInPool();
newTriangle.copy(this.element);
if(BSPTree.utils.pointsEqual(i12, i23)){
vertex.position = i31;
BSPTree.utils.projectVertex(vertex);
this.element.v3.copy(vertex);
newTriangle.v1 = vertex;
} else if(BSPTree.utils.pointsEqual(i23, i31)){
vertex.position = i12;
BSPTree.utils.projectVertex(vertex);
this.element.v1.copy(vertex);
newTriangle.v2 = vertex;
} else {
// Faces seem to be equal!
return 0;
vertex.position = i23;
BSPTree.utils.projectVertex(vertex);
this.element.v2.copy(vertex);
newTriangle.v3 = vertex;
}
return [this, BSPTree.utils.createNode(newTriangle)];
} else {
var t1 = getNextFaceInPool();
var t2 = getNextFaceInPool();
t1.copy(this.element);
t2.copy(this.element);
var v1 = getNextVertexInPool();
var v2 = getNextVertexInPool();
// Split triangle into three triangles
if(!i12){
this.element.v1.position = i31;
this.element.v2.position = i23;
BSPTree.utils.projectVertex(this.element.v1);
BSPTree.utils.projectVertex(this.element.v2);
t1.v2.copy(this.element.v2);
t1.v3.copy(this.element.v1);
t2.v3.copy(this.element.v2);
} else if(!i23){
this.element.v2.position = i12;
this.element.v3.position = i31;
BSPTree.utils.projectVertex(this.element.v2);
BSPTree.utils.projectVertex(this.element.v3);
t1.v1.copy(this.element.v2);
t1.v3.copy(this.element.v3);
t2.v1.copy(this.element.v3);
} else {
this.element.v1.position = i12;
this.element.v3.position = i23;
BSPTree.utils.projectVertex(this.element.v1);
BSPTree.utils.projectVertex(this.element.v3);
t1.v1.copy(this.element.v1);
t1.v2.copy(this.element.v3);
t2.v2.copy(this.element.v1);
}
return [
this,
BSPTree.utils.createNode(t1),
BSPTree.utils.createNode(t2)
]
}
}
function clipLine( s1, s2 ) {
function painterSort(a, b){
if ( a.z !== b.z ) {
var alpha1 = 0, alpha2 = 1,
return b.z - a.z;
// Calculate the boundary coordinate of each vertex for the near and far clip planes,
// Z = -1 and Z = +1, respectively.
bc1near = s1.z + s1.w,
bc2near = s2.z + s2.w,
bc1far = - s1.z + s1.w,
bc2far = - s2.z + s2.w;
// Fallback: compare ids
} else if ( a.id !== b.id ) {
if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
return a.id - b.id;
// Both vertices lie entirely within all clip planes.
return true;
} else {
// Faces seem to be equal!
return 0;
} else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
// Both vertices lie entirely outside one of the clip planes.
return false;
}
}
} else {
function clipLine( s1, s2 ) {
// The line segment spans at least one clip plane.
var alpha1 = 0, alpha2 = 1,
if ( bc1near < 0 ) {
// Calculate the boundary coordinate of each vertex for the near and far clip planes,
// Z = -1 and Z = +1, respectively.
bc1near = s1.z + s1.w,
bc2near = s2.z + s2.w,
bc1far = - s1.z + s1.w,
bc2far = - s2.z + s2.w;
// v1 lies outside the near plane, v2 inside
alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
} else if ( bc2near < 0 ) {
// Both vertices lie entirely within all clip planes.
return true;
// v2 lies outside the near plane, v1 inside
alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
} else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
}
// Both vertices lie entirely outside one of the clip planes.
return false;
if ( bc1far < 0 ) {
} else {
// v1 lies outside the far plane, v2 inside
alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
// The line segment spans at least one clip plane.
} else if ( bc2far < 0 ) {
if ( bc1near < 0 ) {
// v2 lies outside the far plane, v2 inside
alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
// v1 lies outside the near plane, v2 inside
alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
}
} else if ( bc2near < 0 ) {
if ( alpha2 < alpha1 ) {
// v2 lies outside the near plane, v1 inside
alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
// 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 {
if ( bc1far < 0 ) {
// Update the s1 and s2 vertices to match the clipped line segment.
s1.lerp( s2, alpha1 );
s2.lerp( s1, 1 - alpha2 );
// v1 lies outside the far plane, v2 inside
alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
return true;
} 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;
}
}
return Projector;
}
});
};
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