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235
site/game/node_modules/three/examples/jsm/renderers/CSS2DRenderer.js
generated
vendored
Normal file
235
site/game/node_modules/three/examples/jsm/renderers/CSS2DRenderer.js
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vendored
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@ -0,0 +1,235 @@
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import {
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Matrix4,
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Object3D,
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Vector2,
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Vector3
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} from 'three';
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class CSS2DObject extends Object3D {
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constructor( element = document.createElement( 'div' ) ) {
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super();
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this.isCSS2DObject = true;
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this.element = element;
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this.element.style.position = 'absolute';
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this.element.style.userSelect = 'none';
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this.element.setAttribute( 'draggable', false );
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this.center = new Vector2( 0.5, 0.5 ); // ( 0, 0 ) is the lower left; ( 1, 1 ) is the top right
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this.addEventListener( 'removed', function () {
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this.traverse( function ( object ) {
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if ( object.element instanceof Element && object.element.parentNode !== null ) {
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object.element.parentNode.removeChild( object.element );
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}
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} );
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} );
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.element = source.element.cloneNode( true );
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this.center = source.center;
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return this;
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}
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}
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//
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const _vector = new Vector3();
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const _viewMatrix = new Matrix4();
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const _viewProjectionMatrix = new Matrix4();
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const _a = new Vector3();
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const _b = new Vector3();
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class CSS2DRenderer {
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constructor( parameters = {} ) {
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const _this = this;
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let _width, _height;
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let _widthHalf, _heightHalf;
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const cache = {
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objects: new WeakMap()
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};
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const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );
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domElement.style.overflow = 'hidden';
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this.domElement = domElement;
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this.getSize = function () {
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return {
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width: _width,
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height: _height
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};
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};
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this.render = function ( scene, camera ) {
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if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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_viewMatrix.copy( camera.matrixWorldInverse );
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_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
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renderObject( scene, scene, camera );
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zOrder( scene );
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};
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this.setSize = function ( width, height ) {
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_width = width;
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_height = height;
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_widthHalf = _width / 2;
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_heightHalf = _height / 2;
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domElement.style.width = width + 'px';
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domElement.style.height = height + 'px';
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};
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function hideObject( object ) {
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if ( object.isCSS2DObject ) object.element.style.display = 'none';
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for ( let i = 0, l = object.children.length; i < l; i ++ ) {
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hideObject( object.children[ i ] );
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}
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}
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function renderObject( object, scene, camera ) {
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if ( object.visible === false ) {
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hideObject( object );
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return;
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}
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if ( object.isCSS2DObject ) {
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_vector.setFromMatrixPosition( object.matrixWorld );
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_vector.applyMatrix4( _viewProjectionMatrix );
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const visible = ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true );
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const element = object.element;
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element.style.display = visible === true ? '' : 'none';
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if ( visible === true ) {
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object.onBeforeRender( _this, scene, camera );
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element.style.transform = 'translate(' + ( - 100 * object.center.x ) + '%,' + ( - 100 * object.center.y ) + '%)' + 'translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)';
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if ( element.parentNode !== domElement ) {
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domElement.appendChild( element );
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}
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object.onAfterRender( _this, scene, camera );
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}
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const objectData = {
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distanceToCameraSquared: getDistanceToSquared( camera, object )
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};
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cache.objects.set( object, objectData );
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}
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for ( let i = 0, l = object.children.length; i < l; i ++ ) {
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renderObject( object.children[ i ], scene, camera );
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}
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}
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function getDistanceToSquared( object1, object2 ) {
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_a.setFromMatrixPosition( object1.matrixWorld );
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_b.setFromMatrixPosition( object2.matrixWorld );
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return _a.distanceToSquared( _b );
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}
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function filterAndFlatten( scene ) {
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const result = [];
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scene.traverseVisible( function ( object ) {
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if ( object.isCSS2DObject ) result.push( object );
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} );
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return result;
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}
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function zOrder( scene ) {
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const sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
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if ( a.renderOrder !== b.renderOrder ) {
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return b.renderOrder - a.renderOrder;
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}
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const distanceA = cache.objects.get( a ).distanceToCameraSquared;
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const distanceB = cache.objects.get( b ).distanceToCameraSquared;
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return distanceA - distanceB;
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} );
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const zMax = sorted.length;
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for ( let i = 0, l = sorted.length; i < l; i ++ ) {
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sorted[ i ].element.style.zIndex = zMax - i;
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}
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}
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}
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}
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export { CSS2DObject, CSS2DRenderer };
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350
site/game/node_modules/three/examples/jsm/renderers/CSS3DRenderer.js
generated
vendored
Normal file
350
site/game/node_modules/three/examples/jsm/renderers/CSS3DRenderer.js
generated
vendored
Normal file
@ -0,0 +1,350 @@
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import {
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Matrix4,
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Object3D,
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Quaternion,
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Vector3
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} from 'three';
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/**
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* Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
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*/
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const _position = new Vector3();
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const _quaternion = new Quaternion();
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const _scale = new Vector3();
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class CSS3DObject extends Object3D {
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constructor( element = document.createElement( 'div' ) ) {
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super();
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this.isCSS3DObject = true;
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this.element = element;
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this.element.style.position = 'absolute';
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this.element.style.pointerEvents = 'auto';
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this.element.style.userSelect = 'none';
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this.element.setAttribute( 'draggable', false );
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this.addEventListener( 'removed', function () {
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this.traverse( function ( object ) {
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if ( object.element instanceof Element && object.element.parentNode !== null ) {
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object.element.parentNode.removeChild( object.element );
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}
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} );
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} );
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.element = source.element.cloneNode( true );
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return this;
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}
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}
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class CSS3DSprite extends CSS3DObject {
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constructor( element ) {
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super( element );
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this.isCSS3DSprite = true;
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this.rotation2D = 0;
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.rotation2D = source.rotation2D;
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return this;
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}
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}
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//
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const _matrix = new Matrix4();
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const _matrix2 = new Matrix4();
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class CSS3DRenderer {
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constructor( parameters = {} ) {
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const _this = this;
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let _width, _height;
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let _widthHalf, _heightHalf;
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const cache = {
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camera: { style: '' },
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objects: new WeakMap()
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};
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const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );
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domElement.style.overflow = 'hidden';
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this.domElement = domElement;
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const viewElement = document.createElement( 'div' );
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viewElement.style.transformOrigin = '0 0';
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viewElement.style.pointerEvents = 'none';
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domElement.appendChild( viewElement );
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const cameraElement = document.createElement( 'div' );
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cameraElement.style.transformStyle = 'preserve-3d';
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viewElement.appendChild( cameraElement );
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this.getSize = function () {
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return {
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width: _width,
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height: _height
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};
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||||
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};
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this.render = function ( scene, camera ) {
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const fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;
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if ( camera.view && camera.view.enabled ) {
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// view offset
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viewElement.style.transform = `translate( ${ - camera.view.offsetX * ( _width / camera.view.width ) }px, ${ - camera.view.offsetY * ( _height / camera.view.height ) }px )`;
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// view fullWidth and fullHeight, view width and height
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viewElement.style.transform += `scale( ${ camera.view.fullWidth / camera.view.width }, ${ camera.view.fullHeight / camera.view.height } )`;
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} else {
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||||
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||||
viewElement.style.transform = '';
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||||
|
||||
}
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||||
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||||
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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||||
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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||||
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||||
let tx, ty;
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||||
if ( camera.isOrthographicCamera ) {
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||||
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||||
tx = - ( camera.right + camera.left ) / 2;
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||||
ty = ( camera.top + camera.bottom ) / 2;
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||||
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}
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||||
const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1;
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||||
const cameraCSSMatrix = camera.isOrthographicCamera ?
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||||
`scale( ${ scaleByViewOffset } )` + 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
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||||
`scale( ${ scaleByViewOffset } )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
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||||
const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : '';
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||||
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const style = perspective + cameraCSSMatrix +
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'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';
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||||
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||||
if ( cache.camera.style !== style ) {
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||||
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||||
cameraElement.style.transform = style;
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||||
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||||
cache.camera.style = style;
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||||
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||||
}
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||||
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||||
renderObject( scene, scene, camera, cameraCSSMatrix );
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||||
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||||
};
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||||
this.setSize = function ( width, height ) {
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||||
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||||
_width = width;
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||||
_height = height;
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||||
_widthHalf = _width / 2;
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||||
_heightHalf = _height / 2;
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||||
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domElement.style.width = width + 'px';
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||||
domElement.style.height = height + 'px';
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||||
|
||||
viewElement.style.width = width + 'px';
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||||
viewElement.style.height = height + 'px';
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||||
|
||||
cameraElement.style.width = width + 'px';
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||||
cameraElement.style.height = height + 'px';
|
||||
|
||||
};
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||||
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||||
function epsilon( value ) {
|
||||
|
||||
return Math.abs( value ) < 1e-10 ? 0 : value;
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||||
|
||||
}
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||||
|
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function getCameraCSSMatrix( matrix ) {
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||||
|
||||
const elements = matrix.elements;
|
||||
|
||||
return 'matrix3d(' +
|
||||
epsilon( elements[ 0 ] ) + ',' +
|
||||
epsilon( - elements[ 1 ] ) + ',' +
|
||||
epsilon( elements[ 2 ] ) + ',' +
|
||||
epsilon( elements[ 3 ] ) + ',' +
|
||||
epsilon( elements[ 4 ] ) + ',' +
|
||||
epsilon( - elements[ 5 ] ) + ',' +
|
||||
epsilon( elements[ 6 ] ) + ',' +
|
||||
epsilon( elements[ 7 ] ) + ',' +
|
||||
epsilon( elements[ 8 ] ) + ',' +
|
||||
epsilon( - elements[ 9 ] ) + ',' +
|
||||
epsilon( elements[ 10 ] ) + ',' +
|
||||
epsilon( elements[ 11 ] ) + ',' +
|
||||
epsilon( elements[ 12 ] ) + ',' +
|
||||
epsilon( - elements[ 13 ] ) + ',' +
|
||||
epsilon( elements[ 14 ] ) + ',' +
|
||||
epsilon( elements[ 15 ] ) +
|
||||
')';
|
||||
|
||||
}
|
||||
|
||||
function getObjectCSSMatrix( matrix ) {
|
||||
|
||||
const elements = matrix.elements;
|
||||
const matrix3d = 'matrix3d(' +
|
||||
epsilon( elements[ 0 ] ) + ',' +
|
||||
epsilon( elements[ 1 ] ) + ',' +
|
||||
epsilon( elements[ 2 ] ) + ',' +
|
||||
epsilon( elements[ 3 ] ) + ',' +
|
||||
epsilon( - elements[ 4 ] ) + ',' +
|
||||
epsilon( - elements[ 5 ] ) + ',' +
|
||||
epsilon( - elements[ 6 ] ) + ',' +
|
||||
epsilon( - elements[ 7 ] ) + ',' +
|
||||
epsilon( elements[ 8 ] ) + ',' +
|
||||
epsilon( elements[ 9 ] ) + ',' +
|
||||
epsilon( elements[ 10 ] ) + ',' +
|
||||
epsilon( elements[ 11 ] ) + ',' +
|
||||
epsilon( elements[ 12 ] ) + ',' +
|
||||
epsilon( elements[ 13 ] ) + ',' +
|
||||
epsilon( elements[ 14 ] ) + ',' +
|
||||
epsilon( elements[ 15 ] ) +
|
||||
')';
|
||||
|
||||
return 'translate(-50%,-50%)' + matrix3d;
|
||||
|
||||
}
|
||||
|
||||
function hideObject( object ) {
|
||||
|
||||
if ( object.isCSS3DObject ) object.element.style.display = 'none';
|
||||
|
||||
for ( let i = 0, l = object.children.length; i < l; i ++ ) {
|
||||
|
||||
hideObject( object.children[ i ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function renderObject( object, scene, camera, cameraCSSMatrix ) {
|
||||
|
||||
if ( object.visible === false ) {
|
||||
|
||||
hideObject( object );
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( object.isCSS3DObject ) {
|
||||
|
||||
const visible = ( object.layers.test( camera.layers ) === true );
|
||||
|
||||
const element = object.element;
|
||||
element.style.display = visible === true ? '' : 'none';
|
||||
|
||||
if ( visible === true ) {
|
||||
|
||||
object.onBeforeRender( _this, scene, camera );
|
||||
|
||||
let style;
|
||||
|
||||
if ( object.isCSS3DSprite ) {
|
||||
|
||||
// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
|
||||
|
||||
_matrix.copy( camera.matrixWorldInverse );
|
||||
_matrix.transpose();
|
||||
|
||||
if ( object.rotation2D !== 0 ) _matrix.multiply( _matrix2.makeRotationZ( object.rotation2D ) );
|
||||
|
||||
object.matrixWorld.decompose( _position, _quaternion, _scale );
|
||||
_matrix.setPosition( _position );
|
||||
_matrix.scale( _scale );
|
||||
|
||||
_matrix.elements[ 3 ] = 0;
|
||||
_matrix.elements[ 7 ] = 0;
|
||||
_matrix.elements[ 11 ] = 0;
|
||||
_matrix.elements[ 15 ] = 1;
|
||||
|
||||
style = getObjectCSSMatrix( _matrix );
|
||||
|
||||
} else {
|
||||
|
||||
style = getObjectCSSMatrix( object.matrixWorld );
|
||||
|
||||
}
|
||||
|
||||
const cachedObject = cache.objects.get( object );
|
||||
|
||||
if ( cachedObject === undefined || cachedObject.style !== style ) {
|
||||
|
||||
element.style.transform = style;
|
||||
|
||||
const objectData = { style: style };
|
||||
cache.objects.set( object, objectData );
|
||||
|
||||
}
|
||||
|
||||
if ( element.parentNode !== cameraElement ) {
|
||||
|
||||
cameraElement.appendChild( element );
|
||||
|
||||
}
|
||||
|
||||
object.onAfterRender( _this, scene, camera );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0, l = object.children.length; i < l; i ++ ) {
|
||||
|
||||
renderObject( object.children[ i ], scene, camera, cameraCSSMatrix );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { CSS3DObject, CSS3DSprite, CSS3DRenderer };
|
918
site/game/node_modules/three/examples/jsm/renderers/Projector.js
generated
vendored
Normal file
918
site/game/node_modules/three/examples/jsm/renderers/Projector.js
generated
vendored
Normal file
@ -0,0 +1,918 @@
|
||||
import {
|
||||
Box3,
|
||||
Color,
|
||||
DoubleSide,
|
||||
Frustum,
|
||||
Matrix3,
|
||||
Matrix4,
|
||||
Vector2,
|
||||
Vector3,
|
||||
Vector4
|
||||
} from 'three';
|
||||
|
||||
class RenderableObject {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.id = 0;
|
||||
|
||||
this.object = null;
|
||||
this.z = 0;
|
||||
this.renderOrder = 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
class RenderableFace {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.id = 0;
|
||||
|
||||
this.v1 = new RenderableVertex();
|
||||
this.v2 = new RenderableVertex();
|
||||
this.v3 = new RenderableVertex();
|
||||
|
||||
this.normalModel = new Vector3();
|
||||
|
||||
this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
|
||||
this.vertexNormalsLength = 0;
|
||||
|
||||
this.color = new Color();
|
||||
this.material = null;
|
||||
this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
|
||||
|
||||
this.z = 0;
|
||||
this.renderOrder = 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
class RenderableVertex {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.position = new Vector3();
|
||||
this.positionWorld = new Vector3();
|
||||
this.positionScreen = new Vector4();
|
||||
|
||||
this.visible = true;
|
||||
|
||||
}
|
||||
|
||||
copy( vertex ) {
|
||||
|
||||
this.positionWorld.copy( vertex.positionWorld );
|
||||
this.positionScreen.copy( vertex.positionScreen );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
class RenderableLine {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.id = 0;
|
||||
|
||||
this.v1 = new RenderableVertex();
|
||||
this.v2 = new RenderableVertex();
|
||||
|
||||
this.vertexColors = [ new Color(), new Color() ];
|
||||
this.material = null;
|
||||
|
||||
this.z = 0;
|
||||
this.renderOrder = 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
class RenderableSprite {
|
||||
|
||||
constructor() {
|
||||
|
||||
this.id = 0;
|
||||
|
||||
this.object = null;
|
||||
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
this.z = 0;
|
||||
|
||||
this.rotation = 0;
|
||||
this.scale = new Vector2();
|
||||
|
||||
this.material = null;
|
||||
this.renderOrder = 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
class Projector {
|
||||
|
||||
constructor() {
|
||||
|
||||
let _object, _objectCount, _objectPoolLength = 0,
|
||||
_vertex, _vertexCount, _vertexPoolLength = 0,
|
||||
_face, _faceCount, _facePoolLength = 0,
|
||||
_line, _lineCount, _linePoolLength = 0,
|
||||
_sprite, _spriteCount, _spritePoolLength = 0,
|
||||
_modelMatrix;
|
||||
|
||||
const
|
||||
|
||||
_renderData = { objects: [], lights: [], elements: [] },
|
||||
|
||||
_vector3 = new Vector3(),
|
||||
_vector4 = new Vector4(),
|
||||
|
||||
_clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
|
||||
_boundingBox = new Box3(),
|
||||
_points3 = new Array( 3 ),
|
||||
|
||||
_viewMatrix = new Matrix4(),
|
||||
_viewProjectionMatrix = new Matrix4(),
|
||||
|
||||
_modelViewProjectionMatrix = new Matrix4(),
|
||||
|
||||
_frustum = new Frustum(),
|
||||
|
||||
_objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = [];
|
||||
|
||||
//
|
||||
|
||||
function RenderList() {
|
||||
|
||||
const normals = [];
|
||||
const colors = [];
|
||||
const uvs = [];
|
||||
|
||||
let object = null;
|
||||
|
||||
const normalMatrix = new Matrix3();
|
||||
|
||||
function setObject( value ) {
|
||||
|
||||
object = value;
|
||||
|
||||
normalMatrix.getNormalMatrix( object.matrixWorld );
|
||||
|
||||
normals.length = 0;
|
||||
colors.length = 0;
|
||||
uvs.length = 0;
|
||||
|
||||
}
|
||||
|
||||
function projectVertex( vertex ) {
|
||||
|
||||
const position = vertex.position;
|
||||
const positionWorld = vertex.positionWorld;
|
||||
const positionScreen = vertex.positionScreen;
|
||||
|
||||
positionWorld.copy( position ).applyMatrix4( _modelMatrix );
|
||||
positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
|
||||
|
||||
const invW = 1 / positionScreen.w;
|
||||
|
||||
positionScreen.x *= invW;
|
||||
positionScreen.y *= invW;
|
||||
positionScreen.z *= invW;
|
||||
|
||||
vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
|
||||
positionScreen.y >= - 1 && positionScreen.y <= 1 &&
|
||||
positionScreen.z >= - 1 && positionScreen.z <= 1;
|
||||
|
||||
}
|
||||
|
||||
function pushVertex( x, y, z ) {
|
||||
|
||||
_vertex = getNextVertexInPool();
|
||||
_vertex.position.set( x, y, z );
|
||||
|
||||
projectVertex( _vertex );
|
||||
|
||||
}
|
||||
|
||||
function pushNormal( x, y, z ) {
|
||||
|
||||
normals.push( x, y, z );
|
||||
|
||||
}
|
||||
|
||||
function pushColor( r, g, b ) {
|
||||
|
||||
colors.push( r, g, b );
|
||||
|
||||
}
|
||||
|
||||
function pushUv( x, y ) {
|
||||
|
||||
uvs.push( x, y );
|
||||
|
||||
}
|
||||
|
||||
function checkTriangleVisibility( v1, v2, v3 ) {
|
||||
|
||||
if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
|
||||
|
||||
_points3[ 0 ] = v1.positionScreen;
|
||||
_points3[ 1 ] = v2.positionScreen;
|
||||
_points3[ 2 ] = v3.positionScreen;
|
||||
|
||||
return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
|
||||
|
||||
}
|
||||
|
||||
function checkBackfaceCulling( v1, v2, v3 ) {
|
||||
|
||||
return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
|
||||
( v2.positionScreen.y - v1.positionScreen.y ) -
|
||||
( v3.positionScreen.y - v1.positionScreen.y ) *
|
||||
( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
|
||||
|
||||
}
|
||||
|
||||
function pushLine( a, b ) {
|
||||
|
||||
const v1 = _vertexPool[ a ];
|
||||
const v2 = _vertexPool[ b ];
|
||||
|
||||
// Clip
|
||||
|
||||
v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
|
||||
v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
|
||||
|
||||
if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
|
||||
|
||||
// Perform the perspective divide
|
||||
v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
|
||||
v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
|
||||
|
||||
_line = getNextLineInPool();
|
||||
_line.id = object.id;
|
||||
_line.v1.copy( v1 );
|
||||
_line.v2.copy( v2 );
|
||||
_line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
|
||||
_line.renderOrder = object.renderOrder;
|
||||
|
||||
_line.material = object.material;
|
||||
|
||||
if ( object.material.vertexColors ) {
|
||||
|
||||
_line.vertexColors[ 0 ].fromArray( colors, a * 3 );
|
||||
_line.vertexColors[ 1 ].fromArray( colors, b * 3 );
|
||||
|
||||
}
|
||||
|
||||
_renderData.elements.push( _line );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function pushTriangle( a, b, c, material ) {
|
||||
|
||||
const v1 = _vertexPool[ a ];
|
||||
const v2 = _vertexPool[ b ];
|
||||
const v3 = _vertexPool[ c ];
|
||||
|
||||
if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
|
||||
|
||||
if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
|
||||
|
||||
_face = getNextFaceInPool();
|
||||
|
||||
_face.id = object.id;
|
||||
_face.v1.copy( v1 );
|
||||
_face.v2.copy( v2 );
|
||||
_face.v3.copy( v3 );
|
||||
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
|
||||
_face.renderOrder = object.renderOrder;
|
||||
|
||||
// face normal
|
||||
_vector3.subVectors( v3.position, v2.position );
|
||||
_vector4.subVectors( v1.position, v2.position );
|
||||
_vector3.cross( _vector4 );
|
||||
_face.normalModel.copy( _vector3 );
|
||||
_face.normalModel.applyMatrix3( normalMatrix ).normalize();
|
||||
|
||||
for ( let i = 0; i < 3; i ++ ) {
|
||||
|
||||
const normal = _face.vertexNormalsModel[ i ];
|
||||
normal.fromArray( normals, arguments[ i ] * 3 );
|
||||
normal.applyMatrix3( normalMatrix ).normalize();
|
||||
|
||||
const uv = _face.uvs[ i ];
|
||||
uv.fromArray( uvs, arguments[ i ] * 2 );
|
||||
|
||||
}
|
||||
|
||||
_face.vertexNormalsLength = 3;
|
||||
|
||||
_face.material = material;
|
||||
|
||||
if ( material.vertexColors ) {
|
||||
|
||||
_face.color.fromArray( colors, a * 3 );
|
||||
|
||||
}
|
||||
|
||||
_renderData.elements.push( _face );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return {
|
||||
setObject: setObject,
|
||||
projectVertex: projectVertex,
|
||||
checkTriangleVisibility: checkTriangleVisibility,
|
||||
checkBackfaceCulling: checkBackfaceCulling,
|
||||
pushVertex: pushVertex,
|
||||
pushNormal: pushNormal,
|
||||
pushColor: pushColor,
|
||||
pushUv: pushUv,
|
||||
pushLine: pushLine,
|
||||
pushTriangle: pushTriangle
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
const renderList = new RenderList();
|
||||
|
||||
function projectObject( object ) {
|
||||
|
||||
if ( object.visible === false ) return;
|
||||
|
||||
if ( object.isLight ) {
|
||||
|
||||
_renderData.lights.push( object );
|
||||
|
||||
} else if ( object.isMesh || object.isLine || object.isPoints ) {
|
||||
|
||||
if ( object.material.visible === false ) return;
|
||||
if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
|
||||
|
||||
addObject( object );
|
||||
|
||||
} else if ( object.isSprite ) {
|
||||
|
||||
if ( object.material.visible === false ) return;
|
||||
if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
|
||||
|
||||
addObject( object );
|
||||
|
||||
}
|
||||
|
||||
const children = object.children;
|
||||
|
||||
for ( let i = 0, l = children.length; i < l; i ++ ) {
|
||||
|
||||
projectObject( children[ i ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function addObject( object ) {
|
||||
|
||||
_object = getNextObjectInPool();
|
||||
_object.id = object.id;
|
||||
_object.object = object;
|
||||
|
||||
_vector3.setFromMatrixPosition( object.matrixWorld );
|
||||
_vector3.applyMatrix4( _viewProjectionMatrix );
|
||||
_object.z = _vector3.z;
|
||||
_object.renderOrder = object.renderOrder;
|
||||
|
||||
_renderData.objects.push( _object );
|
||||
|
||||
}
|
||||
|
||||
this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
|
||||
|
||||
_faceCount = 0;
|
||||
_lineCount = 0;
|
||||
_spriteCount = 0;
|
||||
|
||||
_renderData.elements.length = 0;
|
||||
|
||||
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
|
||||
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
|
||||
|
||||
_viewMatrix.copy( camera.matrixWorldInverse );
|
||||
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
|
||||
|
||||
_frustum.setFromProjectionMatrix( _viewProjectionMatrix );
|
||||
|
||||
//
|
||||
|
||||
_objectCount = 0;
|
||||
|
||||
_renderData.objects.length = 0;
|
||||
_renderData.lights.length = 0;
|
||||
|
||||
projectObject( scene );
|
||||
|
||||
if ( sortObjects === true ) {
|
||||
|
||||
_renderData.objects.sort( painterSort );
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
const objects = _renderData.objects;
|
||||
|
||||
for ( let o = 0, ol = objects.length; o < ol; o ++ ) {
|
||||
|
||||
const object = objects[ o ].object;
|
||||
const geometry = object.geometry;
|
||||
|
||||
renderList.setObject( object );
|
||||
|
||||
_modelMatrix = object.matrixWorld;
|
||||
|
||||
_vertexCount = 0;
|
||||
|
||||
if ( object.isMesh ) {
|
||||
|
||||
let material = object.material;
|
||||
|
||||
const isMultiMaterial = Array.isArray( material );
|
||||
|
||||
const attributes = geometry.attributes;
|
||||
const groups = geometry.groups;
|
||||
|
||||
if ( attributes.position === undefined ) continue;
|
||||
|
||||
const positions = attributes.position.array;
|
||||
|
||||
for ( let i = 0, l = positions.length; i < l; i += 3 ) {
|
||||
|
||||
let x = positions[ i ];
|
||||
let y = positions[ i + 1 ];
|
||||
let z = positions[ i + 2 ];
|
||||
|
||||
const morphTargets = geometry.morphAttributes.position;
|
||||
|
||||
if ( morphTargets !== undefined ) {
|
||||
|
||||
const morphTargetsRelative = geometry.morphTargetsRelative;
|
||||
const morphInfluences = object.morphTargetInfluences;
|
||||
|
||||
for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) {
|
||||
|
||||
const influence = morphInfluences[ t ];
|
||||
|
||||
if ( influence === 0 ) continue;
|
||||
|
||||
const target = morphTargets[ t ];
|
||||
|
||||
if ( morphTargetsRelative ) {
|
||||
|
||||
x += target.getX( i / 3 ) * influence;
|
||||
y += target.getY( i / 3 ) * influence;
|
||||
z += target.getZ( i / 3 ) * influence;
|
||||
|
||||
} else {
|
||||
|
||||
x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
|
||||
y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
|
||||
z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
renderList.pushVertex( x, y, z );
|
||||
|
||||
}
|
||||
|
||||
if ( attributes.normal !== undefined ) {
|
||||
|
||||
const normals = attributes.normal.array;
|
||||
|
||||
for ( let i = 0, l = normals.length; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( attributes.color !== undefined ) {
|
||||
|
||||
const colors = attributes.color.array;
|
||||
|
||||
for ( let i = 0, l = colors.length; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( attributes.uv !== undefined ) {
|
||||
|
||||
const uvs = attributes.uv.array;
|
||||
|
||||
for ( let i = 0, l = uvs.length; i < l; i += 2 ) {
|
||||
|
||||
renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( geometry.index !== null ) {
|
||||
|
||||
const indices = geometry.index.array;
|
||||
|
||||
if ( groups.length > 0 ) {
|
||||
|
||||
for ( let g = 0; g < groups.length; g ++ ) {
|
||||
|
||||
const group = groups[ g ];
|
||||
|
||||
material = isMultiMaterial === true
|
||||
? object.material[ group.materialIndex ]
|
||||
: object.material;
|
||||
|
||||
if ( material === undefined ) continue;
|
||||
|
||||
for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
for ( let i = 0, l = indices.length; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
if ( groups.length > 0 ) {
|
||||
|
||||
for ( let g = 0; g < groups.length; g ++ ) {
|
||||
|
||||
const group = groups[ g ];
|
||||
|
||||
material = isMultiMaterial === true
|
||||
? object.material[ group.materialIndex ]
|
||||
: object.material;
|
||||
|
||||
if ( material === undefined ) continue;
|
||||
|
||||
for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushTriangle( i, i + 1, i + 2, material );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
for ( let i = 0, l = positions.length / 3; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushTriangle( i, i + 1, i + 2, material );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else if ( object.isLine ) {
|
||||
|
||||
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
|
||||
|
||||
const attributes = geometry.attributes;
|
||||
|
||||
if ( attributes.position !== undefined ) {
|
||||
|
||||
const positions = attributes.position.array;
|
||||
|
||||
for ( let i = 0, l = positions.length; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
if ( attributes.color !== undefined ) {
|
||||
|
||||
const colors = attributes.color.array;
|
||||
|
||||
for ( let i = 0, l = colors.length; i < l; i += 3 ) {
|
||||
|
||||
renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( geometry.index !== null ) {
|
||||
|
||||
const indices = geometry.index.array;
|
||||
|
||||
for ( let i = 0, l = indices.length; i < l; i += 2 ) {
|
||||
|
||||
renderList.pushLine( indices[ i ], indices[ i + 1 ] );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
const step = object.isLineSegments ? 2 : 1;
|
||||
|
||||
for ( let i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
|
||||
|
||||
renderList.pushLine( i, i + 1 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else if ( object.isPoints ) {
|
||||
|
||||
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
|
||||
|
||||
const attributes = geometry.attributes;
|
||||
|
||||
if ( attributes.position !== undefined ) {
|
||||
|
||||
const positions = attributes.position.array;
|
||||
|
||||
for ( let i = 0, l = positions.length; i < l; i += 3 ) {
|
||||
|
||||
_vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
|
||||
_vector4.applyMatrix4( _modelViewProjectionMatrix );
|
||||
|
||||
pushPoint( _vector4, object, camera );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else if ( object.isSprite ) {
|
||||
|
||||
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
||||
_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
|
||||
_vector4.applyMatrix4( _viewProjectionMatrix );
|
||||
|
||||
pushPoint( _vector4, object, camera );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( sortElements === true ) {
|
||||
|
||||
_renderData.elements.sort( painterSort );
|
||||
|
||||
}
|
||||
|
||||
return _renderData;
|
||||
|
||||
};
|
||||
|
||||
function pushPoint( _vector4, object, camera ) {
|
||||
|
||||
const invW = 1 / _vector4.w;
|
||||
|
||||
_vector4.z *= invW;
|
||||
|
||||
if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
|
||||
|
||||
_sprite = getNextSpriteInPool();
|
||||
_sprite.id = object.id;
|
||||
_sprite.x = _vector4.x * invW;
|
||||
_sprite.y = _vector4.y * invW;
|
||||
_sprite.z = _vector4.z;
|
||||
_sprite.renderOrder = object.renderOrder;
|
||||
_sprite.object = object;
|
||||
|
||||
_sprite.rotation = object.rotation;
|
||||
|
||||
_sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
|
||||
_sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
|
||||
|
||||
_sprite.material = object.material;
|
||||
|
||||
_renderData.elements.push( _sprite );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Pools
|
||||
|
||||
function getNextObjectInPool() {
|
||||
|
||||
if ( _objectCount === _objectPoolLength ) {
|
||||
|
||||
const object = new RenderableObject();
|
||||
_objectPool.push( object );
|
||||
_objectPoolLength ++;
|
||||
_objectCount ++;
|
||||
return object;
|
||||
|
||||
}
|
||||
|
||||
return _objectPool[ _objectCount ++ ];
|
||||
|
||||
}
|
||||
|
||||
function getNextVertexInPool() {
|
||||
|
||||
if ( _vertexCount === _vertexPoolLength ) {
|
||||
|
||||
const vertex = new RenderableVertex();
|
||||
_vertexPool.push( vertex );
|
||||
_vertexPoolLength ++;
|
||||
_vertexCount ++;
|
||||
return vertex;
|
||||
|
||||
}
|
||||
|
||||
return _vertexPool[ _vertexCount ++ ];
|
||||
|
||||
}
|
||||
|
||||
function getNextFaceInPool() {
|
||||
|
||||
if ( _faceCount === _facePoolLength ) {
|
||||
|
||||
const face = new RenderableFace();
|
||||
_facePool.push( face );
|
||||
_facePoolLength ++;
|
||||
_faceCount ++;
|
||||
return face;
|
||||
|
||||
}
|
||||
|
||||
return _facePool[ _faceCount ++ ];
|
||||
|
||||
|
||||
}
|
||||
|
||||
function getNextLineInPool() {
|
||||
|
||||
if ( _lineCount === _linePoolLength ) {
|
||||
|
||||
const line = new RenderableLine();
|
||||
_linePool.push( line );
|
||||
_linePoolLength ++;
|
||||
_lineCount ++;
|
||||
return line;
|
||||
|
||||
}
|
||||
|
||||
return _linePool[ _lineCount ++ ];
|
||||
|
||||
}
|
||||
|
||||
function getNextSpriteInPool() {
|
||||
|
||||
if ( _spriteCount === _spritePoolLength ) {
|
||||
|
||||
const sprite = new RenderableSprite();
|
||||
_spritePool.push( sprite );
|
||||
_spritePoolLength ++;
|
||||
_spriteCount ++;
|
||||
return sprite;
|
||||
|
||||
}
|
||||
|
||||
return _spritePool[ _spriteCount ++ ];
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
function painterSort( a, b ) {
|
||||
|
||||
if ( a.renderOrder !== b.renderOrder ) {
|
||||
|
||||
return a.renderOrder - b.renderOrder;
|
||||
|
||||
} else if ( a.z !== b.z ) {
|
||||
|
||||
return b.z - a.z;
|
||||
|
||||
} else if ( a.id !== b.id ) {
|
||||
|
||||
return a.id - b.id;
|
||||
|
||||
} else {
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function clipLine( s1, s2 ) {
|
||||
|
||||
let alpha1 = 0, alpha2 = 1;
|
||||
|
||||
// Calculate the boundary coordinate of each vertex for the near and far clip planes,
|
||||
// Z = -1 and Z = +1, respectively.
|
||||
|
||||
const bc1near = s1.z + s1.w,
|
||||
bc2near = s2.z + s2.w,
|
||||
bc1far = - s1.z + s1.w,
|
||||
bc2far = - s2.z + s2.w;
|
||||
|
||||
if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
|
||||
|
||||
// Both vertices lie entirely within all clip planes.
|
||||
return true;
|
||||
|
||||
} else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
|
||||
|
||||
// Both vertices lie entirely outside one of the clip planes.
|
||||
return false;
|
||||
|
||||
} else {
|
||||
|
||||
// The line segment spans at least one clip plane.
|
||||
|
||||
if ( bc1near < 0 ) {
|
||||
|
||||
// v1 lies outside the near plane, v2 inside
|
||||
alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
|
||||
|
||||
} else if ( bc2near < 0 ) {
|
||||
|
||||
// v2 lies outside the near plane, v1 inside
|
||||
alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
|
||||
|
||||
}
|
||||
|
||||
if ( bc1far < 0 ) {
|
||||
|
||||
// v1 lies outside the far plane, v2 inside
|
||||
alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
|
||||
|
||||
} else if ( bc2far < 0 ) {
|
||||
|
||||
// v2 lies outside the far plane, v2 inside
|
||||
alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
|
||||
|
||||
}
|
||||
|
||||
if ( alpha2 < alpha1 ) {
|
||||
|
||||
// The line segment spans two boundaries, but is outside both of them.
|
||||
// (This can't happen when we're only clipping against just near/far but good
|
||||
// to leave the check here for future usage if other clip planes are added.)
|
||||
return false;
|
||||
|
||||
} else {
|
||||
|
||||
// Update the s1 and s2 vertices to match the clipped line segment.
|
||||
s1.lerp( s2, alpha1 );
|
||||
s2.lerp( s1, 1 - alpha2 );
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector };
|
556
site/game/node_modules/three/examples/jsm/renderers/SVGRenderer.js
generated
vendored
Normal file
556
site/game/node_modules/three/examples/jsm/renderers/SVGRenderer.js
generated
vendored
Normal file
@ -0,0 +1,556 @@
|
||||
import {
|
||||
Box2,
|
||||
Camera,
|
||||
Color,
|
||||
Matrix3,
|
||||
Matrix4,
|
||||
Object3D,
|
||||
SRGBColorSpace,
|
||||
Vector3
|
||||
} from 'three';
|
||||
import { Projector } from '../renderers/Projector.js';
|
||||
import { RenderableFace } from '../renderers/Projector.js';
|
||||
import { RenderableLine } from '../renderers/Projector.js';
|
||||
import { RenderableSprite } from '../renderers/Projector.js';
|
||||
|
||||
class SVGObject extends Object3D {
|
||||
|
||||
constructor( node ) {
|
||||
|
||||
super();
|
||||
|
||||
this.isSVGObject = true;
|
||||
|
||||
this.node = node;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class SVGRenderer {
|
||||
|
||||
constructor() {
|
||||
|
||||
let _renderData, _elements, _lights,
|
||||
_svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf,
|
||||
|
||||
_v1, _v2, _v3,
|
||||
|
||||
_svgNode,
|
||||
_pathCount = 0,
|
||||
|
||||
_precision = null,
|
||||
_quality = 1,
|
||||
|
||||
_currentPath, _currentStyle;
|
||||
|
||||
const _this = this,
|
||||
_clipBox = new Box2(),
|
||||
_elemBox = new Box2(),
|
||||
|
||||
_color = new Color(),
|
||||
_diffuseColor = new Color(),
|
||||
_ambientLight = new Color(),
|
||||
_directionalLights = new Color(),
|
||||
_pointLights = new Color(),
|
||||
_clearColor = new Color(),
|
||||
|
||||
_vector3 = new Vector3(), // Needed for PointLight
|
||||
_centroid = new Vector3(),
|
||||
_normal = new Vector3(),
|
||||
_normalViewMatrix = new Matrix3(),
|
||||
|
||||
_viewMatrix = new Matrix4(),
|
||||
_viewProjectionMatrix = new Matrix4(),
|
||||
|
||||
_svgPathPool = [],
|
||||
|
||||
_projector = new Projector(),
|
||||
_svg = document.createElementNS( 'http://www.w3.org/2000/svg', 'svg' );
|
||||
|
||||
this.domElement = _svg;
|
||||
|
||||
this.autoClear = true;
|
||||
this.sortObjects = true;
|
||||
this.sortElements = true;
|
||||
|
||||
this.overdraw = 0.5;
|
||||
|
||||
this.outputColorSpace = SRGBColorSpace;
|
||||
|
||||
this.info = {
|
||||
|
||||
render: {
|
||||
|
||||
vertices: 0,
|
||||
faces: 0
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
this.setQuality = function ( quality ) {
|
||||
|
||||
switch ( quality ) {
|
||||
|
||||
case 'high': _quality = 1; break;
|
||||
case 'low': _quality = 0; break;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
this.setClearColor = function ( color ) {
|
||||
|
||||
_clearColor.set( color );
|
||||
|
||||
};
|
||||
|
||||
this.setPixelRatio = function () {};
|
||||
|
||||
this.setSize = function ( width, height ) {
|
||||
|
||||
_svgWidth = width; _svgHeight = height;
|
||||
_svgWidthHalf = _svgWidth / 2; _svgHeightHalf = _svgHeight / 2;
|
||||
|
||||
_svg.setAttribute( 'viewBox', ( - _svgWidthHalf ) + ' ' + ( - _svgHeightHalf ) + ' ' + _svgWidth + ' ' + _svgHeight );
|
||||
_svg.setAttribute( 'width', _svgWidth );
|
||||
_svg.setAttribute( 'height', _svgHeight );
|
||||
|
||||
_clipBox.min.set( - _svgWidthHalf, - _svgHeightHalf );
|
||||
_clipBox.max.set( _svgWidthHalf, _svgHeightHalf );
|
||||
|
||||
};
|
||||
|
||||
this.getSize = function () {
|
||||
|
||||
return {
|
||||
width: _svgWidth,
|
||||
height: _svgHeight
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
this.setPrecision = function ( precision ) {
|
||||
|
||||
_precision = precision;
|
||||
|
||||
};
|
||||
|
||||
function removeChildNodes() {
|
||||
|
||||
_pathCount = 0;
|
||||
|
||||
while ( _svg.childNodes.length > 0 ) {
|
||||
|
||||
_svg.removeChild( _svg.childNodes[ 0 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function convert( c ) {
|
||||
|
||||
return _precision !== null ? c.toFixed( _precision ) : c;
|
||||
|
||||
}
|
||||
|
||||
this.clear = function () {
|
||||
|
||||
removeChildNodes();
|
||||
_svg.style.backgroundColor = _clearColor.getStyle( _this.outputColorSpace );
|
||||
|
||||
};
|
||||
|
||||
this.render = function ( scene, camera ) {
|
||||
|
||||
if ( camera instanceof Camera === false ) {
|
||||
|
||||
console.error( 'THREE.SVGRenderer.render: camera is not an instance of Camera.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
const background = scene.background;
|
||||
|
||||
if ( background && background.isColor ) {
|
||||
|
||||
removeChildNodes();
|
||||
_svg.style.backgroundColor = background.getStyle( _this.outputColorSpace );
|
||||
|
||||
} else if ( this.autoClear === true ) {
|
||||
|
||||
this.clear();
|
||||
|
||||
}
|
||||
|
||||
_this.info.render.vertices = 0;
|
||||
_this.info.render.faces = 0;
|
||||
|
||||
_viewMatrix.copy( camera.matrixWorldInverse );
|
||||
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
|
||||
|
||||
_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
|
||||
_elements = _renderData.elements;
|
||||
_lights = _renderData.lights;
|
||||
|
||||
_normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
|
||||
|
||||
calculateLights( _lights );
|
||||
|
||||
// reset accumulated path
|
||||
|
||||
_currentPath = '';
|
||||
_currentStyle = '';
|
||||
|
||||
for ( let e = 0, el = _elements.length; e < el; e ++ ) {
|
||||
|
||||
const element = _elements[ e ];
|
||||
const material = element.material;
|
||||
|
||||
if ( material === undefined || material.opacity === 0 ) continue;
|
||||
|
||||
_elemBox.makeEmpty();
|
||||
|
||||
if ( element instanceof RenderableSprite ) {
|
||||
|
||||
_v1 = element;
|
||||
_v1.x *= _svgWidthHalf; _v1.y *= - _svgHeightHalf;
|
||||
|
||||
renderSprite( _v1, element, material );
|
||||
|
||||
} else if ( element instanceof RenderableLine ) {
|
||||
|
||||
_v1 = element.v1; _v2 = element.v2;
|
||||
|
||||
_v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf;
|
||||
_v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf;
|
||||
|
||||
_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
|
||||
|
||||
if ( _clipBox.intersectsBox( _elemBox ) === true ) {
|
||||
|
||||
renderLine( _v1, _v2, material );
|
||||
|
||||
}
|
||||
|
||||
} else if ( element instanceof RenderableFace ) {
|
||||
|
||||
_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
|
||||
|
||||
if ( _v1.positionScreen.z < - 1 || _v1.positionScreen.z > 1 ) continue;
|
||||
if ( _v2.positionScreen.z < - 1 || _v2.positionScreen.z > 1 ) continue;
|
||||
if ( _v3.positionScreen.z < - 1 || _v3.positionScreen.z > 1 ) continue;
|
||||
|
||||
_v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf;
|
||||
_v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf;
|
||||
_v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= - _svgHeightHalf;
|
||||
|
||||
if ( this.overdraw > 0 ) {
|
||||
|
||||
expand( _v1.positionScreen, _v2.positionScreen, this.overdraw );
|
||||
expand( _v2.positionScreen, _v3.positionScreen, this.overdraw );
|
||||
expand( _v3.positionScreen, _v1.positionScreen, this.overdraw );
|
||||
|
||||
}
|
||||
|
||||
_elemBox.setFromPoints( [
|
||||
_v1.positionScreen,
|
||||
_v2.positionScreen,
|
||||
_v3.positionScreen
|
||||
] );
|
||||
|
||||
if ( _clipBox.intersectsBox( _elemBox ) === true ) {
|
||||
|
||||
renderFace3( _v1, _v2, _v3, element, material );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
flushPath(); // just to flush last svg:path
|
||||
|
||||
scene.traverseVisible( function ( object ) {
|
||||
|
||||
if ( object.isSVGObject ) {
|
||||
|
||||
_vector3.setFromMatrixPosition( object.matrixWorld );
|
||||
_vector3.applyMatrix4( _viewProjectionMatrix );
|
||||
|
||||
if ( _vector3.z < - 1 || _vector3.z > 1 ) return;
|
||||
|
||||
const x = _vector3.x * _svgWidthHalf;
|
||||
const y = - _vector3.y * _svgHeightHalf;
|
||||
|
||||
const node = object.node;
|
||||
node.setAttribute( 'transform', 'translate(' + x + ',' + y + ')' );
|
||||
|
||||
_svg.appendChild( node );
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
};
|
||||
|
||||
function calculateLights( lights ) {
|
||||
|
||||
_ambientLight.setRGB( 0, 0, 0 );
|
||||
_directionalLights.setRGB( 0, 0, 0 );
|
||||
_pointLights.setRGB( 0, 0, 0 );
|
||||
|
||||
for ( let l = 0, ll = lights.length; l < ll; l ++ ) {
|
||||
|
||||
const light = lights[ l ];
|
||||
const lightColor = light.color;
|
||||
|
||||
if ( light.isAmbientLight ) {
|
||||
|
||||
_ambientLight.r += lightColor.r;
|
||||
_ambientLight.g += lightColor.g;
|
||||
_ambientLight.b += lightColor.b;
|
||||
|
||||
} else if ( light.isDirectionalLight ) {
|
||||
|
||||
_directionalLights.r += lightColor.r;
|
||||
_directionalLights.g += lightColor.g;
|
||||
_directionalLights.b += lightColor.b;
|
||||
|
||||
} else if ( light.isPointLight ) {
|
||||
|
||||
_pointLights.r += lightColor.r;
|
||||
_pointLights.g += lightColor.g;
|
||||
_pointLights.b += lightColor.b;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function calculateLight( lights, position, normal, color ) {
|
||||
|
||||
for ( let l = 0, ll = lights.length; l < ll; l ++ ) {
|
||||
|
||||
const light = lights[ l ];
|
||||
const lightColor = light.color;
|
||||
|
||||
if ( light.isDirectionalLight ) {
|
||||
|
||||
const lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
|
||||
|
||||
let amount = normal.dot( lightPosition );
|
||||
|
||||
if ( amount <= 0 ) continue;
|
||||
|
||||
amount *= light.intensity;
|
||||
|
||||
color.r += lightColor.r * amount;
|
||||
color.g += lightColor.g * amount;
|
||||
color.b += lightColor.b * amount;
|
||||
|
||||
} else if ( light.isPointLight ) {
|
||||
|
||||
const lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
|
||||
|
||||
let amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
|
||||
|
||||
if ( amount <= 0 ) continue;
|
||||
|
||||
amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
|
||||
|
||||
if ( amount == 0 ) continue;
|
||||
|
||||
amount *= light.intensity;
|
||||
|
||||
color.r += lightColor.r * amount;
|
||||
color.g += lightColor.g * amount;
|
||||
color.b += lightColor.b * amount;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function renderSprite( v1, element, material ) {
|
||||
|
||||
let scaleX = element.scale.x * _svgWidthHalf;
|
||||
let scaleY = element.scale.y * _svgHeightHalf;
|
||||
|
||||
if ( material.isPointsMaterial ) {
|
||||
|
||||
scaleX *= material.size;
|
||||
scaleY *= material.size;
|
||||
|
||||
}
|
||||
|
||||
const path = 'M' + convert( v1.x - scaleX * 0.5 ) + ',' + convert( v1.y - scaleY * 0.5 ) + 'h' + convert( scaleX ) + 'v' + convert( scaleY ) + 'h' + convert( - scaleX ) + 'z';
|
||||
let style = '';
|
||||
|
||||
if ( material.isSpriteMaterial || material.isPointsMaterial ) {
|
||||
|
||||
style = 'fill:' + material.color.getStyle( _this.outputColorSpace ) + ';fill-opacity:' + material.opacity;
|
||||
|
||||
}
|
||||
|
||||
addPath( style, path );
|
||||
|
||||
}
|
||||
|
||||
function renderLine( v1, v2, material ) {
|
||||
|
||||
const path = 'M' + convert( v1.positionScreen.x ) + ',' + convert( v1.positionScreen.y ) + 'L' + convert( v2.positionScreen.x ) + ',' + convert( v2.positionScreen.y );
|
||||
|
||||
if ( material.isLineBasicMaterial ) {
|
||||
|
||||
let style = 'fill:none;stroke:' + material.color.getStyle( _this.outputColorSpace ) + ';stroke-opacity:' + material.opacity + ';stroke-width:' + material.linewidth + ';stroke-linecap:' + material.linecap;
|
||||
|
||||
if ( material.isLineDashedMaterial ) {
|
||||
|
||||
style = style + ';stroke-dasharray:' + material.dashSize + ',' + material.gapSize;
|
||||
|
||||
}
|
||||
|
||||
addPath( style, path );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function renderFace3( v1, v2, v3, element, material ) {
|
||||
|
||||
_this.info.render.vertices += 3;
|
||||
_this.info.render.faces ++;
|
||||
|
||||
const path = 'M' + convert( v1.positionScreen.x ) + ',' + convert( v1.positionScreen.y ) + 'L' + convert( v2.positionScreen.x ) + ',' + convert( v2.positionScreen.y ) + 'L' + convert( v3.positionScreen.x ) + ',' + convert( v3.positionScreen.y ) + 'z';
|
||||
let style = '';
|
||||
|
||||
if ( material.isMeshBasicMaterial ) {
|
||||
|
||||
_color.copy( material.color );
|
||||
|
||||
if ( material.vertexColors ) {
|
||||
|
||||
_color.multiply( element.color );
|
||||
|
||||
}
|
||||
|
||||
} else if ( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial ) {
|
||||
|
||||
_diffuseColor.copy( material.color );
|
||||
|
||||
if ( material.vertexColors ) {
|
||||
|
||||
_diffuseColor.multiply( element.color );
|
||||
|
||||
}
|
||||
|
||||
_color.copy( _ambientLight );
|
||||
|
||||
_centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
|
||||
|
||||
calculateLight( _lights, _centroid, element.normalModel, _color );
|
||||
|
||||
_color.multiply( _diffuseColor ).add( material.emissive );
|
||||
|
||||
} else if ( material.isMeshNormalMaterial ) {
|
||||
|
||||
_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix ).normalize();
|
||||
|
||||
_color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
||||
|
||||
}
|
||||
|
||||
if ( material.wireframe ) {
|
||||
|
||||
style = 'fill:none;stroke:' + _color.getStyle( _this.outputColorSpace ) + ';stroke-opacity:' + material.opacity + ';stroke-width:' + material.wireframeLinewidth + ';stroke-linecap:' + material.wireframeLinecap + ';stroke-linejoin:' + material.wireframeLinejoin;
|
||||
|
||||
} else {
|
||||
|
||||
style = 'fill:' + _color.getStyle( _this.outputColorSpace ) + ';fill-opacity:' + material.opacity;
|
||||
|
||||
}
|
||||
|
||||
addPath( style, path );
|
||||
|
||||
}
|
||||
|
||||
// Hide anti-alias gaps
|
||||
|
||||
function expand( v1, v2, pixels ) {
|
||||
|
||||
let x = v2.x - v1.x, y = v2.y - v1.y;
|
||||
const det = x * x + y * y;
|
||||
|
||||
if ( det === 0 ) return;
|
||||
|
||||
const idet = pixels / Math.sqrt( det );
|
||||
|
||||
x *= idet; y *= idet;
|
||||
|
||||
v2.x += x; v2.y += y;
|
||||
v1.x -= x; v1.y -= y;
|
||||
|
||||
}
|
||||
|
||||
function addPath( style, path ) {
|
||||
|
||||
if ( _currentStyle === style ) {
|
||||
|
||||
_currentPath += path;
|
||||
|
||||
} else {
|
||||
|
||||
flushPath();
|
||||
|
||||
_currentStyle = style;
|
||||
_currentPath = path;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function flushPath() {
|
||||
|
||||
if ( _currentPath ) {
|
||||
|
||||
_svgNode = getPathNode( _pathCount ++ );
|
||||
_svgNode.setAttribute( 'd', _currentPath );
|
||||
_svgNode.setAttribute( 'style', _currentStyle );
|
||||
_svg.appendChild( _svgNode );
|
||||
|
||||
}
|
||||
|
||||
_currentPath = '';
|
||||
_currentStyle = '';
|
||||
|
||||
}
|
||||
|
||||
function getPathNode( id ) {
|
||||
|
||||
if ( _svgPathPool[ id ] == null ) {
|
||||
|
||||
_svgPathPool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'path' );
|
||||
|
||||
if ( _quality == 0 ) {
|
||||
|
||||
_svgPathPool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed
|
||||
|
||||
}
|
||||
|
||||
return _svgPathPool[ id ];
|
||||
|
||||
}
|
||||
|
||||
return _svgPathPool[ id ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { SVGObject, SVGRenderer };
|
Reference in New Issue
Block a user