Projector.js 20 KB

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  1. import {
  2. Box3,
  3. Color,
  4. DoubleSide,
  5. Frustum,
  6. Matrix3,
  7. Matrix4,
  8. Vector2,
  9. Vector3,
  10. Vector4
  11. } from 'three';
  12. class RenderableObject {
  13. constructor() {
  14. this.id = 0;
  15. this.object = null;
  16. this.z = 0;
  17. this.renderOrder = 0;
  18. }
  19. }
  20. //
  21. class RenderableFace {
  22. constructor() {
  23. this.id = 0;
  24. this.v1 = new RenderableVertex();
  25. this.v2 = new RenderableVertex();
  26. this.v3 = new RenderableVertex();
  27. this.normalModel = new Vector3();
  28. this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
  29. this.vertexNormalsLength = 0;
  30. this.color = new Color();
  31. this.material = null;
  32. this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
  33. this.z = 0;
  34. this.renderOrder = 0;
  35. }
  36. }
  37. //
  38. class RenderableVertex {
  39. constructor() {
  40. this.position = new Vector3();
  41. this.positionWorld = new Vector3();
  42. this.positionScreen = new Vector4();
  43. this.visible = true;
  44. }
  45. copy( vertex ) {
  46. this.positionWorld.copy( vertex.positionWorld );
  47. this.positionScreen.copy( vertex.positionScreen );
  48. }
  49. }
  50. //
  51. class RenderableLine {
  52. constructor() {
  53. this.id = 0;
  54. this.v1 = new RenderableVertex();
  55. this.v2 = new RenderableVertex();
  56. this.vertexColors = [ new Color(), new Color() ];
  57. this.material = null;
  58. this.z = 0;
  59. this.renderOrder = 0;
  60. }
  61. }
  62. //
  63. class RenderableSprite {
  64. constructor() {
  65. this.id = 0;
  66. this.object = null;
  67. this.x = 0;
  68. this.y = 0;
  69. this.z = 0;
  70. this.rotation = 0;
  71. this.scale = new Vector2();
  72. this.material = null;
  73. this.renderOrder = 0;
  74. }
  75. }
  76. /**
  77. * This class can project a given scene in 3D space into a 2D representation
  78. * used for rendering with a 2D API. `Projector` is currently used by {@link SVGRenderer}
  79. * and was previously used by the legacy `CanvasRenderer`.
  80. *
  81. * @three_import import { Projector } from 'three/addons/renderers/Projector.js';
  82. */
  83. class Projector {
  84. /**
  85. * Constructs a new projector.
  86. */
  87. constructor() {
  88. let _object, _objectCount, _objectPoolLength = 0,
  89. _vertex, _vertexCount, _vertexPoolLength = 0,
  90. _face, _faceCount, _facePoolLength = 0,
  91. _line, _lineCount, _linePoolLength = 0,
  92. _sprite, _spriteCount, _spritePoolLength = 0,
  93. _modelMatrix;
  94. const
  95. _renderData = { objects: [], lights: [], elements: [] },
  96. _vector3 = new Vector3(),
  97. _vector4 = new Vector4(),
  98. _clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
  99. _boundingBox = new Box3(),
  100. _points3 = new Array( 3 ),
  101. _viewMatrix = new Matrix4(),
  102. _viewProjectionMatrix = new Matrix4(),
  103. _modelViewProjectionMatrix = new Matrix4(),
  104. _frustum = new Frustum(),
  105. _objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = [];
  106. //
  107. function RenderList() {
  108. const normals = [];
  109. const colors = [];
  110. const uvs = [];
  111. let object = null;
  112. const normalMatrix = new Matrix3();
  113. function setObject( value ) {
  114. object = value;
  115. normalMatrix.getNormalMatrix( object.matrixWorld );
  116. normals.length = 0;
  117. colors.length = 0;
  118. uvs.length = 0;
  119. }
  120. function projectVertex( vertex ) {
  121. const position = vertex.position;
  122. const positionWorld = vertex.positionWorld;
  123. const positionScreen = vertex.positionScreen;
  124. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  125. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  126. const invW = 1 / positionScreen.w;
  127. positionScreen.x *= invW;
  128. positionScreen.y *= invW;
  129. positionScreen.z *= invW;
  130. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  131. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  132. positionScreen.z >= - 1 && positionScreen.z <= 1;
  133. }
  134. function pushVertex( x, y, z ) {
  135. _vertex = getNextVertexInPool();
  136. _vertex.position.set( x, y, z );
  137. projectVertex( _vertex );
  138. }
  139. function pushNormal( x, y, z ) {
  140. normals.push( x, y, z );
  141. }
  142. function pushColor( r, g, b ) {
  143. colors.push( r, g, b );
  144. }
  145. function pushUv( x, y ) {
  146. uvs.push( x, y );
  147. }
  148. function checkTriangleVisibility( v1, v2, v3 ) {
  149. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  150. _points3[ 0 ] = v1.positionScreen;
  151. _points3[ 1 ] = v2.positionScreen;
  152. _points3[ 2 ] = v3.positionScreen;
  153. return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
  154. }
  155. function checkBackfaceCulling( v1, v2, v3 ) {
  156. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  157. ( v2.positionScreen.y - v1.positionScreen.y ) -
  158. ( v3.positionScreen.y - v1.positionScreen.y ) *
  159. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  160. }
  161. function pushLine( a, b ) {
  162. const v1 = _vertexPool[ a ];
  163. const v2 = _vertexPool[ b ];
  164. // Clip
  165. v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
  166. v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
  167. if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
  168. // Perform the perspective divide
  169. v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
  170. v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
  171. _line = getNextLineInPool();
  172. _line.id = object.id;
  173. _line.v1.copy( v1 );
  174. _line.v2.copy( v2 );
  175. _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
  176. _line.renderOrder = object.renderOrder;
  177. _line.material = object.material;
  178. if ( object.material.vertexColors ) {
  179. _line.vertexColors[ 0 ].fromArray( colors, a * 3 );
  180. _line.vertexColors[ 1 ].fromArray( colors, b * 3 );
  181. }
  182. _renderData.elements.push( _line );
  183. }
  184. }
  185. function pushTriangle( a, b, c, material ) {
  186. const v1 = _vertexPool[ a ];
  187. const v2 = _vertexPool[ b ];
  188. const v3 = _vertexPool[ c ];
  189. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  190. if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  191. _face = getNextFaceInPool();
  192. _face.id = object.id;
  193. _face.v1.copy( v1 );
  194. _face.v2.copy( v2 );
  195. _face.v3.copy( v3 );
  196. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  197. _face.renderOrder = object.renderOrder;
  198. // face normal
  199. _vector3.subVectors( v3.position, v2.position );
  200. _vector4.subVectors( v1.position, v2.position );
  201. _vector3.cross( _vector4 );
  202. _face.normalModel.copy( _vector3 );
  203. _face.normalModel.applyMatrix3( normalMatrix ).normalize();
  204. for ( let i = 0; i < 3; i ++ ) {
  205. const normal = _face.vertexNormalsModel[ i ];
  206. normal.fromArray( normals, arguments[ i ] * 3 );
  207. normal.applyMatrix3( normalMatrix ).normalize();
  208. const uv = _face.uvs[ i ];
  209. uv.fromArray( uvs, arguments[ i ] * 2 );
  210. }
  211. _face.vertexNormalsLength = 3;
  212. _face.material = material;
  213. if ( material.vertexColors ) {
  214. _face.color.fromArray( colors, a * 3 );
  215. }
  216. _renderData.elements.push( _face );
  217. }
  218. }
  219. return {
  220. setObject: setObject,
  221. projectVertex: projectVertex,
  222. checkTriangleVisibility: checkTriangleVisibility,
  223. checkBackfaceCulling: checkBackfaceCulling,
  224. pushVertex: pushVertex,
  225. pushNormal: pushNormal,
  226. pushColor: pushColor,
  227. pushUv: pushUv,
  228. pushLine: pushLine,
  229. pushTriangle: pushTriangle
  230. };
  231. }
  232. const renderList = new RenderList();
  233. function projectObject( object ) {
  234. if ( object.visible === false ) return;
  235. if ( object.isLight ) {
  236. _renderData.lights.push( object );
  237. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  238. if ( object.material.visible === false ) return;
  239. if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
  240. addObject( object );
  241. } else if ( object.isSprite ) {
  242. if ( object.material.visible === false ) return;
  243. if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
  244. addObject( object );
  245. }
  246. const children = object.children;
  247. for ( let i = 0, l = children.length; i < l; i ++ ) {
  248. projectObject( children[ i ] );
  249. }
  250. }
  251. function addObject( object ) {
  252. _object = getNextObjectInPool();
  253. _object.id = object.id;
  254. _object.object = object;
  255. _vector3.setFromMatrixPosition( object.matrixWorld );
  256. _vector3.applyMatrix4( _viewProjectionMatrix );
  257. _object.z = _vector3.z;
  258. _object.renderOrder = object.renderOrder;
  259. _renderData.objects.push( _object );
  260. }
  261. /**
  262. * Projects the given scene in 3D space into a 2D representation. The result
  263. * is an object with renderable items.
  264. *
  265. * @param {Object3D} scene - A scene or any other type of 3D object.
  266. * @param {Camera} camera - The camera.
  267. * @param {boolean} sortObjects - Whether to sort objects or not.
  268. * @param {boolean} sortElements - Whether to sort elements (faces, lines and sprites) or not.
  269. * @return {{objects:Array<Objects>,lights:Array<Objects>,elements:Array<Objects>}} The projected scene as renderable objects.
  270. */
  271. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  272. _faceCount = 0;
  273. _lineCount = 0;
  274. _spriteCount = 0;
  275. _renderData.elements.length = 0;
  276. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  277. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  278. _viewMatrix.copy( camera.matrixWorldInverse );
  279. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  280. _frustum.setFromProjectionMatrix( _viewProjectionMatrix );
  281. //
  282. _objectCount = 0;
  283. _renderData.objects.length = 0;
  284. _renderData.lights.length = 0;
  285. projectObject( scene );
  286. if ( sortObjects === true ) {
  287. _renderData.objects.sort( painterSort );
  288. }
  289. //
  290. const objects = _renderData.objects;
  291. for ( let o = 0, ol = objects.length; o < ol; o ++ ) {
  292. const object = objects[ o ].object;
  293. const geometry = object.geometry;
  294. renderList.setObject( object );
  295. _modelMatrix = object.matrixWorld;
  296. _vertexCount = 0;
  297. if ( object.isMesh ) {
  298. let material = object.material;
  299. const isMultiMaterial = Array.isArray( material );
  300. const attributes = geometry.attributes;
  301. const groups = geometry.groups;
  302. if ( attributes.position === undefined ) continue;
  303. const positions = attributes.position.array;
  304. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  305. let x = positions[ i ];
  306. let y = positions[ i + 1 ];
  307. let z = positions[ i + 2 ];
  308. const morphTargets = geometry.morphAttributes.position;
  309. if ( morphTargets !== undefined ) {
  310. const morphTargetsRelative = geometry.morphTargetsRelative;
  311. const morphInfluences = object.morphTargetInfluences;
  312. for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  313. const influence = morphInfluences[ t ];
  314. if ( influence === 0 ) continue;
  315. const target = morphTargets[ t ];
  316. if ( morphTargetsRelative ) {
  317. x += target.getX( i / 3 ) * influence;
  318. y += target.getY( i / 3 ) * influence;
  319. z += target.getZ( i / 3 ) * influence;
  320. } else {
  321. x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
  322. y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
  323. z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
  324. }
  325. }
  326. }
  327. renderList.pushVertex( x, y, z );
  328. }
  329. if ( attributes.normal !== undefined ) {
  330. const normals = attributes.normal.array;
  331. for ( let i = 0, l = normals.length; i < l; i += 3 ) {
  332. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  333. }
  334. }
  335. if ( attributes.color !== undefined ) {
  336. const colors = attributes.color.array;
  337. for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  338. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  339. }
  340. }
  341. if ( attributes.uv !== undefined ) {
  342. const uvs = attributes.uv.array;
  343. for ( let i = 0, l = uvs.length; i < l; i += 2 ) {
  344. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  345. }
  346. }
  347. if ( geometry.index !== null ) {
  348. const indices = geometry.index.array;
  349. if ( groups.length > 0 ) {
  350. for ( let g = 0; g < groups.length; g ++ ) {
  351. const group = groups[ g ];
  352. material = isMultiMaterial === true
  353. ? object.material[ group.materialIndex ]
  354. : object.material;
  355. if ( material === undefined ) continue;
  356. for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  357. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  358. }
  359. }
  360. } else {
  361. for ( let i = 0, l = indices.length; i < l; i += 3 ) {
  362. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
  363. }
  364. }
  365. } else {
  366. if ( groups.length > 0 ) {
  367. for ( let g = 0; g < groups.length; g ++ ) {
  368. const group = groups[ g ];
  369. material = isMultiMaterial === true
  370. ? object.material[ group.materialIndex ]
  371. : object.material;
  372. if ( material === undefined ) continue;
  373. for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
  374. renderList.pushTriangle( i, i + 1, i + 2, material );
  375. }
  376. }
  377. } else {
  378. for ( let i = 0, l = positions.length / 3; i < l; i += 3 ) {
  379. renderList.pushTriangle( i, i + 1, i + 2, material );
  380. }
  381. }
  382. }
  383. } else if ( object.isLine ) {
  384. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  385. const attributes = geometry.attributes;
  386. if ( attributes.position !== undefined ) {
  387. const positions = attributes.position.array;
  388. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  389. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  390. }
  391. if ( attributes.color !== undefined ) {
  392. const colors = attributes.color.array;
  393. for ( let i = 0, l = colors.length; i < l; i += 3 ) {
  394. renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
  395. }
  396. }
  397. if ( geometry.index !== null ) {
  398. const indices = geometry.index.array;
  399. for ( let i = 0, l = indices.length; i < l; i += 2 ) {
  400. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  401. }
  402. } else {
  403. const step = object.isLineSegments ? 2 : 1;
  404. for ( let i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  405. renderList.pushLine( i, i + 1 );
  406. }
  407. }
  408. }
  409. } else if ( object.isPoints ) {
  410. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  411. const attributes = geometry.attributes;
  412. if ( attributes.position !== undefined ) {
  413. const positions = attributes.position.array;
  414. for ( let i = 0, l = positions.length; i < l; i += 3 ) {
  415. _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
  416. _vector4.applyMatrix4( _modelViewProjectionMatrix );
  417. pushPoint( _vector4, object, camera );
  418. }
  419. }
  420. } else if ( object.isSprite ) {
  421. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  422. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  423. _vector4.applyMatrix4( _viewProjectionMatrix );
  424. pushPoint( _vector4, object, camera );
  425. }
  426. }
  427. if ( sortElements === true ) {
  428. _renderData.elements.sort( painterSort );
  429. }
  430. return _renderData;
  431. };
  432. function pushPoint( _vector4, object, camera ) {
  433. const invW = 1 / _vector4.w;
  434. _vector4.z *= invW;
  435. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  436. _sprite = getNextSpriteInPool();
  437. _sprite.id = object.id;
  438. _sprite.x = _vector4.x * invW;
  439. _sprite.y = _vector4.y * invW;
  440. _sprite.z = _vector4.z;
  441. _sprite.renderOrder = object.renderOrder;
  442. _sprite.object = object;
  443. _sprite.rotation = object.rotation;
  444. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  445. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  446. _sprite.material = object.material;
  447. _renderData.elements.push( _sprite );
  448. }
  449. }
  450. // Pools
  451. function getNextObjectInPool() {
  452. if ( _objectCount === _objectPoolLength ) {
  453. const object = new RenderableObject();
  454. _objectPool.push( object );
  455. _objectPoolLength ++;
  456. _objectCount ++;
  457. return object;
  458. }
  459. return _objectPool[ _objectCount ++ ];
  460. }
  461. function getNextVertexInPool() {
  462. if ( _vertexCount === _vertexPoolLength ) {
  463. const vertex = new RenderableVertex();
  464. _vertexPool.push( vertex );
  465. _vertexPoolLength ++;
  466. _vertexCount ++;
  467. return vertex;
  468. }
  469. return _vertexPool[ _vertexCount ++ ];
  470. }
  471. function getNextFaceInPool() {
  472. if ( _faceCount === _facePoolLength ) {
  473. const face = new RenderableFace();
  474. _facePool.push( face );
  475. _facePoolLength ++;
  476. _faceCount ++;
  477. return face;
  478. }
  479. return _facePool[ _faceCount ++ ];
  480. }
  481. function getNextLineInPool() {
  482. if ( _lineCount === _linePoolLength ) {
  483. const line = new RenderableLine();
  484. _linePool.push( line );
  485. _linePoolLength ++;
  486. _lineCount ++;
  487. return line;
  488. }
  489. return _linePool[ _lineCount ++ ];
  490. }
  491. function getNextSpriteInPool() {
  492. if ( _spriteCount === _spritePoolLength ) {
  493. const sprite = new RenderableSprite();
  494. _spritePool.push( sprite );
  495. _spritePoolLength ++;
  496. _spriteCount ++;
  497. return sprite;
  498. }
  499. return _spritePool[ _spriteCount ++ ];
  500. }
  501. //
  502. function painterSort( a, b ) {
  503. if ( a.renderOrder !== b.renderOrder ) {
  504. return a.renderOrder - b.renderOrder;
  505. } else if ( a.z !== b.z ) {
  506. return b.z - a.z;
  507. } else if ( a.id !== b.id ) {
  508. return a.id - b.id;
  509. } else {
  510. return 0;
  511. }
  512. }
  513. function clipLine( s1, s2 ) {
  514. let alpha1 = 0, alpha2 = 1;
  515. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  516. // Z = -1 and Z = +1, respectively.
  517. const bc1near = s1.z + s1.w,
  518. bc2near = s2.z + s2.w,
  519. bc1far = - s1.z + s1.w,
  520. bc2far = - s2.z + s2.w;
  521. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  522. // Both vertices lie entirely within all clip planes.
  523. return true;
  524. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  525. // Both vertices lie entirely outside one of the clip planes.
  526. return false;
  527. } else {
  528. // The line segment spans at least one clip plane.
  529. if ( bc1near < 0 ) {
  530. // v1 lies outside the near plane, v2 inside
  531. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  532. } else if ( bc2near < 0 ) {
  533. // v2 lies outside the near plane, v1 inside
  534. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  535. }
  536. if ( bc1far < 0 ) {
  537. // v1 lies outside the far plane, v2 inside
  538. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  539. } else if ( bc2far < 0 ) {
  540. // v2 lies outside the far plane, v2 inside
  541. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  542. }
  543. if ( alpha2 < alpha1 ) {
  544. // The line segment spans two boundaries, but is outside both of them.
  545. // (This can't happen when we're only clipping against just near/far but good
  546. // to leave the check here for future usage if other clip planes are added.)
  547. return false;
  548. } else {
  549. // Update the s1 and s2 vertices to match the clipped line segment.
  550. s1.lerp( s2, alpha1 );
  551. s2.lerp( s1, 1 - alpha2 );
  552. return true;
  553. }
  554. }
  555. }
  556. }
  557. }
  558. export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector };