Projector.js 15.2 KB
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/**
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 * @author mrdoob / http://mrdoob.com/
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 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author julianwa / https://github.com/julianwa
 */

THREE.Projector = function() {

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	var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
	_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
	_face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
	_face4Count, _face4Pool = [], _face4PoolLength = 0,
	_line, _lineCount, _linePool = [], _linePoolLength = 0,
	_particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
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	_renderData = { objects: [], sprites: [], lights: [], elements: [] },
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	_vector3 = new THREE.Vector3(),
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	_vector4 = new THREE.Vector4(),
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	_viewProjectionMatrix = new THREE.Matrix4(),
	_modelViewProjectionMatrix = new THREE.Matrix4(),
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	_normalMatrix = new THREE.Matrix3(),
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	_frustum = new THREE.Frustum(),
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	_clippedVertex1PositionScreen = new THREE.Vector4(),
	_clippedVertex2PositionScreen = new THREE.Vector4(),

	_face3VertexNormals;

	this.projectVector = function ( vector, camera ) {
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		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
		_viewProjectionMatrix.multiplyVector3( vector );
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		return vector;
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	};

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	this.unprojectVector = function ( vector, camera ) {
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		camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );

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		_viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
		_viewProjectionMatrix.multiplyVector3( vector );
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		return vector;
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	};
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	this.pickingRay = function ( vector, camera ) {
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		var end, ray, t;

		// set two vectors with opposing z values
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		vector.z = -1.0;
		end = new THREE.Vector3( vector.x, vector.y, 1.0 );
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		this.unprojectVector( vector, camera );
		this.unprojectVector( end, camera );

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		// find direction from vector to end
		end.subSelf( vector ).normalize();
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		return new THREE.Ray( vector, end );
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	};

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	var projectGraph = function ( root, sortObjects ) {
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		_objectCount = 0;
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		_renderData.objects.length = 0;
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		_renderData.sprites.length = 0;
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		_renderData.lights.length = 0;
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		var projectObject = function ( parent ) {
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			for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
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				var object = parent.children[ c ];
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				if ( object.visible === false ) continue;
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				if ( object instanceof THREE.Light ) {
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					_renderData.lights.push( object );
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				} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
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					if ( object.frustumCulled === false || _frustum.contains( object ) === true ) {
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						_object = getNextObjectInPool();
						_object.object = object;

						if ( object.renderDepth !== null ) {

							_object.z = object.renderDepth;

						} else {

							_vector3.copy( object.matrixWorld.getPosition() );
							_viewProjectionMatrix.multiplyVector3( _vector3 );
							_object.z = _vector3.z;

						}

						_renderData.objects.push( _object );
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					}
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				} else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
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					_object = getNextObjectInPool();
					_object.object = object;
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					// TODO: Find an elegant and performant solution and remove this dupe code.
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					if ( object.renderDepth !== null ) {
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						_object.z = object.renderDepth;

					} else {

						_vector3.copy( object.matrixWorld.getPosition() );
						_viewProjectionMatrix.multiplyVector3( _vector3 );
						_object.z = _vector3.z;

					}

					_renderData.sprites.push( _object );
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				} else {

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					_object = getNextObjectInPool();
					_object.object = object;
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					if ( object.renderDepth !== null ) {
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						_object.z = object.renderDepth;
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					} else {
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						_vector3.copy( object.matrixWorld.getPosition() );
						_viewProjectionMatrix.multiplyVector3( _vector3 );
						_object.z = _vector3.z;
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					}
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					_renderData.objects.push( _object );

				}
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				projectObject( object );
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			}

		};

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		projectObject( root );

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		if ( sortObjects === true ) _renderData.objects.sort( painterSort );
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		return _renderData;
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	};

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	this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
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		var near = camera.near, far = camera.far, visible = false,
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		o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, modelMatrix,
		geometry, vertices, vertex, vertexPositionScreen,
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		faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
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		v1, v2, v3, v4, isFaceMaterial, material, side;
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		_face3Count = 0;
		_face4Count = 0;
		_lineCount = 0;
		_particleCount = 0;

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		_renderData.elements.length = 0;

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		scene.updateMatrixWorld();
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		if ( camera.parent === undefined ) camera.updateMatrixWorld();

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		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
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		_frustum.setFromMatrix( _viewProjectionMatrix );
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		_renderData = projectGraph( scene, sortObjects );
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		for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
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			object = _renderData.objects[ o ].object;
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			modelMatrix = object.matrixWorld;
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			_vertexCount = 0;

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;
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				vertices = geometry.vertices;
				faces = geometry.faces;
				faceVertexUvs = geometry.faceVertexUvs;

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				_normalMatrix.getInverse( modelMatrix );
				_normalMatrix.transpose();
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				isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
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				side = object.material.side;
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				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {

					_vertex = getNextVertexInPool();
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					_vertex.positionWorld.copy( vertices[ v ] );
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					modelMatrix.multiplyVector3( _vertex.positionWorld );
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					_vertex.positionScreen.copy( _vertex.positionWorld );
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					_viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
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					_vertex.positionScreen.x /= _vertex.positionScreen.w;
					_vertex.positionScreen.y /= _vertex.positionScreen.w;

					_vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;

				}

				for ( f = 0, fl = faces.length; f < fl; f ++ ) {

					face = faces[ f ];

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					material = isFaceMaterial === true ? object.material.materials[ face.materialIndex ] : object.material;
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					if ( material === undefined ) continue;

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					side = material.side;

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					if ( face instanceof THREE.Face3 ) {

						v1 = _vertexPool[ face.a ];
						v2 = _vertexPool[ face.b ];
						v3 = _vertexPool[ face.c ];

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						if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
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							visible = ( ( 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;
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							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
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								_face = getNextFace3InPool();

								_face.v1.copy( v1 );
								_face.v2.copy( v2 );
								_face.v3.copy( v3 );

							} else {

								continue;

							}
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						} else {

							continue;

						}

					} else if ( face instanceof THREE.Face4 ) {

						v1 = _vertexPool[ face.a ];
						v2 = _vertexPool[ face.b ];
						v3 = _vertexPool[ face.c ];
						v4 = _vertexPool[ face.d ];

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						if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
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							visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
								( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
								( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
								( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;


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							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
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								_face = getNextFace4InPool();

								_face.v1.copy( v1 );
								_face.v2.copy( v2 );
								_face.v3.copy( v3 );
								_face.v4.copy( v4 );

							} else {
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								continue;
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							}
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						} else {

							continue;

						}

					}

					_face.normalWorld.copy( face.normal );
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					if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
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					_normalMatrix.multiplyVector3( _face.normalWorld ).normalize();
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					_face.centroidWorld.copy( face.centroid );
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					modelMatrix.multiplyVector3( _face.centroidWorld );
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					_face.centroidScreen.copy( _face.centroidWorld );
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					_viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
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					faceVertexNormals = face.vertexNormals;

					for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {

						normal = _face.vertexNormalsWorld[ n ];
						normal.copy( faceVertexNormals[ n ] );
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						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
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						_normalMatrix.multiplyVector3( normal ).normalize();
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					}

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					_face.vertexNormalsLength = faceVertexNormals.length;
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					for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {

						uvs = faceVertexUvs[ c ][ f ];

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						if ( uvs === undefined ) continue;
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						for ( u = 0, ul = uvs.length; u < ul; u ++ ) {

							_face.uvs[ c ][ u ] = uvs[ u ];

						}

					}

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					_face.color = face.color;
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					_face.material = material;
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					_face.z = _face.centroidScreen.z;

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					_renderData.elements.push( _face );
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				}

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			} else if ( object instanceof THREE.Line ) {
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				_modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
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				vertices = object.geometry.vertices;
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				v1 = getNextVertexInPool();
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				v1.positionScreen.copy( vertices[ 0 ] );
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				_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
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				// Handle LineStrip and LinePieces
				var step = object.type === THREE.LinePieces ? 2 : 1;

				for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
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					v1 = getNextVertexInPool();
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					v1.positionScreen.copy( vertices[ v ] );
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					_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
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					if ( ( v + 1 ) % step > 0 ) continue;
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					v2 = _vertexPool[ _vertexCount - 2 ];

					_clippedVertex1PositionScreen.copy( v1.positionScreen );
					_clippedVertex2PositionScreen.copy( v2.positionScreen );

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					if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
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						// Perform the perspective divide
						_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
						_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );

						_line = getNextLineInPool();
						_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
						_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );

						_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );

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						_line.material = object.material;
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						_renderData.elements.push( _line );
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					}
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				}

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			}
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		}

		for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {

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			object = _renderData.sprites[ o ].object;
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			modelMatrix = object.matrixWorld;
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			if ( object instanceof THREE.Particle ) {
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				_vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
				_viewProjectionMatrix.multiplyVector4( _vector4 );
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				_vector4.z /= _vector4.w;

				if ( _vector4.z > 0 && _vector4.z < 1 ) {

					_particle = getNextParticleInPool();
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					_particle.object = object;
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					_particle.x = _vector4.x / _vector4.w;
					_particle.y = _vector4.y / _vector4.w;
					_particle.z = _vector4.z;

					_particle.rotation = object.rotation.z;

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					_particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
					_particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
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					_particle.material = object.material;
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					_renderData.elements.push( _particle );
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				}

			}

		}

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		if ( sortElements === true ) _renderData.elements.sort( painterSort );
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		return _renderData;
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	};

	// Pools

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	function getNextObjectInPool() {

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		if ( _objectCount === _objectPoolLength ) {
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			var object = new THREE.RenderableObject();
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			_objectPool.push( object );
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			_objectPoolLength ++;
			_objectCount ++;
			return object;
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		}
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		return _objectPool[ _objectCount ++ ];
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	}

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	function getNextVertexInPool() {

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		if ( _vertexCount === _vertexPoolLength ) {
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			var vertex = new THREE.RenderableVertex();
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			_vertexPool.push( vertex );
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			_vertexPoolLength ++;
			_vertexCount ++;
			return vertex;
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		}
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		return _vertexPool[ _vertexCount ++ ];
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	}

	function getNextFace3InPool() {

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		if ( _face3Count === _face3PoolLength ) {
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			var face = new THREE.RenderableFace3();
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			_face3Pool.push( face );
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			_face3PoolLength ++;
			_face3Count ++;
			return face;
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		}
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		return _face3Pool[ _face3Count ++ ];
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	}

	function getNextFace4InPool() {

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		if ( _face4Count === _face4PoolLength ) {
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			var face = new THREE.RenderableFace4();
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			_face4Pool.push( face );
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			_face4PoolLength ++;
			_face4Count ++;
			return face;
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		}
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		return _face4Pool[ _face4Count ++ ];
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	}

	function getNextLineInPool() {

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		if ( _lineCount === _linePoolLength ) {
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			var line = new THREE.RenderableLine();
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			_linePool.push( line );
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			_linePoolLength ++;
			_lineCount ++
			return line;
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		}
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		return _linePool[ _lineCount ++ ];
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	}

	function getNextParticleInPool() {

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		if ( _particleCount === _particlePoolLength ) {
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			var particle = new THREE.RenderableParticle();
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			_particlePool.push( particle );
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			_particlePoolLength ++;
			_particleCount ++
			return particle;
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		}

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		return _particlePool[ _particleCount ++ ];
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	}

	//

	function painterSort( a, b ) {

		return b.z - a.z;

	}

	function clipLine( s1, s2 ) {

		var alpha1 = 0, alpha2 = 1,

		// 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;

		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.lerpSelf( s2, alpha1 );
				s2.lerpSelf( s1, 1 - alpha2 );

				return true;

			}

		}

	}

};