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three.js
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b8ae3724
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
b8ae3724
编写于
11月 17, 2010
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Merging julianwa's branch
上级
2b92a824
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
135 addition
and
40 deletion
+135
-40
src/core/Vector4.js
src/core/Vector4.js
+31
-1
src/core/Vertex.js
src/core/Vertex.js
+1
-1
src/renderers/Projector.js
src/renderers/Projector.js
+103
-38
未找到文件。
src/core/Vector4.js
浏览文件 @
b8ae3724
...
...
@@ -30,7 +30,7 @@ THREE.Vector4.prototype = {
this
.
x
=
v
.
x
;
this
.
y
=
v
.
y
;
this
.
z
=
v
.
z
;
this
.
w
=
v
.
w
;
this
.
w
=
v
.
w
||
1.0
;
return
this
;
...
...
@@ -79,6 +79,36 @@ THREE.Vector4.prototype = {
return
this
;
},
multiplyScalar
:
function
(
s
)
{
this
.
x
*=
s
;
this
.
y
*=
s
;
this
.
z
*=
s
;
this
.
w
*=
s
;
return
this
;
},
divideScalar
:
function
(
s
)
{
this
.
x
/=
s
;
this
.
y
/=
s
;
this
.
z
/=
s
;
this
.
w
/=
s
;
return
this
;
},
lerpSelf
:
function
(
v
,
alpha
)
{
this
.
x
=
this
.
x
+
(
v
.
x
-
this
.
x
)
*
alpha
;
this
.
y
=
this
.
y
+
(
v
.
y
-
this
.
y
)
*
alpha
;
this
.
z
=
this
.
z
+
(
v
.
z
-
this
.
z
)
*
alpha
;
this
.
w
=
this
.
w
+
(
v
.
w
-
this
.
w
)
*
alpha
;
}
clone
:
function
()
{
...
...
src/core/Vertex.js
浏览文件 @
b8ae3724
...
...
@@ -6,7 +6,7 @@ THREE.Vertex = function ( position, normal ) {
this
.
position
=
position
||
new
THREE
.
Vector3
();
this
.
positionWorld
=
new
THREE
.
Vector3
();
this
.
positionScreen
=
new
THREE
.
Vector
3
();
this
.
positionScreen
=
new
THREE
.
Vector
4
();
this
.
normal
=
normal
||
new
THREE
.
Vector3
();
this
.
normalWorld
=
new
THREE
.
Vector3
();
...
...
src/renderers/Projector.js
浏览文件 @
b8ae3724
...
...
@@ -14,15 +14,74 @@ THREE.Projector = function() {
_vector4
=
new
THREE
.
Vector4
(),
_projScreenMatrix
=
new
THREE
.
Matrix4
(),
_projScreenObjectMatrix
=
new
THREE
.
Matrix4
();
function
clipLineSegmentAgainstNearAndFarPlanes
(
s0
,
s1
)
{
var
visible
,
alpha0
=
0
,
alpha1
=
1
,
// Calculate the boundary coordinate of each vertex for the near and far clip planes,
// Z = -1 and Z = +1, respectively.
bc0near
=
s0
.
z
+
s0
.
w
,
bc1near
=
s1
.
z
+
s1
.
w
,
bc0far
=
-
s0
.
z
+
s0
.
w
,
bc1far
=
-
s1
.
z
+
s1
.
w
;
if
(
bc0near
>=
0
&&
bc1near
>=
0
&&
bc0far
>=
0
&&
bc1far
>=
0
)
{
// Both vertices lie entirely within all clip planes.
visible
=
true
;
}
else
if
((
bc0near
<
0
&&
bc1near
<
0
)
||
(
bc0far
<
0
&&
bc1far
<
0
))
{
// Both vertices lie entirely outside one of the clip planes.
visible
=
false
;
}
else
{
// The line segment spans at least one clip plane.
if
(
bc0near
<
0
)
{
// vertex0 lies outside the near plane, vertex1 inside
alpha0
=
Math
.
max
(
alpha0
,
bc0near
/
(
bc0near
-
bc1near
));
}
else
if
(
bc1near
<
0
)
{
// vertex1 lies outside the near plane, vertex0 inside
alpha1
=
Math
.
min
(
alpha1
,
bc0near
/
(
bc0near
-
bc1near
));
}
if
(
bc0far
<
0
)
{
// vertex0 lies outside the far plane, vertex1 inside
alpha0
=
Math
.
max
(
alpha0
,
bc0far
/
(
bc0far
-
bc1far
));
}
else
if
(
bc1far
<
0
)
{
// vertex1 lies outside the far plane, vertex1 inside
alpha1
=
Math
.
min
(
alpha1
,
bc0far
/
(
bc0far
-
bc1far
));
}
if
(
alpha1
<
alpha0
)
{
// 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.)
visible
=
false
;
}
else
{
// Update the s0 and s1 vertices to match the clipped line segment.
s0
.
lerpSelf
(
s1
,
alpha0
);
s1
.
lerpSelf
(
s0
,
1
-
alpha1
);
visible
=
true
;
}
}
return
visible
;
}
this
.
projectScene
=
function
(
scene
,
camera
)
{
var
o
,
ol
,
v
,
vl
,
f
,
fl
,
objects
,
object
,
objectMatrix
,
vertices
,
vertex
,
vertex
PositionScreen
,
vertex2
,
vertices
,
vertex
,
vertex
0
,
vertex1
,
vertexPositionScreen
,
faces
,
face
,
v1
,
v2
,
v3
,
v4
;
_renderList
=
[];
_face3Count
=
0
,
_face4Count
=
0
,
_lineCount
=
0
,
_particleCount
=
0
;
_face3Count
=
0
;
_face4Count
=
0
;
_lineCount
=
0
;
_particleCount
=
0
;
if
(
camera
.
autoUpdateMatrix
)
{
...
...
@@ -60,6 +119,11 @@ THREE.Projector = function() {
vertexPositionScreen
=
vertex
.
positionScreen
;
vertexPositionScreen
.
copy
(
vertex
.
position
);
_projScreenObjectMatrix
.
transform
(
vertexPositionScreen
);
// Perform the perspective divide. TODO: This should be be performend
// post clipping (imagine if the vertex lies at the same location as
// the camera, causing a divide by w = 0).
vertexPositionScreen
.
multiplyScalar
(
1.0
/
vertexPositionScreen
.
w
);
vertex
.
__visible
=
vertexPositionScreen
.
z
>
0
&&
vertexPositionScreen
.
z
<
1
;
...
...
@@ -84,9 +148,9 @@ THREE.Projector = function() {
(
v3
.
positionScreen
.
y
-
v1
.
positionScreen
.
y
)
*
(
v2
.
positionScreen
.
x
-
v1
.
positionScreen
.
x
)
<
0
)
)
)
{
_face3
=
_face3Pool
[
_face3Count
]
=
_face3Pool
[
_face3Count
]
||
new
THREE
.
RenderableFace3
();
_face3
.
v1
.
positionScreen
.
copy
(
v1
.
positionScreen
);
_face3
.
v2
.
positionScreen
.
copy
(
v2
.
positionScreen
);
_face3
.
v3
.
positionScreen
.
copy
(
v3
.
positionScreen
);
_face3
.
v1
.
copy
(
v1
.
positionScreen
);
_face3
.
v2
.
copy
(
v2
.
positionScreen
);
_face3
.
v3
.
copy
(
v3
.
positionScreen
);
_face3
.
normalWorld
.
copy
(
face
.
normal
);
object
.
matrixRotation
.
transform
(
_face3
.
normalWorld
);
...
...
@@ -126,10 +190,10 @@ THREE.Projector = function() {
(
v2
.
positionScreen
.
y
-
v3
.
positionScreen
.
y
)
*
(
v4
.
positionScreen
.
x
-
v3
.
positionScreen
.
x
)
<
0
)
)
)
)
{
_face4
=
_face4Pool
[
_face4Count
]
=
_face4Pool
[
_face4Count
]
||
new
THREE
.
RenderableFace4
();
_face4
.
v1
.
positionScreen
.
copy
(
v1
.
positionScreen
);
_face4
.
v2
.
positionScreen
.
copy
(
v2
.
positionScreen
);
_face4
.
v3
.
positionScreen
.
copy
(
v3
.
positionScreen
);
_face4
.
v4
.
positionScreen
.
copy
(
v4
.
positionScreen
);
_face4
.
v1
.
copy
(
v1
.
positionScreen
);
_face4
.
v2
.
copy
(
v2
.
positionScreen
);
_face4
.
v3
.
copy
(
v3
.
positionScreen
);
_face4
.
v4
.
copy
(
v4
.
positionScreen
);
_face4
.
normalWorld
.
copy
(
face
.
normal
);
object
.
matrixRotation
.
transform
(
_face4
.
normalWorld
);
...
...
@@ -170,32 +234,33 @@ THREE.Projector = function() {
vertex
=
vertices
[
v
];
vertexPositionScreen
=
vertex
.
positionScreen
;
vertexPositionScreen
.
copy
(
vertex
.
position
);
_projScreenObjectMatrix
.
transform
(
vertexPositionScreen
);
vertex
.
__visible
=
vertexPositionScreen
.
z
>
0
&&
vertexPositionScreen
.
z
<
1
;
if
(
vertex
.
__visible
&&
v
>
0
)
{
vertex2
=
object
.
geometry
.
vertices
[
v
-
1
];
vertex
.
positionScreen
.
copy
(
vertex
.
position
);
_projScreenObjectMatrix
.
transform
(
vertex
.
positionScreen
);
}
if
(
vertex
.
__visible
&&
vertex2
.
__visible
)
{
for
(
v
=
1
,
vl
=
vertices
.
length
;
v
<
vl
;
v
++
)
{
_line
=
_linePool
[
_lineCount
]
=
_linePool
[
_lineCount
]
||
new
THREE
.
RenderableLine
();
_line
.
v1
.
positionScreen
.
copy
(
vertex
.
positionScreen
);
_line
.
v2
.
positionScreen
.
copy
(
vertex2
.
positionScreen
);
vertex0
=
vertices
[
v
];
vertex1
=
vertices
[
v
-
1
];
if
(
clipLineSegmentAgainstNearAndFarPlanes
(
vertex0
.
positionScreen
,
vertex1
.
positionScreen
))
{
// Perform the perspective divide
vertex0
.
positionScreen
.
multiplyScalar
(
1.0
/
vertex0
.
positionScreen
.
w
);
vertex1
.
positionScreen
.
multiplyScalar
(
1.0
/
vertex1
.
positionScreen
.
w
);
// TODO: Use centroids here too.
_line
.
z
=
Math
.
max
(
vertex
.
positionScreen
.
z
,
vertex2
.
positionScreen
.
z
);
_line
=
_linePool
[
_lineCount
]
=
_linePool
[
_lineCount
]
||
new
THREE
.
RenderableLine
();
_line
.
v1
.
copy
(
vertex0
.
positionScreen
);
_line
.
v2
.
copy
(
vertex1
.
positionScreen
);
_line
.
material
=
object
.
material
;
// TODO: Use centriums here too.
_line
.
z
=
Math
.
max
(
vertex0
.
positionScreen
.
z
,
vertex1
.
positionScreen
.
z
);
_renderList
.
push
(
_line
)
;
_line
.
material
=
object
.
material
;
_lineCount
++
;
_renderList
.
push
(
_line
)
;
}
_lineCount
++
;
}
}
...
...
@@ -203,23 +268,24 @@ THREE.Projector = function() {
_vector4
.
set
(
object
.
position
.
x
,
object
.
position
.
y
,
object
.
position
.
z
,
1
);
_projScreenMatrix
.
transform
(
_vector4
);
camera
.
matrix
.
transform
(
_vector4
);
camera
.
projectionMatrix
.
transform
(
_vector4
);
_vector4
.
z
/=
_vector4
.
w
;
object
.
screen
.
set
(
_vector4
.
x
/
_vector4
.
w
,
_vector4
.
y
/
_vector4
.
w
,
_vector4
.
z
/
_vector4
.
w
)
;
if
(
_vector4
.
z
>
0
&&
_vector4
.
z
<
1
)
{
if
(
object
.
screen
.
z
>
0
&&
object
.
screen
.
z
<
1
)
{
_particle
=
_particlePool
[
_particleCount
]
=
_particlePool
[
_particleCount
]
||
new
THREE
.
RenderableParticle
();
_particle
.
x
=
_vector4
.
x
/
_vector4
.
w
;
_particle
.
y
=
_vector4
.
y
/
_vector4
.
w
;
_particle
.
z
=
_vector4
.
z
;
_particle
.
x
=
object
.
screen
.
x
;
_particle
.
y
=
object
.
screen
.
y
;
_particle
.
z
=
object
.
screen
.
z
;
_particle
.
rotation
=
object
.
rotation
.
z
;
_particle
.
scale
.
x
=
object
.
scale
.
x
*
Math
.
abs
(
_particle
.
x
-
(
_vector4
.
x
+
camera
.
projectionMatrix
.
n11
)
/
(
_vector4
.
w
+
camera
.
projectionMatrix
.
n14
)
);
_particle
.
scale
.
y
=
object
.
scale
.
y
*
Math
.
abs
(
_particle
.
y
-
(
_vector4
.
y
+
camera
.
projectionMatrix
.
n22
)
/
(
_vector4
.
w
+
camera
.
projectionMatrix
.
n24
)
);
_particle
.
scale
.
x
=
object
.
scale
.
x
*
Math
.
abs
(
_vector4
.
x
/
_vector4
.
w
-
(
_vector4
.
x
+
camera
.
projectionMatrix
.
n11
)
/
(
_vector4
.
w
+
camera
.
projectionMatrix
.
n14
)
);
_particle
.
scale
.
y
=
object
.
scale
.
y
*
Math
.
abs
(
_vector4
.
y
/
_vector4
.
w
-
(
_vector4
.
y
+
camera
.
projectionMatrix
.
n22
)
/
(
_vector4
.
w
+
camera
.
projectionMatrix
.
n24
)
);
_particle
.
material
=
object
.
material
;
_particle
.
color
=
object
.
color
;
_renderList
.
push
(
_particle
);
...
...
@@ -247,5 +313,4 @@ THREE.Projector = function() {
return
vector
;
};
};
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