webvr js meetup initial commit

This commit is contained in:
Senad Uka
2017-03-11 15:22:17 +01:00
commit 3f640b55db
761 changed files with 264174 additions and 0 deletions

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/**
* @author mrdoob / http://mrdoob.com/
*/
THREE.CSS2DObject = function ( element ) {
THREE.Object3D.call( this );
this.element = element;
this.element.style.position = 'absolute';
this.addEventListener( 'removed', function ( event ) {
if ( this.element.parentNode !== null ) {
this.element.parentNode.removeChild( this.element );
}
} );
};
THREE.CSS2DObject.prototype = Object.create( THREE.Object3D.prototype );
THREE.CSS2DObject.prototype.constructor = THREE.CSS2DObject;
//
THREE.CSS2DRenderer = function () {
console.log( 'THREE.CSS2DRenderer', THREE.REVISION );
var _width, _height;
var _widthHalf, _heightHalf;
var vector = new THREE.Vector3();
var viewMatrix = new THREE.Matrix4();
var viewProjectionMatrix = new THREE.Matrix4();
var domElement = document.createElement( 'div' );
domElement.style.overflow = 'hidden';
this.domElement = domElement;
this.setSize = function ( width, height ) {
_width = width;
_height = height;
_widthHalf = _width / 2;
_heightHalf = _height / 2;
domElement.style.width = width + 'px';
domElement.style.height = height + 'px';
};
var renderObject = function ( object, camera ) {
if ( object instanceof THREE.CSS2DObject ) {
vector.setFromMatrixPosition( object.matrixWorld );
vector.applyMatrix4( viewProjectionMatrix );
var element = object.element;
var style = 'translate(-50%,-50%) translate(' + ( vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - vector.y * _heightHalf + _heightHalf ) + 'px)';
element.style.WebkitTransform = style;
element.style.MozTransform = style;
element.style.oTransform = style;
element.style.transform = style;
if ( element.parentNode !== domElement ) {
domElement.appendChild( element );
}
}
for ( var i = 0, l = object.children.length; i < l; i ++ ) {
renderObject( object.children[ i ], camera );
}
};
this.render = function ( scene, camera ) {
scene.updateMatrixWorld();
if ( camera.parent === null ) camera.updateMatrixWorld();
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, viewMatrix );
renderObject( scene, camera );
};
};

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/**
* Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
* @author mrdoob / http://mrdoob.com/
*/
THREE.CSS3DObject = function ( element ) {
THREE.Object3D.call( this );
this.element = element;
this.element.style.position = 'absolute';
this.addEventListener( 'removed', function ( event ) {
if ( this.element.parentNode !== null ) {
this.element.parentNode.removeChild( this.element );
}
} );
};
THREE.CSS3DObject.prototype = Object.create( THREE.Object3D.prototype );
THREE.CSS3DObject.prototype.constructor = THREE.CSS3DObject;
THREE.CSS3DSprite = function ( element ) {
THREE.CSS3DObject.call( this, element );
};
THREE.CSS3DSprite.prototype = Object.create( THREE.CSS3DObject.prototype );
THREE.CSS3DSprite.prototype.constructor = THREE.CSS3DSprite;
//
THREE.CSS3DRenderer = function () {
console.log( 'THREE.CSS3DRenderer', THREE.REVISION );
var _width, _height;
var _widthHalf, _heightHalf;
var matrix = new THREE.Matrix4();
var cache = {
camera: { fov: 0, style: '' },
objects: {}
};
var domElement = document.createElement( 'div' );
domElement.style.overflow = 'hidden';
domElement.style.WebkitTransformStyle = 'preserve-3d';
domElement.style.MozTransformStyle = 'preserve-3d';
domElement.style.oTransformStyle = 'preserve-3d';
domElement.style.transformStyle = 'preserve-3d';
this.domElement = domElement;
var cameraElement = document.createElement( 'div' );
cameraElement.style.WebkitTransformStyle = 'preserve-3d';
cameraElement.style.MozTransformStyle = 'preserve-3d';
cameraElement.style.oTransformStyle = 'preserve-3d';
cameraElement.style.transformStyle = 'preserve-3d';
domElement.appendChild( cameraElement );
this.setClearColor = function () {};
this.getSize = function() {
return {
width: _width,
height: _height
};
};
this.setSize = function ( width, height ) {
_width = width;
_height = height;
_widthHalf = _width / 2;
_heightHalf = _height / 2;
domElement.style.width = width + 'px';
domElement.style.height = height + 'px';
cameraElement.style.width = width + 'px';
cameraElement.style.height = height + 'px';
};
var epsilon = function ( value ) {
return Math.abs( value ) < Number.EPSILON ? 0 : value;
};
var getCameraCSSMatrix = function ( matrix ) {
var 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 ] ) +
')';
};
var getObjectCSSMatrix = function ( matrix ) {
var elements = matrix.elements;
return 'translate3d(-50%,-50%,0) 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 ] ) +
')';
};
var renderObject = function ( object, camera ) {
if ( object instanceof THREE.CSS3DObject ) {
var style;
if ( object instanceof THREE.CSS3DSprite ) {
// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
matrix.copy( camera.matrixWorldInverse );
matrix.transpose();
matrix.copyPosition( object.matrixWorld );
matrix.scale( object.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 );
}
var element = object.element;
var cachedStyle = cache.objects[ object.id ];
if ( cachedStyle === undefined || cachedStyle !== style ) {
element.style.WebkitTransform = style;
element.style.MozTransform = style;
element.style.oTransform = style;
element.style.transform = style;
cache.objects[ object.id ] = style;
}
if ( element.parentNode !== cameraElement ) {
cameraElement.appendChild( element );
}
}
for ( var i = 0, l = object.children.length; i < l; i ++ ) {
renderObject( object.children[ i ], camera );
}
};
this.render = function ( scene, camera ) {
var fov = 0.5 / Math.tan( THREE.Math.degToRad( camera.getEffectiveFOV() * 0.5 ) ) * _height;
if ( cache.camera.fov !== fov ) {
domElement.style.WebkitPerspective = fov + "px";
domElement.style.MozPerspective = fov + "px";
domElement.style.oPerspective = fov + "px";
domElement.style.perspective = fov + "px";
cache.camera.fov = fov;
}
scene.updateMatrixWorld();
if ( camera.parent === null ) camera.updateMatrixWorld();
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
var style = "translate3d(0,0," + fov + "px)" + getCameraCSSMatrix( camera.matrixWorldInverse ) +
" translate3d(" + _widthHalf + "px," + _heightHalf + "px, 0)";
if ( cache.camera.style !== style ) {
cameraElement.style.WebkitTransform = style;
cameraElement.style.MozTransform = style;
cameraElement.style.oTransform = style;
cameraElement.style.transform = style;
cache.camera.style = style;
}
renderObject( scene, camera );
};
};

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node_modules/three/examples/js/renderers/Projector.js generated vendored Normal file
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/**
* @author mrdoob / http://mrdoob.com/
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author julianwa / https://github.com/julianwa
*/
THREE.RenderableObject = function () {
this.id = 0;
this.object = null;
this.z = 0;
this.renderOrder = 0;
};
//
THREE.RenderableFace = function () {
this.id = 0;
this.v1 = new THREE.RenderableVertex();
this.v2 = new THREE.RenderableVertex();
this.v3 = new THREE.RenderableVertex();
this.normalModel = new THREE.Vector3();
this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
this.vertexNormalsLength = 0;
this.color = new THREE.Color();
this.material = null;
this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
this.z = 0;
this.renderOrder = 0;
};
//
THREE.RenderableVertex = function () {
this.position = new THREE.Vector3();
this.positionWorld = new THREE.Vector3();
this.positionScreen = new THREE.Vector4();
this.visible = true;
};
THREE.RenderableVertex.prototype.copy = function ( vertex ) {
this.positionWorld.copy( vertex.positionWorld );
this.positionScreen.copy( vertex.positionScreen );
};
//
THREE.RenderableLine = function () {
this.id = 0;
this.v1 = new THREE.RenderableVertex();
this.v2 = new THREE.RenderableVertex();
this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
this.material = null;
this.z = 0;
this.renderOrder = 0;
};
//
THREE.RenderableSprite = function () {
this.id = 0;
this.object = null;
this.x = 0;
this.y = 0;
this.z = 0;
this.rotation = 0;
this.scale = new THREE.Vector2();
this.material = null;
this.renderOrder = 0;
};
//
THREE.Projector = function () {
var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
_face, _faceCount, _facePool = [], _facePoolLength = 0,
_line, _lineCount, _linePool = [], _linePoolLength = 0,
_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
_renderData = { objects: [], lights: [], elements: [] },
_vector3 = new THREE.Vector3(),
_vector4 = new THREE.Vector4(),
_clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
_boundingBox = new THREE.Box3(),
_points3 = new Array( 3 ),
_points4 = new Array( 4 ),
_viewMatrix = new THREE.Matrix4(),
_viewProjectionMatrix = new THREE.Matrix4(),
_modelMatrix,
_modelViewProjectionMatrix = new THREE.Matrix4(),
_normalMatrix = new THREE.Matrix3(),
_frustum = new THREE.Frustum(),
_clippedVertex1PositionScreen = new THREE.Vector4(),
_clippedVertex2PositionScreen = new THREE.Vector4();
//
this.projectVector = function ( vector, camera ) {
console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
vector.project( camera );
};
this.unprojectVector = function ( vector, camera ) {
console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
vector.unproject( camera );
};
this.pickingRay = function ( vector, camera ) {
console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
};
//
var RenderList = function () {
var normals = [];
var uvs = [];
var object = null;
var material = null;
var normalMatrix = new THREE.Matrix3();
function setObject( value ) {
object = value;
material = object.material;
normalMatrix.getNormalMatrix( object.matrixWorld );
normals.length = 0;
uvs.length = 0;
}
function projectVertex( vertex ) {
var position = vertex.position;
var positionWorld = vertex.positionWorld;
var positionScreen = vertex.positionScreen;
positionWorld.copy( position ).applyMatrix4( _modelMatrix );
positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
var 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 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 ) {
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
_line = getNextLineInPool();
_line.id = object.id;
_line.v1.copy( v1 );
_line.v2.copy( v2 );
_line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
_line.renderOrder = object.renderOrder;
_line.material = object.material;
_renderData.elements.push( _line );
}
function pushTriangle( a, b, c ) {
var v1 = _vertexPool[ a ];
var v2 = _vertexPool[ b ];
var v3 = _vertexPool[ c ];
if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
if ( material.side === THREE.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;
// use first vertex normal as face normal
_face.normalModel.fromArray( normals, a * 3 );
_face.normalModel.applyMatrix3( normalMatrix ).normalize();
for ( var i = 0; i < 3; i ++ ) {
var normal = _face.vertexNormalsModel[ i ];
normal.fromArray( normals, arguments[ i ] * 3 );
normal.applyMatrix3( normalMatrix ).normalize();
var uv = _face.uvs[ i ];
uv.fromArray( uvs, arguments[ i ] * 2 );
}
_face.vertexNormalsLength = 3;
_face.material = object.material;
_renderData.elements.push( _face );
}
}
return {
setObject: setObject,
projectVertex: projectVertex,
checkTriangleVisibility: checkTriangleVisibility,
checkBackfaceCulling: checkBackfaceCulling,
pushVertex: pushVertex,
pushNormal: pushNormal,
pushUv: pushUv,
pushLine: pushLine,
pushTriangle: pushTriangle
}
};
var renderList = new RenderList();
this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
_faceCount = 0;
_lineCount = 0;
_spriteCount = 0;
_renderData.elements.length = 0;
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null ) camera.updateMatrixWorld();
_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
_frustum.setFromMatrix( _viewProjectionMatrix );
//
_objectCount = 0;
_renderData.objects.length = 0;
_renderData.lights.length = 0;
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 );
}
scene.traverseVisible( function ( object ) {
if ( object instanceof THREE.Light ) {
_renderData.lights.push( object );
} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
if ( object.material.visible === false ) return;
if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
addObject( object );
} else if ( object instanceof THREE.Sprite ) {
if ( object.material.visible === false ) return;
if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
addObject( object );
}
} );
if ( sortObjects === true ) {
_renderData.objects.sort( painterSort );
}
//
for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
var object = _renderData.objects[ o ].object;
var geometry = object.geometry;
renderList.setObject( object );
_modelMatrix = object.matrixWorld;
_vertexCount = 0;
if ( object instanceof THREE.Mesh ) {
if ( geometry instanceof THREE.BufferGeometry ) {
var attributes = geometry.attributes;
var groups = geometry.groups;
if ( attributes.position === undefined ) continue;
var positions = attributes.position.array;
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
}
if ( attributes.normal !== undefined ) {
var normals = attributes.normal.array;
for ( var i = 0, l = normals.length; i < l; i += 3 ) {
renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
}
}
if ( attributes.uv !== undefined ) {
var uvs = attributes.uv.array;
for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
}
}
if ( geometry.index !== null ) {
var indices = geometry.index.array;
if ( groups.length > 0 ) {
for ( var g = 0; g < groups.length; g ++ ) {
var group = groups[ g ];
for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) {
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
}
}
} else {
for ( var i = 0, l = indices.length; i < l; i += 3 ) {
renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
}
}
} else {
for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
renderList.pushTriangle( i, i + 1, i + 2 );
}
}
} else if ( geometry instanceof THREE.Geometry ) {
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
_normalMatrix.getNormalMatrix( _modelMatrix );
var material = object.material;
var isFaceMaterial = material instanceof THREE.MultiMaterial;
var objectMaterials = isFaceMaterial === true ? object.material : null;
for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
var vertex = vertices[ v ];
_vector3.copy( vertex );
if ( material.morphTargets === true ) {
var morphTargets = geometry.morphTargets;
var morphInfluences = object.morphTargetInfluences;
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
var influence = morphInfluences[ t ];
if ( influence === 0 ) continue;
var target = morphTargets[ t ];
var targetVertex = target.vertices[ v ];
_vector3.x += ( targetVertex.x - vertex.x ) * influence;
_vector3.y += ( targetVertex.y - vertex.y ) * influence;
_vector3.z += ( targetVertex.z - vertex.z ) * influence;
}
}
renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z );
}
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
var face = faces[ f ];
material = isFaceMaterial === true
? objectMaterials.materials[ face.materialIndex ]
: object.material;
if ( material === undefined ) continue;
var side = material.side;
var v1 = _vertexPool[ face.a ];
var v2 = _vertexPool[ face.b ];
var v3 = _vertexPool[ face.c ];
if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
if ( side !== THREE.DoubleSide ) {
if ( side === THREE.FrontSide && visible === false ) continue;
if ( side === THREE.BackSide && visible === true ) continue;
}
_face = getNextFaceInPool();
_face.id = object.id;
_face.v1.copy( v1 );
_face.v2.copy( v2 );
_face.v3.copy( v3 );
_face.normalModel.copy( face.normal );
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
_face.normalModel.negate();
}
_face.normalModel.applyMatrix3( _normalMatrix ).normalize();
var faceVertexNormals = face.vertexNormals;
for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
var normalModel = _face.vertexNormalsModel[ n ];
normalModel.copy( faceVertexNormals[ n ] );
if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
normalModel.negate();
}
normalModel.applyMatrix3( _normalMatrix ).normalize();
}
_face.vertexNormalsLength = faceVertexNormals.length;
var vertexUvs = faceVertexUvs[ f ];
if ( vertexUvs !== undefined ) {
for ( var u = 0; u < 3; u ++ ) {
_face.uvs[ u ].copy( vertexUvs[ u ] );
}
}
_face.color = face.color;
_face.material = material;
_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
_face.renderOrder = object.renderOrder;
_renderData.elements.push( _face );
}
}
} else if ( object instanceof THREE.Line ) {
if ( geometry instanceof THREE.BufferGeometry ) {
var attributes = geometry.attributes;
if ( attributes.position !== undefined ) {
var positions = attributes.position.array;
for ( var i = 0, l = positions.length; i < l; i += 3 ) {
renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
}
if ( geometry.index !== null ) {
var indices = geometry.index.array;
for ( var i = 0, l = indices.length; i < l; i += 2 ) {
renderList.pushLine( indices[ i ], indices[ i + 1 ] );
}
} else {
var step = object instanceof THREE.LineSegments ? 2 : 1;
for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
renderList.pushLine( i, i + 1 );
}
}
}
} else if ( geometry instanceof THREE.Geometry ) {
_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
var vertices = object.geometry.vertices;
if ( vertices.length === 0 ) continue;
v1 = getNextVertexInPool();
v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
var step = object instanceof THREE.LineSegments ? 2 : 1;
for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
v1 = getNextVertexInPool();
v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
if ( ( v + 1 ) % step > 0 ) continue;
v2 = _vertexPool[ _vertexCount - 2 ];
_clippedVertex1PositionScreen.copy( v1.positionScreen );
_clippedVertex2PositionScreen.copy( v2.positionScreen );
if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
// Perform the perspective divide
_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
_line = getNextLineInPool();
_line.id = object.id;
_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
_line.renderOrder = object.renderOrder;
_line.material = object.material;
if ( object.material.vertexColors === THREE.VertexColors ) {
_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
}
_renderData.elements.push( _line );
}
}
}
} else if ( object instanceof THREE.Sprite ) {
_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
_vector4.applyMatrix4( _viewProjectionMatrix );
var 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 );
}
}
}
if ( sortElements === true ) {
_renderData.elements.sort( painterSort );
}
return _renderData;
};
// Pools
function getNextObjectInPool() {
if ( _objectCount === _objectPoolLength ) {
var object = new THREE.RenderableObject();
_objectPool.push( object );
_objectPoolLength ++;
_objectCount ++;
return object;
}
return _objectPool[ _objectCount ++ ];
}
function getNextVertexInPool() {
if ( _vertexCount === _vertexPoolLength ) {
var vertex = new THREE.RenderableVertex();
_vertexPool.push( vertex );
_vertexPoolLength ++;
_vertexCount ++;
return vertex;
}
return _vertexPool[ _vertexCount ++ ];
}
function getNextFaceInPool() {
if ( _faceCount === _facePoolLength ) {
var face = new THREE.RenderableFace();
_facePool.push( face );
_facePoolLength ++;
_faceCount ++;
return face;
}
return _facePool[ _faceCount ++ ];
}
function getNextLineInPool() {
if ( _lineCount === _linePoolLength ) {
var line = new THREE.RenderableLine();
_linePool.push( line );
_linePoolLength ++;
_lineCount ++;
return line;
}
return _linePool[ _lineCount ++ ];
}
function getNextSpriteInPool() {
if ( _spriteCount === _spritePoolLength ) {
var sprite = new THREE.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 ) {
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.lerp( s2, alpha1 );
s2.lerp( s1, 1 - alpha2 );
return true;
}
}
}
};

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/**
* RaytracingRenderer renders by raytracing it's scene. However, it does not
* compute the pixels itself but it hands off and coordinates the taks for workers.
* The workers compute the pixel values and this renderer simply paints it to the Canvas.
*
* @author zz85 / http://github.com/zz85
*/
THREE.RaytracingRenderer = function ( parameters ) {
console.log( 'THREE.RaytracingRenderer', THREE.REVISION );
parameters = parameters || {};
var scope = this;
var pool = [];
var renderering = false;
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( '2d', {
alpha: parameters.alpha === true
} );
var maxRecursionDepth = 3;
var canvasWidth, canvasHeight;
var canvasWidthHalf, canvasHeightHalf;
var clearColor = new THREE.Color( 0x000000 );
this.domElement = canvas;
this.autoClear = true;
var workers = parameters.workers;
var blockSize = parameters.blockSize || 64;
this.randomize = parameters.randomize;
var toRender = [], workerId = 0, sceneId = 0;
console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );
this.setWorkers = function( w ) {
workers = w || navigator.hardwareConcurrency || 4;
while ( pool.length < workers ) {
var worker = new Worker( parameters.workerPath );
worker.id = workerId++;
worker.onmessage = function( e ) {
var data = e.data;
if ( ! data ) return;
if ( data.blockSize && sceneId == data.sceneId ) { // we match sceneId here to be sure
var imagedata = new ImageData( new Uint8ClampedArray( data.data ), data.blockSize, data.blockSize );
context.putImageData( imagedata, data.blockX, data.blockY );
// completed
console.log( 'Worker ' + this.id, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );
if ( pool.length > workers ) {
pool.splice( pool.indexOf( this ), 1 );
return this.terminate();
}
renderNext( this );
}
};
worker.color = new THREE.Color().setHSL( Math.random() , 0.8, 0.8 ).getHexString();
pool.push( worker );
if ( renderering ) {
updateSettings( worker );
worker.postMessage( {
scene: sceneJSON,
camera: cameraJSON,
annex: materials,
sceneId: sceneId
} );
renderNext( worker );
}
}
if ( ! renderering ) {
while ( pool.length > workers ) {
pool.pop().terminate();
}
}
};
this.setWorkers( workers );
this.setClearColor = function ( color, alpha ) {
clearColor.set( color );
};
this.setPixelRatio = function () {};
this.setSize = function ( width, height ) {
canvas.width = width;
canvas.height = height;
canvasWidth = canvas.width;
canvasHeight = canvas.height;
canvasWidthHalf = Math.floor( canvasWidth / 2 );
canvasHeightHalf = Math.floor( canvasHeight / 2 );
context.fillStyle = 'white';
pool.forEach( updateSettings );
};
this.setSize( canvas.width, canvas.height );
this.clear = function () {
};
//
var totalBlocks, xblocks, yblocks;
function updateSettings( worker ) {
worker.postMessage( {
init: [ canvasWidth, canvasHeight ],
worker: worker.id,
// workers: pool.length,
blockSize: blockSize
} );
}
function renderNext( worker ) {
if ( ! toRender.length ) {
renderering = false;
return scope.dispatchEvent( { type: "complete" } );
}
var current = toRender.pop();
var blockX = ( current % xblocks ) * blockSize;
var blockY = ( current / xblocks | 0 ) * blockSize;
worker.postMessage( {
render: true,
x: blockX,
y: blockY,
sceneId: sceneId
} );
context.fillStyle = '#' + worker.color;
context.fillRect( blockX, blockY, blockSize, blockSize );
}
var materials = {};
var sceneJSON, cameraJSON, reallyThen;
// additional properties that were not serialize automatically
var _annex = {
mirror: 1,
reflectivity: 1,
refractionRatio: 1,
glass: 1
};
function serializeObject( o ) {
var mat = o.material;
if ( ! mat || mat.uuid in materials ) return;
var props = {};
for ( var m in _annex ) {
if ( mat[ m ] !== undefined ) {
props[ m ] = mat[ m ];
}
}
materials[ mat.uuid ] = props;
}
this.render = function ( scene, camera ) {
renderering = true;
// update scene graph
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
// update camera matrices
if ( camera.parent === null ) camera.updateMatrixWorld();
sceneJSON = scene.toJSON();
cameraJSON = camera.toJSON();
++ sceneId;
scene.traverse( serializeObject );
pool.forEach( function( worker ) {
worker.postMessage( {
scene: sceneJSON,
camera: cameraJSON,
annex: materials,
sceneId: sceneId
} );
} );
context.clearRect( 0, 0, canvasWidth, canvasHeight );
reallyThen = Date.now();
xblocks = Math.ceil( canvasWidth / blockSize );
yblocks = Math.ceil( canvasHeight / blockSize );
totalBlocks = xblocks * yblocks;
toRender = [];
for ( var i = 0; i < totalBlocks; i ++ ) {
toRender.push( i );
}
// Randomize painting :)
if ( scope.randomize ) {
for ( var i = 0; i < totalBlocks; i ++ ) {
var swap = Math.random() * totalBlocks | 0;
var tmp = toRender[ swap ];
toRender[ swap ] = toRender[ i ];
toRender[ i ] = tmp;
}
}
pool.forEach( renderNext );
};
};
Object.assign( THREE.RaytracingRenderer.prototype, THREE.EventDispatcher.prototype );

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var worker;
var BLOCK = 128;
var startX, startY, division, completed = 0;
var scene, camera, renderer, loader, sceneId;
importScripts( '../../../build/three.js' );
self.onmessage = function( e ) {
var data = e.data;
if ( ! data ) return;
if ( data.init ) {
var
width = data.init[ 0 ],
height = data.init[ 1 ];
worker = data.worker;
BLOCK = data.blockSize;
if ( ! renderer ) renderer = new THREE.RaytracingRendererWorker();
if ( ! loader ) loader = new THREE.ObjectLoader();
renderer.setSize( width, height );
// TODO fix passing maxRecursionDepth as parameter.
// if (data.maxRecursionDepth) maxRecursionDepth = data.maxRecursionDepth;
completed = 0;
}
if ( data.scene ) {
scene = loader.parse( data.scene );
camera = loader.parse( data.camera );
var meta = data.annex;
scene.traverse( function( o ) {
if ( o instanceof THREE.PointLight ) {
o.physicalAttenuation = true;
}
var mat = o.material;
if (!mat) return;
var material = meta[ mat.uuid ];
for (var m in material) {
mat[ m ] = material[ m ];
}
} );
sceneId = data.sceneId;
}
if ( data.render && scene && camera ) {
startX = data.x;
startY = data.y;
renderer.render( scene, camera );
}
}
/**
* DOM-less version of Raytracing Renderer
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
* @author zz95 / http://github.com/zz85
*/
THREE.RaytracingRendererWorker = function ( parameters ) {
console.log( 'THREE.RaytracingRendererWorker', THREE.REVISION );
parameters = parameters || {};
var scope = this;
var maxRecursionDepth = 3;
var canvasWidth, canvasHeight;
var canvasWidthHalf, canvasHeightHalf;
var origin = new THREE.Vector3();
var direction = new THREE.Vector3();
var cameraPosition = new THREE.Vector3();
var raycaster = new THREE.Raycaster( origin, direction );
var raycasterLight = new THREE.Raycaster();
var perspective;
var modelViewMatrix = new THREE.Matrix4();
var cameraNormalMatrix = new THREE.Matrix3();
var objects;
var lights = [];
var cache = {};
this.setSize = function ( width, height ) {
canvasWidth = width;
canvasHeight = height;
canvasWidthHalf = Math.floor( canvasWidth / 2 );
canvasHeightHalf = Math.floor( canvasHeight / 2 );
};
//
var spawnRay = ( function () {
var diffuseColor = new THREE.Color();
var specularColor = new THREE.Color();
var lightColor = new THREE.Color();
var schlick = new THREE.Color();
var lightContribution = new THREE.Color();
var eyeVector = new THREE.Vector3();
var lightVector = new THREE.Vector3();
var normalVector = new THREE.Vector3();
var halfVector = new THREE.Vector3();
var localPoint = new THREE.Vector3();
var reflectionVector = new THREE.Vector3();
var tmpVec = new THREE.Vector3();
var tmpColor = [];
for ( var i = 0; i < maxRecursionDepth; i ++ ) {
tmpColor[ i ] = new THREE.Color();
}
return function spawnRay( rayOrigin, rayDirection, outputColor, recursionDepth ) {
var ray = raycaster.ray;
ray.origin = rayOrigin;
ray.direction = rayDirection;
//
var rayLight = raycasterLight.ray;
//
outputColor.setRGB( 0, 0, 0 );
//
var intersections = raycaster.intersectObjects( objects, true );
// ray didn't find anything
// (here should come setting of background color?)
if ( intersections.length === 0 ) {
return;
}
// ray hit
var intersection = intersections[ 0 ];
var point = intersection.point;
var object = intersection.object;
var material = object.material;
var face = intersection.face;
var vertices = object.geometry.vertices;
//
var _object = cache[ object.id ];
localPoint.copy( point ).applyMatrix4( _object.inverseMatrix );
eyeVector.subVectors( raycaster.ray.origin, point ).normalize();
// resolve pixel diffuse color
if ( material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshBasicMaterial ) {
diffuseColor.copyGammaToLinear( material.color );
} else {
diffuseColor.setRGB( 1, 1, 1 );
}
if ( material.vertexColors === THREE.FaceColors ) {
diffuseColor.multiply( face.color );
}
// compute light shading
rayLight.origin.copy( point );
if ( material instanceof THREE.MeshBasicMaterial ) {
for ( var i = 0, l = lights.length; i < l; i ++ ) {
var light = lights[ i ];
lightVector.setFromMatrixPosition( light.matrixWorld );
lightVector.sub( point );
rayLight.direction.copy( lightVector ).normalize();
var intersections = raycasterLight.intersectObjects( objects, true );
// point in shadow
if ( intersections.length > 0 ) continue;
// point visible
outputColor.add( diffuseColor );
}
} else if ( material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.MeshPhongMaterial ) {
var normalComputed = false;
for ( var i = 0, l = lights.length; i < l; i ++ ) {
var light = lights[ i ];
lightColor.copyGammaToLinear( light.color );
lightVector.setFromMatrixPosition( light.matrixWorld );
lightVector.sub( point );
rayLight.direction.copy( lightVector ).normalize();
var intersections = raycasterLight.intersectObjects( objects, true );
// point in shadow
if ( intersections.length > 0 ) continue;
// point lit
if ( normalComputed === false ) {
// the same normal can be reused for all lights
// (should be possible to cache even more)
computePixelNormal( normalVector, localPoint, material.shading, face, vertices );
normalVector.applyMatrix3( _object.normalMatrix ).normalize();
normalComputed = true;
}
// compute attenuation
var attenuation = 1.0;
if ( light.physicalAttenuation === true ) {
attenuation = lightVector.length();
attenuation = 1.0 / ( attenuation * attenuation );
}
lightVector.normalize();
// compute diffuse
var dot = Math.max( normalVector.dot( lightVector ), 0 );
var diffuseIntensity = dot * light.intensity;
lightContribution.copy( diffuseColor );
lightContribution.multiply( lightColor );
lightContribution.multiplyScalar( diffuseIntensity * attenuation );
outputColor.add( lightContribution );
// compute specular
if ( material instanceof THREE.MeshPhongMaterial ) {
halfVector.addVectors( lightVector, eyeVector ).normalize();
var dotNormalHalf = Math.max( normalVector.dot( halfVector ), 0.0 );
var specularIntensity = Math.max( Math.pow( dotNormalHalf, material.shininess ), 0.0 ) * diffuseIntensity;
var specularNormalization = ( material.shininess + 2.0 ) / 8.0;
specularColor.copyGammaToLinear( material.specular );
var alpha = Math.pow( Math.max( 1.0 - lightVector.dot( halfVector ), 0.0 ), 5.0 );
schlick.r = specularColor.r + ( 1.0 - specularColor.r ) * alpha;
schlick.g = specularColor.g + ( 1.0 - specularColor.g ) * alpha;
schlick.b = specularColor.b + ( 1.0 - specularColor.b ) * alpha;
lightContribution.copy( schlick );
lightContribution.multiply( lightColor );
lightContribution.multiplyScalar( specularNormalization * specularIntensity * attenuation );
outputColor.add( lightContribution );
}
}
}
// reflection / refraction
var reflectivity = material.reflectivity;
if ( ( material.mirror || material.glass ) && reflectivity > 0 && recursionDepth < maxRecursionDepth ) {
if ( material.mirror ) {
reflectionVector.copy( rayDirection );
reflectionVector.reflect( normalVector );
} else if ( material.glass ) {
var eta = material.refractionRatio;
var dotNI = rayDirection.dot( normalVector );
var k = 1.0 - eta * eta * ( 1.0 - dotNI * dotNI );
if ( k < 0.0 ) {
reflectionVector.set( 0, 0, 0 );
} else {
reflectionVector.copy( rayDirection );
reflectionVector.multiplyScalar( eta );
var alpha = eta * dotNI + Math.sqrt( k );
tmpVec.copy( normalVector );
tmpVec.multiplyScalar( alpha );
reflectionVector.sub( tmpVec );
}
}
var theta = Math.max( eyeVector.dot( normalVector ), 0.0 );
var rf0 = reflectivity;
var fresnel = rf0 + ( 1.0 - rf0 ) * Math.pow( ( 1.0 - theta ), 5.0 );
var weight = fresnel;
var zColor = tmpColor[ recursionDepth ];
spawnRay( point, reflectionVector, zColor, recursionDepth + 1 );
if ( material.specular !== undefined ) {
zColor.multiply( material.specular );
}
zColor.multiplyScalar( weight );
outputColor.multiplyScalar( 1 - weight );
outputColor.add( zColor );
}
};
}() );
var computePixelNormal = ( function () {
var tmpVec1 = new THREE.Vector3();
var tmpVec2 = new THREE.Vector3();
var tmpVec3 = new THREE.Vector3();
return function computePixelNormal( outputVector, point, shading, face, vertices ) {
var faceNormal = face.normal;
var vertexNormals = face.vertexNormals;
if ( shading === THREE.FlatShading ) {
outputVector.copy( faceNormal );
} else if ( shading === THREE.SmoothShading ) {
// compute barycentric coordinates
var vA = vertices[ face.a ];
var vB = vertices[ face.b ];
var vC = vertices[ face.c ];
tmpVec3.crossVectors( tmpVec1.subVectors( vB, vA ), tmpVec2.subVectors( vC, vA ) );
var areaABC = faceNormal.dot( tmpVec3 );
tmpVec3.crossVectors( tmpVec1.subVectors( vB, point ), tmpVec2.subVectors( vC, point ) );
var areaPBC = faceNormal.dot( tmpVec3 );
var a = areaPBC / areaABC;
tmpVec3.crossVectors( tmpVec1.subVectors( vC, point ), tmpVec2.subVectors( vA, point ) );
var areaPCA = faceNormal.dot( tmpVec3 );
var b = areaPCA / areaABC;
var c = 1.0 - a - b;
// compute interpolated vertex normal
tmpVec1.copy( vertexNormals[ 0 ] );
tmpVec1.multiplyScalar( a );
tmpVec2.copy( vertexNormals[ 1 ] );
tmpVec2.multiplyScalar( b );
tmpVec3.copy( vertexNormals[ 2 ] );
tmpVec3.multiplyScalar( c );
outputVector.addVectors( tmpVec1, tmpVec2 );
outputVector.add( tmpVec3 );
}
};
}() );
var renderBlock = ( function () {
var blockSize = BLOCK;
var data = new Uint8ClampedArray( blockSize * blockSize * 4 );
var pixelColor = new THREE.Color();
return function renderBlock( blockX, blockY ) {
var index = 0;
for ( var y = 0; y < blockSize; y ++ ) {
for ( var x = 0; x < blockSize; x ++, index += 4 ) {
// spawn primary ray at pixel position
origin.copy( cameraPosition );
direction.set( x + blockX - canvasWidthHalf, - ( y + blockY - canvasHeightHalf ), - perspective );
direction.applyMatrix3( cameraNormalMatrix ).normalize();
spawnRay( origin, direction, pixelColor, 0 );
// convert from linear to gamma
data[ index ] = Math.sqrt( pixelColor.r ) * 255;
data[ index + 1 ] = Math.sqrt( pixelColor.g ) * 255;
data[ index + 2 ] = Math.sqrt( pixelColor.b ) * 255;
data[ index + 3 ] = 255;
}
}
// Use transferable objects! :)
self.postMessage( {
data: data.buffer,
blockX: blockX,
blockY: blockY,
blockSize: blockSize,
sceneId: sceneId,
time: Date.now() - reallyThen, // time for this renderer
}, [ data.buffer ] );
data = new Uint8ClampedArray( blockSize * blockSize * 4 );
// OK Done!
completed ++;
};
}() );
this.render = function ( scene, camera ) {
reallyThen = Date.now()
// update scene graph
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
// update camera matrices
if ( camera.parent === null ) camera.updateMatrixWorld();
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
cameraPosition.setFromMatrixPosition( camera.matrixWorld );
//
cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );
origin.copy( cameraPosition );
perspective = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * canvasHeight;
objects = scene.children;
// collect lights and set up object matrices
lights.length = 0;
scene.traverse( function ( object ) {
if ( object instanceof THREE.Light ) {
lights.push( object );
}
if ( cache[ object.id ] === undefined ) {
cache[ object.id ] = {
normalMatrix: new THREE.Matrix3(),
inverseMatrix: new THREE.Matrix4()
};
}
modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
var _object = cache[ object.id ];
_object.normalMatrix.getNormalMatrix( modelViewMatrix );
_object.inverseMatrix.getInverse( object.matrixWorld );
} );
renderBlock( startX, startY );
};
};
Object.assign( THREE.RaytracingRendererWorker.prototype, THREE.EventDispatcher.prototype );

483
node_modules/three/examples/js/renderers/SVGRenderer.js generated vendored Normal file
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/**
* @author mrdoob / http://mrdoob.com/
*/
THREE.SVGObject = function ( node ) {
THREE.Object3D.call( this );
this.node = node;
};
THREE.SVGObject.prototype = Object.create( THREE.Object3D.prototype );
THREE.SVGObject.prototype.constructor = THREE.SVGObject;
THREE.SVGRenderer = function () {
console.log( 'THREE.SVGRenderer', THREE.REVISION );
var _this = this,
_renderData, _elements, _lights,
_projector = new THREE.Projector(),
_svg = document.createElementNS( 'http://www.w3.org/2000/svg', 'svg' ),
_svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf,
_v1, _v2, _v3, _v4,
_clipBox = new THREE.Box2(),
_elemBox = new THREE.Box2(),
_color = new THREE.Color(),
_diffuseColor = new THREE.Color(),
_ambientLight = new THREE.Color(),
_directionalLights = new THREE.Color(),
_pointLights = new THREE.Color(),
_clearColor = new THREE.Color(),
_clearAlpha = 1,
_vector3 = new THREE.Vector3(), // Needed for PointLight
_centroid = new THREE.Vector3(),
_normal = new THREE.Vector3(),
_normalViewMatrix = new THREE.Matrix3(),
_viewMatrix = new THREE.Matrix4(),
_viewProjectionMatrix = new THREE.Matrix4(),
_svgPathPool = [], _svgLinePool = [], _svgRectPool = [],
_svgNode, _pathCount = 0, _lineCount = 0, _rectCount = 0,
_quality = 1;
this.domElement = _svg;
this.autoClear = true;
this.sortObjects = true;
this.sortElements = true;
this.info = {
render: {
vertices: 0,
faces: 0
}
};
this.setQuality = function( quality ) {
switch ( quality ) {
case "high": _quality = 1; break;
case "low": _quality = 0; break;
}
};
// WebGLRenderer compatibility
this.supportsVertexTextures = function () {};
this.setFaceCulling = function () {};
this.setClearColor = function ( color, alpha ) {
_clearColor.set( color );
_clearAlpha = alpha !== undefined ? alpha : 1;
};
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 );
};
function removeChildNodes() {
_pathCount = 0;
_lineCount = 0;
_rectCount = 0;
while ( _svg.childNodes.length > 0 ) {
_svg.removeChild( _svg.childNodes[ 0 ] );
}
}
this.clear = function () {
removeChildNodes();
_svg.style.backgroundColor = 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')';
};
this.render = function ( scene, camera ) {
if ( camera instanceof THREE.Camera === false ) {
console.error( 'THREE.SVGRenderer.render: camera is not an instance of THREE.Camera.' );
return;
}
var background = scene.background;
if ( background && background.isColor ) {
removeChildNodes();
_svg.style.backgroundColor = 'rgb(' + Math.floor( background.r * 255 ) + ',' + Math.floor( background.g * 255 ) + ',' + Math.floor( background.b * 255 ) + ')';
} else if ( this.autoClear === true ) {
this.clear();
}
_this.info.render.vertices = 0;
_this.info.render.faces = 0;
_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
_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 );
for ( var e = 0, el = _elements.length; e < el; e ++ ) {
var element = _elements[ e ];
var material = element.material;
if ( material === undefined || material.opacity === 0 ) continue;
_elemBox.makeEmpty();
if ( element instanceof THREE.RenderableSprite ) {
_v1 = element;
_v1.x *= _svgWidthHalf; _v1.y *= - _svgHeightHalf;
renderSprite( _v1, element, material );
} else if ( element instanceof THREE.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, element, material );
}
} else if ( element instanceof THREE.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;
_elemBox.setFromPoints( [
_v1.positionScreen,
_v2.positionScreen,
_v3.positionScreen
] );
if ( _clipBox.intersectsBox( _elemBox ) === true ) {
renderFace3( _v1, _v2, _v3, element, material );
}
}
}
scene.traverseVisible( function ( object ) {
if ( object instanceof THREE.SVGObject ) {
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyMatrix4( _viewProjectionMatrix );
var x = _vector3.x * _svgWidthHalf;
var y = - _vector3.y * _svgHeightHalf;
var 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 ( var l = 0, ll = lights.length; l < ll; l ++ ) {
var light = lights[ l ];
var lightColor = light.color;
if ( light instanceof THREE.AmbientLight ) {
_ambientLight.r += lightColor.r;
_ambientLight.g += lightColor.g;
_ambientLight.b += lightColor.b;
} else if ( light instanceof THREE.DirectionalLight ) {
_directionalLights.r += lightColor.r;
_directionalLights.g += lightColor.g;
_directionalLights.b += lightColor.b;
} else if ( light instanceof THREE.PointLight ) {
_pointLights.r += lightColor.r;
_pointLights.g += lightColor.g;
_pointLights.b += lightColor.b;
}
}
}
function calculateLight( lights, position, normal, color ) {
for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
var light = lights[ l ];
var lightColor = light.color;
if ( light instanceof THREE.DirectionalLight ) {
var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
var 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 instanceof THREE.PointLight ) {
var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
var 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 ) {
var scaleX = element.scale.x * _svgWidthHalf;
var scaleY = element.scale.y * _svgHeightHalf;
_svgNode = getRectNode( _rectCount ++ );
_svgNode.setAttribute( 'x', v1.x - ( scaleX * 0.5 ) );
_svgNode.setAttribute( 'y', v1.y - ( scaleY * 0.5 ) );
_svgNode.setAttribute( 'width', scaleX );
_svgNode.setAttribute( 'height', scaleY );
if ( material instanceof THREE.SpriteMaterial ) {
_svgNode.setAttribute( 'style', 'fill: ' + material.color.getStyle() );
}
_svg.appendChild( _svgNode );
}
function renderLine( v1, v2, element, material ) {
_svgNode = getLineNode( _lineCount ++ );
_svgNode.setAttribute( 'x1', v1.positionScreen.x );
_svgNode.setAttribute( 'y1', v1.positionScreen.y );
_svgNode.setAttribute( 'x2', v2.positionScreen.x );
_svgNode.setAttribute( 'y2', v2.positionScreen.y );
if ( material instanceof THREE.LineBasicMaterial ) {
_svgNode.setAttribute( 'style', 'fill: none; stroke: ' + material.color.getStyle() + '; stroke-width: ' + material.linewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.linecap + '; stroke-linejoin: ' + material.linejoin );
_svg.appendChild( _svgNode );
}
}
function renderFace3( v1, v2, v3, element, material ) {
_this.info.render.vertices += 3;
_this.info.render.faces ++;
_svgNode = getPathNode( _pathCount ++ );
_svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + 'z' );
if ( material instanceof THREE.MeshBasicMaterial ) {
_color.copy( material.color );
if ( material.vertexColors === THREE.FaceColors ) {
_color.multiply( element.color );
}
} else if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
_diffuseColor.copy( material.color );
if ( material.vertexColors === THREE.FaceColors ) {
_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 instanceof THREE.MeshNormalMaterial ) {
_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );
_color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
}
if ( material.wireframe ) {
_svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin );
} else {
_svgNode.setAttribute( 'style', 'fill: ' + _color.getStyle() + '; fill-opacity: ' + material.opacity );
}
_svg.appendChild( _svgNode );
}
function getLineNode( id ) {
if ( _svgLinePool[ id ] == null ) {
_svgLinePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'line' );
if ( _quality == 0 ) {
_svgLinePool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed
}
return _svgLinePool[ id ];
}
return _svgLinePool[ id ];
}
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 ];
}
function getRectNode( id ) {
if ( _svgRectPool[ id ] == null ) {
_svgRectPool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'rect' );
if ( _quality == 0 ) {
_svgRectPool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed
}
return _svgRectPool[ id ];
}
return _svgRectPool[ id ];
}
};

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