mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
Got CanvasRenderer and SVGRenderer using the new Scene Graph.
* The new system allow us to add lights and cameras as children of any object without hacks. * The Camera needs to be added to a Scene. If the Camera has no parent it's added to the Scene being renderer automatically. * I'll work on implementing this into the WebGLRenderrer tomorrow (gonna be a looong day... ).
This commit is contained in:
@@ -14,9 +14,12 @@ THREE.Camera = function () {
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THREE.Object3D.call( this );
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this.projectionMatrix = new THREE.Matrix4();
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this.matrixWorldInverse = new THREE.Matrix4();
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this.projectionMatrix = new THREE.Matrix4();
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this.projectionMatrixInverse = new THREE.Matrix4();
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};
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THREE.Camera.prototype = new THREE.Object3D();
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+35
-35
@@ -446,7 +446,7 @@ THREE.Matrix4.prototype = {
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},
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setPosition: function( v ) {
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setPosition: function ( v ) {
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this.n14 = v.x;
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this.n24 = v.y;
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@@ -456,58 +456,56 @@ THREE.Matrix4.prototype = {
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},
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getPosition: function() {
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getPosition: function () {
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if ( ! this.position ) {
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this.position = new THREE.Vector3();
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}
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this.position.set( this.n14, this.n24, this.n34 );
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return this.position;
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return THREE.Matrix4.__v1.set( this.n14, this.n24, this.n34 );
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},
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getColumnX: function() {
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getColumnX: function () {
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if ( ! this.columnX ) {
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return THREE.Matrix4.__v1.set( this.n11, this.n21, this.n31 );
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this.columnX = new THREE.Vector3();
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}
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this.columnX.set( this.n11, this.n21, this.n31 );
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return this.columnX;
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},
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getColumnY: function() {
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getColumnY: function () {
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if ( ! this.columnY ) {
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this.columnY = new THREE.Vector3();
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}
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this.columnY.set( this.n12, this.n22, this.n32 );
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return this.columnY;
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return THREE.Matrix4.__v1.set( this.n12, this.n22, this.n32 );
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},
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getColumnZ: function() {
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if ( ! this.columnZ ) {
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return THREE.Matrix4.__v1.set( this.n13, this.n23, this.n33 );
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this.columnZ = new THREE.Vector3();
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},
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}
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getInverse: function ( m ) {
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this.columnZ.set( this.n13, this.n23, this.n33 );
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var n11 = m.n11, n12 = m.n12, n13 = m.n13, n14 = m.n14,
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n21 = m.n21, n22 = m.n22, n23 = m.n23, n24 = m.n24,
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n31 = m.n31, n32 = m.n32, n33 = m.n33, n34 = m.n34,
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n41 = m.n41, n42 = m.n42, n43 = m.n43, n44 = m.n44;
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return this.columnZ;
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this.n11 = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
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this.n12 = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
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this.n13 = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
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this.n14 = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
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this.n21 = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
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this.n22 = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
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this.n23 = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
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this.n24 = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
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this.n31 = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
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this.n32 = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
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this.n33 = n13*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
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this.n34 = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
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this.n41 = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
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this.n42 = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
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this.n43 = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
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this.n44 = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
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this.multiplyScalar( 1 / m.determinant() );
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return this;
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},
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@@ -770,6 +768,7 @@ THREE.Matrix4.prototype = {
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};
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/*
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THREE.Matrix4.makeInvert = function ( m1, m2 ) {
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// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
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@@ -802,6 +801,7 @@ THREE.Matrix4.makeInvert = function ( m1, m2 ) {
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return m2;
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};
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*/
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THREE.Matrix4.makeInvert3x3 = function ( m1 ) {
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+25
-31
@@ -12,7 +12,7 @@ THREE.Projector = function() {
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_line, _lineCount, _linePool = [],
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_particle, _particleCount, _particlePool = [],
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_objectList = [], _renderList = [],
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_renderData = { objects: [], lights: [], elements: [] },
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_vector3 = new THREE.Vector3(),
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_vector4 = new THREE.Vector4(),
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@@ -37,7 +37,7 @@ THREE.Projector = function() {
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this.projectVector = function ( vector, camera ) {
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THREE.Matrix4.makeInvert( camera.matrixWorld, camera.matrixWorldInverse );
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camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
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_projScreenMatrix.multiplyVector3( vector );
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@@ -48,7 +48,9 @@ THREE.Projector = function() {
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this.unprojectVector = function ( vector, camera ) {
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_projScreenMatrix.multiply( camera.matrixWorld, THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
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camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
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_projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
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_projScreenMatrix.multiplyVector3( vector );
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return vector;
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@@ -79,10 +81,10 @@ THREE.Projector = function() {
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};
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this.projectObjects = function ( object, sort ) {
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this.projectGraph = function ( object ) {
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_objectList.length = 0;
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_objectCount = 0;
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_renderData.objects.length = 0;
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_renderData.lights.length = 0;
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var projectObject = function ( object ) {
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@@ -91,15 +93,11 @@ THREE.Projector = function() {
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if ( object instanceof THREE.Particle || object instanceof THREE.Line ||
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( object instanceof THREE.Mesh && ( !object.frustumCulled || isInFrustum( object ) ) ) ) {
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_object = getNextObjectInPool();
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_renderData.objects.push( object );
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_vector3.copy( object.position );
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_projScreenMatrix.multiplyVector3( _vector3 );
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} else if ( object instanceof THREE.Light ) {
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_object.object = object;
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_object.z = _vector3.z;
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_objectList.push( _object );
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_renderData.lights.push( object );
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}
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@@ -111,30 +109,28 @@ THREE.Projector = function() {
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};
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projectObject( scene );
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projectObject( object );
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sort && _objectList.sort( painterSort );
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return _objectList;
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return _renderData;
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};
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this.projectScene = function ( scene, camera, sort ) {
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var near = camera.near, far = camera.far,
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o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, objects, object,
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o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
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objectMatrix, objectMatrixRotation, objectMaterials, objectOverdraw,
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geometry, vertices, vertex, vertexPositionScreen,
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faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
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v1, v2, v3, v4;
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_renderList.length = 0;
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_face3Count = 0;
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_face4Count = 0;
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_lineCount = 0;
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_particleCount = 0;
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_renderData.elements.length = 0;
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if ( camera.parent == null ) {
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console.warn( "Camera is not on the Scene. Adding it..." );
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@@ -144,19 +140,17 @@ THREE.Projector = function() {
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scene.updateMatrixWorld();
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THREE.Matrix4.makeInvert( camera.matrixWorld, camera.matrixWorldInverse );
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camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
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computeFrustum( _projScreenMatrix );
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objects = this.projectObjects( scene, true );
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_renderData = this.projectGraph( scene );
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for ( o = 0, ol = objects.length; o < ol; o++ ) {
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for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) {
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object = objects[ o ].object;
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if ( !object.visible ) continue;
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object = _renderData.objects[ o ];
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objectMatrix = object.matrixWorld;
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@@ -286,7 +280,7 @@ THREE.Projector = function() {
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_face.z = _face.centroidScreen.z;
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_renderList.push( _face );
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_renderData.elements.push( _face );
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}
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@@ -325,7 +319,7 @@ THREE.Projector = function() {
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_line.materials = object.materials;
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_renderList.push( _line );
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_renderData.elements.push( _line );
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}
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}
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@@ -351,7 +345,7 @@ THREE.Projector = function() {
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_particle.materials = object.materials;
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_renderList.push( _particle );
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_renderData.elements.push( _particle );
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}
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@@ -359,9 +353,9 @@ THREE.Projector = function() {
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}
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sort && _renderList.sort( painterSort );
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sort && _renderData.elements.sort( painterSort );
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return _renderList;
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return _renderData;
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};
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@@ -5,7 +5,7 @@
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THREE.CanvasRenderer = function ( parameters ) {
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var _this = this,
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_renderList = null,
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_renderData, _elements, _lights,
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_projector = new THREE.Projector(),
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parameters = parameters || {},
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@@ -33,11 +33,11 @@ THREE.CanvasRenderer = function ( parameters ) {
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_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
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_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
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_color = new THREE.Color( 0x000000 ),
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_color1 = new THREE.Color( 0x000000 ),
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_color2 = new THREE.Color( 0x000000 ),
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_color3 = new THREE.Color( 0x000000 ),
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_color4 = new THREE.Color( 0x000000 ),
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_color = new THREE.Color(),
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_color1 = new THREE.Color(),
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_color2 = new THREE.Color(),
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_color3 = new THREE.Color(),
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_color4 = new THREE.Color(),
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_patterns = [],
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@@ -51,7 +51,6 @@ THREE.CanvasRenderer = function ( parameters ) {
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_bboxRect = new THREE.Rectangle(),
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_enableLighting = false,
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_light = new THREE.Color(),
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_ambientLight = new THREE.Color(),
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_directionalLights = new THREE.Color(),
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_pointLights = new THREE.Color(),
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@@ -181,24 +180,26 @@ THREE.CanvasRenderer = function ( parameters ) {
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_this.info.render.vertices = 0;
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_this.info.render.faces = 0;
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_renderList = _projector.projectScene( scene, camera, this.sortElements );
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_renderData = _projector.projectScene( scene, camera, this.sortElements );
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_elements = _renderData.elements;
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_lights = _renderData.lights;
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/* DEBUG
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_context.fillStyle = 'rgba( 0, 255, 255, 0.5 )';
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_context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() );
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*/
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// _enableLighting = scene.lights.length > 0;
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_enableLighting = _lights.length > 0;
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if ( _enableLighting ) {
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calculateLights( scene );
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calculateLights( _lights );
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}
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for ( e = 0, el = _renderList.length; e < el; e++ ) {
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for ( e = 0, el = _elements.length; e < el; e++ ) {
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element = _renderList[ e ];
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element = _elements[ e ];
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_bboxRect.empty();
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@@ -369,10 +370,9 @@ THREE.CanvasRenderer = function ( parameters ) {
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//
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function calculateLights( scene ) {
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function calculateLights( lights ) {
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var l, ll, light, lightColor,
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lights = scene.lights;
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var l, ll, light, lightColor;
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_ambientLight.setRGB( 0, 0, 0 );
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_directionalLights.setRGB( 0, 0, 0 );
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@@ -411,10 +411,9 @@ THREE.CanvasRenderer = function ( parameters ) {
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}
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function calculateLight( scene, position, normal, color ) {
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function calculateLight( lights, position, normal, color ) {
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var l, ll, light, lightColor,
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amount, lights = scene.lights;
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var l, ll, light, lightColor, lightPosition, amount;
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for ( l = 0, ll = lights.length; l < ll; l ++ ) {
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@@ -423,7 +422,9 @@ THREE.CanvasRenderer = function ( parameters ) {
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if ( light instanceof THREE.DirectionalLight ) {
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amount = normal.dot( light.position );
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lightPosition = light.matrixWorld.getPosition();
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amount = normal.dot( lightPosition );
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if ( amount <= 0 ) continue;
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@@ -435,11 +436,13 @@ THREE.CanvasRenderer = function ( parameters ) {
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} else if ( light instanceof THREE.PointLight ) {
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amount = normal.dot( _vector3.sub( light.position, position ).normalize() );
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lightPosition = light.matrixWorld.getPosition();
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amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );
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if ( amount <= 0 ) continue;
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amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( light.position ) / light.distance, 1 );
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amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
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if ( amount == 0 ) continue;
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@@ -645,9 +648,9 @@ THREE.CanvasRenderer = function ( parameters ) {
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_color1.g = _color2.g = _color3.g = _ambientLight.g;
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_color1.b = _color2.b = _color3.b = _ambientLight.b;
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calculateLight( scene, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
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calculateLight( scene, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
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calculateLight( scene, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
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calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
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calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
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calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
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_color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) );
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_color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) );
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@@ -671,15 +674,15 @@ THREE.CanvasRenderer = function ( parameters ) {
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} else {
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_light.r = _ambientLight.r;
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_light.g = _ambientLight.g;
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_light.b = _ambientLight.b;
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_color.r = _ambientLight.r;
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_color.g = _ambientLight.g;
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_color.b = _ambientLight.b;
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calculateLight( scene, element.centroidWorld, element.normalWorld, _light );
|
||||
calculateLight( _lights, element.centroidWorld, element.normalWorld, _color );
|
||||
|
||||
_color.r = Math.max( 0, Math.min( material.color.r * _light.r, 1 ) );
|
||||
_color.g = Math.max( 0, Math.min( material.color.g * _light.g, 1 ) );
|
||||
_color.b = Math.max( 0, Math.min( material.color.b * _light.b, 1 ) );
|
||||
_color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) );
|
||||
_color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) );
|
||||
_color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) );
|
||||
|
||||
material.wireframe ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) : fillPath( _color );
|
||||
|
||||
@@ -762,10 +765,10 @@ THREE.CanvasRenderer = function ( parameters ) {
|
||||
_color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g;
|
||||
_color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b;
|
||||
|
||||
calculateLight( scene, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
|
||||
calculateLight( scene, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
|
||||
calculateLight( scene, element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
|
||||
calculateLight( scene, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
|
||||
calculateLight( _lights, element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
|
||||
calculateLight( _lights, element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
|
||||
calculateLight( _lights, element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
|
||||
calculateLight( _lights, element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
|
||||
|
||||
_color1.r = Math.max( 0, Math.min( material.color.r * _color1.r, 1 ) );
|
||||
_color1.g = Math.max( 0, Math.min( material.color.g * _color1.g, 1 ) );
|
||||
@@ -795,15 +798,15 @@ THREE.CanvasRenderer = function ( parameters ) {
|
||||
|
||||
} else {
|
||||
|
||||
_light.r = _ambientLight.r;
|
||||
_light.g = _ambientLight.g;
|
||||
_light.b = _ambientLight.b;
|
||||
_color.r = _ambientLight.r;
|
||||
_color.g = _ambientLight.g;
|
||||
_color.b = _ambientLight.b;
|
||||
|
||||
calculateLight( scene, element.centroidWorld, element.normalWorld, _light );
|
||||
calculateLight( _lights, element.centroidWorld, element.normalWorld, _color );
|
||||
|
||||
_color.r = Math.max( 0, Math.min( material.color.r * _light.r, 1 ) );
|
||||
_color.g = Math.max( 0, Math.min( material.color.g * _light.g, 1 ) );
|
||||
_color.b = Math.max( 0, Math.min( material.color.b * _light.b, 1 ) );
|
||||
_color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) );
|
||||
_color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) );
|
||||
_color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) );
|
||||
|
||||
drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
THREE.SVGRenderer = function () {
|
||||
|
||||
var _this = this,
|
||||
_renderList = null,
|
||||
_renderData, _elements, _lights,
|
||||
_projector = new THREE.Projector(),
|
||||
_svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg'),
|
||||
_svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf,
|
||||
@@ -16,11 +16,10 @@ THREE.SVGRenderer = function () {
|
||||
_bboxRect = new THREE.Rectangle(),
|
||||
|
||||
_enableLighting = false,
|
||||
_color = new THREE.Color( 0xffffff ),
|
||||
_light = new THREE.Color( 0xffffff ),
|
||||
_ambientLight = new THREE.Color( 0x000000 ),
|
||||
_directionalLights = new THREE.Color( 0x000000 ),
|
||||
_pointLights = new THREE.Color( 0x000000 ),
|
||||
_color = new THREE.Color(),
|
||||
_ambientLight = new THREE.Color(),
|
||||
_directionalLights = new THREE.Color(),
|
||||
_pointLights = new THREE.Color(),
|
||||
|
||||
_w, // z-buffer to w-buffer
|
||||
_vector3 = new THREE.Vector3(), // Needed for PointLight
|
||||
@@ -80,7 +79,7 @@ THREE.SVGRenderer = function () {
|
||||
|
||||
};
|
||||
|
||||
this.render = function( scene, camera ) {
|
||||
this.render = function ( scene, camera ) {
|
||||
|
||||
var e, el, m, ml, fm, fml, element, material;
|
||||
|
||||
@@ -89,21 +88,23 @@ THREE.SVGRenderer = function () {
|
||||
_this.info.render.vertices = 0;
|
||||
_this.info.render.faces = 0;
|
||||
|
||||
_renderList = _projector.projectScene( scene, camera, this.sortElements );
|
||||
_renderData = _projector.projectScene( scene, camera, this.sortElements );
|
||||
_elements = _renderData.elements;
|
||||
_lights = _renderData.lights;
|
||||
|
||||
_pathCount = 0; _circleCount = 0; _lineCount = 0;
|
||||
|
||||
_enableLighting = scene.lights.length > 0;
|
||||
_enableLighting = _lights.length > 0;
|
||||
|
||||
if ( _enableLighting ) {
|
||||
|
||||
calculateLights( scene );
|
||||
calculateLights( _lights );
|
||||
|
||||
}
|
||||
|
||||
for ( e = 0, el = _renderList.length; e < el; e ++ ) {
|
||||
for ( e = 0, el = _elements.length; e < el; e ++ ) {
|
||||
|
||||
element = _renderList[ e ];
|
||||
element = _elements[ e ];
|
||||
|
||||
_bboxRect.empty();
|
||||
|
||||
@@ -240,10 +241,9 @@ THREE.SVGRenderer = function () {
|
||||
|
||||
};
|
||||
|
||||
function calculateLights( scene ) {
|
||||
function calculateLights( lights ) {
|
||||
|
||||
var l, ll, light, lightColor,
|
||||
lights = scene.lights;
|
||||
var l, ll, light, lightColor;
|
||||
|
||||
_ambientLight.setRGB( 0, 0, 0 );
|
||||
_directionalLights.setRGB( 0, 0, 0 );
|
||||
@@ -278,40 +278,46 @@ THREE.SVGRenderer = function () {
|
||||
|
||||
}
|
||||
|
||||
function calculateFaceLight( scene, element, color ) {
|
||||
function calculateLight( lights, position, normal, color ) {
|
||||
|
||||
var l, ll, light, amount;
|
||||
var l, ll, light, lightColor, lightPosition, amount;
|
||||
|
||||
for ( l = 0, ll = scene.lights.length; l < ll; l++ ) {
|
||||
for ( l = 0, ll = lights.length; l < ll; l ++ ) {
|
||||
|
||||
light = scene.lights[ l ];
|
||||
light = lights[ l ];
|
||||
lightColor = light.color;
|
||||
|
||||
if ( light instanceof THREE.DirectionalLight ) {
|
||||
|
||||
amount = element.normalWorld.dot( light.position ) * light.intensity;
|
||||
lightPosition = light.matrixWorld.getPosition();
|
||||
|
||||
if ( amount > 0 ) {
|
||||
amount = normal.dot( lightPosition );
|
||||
|
||||
color.r += light.color.r * amount;
|
||||
color.g += light.color.g * amount;
|
||||
color.b += light.color.b * amount;
|
||||
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 ) {
|
||||
|
||||
_vector3.sub( light.position, element.centroidWorld );
|
||||
_vector3.normalize();
|
||||
lightPosition = light.matrixWorld.getPosition();
|
||||
|
||||
amount = element.normalWorld.dot( _vector3 ) * light.intensity;
|
||||
amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );
|
||||
|
||||
if ( amount > 0 ) {
|
||||
if ( amount <= 0 ) continue;
|
||||
|
||||
color.r += light.color.r * amount;
|
||||
color.g += light.color.g * amount;
|
||||
color.b += light.color.b * amount;
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
@@ -331,13 +337,13 @@ THREE.SVGRenderer = function () {
|
||||
|
||||
if ( _enableLighting ) {
|
||||
|
||||
_light.r = _ambientLight.r + _directionalLights.r + _pointLights.r;
|
||||
_light.g = _ambientLight.g + _directionalLights.g + _pointLights.g;
|
||||
_light.b = _ambientLight.b + _directionalLights.b + _pointLights.b;
|
||||
_color.r = _ambientLight.r + _directionalLights.r + _pointLights.r;
|
||||
_color.g = _ambientLight.g + _directionalLights.g + _pointLights.g;
|
||||
_color.b = _ambientLight.b + _directionalLights.b + _pointLights.b;
|
||||
|
||||
_color.r = material.color.r * _light.r;
|
||||
_color.g = material.color.g * _light.g;
|
||||
_color.b = material.color.b * _light.b;
|
||||
_color.r = material.color.r * _color.r;
|
||||
_color.g = material.color.g * _color.g;
|
||||
_color.b = material.color.b * _color.b;
|
||||
|
||||
_color.updateStyleString();
|
||||
|
||||
@@ -391,15 +397,15 @@ THREE.SVGRenderer = function () {
|
||||
|
||||
if ( _enableLighting ) {
|
||||
|
||||
_light.r = _ambientLight.r;
|
||||
_light.g = _ambientLight.g;
|
||||
_light.b = _ambientLight.b;
|
||||
_color.r = _ambientLight.r;
|
||||
_color.g = _ambientLight.g;
|
||||
_color.b = _ambientLight.b;
|
||||
|
||||
calculateFaceLight( scene, element, _light );
|
||||
calculateLight( _lights, element.centroidWorld, element.normalWorld, _color );
|
||||
|
||||
_color.r = Math.max( 0, Math.min( material.color.r * _light.r, 1 ) );
|
||||
_color.g = Math.max( 0, Math.min( material.color.g * _light.g, 1 ) );
|
||||
_color.b = Math.max( 0, Math.min( material.color.b * _light.b, 1 ) );
|
||||
_color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) );
|
||||
_color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) );
|
||||
_color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) );
|
||||
|
||||
} else {
|
||||
|
||||
@@ -448,15 +454,15 @@ THREE.SVGRenderer = function () {
|
||||
|
||||
if ( _enableLighting ) {
|
||||
|
||||
_light.r = _ambientLight.r;
|
||||
_light.g = _ambientLight.g;
|
||||
_light.b = _ambientLight.b;
|
||||
_color.r = _ambientLight.r;
|
||||
_color.g = _ambientLight.g;
|
||||
_color.b = _ambientLight.b;
|
||||
|
||||
calculateFaceLight( scene, element, _light );
|
||||
calculateLight( _lights, element.centroidWorld, element.normalWorld, _color );
|
||||
|
||||
_color.r = Math.max( 0, Math.min( material.color.r * _light.r, 1 ) );
|
||||
_color.g = Math.max( 0, Math.min( material.color.g * _light.g, 1 ) );
|
||||
_color.b = Math.max( 0, Math.min( material.color.b * _light.b, 1 ) );
|
||||
_color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) );
|
||||
_color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) );
|
||||
_color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) );
|
||||
|
||||
} else {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user