feat: initialize project with core dependencies and game entry point

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2026-01-03 01:24:51 -05:00
commit 45d46ddac6
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import {
Matrix4,
Object3D,
Vector2,
Vector3
} from 'three';
/**
* The only type of 3D object that is supported by {@link CSS2DRenderer}.
*
* @augments Object3D
* @three_import import { CSS2DObject } from 'three/addons/renderers/CSS2DRenderer.js';
*/
class CSS2DObject extends Object3D {
/**
* Constructs a new CSS2D object.
*
* @param {HTMLElement} [element] - The DOM element.
*/
constructor( element = document.createElement( 'div' ) ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCSS2DObject = true;
/**
* The DOM element which defines the appearance of this 3D object.
*
* @type {HTMLElement}
* @readonly
* @default true
*/
this.element = element;
this.element.style.position = 'absolute';
this.element.style.userSelect = 'none';
this.element.setAttribute( 'draggable', false );
/**
* The 3D objects center point.
* `( 0, 0 )` is the lower left, `( 1, 1 )` is the top right.
*
* @type {Vector2}
* @default (0.5,0.5)
*/
this.center = new Vector2( 0.5, 0.5 );
this.addEventListener( 'removed', function () {
this.traverse( function ( object ) {
if (
object.element &&
object.element instanceof object.element.ownerDocument.defaultView.Element &&
object.element.parentNode !== null
) {
object.element.remove();
}
} );
} );
}
copy( source, recursive ) {
super.copy( source, recursive );
this.element = source.element.cloneNode( true );
this.center = source.center;
return this;
}
}
//
const _vector = new Vector3();
const _viewMatrix = new Matrix4();
const _viewProjectionMatrix = new Matrix4();
const _a = new Vector3();
const _b = new Vector3();
/**
* This renderer is a simplified version of {@link CSS3DRenderer}. The only transformation that is
* supported is translation.
*
* The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too,
* the respective DOM elements are wrapped into an instance of {@link CSS2DObject} and added to the
* scene graph. All other types of renderable 3D objects (like meshes or point clouds) are ignored.
*
* `CSS2DRenderer` only supports 100% browser and display zoom.
*
* @three_import import { CSS2DRenderer } from 'three/addons/renderers/CSS2DRenderer.js';
*/
class CSS2DRenderer {
/**
* Constructs a new CSS2D renderer.
*
* @param {CSS2DRenderer~Parameters} [parameters] - The parameters.
*/
constructor( parameters = {} ) {
const _this = this;
let _width, _height;
let _widthHalf, _heightHalf;
const cache = {
objects: new WeakMap()
};
const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );
domElement.style.overflow = 'hidden';
/**
* The DOM where the renderer appends its child-elements.
*
* @type {HTMLElement}
*/
this.domElement = domElement;
/**
* Controls whether the renderer assigns `z-index` values to CSS2DObject DOM elements.
* If set to `true`, z-index values are assigned first based on the `renderOrder`
* and secondly - the distance to the camera. If set to `false`, no z-index values are assigned.
*
* @type {boolean}
* @default true
*/
this.sortObjects = true;
/**
* Returns an object containing the width and height of the renderer.
*
* @return {{width:number,height:number}} The size of the renderer.
*/
this.getSize = function () {
return {
width: _width,
height: _height
};
};
/**
* Renders the given scene using the given camera.
*
* @param {Object3D} scene - A scene or any other type of 3D object.
* @param {Camera} camera - The camera.
*/
this.render = function ( scene, camera ) {
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
_viewMatrix.copy( camera.matrixWorldInverse );
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
renderObject( scene, scene, camera );
if ( this.sortObjects ) zOrder( scene );
};
/**
* Resizes the renderer to the given width and height.
*
* @param {number} width - The width of the renderer.
* @param {number} height - The height of the renderer.
*/
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';
};
function hideObject( object ) {
if ( object.isCSS2DObject ) object.element.style.display = 'none';
for ( let i = 0, l = object.children.length; i < l; i ++ ) {
hideObject( object.children[ i ] );
}
}
function renderObject( object, scene, camera ) {
if ( object.visible === false ) {
hideObject( object );
return;
}
if ( object.isCSS2DObject ) {
_vector.setFromMatrixPosition( object.matrixWorld );
_vector.applyMatrix4( _viewProjectionMatrix );
const visible = ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true );
const element = object.element;
element.style.display = visible === true ? '' : 'none';
if ( visible === true ) {
object.onBeforeRender( _this, scene, camera );
element.style.transform = 'translate(' + ( - 100 * object.center.x ) + '%,' + ( - 100 * object.center.y ) + '%)' + 'translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)';
if ( element.parentNode !== domElement ) {
domElement.appendChild( element );
}
object.onAfterRender( _this, scene, camera );
}
const objectData = {
distanceToCameraSquared: getDistanceToSquared( camera, object )
};
cache.objects.set( object, objectData );
}
for ( let i = 0, l = object.children.length; i < l; i ++ ) {
renderObject( object.children[ i ], scene, camera );
}
}
function getDistanceToSquared( object1, object2 ) {
_a.setFromMatrixPosition( object1.matrixWorld );
_b.setFromMatrixPosition( object2.matrixWorld );
return _a.distanceToSquared( _b );
}
function filterAndFlatten( scene ) {
const result = [];
scene.traverseVisible( function ( object ) {
if ( object.isCSS2DObject ) result.push( object );
} );
return result;
}
function zOrder( scene ) {
const sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
if ( a.renderOrder !== b.renderOrder ) {
return b.renderOrder - a.renderOrder;
}
const distanceA = cache.objects.get( a ).distanceToCameraSquared;
const distanceB = cache.objects.get( b ).distanceToCameraSquared;
return distanceA - distanceB;
} );
const zMax = sorted.length;
for ( let i = 0, l = sorted.length; i < l; i ++ ) {
sorted[ i ].element.style.zIndex = zMax - i;
}
}
}
}
/**
* Constructor parameters of `CSS2DRenderer`.
*
* @typedef {Object} CSS2DRenderer~Parameters
* @property {HTMLElement} [element] - A DOM element where the renderer appends its child-elements.
* If not passed in here, a new div element will be created.
**/
export { CSS2DObject, CSS2DRenderer };

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import {
Matrix4,
Object3D,
Quaternion,
Vector3
} from 'three';
// Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
const _position = new Vector3();
const _quaternion = new Quaternion();
const _scale = new Vector3();
/**
* The base 3D object that is supported by {@link CSS3DRenderer}.
*
* @augments Object3D
* @three_import import { CSS3DObject } from 'three/addons/renderers/CSS3DRenderer.js';
*/
class CSS3DObject extends Object3D {
/**
* Constructs a new CSS3D object.
*
* @param {HTMLElement} [element] - The DOM element.
*/
constructor( element = document.createElement( 'div' ) ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCSS3DObject = true;
/**
* The DOM element which defines the appearance of this 3D object.
*
* @type {HTMLElement}
* @readonly
* @default true
*/
this.element = element;
this.element.style.position = 'absolute';
this.element.style.pointerEvents = 'auto';
this.element.style.userSelect = 'none';
this.element.setAttribute( 'draggable', false );
this.addEventListener( 'removed', function () {
this.traverse( function ( object ) {
if (
object.element &&
object.element instanceof object.element.ownerDocument.defaultView.Element &&
object.element.parentNode !== null
) {
object.element.remove();
}
} );
} );
}
copy( source, recursive ) {
super.copy( source, recursive );
this.element = source.element.cloneNode( true );
return this;
}
}
/**
* A specialized version of {@link CSS3DObject} that represents
* DOM elements as sprites.
*
* @augments CSS3DObject
* @three_import import { CSS3DSprite } from 'three/addons/renderers/CSS3DRenderer.js';
*/
class CSS3DSprite extends CSS3DObject {
/**
* Constructs a new CSS3D sprite object.
*
* @param {HTMLElement} [element] - The DOM element.
*/
constructor( element ) {
super( element );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCSS3DSprite = true;
/**
* The sprite's rotation in radians.
*
* @type {number}
* @default 0
*/
this.rotation2D = 0;
}
copy( source, recursive ) {
super.copy( source, recursive );
this.rotation2D = source.rotation2D;
return this;
}
}
//
const _matrix = new Matrix4();
const _matrix2 = new Matrix4();
/**
* This renderer can be used to apply hierarchical 3D transformations to DOM elements
* via the CSS3 [transform](https://www.w3schools.com/cssref/css3_pr_transform.asp) property.
* `CSS3DRenderer` is particularly interesting if you want to apply 3D effects to a website without
* canvas based rendering. It can also be used in order to combine DOM elements with WebGLcontent.
*
* There are, however, some important limitations:
*
* - It's not possible to use the material system of *three.js*.
* - It's also not possible to use geometries.
* - The renderer only supports 100% browser and display zoom.
*
* So `CSS3DRenderer` is just focused on ordinary DOM elements. These elements are wrapped into special
* 3D objects ({@link CSS3DObject} or {@link CSS3DSprite}) and then added to the scene graph.
*
* @three_import import { CSS3DRenderer } from 'three/addons/renderers/CSS3DRenderer.js';
*/
class CSS3DRenderer {
/**
* Constructs a new CSS3D renderer.
*
* @param {CSS3DRenderer~Parameters} [parameters] - The parameters.
*/
constructor( parameters = {} ) {
const _this = this;
let _width, _height;
let _widthHalf, _heightHalf;
const cache = {
camera: { style: '' },
objects: new WeakMap()
};
const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );
domElement.style.overflow = 'hidden';
/**
* The DOM where the renderer appends its child-elements.
*
* @type {HTMLElement}
*/
this.domElement = domElement;
const viewElement = document.createElement( 'div' );
viewElement.style.transformOrigin = '0 0';
viewElement.style.pointerEvents = 'none';
domElement.appendChild( viewElement );
const cameraElement = document.createElement( 'div' );
cameraElement.style.transformStyle = 'preserve-3d';
viewElement.appendChild( cameraElement );
/**
* Returns an object containing the width and height of the renderer.
*
* @return {{width:number,height:number}} The size of the renderer.
*/
this.getSize = function () {
return {
width: _width,
height: _height
};
};
/**
* Renders the given scene using the given camera.
*
* @param {Object3D} scene - A scene or any other type of 3D object.
* @param {Camera} camera - The camera.
*/
this.render = function ( scene, camera ) {
const fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;
if ( camera.view && camera.view.enabled ) {
// view offset
viewElement.style.transform = `translate( ${ - camera.view.offsetX * ( _width / camera.view.width ) }px, ${ - camera.view.offsetY * ( _height / camera.view.height ) }px )`;
// view fullWidth and fullHeight, view width and height
viewElement.style.transform += `scale( ${ camera.view.fullWidth / camera.view.width }, ${ camera.view.fullHeight / camera.view.height } )`;
} else {
viewElement.style.transform = '';
}
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
let tx, ty;
if ( camera.isOrthographicCamera ) {
tx = - ( camera.right + camera.left ) / 2;
ty = ( camera.top + camera.bottom ) / 2;
}
const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1;
const cameraCSSMatrix = camera.isOrthographicCamera ?
`scale( ${ scaleByViewOffset } )` + 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
`scale( ${ scaleByViewOffset } )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : '';
const style = perspective + cameraCSSMatrix +
'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';
if ( cache.camera.style !== style ) {
cameraElement.style.transform = style;
cache.camera.style = style;
}
renderObject( scene, scene, camera, cameraCSSMatrix );
};
/**
* Resizes the renderer to the given width and height.
*
* @param {number} width - The width of the renderer.
* @param {number} height - The height of the renderer.
*/
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';
viewElement.style.width = width + 'px';
viewElement.style.height = height + 'px';
cameraElement.style.width = width + 'px';
cameraElement.style.height = height + 'px';
};
function epsilon( value ) {
return Math.abs( value ) < 1e-10 ? 0 : value;
}
function getCameraCSSMatrix( matrix ) {
const 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 ] ) +
')';
}
function getObjectCSSMatrix( matrix ) {
const elements = matrix.elements;
const matrix3d = '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 ] ) +
')';
return 'translate(-50%,-50%)' + matrix3d;
}
function hideObject( object ) {
if ( object.isCSS3DObject ) object.element.style.display = 'none';
for ( let i = 0, l = object.children.length; i < l; i ++ ) {
hideObject( object.children[ i ] );
}
}
function renderObject( object, scene, camera, cameraCSSMatrix ) {
if ( object.visible === false ) {
hideObject( object );
return;
}
if ( object.isCSS3DObject ) {
const visible = ( object.layers.test( camera.layers ) === true );
const element = object.element;
element.style.display = visible === true ? '' : 'none';
if ( visible === true ) {
object.onBeforeRender( _this, scene, camera );
let style;
if ( object.isCSS3DSprite ) {
// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
_matrix.copy( camera.matrixWorldInverse );
_matrix.transpose();
if ( object.rotation2D !== 0 ) _matrix.multiply( _matrix2.makeRotationZ( object.rotation2D ) );
object.matrixWorld.decompose( _position, _quaternion, _scale );
_matrix.setPosition( _position );
_matrix.scale( _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 );
}
const cachedObject = cache.objects.get( object );
if ( cachedObject === undefined || cachedObject.style !== style ) {
element.style.transform = style;
const objectData = { style: style };
cache.objects.set( object, objectData );
}
if ( element.parentNode !== cameraElement ) {
cameraElement.appendChild( element );
}
object.onAfterRender( _this, scene, camera );
}
}
for ( let i = 0, l = object.children.length; i < l; i ++ ) {
renderObject( object.children[ i ], scene, camera, cameraCSSMatrix );
}
}
}
}
/**
* Constructor parameters of `CSS3DRenderer`.
*
* @typedef {Object} CSS3DRenderer~Parameters
* @property {HTMLElement} [element] - A DOM element where the renderer appends its child-elements.
* If not passed in here, a new div element will be created.
**/
export { CSS3DObject, CSS3DSprite, CSS3DRenderer };

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import {
Box2,
Camera,
Color,
Matrix3,
Matrix4,
Object3D,
SRGBColorSpace,
Vector3
} from 'three';
import {
Projector,
RenderableFace,
RenderableLine,
RenderableSprite
} from './Projector.js';
/**
* Can be used to wrap SVG elements into a 3D object.
*
* @augments Object3D
* @three_import import { SVGObject } from 'three/addons/renderers/SVGRenderer.js';
*/
class SVGObject extends Object3D {
/**
* Constructs a new SVG object.
*
* @param {SVGElement} node - The SVG element.
*/
constructor( node ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSVGObject = true;
/**
* This SVG element.
*
* @type {SVGElement}
*/
this.node = node;
}
}
/**
* This renderer an be used to render geometric data using SVG. The produced vector
* graphics are particular useful in the following use cases:
*
* - Animated logos or icons.
* - Interactive 2D/3D diagrams or graphs.
* - Interactive maps.
* - Complex or animated user interfaces.
*
* `SVGRenderer` has various advantages. It produces crystal-clear and sharp output which
* is independent of the actual viewport resolution.SVG elements can be styled via CSS.
* And they have good accessibility since it's possible to add metadata like title or description
* (useful for search engines or screen readers).
*
* There are, however, some important limitations:
* - No advanced shading.
* - No texture support.
* - No shadow support.
*
* @three_import import { SVGRenderer } from 'three/addons/renderers/SVGRenderer.js';
*/
class SVGRenderer {
/**
* Constructs a new SVG renderer.
*/
constructor() {
let _renderData, _elements, _lights,
_svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf,
_v1, _v2, _v3,
_svgNode,
_pathCount = 0,
_svgObjectCount = 0,
_renderListCount = 0,
_precision = null,
_quality = 1,
_currentPath, _currentStyle;
const _this = this,
_clipBox = new Box2(),
_elemBox = new Box2(),
_color = new Color(),
_diffuseColor = new Color(),
_ambientLight = new Color(),
_directionalLights = new Color(),
_pointLights = new Color(),
_clearColor = new Color(),
_vector3 = new Vector3(), // Needed for PointLight
_centroid = new Vector3(),
_normal = new Vector3(),
_normalViewMatrix = new Matrix3(),
_viewMatrix = new Matrix4(),
_viewProjectionMatrix = new Matrix4(),
_svgPathPool = [],
_svgObjectsPool = [],
_renderListPool = [],
_projector = new Projector(),
_svg = document.createElementNS( 'http://www.w3.org/2000/svg', 'svg' );
/**
* The DOM where the renderer appends its child-elements.
*
* @type {SVGSVGElement}
*/
this.domElement = _svg;
/**
* Whether to automatically perform a clear before a render call or not.
*
* @type {boolean}
* @default true
*/
this.autoClear = true;
/**
* Whether to sort 3D objects or not.
*
* @type {boolean}
* @default true
*/
this.sortObjects = true;
/**
* Whether to sort elements or not.
*
* @type {boolean}
* @default true
*/
this.sortElements = true;
/**
* Number of fractional pixels to enlarge polygons in order to
* prevent anti-aliasing gaps. Range is `[0,1]`.
*
* @type {number}
* @default 0.5
*/
this.overdraw = 0.5;
/**
* The output color space.
*
* @type {(SRGBColorSpace|LinearSRGBColorSpace)}
* @default SRGBColorSpace
*/
this.outputColorSpace = SRGBColorSpace;
/**
* Provides information about the number of
* rendered vertices and faces.
*
* @type {Object}
*/
this.info = {
render: {
vertices: 0,
faces: 0
}
};
/**
* Sets the render quality. Setting to `high` means This value indicates that the browser
* tries to improve the SVG quality over rendering speed and geometric precision.
*
* @param {('low'|'high')} quality - The quality.
*/
this.setQuality = function ( quality ) {
switch ( quality ) {
case 'high': _quality = 1; break;
case 'low': _quality = 0; break;
}
};
/**
* Sets the clear color.
*
* @param {(number|Color|string)} color - The clear color to set.
*/
this.setClearColor = function ( color ) {
_clearColor.set( color );
};
this.setPixelRatio = function () {};
/**
* Resizes the renderer to the given width and height.
*
* @param {number} width - The width of the renderer.
* @param {number} height - The height of the renderer.
*/
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 );
};
/**
* Returns an object containing the width and height of the renderer.
*
* @return {{width:number,height:number}} The size of the renderer.
*/
this.getSize = function () {
return {
width: _svgWidth,
height: _svgHeight
};
};
/**
* Sets the precision of the data used to create a paths.
*
* @param {number} precision - The precision to set.
*/
this.setPrecision = function ( precision ) {
_precision = precision;
};
function removeChildNodes() {
_pathCount = 0;
while ( _svg.childNodes.length > 0 ) {
_svg.removeChild( _svg.childNodes[ 0 ] );
}
}
function convert( c ) {
return _precision !== null ? c.toFixed( _precision ) : c;
}
function renderSort( a, b ) {
const aOrder = a.data.renderOrder !== undefined ? a.data.renderOrder : 0;
const bOrder = b.data.renderOrder !== undefined ? b.data.renderOrder : 0;
if ( aOrder !== bOrder ) {
return aOrder - bOrder;
} else {
const aZ = a.data.z !== undefined ? a.data.z : 0;
const bZ = b.data.z !== undefined ? b.data.z : 0;
return bZ - aZ; // Painter's algorithm: far to near
}
}
function arraySortStable( array, start, length ) {
// A stable insertion sort for sorting the render list
// This avoids the GC overhead of Array.prototype.sort()
for ( let i = start + 1; i < start + length; i ++ ) {
const item = array[ i ];
let j = i - 1;
while ( j >= start && renderSort( array[ j ], item ) > 0 ) {
array[ j + 1 ] = array[ j ];
j --;
}
array[ j + 1 ] = item;
}
}
/**
* Performs a manual clear with the defined clear color.
*/
this.clear = function () {
removeChildNodes();
_svg.style.backgroundColor = _clearColor.getStyle( _this.outputColorSpace );
};
/**
* Renders the given scene using the given camera.
*
* @param {Object3D} scene - A scene or any other type of 3D object.
* @param {Camera} camera - The camera.
*/
this.render = function ( scene, camera ) {
if ( camera instanceof Camera === false ) {
console.error( 'THREE.SVGRenderer.render: camera is not an instance of Camera.' );
return;
}
const background = scene.background;
if ( background && background.isColor ) {
removeChildNodes();
_svg.style.backgroundColor = background.getStyle( _this.outputColorSpace );
} else if ( this.autoClear === true ) {
this.clear();
}
_this.info.render.vertices = 0;
_this.info.render.faces = 0;
_viewMatrix.copy( camera.matrixWorldInverse );
_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 );
_renderListCount = 0;
for ( let e = 0, el = _elements.length; e < el; e ++ ) {
const element = _elements[ e ];
const material = element.material;
if ( material === undefined || material.opacity === 0 ) continue;
getRenderItem( _renderListCount ++, 'element', element, material );
}
_svgObjectCount = 0;
scene.traverseVisible( function ( object ) {
if ( object.isSVGObject ) {
_vector3.setFromMatrixPosition( object.matrixWorld );
_vector3.applyMatrix4( _viewProjectionMatrix );
if ( _vector3.z < - 1 || _vector3.z > 1 ) return;
const x = _vector3.x * _svgWidthHalf;
const y = - _vector3.y * _svgHeightHalf;
const svgObject = getSVGObjectData( _svgObjectCount ++ );
svgObject.node = object.node;
svgObject.x = x;
svgObject.y = y;
svgObject.z = _vector3.z;
svgObject.renderOrder = object.renderOrder;
getRenderItem( _renderListCount ++, 'svgObject', svgObject, null );
}
} );
if ( this.sortElements ) {
arraySortStable( _renderListPool, 0, _renderListCount );
}
// Reset accumulated path
_currentPath = '';
_currentStyle = '';
// Render in sorted order
for ( let i = 0; i < _renderListCount; i ++ ) {
const item = _renderListPool[ i ];
if ( item.type === 'svgObject' ) {
flushPath(); // Flush any accumulated paths before inserting SVG node
const svgObject = item.data;
const node = svgObject.node;
node.setAttribute( 'transform', 'translate(' + svgObject.x + ',' + svgObject.y + ')' );
_svg.appendChild( node );
} else {
const element = item.data;
const material = item.material;
_elemBox.makeEmpty();
if ( element instanceof RenderableSprite ) {
_v1 = element;
_v1.x *= _svgWidthHalf; _v1.y *= - _svgHeightHalf;
renderSprite( _v1, element, material );
} else if ( element instanceof 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, material );
}
} else if ( element instanceof RenderableFace ) {
_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
_v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf;
_v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf;
_v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= - _svgHeightHalf;
if ( this.overdraw > 0 ) {
expand( _v1.positionScreen, _v2.positionScreen, this.overdraw );
expand( _v2.positionScreen, _v3.positionScreen, this.overdraw );
expand( _v3.positionScreen, _v1.positionScreen, this.overdraw );
}
_elemBox.setFromPoints( [
_v1.positionScreen,
_v2.positionScreen,
_v3.positionScreen
] );
if ( _clipBox.intersectsBox( _elemBox ) === true ) {
renderFace3( _v1, _v2, _v3, element, material );
}
}
}
}
flushPath(); // Flush any remaining paths
};
function calculateLights( lights ) {
_ambientLight.setRGB( 0, 0, 0 );
_directionalLights.setRGB( 0, 0, 0 );
_pointLights.setRGB( 0, 0, 0 );
for ( let l = 0, ll = lights.length; l < ll; l ++ ) {
const light = lights[ l ];
const lightColor = light.color;
if ( light.isAmbientLight ) {
_ambientLight.r += lightColor.r;
_ambientLight.g += lightColor.g;
_ambientLight.b += lightColor.b;
} else if ( light.isDirectionalLight ) {
_directionalLights.r += lightColor.r;
_directionalLights.g += lightColor.g;
_directionalLights.b += lightColor.b;
} else if ( light.isPointLight ) {
_pointLights.r += lightColor.r;
_pointLights.g += lightColor.g;
_pointLights.b += lightColor.b;
}
}
}
function calculateLight( lights, position, normal, color ) {
for ( let l = 0, ll = lights.length; l < ll; l ++ ) {
const light = lights[ l ];
const lightColor = light.color;
if ( light.isDirectionalLight ) {
const lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
let 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.isPointLight ) {
const lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
let 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 ) {
let scaleX = element.scale.x * _svgWidthHalf;
let scaleY = element.scale.y * _svgHeightHalf;
if ( material.isPointsMaterial ) {
scaleX *= material.size;
scaleY *= material.size;
}
const path = 'M' + convert( v1.x - scaleX * 0.5 ) + ',' + convert( v1.y - scaleY * 0.5 ) + 'h' + convert( scaleX ) + 'v' + convert( scaleY ) + 'h' + convert( - scaleX ) + 'z';
let style = '';
if ( material.isSpriteMaterial || material.isPointsMaterial ) {
style = 'fill:' + material.color.getStyle( _this.outputColorSpace ) + ';fill-opacity:' + material.opacity;
}
addPath( style, path );
}
function renderLine( v1, v2, material ) {
const path = 'M' + convert( v1.positionScreen.x ) + ',' + convert( v1.positionScreen.y ) + 'L' + convert( v2.positionScreen.x ) + ',' + convert( v2.positionScreen.y );
if ( material.isLineBasicMaterial ) {
let style = 'fill:none;stroke:' + material.color.getStyle( _this.outputColorSpace ) + ';stroke-opacity:' + material.opacity + ';stroke-width:' + material.linewidth + ';stroke-linecap:' + material.linecap;
if ( material.isLineDashedMaterial ) {
style = style + ';stroke-dasharray:' + material.dashSize + ',' + material.gapSize;
}
addPath( style, path );
}
}
function renderFace3( v1, v2, v3, element, material ) {
_this.info.render.vertices += 3;
_this.info.render.faces ++;
const path = 'M' + convert( v1.positionScreen.x ) + ',' + convert( v1.positionScreen.y ) + 'L' + convert( v2.positionScreen.x ) + ',' + convert( v2.positionScreen.y ) + 'L' + convert( v3.positionScreen.x ) + ',' + convert( v3.positionScreen.y ) + 'z';
let style = '';
if ( material.isMeshBasicMaterial ) {
_color.copy( material.color );
if ( material.vertexColors ) {
_color.multiply( element.color );
}
} else if ( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial ) {
_diffuseColor.copy( material.color );
if ( material.vertexColors ) {
_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.isMeshNormalMaterial ) {
_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix ).normalize();
_color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
}
if ( material.wireframe ) {
style = 'fill:none;stroke:' + _color.getStyle( _this.outputColorSpace ) + ';stroke-opacity:' + material.opacity + ';stroke-width:' + material.wireframeLinewidth + ';stroke-linecap:' + material.wireframeLinecap + ';stroke-linejoin:' + material.wireframeLinejoin;
} else {
style = 'fill:' + _color.getStyle( _this.outputColorSpace ) + ';fill-opacity:' + material.opacity;
}
addPath( style, path );
}
// Hide anti-alias gaps
function expand( v1, v2, pixels ) {
let x = v2.x - v1.x, y = v2.y - v1.y;
const det = x * x + y * y;
if ( det === 0 ) return;
const idet = pixels / Math.sqrt( det );
x *= idet; y *= idet;
v2.x += x; v2.y += y;
v1.x -= x; v1.y -= y;
}
function addPath( style, path ) {
if ( _currentStyle === style ) {
_currentPath += path;
} else {
flushPath();
_currentStyle = style;
_currentPath = path;
}
}
function flushPath() {
if ( _currentPath ) {
_svgNode = getPathNode( _pathCount ++ );
_svgNode.setAttribute( 'd', _currentPath );
_svgNode.setAttribute( 'style', _currentStyle );
_svg.appendChild( _svgNode );
}
_currentPath = '';
_currentStyle = '';
}
function getPathNode( id ) {
let path = _svgPathPool[ id ];
if ( path === undefined ) {
path = document.createElementNS( 'http://www.w3.org/2000/svg', 'path' );
if ( _quality == 0 ) {
path.setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed
}
_svgPathPool[ id ] = path;
}
return path;
}
function getSVGObjectData( id ) {
let svgObject = _svgObjectsPool[ id ];
if ( svgObject === undefined ) {
svgObject = {
node: null,
x: 0,
y: 0,
z: 0,
renderOrder: 0
};
_svgObjectsPool[ id ] = svgObject;
}
return svgObject;
}
function getRenderItem( id, type, data, material ) {
let item = _renderListPool[ id ];
if ( item === undefined ) {
item = {
type: type,
data: data,
material: material
};
_renderListPool[ id ] = item;
return item;
}
item.type = type;
item.data = data;
item.material = material;
return item;
}
}
}
export { SVGObject, SVGRenderer };