projectObject method

void projectObject(
  1. Object3D object,
  2. Camera camera,
  3. int groupOrder,
  4. bool sortObjects,
)

Implementation

void projectObject(Object3D object, Camera camera, int groupOrder, bool sortObjects) {
  if (!object.visible) return;
  final visible = object.layers.test(camera.layers);

  if (visible) {
    if (object is Group) {
      groupOrder = object.renderOrder;
    }
    else if (object is LOD) {
      dynamic u = object;
      if (object.autoUpdate == true) u.update(camera);
    }
    else if (object is Light) {
      currentRenderState!.pushLight(object);

      if (object.castShadow) {
        currentRenderState!.pushShadow(object);
      }
    }
    else if (object is Sprite) {
      if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
        if (sortObjects) {
          _vector4.setFromMatrixPosition(object.matrixWorld).applyMatrix4(projScreenMatrix);
        }

        BufferGeometry geometry = objects.update(object);
        final material = object.material;

        if (material != null && material.visible) {
          currentRenderList!.push(object, geometry, material, groupOrder, _vector4.z, null);
        }
      }
    }
    else if (object is Mesh || object is Line || object is Points) {
      // if (object is SkinnedMesh) {
      //   // update skeleton only once in a frame
      //   if (object.skeleton!.frame != info.render["frame"]) {
      //     object.skeleton!.update();
      //     object.skeleton!.frame = info.render["frame"]!;
      //   }
      // }

      // print("object: ${object.type} ${!object.frustumCulled} ${_frustum.intersectsObject(object)} ");

      if (!object.frustumCulled || _frustum.intersectsObject(object)) {
        final geometry = objects.update(object);
        final material = object.material;

        if (sortObjects) {
          if (object.boundingSphere != null ) {
            if (object.boundingSphere == null ) object.computeBoundingSphere();
            _vector4.setFrom(object.boundingSphere!.center );
          }
          else {
            if ( geometry.boundingSphere == null ) geometry.computeBoundingSphere();
            _vector4.setFrom( geometry.boundingSphere!.center );
          }
          _vector4..applyMatrix4(object.matrixWorld)..applyMatrix4(projScreenMatrix);
        }

        if (material is GroupMaterial) {
          final groups = geometry.groups;

          if (groups.isNotEmpty) {
            for (int i = 0, l = groups.length; i < l; i++) {
              Map<String, dynamic> group = groups[i];
              final groupMaterial = material.children[group["materialIndex"]];

              if (groupMaterial.visible) {
                currentRenderList!.push(object, geometry, groupMaterial, groupOrder, _vector4.z, group);
              }
            }
          }
          else {
            if (material.visible && material.children.isNotEmpty) {
              currentRenderList!.push(object, geometry, material.children[0], groupOrder, _vector4.z, null);
            }
          }
        }
        else if (material != null && material.visible) {
          currentRenderList!.push(object, geometry, material, groupOrder, _vector4.z, null);
        }
      }
    }
  }

  final children = object.children;

  for (int i = 0, l = children.length; i < l; i++) {
    projectObject(children[i], camera, groupOrder, sortObjects);
  }
}