/** * @author mr.doob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ */ THREE.Projector = function() { var _renderList = null, _face3, _face3Count, _face3Pool = [], _face4, _face4Count, _face4Pool = [], _line, _lineCount, _linePool = [], _particle, _particleCount, _particlePool = [], _vector4 = new THREE.Vector4(), _projScreenMatrix = new THREE.Matrix4(), _projScreenObjectMatrix = new THREE.Matrix4(); function clipLineSegmentAgainstNearAndFarPlanes ( s0, s1 ) { var visible, alpha0 = 0, alpha1 = 1, // Calculate the boundary coordinate of each vertex for the near and far clip planes, // Z = -1 and Z = +1, respectively. bc0near = s0.z + s0.w, bc1near = s1.z + s1.w, bc0far = -s0.z + s0.w, bc1far = -s1.z + s1.w; if (bc0near >= 0 && bc1near >= 0 && bc0far >= 0 && bc1far >= 0) { // Both vertices lie entirely within all clip planes. visible = true; } else if ((bc0near < 0 && bc1near < 0) || (bc0far < 0 && bc1far < 0)) { // Both vertices lie entirely outside one of the clip planes. visible = false; } else { // The line segment spans at least one clip plane. if (bc0near < 0) { // vertex0 lies outside the near plane, vertex1 inside alpha0 = Math.max(alpha0, bc0near / (bc0near - bc1near)); } else if (bc1near < 0) { // vertex1 lies outside the near plane, vertex0 inside alpha1 = Math.min(alpha1, bc0near / (bc0near - bc1near)); } if (bc0far < 0) { // vertex0 lies outside the far plane, vertex1 inside alpha0 = Math.max(alpha0, bc0far / (bc0far - bc1far)); } else if (bc1far < 0) { // vertex1 lies outside the far plane, vertex1 inside alpha1 = Math.min(alpha1, bc0far / (bc0far - bc1far)); } if (alpha1 < alpha0) { // The line segment spans two boundaries, but is outside both of them. // (This can't happen when we're only clipping against just near/far but good // to leave the check here for future usage if other clip planes are added.) visible = false; } else { // Update the s0 and s1 vertices to match the clipped line segment. s0.lerpSelf(s1, alpha0); s1.lerpSelf(s0, 1 - alpha1); visible = true; } } return visible; } this.projectScene = function ( scene, camera ) { var o, ol, v, vl, f, fl, objects, object, objectMatrix, vertices, vertex, vertex0, vertex1, vertexPositionScreen, faces, face, v1, v2, v3, v4; _renderList = []; _face3Count = 0; _face4Count = 0; _lineCount = 0; _particleCount = 0; if( camera.autoUpdateMatrix ) { camera.updateMatrix(); } _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix ); objects = scene.objects; for ( o = 0, ol = objects.length; o < ol; o++ ) { object = objects[ o ]; objectMatrix = object.matrix; if( object.autoUpdateMatrix ) { object.updateMatrix(); } if ( object instanceof THREE.Mesh ) { _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix ); // vertices vertices = object.geometry.vertices; for ( v = 0, vl = vertices.length; v < vl; v++ ) { vertex = vertices[ v ]; vertexPositionScreen = vertex.positionScreen; vertexPositionScreen.copy( vertex.position ); _projScreenObjectMatrix.transform( vertexPositionScreen ); // Perform the perspective divide. TODO: This should be be performend // post clipping (imagine if the vertex lies at the same location as // the camera, causing a divide by w = 0). vertexPositionScreen.multiplyScalar( 1.0 / vertexPositionScreen.w ); vertex.__visible = vertexPositionScreen.z > 0 && vertexPositionScreen.z < 1; } // faces faces = object.geometry.faces; for ( f = 0, fl = faces.length; f < fl; f++ ) { face = faces[ f ]; if ( face instanceof THREE.Face3 ) { v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ]; if ( v1.__visible && v2.__visible && v3.__visible ) { if ( ( object.doubleSided || ( object.flipSided != ( 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 ) ) ) { _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3(); _face3.v1.positionScreen.copy( v1.positionScreen ); _face3.v2.positionScreen.copy( v2.positionScreen ); _face3.v3.positionScreen.copy( v3.positionScreen ); _face3.normalWorld.copy( face.normal ); object.matrixRotation.transform( _face3.normalWorld ); _face3.centroidWorld.copy( face.centroid ); objectMatrix.transform( _face3.centroidWorld ); _face3.centroidScreen.copy( _face3.centroidWorld ); _projScreenMatrix.transform( _face3.centroidScreen ); _face3.z = _face3.centroidScreen.z; _face3.meshMaterial = object.material; _face3.faceMaterial = face.material; _face3.overdraw = object.overdraw; _face3.uvs = object.geometry.uvs[ f ]; _face3.color = face.color; _renderList.push( _face3 ); _face3Count ++; } } } else if ( face instanceof THREE.Face4 ) { v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ]; v4 = vertices[ face.d ]; if ( v1.__visible && v2.__visible && v3.__visible && v4.__visible ) { if ( ( object.doubleSided || ( object.flipSided != ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) - ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 || ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) - ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) { _face4 = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4(); _face4.v1.positionScreen.copy( v1.positionScreen ); _face4.v2.positionScreen.copy( v2.positionScreen ); _face4.v3.positionScreen.copy( v3.positionScreen ); _face4.v4.positionScreen.copy( v4.positionScreen ); _face4.normalWorld.copy( face.normal ); object.matrixRotation.transform( _face4.normalWorld ); _face4.centroidWorld.copy( face.centroid ); objectMatrix.transform( _face4.centroidWorld ); _face4.centroidScreen.copy( _face4.centroidWorld ); _projScreenMatrix.transform( _face4.centroidScreen ); _face4.z = _face4.centroidScreen.z; _face4.meshMaterial = object.material; _face4.faceMaterial = face.material; _face4.overdraw = object.overdraw; _face4.uvs = object.geometry.uvs[ f ]; _face4.color = face.color; _renderList.push( _face4 ); _face4Count ++; } } } } } else if ( object instanceof THREE.Line ) { _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix ); vertices = object.geometry.vertices; for ( v = 0, vl = vertices.length; v < vl; v++ ) { vertex = vertices[ v ]; vertex.positionScreen.copy( vertex.position ); _projScreenObjectMatrix.transform( vertex.positionScreen ); } for ( v = 1, vl = vertices.length; v < vl; v++ ) { vertex0 = vertices[ v ]; vertex1 = vertices[ v - 1 ]; if (clipLineSegmentAgainstNearAndFarPlanes(vertex0.positionScreen, vertex1.positionScreen)) { // Perform the perspective divide vertex0.positionScreen.multiplyScalar( 1.0 / vertex0.positionScreen.w ); vertex1.positionScreen.multiplyScalar( 1.0 / vertex1.positionScreen.w ); _line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine(); _line.v1.positionScreen.copy( vertex0.positionScreen ); _line.v2.positionScreen.copy( vertex1.positionScreen ); // TODO: Use centriums here too. _line.z = Math.max( vertex0.positionScreen.z, vertex1.positionScreen.z ); _line.material = object.material; _renderList.push( _line ); _lineCount ++; } } } else if ( object instanceof THREE.Particle ) { _vector4.set( object.position.x, object.position.y, object.position.z, 1 ); camera.matrix.transform( _vector4 ); camera.projectionMatrix.transform( _vector4 ); object.screen.set( _vector4.x / _vector4.w, _vector4.y / _vector4.w, _vector4.z / _vector4.w ); if ( object.screen.z > 0 && object.screen.z < 1 ) { _particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle(); _particle.x = object.screen.x; _particle.y = object.screen.y; _particle.z = object.screen.z; _particle.rotation = object.rotation.z; _particle.scale.x = object.scale.x * Math.abs( _vector4.x / _vector4.w - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) ); _particle.scale.y = object.scale.y * Math.abs( _vector4.y / _vector4.w - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) ); _particle.material = object.material; _particle.color = object.color; _renderList.push( _particle ); _particleCount ++; } } } _renderList.sort( function ( a, b ) { return b.z - a.z; } ); return _renderList; }; this.unprojectVector = function ( vector, camera ) { var matrix = new THREE.Matrix4(); matrix.multiply( THREE.Matrix4.makeInvert( camera.matrix ), THREE.Matrix4.makeInvert( camera.projectionMatrix ) ); matrix.transform( vector ); return vector; }; };