Projector.js 14 KB

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  1. /**
  2. * @author mr.doob / http://mrdoob.com/
  3. * @author supereggbert / http://www.paulbrunt.co.uk/
  4. * @author julianwa / https://github.com/julianwa
  5. */
  6. THREE.Projector = function() {
  7. var _object, _objectCount, _objectPool = [],
  8. _face3, _face32, _face3Count, _face3Pool = [],
  9. _line, _lineCount, _linePool = [],
  10. _particle, _particleCount, _particlePool = [],
  11. _vector3 = new THREE.Vector4(),
  12. _vector4 = new THREE.Vector4(),
  13. _projScreenMatrix = new THREE.Matrix4(),
  14. _projScreenObjectMatrix = new THREE.Matrix4(),
  15. _frustum = [],
  16. _clippedVertex1PositionScreen = new THREE.Vector4(),
  17. _clippedVertex2PositionScreen = new THREE.Vector4(),
  18. _face3VertexNormals;
  19. this.projectObjects = function ( scene, camera, sort ) {
  20. var renderList = [],
  21. o, ol, objects, object, matrix;
  22. _objectCount = 0;
  23. objects = scene.objects;
  24. for ( o = 0, ol = objects.length; o < ol; o ++ ) {
  25. object = objects[ o ];
  26. if ( !object.visible || ( object instanceof THREE.Mesh && !isInFrustum( object ) ) ) continue;
  27. _object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
  28. _vector3.copy( object.position );
  29. //matrix = object.globalMatrix;
  30. //_vector3.set( matrix.n14, matrix.n24, matrix.n34 );
  31. _projScreenMatrix.multiplyVector3( _vector3 );
  32. _object.object = object;
  33. _object.z = _vector3.z;
  34. renderList.push( _object );
  35. _objectCount ++;
  36. }
  37. sort && renderList.sort( painterSort );
  38. return renderList;
  39. };
  40. // TODO: Rename to projectElements? Test also using it with projectObjects to speed up sorting?
  41. this.projectScene = function ( scene, camera, sort ) {
  42. var renderList = [], near = camera.zNear, far = camera.zFar,
  43. o, ol, v, vl, f, fl, n, nl, objects, object,
  44. objectMatrix, objectMaterials, objectOverdraw,
  45. objectRotationMatrix,
  46. geometry, vertices, vertex, vertexPositionScreen,
  47. faces, face, faceVertexNormals, normal, v1, v2, v3, v4;
  48. _face3Count = _lineCount = _particleCount = 0;
  49. camera.matrixAutoUpdate && camera.update();
  50. _projScreenMatrix.multiply( camera.projectionMatrix, camera.globalMatrix );
  51. computeFrustum( _projScreenMatrix );
  52. scene.update( undefined, false, camera );
  53. objects = this.projectObjects( scene, camera, true ); // scene.objects;
  54. for ( o = 0, ol = objects.length; o < ol; o++ ) {
  55. object = objects[ o ].object;
  56. if ( !object.visible ) continue;
  57. object.matrixAutoUpdate && object.updateMatrix();
  58. objectMatrix = object.globalMatrix;
  59. objectMatrix.extractRotationMatrix( object.rotationMatrix );
  60. objectRotationMatrix = object.rotationMatrix;
  61. objectMaterials = object.materials;
  62. objectOverdraw = object.overdraw;
  63. if ( object instanceof THREE.Mesh ) {
  64. geometry = object.geometry;
  65. // vertices
  66. vertices = geometry.vertices;
  67. for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
  68. vertex = vertices[ v ];
  69. vertex.positionWorld.copy( vertex.position );
  70. objectMatrix.multiplyVector3( vertex.positionWorld );
  71. vertexPositionScreen = vertex.positionScreen;
  72. vertexPositionScreen.copy( vertex.positionWorld );
  73. _projScreenMatrix.multiplyVector4( vertexPositionScreen );
  74. vertexPositionScreen.x /= vertexPositionScreen.w;
  75. vertexPositionScreen.y /= vertexPositionScreen.w;
  76. vertex.__visible = vertexPositionScreen.z > near && vertexPositionScreen.z < far;
  77. }
  78. // faces
  79. faces = geometry.faces;
  80. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  81. face = faces[ f ];
  82. if ( face instanceof THREE.Face3 ) {
  83. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ];
  84. if ( v1.__visible && v2.__visible && v3.__visible ) {
  85. if ( ( object.doubleSided || ( object.flipSided !=
  86. ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  87. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
  88. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  89. _face3.v1.positionWorld.copy( v1.positionWorld );
  90. _face3.v2.positionWorld.copy( v2.positionWorld );
  91. _face3.v3.positionWorld.copy( v3.positionWorld );
  92. _face3.v1.positionScreen.copy( v1.positionScreen );
  93. _face3.v2.positionScreen.copy( v2.positionScreen );
  94. _face3.v3.positionScreen.copy( v3.positionScreen );
  95. _face3.normalWorld.copy( face.normal );
  96. objectRotationMatrix.multiplyVector3( _face3.normalWorld );
  97. _face3.centroidWorld.copy( face.centroid );
  98. objectMatrix.multiplyVector3( _face3.centroidWorld );
  99. _face3.centroidScreen.copy( _face3.centroidWorld );
  100. _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
  101. faceVertexNormals = face.vertexNormals;
  102. _face3VertexNormals = _face3.vertexNormalsWorld;
  103. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  104. normal = _face3VertexNormals[ n ] = _face3VertexNormals[ n ] || new THREE.Vector3();
  105. normal.copy( faceVertexNormals[ n ] );
  106. objectRotationMatrix.multiplyVector3( normal );
  107. }
  108. _face3.z = _face3.centroidScreen.z;
  109. _face3.meshMaterials = objectMaterials;
  110. _face3.faceMaterials = face.materials;
  111. _face3.overdraw = objectOverdraw;
  112. if ( object.geometry.uvs[ f ] ) {
  113. _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
  114. _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
  115. _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 2 ];
  116. }
  117. renderList.push( _face3 );
  118. _face3Count ++;
  119. }
  120. }
  121. } else if ( face instanceof THREE.Face4 ) {
  122. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ]; v4 = vertices[ face.d ];
  123. if ( v1.__visible && v2.__visible && v3.__visible && v4.__visible ) {
  124. if ( ( object.doubleSided || ( object.flipSided !=
  125. ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  126. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  127. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  128. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
  129. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  130. _face3.v1.positionWorld.copy( v1.positionWorld );
  131. _face3.v2.positionWorld.copy( v2.positionWorld );
  132. _face3.v3.positionWorld.copy( v4.positionWorld );
  133. _face3.v1.positionScreen.copy( v1.positionScreen );
  134. _face3.v2.positionScreen.copy( v2.positionScreen );
  135. _face3.v3.positionScreen.copy( v4.positionScreen );
  136. _face3.normalWorld.copy( face.normal );
  137. objectRotationMatrix.multiplyVector3( _face3.normalWorld );
  138. _face3.centroidWorld.copy( face.centroid );
  139. objectMatrix.multiplyVector3( _face3.centroidWorld );
  140. _face3.centroidScreen.copy( _face3.centroidWorld );
  141. _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
  142. // TODO: Handle vertex normals
  143. _face3.z = _face3.centroidScreen.z;
  144. _face3.meshMaterials = objectMaterials;
  145. _face3.faceMaterials = face.materials;
  146. _face3.overdraw = objectOverdraw;
  147. if ( object.geometry.uvs[ f ] ) {
  148. _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
  149. _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
  150. _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
  151. }
  152. renderList.push( _face3 );
  153. _face3Count ++;
  154. //
  155. _face32 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  156. _face32.v1.positionWorld.copy( v2.positionWorld );
  157. _face32.v2.positionWorld.copy( v3.positionWorld );
  158. _face32.v3.positionWorld.copy( v4.positionWorld );
  159. _face32.v1.positionScreen.copy( v2.positionScreen );
  160. _face32.v2.positionScreen.copy( v3.positionScreen );
  161. _face32.v3.positionScreen.copy( v4.positionScreen );
  162. _face32.normalWorld.copy( _face3.normalWorld );
  163. _face32.centroidWorld.copy( _face3.centroidWorld );
  164. _face32.centroidScreen.copy( _face3.centroidScreen );
  165. // TODO: Handle vertex normals
  166. _face32.z = _face32.centroidScreen.z;
  167. _face32.meshMaterials = objectMaterials;
  168. _face32.faceMaterials = face.materials;
  169. _face32.overdraw = objectOverdraw;
  170. if ( object.geometry.uvs[ f ] ) {
  171. _face32.uvs[ 0 ] = object.geometry.uvs[ f ][ 1 ];
  172. _face32.uvs[ 1 ] = object.geometry.uvs[ f ][ 2 ];
  173. _face32.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
  174. }
  175. renderList.push( _face32 );
  176. _face3Count ++;
  177. }
  178. }
  179. }
  180. }
  181. } else if ( object instanceof THREE.Line ) {
  182. _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
  183. vertices = object.geometry.vertices;
  184. vertex = vertices[ 0 ];
  185. vertex.positionScreen.copy( vertex.position );
  186. _projScreenObjectMatrix.multiplyVector4( vertex.positionScreen );
  187. for ( v = 1, vl = vertices.length; v < vl; v++ ) {
  188. v1 = vertices[ v ];
  189. v1.positionScreen.copy( v1.position );
  190. _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
  191. v2 = vertices[ v - 1 ];
  192. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  193. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  194. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
  195. // Perform the perspective divide
  196. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  197. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  198. _line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
  199. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  200. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  201. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  202. _line.materials = object.materials;
  203. renderList.push( _line );
  204. _lineCount ++;
  205. }
  206. }
  207. } else if ( object instanceof THREE.Particle ) {
  208. _vector4.set( object.position.x, object.position.y, object.position.z, 1 );
  209. _projScreenMatrix.multiplyVector4( _vector4 );
  210. _vector4.z /= _vector4.w;
  211. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  212. _particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
  213. _particle.x = _vector4.x / _vector4.w;
  214. _particle.y = _vector4.y / _vector4.w;
  215. _particle.z = _vector4.z;
  216. _particle.rotation = object.rotation.z;
  217. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
  218. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
  219. _particle.materials = object.materials;
  220. renderList.push( _particle );
  221. _particleCount ++;
  222. }
  223. }
  224. }
  225. sort && renderList.sort( painterSort );
  226. return renderList;
  227. };
  228. this.unprojectVector = function ( vector, camera ) {
  229. var matrix = THREE.Matrix4.makeInvert( camera.globalMatrix );
  230. matrix.multiplySelf( THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
  231. matrix.multiplyVector3( vector );
  232. return vector;
  233. };
  234. function painterSort( a, b ) {
  235. return b.z - a.z;
  236. }
  237. function computeFrustum( m ) {
  238. _frustum[ 0 ] = new THREE.Vector4( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  239. _frustum[ 1 ] = new THREE.Vector4( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  240. _frustum[ 2 ] = new THREE.Vector4( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  241. _frustum[ 3 ] = new THREE.Vector4( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  242. _frustum[ 4 ] = new THREE.Vector4( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  243. _frustum[ 5 ] = new THREE.Vector4( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  244. for ( var i = 0, l = _frustum.length; i < l; i ++ ) {
  245. var plane = _frustum[ i ];
  246. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  247. }
  248. }
  249. function isInFrustum( object ) {
  250. var distance, matrix = object.globalMatrix,
  251. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  252. for ( var i = 0; i < 6; i ++ ) {
  253. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  254. if ( distance <= radius ) return false;
  255. }
  256. return true;
  257. };
  258. function clipLine( s1, s2 ) {
  259. var alpha1 = 0, alpha2 = 1,
  260. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  261. // Z = -1 and Z = +1, respectively.
  262. bc1near = s1.z + s1.w,
  263. bc2near = s2.z + s2.w,
  264. bc1far = - s1.z + s1.w,
  265. bc2far = - s2.z + s2.w;
  266. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  267. // Both vertices lie entirely within all clip planes.
  268. return true;
  269. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  270. // Both vertices lie entirely outside one of the clip planes.
  271. return false;
  272. } else {
  273. // The line segment spans at least one clip plane.
  274. if ( bc1near < 0 ) {
  275. // v1 lies outside the near plane, v2 inside
  276. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  277. } else if ( bc2near < 0 ) {
  278. // v2 lies outside the near plane, v1 inside
  279. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  280. }
  281. if ( bc1far < 0 ) {
  282. // v1 lies outside the far plane, v2 inside
  283. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  284. } else if ( bc2far < 0 ) {
  285. // v2 lies outside the far plane, v2 inside
  286. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  287. }
  288. if ( alpha2 < alpha1 ) {
  289. // The line segment spans two boundaries, but is outside both of them.
  290. // (This can't happen when we're only clipping against just near/far but good
  291. // to leave the check here for future usage if other clip planes are added.)
  292. return false;
  293. } else {
  294. // Update the s1 and s2 vertices to match the clipped line segment.
  295. s1.lerpSelf( s2, alpha1 );
  296. s2.lerpSelf( s1, 1 - alpha2 );
  297. return true;
  298. }
  299. }
  300. }
  301. };