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- /**
- * @author mr.doob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author julianwa / https://github.com/julianwa
- */
- 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();
- this.projectScene = function ( scene, camera ) {
- var o, ol, v, vl, f, fl, objects, object, objectMatrix,
- vertices, vertex, vertex0, vertex1, vertexPositionScreen,
- clippedVertexPositionScreen0 = new THREE.Vector4(),
- clippedVertexPositionScreen1 = new THREE.Vector4(),
- 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 ];
-
- clippedVertexPositionScreen0.copy( vertex0.positionScreen );
- clippedVertexPositionScreen1.copy( vertex1.positionScreen );
- if (clipLineSegmentAgainstNearAndFarPlanes(clippedVertexPositionScreen0, clippedVertexPositionScreen1)) {
- // Perform the perspective divide
- clippedVertexPositionScreen0.multiplyScalar( 1.0 / clippedVertexPositionScreen0.w );
- clippedVertexPositionScreen1.multiplyScalar( 1.0 / clippedVertexPositionScreen1.w );
- _line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
- _line.v1.positionScreen.copy( clippedVertexPositionScreen0 );
- _line.v2.positionScreen.copy( clippedVertexPositionScreen1 );
- // TODO: Use centroids here too.
- _line.z = Math.max( clippedVertexPositionScreen0.z, clippedVertexPositionScreen1.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 );
- _projScreenMatrix.transform( _vector4 );
- _vector4.z /= _vector4.w;
- if ( _vector4.z > 0 && _vector4.z < 1 ) {
- _particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
- _particle.x = _vector4.x / _vector4.w;
- _particle.y = _vector4.y / _vector4.w;
- _particle.z = _vector4.z;
- _particle.rotation = object.rotation.z;
- _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
- _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
- _particle.material = object.material;
- _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;
- };
- 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;
- }
- };
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