Projector.js 9.8 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 _renderList = null,
  8. _face3, _face3Count, _face3Pool = [],
  9. _face4, _face4Count, _face4Pool = [],
  10. _line, _lineCount, _linePool = [],
  11. _particle, _particleCount, _particlePool = [],
  12. _vector4 = new THREE.Vector4(),
  13. _projScreenMatrix = new THREE.Matrix4(),
  14. _projScreenObjectMatrix = new THREE.Matrix4();
  15. this.projectScene = function ( scene, camera ) {
  16. var o, ol, v, vl, f, fl, objects, object, objectMatrix,
  17. vertices, vertex, vertex0, vertex1, vertexPositionScreen,
  18. clippedVertexPositionScreen0 = new THREE.Vector4(),
  19. clippedVertexPositionScreen1 = new THREE.Vector4(),
  20. faces, face, v1, v2, v3, v4;
  21. _renderList = [];
  22. _face3Count = 0;
  23. _face4Count = 0;
  24. _lineCount = 0;
  25. _particleCount = 0;
  26. if( camera.autoUpdateMatrix ) {
  27. camera.updateMatrix();
  28. }
  29. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
  30. objects = scene.objects;
  31. for ( o = 0, ol = objects.length; o < ol; o++ ) {
  32. object = objects[ o ];
  33. objectMatrix = object.matrix;
  34. if( object.autoUpdateMatrix ) {
  35. object.updateMatrix();
  36. }
  37. if ( object instanceof THREE.Mesh ) {
  38. _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
  39. // vertices
  40. vertices = object.geometry.vertices;
  41. for ( v = 0, vl = vertices.length; v < vl; v++ ) {
  42. vertex = vertices[ v ];
  43. vertexPositionScreen = vertex.positionScreen;
  44. vertexPositionScreen.copy( vertex.position );
  45. _projScreenObjectMatrix.transform( vertexPositionScreen );
  46. // Perform the perspective divide. TODO: This should be be performend
  47. // post clipping (imagine if the vertex lies at the same location as
  48. // the camera, causing a divide by w = 0).
  49. vertexPositionScreen.multiplyScalar( 1.0 / vertexPositionScreen.w );
  50. vertex.__visible = vertexPositionScreen.z > 0 && vertexPositionScreen.z < 1;
  51. }
  52. // faces
  53. faces = object.geometry.faces;
  54. for ( f = 0, fl = faces.length; f < fl; f++ ) {
  55. face = faces[ f ];
  56. if ( face instanceof THREE.Face3 ) {
  57. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ];
  58. if ( v1.__visible && v2.__visible && v3.__visible ) {
  59. if ( ( object.doubleSided || ( object.flipSided !=
  60. ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  61. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
  62. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  63. _face3.v1.positionScreen.copy( v1.positionScreen );
  64. _face3.v2.positionScreen.copy( v2.positionScreen );
  65. _face3.v3.positionScreen.copy( v3.positionScreen );
  66. _face3.normalWorld.copy( face.normal );
  67. object.matrixRotation.transform( _face3.normalWorld );
  68. _face3.centroidWorld.copy( face.centroid );
  69. objectMatrix.transform( _face3.centroidWorld );
  70. _face3.centroidScreen.copy( _face3.centroidWorld );
  71. _projScreenMatrix.transform( _face3.centroidScreen );
  72. _face3.z = _face3.centroidScreen.z;
  73. _face3.meshMaterial = object.material;
  74. _face3.faceMaterial = face.material;
  75. _face3.overdraw = object.overdraw;
  76. _face3.uvs = object.geometry.uvs[ f ];
  77. _face3.color = face.color;
  78. _renderList.push( _face3 );
  79. _face3Count ++;
  80. }
  81. }
  82. } else if ( face instanceof THREE.Face4 ) {
  83. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ]; v4 = vertices[ face.d ];
  84. if ( v1.__visible && v2.__visible && v3.__visible && v4.__visible ) {
  85. if ( ( object.doubleSided || ( object.flipSided !=
  86. ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  87. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  88. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  89. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
  90. _face4 = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4();
  91. _face4.v1.positionScreen.copy( v1.positionScreen );
  92. _face4.v2.positionScreen.copy( v2.positionScreen );
  93. _face4.v3.positionScreen.copy( v3.positionScreen );
  94. _face4.v4.positionScreen.copy( v4.positionScreen );
  95. _face4.normalWorld.copy( face.normal );
  96. object.matrixRotation.transform( _face4.normalWorld );
  97. _face4.centroidWorld.copy( face.centroid );
  98. objectMatrix.transform( _face4.centroidWorld );
  99. _face4.centroidScreen.copy( _face4.centroidWorld );
  100. _projScreenMatrix.transform( _face4.centroidScreen );
  101. _face4.z = _face4.centroidScreen.z;
  102. _face4.meshMaterial = object.material;
  103. _face4.faceMaterial = face.material;
  104. _face4.overdraw = object.overdraw;
  105. _face4.uvs = object.geometry.uvs[ f ];
  106. _face4.color = face.color;
  107. _renderList.push( _face4 );
  108. _face4Count ++;
  109. }
  110. }
  111. }
  112. }
  113. } else if ( object instanceof THREE.Line ) {
  114. _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
  115. vertices = object.geometry.vertices;
  116. for ( v = 0, vl = vertices.length; v < vl; v++ ) {
  117. vertex = vertices[ v ];
  118. vertex.positionScreen.copy( vertex.position );
  119. _projScreenObjectMatrix.transform( vertex.positionScreen );
  120. }
  121. for ( v = 1, vl = vertices.length; v < vl; v++ ) {
  122. vertex0 = vertices[ v ];
  123. vertex1 = vertices[ v - 1 ];
  124. clippedVertexPositionScreen0.copy( vertex0.positionScreen );
  125. clippedVertexPositionScreen1.copy( vertex1.positionScreen );
  126. if (clipLineSegmentAgainstNearAndFarPlanes(clippedVertexPositionScreen0, clippedVertexPositionScreen1)) {
  127. // Perform the perspective divide
  128. clippedVertexPositionScreen0.multiplyScalar( 1.0 / clippedVertexPositionScreen0.w );
  129. clippedVertexPositionScreen1.multiplyScalar( 1.0 / clippedVertexPositionScreen1.w );
  130. _line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
  131. _line.v1.positionScreen.copy( clippedVertexPositionScreen0 );
  132. _line.v2.positionScreen.copy( clippedVertexPositionScreen1 );
  133. // TODO: Use centroids here too.
  134. _line.z = Math.max( clippedVertexPositionScreen0.z, clippedVertexPositionScreen1.z );
  135. _line.material = object.material;
  136. _renderList.push( _line );
  137. _lineCount ++;
  138. }
  139. }
  140. } else if ( object instanceof THREE.Particle ) {
  141. _vector4.set( object.position.x, object.position.y, object.position.z, 1 );
  142. _projScreenMatrix.transform( _vector4 );
  143. _vector4.z /= _vector4.w;
  144. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  145. _particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
  146. _particle.x = _vector4.x / _vector4.w;
  147. _particle.y = _vector4.y / _vector4.w;
  148. _particle.z = _vector4.z;
  149. _particle.rotation = object.rotation.z;
  150. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
  151. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
  152. _particle.material = object.material;
  153. _renderList.push( _particle );
  154. _particleCount ++;
  155. }
  156. }
  157. }
  158. _renderList.sort( function ( a, b ) { return b.z - a.z; } );
  159. return _renderList;
  160. };
  161. this.unprojectVector = function ( vector, camera ) {
  162. var matrix = new THREE.Matrix4();
  163. matrix.multiply( THREE.Matrix4.makeInvert( camera.matrix ), THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
  164. matrix.transform( vector );
  165. return vector;
  166. };
  167. function clipLineSegmentAgainstNearAndFarPlanes( s0, s1 ) {
  168. var visible, alpha0 = 0, alpha1 = 1,
  169. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  170. // Z = -1 and Z = +1, respectively.
  171. bc0near = s0.z + s0.w,
  172. bc1near = s1.z + s1.w,
  173. bc0far = -s0.z + s0.w,
  174. bc1far = -s1.z + s1.w;
  175. if ( bc0near >= 0 && bc1near >= 0 && bc0far >= 0 && bc1far >= 0 ) {
  176. // Both vertices lie entirely within all clip planes.
  177. visible = true;
  178. } else if ( ( bc0near < 0 && bc1near < 0) || (bc0far < 0 && bc1far < 0 ) ) {
  179. // Both vertices lie entirely outside one of the clip planes.
  180. visible = false;
  181. } else {
  182. // The line segment spans at least one clip plane.
  183. if ( bc0near < 0 ) {
  184. // vertex0 lies outside the near plane, vertex1 inside
  185. alpha0 = Math.max( alpha0, bc0near / ( bc0near - bc1near ) );
  186. } else if ( bc1near < 0 ) {
  187. // vertex1 lies outside the near plane, vertex0 inside
  188. alpha1 = Math.min( alpha1, bc0near / ( bc0near - bc1near ) );
  189. }
  190. if ( bc0far < 0 ) {
  191. // vertex0 lies outside the far plane, vertex1 inside
  192. alpha0 = Math.max( alpha0, bc0far / ( bc0far - bc1far ) );
  193. } else if ( bc1far < 0 ) {
  194. // vertex1 lies outside the far plane, vertex1 inside
  195. alpha1 = Math.min( alpha1, bc0far / ( bc0far - bc1far ) );
  196. }
  197. if ( alpha1 < alpha0 ) {
  198. // The line segment spans two boundaries, but is outside both of them.
  199. // (This can't happen when we're only clipping against just near/far but good
  200. // to leave the check here for future usage if other clip planes are added.)
  201. visible = false;
  202. } else {
  203. // Update the s0 and s1 vertices to match the clipped line segment.
  204. s0.lerpSelf( s1, alpha0 );
  205. s1.lerpSelf( s0, 1 - alpha1 );
  206. visible = true;
  207. }
  208. }
  209. return visible;
  210. }
  211. };