Projector.js 13 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. _vertex, _vertexCount, _vertexPool = [],
  9. _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [],
  10. _line, _lineCount, _linePool = [],
  11. _particle, _particleCount, _particlePool = [],
  12. _objectList = [], _renderList = [],
  13. _vector3 = new THREE.Vector4(),
  14. _vector4 = new THREE.Vector4(),
  15. _projScreenMatrix = new THREE.Matrix4(),
  16. _projScreenObjectMatrix = new THREE.Matrix4(),
  17. _frustum = [
  18. new THREE.Vector4(),
  19. new THREE.Vector4(),
  20. new THREE.Vector4(),
  21. new THREE.Vector4(),
  22. new THREE.Vector4(),
  23. new THREE.Vector4()
  24. ],
  25. _clippedVertex1PositionScreen = new THREE.Vector4(),
  26. _clippedVertex2PositionScreen = new THREE.Vector4(),
  27. _face3VertexNormals;
  28. this.projectVector = function ( vector, camera ) {
  29. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  30. _projScreenMatrix.multiplyVector3( vector );
  31. return vector;
  32. };
  33. this.unprojectVector = function ( vector, camera ) {
  34. var end, dir, t;
  35. if ( camera instanceof THREE.OrthographicCamera ) {
  36. vector.z = 0.0;
  37. end = new THREE.Vector3( vector.x, vector.y, 1.0);
  38. }
  39. _projScreenMatrix.multiply( camera.matrixWorld, THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
  40. _projScreenMatrix.multiplyVector3( vector );
  41. if ( camera instanceof THREE.OrthographicCamera ) {
  42. _projScreenMatrix.multiplyVector3( end );
  43. dir = new THREE.Vector3();
  44. dir.sub( end, vector );
  45. dir.normalize();
  46. t = vector.y / - ( dir.y );
  47. vector.set( vector.x + t * dir.x,
  48. vector.y + t * dir.y,
  49. vector.z + t * dir.z );
  50. }
  51. return vector;
  52. };
  53. this.projectObjects = function ( scene, camera, sort ) {
  54. var o, ol, objects, object, matrix;
  55. _objectList.length = 0;
  56. _objectCount = 0;
  57. objects = scene.objects;
  58. for ( o = 0, ol = objects.length; o < ol; o ++ ) {
  59. object = objects[ o ];
  60. if ( !object.visible || ( object instanceof THREE.Mesh && ( object.frustumCulled && !isInFrustum( object ) ) ) ) continue;
  61. _object = getNextObjectInPool();
  62. _vector3.copy( object.position );
  63. _projScreenMatrix.multiplyVector3( _vector3 );
  64. _object.object = object;
  65. _object.z = _vector3.z;
  66. _objectList.push( _object );
  67. }
  68. sort && _objectList.sort( painterSort );
  69. return _objectList;
  70. };
  71. // TODO: Rename to projectElements?
  72. this.projectScene = function ( scene, camera, sort ) {
  73. var near = camera.near, far = camera.far,
  74. o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, objects, object,
  75. objectMatrix, objectMatrixRotation, objectMaterials, objectOverdraw,
  76. geometry, vertices, vertex, vertexPositionScreen,
  77. faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
  78. v1, v2, v3, v4;
  79. _renderList.length = 0;
  80. _face3Count = 0;
  81. _face4Count = 0;
  82. _lineCount = 0;
  83. _particleCount = 0;
  84. camera.matrixAutoUpdate && camera.update( undefined, true );
  85. scene.update( undefined, false, camera );
  86. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  87. computeFrustum( _projScreenMatrix );
  88. objects = this.projectObjects( scene, camera, true );
  89. for ( o = 0, ol = objects.length; o < ol; o++ ) {
  90. object = objects[ o ].object;
  91. if ( !object.visible ) continue;
  92. objectMatrix = object.matrixWorld;
  93. objectMatrixRotation = object.matrixRotationWorld;
  94. objectMaterials = object.materials;
  95. objectOverdraw = object.overdraw;
  96. _vertexCount = 0;
  97. if ( object instanceof THREE.Mesh ) {
  98. geometry = object.geometry;
  99. vertices = geometry.vertices;
  100. faces = geometry.faces;
  101. faceVertexUvs = geometry.faceVertexUvs;
  102. for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
  103. _vertex = getNextVertexInPool();
  104. _vertex.positionWorld.copy( vertices[ v ].position );
  105. objectMatrix.multiplyVector3( _vertex.positionWorld );
  106. _vertex.positionScreen.copy( _vertex.positionWorld );
  107. _projScreenMatrix.multiplyVector4( _vertex.positionScreen );
  108. _vertex.positionScreen.x /= _vertex.positionScreen.w;
  109. _vertex.positionScreen.y /= _vertex.positionScreen.w;
  110. _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
  111. }
  112. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  113. face = faces[ f ];
  114. if ( face instanceof THREE.Face3 ) {
  115. v1 = _vertexPool[ face.a ];
  116. v2 = _vertexPool[ face.b ];
  117. v3 = _vertexPool[ face.c ];
  118. if ( v1.visible && v2.visible && v3.visible &&
  119. ( object.doubleSided || ( object.flipSided !=
  120. ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  121. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
  122. _face = getNextFace3InPool();
  123. _face.v1.copy( v1 );
  124. _face.v2.copy( v2 );
  125. _face.v3.copy( v3 );
  126. } else {
  127. continue;
  128. }
  129. } else if ( face instanceof THREE.Face4 ) {
  130. v1 = _vertexPool[ face.a ];
  131. v2 = _vertexPool[ face.b ];
  132. v3 = _vertexPool[ face.c ];
  133. v4 = _vertexPool[ face.d ];
  134. if ( v1.visible && v2.visible && v3.visible && v4.visible &&
  135. ( object.doubleSided || ( object.flipSided !=
  136. ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  137. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  138. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  139. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
  140. _face = getNextFace4InPool();
  141. _face.v1.copy( v1 );
  142. _face.v2.copy( v2 );
  143. _face.v3.copy( v3 );
  144. _face.v4.copy( v4 );
  145. } else {
  146. continue;
  147. }
  148. }
  149. _face.normalWorld.copy( face.normal );
  150. objectMatrixRotation.multiplyVector3( _face.normalWorld );
  151. _face.centroidWorld.copy( face.centroid );
  152. objectMatrix.multiplyVector3( _face.centroidWorld );
  153. _face.centroidScreen.copy( _face.centroidWorld );
  154. _projScreenMatrix.multiplyVector3( _face.centroidScreen );
  155. faceVertexNormals = face.vertexNormals;
  156. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  157. normal = _face.vertexNormalsWorld[ n ];
  158. normal.copy( faceVertexNormals[ n ] );
  159. objectMatrixRotation.multiplyVector3( normal );
  160. }
  161. for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
  162. uvs = faceVertexUvs[ c ][ f ];
  163. if ( !uvs ) continue;
  164. for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
  165. _face.uvs[ c ][ u ] = uvs[ u ];
  166. }
  167. }
  168. _face.meshMaterials = objectMaterials;
  169. _face.faceMaterials = face.materials;
  170. _face.overdraw = objectOverdraw;
  171. _face.z = _face.centroidScreen.z;
  172. _renderList.push( _face );
  173. }
  174. } else if ( object instanceof THREE.Line ) {
  175. _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
  176. vertices = object.geometry.vertices;
  177. v1 = getNextVertexInPool();
  178. v1.positionScreen.copy( vertices[ 0 ].position );
  179. _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
  180. for ( v = 1, vl = vertices.length; v < vl; v++ ) {
  181. v1 = getNextVertexInPool();
  182. v1.positionScreen.copy( vertices[ v ].position );
  183. _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
  184. v2 = _vertexPool[ _vertexCount - 2 ];
  185. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  186. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  187. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
  188. // Perform the perspective divide
  189. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  190. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  191. _line = getNextLineInPool();
  192. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  193. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  194. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  195. _line.materials = object.materials;
  196. _renderList.push( _line );
  197. }
  198. }
  199. } else if ( object instanceof THREE.Particle ) {
  200. _vector4.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34, 1 );
  201. _projScreenMatrix.multiplyVector4( _vector4 );
  202. _vector4.z /= _vector4.w;
  203. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  204. _particle = getNextParticleInPool();
  205. _particle.x = _vector4.x / _vector4.w;
  206. _particle.y = _vector4.y / _vector4.w;
  207. _particle.z = _vector4.z;
  208. _particle.rotation = object.rotation.z;
  209. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
  210. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
  211. _particle.materials = object.materials;
  212. _renderList.push( _particle );
  213. }
  214. }
  215. }
  216. sort && _renderList.sort( painterSort );
  217. return _renderList;
  218. };
  219. // Pools
  220. function getNextObjectInPool() {
  221. var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
  222. _objectCount ++;
  223. return object;
  224. }
  225. function getNextVertexInPool() {
  226. var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex();
  227. _vertexCount ++;
  228. return vertex;
  229. }
  230. function getNextFace3InPool() {
  231. var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  232. _face3Count ++;
  233. return face;
  234. }
  235. function getNextFace4InPool() {
  236. var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4();
  237. _face4Count ++;
  238. return face;
  239. }
  240. function getNextLineInPool() {
  241. var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
  242. _lineCount ++;
  243. return line;
  244. }
  245. function getNextParticleInPool() {
  246. var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
  247. _particleCount ++;
  248. return particle;
  249. }
  250. //
  251. function painterSort( a, b ) {
  252. return b.z - a.z;
  253. }
  254. function computeFrustum( m ) {
  255. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  256. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  257. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  258. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  259. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  260. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  261. for ( var i = 0; i < 6; i ++ ) {
  262. var plane = _frustum[ i ];
  263. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  264. }
  265. }
  266. function isInFrustum( object ) {
  267. var distance, matrix = object.matrixWorld,
  268. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  269. for ( var i = 0; i < 6; i ++ ) {
  270. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  271. if ( distance <= radius ) return false;
  272. }
  273. return true;
  274. };
  275. function clipLine( s1, s2 ) {
  276. var alpha1 = 0, alpha2 = 1,
  277. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  278. // Z = -1 and Z = +1, respectively.
  279. bc1near = s1.z + s1.w,
  280. bc2near = s2.z + s2.w,
  281. bc1far = - s1.z + s1.w,
  282. bc2far = - s2.z + s2.w;
  283. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  284. // Both vertices lie entirely within all clip planes.
  285. return true;
  286. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  287. // Both vertices lie entirely outside one of the clip planes.
  288. return false;
  289. } else {
  290. // The line segment spans at least one clip plane.
  291. if ( bc1near < 0 ) {
  292. // v1 lies outside the near plane, v2 inside
  293. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  294. } else if ( bc2near < 0 ) {
  295. // v2 lies outside the near plane, v1 inside
  296. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  297. }
  298. if ( bc1far < 0 ) {
  299. // v1 lies outside the far plane, v2 inside
  300. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  301. } else if ( bc2far < 0 ) {
  302. // v2 lies outside the far plane, v2 inside
  303. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  304. }
  305. if ( alpha2 < alpha1 ) {
  306. // The line segment spans two boundaries, but is outside both of them.
  307. // (This can't happen when we're only clipping against just near/far but good
  308. // to leave the check here for future usage if other clip planes are added.)
  309. return false;
  310. } else {
  311. // Update the s1 and s2 vertices to match the clipped line segment.
  312. s1.lerpSelf( s2, alpha1 );
  313. s2.lerpSelf( s1, 1 - alpha2 );
  314. return true;
  315. }
  316. }
  317. }
  318. };