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. _renderData = { objects: [], sprites: [], lights: [], elements: [] },
  13. _vector3 = new THREE.Vector3(),
  14. _vector4 = new THREE.Vector4(),
  15. _projScreenMatrix = new THREE.Matrix4(),
  16. _projScreenobjectMatrixWorld = new THREE.Matrix4(),
  17. _frustum = new THREE.Frustum(),
  18. _clippedVertex1PositionScreen = new THREE.Vector4(),
  19. _clippedVertex2PositionScreen = new THREE.Vector4(),
  20. _face3VertexNormals;
  21. this.projectVector = function ( vector, camera ) {
  22. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  23. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  24. _projScreenMatrix.multiplyVector3( vector );
  25. return vector;
  26. };
  27. this.unprojectVector = function ( vector, camera ) {
  28. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  29. _projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
  30. _projScreenMatrix.multiplyVector3( vector );
  31. return vector;
  32. };
  33. this.pickingRay = function ( vector, camera ) {
  34. var end, ray, t;
  35. // set two vectors with opposing z values
  36. vector.z = -1.0;
  37. end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  38. this.unprojectVector( vector, camera );
  39. this.unprojectVector( end, camera );
  40. // find direction from vector to end
  41. end.subSelf( vector ).normalize();
  42. return new THREE.Ray( vector, end );
  43. };
  44. this.projectGraph = function ( root, sort ) {
  45. _objectCount = 0;
  46. _renderData.objects.length = 0;
  47. _renderData.sprites.length = 0;
  48. _renderData.lights.length = 0;
  49. var projectObject = function ( object ) {
  50. if ( object.visible === false ) return;
  51. if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) &&
  52. ( object.frustumCulled === false || _frustum.contains( object ) ) ) {
  53. _vector3.copy( object.matrixWorld.getPosition() );
  54. _projScreenMatrix.multiplyVector3( _vector3 );
  55. _object = getNextObjectInPool();
  56. _object.object = object;
  57. _object.z = _vector3.z;
  58. _renderData.objects.push( _object );
  59. } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
  60. _vector3.copy( object.matrixWorld.getPosition() );
  61. _projScreenMatrix.multiplyVector3( _vector3 );
  62. _object = getNextObjectInPool();
  63. _object.object = object;
  64. _object.z = _vector3.z;
  65. _renderData.sprites.push( _object );
  66. } else if ( object instanceof THREE.Light ) {
  67. _renderData.lights.push( object );
  68. }
  69. for ( var c = 0, cl = object.children.length; c < cl; c ++ ) {
  70. projectObject( object.children[ c ] );
  71. }
  72. };
  73. projectObject( root );
  74. sort && _renderData.objects.sort( painterSort );
  75. return _renderData;
  76. };
  77. this.projectScene = function ( scene, camera, sort ) {
  78. var near = camera.near, far = camera.far, visible = false,
  79. o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
  80. objectMatrixWorld, objectMatrixWorldRotation,
  81. geometry, geometryMaterials, vertices, vertex, vertexPositionScreen,
  82. faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
  83. v1, v2, v3, v4;
  84. _face3Count = 0;
  85. _face4Count = 0;
  86. _lineCount = 0;
  87. _particleCount = 0;
  88. _renderData.elements.length = 0;
  89. if ( camera.parent === undefined ) {
  90. console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' );
  91. scene.add( camera );
  92. }
  93. scene.updateMatrixWorld();
  94. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  95. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  96. _frustum.setFromMatrix( _projScreenMatrix );
  97. _renderData = this.projectGraph( scene, false );
  98. for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) {
  99. object = _renderData.objects[ o ].object;
  100. objectMatrixWorld = object.matrixWorld;
  101. _vertexCount = 0;
  102. if ( object instanceof THREE.Mesh ) {
  103. geometry = object.geometry;
  104. geometryMaterials = object.geometry.materials;
  105. vertices = geometry.vertices;
  106. faces = geometry.faces;
  107. faceVertexUvs = geometry.faceVertexUvs;
  108. objectMatrixWorldRotation = object.matrixRotationWorld.extractRotation( objectMatrixWorld );
  109. for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
  110. _vertex = getNextVertexInPool();
  111. _vertex.positionWorld.copy( vertices[ v ] );
  112. objectMatrixWorld.multiplyVector3( _vertex.positionWorld );
  113. _vertex.positionScreen.copy( _vertex.positionWorld );
  114. _projScreenMatrix.multiplyVector4( _vertex.positionScreen );
  115. _vertex.positionScreen.x /= _vertex.positionScreen.w;
  116. _vertex.positionScreen.y /= _vertex.positionScreen.w;
  117. _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
  118. }
  119. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  120. face = faces[ f ];
  121. if ( face instanceof THREE.Face3 ) {
  122. v1 = _vertexPool[ face.a ];
  123. v2 = _vertexPool[ face.b ];
  124. v3 = _vertexPool[ face.c ];
  125. if ( v1.visible && v2.visible && v3.visible ) {
  126. visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  127. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  128. if ( object.doubleSided || visible != object.flipSided ) {
  129. _face = getNextFace3InPool();
  130. _face.v1.copy( v1 );
  131. _face.v2.copy( v2 );
  132. _face.v3.copy( v3 );
  133. } else {
  134. continue;
  135. }
  136. } else {
  137. continue;
  138. }
  139. } else if ( face instanceof THREE.Face4 ) {
  140. v1 = _vertexPool[ face.a ];
  141. v2 = _vertexPool[ face.b ];
  142. v3 = _vertexPool[ face.c ];
  143. v4 = _vertexPool[ face.d ];
  144. if ( v1.visible && v2.visible && v3.visible && v4.visible ) {
  145. visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  146. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  147. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  148. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
  149. if ( object.doubleSided || visible != object.flipSided ) {
  150. _face = getNextFace4InPool();
  151. _face.v1.copy( v1 );
  152. _face.v2.copy( v2 );
  153. _face.v3.copy( v3 );
  154. _face.v4.copy( v4 );
  155. } else {
  156. continue;
  157. }
  158. } else {
  159. continue;
  160. }
  161. }
  162. _face.normalWorld.copy( face.normal );
  163. if ( !visible && ( object.flipSided || object.doubleSided ) ) _face.normalWorld.negate();
  164. objectMatrixWorldRotation.multiplyVector3( _face.normalWorld );
  165. _face.centroidWorld.copy( face.centroid );
  166. objectMatrixWorld.multiplyVector3( _face.centroidWorld );
  167. _face.centroidScreen.copy( _face.centroidWorld );
  168. _projScreenMatrix.multiplyVector3( _face.centroidScreen );
  169. faceVertexNormals = face.vertexNormals;
  170. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  171. normal = _face.vertexNormalsWorld[ n ];
  172. normal.copy( faceVertexNormals[ n ] );
  173. if ( !visible && ( object.flipSided || object.doubleSided ) ) normal.negate();
  174. objectMatrixWorldRotation.multiplyVector3( normal );
  175. }
  176. for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
  177. uvs = faceVertexUvs[ c ][ f ];
  178. if ( !uvs ) continue;
  179. for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
  180. _face.uvs[ c ][ u ] = uvs[ u ];
  181. }
  182. }
  183. _face.material = object.material;
  184. _face.faceMaterial = face.materialIndex !== null ? geometryMaterials[ face.materialIndex ] : null;
  185. _face.z = _face.centroidScreen.z;
  186. _renderData.elements.push( _face );
  187. }
  188. } else if ( object instanceof THREE.Line ) {
  189. _projScreenobjectMatrixWorld.multiply( _projScreenMatrix, objectMatrixWorld );
  190. vertices = object.geometry.vertices;
  191. v1 = getNextVertexInPool();
  192. v1.positionScreen.copy( vertices[ 0 ] );
  193. _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen );
  194. // Handle LineStrip and LinePieces
  195. var step = object.type === THREE.LinePieces ? 2 : 1;
  196. for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
  197. v1 = getNextVertexInPool();
  198. v1.positionScreen.copy( vertices[ v ] );
  199. _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen );
  200. if ( ( v + 1 ) % step > 0 ) continue;
  201. v2 = _vertexPool[ _vertexCount - 2 ];
  202. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  203. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  204. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
  205. // Perform the perspective divide
  206. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  207. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  208. _line = getNextLineInPool();
  209. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  210. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  211. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  212. _line.material = object.material;
  213. _renderData.elements.push( _line );
  214. }
  215. }
  216. }
  217. }
  218. for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
  219. object = _renderData.sprites[ o ].object;
  220. objectMatrixWorld = object.matrixWorld;
  221. if ( object instanceof THREE.Particle ) {
  222. _vector4.set( objectMatrixWorld.elements[12], objectMatrixWorld.elements[13], objectMatrixWorld.elements[14], 1 );
  223. _projScreenMatrix.multiplyVector4( _vector4 );
  224. _vector4.z /= _vector4.w;
  225. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  226. _particle = getNextParticleInPool();
  227. _particle.x = _vector4.x / _vector4.w;
  228. _particle.y = _vector4.y / _vector4.w;
  229. _particle.z = _vector4.z;
  230. _particle.rotation = object.rotation.z;
  231. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
  232. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
  233. _particle.material = object.material;
  234. _renderData.elements.push( _particle );
  235. }
  236. }
  237. }
  238. sort && _renderData.elements.sort( painterSort );
  239. return _renderData;
  240. };
  241. // Pools
  242. function getNextObjectInPool() {
  243. var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
  244. _objectCount ++;
  245. return object;
  246. }
  247. function getNextVertexInPool() {
  248. var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex();
  249. _vertexCount ++;
  250. return vertex;
  251. }
  252. function getNextFace3InPool() {
  253. var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  254. _face3Count ++;
  255. return face;
  256. }
  257. function getNextFace4InPool() {
  258. var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4();
  259. _face4Count ++;
  260. return face;
  261. }
  262. function getNextLineInPool() {
  263. var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
  264. _lineCount ++;
  265. return line;
  266. }
  267. function getNextParticleInPool() {
  268. var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
  269. _particleCount ++;
  270. return particle;
  271. }
  272. //
  273. function painterSort( a, b ) {
  274. return b.z - a.z;
  275. }
  276. function clipLine( s1, s2 ) {
  277. var alpha1 = 0, alpha2 = 1,
  278. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  279. // Z = -1 and Z = +1, respectively.
  280. bc1near = s1.z + s1.w,
  281. bc2near = s2.z + s2.w,
  282. bc1far = - s1.z + s1.w,
  283. bc2far = - s2.z + s2.w;
  284. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  285. // Both vertices lie entirely within all clip planes.
  286. return true;
  287. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  288. // Both vertices lie entirely outside one of the clip planes.
  289. return false;
  290. } else {
  291. // The line segment spans at least one clip plane.
  292. if ( bc1near < 0 ) {
  293. // v1 lies outside the near plane, v2 inside
  294. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  295. } else if ( bc2near < 0 ) {
  296. // v2 lies outside the near plane, v1 inside
  297. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  298. }
  299. if ( bc1far < 0 ) {
  300. // v1 lies outside the far plane, v2 inside
  301. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  302. } else if ( bc2far < 0 ) {
  303. // v2 lies outside the far plane, v2 inside
  304. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  305. }
  306. if ( alpha2 < alpha1 ) {
  307. // The line segment spans two boundaries, but is outside both of them.
  308. // (This can't happen when we're only clipping against just near/far but good
  309. // to leave the check here for future usage if other clip planes are added.)
  310. return false;
  311. } else {
  312. // Update the s1 and s2 vertices to match the clipped line segment.
  313. s1.lerpSelf( s2, alpha1 );
  314. s2.lerpSelf( s1, 1 - alpha2 );
  315. return true;
  316. }
  317. }
  318. }
  319. };