Projector.js 14 KB

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  1. /**
  2. * @author mrdoob / 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. _viewProjectionMatrix = new THREE.Matrix4(),
  16. _modelViewProjectionMatrix = 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. _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  24. _viewProjectionMatrix.multiplyVector3( vector );
  25. return vector;
  26. };
  27. this.unprojectVector = function ( vector, camera ) {
  28. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  29. _viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
  30. _viewProjectionMatrix.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. function projectGraph( 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 ) === true ) ) {
  53. _vector3.copy( object.matrixWorld.getPosition() );
  54. _viewProjectionMatrix.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. _viewProjectionMatrix.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. if ( sort === true ) _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. modelMatrix, rotationMatrix,
  81. geometry, geometryMaterials, vertices, vertex, vertexPositionScreen,
  82. faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
  83. v1, v2, v3, v4, isFaceMaterial, material, side;
  84. _face3Count = 0;
  85. _face4Count = 0;
  86. _lineCount = 0;
  87. _particleCount = 0;
  88. _renderData.elements.length = 0;
  89. scene.updateMatrixWorld();
  90. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  91. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  92. _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  93. _frustum.setFromMatrix( _viewProjectionMatrix );
  94. _renderData = projectGraph( scene, false );
  95. for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) {
  96. object = _renderData.objects[ o ].object;
  97. modelMatrix = object.matrixWorld;
  98. _vertexCount = 0;
  99. if ( object instanceof THREE.Mesh ) {
  100. geometry = object.geometry;
  101. geometryMaterials = object.geometry.materials;
  102. vertices = geometry.vertices;
  103. faces = geometry.faces;
  104. faceVertexUvs = geometry.faceVertexUvs;
  105. rotationMatrix = object.matrixRotationWorld.extractRotation( modelMatrix );
  106. isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  107. side = object.material.side;
  108. for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
  109. _vertex = getNextVertexInPool();
  110. _vertex.positionWorld.copy( vertices[ v ] );
  111. modelMatrix.multiplyVector3( _vertex.positionWorld );
  112. _vertex.positionScreen.copy( _vertex.positionWorld );
  113. _viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
  114. _vertex.positionScreen.x /= _vertex.positionScreen.w;
  115. _vertex.positionScreen.y /= _vertex.positionScreen.w;
  116. _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
  117. }
  118. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  119. face = faces[ f ];
  120. material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material;
  121. if ( material === undefined ) continue;
  122. side = material.side;
  123. if ( face instanceof THREE.Face3 ) {
  124. v1 = _vertexPool[ face.a ];
  125. v2 = _vertexPool[ face.b ];
  126. v3 = _vertexPool[ face.c ];
  127. if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
  128. visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  129. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  130. if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
  131. _face = getNextFace3InPool();
  132. _face.v1.copy( v1 );
  133. _face.v2.copy( v2 );
  134. _face.v3.copy( v3 );
  135. } else {
  136. continue;
  137. }
  138. } else {
  139. continue;
  140. }
  141. } else if ( face instanceof THREE.Face4 ) {
  142. v1 = _vertexPool[ face.a ];
  143. v2 = _vertexPool[ face.b ];
  144. v3 = _vertexPool[ face.c ];
  145. v4 = _vertexPool[ face.d ];
  146. if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
  147. visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  148. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  149. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  150. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
  151. if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
  152. _face = getNextFace4InPool();
  153. _face.v1.copy( v1 );
  154. _face.v2.copy( v2 );
  155. _face.v3.copy( v3 );
  156. _face.v4.copy( v4 );
  157. } else {
  158. continue;
  159. }
  160. } else {
  161. continue;
  162. }
  163. }
  164. _face.normalWorld.copy( face.normal );
  165. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
  166. rotationMatrix.multiplyVector3( _face.normalWorld );
  167. _face.centroidWorld.copy( face.centroid );
  168. modelMatrix.multiplyVector3( _face.centroidWorld );
  169. _face.centroidScreen.copy( _face.centroidWorld );
  170. _viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
  171. faceVertexNormals = face.vertexNormals;
  172. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  173. normal = _face.vertexNormalsWorld[ n ];
  174. normal.copy( faceVertexNormals[ n ] );
  175. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
  176. rotationMatrix.multiplyVector3( normal );
  177. }
  178. face.vertexNormalsLength = faceVertexNormals.length;
  179. for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
  180. uvs = faceVertexUvs[ c ][ f ];
  181. if ( uvs === undefined ) continue;
  182. for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
  183. _face.uvs[ c ][ u ] = uvs[ u ];
  184. }
  185. }
  186. _face.material = material;
  187. _face.z = _face.centroidScreen.z;
  188. _renderData.elements.push( _face );
  189. }
  190. } else if ( object instanceof THREE.Line ) {
  191. _modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
  192. vertices = object.geometry.vertices;
  193. v1 = getNextVertexInPool();
  194. v1.positionScreen.copy( vertices[ 0 ] );
  195. _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
  196. // Handle LineStrip and LinePieces
  197. var step = object.type === THREE.LinePieces ? 2 : 1;
  198. for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
  199. v1 = getNextVertexInPool();
  200. v1.positionScreen.copy( vertices[ v ] );
  201. _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
  202. if ( ( v + 1 ) % step > 0 ) continue;
  203. v2 = _vertexPool[ _vertexCount - 2 ];
  204. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  205. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  206. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  207. // Perform the perspective divide
  208. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  209. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  210. _line = getNextLineInPool();
  211. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  212. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  213. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  214. _line.material = object.material;
  215. _renderData.elements.push( _line );
  216. }
  217. }
  218. }
  219. }
  220. for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
  221. object = _renderData.sprites[ o ].object;
  222. modelMatrix = object.matrixWorld;
  223. if ( object instanceof THREE.Particle ) {
  224. _vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
  225. _viewProjectionMatrix.multiplyVector4( _vector4 );
  226. _vector4.z /= _vector4.w;
  227. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  228. _particle = getNextParticleInPool();
  229. _particle.object = object;
  230. _particle.x = _vector4.x / _vector4.w;
  231. _particle.y = _vector4.y / _vector4.w;
  232. _particle.z = _vector4.z;
  233. _particle.rotation = object.rotation.z;
  234. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
  235. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
  236. _particle.material = object.material;
  237. _renderData.elements.push( _particle );
  238. }
  239. }
  240. }
  241. sort && _renderData.elements.sort( painterSort );
  242. return _renderData;
  243. };
  244. // Pools
  245. function getNextObjectInPool() {
  246. var object;
  247. if ( _objectCount === _objectPool.length ) {
  248. object = new THREE.RenderableObject();
  249. _objectPool.push( object );
  250. } else {
  251. object = _objectPool[ _objectCount ];
  252. }
  253. _objectCount ++;
  254. return object;
  255. }
  256. function getNextVertexInPool() {
  257. var vertex;
  258. if ( _vertexCount === _vertexPool.length ) {
  259. vertex = new THREE.RenderableVertex();
  260. _vertexPool.push( vertex );
  261. } else {
  262. vertex = _vertexPool[ _vertexCount ];
  263. }
  264. _vertexCount ++;
  265. return vertex;
  266. }
  267. function getNextFace3InPool() {
  268. var face;
  269. if ( _face3Count === _face3Pool.length ) {
  270. face = new THREE.RenderableFace3();
  271. _face3Pool.push( face );
  272. } else {
  273. face = _face3Pool[ _face3Count ];
  274. }
  275. _face3Count ++;
  276. return face;
  277. }
  278. function getNextFace4InPool() {
  279. var face;
  280. if ( _face4Count === _face4Pool.length ) {
  281. face = new THREE.RenderableFace4();
  282. _face4Pool.push( face );
  283. } else {
  284. face = _face4Pool[ _face4Count ];
  285. }
  286. _face4Count ++;
  287. return face;
  288. }
  289. function getNextLineInPool() {
  290. var line;
  291. if ( _lineCount === _linePool.length ) {
  292. line = new THREE.RenderableLine();
  293. _linePool.push( line );
  294. } else {
  295. line = _linePool[ _lineCount ];
  296. }
  297. _lineCount ++;
  298. return line;
  299. }
  300. function getNextParticleInPool() {
  301. var particle;
  302. if ( _particleCount === _particlePool.length ) {
  303. particle = new THREE.RenderableParticle();
  304. _particlePool.push( particle );
  305. } else {
  306. particle = _particlePool[ _particleCount ];
  307. }
  308. _particleCount ++;
  309. return particle;
  310. }
  311. //
  312. function painterSort( a, b ) {
  313. return b.z - a.z;
  314. }
  315. function clipLine( s1, s2 ) {
  316. var alpha1 = 0, alpha2 = 1,
  317. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  318. // Z = -1 and Z = +1, respectively.
  319. bc1near = s1.z + s1.w,
  320. bc2near = s2.z + s2.w,
  321. bc1far = - s1.z + s1.w,
  322. bc2far = - s2.z + s2.w;
  323. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  324. // Both vertices lie entirely within all clip planes.
  325. return true;
  326. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  327. // Both vertices lie entirely outside one of the clip planes.
  328. return false;
  329. } else {
  330. // The line segment spans at least one clip plane.
  331. if ( bc1near < 0 ) {
  332. // v1 lies outside the near plane, v2 inside
  333. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  334. } else if ( bc2near < 0 ) {
  335. // v2 lies outside the near plane, v1 inside
  336. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  337. }
  338. if ( bc1far < 0 ) {
  339. // v1 lies outside the far plane, v2 inside
  340. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  341. } else if ( bc2far < 0 ) {
  342. // v2 lies outside the far plane, v2 inside
  343. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  344. }
  345. if ( alpha2 < alpha1 ) {
  346. // The line segment spans two boundaries, but is outside both of them.
  347. // (This can't happen when we're only clipping against just near/far but good
  348. // to leave the check here for future usage if other clip planes are added.)
  349. return false;
  350. } else {
  351. // Update the s1 and s2 vertices to match the clipped line segment.
  352. s1.lerpSelf( s2, alpha1 );
  353. s2.lerpSelf( s1, 1 - alpha2 );
  354. return true;
  355. }
  356. }
  357. }
  358. };