CSS3DRenderer.js 7.7 KB

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  1. import {
  2. Matrix4,
  3. Object3D,
  4. Quaternion,
  5. Vector3
  6. } from 'three';
  7. /**
  8. * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
  9. */
  10. const _position = new Vector3();
  11. const _quaternion = new Quaternion();
  12. const _scale = new Vector3();
  13. class CSS3DObject extends Object3D {
  14. constructor( element = document.createElement( 'div' ) ) {
  15. super();
  16. this.isCSS3DObject = true;
  17. this.element = element;
  18. this.element.style.position = 'absolute';
  19. this.element.style.pointerEvents = 'auto';
  20. this.element.style.userSelect = 'none';
  21. this.element.setAttribute( 'draggable', false );
  22. this.addEventListener( 'removed', function () {
  23. this.traverse( function ( object ) {
  24. if ( object.element instanceof Element && object.element.parentNode !== null ) {
  25. object.element.parentNode.removeChild( object.element );
  26. }
  27. } );
  28. } );
  29. }
  30. copy( source, recursive ) {
  31. super.copy( source, recursive );
  32. this.element = source.element.cloneNode( true );
  33. return this;
  34. }
  35. }
  36. class CSS3DSprite extends CSS3DObject {
  37. constructor( element ) {
  38. super( element );
  39. this.isCSS3DSprite = true;
  40. this.rotation2D = 0;
  41. }
  42. copy( source, recursive ) {
  43. super.copy( source, recursive );
  44. this.rotation2D = source.rotation2D;
  45. return this;
  46. }
  47. }
  48. //
  49. const _matrix = new Matrix4();
  50. const _matrix2 = new Matrix4();
  51. class CSS3DRenderer {
  52. constructor( parameters = {} ) {
  53. const _this = this;
  54. let _width, _height;
  55. let _widthHalf, _heightHalf;
  56. const cache = {
  57. camera: { fov: 0, style: '' },
  58. objects: new WeakMap()
  59. };
  60. const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );
  61. domElement.style.overflow = 'hidden';
  62. this.domElement = domElement;
  63. const viewElement = document.createElement( 'div' );
  64. viewElement.style.transformOrigin = '0 0';
  65. viewElement.style.pointerEvents = 'none';
  66. domElement.appendChild( viewElement );
  67. const cameraElement = document.createElement( 'div' );
  68. cameraElement.style.transformStyle = 'preserve-3d';
  69. viewElement.appendChild( cameraElement );
  70. this.getSize = function () {
  71. return {
  72. width: _width,
  73. height: _height
  74. };
  75. };
  76. this.render = function ( scene, camera ) {
  77. const fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;
  78. if ( cache.camera.fov !== fov ) {
  79. viewElement.style.perspective = camera.isPerspectiveCamera ? fov + 'px' : '';
  80. cache.camera.fov = fov;
  81. }
  82. if ( camera.view && camera.view.enabled ) {
  83. // view offset
  84. viewElement.style.transform = `translate( ${ - camera.view.offsetX * ( _width / camera.view.width ) }px, ${ - camera.view.offsetY * ( _height / camera.view.height ) }px )`;
  85. // view fullWidth and fullHeight, view width and height
  86. viewElement.style.transform += `scale( ${ camera.view.fullWidth / camera.view.width }, ${ camera.view.fullHeight / camera.view.height } )`;
  87. } else {
  88. viewElement.style.transform = '';
  89. }
  90. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  91. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  92. let tx, ty;
  93. if ( camera.isOrthographicCamera ) {
  94. tx = - ( camera.right + camera.left ) / 2;
  95. ty = ( camera.top + camera.bottom ) / 2;
  96. }
  97. const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1;
  98. const cameraCSSMatrix = camera.isOrthographicCamera ?
  99. `scale( ${ scaleByViewOffset } )` + 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
  100. `scale( ${ scaleByViewOffset } )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
  101. const style = cameraCSSMatrix +
  102. 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';
  103. if ( cache.camera.style !== style ) {
  104. cameraElement.style.transform = style;
  105. cache.camera.style = style;
  106. }
  107. renderObject( scene, scene, camera, cameraCSSMatrix );
  108. };
  109. this.setSize = function ( width, height ) {
  110. _width = width;
  111. _height = height;
  112. _widthHalf = _width / 2;
  113. _heightHalf = _height / 2;
  114. domElement.style.width = width + 'px';
  115. domElement.style.height = height + 'px';
  116. viewElement.style.width = width + 'px';
  117. viewElement.style.height = height + 'px';
  118. cameraElement.style.width = width + 'px';
  119. cameraElement.style.height = height + 'px';
  120. };
  121. function epsilon( value ) {
  122. return Math.abs( value ) < 1e-10 ? 0 : value;
  123. }
  124. function getCameraCSSMatrix( matrix ) {
  125. const elements = matrix.elements;
  126. return 'matrix3d(' +
  127. epsilon( elements[ 0 ] ) + ',' +
  128. epsilon( - elements[ 1 ] ) + ',' +
  129. epsilon( elements[ 2 ] ) + ',' +
  130. epsilon( elements[ 3 ] ) + ',' +
  131. epsilon( elements[ 4 ] ) + ',' +
  132. epsilon( - elements[ 5 ] ) + ',' +
  133. epsilon( elements[ 6 ] ) + ',' +
  134. epsilon( elements[ 7 ] ) + ',' +
  135. epsilon( elements[ 8 ] ) + ',' +
  136. epsilon( - elements[ 9 ] ) + ',' +
  137. epsilon( elements[ 10 ] ) + ',' +
  138. epsilon( elements[ 11 ] ) + ',' +
  139. epsilon( elements[ 12 ] ) + ',' +
  140. epsilon( - elements[ 13 ] ) + ',' +
  141. epsilon( elements[ 14 ] ) + ',' +
  142. epsilon( elements[ 15 ] ) +
  143. ')';
  144. }
  145. function getObjectCSSMatrix( matrix ) {
  146. const elements = matrix.elements;
  147. const matrix3d = 'matrix3d(' +
  148. epsilon( elements[ 0 ] ) + ',' +
  149. epsilon( elements[ 1 ] ) + ',' +
  150. epsilon( elements[ 2 ] ) + ',' +
  151. epsilon( elements[ 3 ] ) + ',' +
  152. epsilon( - elements[ 4 ] ) + ',' +
  153. epsilon( - elements[ 5 ] ) + ',' +
  154. epsilon( - elements[ 6 ] ) + ',' +
  155. epsilon( - elements[ 7 ] ) + ',' +
  156. epsilon( elements[ 8 ] ) + ',' +
  157. epsilon( elements[ 9 ] ) + ',' +
  158. epsilon( elements[ 10 ] ) + ',' +
  159. epsilon( elements[ 11 ] ) + ',' +
  160. epsilon( elements[ 12 ] ) + ',' +
  161. epsilon( elements[ 13 ] ) + ',' +
  162. epsilon( elements[ 14 ] ) + ',' +
  163. epsilon( elements[ 15 ] ) +
  164. ')';
  165. return 'translate(-50%,-50%)' + matrix3d;
  166. }
  167. function renderObject( object, scene, camera, cameraCSSMatrix ) {
  168. if ( object.isCSS3DObject ) {
  169. const visible = ( object.visible === true ) && ( object.layers.test( camera.layers ) === true );
  170. object.element.style.display = ( visible === true ) ? '' : 'none';
  171. if ( visible === true ) {
  172. object.onBeforeRender( _this, scene, camera );
  173. let style;
  174. if ( object.isCSS3DSprite ) {
  175. // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
  176. _matrix.copy( camera.matrixWorldInverse );
  177. _matrix.transpose();
  178. if ( object.rotation2D !== 0 ) _matrix.multiply( _matrix2.makeRotationZ( object.rotation2D ) );
  179. object.matrixWorld.decompose( _position, _quaternion, _scale );
  180. _matrix.setPosition( _position );
  181. _matrix.scale( _scale );
  182. _matrix.elements[ 3 ] = 0;
  183. _matrix.elements[ 7 ] = 0;
  184. _matrix.elements[ 11 ] = 0;
  185. _matrix.elements[ 15 ] = 1;
  186. style = getObjectCSSMatrix( _matrix );
  187. } else {
  188. style = getObjectCSSMatrix( object.matrixWorld );
  189. }
  190. const element = object.element;
  191. const cachedObject = cache.objects.get( object );
  192. if ( cachedObject === undefined || cachedObject.style !== style ) {
  193. element.style.transform = style;
  194. const objectData = { style: style };
  195. cache.objects.set( object, objectData );
  196. }
  197. if ( element.parentNode !== cameraElement ) {
  198. cameraElement.appendChild( element );
  199. }
  200. object.onAfterRender( _this, scene, camera );
  201. }
  202. }
  203. for ( let i = 0, l = object.children.length; i < l; i ++ ) {
  204. renderObject( object.children[ i ], scene, camera, cameraCSSMatrix );
  205. }
  206. }
  207. }
  208. }
  209. export { CSS3DObject, CSS3DSprite, CSS3DRenderer };