CSS3DRenderer.js 7.6 KB

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  1. /**
  2. * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author yomotsu / https://yomotsu.net/
  5. */
  6. THREE.CSS3DObject = function ( element ) {
  7. THREE.Object3D.call( this );
  8. this.element = element;
  9. this.element.style.position = 'absolute';
  10. this.element.style.pointerEvents = 'auto';
  11. this.addEventListener( 'removed', function () {
  12. this.traverse( function ( object ) {
  13. if ( object.element instanceof Element && object.element.parentNode !== null ) {
  14. object.element.parentNode.removeChild( object.element );
  15. }
  16. } );
  17. } );
  18. };
  19. THREE.CSS3DObject.prototype = Object.create( THREE.Object3D.prototype );
  20. THREE.CSS3DObject.prototype.constructor = THREE.CSS3DObject;
  21. THREE.CSS3DSprite = function ( element ) {
  22. THREE.CSS3DObject.call( this, element );
  23. };
  24. THREE.CSS3DSprite.prototype = Object.create( THREE.CSS3DObject.prototype );
  25. THREE.CSS3DSprite.prototype.constructor = THREE.CSS3DSprite;
  26. //
  27. THREE.CSS3DRenderer = function () {
  28. var _this = this;
  29. var _width, _height;
  30. var _widthHalf, _heightHalf;
  31. var matrix = new THREE.Matrix4();
  32. var cache = {
  33. camera: { fov: 0, style: '' },
  34. objects: new WeakMap()
  35. };
  36. var domElement = document.createElement( 'div' );
  37. domElement.style.overflow = 'hidden';
  38. this.domElement = domElement;
  39. var cameraElement = document.createElement( 'div' );
  40. cameraElement.style.WebkitTransformStyle = 'preserve-3d';
  41. cameraElement.style.transformStyle = 'preserve-3d';
  42. cameraElement.style.pointerEvents = 'none';
  43. domElement.appendChild( cameraElement );
  44. var isIE = /Trident/i.test( navigator.userAgent );
  45. this.getSize = function () {
  46. return {
  47. width: _width,
  48. height: _height
  49. };
  50. };
  51. this.setSize = function ( width, height ) {
  52. _width = width;
  53. _height = height;
  54. _widthHalf = _width / 2;
  55. _heightHalf = _height / 2;
  56. domElement.style.width = width + 'px';
  57. domElement.style.height = height + 'px';
  58. cameraElement.style.width = width + 'px';
  59. cameraElement.style.height = height + 'px';
  60. };
  61. function epsilon( value ) {
  62. return Math.abs( value ) < 1e-10 ? 0 : value;
  63. }
  64. function getCameraCSSMatrix( matrix ) {
  65. var elements = matrix.elements;
  66. return 'matrix3d(' +
  67. epsilon( elements[ 0 ] ) + ',' +
  68. epsilon( - elements[ 1 ] ) + ',' +
  69. epsilon( elements[ 2 ] ) + ',' +
  70. epsilon( elements[ 3 ] ) + ',' +
  71. epsilon( elements[ 4 ] ) + ',' +
  72. epsilon( - elements[ 5 ] ) + ',' +
  73. epsilon( elements[ 6 ] ) + ',' +
  74. epsilon( elements[ 7 ] ) + ',' +
  75. epsilon( elements[ 8 ] ) + ',' +
  76. epsilon( - elements[ 9 ] ) + ',' +
  77. epsilon( elements[ 10 ] ) + ',' +
  78. epsilon( elements[ 11 ] ) + ',' +
  79. epsilon( elements[ 12 ] ) + ',' +
  80. epsilon( - elements[ 13 ] ) + ',' +
  81. epsilon( elements[ 14 ] ) + ',' +
  82. epsilon( elements[ 15 ] ) +
  83. ')';
  84. }
  85. function getObjectCSSMatrix( matrix, cameraCSSMatrix ) {
  86. var elements = matrix.elements;
  87. var matrix3d = 'matrix3d(' +
  88. epsilon( elements[ 0 ] ) + ',' +
  89. epsilon( elements[ 1 ] ) + ',' +
  90. epsilon( elements[ 2 ] ) + ',' +
  91. epsilon( elements[ 3 ] ) + ',' +
  92. epsilon( - elements[ 4 ] ) + ',' +
  93. epsilon( - elements[ 5 ] ) + ',' +
  94. epsilon( - elements[ 6 ] ) + ',' +
  95. epsilon( - elements[ 7 ] ) + ',' +
  96. epsilon( elements[ 8 ] ) + ',' +
  97. epsilon( elements[ 9 ] ) + ',' +
  98. epsilon( elements[ 10 ] ) + ',' +
  99. epsilon( elements[ 11 ] ) + ',' +
  100. epsilon( elements[ 12 ] ) + ',' +
  101. epsilon( elements[ 13 ] ) + ',' +
  102. epsilon( elements[ 14 ] ) + ',' +
  103. epsilon( elements[ 15 ] ) +
  104. ')';
  105. if ( isIE ) {
  106. return 'translate(-50%,-50%)' +
  107. 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)' +
  108. cameraCSSMatrix +
  109. matrix3d;
  110. }
  111. return 'translate(-50%,-50%)' + matrix3d;
  112. }
  113. function renderObject( object, scene, camera, cameraCSSMatrix ) {
  114. if ( object instanceof THREE.CSS3DObject ) {
  115. object.onBeforeRender( _this, scene, camera );
  116. var style;
  117. if ( object instanceof THREE.CSS3DSprite ) {
  118. // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
  119. matrix.copy( camera.matrixWorldInverse );
  120. matrix.transpose();
  121. matrix.copyPosition( object.matrixWorld );
  122. matrix.scale( object.scale );
  123. matrix.elements[ 3 ] = 0;
  124. matrix.elements[ 7 ] = 0;
  125. matrix.elements[ 11 ] = 0;
  126. matrix.elements[ 15 ] = 1;
  127. style = getObjectCSSMatrix( matrix, cameraCSSMatrix );
  128. } else {
  129. style = getObjectCSSMatrix( object.matrixWorld, cameraCSSMatrix );
  130. }
  131. var element = object.element;
  132. var cachedObject = cache.objects.get( object );
  133. if ( cachedObject === undefined || cachedObject.style !== style ) {
  134. element.style.WebkitTransform = style;
  135. element.style.transform = style;
  136. var objectData = { style: style };
  137. if ( isIE ) {
  138. objectData.distanceToCameraSquared = getDistanceToSquared( camera, object );
  139. }
  140. cache.objects.set( object, objectData );
  141. }
  142. element.style.display = object.visible ? '' : 'none';
  143. if ( element.parentNode !== cameraElement ) {
  144. cameraElement.appendChild( element );
  145. }
  146. object.onAfterRender( _this, scene, camera );
  147. }
  148. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  149. renderObject( object.children[ i ], scene, camera, cameraCSSMatrix );
  150. }
  151. }
  152. var getDistanceToSquared = function () {
  153. var a = new THREE.Vector3();
  154. var b = new THREE.Vector3();
  155. return function ( object1, object2 ) {
  156. a.setFromMatrixPosition( object1.matrixWorld );
  157. b.setFromMatrixPosition( object2.matrixWorld );
  158. return a.distanceToSquared( b );
  159. };
  160. }();
  161. function filterAndFlatten( scene ) {
  162. var result = [];
  163. scene.traverse( function ( object ) {
  164. if ( object instanceof THREE.CSS3DObject ) result.push( object );
  165. } );
  166. return result;
  167. }
  168. function zOrder( scene ) {
  169. var sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
  170. var distanceA = cache.objects.get( a ).distanceToCameraSquared;
  171. var distanceB = cache.objects.get( b ).distanceToCameraSquared;
  172. return distanceA - distanceB;
  173. } );
  174. var zMax = sorted.length;
  175. for ( var i = 0, l = sorted.length; i < l; i ++ ) {
  176. sorted[ i ].element.style.zIndex = zMax - i;
  177. }
  178. }
  179. this.render = function ( scene, camera ) {
  180. var fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;
  181. if ( cache.camera.fov !== fov ) {
  182. if ( camera.isPerspectiveCamera ) {
  183. domElement.style.WebkitPerspective = fov + 'px';
  184. domElement.style.perspective = fov + 'px';
  185. } else {
  186. domElement.style.WebkitPerspective = '';
  187. domElement.style.perspective = '';
  188. }
  189. cache.camera.fov = fov;
  190. }
  191. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  192. if ( camera.parent === null ) camera.updateMatrixWorld();
  193. if ( camera.isOrthographicCamera ) {
  194. var tx = - ( camera.right + camera.left ) / 2;
  195. var ty = ( camera.top + camera.bottom ) / 2;
  196. }
  197. var cameraCSSMatrix = camera.isOrthographicCamera ?
  198. 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
  199. 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
  200. var style = cameraCSSMatrix +
  201. 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';
  202. if ( cache.camera.style !== style && ! isIE ) {
  203. cameraElement.style.WebkitTransform = style;
  204. cameraElement.style.transform = style;
  205. cache.camera.style = style;
  206. }
  207. renderObject( scene, scene, camera, cameraCSSMatrix );
  208. if ( isIE ) {
  209. // IE10 and 11 does not support 'preserve-3d'.
  210. // Thus, z-order in 3D will not work.
  211. // We have to calc z-order manually and set CSS z-index for IE.
  212. // FYI: z-index can't handle object intersection
  213. zOrder( scene );
  214. }
  215. };
  216. };