Projector.js 12 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 _renderList = null,
  8. _face3, _face32, _face3Count, _face3Pool = [],
  9. _line, _lineCount, _linePool = [],
  10. _particle, _particleCount, _particlePool = [],
  11. _vector4 = new THREE.Vector4(),
  12. _projScreenMatrix = new THREE.Matrix4(),
  13. _projScreenObjectMatrix = new THREE.Matrix4(),
  14. _clippedVertex1PositionScreen = new THREE.Vector4(),
  15. _clippedVertex2PositionScreen = new THREE.Vector4(),
  16. _face3VertexNormals;
  17. this.projectScene = function ( scene, camera ) {
  18. var o, ol, v, vl, f, fl, n, nl, objects, object,
  19. objectMatrix, objectRotationMatrix, objectMaterial, objectOverdraw,
  20. geometry, vertices, vertex, vertexPositionScreen,
  21. faces, face, faceVertexNormals, normal, v1, v2, v3, v4;
  22. _renderList = [];
  23. _face3Count = _lineCount = _particleCount = 0;
  24. camera.autoUpdateMatrix && camera.updateMatrix();
  25. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
  26. objects = scene.objects;
  27. for ( o = 0, ol = objects.length; o < ol; o++ ) {
  28. object = objects[ o ];
  29. object.autoUpdateMatrix && object.updateMatrix();
  30. objectMatrix = object.matrix;
  31. objectRotationMatrix = object.rotationMatrix;
  32. objectMaterial = object.material;
  33. objectOverdraw = object.overdraw;
  34. if ( object instanceof THREE.Mesh ) {
  35. geometry = object.geometry;
  36. // vertices
  37. vertices = geometry.vertices;
  38. for ( v = 0, vl = vertices.length; v < vl; v++ ) {
  39. vertex = vertices[ v ];
  40. vertex.positionWorld.copy( vertex.position );
  41. objectMatrix.multiplyVector3( vertex.positionWorld );
  42. vertexPositionScreen = vertex.positionScreen;
  43. vertexPositionScreen.copy( vertex.positionWorld );
  44. _projScreenMatrix.multiplyVector4( vertexPositionScreen );
  45. // Perform the perspective divide. TODO: This should be be performend
  46. // post clipping (imagine if the vertex lies at the same location as
  47. // the camera, causing a divide by w = 0).
  48. vertexPositionScreen.multiplyScalar( 1 / vertexPositionScreen.w );
  49. vertex.__visible = vertexPositionScreen.z > 0 && vertexPositionScreen.z < 1;
  50. }
  51. // faces
  52. faces = geometry.faces;
  53. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  54. face = faces[ f ];
  55. if ( face instanceof THREE.Face3 ) {
  56. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ];
  57. if ( v1.__visible && v2.__visible && v3.__visible ) {
  58. if ( ( object.doubleSided || ( object.flipSided !=
  59. ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  60. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
  61. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  62. _face3.v1.positionWorld.copy( v1.positionWorld );
  63. _face3.v2.positionWorld.copy( v2.positionWorld );
  64. _face3.v3.positionWorld.copy( v3.positionWorld );
  65. _face3.v1.positionScreen.copy( v1.positionScreen );
  66. _face3.v2.positionScreen.copy( v2.positionScreen );
  67. _face3.v3.positionScreen.copy( v3.positionScreen );
  68. _face3.normalWorld.copy( face.normal );
  69. objectRotationMatrix.multiplyVector3( _face3.normalWorld );
  70. _face3.centroidWorld.copy( face.centroid );
  71. objectMatrix.multiplyVector3( _face3.centroidWorld );
  72. _face3.centroidScreen.copy( _face3.centroidWorld );
  73. _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
  74. faceVertexNormals = face.vertexNormals;
  75. _face3VertexNormals = _face3.vertexNormalsWorld;
  76. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  77. normal = _face3VertexNormals[ n ] = _face3VertexNormals[ n ] || new THREE.Vector3();
  78. normal.copy( faceVertexNormals[ n ] );
  79. objectRotationMatrix.multiplyVector3( normal );
  80. }
  81. _face3.z = _face3.centroidScreen.z;
  82. _face3.meshMaterial = objectMaterial;
  83. _face3.faceMaterial = face.material;
  84. _face3.overdraw = objectOverdraw;
  85. if ( object.geometry.uvs[ f ] ) {
  86. _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
  87. _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
  88. _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 2 ];
  89. }
  90. _renderList.push( _face3 );
  91. _face3Count ++;
  92. }
  93. }
  94. } else if ( face instanceof THREE.Face4 ) {
  95. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ]; v4 = vertices[ face.d ];
  96. if ( v1.__visible && v2.__visible && v3.__visible && v4.__visible ) {
  97. if ( ( object.doubleSided || ( object.flipSided !=
  98. ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  99. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  100. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  101. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
  102. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  103. _face3.v1.positionWorld.copy( v1.positionWorld );
  104. _face3.v2.positionWorld.copy( v2.positionWorld );
  105. _face3.v3.positionWorld.copy( v4.positionWorld );
  106. _face3.v1.positionScreen.copy( v1.positionScreen );
  107. _face3.v2.positionScreen.copy( v2.positionScreen );
  108. _face3.v3.positionScreen.copy( v4.positionScreen );
  109. _face3.normalWorld.copy( face.normal );
  110. objectRotationMatrix.multiplyVector3( _face3.normalWorld );
  111. _face3.centroidWorld.copy( face.centroid );
  112. objectMatrix.multiplyVector3( _face3.centroidWorld );
  113. _face3.centroidScreen.copy( _face3.centroidWorld );
  114. _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
  115. // TODO: Handle vertex normals
  116. _face3.z = _face3.centroidScreen.z;
  117. _face3.meshMaterial = objectMaterial;
  118. _face3.faceMaterial = face.material;
  119. _face3.overdraw = objectOverdraw;
  120. if ( object.geometry.uvs[ f ] ) {
  121. _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
  122. _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
  123. _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
  124. }
  125. _renderList.push( _face3 );
  126. _face3Count ++;
  127. //
  128. _face32 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  129. _face32.v1.positionWorld.copy( v2.positionWorld );
  130. _face32.v2.positionWorld.copy( v3.positionWorld );
  131. _face32.v3.positionWorld.copy( v4.positionWorld );
  132. _face32.v1.positionScreen.copy( v2.positionScreen );
  133. _face32.v2.positionScreen.copy( v3.positionScreen );
  134. _face32.v3.positionScreen.copy( v4.positionScreen );
  135. _face32.normalWorld.copy( _face3.normalWorld );
  136. _face32.centroidWorld.copy( _face3.centroidWorld );
  137. _face32.centroidScreen.copy( _face3.centroidScreen );
  138. // TODO: Handle vertex normals
  139. _face32.z = _face32.centroidScreen.z;
  140. _face32.meshMaterial = objectMaterial;
  141. _face32.faceMaterial = face.material;
  142. _face32.overdraw = objectOverdraw;
  143. if ( object.geometry.uvs[ f ] ) {
  144. _face32.uvs[ 0 ] = object.geometry.uvs[ f ][ 1 ];
  145. _face32.uvs[ 1 ] = object.geometry.uvs[ f ][ 2 ];
  146. _face32.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
  147. }
  148. _renderList.push( _face32 );
  149. _face3Count ++;
  150. }
  151. }
  152. }
  153. }
  154. } else if ( object instanceof THREE.Line ) {
  155. _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
  156. vertices = object.geometry.vertices;
  157. vertex = vertices[ 0 ];
  158. vertex.positionScreen.copy( vertex.position );
  159. _projScreenObjectMatrix.multiplyVector4( vertex.positionScreen );
  160. for ( v = 1, vl = vertices.length; v < vl; v++ ) {
  161. v1 = vertices[ v ];
  162. v1.positionScreen.copy( v1.position );
  163. _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
  164. v2 = vertices[ v - 1 ];
  165. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  166. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  167. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
  168. // Perform the perspective divide
  169. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  170. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  171. _line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
  172. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  173. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  174. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  175. _line.material = object.material;
  176. _renderList.push( _line );
  177. _lineCount ++;
  178. }
  179. }
  180. } else if ( object instanceof THREE.Particle ) {
  181. _vector4.set( object.position.x, object.position.y, object.position.z, 1 );
  182. _projScreenMatrix.multiplyVector4( _vector4 );
  183. _vector4.z /= _vector4.w;
  184. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  185. _particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
  186. _particle.x = _vector4.x / _vector4.w;
  187. _particle.y = _vector4.y / _vector4.w;
  188. _particle.z = _vector4.z;
  189. _particle.rotation = object.rotation.z;
  190. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
  191. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
  192. _particle.material = object.material;
  193. _renderList.push( _particle );
  194. _particleCount ++;
  195. }
  196. }
  197. }
  198. _renderList.sort( function ( a, b ) { return b.z - a.z; } );
  199. return _renderList;
  200. };
  201. this.unprojectVector = function ( vector, camera ) {
  202. var matrix = new THREE.Matrix4();
  203. matrix.multiply( THREE.Matrix4.makeInvert( camera.matrix ), THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
  204. matrix.multiplyVector3( vector );
  205. return vector;
  206. };
  207. function clipLine( s1, s2 ) {
  208. var alpha1 = 0, alpha2 = 1,
  209. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  210. // Z = -1 and Z = +1, respectively.
  211. bc1near = s1.z + s1.w,
  212. bc2near = s2.z + s2.w,
  213. bc1far = - s1.z + s1.w,
  214. bc2far = - s2.z + s2.w;
  215. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  216. // Both vertices lie entirely within all clip planes.
  217. return true;
  218. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  219. // Both vertices lie entirely outside one of the clip planes.
  220. return false;
  221. } else {
  222. // The line segment spans at least one clip plane.
  223. if ( bc1near < 0 ) {
  224. // v1 lies outside the near plane, v2 inside
  225. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  226. } else if ( bc2near < 0 ) {
  227. // v2 lies outside the near plane, v1 inside
  228. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  229. }
  230. if ( bc1far < 0 ) {
  231. // v1 lies outside the far plane, v2 inside
  232. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  233. } else if ( bc2far < 0 ) {
  234. // v2 lies outside the far plane, v2 inside
  235. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  236. }
  237. if ( alpha2 < alpha1 ) {
  238. // The line segment spans two boundaries, but is outside both of them.
  239. // (This can't happen when we're only clipping against just near/far but good
  240. // to leave the check here for future usage if other clip planes are added.)
  241. return false;
  242. } else {
  243. // Update the s1 and s2 vertices to match the clipped line segment.
  244. s1.lerpSelf( s2, alpha1 );
  245. s2.lerpSelf( s1, 1 - alpha2 );
  246. return true;
  247. }
  248. }
  249. }
  250. };