Projector.js 14 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. _face3, _face32, _face3Count, _face3Pool = [],
  9. _line, _lineCount, _linePool = [],
  10. _particle, _particleCount, _particlePool = [],
  11. _vector3 = new THREE.Vector4(),
  12. _vector4 = new THREE.Vector4(),
  13. _projScreenMatrix = new THREE.Matrix4(),
  14. _projScreenObjectMatrix = new THREE.Matrix4(),
  15. _frustum = [],
  16. _clippedVertex1PositionScreen = new THREE.Vector4(),
  17. _clippedVertex2PositionScreen = new THREE.Vector4(),
  18. _face3VertexNormals;
  19. this.projectObjects = function ( scene, camera, sort ) {
  20. var renderList = [],
  21. o, ol, objects, object;
  22. _objectCount = 0;
  23. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
  24. computeFrustum( _projScreenMatrix );
  25. objects = scene.objects;
  26. for ( o = 0, ol = objects.length; o < ol; o ++ ) {
  27. object = objects[ o ];
  28. if ( !object.visible || ( object instanceof THREE.Mesh && !isInFrustum( object ) ) ) continue;
  29. _object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
  30. _vector3.copy( object.position );
  31. _projScreenMatrix.multiplyVector3( _vector3 );
  32. _object.object = object;
  33. _object.z = _vector3.z;
  34. renderList.push( _object );
  35. _objectCount ++;
  36. }
  37. sort && renderList.sort( painterSort );
  38. return renderList;
  39. };
  40. // TODO: Rename to projectElements? Test also using it with projectObjects to speed up sorting?
  41. this.projectScene = function ( scene, camera, sort ) {
  42. var renderList = [],
  43. o, ol, v, vl, f, fl, n, nl, objects, object,
  44. objectMatrix, objectRotationMatrix, objectMaterials, objectOverdraw,
  45. geometry, vertices, vertex, vertexPositionScreen,
  46. faces, face, faceVertexNormals, normal, v1, v2, v3, v4;
  47. _face3Count = _lineCount = _particleCount = 0;
  48. camera.autoUpdateMatrix && camera.updateMatrix();
  49. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
  50. objects = this.projectObjects( scene, camera, true ); // scene.objects;
  51. for ( o = 0, ol = objects.length; o < ol; o++ ) {
  52. object = objects[ o ].object;
  53. if ( !object.visible ) continue;
  54. object.autoUpdateMatrix && object.updateMatrix();
  55. objectMatrix = object.matrix;
  56. objectRotationMatrix = object.rotationMatrix;
  57. objectMaterials = object.materials;
  58. objectOverdraw = object.overdraw;
  59. if ( object instanceof THREE.Mesh ) {
  60. geometry = object.geometry;
  61. // vertices
  62. vertices = geometry.vertices;
  63. for ( v = 0, vl = vertices.length; v < vl; v++ ) {
  64. vertex = vertices[ v ];
  65. vertex.positionWorld.copy( vertex.position );
  66. objectMatrix.multiplyVector3( vertex.positionWorld );
  67. vertexPositionScreen = vertex.positionScreen;
  68. vertexPositionScreen.copy( vertex.positionWorld );
  69. _projScreenMatrix.multiplyVector4( vertexPositionScreen );
  70. // Perform the perspective divide. TODO: This should be be performend
  71. // post clipping (imagine if the vertex lies at the same location as
  72. // the camera, causing a divide by w = 0).
  73. vertexPositionScreen.multiplyScalar( 1 / vertexPositionScreen.w );
  74. vertex.__visible = vertexPositionScreen.z > 0 && vertexPositionScreen.z < 1;
  75. }
  76. // faces
  77. faces = geometry.faces;
  78. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  79. face = faces[ f ];
  80. if ( face instanceof THREE.Face3 ) {
  81. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ];
  82. if ( v1.__visible && v2.__visible && v3.__visible ) {
  83. if ( ( object.doubleSided || ( object.flipSided !=
  84. ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  85. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
  86. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  87. _face3.v1.positionWorld.copy( v1.positionWorld );
  88. _face3.v2.positionWorld.copy( v2.positionWorld );
  89. _face3.v3.positionWorld.copy( v3.positionWorld );
  90. _face3.v1.positionScreen.copy( v1.positionScreen );
  91. _face3.v2.positionScreen.copy( v2.positionScreen );
  92. _face3.v3.positionScreen.copy( v3.positionScreen );
  93. _face3.normalWorld.copy( face.normal );
  94. objectRotationMatrix.multiplyVector3( _face3.normalWorld );
  95. _face3.centroidWorld.copy( face.centroid );
  96. objectMatrix.multiplyVector3( _face3.centroidWorld );
  97. _face3.centroidScreen.copy( _face3.centroidWorld );
  98. _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
  99. faceVertexNormals = face.vertexNormals;
  100. _face3VertexNormals = _face3.vertexNormalsWorld;
  101. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  102. normal = _face3VertexNormals[ n ] = _face3VertexNormals[ n ] || new THREE.Vector3();
  103. normal.copy( faceVertexNormals[ n ] );
  104. objectRotationMatrix.multiplyVector3( normal );
  105. }
  106. _face3.z = _face3.centroidScreen.z;
  107. _face3.meshMaterials = objectMaterials;
  108. _face3.faceMaterials = face.materials;
  109. _face3.overdraw = objectOverdraw;
  110. if ( object.geometry.uvs[ f ] ) {
  111. _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
  112. _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
  113. _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 2 ];
  114. }
  115. renderList.push( _face3 );
  116. _face3Count ++;
  117. }
  118. }
  119. } else if ( face instanceof THREE.Face4 ) {
  120. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ]; v4 = vertices[ face.d ];
  121. if ( v1.__visible && v2.__visible && v3.__visible && v4.__visible ) {
  122. if ( ( object.doubleSided || ( object.flipSided !=
  123. ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  124. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  125. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  126. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
  127. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  128. _face3.v1.positionWorld.copy( v1.positionWorld );
  129. _face3.v2.positionWorld.copy( v2.positionWorld );
  130. _face3.v3.positionWorld.copy( v4.positionWorld );
  131. _face3.v1.positionScreen.copy( v1.positionScreen );
  132. _face3.v2.positionScreen.copy( v2.positionScreen );
  133. _face3.v3.positionScreen.copy( v4.positionScreen );
  134. _face3.normalWorld.copy( face.normal );
  135. objectRotationMatrix.multiplyVector3( _face3.normalWorld );
  136. _face3.centroidWorld.copy( face.centroid );
  137. objectMatrix.multiplyVector3( _face3.centroidWorld );
  138. _face3.centroidScreen.copy( _face3.centroidWorld );
  139. _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
  140. // TODO: Handle vertex normals
  141. _face3.z = _face3.centroidScreen.z;
  142. _face3.meshMaterials = objectMaterials;
  143. _face3.faceMaterials = face.materials;
  144. _face3.overdraw = objectOverdraw;
  145. if ( object.geometry.uvs[ f ] ) {
  146. _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
  147. _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
  148. _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
  149. }
  150. renderList.push( _face3 );
  151. _face3Count ++;
  152. //
  153. _face32 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  154. _face32.v1.positionWorld.copy( v2.positionWorld );
  155. _face32.v2.positionWorld.copy( v3.positionWorld );
  156. _face32.v3.positionWorld.copy( v4.positionWorld );
  157. _face32.v1.positionScreen.copy( v2.positionScreen );
  158. _face32.v2.positionScreen.copy( v3.positionScreen );
  159. _face32.v3.positionScreen.copy( v4.positionScreen );
  160. _face32.normalWorld.copy( _face3.normalWorld );
  161. _face32.centroidWorld.copy( _face3.centroidWorld );
  162. _face32.centroidScreen.copy( _face3.centroidScreen );
  163. // TODO: Handle vertex normals
  164. _face32.z = _face32.centroidScreen.z;
  165. _face32.meshMaterials = objectMaterials;
  166. _face32.faceMaterials = face.materials;
  167. _face32.overdraw = objectOverdraw;
  168. if ( object.geometry.uvs[ f ] ) {
  169. _face32.uvs[ 0 ] = object.geometry.uvs[ f ][ 1 ];
  170. _face32.uvs[ 1 ] = object.geometry.uvs[ f ][ 2 ];
  171. _face32.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
  172. }
  173. renderList.push( _face32 );
  174. _face3Count ++;
  175. }
  176. }
  177. }
  178. }
  179. } else if ( object instanceof THREE.Line ) {
  180. _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
  181. vertices = object.geometry.vertices;
  182. vertex = vertices[ 0 ];
  183. vertex.positionScreen.copy( vertex.position );
  184. _projScreenObjectMatrix.multiplyVector4( vertex.positionScreen );
  185. for ( v = 1, vl = vertices.length; v < vl; v++ ) {
  186. v1 = vertices[ v ];
  187. v1.positionScreen.copy( v1.position );
  188. _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
  189. v2 = vertices[ v - 1 ];
  190. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  191. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  192. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
  193. // Perform the perspective divide
  194. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  195. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  196. _line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
  197. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  198. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  199. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  200. _line.materials = object.materials;
  201. renderList.push( _line );
  202. _lineCount ++;
  203. }
  204. }
  205. } else if ( object instanceof THREE.Particle ) {
  206. _vector4.set( object.position.x, object.position.y, object.position.z, 1 );
  207. _projScreenMatrix.multiplyVector4( _vector4 );
  208. _vector4.z /= _vector4.w;
  209. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  210. _particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
  211. _particle.x = _vector4.x / _vector4.w;
  212. _particle.y = _vector4.y / _vector4.w;
  213. _particle.z = _vector4.z;
  214. _particle.rotation = object.rotation.z;
  215. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
  216. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
  217. _particle.materials = object.materials;
  218. renderList.push( _particle );
  219. _particleCount ++;
  220. }
  221. }
  222. }
  223. sort && renderList.sort( painterSort );
  224. return renderList;
  225. };
  226. this.unprojectVector = function ( vector, camera ) {
  227. var matrix = new THREE.Matrix4();
  228. matrix.multiply( THREE.Matrix4.makeInvert( camera.matrix ), THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
  229. matrix.multiplyVector3( vector );
  230. return vector;
  231. };
  232. function painterSort( a, b ) {
  233. return b.z - a.z;
  234. }
  235. function computeFrustum( m ) {
  236. _frustum[ 0 ] = new THREE.Vector4( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  237. _frustum[ 1 ] = new THREE.Vector4( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  238. _frustum[ 2 ] = new THREE.Vector4( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  239. _frustum[ 3 ] = new THREE.Vector4( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  240. _frustum[ 4 ] = new THREE.Vector4( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  241. _frustum[ 5 ] = new THREE.Vector4( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  242. for ( var i = 0, l = _frustum.length; i < l; i ++ ) {
  243. var plane = _frustum[ i ];
  244. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  245. }
  246. }
  247. function isInFrustum( object ) {
  248. var d, position = object.position,
  249. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  250. for ( var i = 0; i < 6; i ++ ) {
  251. d = _frustum[ i ].x * position.x + _frustum[ i ].y * position.y + _frustum[ i ].z * position.z + _frustum[ i ].w;
  252. if ( d <= radius ) return false;
  253. }
  254. return true;
  255. }
  256. function clipLine( s1, s2 ) {
  257. var alpha1 = 0, alpha2 = 1,
  258. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  259. // Z = -1 and Z = +1, respectively.
  260. bc1near = s1.z + s1.w,
  261. bc2near = s2.z + s2.w,
  262. bc1far = - s1.z + s1.w,
  263. bc2far = - s2.z + s2.w;
  264. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  265. // Both vertices lie entirely within all clip planes.
  266. return true;
  267. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  268. // Both vertices lie entirely outside one of the clip planes.
  269. return false;
  270. } else {
  271. // The line segment spans at least one clip plane.
  272. if ( bc1near < 0 ) {
  273. // v1 lies outside the near plane, v2 inside
  274. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  275. } else if ( bc2near < 0 ) {
  276. // v2 lies outside the near plane, v1 inside
  277. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  278. }
  279. if ( bc1far < 0 ) {
  280. // v1 lies outside the far plane, v2 inside
  281. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  282. } else if ( bc2far < 0 ) {
  283. // v2 lies outside the far plane, v2 inside
  284. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  285. }
  286. if ( alpha2 < alpha1 ) {
  287. // The line segment spans two boundaries, but is outside both of them.
  288. // (This can't happen when we're only clipping against just near/far but good
  289. // to leave the check here for future usage if other clip planes are added.)
  290. return false;
  291. } else {
  292. // Update the s1 and s2 vertices to match the clipped line segment.
  293. s1.lerpSelf( s2, alpha1 );
  294. s2.lerpSelf( s1, 1 - alpha2 );
  295. return true;
  296. }
  297. }
  298. }
  299. };