Projector.js 13 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. _vertex, _vertexCount, _vertexPool = [],
  9. _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [],
  10. _line, _lineCount, _linePool = [],
  11. _particle, _particleCount, _particlePool = [],
  12. _objectList = [], _renderList = [],
  13. _vector3 = new THREE.Vector3(),
  14. _vector4 = new THREE.Vector4(),
  15. _projScreenMatrix = new THREE.Matrix4(),
  16. _projScreenObjectMatrix = new THREE.Matrix4(),
  17. _frustum = [
  18. new THREE.Vector4(),
  19. new THREE.Vector4(),
  20. new THREE.Vector4(),
  21. new THREE.Vector4(),
  22. new THREE.Vector4(),
  23. new THREE.Vector4()
  24. ],
  25. _clippedVertex1PositionScreen = new THREE.Vector4(),
  26. _clippedVertex2PositionScreen = new THREE.Vector4(),
  27. _face3VertexNormals;
  28. this.projectVector = function ( vector, camera ) {
  29. THREE.Matrix4.makeInvert( camera.matrixWorld, camera.matrixWorldInverse );
  30. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  31. _projScreenMatrix.multiplyVector3( vector );
  32. return vector;
  33. };
  34. this.unprojectVector = function ( vector, camera ) {
  35. _projScreenMatrix.multiply( camera.matrixWorld, THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
  36. _projScreenMatrix.multiplyVector3( vector );
  37. return vector;
  38. };
  39. /**
  40. * Translates a 2D point from NDC to a THREE.Ray
  41. * that can be used for picking.
  42. * @vector - THREE.Vector3 that represents 2D point
  43. * @camera - THREE.Camera
  44. */
  45. this.pickingRay = function ( vector, camera ) {
  46. var end, ray, t;
  47. // set two vectors with opposing z values
  48. vector.z = -1.0;
  49. end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  50. this.unprojectVector( vector, camera );
  51. this.unprojectVector( end, camera );
  52. // find direction from vector to end
  53. end.subSelf( vector ).normalize();
  54. return new THREE.Ray( vector, end );
  55. };
  56. this.projectObjects = function ( scene, camera, sort ) {
  57. var o, ol, objects, object, matrix;
  58. _objectList.length = 0;
  59. _objectCount = 0;
  60. objects = scene.objects;
  61. for ( o = 0, ol = objects.length; o < ol; o ++ ) {
  62. object = objects[ o ];
  63. if ( !object.visible || ( object instanceof THREE.Mesh && ( object.frustumCulled && !isInFrustum( object ) ) ) ) continue;
  64. _object = getNextObjectInPool();
  65. _vector3.copy( object.position );
  66. _projScreenMatrix.multiplyVector3( _vector3 );
  67. _object.object = object;
  68. _object.z = _vector3.z;
  69. _objectList.push( _object );
  70. }
  71. sort && _objectList.sort( painterSort );
  72. return _objectList;
  73. };
  74. // TODO: Rename to projectElements?
  75. this.projectScene = function ( scene, camera, sort ) {
  76. var near = camera.near, far = camera.far,
  77. o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, objects, object,
  78. objectMatrix, objectMatrixRotation, objectMaterials, objectOverdraw,
  79. geometry, vertices, vertex, vertexPositionScreen,
  80. faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
  81. v1, v2, v3, v4;
  82. _renderList.length = 0;
  83. _face3Count = 0;
  84. _face4Count = 0;
  85. _lineCount = 0;
  86. _particleCount = 0;
  87. camera.matrixAutoUpdate && camera.update( undefined, true );
  88. scene.update( undefined, false, camera );
  89. THREE.Matrix4.makeInvert( camera.matrixWorld, camera.matrixWorldInverse );
  90. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
  91. computeFrustum( _projScreenMatrix );
  92. objects = this.projectObjects( scene, camera, true );
  93. for ( o = 0, ol = objects.length; o < ol; o++ ) {
  94. object = objects[ o ].object;
  95. if ( !object.visible ) continue;
  96. objectMatrix = object.matrixWorld;
  97. objectMatrixRotation = object.matrixRotationWorld;
  98. objectMaterials = object.materials;
  99. objectOverdraw = object.overdraw;
  100. _vertexCount = 0;
  101. if ( object instanceof THREE.Mesh ) {
  102. geometry = object.geometry;
  103. vertices = geometry.vertices;
  104. faces = geometry.faces;
  105. faceVertexUvs = geometry.faceVertexUvs;
  106. for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
  107. _vertex = getNextVertexInPool();
  108. _vertex.positionWorld.copy( vertices[ v ].position );
  109. objectMatrix.multiplyVector3( _vertex.positionWorld );
  110. _vertex.positionScreen.copy( _vertex.positionWorld );
  111. _projScreenMatrix.multiplyVector4( _vertex.positionScreen );
  112. _vertex.positionScreen.x /= _vertex.positionScreen.w;
  113. _vertex.positionScreen.y /= _vertex.positionScreen.w;
  114. _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
  115. }
  116. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  117. face = faces[ f ];
  118. if ( face instanceof THREE.Face3 ) {
  119. v1 = _vertexPool[ face.a ];
  120. v2 = _vertexPool[ face.b ];
  121. v3 = _vertexPool[ face.c ];
  122. if ( v1.visible && v2.visible && v3.visible &&
  123. ( object.doubleSided || ( object.flipSided !=
  124. ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  125. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
  126. _face = getNextFace3InPool();
  127. _face.v1.copy( v1 );
  128. _face.v2.copy( v2 );
  129. _face.v3.copy( v3 );
  130. } else {
  131. continue;
  132. }
  133. } else if ( face instanceof THREE.Face4 ) {
  134. v1 = _vertexPool[ face.a ];
  135. v2 = _vertexPool[ face.b ];
  136. v3 = _vertexPool[ face.c ];
  137. v4 = _vertexPool[ face.d ];
  138. if ( v1.visible && v2.visible && v3.visible && v4.visible &&
  139. ( object.doubleSided || ( object.flipSided !=
  140. ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  141. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  142. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  143. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
  144. _face = getNextFace4InPool();
  145. _face.v1.copy( v1 );
  146. _face.v2.copy( v2 );
  147. _face.v3.copy( v3 );
  148. _face.v4.copy( v4 );
  149. } else {
  150. continue;
  151. }
  152. }
  153. _face.normalWorld.copy( face.normal );
  154. objectMatrixRotation.multiplyVector3( _face.normalWorld );
  155. _face.centroidWorld.copy( face.centroid );
  156. objectMatrix.multiplyVector3( _face.centroidWorld );
  157. _face.centroidScreen.copy( _face.centroidWorld );
  158. _projScreenMatrix.multiplyVector3( _face.centroidScreen );
  159. faceVertexNormals = face.vertexNormals;
  160. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  161. normal = _face.vertexNormalsWorld[ n ];
  162. normal.copy( faceVertexNormals[ n ] );
  163. objectMatrixRotation.multiplyVector3( normal );
  164. }
  165. for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
  166. uvs = faceVertexUvs[ c ][ f ];
  167. if ( !uvs ) continue;
  168. for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
  169. _face.uvs[ c ][ u ] = uvs[ u ];
  170. }
  171. }
  172. _face.meshMaterials = objectMaterials;
  173. _face.faceMaterials = face.materials;
  174. _face.overdraw = objectOverdraw;
  175. _face.z = _face.centroidScreen.z;
  176. _renderList.push( _face );
  177. }
  178. } else if ( object instanceof THREE.Line ) {
  179. _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
  180. vertices = object.geometry.vertices;
  181. v1 = getNextVertexInPool();
  182. v1.positionScreen.copy( vertices[ 0 ].position );
  183. _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
  184. for ( v = 1, vl = vertices.length; v < vl; v++ ) {
  185. v1 = getNextVertexInPool();
  186. v1.positionScreen.copy( vertices[ v ].position );
  187. _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
  188. v2 = _vertexPool[ _vertexCount - 2 ];
  189. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  190. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  191. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
  192. // Perform the perspective divide
  193. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  194. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  195. _line = getNextLineInPool();
  196. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  197. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  198. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  199. _line.materials = object.materials;
  200. _renderList.push( _line );
  201. }
  202. }
  203. } else if ( object instanceof THREE.Particle ) {
  204. _vector4.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34, 1 );
  205. _projScreenMatrix.multiplyVector4( _vector4 );
  206. _vector4.z /= _vector4.w;
  207. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  208. _particle = getNextParticleInPool();
  209. _particle.x = _vector4.x / _vector4.w;
  210. _particle.y = _vector4.y / _vector4.w;
  211. _particle.z = _vector4.z;
  212. _particle.rotation = object.rotation.z;
  213. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
  214. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
  215. _particle.materials = object.materials;
  216. _renderList.push( _particle );
  217. }
  218. }
  219. }
  220. sort && _renderList.sort( painterSort );
  221. return _renderList;
  222. };
  223. // Pools
  224. function getNextObjectInPool() {
  225. var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
  226. _objectCount ++;
  227. return object;
  228. }
  229. function getNextVertexInPool() {
  230. var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex();
  231. _vertexCount ++;
  232. return vertex;
  233. }
  234. function getNextFace3InPool() {
  235. var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  236. _face3Count ++;
  237. return face;
  238. }
  239. function getNextFace4InPool() {
  240. var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4();
  241. _face4Count ++;
  242. return face;
  243. }
  244. function getNextLineInPool() {
  245. var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
  246. _lineCount ++;
  247. return line;
  248. }
  249. function getNextParticleInPool() {
  250. var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
  251. _particleCount ++;
  252. return particle;
  253. }
  254. //
  255. function painterSort( a, b ) {
  256. return b.z - a.z;
  257. }
  258. function computeFrustum( m ) {
  259. _frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
  260. _frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
  261. _frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
  262. _frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
  263. _frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
  264. _frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
  265. for ( var i = 0; i < 6; i ++ ) {
  266. var plane = _frustum[ i ];
  267. plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
  268. }
  269. }
  270. function isInFrustum( object ) {
  271. var distance, matrix = object.matrixWorld,
  272. radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
  273. for ( var i = 0; i < 6; i ++ ) {
  274. distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
  275. if ( distance <= radius ) return false;
  276. }
  277. return true;
  278. };
  279. function clipLine( s1, s2 ) {
  280. var alpha1 = 0, alpha2 = 1,
  281. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  282. // Z = -1 and Z = +1, respectively.
  283. bc1near = s1.z + s1.w,
  284. bc2near = s2.z + s2.w,
  285. bc1far = - s1.z + s1.w,
  286. bc2far = - s2.z + s2.w;
  287. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  288. // Both vertices lie entirely within all clip planes.
  289. return true;
  290. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  291. // Both vertices lie entirely outside one of the clip planes.
  292. return false;
  293. } else {
  294. // The line segment spans at least one clip plane.
  295. if ( bc1near < 0 ) {
  296. // v1 lies outside the near plane, v2 inside
  297. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  298. } else if ( bc2near < 0 ) {
  299. // v2 lies outside the near plane, v1 inside
  300. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  301. }
  302. if ( bc1far < 0 ) {
  303. // v1 lies outside the far plane, v2 inside
  304. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  305. } else if ( bc2far < 0 ) {
  306. // v2 lies outside the far plane, v2 inside
  307. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  308. }
  309. if ( alpha2 < alpha1 ) {
  310. // The line segment spans two boundaries, but is outside both of them.
  311. // (This can't happen when we're only clipping against just near/far but good
  312. // to leave the check here for future usage if other clip planes are added.)
  313. return false;
  314. } else {
  315. // Update the s1 and s2 vertices to match the clipped line segment.
  316. s1.lerpSelf( s2, alpha1 );
  317. s2.lerpSelf( s1, 1 - alpha2 );
  318. return true;
  319. }
  320. }
  321. }
  322. };