CSS3DRenderer.js 7.4 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 _width, _height;
  29. var _widthHalf, _heightHalf;
  30. var matrix = new THREE.Matrix4();
  31. var cache = {
  32. camera: { fov: 0, style: '' },
  33. objects: new WeakMap()
  34. };
  35. var domElement = document.createElement( 'div' );
  36. domElement.style.overflow = 'hidden';
  37. domElement.style.pointerEvents = 'none';
  38. this.domElement = domElement;
  39. var cameraElement = document.createElement( 'div' );
  40. cameraElement.style.WebkitTransformStyle = 'preserve-3d';
  41. cameraElement.style.transformStyle = 'preserve-3d';
  42. domElement.appendChild( cameraElement );
  43. var isIE = /Trident/i.test( navigator.userAgent );
  44. this.getSize = function () {
  45. return {
  46. width: _width,
  47. height: _height
  48. };
  49. };
  50. this.setSize = function ( width, height ) {
  51. _width = width;
  52. _height = height;
  53. _widthHalf = _width / 2;
  54. _heightHalf = _height / 2;
  55. domElement.style.width = width + 'px';
  56. domElement.style.height = height + 'px';
  57. cameraElement.style.width = width + 'px';
  58. cameraElement.style.height = height + 'px';
  59. };
  60. function epsilon( value ) {
  61. return Math.abs( value ) < 1e-10 ? 0 : value;
  62. }
  63. function getCameraCSSMatrix( matrix ) {
  64. var elements = matrix.elements;
  65. return 'matrix3d(' +
  66. epsilon( elements[ 0 ] ) + ',' +
  67. epsilon( - elements[ 1 ] ) + ',' +
  68. epsilon( elements[ 2 ] ) + ',' +
  69. epsilon( elements[ 3 ] ) + ',' +
  70. epsilon( elements[ 4 ] ) + ',' +
  71. epsilon( - elements[ 5 ] ) + ',' +
  72. epsilon( elements[ 6 ] ) + ',' +
  73. epsilon( elements[ 7 ] ) + ',' +
  74. epsilon( elements[ 8 ] ) + ',' +
  75. epsilon( - elements[ 9 ] ) + ',' +
  76. epsilon( elements[ 10 ] ) + ',' +
  77. epsilon( elements[ 11 ] ) + ',' +
  78. epsilon( elements[ 12 ] ) + ',' +
  79. epsilon( - elements[ 13 ] ) + ',' +
  80. epsilon( elements[ 14 ] ) + ',' +
  81. epsilon( elements[ 15 ] ) +
  82. ')';
  83. }
  84. function getObjectCSSMatrix( matrix, cameraCSSMatrix ) {
  85. var elements = matrix.elements;
  86. var matrix3d = 'matrix3d(' +
  87. epsilon( elements[ 0 ] ) + ',' +
  88. epsilon( elements[ 1 ] ) + ',' +
  89. epsilon( elements[ 2 ] ) + ',' +
  90. epsilon( elements[ 3 ] ) + ',' +
  91. epsilon( - elements[ 4 ] ) + ',' +
  92. epsilon( - elements[ 5 ] ) + ',' +
  93. epsilon( - elements[ 6 ] ) + ',' +
  94. epsilon( - elements[ 7 ] ) + ',' +
  95. epsilon( elements[ 8 ] ) + ',' +
  96. epsilon( elements[ 9 ] ) + ',' +
  97. epsilon( elements[ 10 ] ) + ',' +
  98. epsilon( elements[ 11 ] ) + ',' +
  99. epsilon( elements[ 12 ] ) + ',' +
  100. epsilon( elements[ 13 ] ) + ',' +
  101. epsilon( elements[ 14 ] ) + ',' +
  102. epsilon( elements[ 15 ] ) +
  103. ')';
  104. if ( isIE ) {
  105. return 'translate(-50%,-50%)' +
  106. 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)' +
  107. cameraCSSMatrix +
  108. matrix3d;
  109. }
  110. return 'translate(-50%,-50%)' + matrix3d;
  111. }
  112. function renderObject( object, camera, cameraCSSMatrix ) {
  113. if ( object instanceof THREE.CSS3DObject ) {
  114. var style;
  115. if ( object instanceof THREE.CSS3DSprite ) {
  116. // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
  117. matrix.copy( camera.matrixWorldInverse );
  118. matrix.transpose();
  119. matrix.copyPosition( object.matrixWorld );
  120. matrix.scale( object.scale );
  121. matrix.elements[ 3 ] = 0;
  122. matrix.elements[ 7 ] = 0;
  123. matrix.elements[ 11 ] = 0;
  124. matrix.elements[ 15 ] = 1;
  125. style = getObjectCSSMatrix( matrix, cameraCSSMatrix );
  126. } else {
  127. style = getObjectCSSMatrix( object.matrixWorld, cameraCSSMatrix );
  128. }
  129. var element = object.element;
  130. var cachedObject = cache.objects.get( object );
  131. if ( cachedObject === undefined || cachedObject.style !== style ) {
  132. element.style.WebkitTransform = style;
  133. element.style.transform = style;
  134. var objectData = { style: style };
  135. if ( isIE ) {
  136. objectData.distanceToCameraSquared = getDistanceToSquared( camera, object );
  137. }
  138. cache.objects.set( object, objectData );
  139. }
  140. if ( element.parentNode !== cameraElement ) {
  141. cameraElement.appendChild( element );
  142. }
  143. }
  144. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  145. renderObject( object.children[ i ], camera, cameraCSSMatrix );
  146. }
  147. }
  148. var getDistanceToSquared = function () {
  149. var a = new THREE.Vector3();
  150. var b = new THREE.Vector3();
  151. return function ( object1, object2 ) {
  152. a.setFromMatrixPosition( object1.matrixWorld );
  153. b.setFromMatrixPosition( object2.matrixWorld );
  154. return a.distanceToSquared( b );
  155. };
  156. }();
  157. function filterAndFlatten( scene ) {
  158. var result = [];
  159. scene.traverse( function ( object ) {
  160. if ( object instanceof THREE.CSS3DObject ) result.push( object );
  161. } );
  162. return result;
  163. }
  164. function zOrder( scene ) {
  165. var sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
  166. var distanceA = cache.objects.get( a ).distanceToCameraSquared;
  167. var distanceB = cache.objects.get( b ).distanceToCameraSquared;
  168. return distanceA - distanceB;
  169. } );
  170. var zMax = sorted.length;
  171. for ( var i = 0, l = sorted.length; i < l; i ++ ) {
  172. sorted[ i ].element.style.zIndex = zMax - i;
  173. }
  174. }
  175. this.render = function ( scene, camera ) {
  176. var fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;
  177. if ( cache.camera.fov !== fov ) {
  178. if ( camera.isPerspectiveCamera ) {
  179. domElement.style.WebkitPerspective = fov + 'px';
  180. domElement.style.perspective = fov + 'px';
  181. } else {
  182. domElement.style.WebkitPerspective = '';
  183. domElement.style.perspective = '';
  184. }
  185. cache.camera.fov = fov;
  186. }
  187. scene.updateMatrixWorld();
  188. if ( camera.parent === null ) camera.updateMatrixWorld();
  189. if ( camera.isOrthographicCamera ) {
  190. var tx = - ( camera.right + camera.left ) / 2;
  191. var ty = ( camera.top + camera.bottom ) / 2;
  192. }
  193. var cameraCSSMatrix = camera.isOrthographicCamera ?
  194. 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
  195. 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
  196. var style = cameraCSSMatrix +
  197. 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';
  198. if ( cache.camera.style !== style && ! isIE ) {
  199. cameraElement.style.WebkitTransform = style;
  200. cameraElement.style.transform = style;
  201. cache.camera.style = style;
  202. }
  203. renderObject( scene, camera, cameraCSSMatrix );
  204. if ( isIE ) {
  205. // IE10 and 11 does not support 'preserve-3d'.
  206. // Thus, z-order in 3D will not work.
  207. // We have to calc z-order manually and set CSS z-index for IE.
  208. // FYI: z-index can't handle object intersection
  209. zOrder( scene );
  210. }
  211. };
  212. };