Projector.js 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453
  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. _object, _objectCount, _objectPool = [],
  9. _face3, _face32, _face3Count, _face3Pool = [],
  10. _line, _lineCount, _linePool = [],
  11. _particle, _particleCount, _particlePool = [],
  12. _vector4 = new THREE.Vector4(),
  13. _projScreenMatrix = new THREE.Matrix4(),
  14. _projScreenObjectMatrix = new THREE.Matrix4(),
  15. _clippedVertex1PositionScreen = new THREE.Vector4(),
  16. _clippedVertex2PositionScreen = new THREE.Vector4(),
  17. _face3VertexNormals;
  18. this.projectObjects = function ( scene, camera ) {
  19. var o, ol, objects, object;
  20. _renderList = [];
  21. _objectCount = 0;
  22. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
  23. objects = scene.objects;
  24. for ( o = 0, ol = objects.length; o < ol; o++ ) {
  25. object = objects[ o ];
  26. if ( object.visible === false ) continue;
  27. _object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
  28. _vector4.copy( object.position );
  29. _projScreenMatrix.multiplyVector4( _vector4 );
  30. // _vector4.multiplyScalar( 1 / _vector4.w );
  31. _object.object = object;
  32. _object.z = _vector4.z;
  33. _renderList.push( _object );
  34. _objectCount ++;
  35. }
  36. _renderList.sort( painterSort );
  37. return _renderList;
  38. };
  39. // TODO: Rename to projectElements? Test also using it with projectObjects to speed up sorting?
  40. this.projectScene = function ( scene, camera ) {
  41. var o, ol, v, vl, f, fl, n, nl, objects, object,
  42. objectMatrix, objectRotationMatrix, objectMaterial, objectOverdraw,
  43. geometry, vertices, vertex, vertexPositionScreen,
  44. faces, face, faceVertexNormals, normal, v1, v2, v3, v4;
  45. _renderList = [];
  46. _face3Count = _lineCount = _particleCount = 0;
  47. camera.autoUpdateMatrix && camera.updateMatrix();
  48. _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
  49. objects = scene.objects;
  50. for ( o = 0, ol = objects.length; o < ol; o++ ) {
  51. object = objects[ o ];
  52. if ( object.visible === false ) continue;
  53. object.autoUpdateMatrix && object.updateMatrix();
  54. objectMatrix = object.matrix;
  55. objectRotationMatrix = object.rotationMatrix;
  56. objectMaterial = object.material;
  57. objectOverdraw = object.overdraw;
  58. if ( object instanceof THREE.Mesh ) {
  59. geometry = object.geometry;
  60. // vertices
  61. vertices = geometry.vertices;
  62. for ( v = 0, vl = vertices.length; v < vl; v++ ) {
  63. vertex = vertices[ v ];
  64. vertex.positionWorld.copy( vertex.position );
  65. objectMatrix.multiplyVector3( vertex.positionWorld );
  66. vertexPositionScreen = vertex.positionScreen;
  67. vertexPositionScreen.copy( vertex.positionWorld );
  68. _projScreenMatrix.multiplyVector4( vertexPositionScreen );
  69. // Perform the perspective divide. TODO: This should be be performend
  70. // post clipping (imagine if the vertex lies at the same location as
  71. // the camera, causing a divide by w = 0).
  72. vertexPositionScreen.multiplyScalar( 1 / vertexPositionScreen.w );
  73. vertex.__visible = vertexPositionScreen.z > 0 && vertexPositionScreen.z < 1;
  74. }
  75. // faces
  76. faces = geometry.faces;
  77. for ( f = 0, fl = faces.length; f < fl; f ++ ) {
  78. face = faces[ f ];
  79. if ( face instanceof THREE.Face3 ) {
  80. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ];
  81. if ( v1.__visible && v2.__visible && v3.__visible ) {
  82. if ( ( object.doubleSided || ( object.flipSided !=
  83. ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  84. ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
  85. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  86. _face3.v1.positionWorld.copy( v1.positionWorld );
  87. _face3.v2.positionWorld.copy( v2.positionWorld );
  88. _face3.v3.positionWorld.copy( v3.positionWorld );
  89. _face3.v1.positionScreen.copy( v1.positionScreen );
  90. _face3.v2.positionScreen.copy( v2.positionScreen );
  91. _face3.v3.positionScreen.copy( v3.positionScreen );
  92. _face3.normalWorld.copy( face.normal );
  93. objectRotationMatrix.multiplyVector3( _face3.normalWorld );
  94. _face3.centroidWorld.copy( face.centroid );
  95. objectMatrix.multiplyVector3( _face3.centroidWorld );
  96. _face3.centroidScreen.copy( _face3.centroidWorld );
  97. _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
  98. faceVertexNormals = face.vertexNormals;
  99. _face3VertexNormals = _face3.vertexNormalsWorld;
  100. for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
  101. normal = _face3VertexNormals[ n ] = _face3VertexNormals[ n ] || new THREE.Vector3();
  102. normal.copy( faceVertexNormals[ n ] );
  103. objectRotationMatrix.multiplyVector3( normal );
  104. }
  105. _face3.z = _face3.centroidScreen.z;
  106. _face3.meshMaterial = objectMaterial;
  107. _face3.faceMaterial = face.material;
  108. _face3.overdraw = objectOverdraw;
  109. if ( object.geometry.uvs[ f ] ) {
  110. _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
  111. _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
  112. _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 2 ];
  113. }
  114. _renderList.push( _face3 );
  115. _face3Count ++;
  116. }
  117. }
  118. } else if ( face instanceof THREE.Face4 ) {
  119. v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ]; v4 = vertices[ face.d ];
  120. if ( v1.__visible && v2.__visible && v3.__visible && v4.__visible ) {
  121. if ( ( object.doubleSided || ( object.flipSided !=
  122. ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
  123. ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
  124. ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
  125. ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
  126. _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  127. _face3.v1.positionWorld.copy( v1.positionWorld );
  128. _face3.v2.positionWorld.copy( v2.positionWorld );
  129. _face3.v3.positionWorld.copy( v4.positionWorld );
  130. _face3.v1.positionScreen.copy( v1.positionScreen );
  131. _face3.v2.positionScreen.copy( v2.positionScreen );
  132. _face3.v3.positionScreen.copy( v4.positionScreen );
  133. _face3.normalWorld.copy( face.normal );
  134. objectRotationMatrix.multiplyVector3( _face3.normalWorld );
  135. _face3.centroidWorld.copy( face.centroid );
  136. objectMatrix.multiplyVector3( _face3.centroidWorld );
  137. _face3.centroidScreen.copy( _face3.centroidWorld );
  138. _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
  139. // TODO: Handle vertex normals
  140. _face3.z = _face3.centroidScreen.z;
  141. _face3.meshMaterial = objectMaterial;
  142. _face3.faceMaterial = face.material;
  143. _face3.overdraw = objectOverdraw;
  144. if ( object.geometry.uvs[ f ] ) {
  145. _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
  146. _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
  147. _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
  148. }
  149. _renderList.push( _face3 );
  150. _face3Count ++;
  151. //
  152. _face32 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
  153. _face32.v1.positionWorld.copy( v2.positionWorld );
  154. _face32.v2.positionWorld.copy( v3.positionWorld );
  155. _face32.v3.positionWorld.copy( v4.positionWorld );
  156. _face32.v1.positionScreen.copy( v2.positionScreen );
  157. _face32.v2.positionScreen.copy( v3.positionScreen );
  158. _face32.v3.positionScreen.copy( v4.positionScreen );
  159. _face32.normalWorld.copy( _face3.normalWorld );
  160. _face32.centroidWorld.copy( _face3.centroidWorld );
  161. _face32.centroidScreen.copy( _face3.centroidScreen );
  162. // TODO: Handle vertex normals
  163. _face32.z = _face32.centroidScreen.z;
  164. _face32.meshMaterial = objectMaterial;
  165. _face32.faceMaterial = face.material;
  166. _face32.overdraw = objectOverdraw;
  167. if ( object.geometry.uvs[ f ] ) {
  168. _face32.uvs[ 0 ] = object.geometry.uvs[ f ][ 1 ];
  169. _face32.uvs[ 1 ] = object.geometry.uvs[ f ][ 2 ];
  170. _face32.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
  171. }
  172. _renderList.push( _face32 );
  173. _face3Count ++;
  174. }
  175. }
  176. }
  177. }
  178. } else if ( object instanceof THREE.Line ) {
  179. _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
  180. vertices = object.geometry.vertices;
  181. vertex = vertices[ 0 ];
  182. vertex.positionScreen.copy( vertex.position );
  183. _projScreenObjectMatrix.multiplyVector4( vertex.positionScreen );
  184. for ( v = 1, vl = vertices.length; v < vl; v++ ) {
  185. v1 = vertices[ v ];
  186. v1.positionScreen.copy( v1.position );
  187. _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
  188. v2 = vertices[ v - 1 ];
  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 = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
  196. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  197. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  198. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  199. _line.material = object.material;
  200. _renderList.push( _line );
  201. _lineCount ++;
  202. }
  203. }
  204. } else if ( object instanceof THREE.Particle ) {
  205. _vector4.set( object.position.x, object.position.y, object.position.z, 1 );
  206. _projScreenMatrix.multiplyVector4( _vector4 );
  207. _vector4.z /= _vector4.w;
  208. if ( _vector4.z > 0 && _vector4.z < 1 ) {
  209. _particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
  210. _particle.x = _vector4.x / _vector4.w;
  211. _particle.y = _vector4.y / _vector4.w;
  212. _particle.z = _vector4.z;
  213. _particle.rotation = object.rotation.z;
  214. _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
  215. _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
  216. _particle.material = object.material;
  217. _renderList.push( _particle );
  218. _particleCount ++;
  219. }
  220. }
  221. }
  222. _renderList.sort( painterSort );
  223. return _renderList;
  224. };
  225. this.unprojectVector = function ( vector, camera ) {
  226. var matrix = new THREE.Matrix4();
  227. matrix.multiply( THREE.Matrix4.makeInvert( camera.matrix ), THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
  228. matrix.multiplyVector3( vector );
  229. return vector;
  230. };
  231. function clipLine( s1, s2 ) {
  232. var alpha1 = 0, alpha2 = 1,
  233. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  234. // Z = -1 and Z = +1, respectively.
  235. bc1near = s1.z + s1.w,
  236. bc2near = s2.z + s2.w,
  237. bc1far = - s1.z + s1.w,
  238. bc2far = - s2.z + s2.w;
  239. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  240. // Both vertices lie entirely within all clip planes.
  241. return true;
  242. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  243. // Both vertices lie entirely outside one of the clip planes.
  244. return false;
  245. } else {
  246. // The line segment spans at least one clip plane.
  247. if ( bc1near < 0 ) {
  248. // v1 lies outside the near plane, v2 inside
  249. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  250. } else if ( bc2near < 0 ) {
  251. // v2 lies outside the near plane, v1 inside
  252. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  253. }
  254. if ( bc1far < 0 ) {
  255. // v1 lies outside the far plane, v2 inside
  256. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  257. } else if ( bc2far < 0 ) {
  258. // v2 lies outside the far plane, v2 inside
  259. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  260. }
  261. if ( alpha2 < alpha1 ) {
  262. // The line segment spans two boundaries, but is outside both of them.
  263. // (This can't happen when we're only clipping against just near/far but good
  264. // to leave the check here for future usage if other clip planes are added.)
  265. return false;
  266. } else {
  267. // Update the s1 and s2 vertices to match the clipped line segment.
  268. s1.lerpSelf( s2, alpha1 );
  269. s2.lerpSelf( s1, 1 - alpha2 );
  270. return true;
  271. }
  272. }
  273. }
  274. function painterSort( a, b ) {
  275. return b.z - a.z;
  276. }
  277. };