123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453 |
- /**
- * @author mr.doob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author julianwa / https://github.com/julianwa
- */
- THREE.Projector = function() {
- var _renderList = null,
- _object, _objectCount, _objectPool = [],
- _face3, _face32, _face3Count, _face3Pool = [],
- _line, _lineCount, _linePool = [],
- _particle, _particleCount, _particlePool = [],
- _vector4 = new THREE.Vector4(),
- _projScreenMatrix = new THREE.Matrix4(),
- _projScreenObjectMatrix = new THREE.Matrix4(),
- _clippedVertex1PositionScreen = new THREE.Vector4(),
- _clippedVertex2PositionScreen = new THREE.Vector4(),
- _face3VertexNormals;
- this.projectObjects = function ( scene, camera ) {
- var o, ol, objects, object;
- _renderList = [];
- _objectCount = 0;
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
- objects = scene.objects;
- for ( o = 0, ol = objects.length; o < ol; o++ ) {
- object = objects[ o ];
- if ( object.visible === false ) continue;
- _object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
- _vector4.copy( object.position );
- _projScreenMatrix.multiplyVector4( _vector4 );
- // _vector4.multiplyScalar( 1 / _vector4.w );
- _object.object = object;
- _object.z = _vector4.z;
- _renderList.push( _object );
- _objectCount ++;
- }
- _renderList.sort( painterSort );
- return _renderList;
- };
- // TODO: Rename to projectElements? Test also using it with projectObjects to speed up sorting?
- this.projectScene = function ( scene, camera ) {
- var o, ol, v, vl, f, fl, n, nl, objects, object,
- objectMatrix, objectRotationMatrix, objectMaterial, objectOverdraw,
- geometry, vertices, vertex, vertexPositionScreen,
- faces, face, faceVertexNormals, normal, v1, v2, v3, v4;
- _renderList = [];
- _face3Count = _lineCount = _particleCount = 0;
- camera.autoUpdateMatrix && camera.updateMatrix();
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
- objects = scene.objects;
- for ( o = 0, ol = objects.length; o < ol; o++ ) {
- object = objects[ o ];
- if ( object.visible === false ) continue;
- object.autoUpdateMatrix && object.updateMatrix();
- objectMatrix = object.matrix;
- objectRotationMatrix = object.rotationMatrix;
- objectMaterial = object.material;
- objectOverdraw = object.overdraw;
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- // vertices
- vertices = geometry.vertices;
- for ( v = 0, vl = vertices.length; v < vl; v++ ) {
- vertex = vertices[ v ];
- vertex.positionWorld.copy( vertex.position );
- objectMatrix.multiplyVector3( vertex.positionWorld );
- vertexPositionScreen = vertex.positionScreen;
- vertexPositionScreen.copy( vertex.positionWorld );
- _projScreenMatrix.multiplyVector4( vertexPositionScreen );
- // Perform the perspective divide. TODO: This should be be performend
- // post clipping (imagine if the vertex lies at the same location as
- // the camera, causing a divide by w = 0).
- vertexPositionScreen.multiplyScalar( 1 / vertexPositionScreen.w );
- vertex.__visible = vertexPositionScreen.z > 0 && vertexPositionScreen.z < 1;
- }
- // faces
- faces = geometry.faces;
- for ( f = 0, fl = faces.length; f < fl; f ++ ) {
- face = faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ];
- if ( v1.__visible && v2.__visible && v3.__visible ) {
- if ( ( object.doubleSided || ( object.flipSided !=
- ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ) ) ) {
- _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
- _face3.v1.positionWorld.copy( v1.positionWorld );
- _face3.v2.positionWorld.copy( v2.positionWorld );
- _face3.v3.positionWorld.copy( v3.positionWorld );
- _face3.v1.positionScreen.copy( v1.positionScreen );
- _face3.v2.positionScreen.copy( v2.positionScreen );
- _face3.v3.positionScreen.copy( v3.positionScreen );
- _face3.normalWorld.copy( face.normal );
- objectRotationMatrix.multiplyVector3( _face3.normalWorld );
- _face3.centroidWorld.copy( face.centroid );
- objectMatrix.multiplyVector3( _face3.centroidWorld );
- _face3.centroidScreen.copy( _face3.centroidWorld );
- _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
- faceVertexNormals = face.vertexNormals;
- _face3VertexNormals = _face3.vertexNormalsWorld;
- for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
- normal = _face3VertexNormals[ n ] = _face3VertexNormals[ n ] || new THREE.Vector3();
- normal.copy( faceVertexNormals[ n ] );
- objectRotationMatrix.multiplyVector3( normal );
- }
- _face3.z = _face3.centroidScreen.z;
- _face3.meshMaterial = objectMaterial;
- _face3.faceMaterial = face.material;
- _face3.overdraw = objectOverdraw;
- if ( object.geometry.uvs[ f ] ) {
- _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
- _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
- _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 2 ];
- }
- _renderList.push( _face3 );
- _face3Count ++;
- }
- }
- } else if ( face instanceof THREE.Face4 ) {
- v1 = vertices[ face.a ]; v2 = vertices[ face.b ]; v3 = vertices[ face.c ]; v4 = vertices[ face.d ];
- if ( v1.__visible && v2.__visible && v3.__visible && v4.__visible ) {
- if ( ( object.doubleSided || ( object.flipSided !=
- ( ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
- ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
- ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0 ) ) ) ) {
- _face3 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
- _face3.v1.positionWorld.copy( v1.positionWorld );
- _face3.v2.positionWorld.copy( v2.positionWorld );
- _face3.v3.positionWorld.copy( v4.positionWorld );
- _face3.v1.positionScreen.copy( v1.positionScreen );
- _face3.v2.positionScreen.copy( v2.positionScreen );
- _face3.v3.positionScreen.copy( v4.positionScreen );
- _face3.normalWorld.copy( face.normal );
- objectRotationMatrix.multiplyVector3( _face3.normalWorld );
- _face3.centroidWorld.copy( face.centroid );
- objectMatrix.multiplyVector3( _face3.centroidWorld );
- _face3.centroidScreen.copy( _face3.centroidWorld );
- _projScreenMatrix.multiplyVector3( _face3.centroidScreen );
- // TODO: Handle vertex normals
- _face3.z = _face3.centroidScreen.z;
- _face3.meshMaterial = objectMaterial;
- _face3.faceMaterial = face.material;
- _face3.overdraw = objectOverdraw;
- if ( object.geometry.uvs[ f ] ) {
- _face3.uvs[ 0 ] = object.geometry.uvs[ f ][ 0 ];
- _face3.uvs[ 1 ] = object.geometry.uvs[ f ][ 1 ];
- _face3.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
- }
- _renderList.push( _face3 );
- _face3Count ++;
- //
- _face32 = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
- _face32.v1.positionWorld.copy( v2.positionWorld );
- _face32.v2.positionWorld.copy( v3.positionWorld );
- _face32.v3.positionWorld.copy( v4.positionWorld );
- _face32.v1.positionScreen.copy( v2.positionScreen );
- _face32.v2.positionScreen.copy( v3.positionScreen );
- _face32.v3.positionScreen.copy( v4.positionScreen );
- _face32.normalWorld.copy( _face3.normalWorld );
- _face32.centroidWorld.copy( _face3.centroidWorld );
- _face32.centroidScreen.copy( _face3.centroidScreen );
- // TODO: Handle vertex normals
- _face32.z = _face32.centroidScreen.z;
- _face32.meshMaterial = objectMaterial;
- _face32.faceMaterial = face.material;
- _face32.overdraw = objectOverdraw;
- if ( object.geometry.uvs[ f ] ) {
- _face32.uvs[ 0 ] = object.geometry.uvs[ f ][ 1 ];
- _face32.uvs[ 1 ] = object.geometry.uvs[ f ][ 2 ];
- _face32.uvs[ 2 ] = object.geometry.uvs[ f ][ 3 ];
- }
- _renderList.push( _face32 );
- _face3Count ++;
- }
- }
- }
- }
- } else if ( object instanceof THREE.Line ) {
- _projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
- vertices = object.geometry.vertices;
- vertex = vertices[ 0 ];
- vertex.positionScreen.copy( vertex.position );
- _projScreenObjectMatrix.multiplyVector4( vertex.positionScreen );
- for ( v = 1, vl = vertices.length; v < vl; v++ ) {
- v1 = vertices[ v ];
- v1.positionScreen.copy( v1.position );
- _projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
- v2 = vertices[ v - 1 ];
- _clippedVertex1PositionScreen.copy( v1.positionScreen );
- _clippedVertex2PositionScreen.copy( v2.positionScreen );
- if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) {
- // Perform the perspective divide
- _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
- _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
- _line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
- _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
- _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
- _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
- _line.material = object.material;
- _renderList.push( _line );
- _lineCount ++;
- }
- }
- } else if ( object instanceof THREE.Particle ) {
- _vector4.set( object.position.x, object.position.y, object.position.z, 1 );
- _projScreenMatrix.multiplyVector4( _vector4 );
- _vector4.z /= _vector4.w;
- if ( _vector4.z > 0 && _vector4.z < 1 ) {
- _particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
- _particle.x = _vector4.x / _vector4.w;
- _particle.y = _vector4.y / _vector4.w;
- _particle.z = _vector4.z;
- _particle.rotation = object.rotation.z;
- _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.n11 ) / ( _vector4.w + camera.projectionMatrix.n14 ) );
- _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.n22 ) / ( _vector4.w + camera.projectionMatrix.n24 ) );
- _particle.material = object.material;
- _renderList.push( _particle );
- _particleCount ++;
- }
- }
- }
- _renderList.sort( painterSort );
- return _renderList;
- };
- this.unprojectVector = function ( vector, camera ) {
- var matrix = new THREE.Matrix4();
- matrix.multiply( THREE.Matrix4.makeInvert( camera.matrix ), THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
- matrix.multiplyVector3( vector );
- return vector;
- };
- function clipLine( s1, s2 ) {
- var alpha1 = 0, alpha2 = 1,
- // Calculate the boundary coordinate of each vertex for the near and far clip planes,
- // Z = -1 and Z = +1, respectively.
- bc1near = s1.z + s1.w,
- bc2near = s2.z + s2.w,
- bc1far = - s1.z + s1.w,
- bc2far = - s2.z + s2.w;
- if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
- // Both vertices lie entirely within all clip planes.
- return true;
- } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
- // Both vertices lie entirely outside one of the clip planes.
- return false;
- } else {
- // The line segment spans at least one clip plane.
- if ( bc1near < 0 ) {
- // v1 lies outside the near plane, v2 inside
- alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
- } else if ( bc2near < 0 ) {
- // v2 lies outside the near plane, v1 inside
- alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
- }
- if ( bc1far < 0 ) {
- // v1 lies outside the far plane, v2 inside
- alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
- } else if ( bc2far < 0 ) {
- // v2 lies outside the far plane, v2 inside
- alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
- }
- if ( alpha2 < alpha1 ) {
- // The line segment spans two boundaries, but is outside both of them.
- // (This can't happen when we're only clipping against just near/far but good
- // to leave the check here for future usage if other clip planes are added.)
- return false;
- } else {
- // Update the s1 and s2 vertices to match the clipped line segment.
- s1.lerpSelf( s2, alpha1 );
- s2.lerpSelf( s1, 1 - alpha2 );
- return true;
- }
- }
- }
- function painterSort( a, b ) {
- return b.z - a.z;
- }
- };
|