CSS2DRenderer.js 3.7 KB

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  1. THREE.CSS2DObject = function ( element ) {
  2. THREE.Object3D.call( this );
  3. this.element = element || document.createElement( 'div' );
  4. this.element.style.position = 'absolute';
  5. this.addEventListener( 'removed', function () {
  6. this.traverse( function ( object ) {
  7. if ( object.element instanceof Element && object.element.parentNode !== null ) {
  8. object.element.parentNode.removeChild( object.element );
  9. }
  10. } );
  11. } );
  12. };
  13. THREE.CSS2DObject.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  14. constructor: THREE.CSS2DObject,
  15. copy: function ( source, recursive ) {
  16. THREE.Object3D.prototype.copy.call( this, source, recursive );
  17. this.element = source.element.cloneNode( true );
  18. return this;
  19. }
  20. } );
  21. //
  22. THREE.CSS2DRenderer = function () {
  23. var _this = this;
  24. var _width, _height;
  25. var _widthHalf, _heightHalf;
  26. var vector = new THREE.Vector3();
  27. var viewMatrix = new THREE.Matrix4();
  28. var viewProjectionMatrix = new THREE.Matrix4();
  29. var cache = {
  30. objects: new WeakMap()
  31. };
  32. var domElement = document.createElement( 'div' );
  33. domElement.style.overflow = 'hidden';
  34. this.domElement = domElement;
  35. this.getSize = function () {
  36. return {
  37. width: _width,
  38. height: _height
  39. };
  40. };
  41. this.setSize = function ( width, height ) {
  42. _width = width;
  43. _height = height;
  44. _widthHalf = _width / 2;
  45. _heightHalf = _height / 2;
  46. domElement.style.width = width + 'px';
  47. domElement.style.height = height + 'px';
  48. };
  49. var renderObject = function ( object, scene, camera ) {
  50. if ( object instanceof THREE.CSS2DObject ) {
  51. object.onBeforeRender( _this, scene, camera );
  52. vector.setFromMatrixPosition( object.matrixWorld );
  53. vector.applyMatrix4( viewProjectionMatrix );
  54. var element = object.element;
  55. element.style.transform = 'translate(-50%,-50%) translate(' + ( vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - vector.y * _heightHalf + _heightHalf ) + 'px)';
  56. element.style.display = ( object.visible && vector.z >= - 1 && vector.z <= 1 ) ? '' : 'none';
  57. var objectData = {
  58. distanceToCameraSquared: getDistanceToSquared( camera, object )
  59. };
  60. cache.objects.set( object, objectData );
  61. if ( element.parentNode !== domElement ) {
  62. domElement.appendChild( element );
  63. }
  64. object.onAfterRender( _this, scene, camera );
  65. }
  66. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  67. renderObject( object.children[ i ], scene, camera );
  68. }
  69. };
  70. var getDistanceToSquared = function () {
  71. var a = new THREE.Vector3();
  72. var b = new THREE.Vector3();
  73. return function ( object1, object2 ) {
  74. a.setFromMatrixPosition( object1.matrixWorld );
  75. b.setFromMatrixPosition( object2.matrixWorld );
  76. return a.distanceToSquared( b );
  77. };
  78. }();
  79. var filterAndFlatten = function ( scene ) {
  80. var result = [];
  81. scene.traverse( function ( object ) {
  82. if ( object instanceof THREE.CSS2DObject ) result.push( object );
  83. } );
  84. return result;
  85. };
  86. var zOrder = function ( scene ) {
  87. var sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
  88. var distanceA = cache.objects.get( a ).distanceToCameraSquared;
  89. var distanceB = cache.objects.get( b ).distanceToCameraSquared;
  90. return distanceA - distanceB;
  91. } );
  92. var zMax = sorted.length;
  93. for ( var i = 0, l = sorted.length; i < l; i ++ ) {
  94. sorted[ i ].element.style.zIndex = zMax - i;
  95. }
  96. };
  97. this.render = function ( scene, camera ) {
  98. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  99. if ( camera.parent === null ) camera.updateMatrixWorld();
  100. viewMatrix.copy( camera.matrixWorldInverse );
  101. viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, viewMatrix );
  102. renderObject( scene, scene, camera );
  103. zOrder( scene );
  104. };
  105. };