Files
three.js/src/renderers/Projector.js
T
2010-12-24 21:24:58 +00:00

489 lines
14 KiB
JavaScript

/**
* @author mr.doob / http://mrdoob.com/
* @author supereggbert / http://www.paulbrunt.co.uk/
* @author julianwa / https://github.com/julianwa
*/
THREE.Projector = function() {
var _object, _objectCount, _objectPool = [],
_face3, _face32, _face3Count, _face3Pool = [],
_line, _lineCount, _linePool = [],
_particle, _particleCount, _particlePool = [],
_vector3 = new THREE.Vector4(),
_vector4 = new THREE.Vector4(),
_projScreenMatrix = new THREE.Matrix4(),
_projScreenObjectMatrix = new THREE.Matrix4(),
_frustum = [],
_clippedVertex1PositionScreen = new THREE.Vector4(),
_clippedVertex2PositionScreen = new THREE.Vector4(),
_face3VertexNormals;
this.projectObjects = function ( scene, camera, sort ) {
var renderList = [],
o, ol, objects, object;
_objectCount = 0;
_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
computeFrustum( _projScreenMatrix );
objects = scene.objects;
for ( o = 0, ol = objects.length; o < ol; o ++ ) {
object = objects[ o ];
if ( !object.visible || ( object instanceof THREE.Mesh && !isInFrustum( object ) ) ) continue;
_object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
_vector3.copy( object.position );
_projScreenMatrix.multiplyVector3( _vector3 );
_object.object = object;
_object.z = _vector3.z;
renderList.push( _object );
_objectCount ++;
}
sort && renderList.sort( painterSort );
return renderList;
};
// TODO: Rename to projectElements? Test also using it with projectObjects to speed up sorting?
this.projectScene = function ( scene, camera, sort ) {
var renderList = [],
o, ol, v, vl, f, fl, n, nl, objects, object,
objectMatrix, objectRotationMatrix, objectMaterials, objectOverdraw,
geometry, vertices, vertex, vertexPositionScreen,
faces, face, faceVertexNormals, normal, v1, v2, v3, v4;
_face3Count = _lineCount = _particleCount = 0;
camera.autoUpdateMatrix && camera.updateMatrix();
_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrix );
objects = this.projectObjects( scene, camera, true ); // scene.objects;
for ( o = 0, ol = objects.length; o < ol; o++ ) {
object = objects[ o ].object;
if ( !object.visible ) continue;
object.autoUpdateMatrix && object.updateMatrix();
objectMatrix = object.matrix;
objectRotationMatrix = object.rotationMatrix;
objectMaterials = object.materials;
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.meshMaterials = objectMaterials;
_face3.faceMaterials = face.materials;
_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.meshMaterials = objectMaterials;
_face3.faceMaterials = face.materials;
_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.meshMaterials = objectMaterials;
_face32.faceMaterials = face.materials;
_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.materials = object.materials;
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.materials = object.materials;
renderList.push( _particle );
_particleCount ++;
}
}
}
sort && 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 painterSort( a, b ) {
return b.z - a.z;
}
function computeFrustum( m ) {
_frustum[ 0 ] = new THREE.Vector4( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
_frustum[ 1 ] = new THREE.Vector4( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
_frustum[ 2 ] = new THREE.Vector4( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
_frustum[ 3 ] = new THREE.Vector4( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
_frustum[ 4 ] = new THREE.Vector4( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
_frustum[ 5 ] = new THREE.Vector4( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
for ( var i = 0, l = _frustum.length; i < l; i ++ ) {
var plane = _frustum[ i ];
plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );
}
}
function isInFrustum( object ) {
var d, position = object.position,
radius = - object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) );
for ( var i = 0; i < 6; i ++ ) {
d = _frustum[ i ].x * position.x + _frustum[ i ].y * position.y + _frustum[ i ].z * position.z + _frustum[ i ].w;
if ( d <= radius ) return false;
}
return true;
}
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;
}
}
}
};