mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
530 lines
13 KiB
JavaScript
530 lines
13 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 = [],
|
|
_vertex, _vertexCount, _vertexPool = [],
|
|
_face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [],
|
|
_line, _lineCount, _linePool = [],
|
|
_particle, _particleCount, _particlePool = [],
|
|
|
|
_objectList = [], _renderList = [],
|
|
|
|
_vector3 = new THREE.Vector3(),
|
|
_vector4 = new THREE.Vector4(),
|
|
|
|
_projScreenMatrix = new THREE.Matrix4(),
|
|
_projScreenObjectMatrix = new THREE.Matrix4(),
|
|
|
|
_frustum = [
|
|
new THREE.Vector4(),
|
|
new THREE.Vector4(),
|
|
new THREE.Vector4(),
|
|
new THREE.Vector4(),
|
|
new THREE.Vector4(),
|
|
new THREE.Vector4()
|
|
],
|
|
|
|
_clippedVertex1PositionScreen = new THREE.Vector4(),
|
|
_clippedVertex2PositionScreen = new THREE.Vector4(),
|
|
|
|
_face3VertexNormals;
|
|
|
|
|
|
this.projectVector = function ( vector, camera ) {
|
|
|
|
THREE.Matrix4.makeInvert( camera.matrixWorld, camera.matrixWorldInverse );
|
|
|
|
_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
_projScreenMatrix.multiplyVector3( vector );
|
|
|
|
return vector;
|
|
|
|
};
|
|
|
|
this.unprojectVector = function ( vector, camera ) {
|
|
|
|
_projScreenMatrix.multiply( camera.matrixWorld, THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
|
|
_projScreenMatrix.multiplyVector3( vector );
|
|
|
|
return vector;
|
|
|
|
};
|
|
|
|
/**
|
|
* Translates a 2D point from NDC to a THREE.Ray
|
|
* that can be used for picking.
|
|
* @vector - THREE.Vector3 that represents 2D point
|
|
* @camera - THREE.Camera
|
|
*/
|
|
this.pickingRay = function ( vector, camera ) {
|
|
|
|
var end, ray, t;
|
|
|
|
// set two vectors with opposing z values
|
|
vector.z = -1.0;
|
|
end = new THREE.Vector3( vector.x, vector.y, 1.0 );
|
|
|
|
this.unprojectVector( vector, camera );
|
|
this.unprojectVector( end, camera );
|
|
|
|
// find direction from vector to end
|
|
end.subSelf( vector ).normalize();
|
|
|
|
return new THREE.Ray( vector, end );
|
|
|
|
};
|
|
|
|
this.projectObjects = function ( scene, camera, sort ) {
|
|
|
|
var o, ol, objects, object, matrix;
|
|
|
|
_objectList.length = 0;
|
|
_objectCount = 0;
|
|
|
|
objects = scene.objects;
|
|
|
|
for ( o = 0, ol = objects.length; o < ol; o ++ ) {
|
|
|
|
object = objects[ o ];
|
|
|
|
if ( !object.visible || ( object instanceof THREE.Mesh && ( object.frustumCulled && !isInFrustum( object ) ) ) ) continue;
|
|
|
|
_object = getNextObjectInPool();
|
|
|
|
_vector3.copy( object.position );
|
|
_projScreenMatrix.multiplyVector3( _vector3 );
|
|
|
|
_object.object = object;
|
|
_object.z = _vector3.z;
|
|
|
|
_objectList.push( _object );
|
|
|
|
}
|
|
|
|
sort && _objectList.sort( painterSort );
|
|
|
|
return _objectList;
|
|
|
|
};
|
|
|
|
// TODO: Rename to projectElements?
|
|
|
|
this.projectScene = function ( scene, camera, sort ) {
|
|
|
|
var near = camera.near, far = camera.far,
|
|
o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, objects, object,
|
|
objectMatrix, objectMatrixRotation, objectMaterials, objectOverdraw,
|
|
geometry, vertices, vertex, vertexPositionScreen,
|
|
faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
|
|
v1, v2, v3, v4;
|
|
|
|
_renderList.length = 0;
|
|
|
|
_face3Count = 0;
|
|
_face4Count = 0;
|
|
_lineCount = 0;
|
|
_particleCount = 0;
|
|
|
|
camera.matrixAutoUpdate && camera.update( undefined, true );
|
|
|
|
scene.update( undefined, false, camera );
|
|
|
|
THREE.Matrix4.makeInvert( camera.matrixWorld, camera.matrixWorldInverse );
|
|
|
|
_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
|
|
computeFrustum( _projScreenMatrix );
|
|
|
|
objects = this.projectObjects( scene, camera, true );
|
|
|
|
for ( o = 0, ol = objects.length; o < ol; o++ ) {
|
|
|
|
object = objects[ o ].object;
|
|
|
|
if ( !object.visible ) continue;
|
|
|
|
objectMatrix = object.matrixWorld;
|
|
objectMatrixRotation = object.matrixRotationWorld;
|
|
|
|
objectMaterials = object.materials;
|
|
objectOverdraw = object.overdraw;
|
|
|
|
_vertexCount = 0;
|
|
|
|
if ( object instanceof THREE.Mesh ) {
|
|
|
|
geometry = object.geometry;
|
|
vertices = geometry.vertices;
|
|
faces = geometry.faces;
|
|
faceVertexUvs = geometry.faceVertexUvs;
|
|
|
|
for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
|
|
|
|
_vertex = getNextVertexInPool();
|
|
_vertex.positionWorld.copy( vertices[ v ].position );
|
|
|
|
objectMatrix.multiplyVector3( _vertex.positionWorld );
|
|
|
|
_vertex.positionScreen.copy( _vertex.positionWorld );
|
|
_projScreenMatrix.multiplyVector4( _vertex.positionScreen );
|
|
|
|
_vertex.positionScreen.x /= _vertex.positionScreen.w;
|
|
_vertex.positionScreen.y /= _vertex.positionScreen.w;
|
|
|
|
_vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
|
|
|
|
}
|
|
|
|
for ( f = 0, fl = faces.length; f < fl; f ++ ) {
|
|
|
|
face = faces[ f ];
|
|
|
|
if ( face instanceof THREE.Face3 ) {
|
|
|
|
v1 = _vertexPool[ face.a ];
|
|
v2 = _vertexPool[ face.b ];
|
|
v3 = _vertexPool[ face.c ];
|
|
|
|
if ( v1.visible && v2.visible && v3.visible &&
|
|
( 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 ) ) ) {
|
|
|
|
_face = getNextFace3InPool();
|
|
|
|
_face.v1.copy( v1 );
|
|
_face.v2.copy( v2 );
|
|
_face.v3.copy( v3 );
|
|
|
|
} else {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
} else if ( face instanceof THREE.Face4 ) {
|
|
|
|
v1 = _vertexPool[ face.a ];
|
|
v2 = _vertexPool[ face.b ];
|
|
v3 = _vertexPool[ face.c ];
|
|
v4 = _vertexPool[ face.d ];
|
|
|
|
if ( v1.visible && v2.visible && v3.visible && v4.visible &&
|
|
( 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 ) ) ) ) {
|
|
|
|
_face = getNextFace4InPool();
|
|
|
|
_face.v1.copy( v1 );
|
|
_face.v2.copy( v2 );
|
|
_face.v3.copy( v3 );
|
|
_face.v4.copy( v4 );
|
|
|
|
} else {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_face.normalWorld.copy( face.normal );
|
|
objectMatrixRotation.multiplyVector3( _face.normalWorld );
|
|
|
|
_face.centroidWorld.copy( face.centroid );
|
|
objectMatrix.multiplyVector3( _face.centroidWorld );
|
|
|
|
_face.centroidScreen.copy( _face.centroidWorld );
|
|
_projScreenMatrix.multiplyVector3( _face.centroidScreen );
|
|
|
|
faceVertexNormals = face.vertexNormals;
|
|
|
|
for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
|
|
|
|
normal = _face.vertexNormalsWorld[ n ];
|
|
normal.copy( faceVertexNormals[ n ] );
|
|
objectMatrixRotation.multiplyVector3( normal );
|
|
|
|
}
|
|
|
|
for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
|
|
|
|
uvs = faceVertexUvs[ c ][ f ];
|
|
|
|
if ( !uvs ) continue;
|
|
|
|
for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
|
|
|
|
_face.uvs[ c ][ u ] = uvs[ u ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_face.meshMaterials = objectMaterials;
|
|
_face.faceMaterials = face.materials;
|
|
_face.overdraw = objectOverdraw;
|
|
|
|
_face.z = _face.centroidScreen.z;
|
|
|
|
_renderList.push( _face );
|
|
|
|
}
|
|
|
|
} else if ( object instanceof THREE.Line ) {
|
|
|
|
_projScreenObjectMatrix.multiply( _projScreenMatrix, objectMatrix );
|
|
|
|
vertices = object.geometry.vertices;
|
|
|
|
v1 = getNextVertexInPool();
|
|
v1.positionScreen.copy( vertices[ 0 ].position );
|
|
_projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
|
|
|
|
for ( v = 1, vl = vertices.length; v < vl; v++ ) {
|
|
|
|
v1 = getNextVertexInPool();
|
|
v1.positionScreen.copy( vertices[ v ].position );
|
|
_projScreenObjectMatrix.multiplyVector4( v1.positionScreen );
|
|
|
|
v2 = _vertexPool[ _vertexCount - 2 ];
|
|
|
|
_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 = getNextLineInPool();
|
|
_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 );
|
|
|
|
}
|
|
}
|
|
|
|
} else if ( object instanceof THREE.Particle ) {
|
|
|
|
_vector4.set( object.matrixWorld.n14, object.matrixWorld.n24, object.matrixWorld.n34, 1 );
|
|
_projScreenMatrix.multiplyVector4( _vector4 );
|
|
|
|
_vector4.z /= _vector4.w;
|
|
|
|
if ( _vector4.z > 0 && _vector4.z < 1 ) {
|
|
|
|
_particle = getNextParticleInPool();
|
|
_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 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sort && _renderList.sort( painterSort );
|
|
|
|
return _renderList;
|
|
|
|
};
|
|
|
|
// Pools
|
|
|
|
function getNextObjectInPool() {
|
|
|
|
var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject();
|
|
|
|
_objectCount ++;
|
|
|
|
return object;
|
|
|
|
}
|
|
|
|
function getNextVertexInPool() {
|
|
|
|
var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex();
|
|
|
|
_vertexCount ++;
|
|
|
|
return vertex;
|
|
|
|
}
|
|
|
|
function getNextFace3InPool() {
|
|
|
|
var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3();
|
|
|
|
_face3Count ++;
|
|
|
|
return face;
|
|
|
|
}
|
|
|
|
function getNextFace4InPool() {
|
|
|
|
var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4();
|
|
|
|
_face4Count ++;
|
|
|
|
return face;
|
|
|
|
}
|
|
|
|
function getNextLineInPool() {
|
|
|
|
var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine();
|
|
|
|
_lineCount ++;
|
|
|
|
return line;
|
|
|
|
}
|
|
|
|
function getNextParticleInPool() {
|
|
|
|
var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle();
|
|
_particleCount ++;
|
|
return particle;
|
|
|
|
}
|
|
|
|
//
|
|
|
|
function painterSort( a, b ) {
|
|
|
|
return b.z - a.z;
|
|
|
|
}
|
|
|
|
function computeFrustum( m ) {
|
|
|
|
_frustum[ 0 ].set( m.n41 - m.n11, m.n42 - m.n12, m.n43 - m.n13, m.n44 - m.n14 );
|
|
_frustum[ 1 ].set( m.n41 + m.n11, m.n42 + m.n12, m.n43 + m.n13, m.n44 + m.n14 );
|
|
_frustum[ 2 ].set( m.n41 + m.n21, m.n42 + m.n22, m.n43 + m.n23, m.n44 + m.n24 );
|
|
_frustum[ 3 ].set( m.n41 - m.n21, m.n42 - m.n22, m.n43 - m.n23, m.n44 - m.n24 );
|
|
_frustum[ 4 ].set( m.n41 - m.n31, m.n42 - m.n32, m.n43 - m.n33, m.n44 - m.n34 );
|
|
_frustum[ 5 ].set( m.n41 + m.n31, m.n42 + m.n32, m.n43 + m.n33, m.n44 + m.n34 );
|
|
|
|
for ( var i = 0; i < 6; 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 distance, matrix = object.matrixWorld,
|
|
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 ++ ) {
|
|
|
|
distance = _frustum[ i ].x * matrix.n14 + _frustum[ i ].y * matrix.n24 + _frustum[ i ].z * matrix.n34 + _frustum[ i ].w;
|
|
if ( distance <= 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|