Files
three.js/src/core/Projector.js
T
2011-10-08 03:38:49 +02:00

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;
}
}
}
};