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CSS3DRenderer.js
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CSS3DRenderer.js
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/**
* Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
* This is a hacked version of the CSS3DRenderer r.65 by WestLangley (circa 2014) and supports mesh faces, shading, and scene lights.
* It is compatable with three.js r.65 only.
*/
THREE.CSS3DObject = function ( element ) {
THREE.Object3D.call( this );
this.element = ( element !== undefined ) ? element : document.createElement( 'div' );
this.element.style.position = 'absolute';
this.hash = undefined; // for performance
this.addEventListener( 'removed', function ( event ) {
if ( this.element.parentNode !== null ) {
this.element.parentNode.removeChild( this.element );
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
this.children[ i ].dispatchEvent( event );
}
}
} );
};
THREE.CSS3DObject.prototype = Object.create( THREE.Object3D.prototype );
THREE.CSS3DSprite = function ( element ) {
THREE.CSS3DObject.call( this, element );
};
THREE.CSS3DSprite.prototype = Object.create( THREE.CSS3DObject.prototype );
// CSS3D Face
// -----------------------------------------------------------------------------
// Notes on solving for the CSS3DFace transform
// Solve for M: M * [ U, zee ] = [ V, normal]
// Step 1 - invert [ U, zee ]
// S2 = SIZE / 2
// SI = 1 / S2
// -S2, S2, -S2, 0,
// -S2, -S2, S2, 0,
// 0, 0, 0, 1,
// 1, 1, 1, 1
//m1inv.set(
// -SI, -SI, 0, 0,
// SI, 0, -.5, .5,
// 0, SI, -.5, .5,
// 0, 0, 1, 0
//);
// Step 2 - set [ V, normal ]
//m2.set(
// v1.x, v2.x, v3.x, n.x,
// v1.y, v2.y, v3.y, n.y,
// v1.z, v2.z, v3.z, n.z,
// 1, 1, 1, 1
//);
THREE.CSS3DSize = 64; // bigger has less-visible seams, and has little performance effect...
THREE.CSS3DFace = function ( face, geometry, material ) {
THREE.CSS3DObject.call( this );
var vertices = geometry.vertices;
this.face = face;
this.geometry = geometry;
this.material = material;
this.v1 = vertices[ face.a ];
this.v2 = vertices[ face.b ];
this.v3 = vertices[ face.c ];
this.normal = face.normal;
this.shade = new THREE.Color( 0, 0, - 1 ); // for performance reasons...
this.element.style.width = THREE.CSS3DSize + 'px';
this.element.style.height = THREE.CSS3DSize + 'px';
// experiment... does not work well because faces are larger than they appear...
/*
this.element.owner = this;
this.element.onclick = function() { this.owner.callback( this ); };
this.callback = function( element ) {
console.log( this.userData );
//this.face.color.setRGB( 0, 0, 0 );
//console.log( element );
};
*/
this.element.style.opacity = ( material.transparent === true ) ? material.opacity : 1;
this.setColor();
this.updateMatrix(); // required. updateMatrixWorld() must be called after face is added to the scene...
this.matrixAutoUpdate = false; // important!
};
THREE.CSS3DFace.prototype = Object.create( THREE.CSS3DObject.prototype );
THREE.CSS3DFace.prototype.updateMatrix = function ( v1, v2, v3, n ) {
var SIZE = THREE.CSS3DSize;
if ( n === undefined ) {
var v1 = this.v1;
var v2 = this.v2;
var v3 = this.v3;
var n = this.normal;
}
this.matrix.set(
( v2.x - v1.x ) / SIZE, ( v3.x - v1.x ) / SIZE, - ( v2.x + v3.x ) / 2 + n.x, ( v2.x + v3.x ) / 2,
( v2.y - v1.y ) / SIZE, ( v3.y - v1.y ) / SIZE, - ( v2.y + v3.y ) / 2 + n.y, ( v2.y + v3.y ) / 2,
( v2.z - v1.z ) / SIZE, ( v3.z - v1.z ) / SIZE, - ( v2.z + v3.z ) / 2 + n.z, ( v2.z + v3.z ) / 2,
0, 0, 0, 1
);
this.matrixWorldNeedsUpdate = true;
};
THREE.CSS3DFace.prototype.updateMatrixWorld = function ( force ) {
if ( this.matrixWorldNeedsUpdate === true || force === true ) { // I really don't want this force option... but it appears to be needed
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
this.matrixWorldNeedsUpdate = false;
}
};
THREE.CSS3DFace.prototype.setColor = function () { // why is this so time-consuming? it's the use of a gradient...
var c1 = new THREE.Color();
var s1 = "linear-gradient( 45deg, ";
var s2 = " 50%, transparent 0 )";
return function setColor( color ) {
if ( this.material.color === undefined ) {
c1.setRGB( 1, 1, 1 );
} else {
c1.copy( this.material.color );
}
if ( this.material.vertexColors === THREE.FaceColors ) {
c1.multiply( this.face.color );
}
if ( color !== undefined ) c1.multiply( color );
if ( this.material.emissive !== undefined ) {
c1.add( this.material.emissive );
}
if ( ! this.shade.equals( c1 ) ) {
if ( this.material.wireframe === true ) {
this.element.style.background = "transparent";
this.element.style.borderStyle = "hidden hidden solid solid";
this.element.style.borderColor = c1.getStyle();
} else {
//this.element.style.background = vendorPrefix + "linear-gradient( 45deg, " + c1.getStyle() + " 50%, transparent 0 )";
var style = s1 + c1.getStyle() + s2;
this.element.style.background = "-webkit-" + style;
this.element.style.background = "-moz-" + style;
this.element.style.background = "-o-" + style;
this.element.style.background = style;
}
this.shade.copy( c1 );
}
}
}();
THREE.CSS3DFace.prototype.updateMorphs = function () {
var vA = new THREE.Vector3();
var vB = new THREE.Vector3();
var vC = new THREE.Vector3();
var v = new THREE.Vector3();
return function updateMorphs( normal, centroid ) {
var morphTargets = this.geometry.morphTargets;
var morphInfluences = this.parent.morphTargetInfluences;
var face = this.face;
var v1 = this.v1;
var v2 = this.v2;
var v3 = this.v3;
vA.set( 0, 0, 0 );
vB.set( 0, 0, 0 );
vC.set( 0, 0, 0 );
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
var influence = morphInfluences[ t ];
if ( influence === 0 ) continue;
var targets = morphTargets[ t ].vertices;
vA.x += ( targets[ face.a ].x - v1.x ) * influence;
vA.y += ( targets[ face.a ].y - v1.y ) * influence;
vA.z += ( targets[ face.a ].z - v1.z ) * influence;
vB.x += ( targets[ face.b ].x - v2.x ) * influence;
vB.y += ( targets[ face.b ].y - v2.y ) * influence;
vB.z += ( targets[ face.b ].z - v2.z ) * influence;
vC.x += ( targets[ face.c ].x - v3.x ) * influence;
vC.y += ( targets[ face.c ].y - v3.y ) * influence;
vC.z += ( targets[ face.c ].z - v3.z ) * influence;
}
vA.add( v1 );
vB.add( v2 );
vC.add( v3 );
centroid.copy( vA ).add( vB ).add( vC ).divideScalar( 3 );
// rather than using morph normals, just recalculate a new face normal for now...
normal.subVectors( vC, vB ).cross( v.subVectors( vA, vB ) ).normalize();
this.updateMatrix( vA, vB, vC, normal );
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); // required
}
}();
//
THREE.CSS3DRenderer = function () {
console.log( 'THREE.CSS3DRenderer', THREE.REVISION );
var _this = this;
var _width, _height;
var _widthHalf, _heightHalf;
var _matrix = new THREE.Matrix4();
var _normalMatrix = new THREE.Matrix3();
var _normal = new THREE.Vector3();
var _centroid = new THREE.Vector3();
var _vector = new THREE.Vector3();
var _lights;
var _color = new THREE.Color();
var _lightColor = new THREE.Color();
var _ambientLight = new THREE.Color();
var domElement = document.createElement( 'div' );
domElement.style.overflow = 'hidden';
domElement.style.WebkitTransformStyle = 'preserve-3d';
domElement.style.MozTransformStyle = 'preserve-3d';
domElement.style.oTransformStyle = 'preserve-3d';
domElement.style.transformStyle = 'preserve-3d';
this.domElement = domElement;
var cameraElement = document.createElement( 'div' );
cameraElement.style.WebkitTransformStyle = 'preserve-3d';
cameraElement.style.MozTransformStyle = 'preserve-3d';
cameraElement.style.oTransformStyle = 'preserve-3d';
cameraElement.style.transformStyle = 'preserve-3d';
domElement.appendChild( cameraElement );
this.info = { render: { elements: 0, visible: 0 } };
this.setClearColor = function () {
};
this.setSize = function ( width, height ) {
_width = width;
_height = height;
_widthHalf = _width / 2;
_heightHalf = _height / 2;
domElement.style.width = width + 'px';
domElement.style.height = height + 'px';
cameraElement.style.width = width + 'px';
cameraElement.style.height = height + 'px';
};
function css3DInit( mesh ) {
mesh.__css3dInit = true;
var faces = mesh.geometry.faces;
for ( var i = 0, il = faces.length; i < il; i ++ ) {
var face = new THREE.CSS3DFace( faces[ i ], mesh.geometry, mesh.material );
face.userData.index = i;
mesh.add( face );
face.updateMatrixWorld( true ); // required after adding to scene
}
}
function calculateLights() {
_lights = scene.__lights;
_ambientLight.setRGB( 0, 0, 0 );
for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
var light = _lights[ l ];
var lightColor = light.color;
if ( light instanceof THREE.AmbientLight ) {
_ambientLight.add( lightColor );
}
}
}
function calculateLight( position, normal, color ) {
for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
var light = _lights[ l ];
_lightColor.copy( light.color );
if ( light instanceof THREE.DirectionalLight ) {
var lightPosition = _vector.setFromMatrixPosition( light.matrixWorld ).normalize();
var amount = normal.dot( lightPosition );
if ( amount <= 0 ) continue;
amount *= light.intensity;
color.add( _lightColor.multiplyScalar( amount ) );
} else if ( light instanceof THREE.PointLight ) {
var lightPosition = _vector.setFromMatrixPosition( light.matrixWorld );
var amount = normal.dot( _vector.subVectors( lightPosition, position ).normalize() );
if ( amount <= 0 ) continue;
amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
if ( amount == 0 ) continue;
amount *= light.intensity;
color.add( _lightColor.multiplyScalar( amount ) );
}
}
}
var epsilon = function ( value ) {
return Math.abs( value ) < 0.000001 ? 0 : value;
};
var getCameraCSSMatrix = function ( matrix ) {
var elements = matrix.elements;
return 'matrix3d(' +
epsilon( elements[ 0 ] ) + ',' +
epsilon( - elements[ 1 ] ) + ',' +
epsilon( elements[ 2 ] ) + ',' +
epsilon( elements[ 3 ] ) + ',' +
epsilon( elements[ 4 ] ) + ',' +
epsilon( - elements[ 5 ] ) + ',' +
epsilon( elements[ 6 ] ) + ',' +
epsilon( elements[ 7 ] ) + ',' +
epsilon( elements[ 8 ] ) + ',' +
epsilon( - elements[ 9 ] ) + ',' +
epsilon( elements[ 10 ] ) + ',' +
epsilon( elements[ 11 ] ) + ',' +
epsilon( elements[ 12 ] ) + ',' +
epsilon( - elements[ 13 ] ) + ',' +
epsilon( elements[ 14 ] ) + ',' +
epsilon( elements[ 15 ] ) +
')';
};
var getObjectCSSMatrix = function ( matrix ) {
var elements = matrix.elements;
return 'translate3d(-50%,-50%,0) matrix3d(' +
epsilon( elements[ 0 ] ) + ',' +
epsilon( elements[ 1 ] ) + ',' +
epsilon( elements[ 2 ] ) + ',' +
epsilon( elements[ 3 ] ) + ',' +
epsilon( - elements[ 4 ] ) + ',' +
epsilon( - elements[ 5 ] ) + ',' +
epsilon( - elements[ 6 ] ) + ',' +
epsilon( - elements[ 7 ] ) + ',' +
epsilon( elements[ 8 ] ) + ',' +
epsilon( elements[ 9 ] ) + ',' +
epsilon( elements[ 10 ] ) + ',' +
epsilon( elements[ 11 ] ) + ',' +
epsilon( elements[ 12 ] ) + ',' +
epsilon( elements[ 13 ] ) + ',' +
epsilon( elements[ 14 ] ) + ',' +
epsilon( elements[ 15 ] ) +
')';
};
var hashArray = function ( array ) {
var hash = 0;
for ( var i = 0, il = array.length; i < il; i ++ ) {
hash += 3 * hash + Math.abs( array[ i ] ); // can we do better?...
}
return hash;
};
var renderObject = function ( object, camera ) {
if ( object instanceof THREE.Mesh ) {
if ( object.__css3dInit === undefined ) {
css3DInit( object );
}
if ( object.material.needsUpdate === true ) {
object.traverse( function( node ) {
if ( node instanceof THREE.CSS3DObject ) {
node.material = object.material;
node.visible = true;
node.element.style.opacity = ( object.material.transparent === true ) ? object.material.opacity : 1;
node.element.style.visibility = "visible";
node.element.style.borderStyle = "none";
}
} );
object.material.needsUpdate = false; // oops. this does not work when objects share a material...
}
}
if ( object instanceof THREE.CSS3DObject ) {
var style;
if ( object instanceof THREE.CSS3DSprite ) {
// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
//_matrix.copy( camera.matrixWorldInverse );
//_matrix.transpose();
//_matrix.copy( camera.matrixWorld );
//_matrix.copyPosition( object.matrixWorld );
//_matrix.scale( object.scale );
//_matrix.elements[ 3 ] = 0;
//_matrix.elements[ 7 ] = 0;
//_matrix.elements[ 11 ] = 0;
//_matrix.elements[ 15 ] = 1;
// consider setting sprite.quaternion = camera.quaternion, instead.
_matrix.copy( camera.matrixWorld );
_matrix.copyPosition( object.matrixWorld );
_matrix.scale( object.scale );
style = getObjectCSSMatrix( _matrix );
} else if ( object instanceof THREE.CSS3DFace ) {
if ( object.parent.material.morphTargets === true ) {
object.updateMorphs( _normal, _centroid );
} else {
_normal.copy( object.face.normal );
_centroid.copy( object.face.centroid );
}
_centroid.applyMatrix4( object.parent.matrixWorld ); // this is tricky... must use parent's world matrix
_normalMatrix.getNormalMatrix( object.parent.matrixWorld ); // this, too.
_normal.applyMatrix3( _normalMatrix ).normalize();
//
var material = object.material;
if ( material && material.side !== THREE.DoubleSide ) { // improve frame rate by hiding divs
_vector.subVectors( camera.position, _centroid ).normalize(); // should use camera world cordinates
var flip = material.side === THREE.FrontSide ? 1 : - 1;
if ( _normal.dot( _vector ) * flip > 0 ) {
if ( object.visible === false ) {
object.element.style.visibility = "visible";
object.visible = true;
}
} else {
if ( object.visible === true ) {
object.element.style.visibility = "hidden";
object.visible = false;
}
}
}
//
if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) ) {
_color.copy( _ambientLight );
calculateLight( _centroid, _normal, _color );
object.setColor( _color );
} else if ( material instanceof THREE.MeshNormalMaterial ) {
_color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
object.setColor( _color );
} else if ( material instanceof THREE.MeshBasicMaterial ) {
object.setColor();
}
//
var hash = hashArray( object.matrixWorld.elements ); // it is less expensive to compute the hash
if ( object.hash !== hash ) {
style = getObjectCSSMatrix( object.matrixWorld ); // this is an expensive function call. trying to avoid it.
object.hash = hash;
}
} else {
style = getObjectCSSMatrix( object.matrixWorld );
}
var element = object.element;
if ( style !== undefined ) {
element.style.WebkitTransform = style;
element.style.MozTransform = style;
element.style.oTransform = style;
element.style.transform = style;
}
_this.info.render.elements ++;
if ( object.visible === true ) _this.info.render.visible ++;
if ( element.parentNode !== cameraElement ) {
cameraElement.appendChild( element ); // could this be done elsewhere?
}
}
for ( var i = 0, l = object.children.length; i < l; i ++ ) {
renderObject( object.children[ i ], camera );
}
};
this.render = function ( scene, camera ) {
var distance = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * _height;
domElement.style.WebkitPerspective = distance + "px";
domElement.style.MozPerspective = distance + "px";
domElement.style.oPerspective = distance + "px";
domElement.style.perspective = distance + "px";
scene.updateMatrixWorld();
if ( camera.parent === undefined ) camera.updateMatrixWorld();
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
var style = "translate3d(0,0," + distance + "px)" + getCameraCSSMatrix( camera.matrixWorldInverse ) +
" translate3d(" + _widthHalf + "px," + _heightHalf + "px, 0)";
cameraElement.style.WebkitTransform = style;
cameraElement.style.MozTransform = style;
cameraElement.style.oTransform = style;
cameraElement.style.transform = style;
calculateLights();
this.info.render.elements = 0;
this.info.render.visible = 0;
renderObject( scene, camera );
};
};