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HuangJiPC / public / static / three / examples / jsm / renderers / CSS3DRenderer.js
@zhangdeliang zhangdeliang on 21 Jun 7 KB update
/**
 * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
 * @author mrdoob / http://mrdoob.com/
 * @author yomotsu / https://yomotsu.net/
 */

import {
	Matrix4,
	Object3D,
	Vector3
} from "../../../build/three.module.js";

var CSS3DObject = function ( element ) {

	Object3D.call( this );

	this.element = element;
	this.element.style.position = 'absolute';

	this.addEventListener( 'removed', function () {

		this.traverse( function ( object ) {

			if ( object.element instanceof Element && object.element.parentNode !== null ) {

				object.element.parentNode.removeChild( object.element );

			}

		} );

	} );

};

CSS3DObject.prototype = Object.create( Object3D.prototype );
CSS3DObject.prototype.constructor = CSS3DObject;

var CSS3DSprite = function ( element ) {

	CSS3DObject.call( this, element );

};

CSS3DSprite.prototype = Object.create( CSS3DObject.prototype );
CSS3DSprite.prototype.constructor = CSS3DSprite;

//

var CSS3DRenderer = function () {

	var _width, _height;
	var _widthHalf, _heightHalf;

	var matrix = new Matrix4();

	var cache = {
		camera: { fov: 0, style: '' },
		objects: new WeakMap()
	};

	var domElement = document.createElement( 'div' );
	domElement.style.overflow = 'hidden';

	this.domElement = domElement;

	var cameraElement = document.createElement( 'div' );

	cameraElement.style.WebkitTransformStyle = 'preserve-3d';
	cameraElement.style.transformStyle = 'preserve-3d';

	domElement.appendChild( cameraElement );

	var isIE = /Trident/i.test( navigator.userAgent );

	this.getSize = function () {

		return {
			width: _width,
			height: _height
		};

	};

	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 epsilon( value ) {

		return Math.abs( value ) < 1e-10 ? 0 : value;

	}

	function getCameraCSSMatrix( 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 ] ) +
		')';

	}

	function getObjectCSSMatrix( matrix, cameraCSSMatrix ) {

		var elements = matrix.elements;
		var matrix3d = '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 ] ) +
		')';

		if ( isIE ) {

			return 'translate(-50%,-50%)' +
				'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)' +
				cameraCSSMatrix +
				matrix3d;

		}

		return 'translate(-50%,-50%)' + matrix3d;

	}

	function renderObject( object, camera, cameraCSSMatrix ) {

		if ( object instanceof CSS3DObject ) {

			var style;

			if ( object instanceof CSS3DSprite ) {

				// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/

				matrix.copy( camera.matrixWorldInverse );
				matrix.transpose();
				matrix.copyPosition( object.matrixWorld );
				matrix.scale( object.scale );

				matrix.elements[ 3 ] = 0;
				matrix.elements[ 7 ] = 0;
				matrix.elements[ 11 ] = 0;
				matrix.elements[ 15 ] = 1;

				style = getObjectCSSMatrix( matrix, cameraCSSMatrix );

			} else {

				style = getObjectCSSMatrix( object.matrixWorld, cameraCSSMatrix );

			}

			var element = object.element;
			var cachedObject = cache.objects.get( object );

			if ( cachedObject === undefined || cachedObject.style !== style ) {

				element.style.WebkitTransform = style;
				element.style.transform = style;

				var objectData = { style: style };

				if ( isIE ) {

					objectData.distanceToCameraSquared = getDistanceToSquared( camera, object );

				}

				cache.objects.set( object, objectData );

			}

			if ( element.parentNode !== cameraElement ) {

				cameraElement.appendChild( element );

			}

		}

		for ( var i = 0, l = object.children.length; i < l; i ++ ) {

			renderObject( object.children[ i ], camera, cameraCSSMatrix );

		}

	}

	var getDistanceToSquared = function () {

		var a = new Vector3();
		var b = new Vector3();

		return function ( object1, object2 ) {

			a.setFromMatrixPosition( object1.matrixWorld );
			b.setFromMatrixPosition( object2.matrixWorld );

			return a.distanceToSquared( b );

		};

	}();

	function filterAndFlatten( scene ) {

		var result = [];

		scene.traverse( function ( object ) {

			if ( object instanceof CSS3DObject ) result.push( object );

		} );

		return result;

	}

	function zOrder( scene ) {

		var sorted = filterAndFlatten( scene ).sort( function ( a, b ) {

			var distanceA = cache.objects.get( a ).distanceToCameraSquared;
			var distanceB = cache.objects.get( b ).distanceToCameraSquared;

			return distanceA - distanceB;

		} );

		var zMax = sorted.length;

		for ( var i = 0, l = sorted.length; i < l; i ++ ) {

			sorted[ i ].element.style.zIndex = zMax - i;

		}

	}

	this.render = function ( scene, camera ) {

		var fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;

		if ( cache.camera.fov !== fov ) {

			if ( camera.isPerspectiveCamera ) {

				domElement.style.WebkitPerspective = fov + 'px';
				domElement.style.perspective = fov + 'px';

			} else {

				domElement.style.WebkitPerspective = '';
				domElement.style.perspective = '';

			}

			cache.camera.fov = fov;

		}

		scene.updateMatrixWorld();

		if ( camera.parent === null ) camera.updateMatrixWorld();

		if ( camera.isOrthographicCamera ) {

			var tx = - ( camera.right + camera.left ) / 2;
			var ty = ( camera.top + camera.bottom ) / 2;

		}

		var cameraCSSMatrix = camera.isOrthographicCamera ?
			'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
			'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );

		var style = cameraCSSMatrix +
			'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';

		if ( cache.camera.style !== style && ! isIE ) {

			cameraElement.style.WebkitTransform = style;
			cameraElement.style.transform = style;

			cache.camera.style = style;

		}

		renderObject( scene, camera, cameraCSSMatrix );

		if ( isIE ) {

			// IE10 and 11 does not support 'preserve-3d'.
			// Thus, z-order in 3D will not work.
			// We have to calc z-order manually and set CSS z-index for IE.
			// FYI: z-index can't handle object intersection
			zOrder( scene );

		}

	};

};

export { CSS3DObject, CSS3DSprite, CSS3DRenderer };