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1/**
2 * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
3 * @author mrdoob / http://mrdoob.com/
4 * @author yomotsu / https://yomotsu.net/
5 */
6
7THREE.CSS3DObject = function ( element ) {
8
9 THREE.Object3D.call( this );
10
11 this.element = element;
12 this.element.style.position = 'absolute';
13 this.element.style.pointerEvents = 'auto';
14
15 this.addEventListener( 'removed', function () {
16
17 this.traverse( function ( object ) {
18
19 if ( object.element instanceof Element && object.element.parentNode !== null ) {
20
21 object.element.parentNode.removeChild( object.element );
22
23 }
24
25 } );
26
27 } );
28
29};
30
31THREE.CSS3DObject.prototype = Object.create( THREE.Object3D.prototype );
32THREE.CSS3DObject.prototype.constructor = THREE.CSS3DObject;
33
34THREE.CSS3DSprite = function ( element ) {
35
36 THREE.CSS3DObject.call( this, element );
37
38};
39
40THREE.CSS3DSprite.prototype = Object.create( THREE.CSS3DObject.prototype );
41THREE.CSS3DSprite.prototype.constructor = THREE.CSS3DSprite;
42
43//
44
45THREE.CSS3DRenderer = function () {
46
47 var _width, _height;
48 var _widthHalf, _heightHalf;
49
50 var matrix = new THREE.Matrix4();
51
52 var cache = {
53 camera: { fov: 0, style: '' },
54 objects: new WeakMap()
55 };
56
57 var domElement = document.createElement( 'div' );
58 domElement.style.overflow = 'hidden';
59
60 this.domElement = domElement;
61
62 var cameraElement = document.createElement( 'div' );
63
64 cameraElement.style.WebkitTransformStyle = 'preserve-3d';
65 cameraElement.style.transformStyle = 'preserve-3d';
66 cameraElement.style.pointerEvents = 'none';
67
68 domElement.appendChild( cameraElement );
69
70 var isIE = /Trident/i.test( navigator.userAgent );
71
72 this.getSize = function () {
73
74 return {
75 width: _width,
76 height: _height
77 };
78
79 };
80
81 this.setSize = function ( width, height ) {
82
83 _width = width;
84 _height = height;
85 _widthHalf = _width / 2;
86 _heightHalf = _height / 2;
87
88 domElement.style.width = width + 'px';
89 domElement.style.height = height + 'px';
90
91 cameraElement.style.width = width + 'px';
92 cameraElement.style.height = height + 'px';
93
94 };
95
96 function epsilon( value ) {
97
98 return Math.abs( value ) < 1e-10 ? 0 : value;
99
100 }
101
102 function getCameraCSSMatrix( matrix ) {
103
104 var elements = matrix.elements;
105
106 return 'matrix3d(' +
107 epsilon( elements[ 0 ] ) + ',' +
108 epsilon( - elements[ 1 ] ) + ',' +
109 epsilon( elements[ 2 ] ) + ',' +
110 epsilon( elements[ 3 ] ) + ',' +
111 epsilon( elements[ 4 ] ) + ',' +
112 epsilon( - elements[ 5 ] ) + ',' +
113 epsilon( elements[ 6 ] ) + ',' +
114 epsilon( elements[ 7 ] ) + ',' +
115 epsilon( elements[ 8 ] ) + ',' +
116 epsilon( - elements[ 9 ] ) + ',' +
117 epsilon( elements[ 10 ] ) + ',' +
118 epsilon( elements[ 11 ] ) + ',' +
119 epsilon( elements[ 12 ] ) + ',' +
120 epsilon( - elements[ 13 ] ) + ',' +
121 epsilon( elements[ 14 ] ) + ',' +
122 epsilon( elements[ 15 ] ) +
123 ')';
124
125 }
126
127 function getObjectCSSMatrix( matrix, cameraCSSMatrix ) {
128
129 var elements = matrix.elements;
130 var matrix3d = 'matrix3d(' +
131 epsilon( elements[ 0 ] ) + ',' +
132 epsilon( elements[ 1 ] ) + ',' +
133 epsilon( elements[ 2 ] ) + ',' +
134 epsilon( elements[ 3 ] ) + ',' +
135 epsilon( - elements[ 4 ] ) + ',' +
136 epsilon( - elements[ 5 ] ) + ',' +
137 epsilon( - elements[ 6 ] ) + ',' +
138 epsilon( - elements[ 7 ] ) + ',' +
139 epsilon( elements[ 8 ] ) + ',' +
140 epsilon( elements[ 9 ] ) + ',' +
141 epsilon( elements[ 10 ] ) + ',' +
142 epsilon( elements[ 11 ] ) + ',' +
143 epsilon( elements[ 12 ] ) + ',' +
144 epsilon( elements[ 13 ] ) + ',' +
145 epsilon( elements[ 14 ] ) + ',' +
146 epsilon( elements[ 15 ] ) +
147 ')';
148
149 if ( isIE ) {
150
151 return 'translate(-50%,-50%)' +
152 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)' +
153 cameraCSSMatrix +
154 matrix3d;
155
156 }
157
158 return 'translate(-50%,-50%)' + matrix3d;
159
160 }
161
162 function renderObject( object, camera, cameraCSSMatrix ) {
163
164 if ( object instanceof THREE.CSS3DObject ) {
165
166 var style;
167
168 if ( object instanceof THREE.CSS3DSprite ) {
169
170 // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
171
172 matrix.copy( camera.matrixWorldInverse );
173 matrix.transpose();
174 matrix.copyPosition( object.matrixWorld );
175 matrix.scale( object.scale );
176
177 matrix.elements[ 3 ] = 0;
178 matrix.elements[ 7 ] = 0;
179 matrix.elements[ 11 ] = 0;
180 matrix.elements[ 15 ] = 1;
181
182 style = getObjectCSSMatrix( matrix, cameraCSSMatrix );
183
184 } else {
185
186 style = getObjectCSSMatrix( object.matrixWorld, cameraCSSMatrix );
187
188 }
189
190 var element = object.element;
191 var cachedObject = cache.objects.get( object );
192
193 if ( cachedObject === undefined || cachedObject.style !== style ) {
194
195 element.style.WebkitTransform = style;
196 element.style.transform = style;
197
198 var objectData = { style: style };
199
200 if ( isIE ) {
201
202 objectData.distanceToCameraSquared = getDistanceToSquared( camera, object );
203
204 }
205
206 cache.objects.set( object, objectData );
207
208 }
209
210 if ( element.parentNode !== cameraElement ) {
211
212 cameraElement.appendChild( element );
213
214 }
215
216 }
217
218 for ( var i = 0, l = object.children.length; i < l; i ++ ) {
219
220 renderObject( object.children[ i ], camera, cameraCSSMatrix );
221
222 }
223
224 }
225
226 var getDistanceToSquared = function () {
227
228 var a = new THREE.Vector3();
229 var b = new THREE.Vector3();
230
231 return function ( object1, object2 ) {
232
233 a.setFromMatrixPosition( object1.matrixWorld );
234 b.setFromMatrixPosition( object2.matrixWorld );
235
236 return a.distanceToSquared( b );
237
238 };
239
240 }();
241
242 function filterAndFlatten( scene ) {
243
244 var result = [];
245
246 scene.traverse( function ( object ) {
247
248 if ( object instanceof THREE.CSS3DObject ) result.push( object );
249
250 } );
251
252 return result;
253
254 }
255
256 function zOrder( scene ) {
257
258 var sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
259
260 var distanceA = cache.objects.get( a ).distanceToCameraSquared;
261 var distanceB = cache.objects.get( b ).distanceToCameraSquared;
262
263 return distanceA - distanceB;
264
265 } );
266
267 var zMax = sorted.length;
268
269 for ( var i = 0, l = sorted.length; i < l; i ++ ) {
270
271 sorted[ i ].element.style.zIndex = zMax - i;
272
273 }
274
275 }
276
277 this.render = function ( scene, camera ) {
278
279 var fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;
280
281 if ( cache.camera.fov !== fov ) {
282
283 if ( camera.isPerspectiveCamera ) {
284
285 domElement.style.WebkitPerspective = fov + 'px';
286 domElement.style.perspective = fov + 'px';
287
288 } else {
289
290 domElement.style.WebkitPerspective = '';
291 domElement.style.perspective = '';
292
293 }
294
295 cache.camera.fov = fov;
296
297 }
298
299 if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
300 if ( camera.parent === null ) camera.updateMatrixWorld();
301
302 if ( camera.isOrthographicCamera ) {
303
304 var tx = - ( camera.right + camera.left ) / 2;
305 var ty = ( camera.top + camera.bottom ) / 2;
306
307 }
308
309 var cameraCSSMatrix = camera.isOrthographicCamera ?
310 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
311 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
312
313 var style = cameraCSSMatrix +
314 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';
315
316 if ( cache.camera.style !== style && ! isIE ) {
317
318 cameraElement.style.WebkitTransform = style;
319 cameraElement.style.transform = style;
320
321 cache.camera.style = style;
322
323 }
324
325 renderObject( scene, camera, cameraCSSMatrix );
326
327 if ( isIE ) {
328
329 // IE10 and 11 does not support 'preserve-3d'.
330 // Thus, z-order in 3D will not work.
331 // We have to calc z-order manually and set CSS z-index for IE.
332 // FYI: z-index can't handle object intersection
333 zOrder( scene );
334
335 }
336
337 };
338
339};