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awv3

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import * as THREE from 'three'; import v4 from 'uuid-v4'; import * as Error from './error'; import { queryDom, setPrefixedValue } from './helpers'; import { lastCreated } from './canvas'; import DomEvents from './dom'; import Interaction from './interaction'; import Stats from '../misc/stats'; import Orbit from '../controls/orbit'; import CombinedCamera from '../three/combinedcamera'; import Events from '../core/events'; import checkResize from 'element-resize-event'; /** A view represents a portion of canvas on which webGL can draw. The view is defined and tracked by a dom node on which the drawing take place. */ export default class View extends Events { /** Construct a new View @param {Object} [canvas=lastCreated] - The parent canvas, if none defined the lastCreated will be used @param {Object} [options={}] - this.options to initialize the View with @param {HTMLElement} [options.dom=canvas.dom] - The HTML element on which the view will draw @param {Boolean} [options.renderAlways=false] - Set to true the view will render 60fps, set to false it will render on changes (default, recommended) @param {Boolean} [options.visible=true] - Set to true the view will render @param {Function} [options.callbackBefore=undefined] - Callback before the render pass @param {Function} [options.callbackRender=undefined] - Callback to custom-render the scene @param {Function} [options.callbackAfter=undefined] - Callback after the render pass @param {Number} [options.background=canvas.renderer.clearColor] - Background color @param {Number} [options.opacity=0.0] - Background opacity @param {Number} [options.ambientColor=0xffffff] - Ambient color @param {Number} [options.ambientIntensity=1.0] - Ambient intensity @example import View from 'view'; // Create a view, defaults into the same dom as the canvas const view = new View(canvas, { dom: '#view', ambient: 0x909090 }); // Add model to the view's scene view.scene.add(model); @returns {Object} The constructed View */ constructor(canvas = lastCreated, options = {}) { super(); this.id = v4(); this.canvas = canvas; this.renderer = canvas.renderer; this.resolution = this.renderer.resolution; this.invalidateFrames = 2; this.force = 0; this.dirty = true; this.bounds = { box: new THREE.Box3(), sphere: new THREE.Sphere(), }; this.options = { dom: canvas.dom, renderAlways: false, visible: true, callback: undefined, callbackRender: undefined, callbackAfter: undefined, background: this.renderer.clearColor, opacity: 0, defaultCursor: 'auto', ...options, }; this.dom = queryDom(this.options.dom); this.renderAlways = this.options.renderAlways; this.visible = this.options.visible; this.callbackBefore = this.options.callback; this.callbackRender = this.options.callbackRender; this.callbackAfter = this.options.callbackAfter; this.background = this.options.background; this.opacity = this.options.opacity; this.defaultCursor = this.options.defaultCursor; // Make sure the view hides overflow and is not selectable this.options.dom.style.cssText += '-webkit-user-select: none; -moz-user-select: none; -ms-user-select: none; -o-user-select: none; user-select: none; overlay: hidden'; // A border will hide gaps caused by imprecise layout returns if (this.options.background !== this.renderer.clearColor) this.dom.style.border = `2px solid #${this.background.getHexString()}`; this.input = new DomEvents(this, { wheel: state => { this.controls.onMouseWheel(state); this.hud.forEach(hud => hud.onMouseWheel(state)); }, mouseout: state => { this.interaction.onMouseOut(state); }, mousemove: state => { this.interaction.onMouseMove(state); this.input.mouse.down && this.controls.onMouseMove(state); this.input.mouse.down && this.hud.forEach(hud => hud.onMouseMove(state)); }, mousedown: state => { this.interaction.onMouseDown(state); this.controls.onMouseDown(state); this.hud.forEach(hud => hud.onMouseDown(state)); }, mouseup: state => { this.interaction.onMouseUp(state); this.controls.onMouseUp(state); this.hud.forEach(hud => hud.onMouseUp(state)); }, touchstart: state => { this.interaction.onMouseDown(state); this.controls.onTouchStart(state); this.hud.forEach(hud => hud.onTouchStart(state)); }, touchmove: state => { this.interaction.onMouseMove(state); this.controls.onTouchMove(state); this.hud.forEach(hud => hud.onTouchMove(state)); }, touchend: state => { this.interaction.onMouseUp(state); this.controls.onTouchEnd(state); this.hud.forEach(hud => hud.onTouchEnd(state)); }, }); this.scene = new THREE.Scene(); this.scene.canvas = canvas; this.scene.view = this; this.ambient = new THREE.AmbientLight(this.options.ambientColor ? this.options.ambientColor : 0xffffff); this.ambient.intensity = typeof this.options.ambientIntensity !== 'undefined' ? this.options.ambientIntensity : 1.0; this.ambient.keep = true; this.ambient.view = this; this.scene.add(this.ambient); this.camera = new CombinedCamera(this, this.options); // his.camera = Being set by the above this.controls = new Orbit(this, { maxPolarAngle: Math.PI, minDistance: 1, maxDistance: 20000, ...this.options, }); this.hud = []; this.interaction = new Interaction(this); this.updateScopes(); this.canvas.views.push(this); this.renderer.resize(); checkResize(this.dom, () => this.invalidate(30)); if (this.options.stats) { this.showStats = true; } } destroy() { if (!this.__destroyed) { this.__destroyed = true; this.input.detach(); this.input.removeListeners(); this.input.removeInspectors(); this.scene.destroy({ keep: false }); this.render = function() {}; this.clear = function() {}; this.view = undefined; this.canvas = undefined; this.renderer = undefined; this.bound = undefined; this.input = undefined; this.scene = undefined; this.hud.forEach(hud => hud.destroy()); this.hud = []; this.dom.querySelector('object').remove(); let parent = this.dom; while (!!parent && parent != this.canvas.dom) { let scope = this.canvas.scopes.get(parent); if (scope) this.canvas.scopes.set(parent, scope.filter(s => s !== this)); parent = parent.parentNode; } this.dom = undefined; } } addHud(obj) { this.hud = this.hud.concat(obj); } removeHud(obj) { this.hud = this.hud.filter(hud => hud !== obj); } get hudInMotion() { return ( this.hud.length > 0 && this.hud.reduce((acc, val) => ({ inMotion: acc.inMotion && val.inMotion })).inMotion ); } set showStats(value) { if (this.stats) { this.stats.remove(); this.stats = undefined; } if (value) { this.stats = new Stats(); this.dom.appendChild(this.stats.dom); } } /** Sets the cursor style. Applies when the mouse is inside the view's rect. @param {String} style='auto' - CSS cursor style @param {String} [fallback] - Fallback style, should the target style not be available @example // 'grab' is available in WebKit and Blink only view.setCursor('grab', 'move'); */ setCursor(style = this.defaultCursor, fallback) { if (style != this.cursor) { setPrefixedValue(this.dom, 'cursor', style, fallback); this.cursor = style; } return this; } /** Projects 2-dimensional coordinate from a 3-dimensional point within the view's scene. @param {THREE.Vector3} point3 - Input point @example // Grab x and y off THREE's projected Vector2 let {x, y} = view.getPoint2D(new THREE.Vector3(10, 20, 100)); @returns {THREE.Vector2} The projected point */ getPoint2(point3, camera = this.camera.display) { let widthHalf = this.width / 2, heightHalf = this.height / 2; let vector = point3.project(camera); vector.x = vector.x * widthHalf + widthHalf; vector.y = -(vector.y * heightHalf) + heightHalf; return vector; } /** * Projects a 2D point into 3D space. Z-Value for the 2D-Point can be passed within bounds of 0 to 1. * Note: maximal depth is used by default (z = 1), so the point is on the "far" frustum (with huge coordinates) */ getPoint3(point2, camera = this.camera.display, zValue = 1) { let vector = new THREE.Vector3(point2.x / this.width * 2 - 1, -(point2.y / this.height) * 2 + 1, zValue); vector.unproject(camera); return vector; } ///returns a line of all the points corresponding to given 2D view coords getViewLine3(point2, camera = this.camera.display) { let near = new THREE.Vector3(point2.x / this.width * 2 - 1, -(point2.y / this.height) * 2 + 1, 0); let far = new THREE.Vector3(point2.x / this.width * 2 - 1, -(point2.y / this.height) * 2 + 1, 1); near.unproject(camera); far.unproject(camera); return new THREE.Line3(near, far); } /** * Calculate the scale factor that will make the object at the point3 position be radiusPx pixels wide. * Example use: object.scale.set(calculateScaleFactor(object.getWorldPosition(), radiusPx)); * @param point3 Vector3 position of the object * @param radiusPx Number desired radius of the object in pixels * @return Number scale factor for the object */ calculateScaleFactor(point3, radiusPx, camera = this.camera.display) { const point2 = this.getPoint2(point3.clone()); let scale = 0; for (let i = 0; i < 2; ++i) { const point2off = point2.clone().setComponent(i, point2.getComponent(i) + radiusPx); const point3off = this.getPoint3(point2off, camera, point2off.z); scale = Math.max(scale, point3.distanceTo(point3off)); } return scale; } updateOverlays() {} updateScopes() { let parent = this.dom; while (!!parent && parent != this.canvas.dom) { let scope = this.canvas.scopes.get(parent); if (scope) scope.push(this); else this.canvas.scopes.set(parent, [this]); parent = parent.parentNode; } } clear(time) { // Measure and check if dirty (size & position changed) this.dirty = this.invalidateFrames > 0 && this.measure(); if (this.visible) { // Call event scheduler this.input.debounce && this.input.update(); // Update controls this.controls.update(time); this.hud.forEach(hud => hud.update(time)); // Update interaction this.interaction.update(); if ( this.dirty || this.renderAlways || this.controls.inMotion || this.hudInMotion ) { // Clear canvas only if dirty, it isn't necessary for simple interaction if (this.dirty) { this.renderer.dirty = true; this.renderer.gl.setViewport(this.old[0], this.old[1], this.old[2], this.old[3]); this.renderer.gl.setScissor( this.old[0] * this.resolution, this.old[1] * this.resolution, this.old[2] * this.resolution, this.old[3] * this.resolution, ); this.renderer.gl.setClearColor(this.renderer.clearColor, 0); this.renderer.gl.clear(); } } } // Remove frames if (this.invalidateFrames > 0) this.invalidateFrames--; return this.dirty; } render(time) { if ( this.force > 0 || this.dirty || this.renderAlways || this.controls.inMotion || this.stats || this.hudInMotion ) { this.callbackBefore && this.callbackBefore(); this.renderer.gl.setViewport(this.new[0], this.new[1], this.new[2], this.new[3]); this.renderer.gl.setScissor( this.new[0] * this.resolution, this.new[1] * this.resolution, this.new[2] * this.resolution, this.new[3] * this.resolution, ); var camera = this.camera; if (!this.callbackRender) { this.renderer.gl.setClearColor(this.background, this.opacity); this.renderer.gl.clear(); this.renderer.gl.render(this.scene, this.camera.display); this.renderer.gl.clearDepth(); this.hud.forEach(hud => hud.render()); } else this.callbackRender(); this.callbackAfter && this.callbackAfter(); this.stats && this.stats.update(); if (this.force > 0) this.force--; } } invalidate(frames = 1) { this.force += frames; if (this.force > 60) this.force = 60; this.invalidateFrames += frames; if (this.invalidateFrames > 60) this.invalidateFrames = 60; return this; } measure(force) { let dirty = false; let bounds = this.dom.getBoundingClientRect(); let offset = { top: bounds.top, left: bounds.left, width: bounds.width, height: bounds.height, }; offset.top -= this.renderer.offset.top; offset.left -= this.renderer.offset.left; // Size changed, calibrate & invalidate if (force || offset.width != this.width || offset.height != this.height) { this.calibrate(offset.width, offset.height); this.invalidate(10); dirty = true; this.emit(View.Events.SizeChanged, offset); } // Position changed, invalidate! if (force || offset.top != this.top || offset.left != this.left) { this.invalidate(10); dirty = true; this.emit(View.Events.PositionChanged, offset); } // Save old data this.old = [ this.left /* this.renderer.resolution*/, this.bottom /* this.renderer.resolution*/, this.width /* this.renderer.resolution*/, this.height /* this.renderer.resolution*/, ]; // Apply new this.width = offset.width; this.height = offset.height; this.top = offset.top; this.left = offset.left; this.bottom = this.renderer.offset.height - offset.height - offset.top; // Premultiply new this.new = [ this.left /* this.renderer.resolution*/, this.bottom /* this.renderer.resolution*/, this.width /* this.renderer.resolution*/, this.height /* this.renderer.resolution*/, ]; // Check visibility let visible = !(this.height <= 0 || this.width <= 0 || this.top >= this.renderer.offset.height || this.left >= this.renderer.offset.width || this.top + this.height <= 0 || this.left + this.width <= 0); if (this.visible != visible) { this.visible = visible; this.visible && this.invalidate(10); dirty = true; } return dirty; } calibrate(width, height) { this.aspect = width / height; this.camera.aspect = this.aspect; this.camera.updateProjectionMatrix(); this.camera.radius = (width + height) / 4; this.hud.forEach(hud => hud.calibrate(width, height)); } updateBounds(box = undefined) { this.scene.updateBounds(box); this.bounds.box = this.scene.bounds.box; this.bounds.sphere = this.scene.bounds.sphere; return this; } static Events = { SizeChanged: 'SizeChanged', PositionChanged: 'PositionChanged', }; }