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three

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JavaScript 3D library

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import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'; // Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs const _position = new Vector3(); const _quaternion = new Quaternion(); const _scale = new Vector3(); /** * The base 3D object that is supported by {@link CSS3DRenderer}. * * @augments Object3D */ class CSS3DObject extends Object3D { /** * Constructs a new CSS3D object. * * @param {DOMElement} [element] - The DOM element. */ constructor( element = document.createElement( 'div' ) ) { super(); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isCSS3DObject = true; /** * The DOM element which defines the appearance of this 3D object. * * @type {DOMElement} * @readonly * @default true */ this.element = element; this.element.style.position = 'absolute'; this.element.style.pointerEvents = 'auto'; this.element.style.userSelect = 'none'; this.element.setAttribute( 'draggable', false ); this.addEventListener( 'removed', function () { this.traverse( function ( object ) { if ( object.element instanceof object.element.ownerDocument.defaultView.Element && object.element.parentNode !== null ) { object.element.remove(); } } ); } ); } copy( source, recursive ) { super.copy( source, recursive ); this.element = source.element.cloneNode( true ); return this; } } /** * A specialized version of {@link CSS3DObject} that represents * DOM elements as sprites. * * @augments CSS3DObject */ class CSS3DSprite extends CSS3DObject { /** * Constructs a new CSS3D sprite object. * * @param {DOMElement} [element] - The DOM element. */ constructor( element ) { super( element ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isCSS3DSprite = true; /** * The sprite's rotation in radians. * * @type {number} * @default 0 */ this.rotation2D = 0; } copy( source, recursive ) { super.copy( source, recursive ); this.rotation2D = source.rotation2D; return this; } } // const _matrix = new Matrix4(); const _matrix2 = new Matrix4(); /** * This renderer can be used to apply hierarchical 3D transformations to DOM elements * via the CSS3 [transform]{@link https://www.w3schools.com/cssref/css3_pr_transform.asp} property. * `CSS3DRenderer` is particularly interesting if you want to apply 3D effects to a website without * canvas based rendering. It can also be used in order to combine DOM elements with WebGLcontent. * * There are, however, some important limitations: * * - It's not possible to use the material system of *three.js*. * - It's also not possible to use geometries. * - The renderer only supports 100% browser and display zoom. * * So `CSS3DRenderer` is just focused on ordinary DOM elements. These elements are wrapped into special * 3D objects ({@link CSS3DObject} or {@link CSS3DSprite}) and then added to the scene graph. */ class CSS3DRenderer { /** * Constructs a new CSS3D renderer. * * @param {CSS3DRenderer~Parameters} [parameters] - The parameters. */ constructor( parameters = {} ) { const _this = this; let _width, _height; let _widthHalf, _heightHalf; const cache = { camera: { style: '' }, objects: new WeakMap() }; const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' ); domElement.style.overflow = 'hidden'; /** * The DOM where the renderer appends its child-elements. * * @type {DOMElement} */ this.domElement = domElement; const viewElement = document.createElement( 'div' ); viewElement.style.transformOrigin = '0 0'; viewElement.style.pointerEvents = 'none'; domElement.appendChild( viewElement ); const cameraElement = document.createElement( 'div' ); cameraElement.style.transformStyle = 'preserve-3d'; viewElement.appendChild( cameraElement ); /** * Returns an object containing the width and height of the renderer. * * @return {{width:number,height:number}} The size of the renderer. */ this.getSize = function () { return { width: _width, height: _height }; }; /** * Renders the given scene using the given camera. * * @param {Object3D} scene - A scene or any other type of 3D object. * @param {Camera} camera - The camera. */ this.render = function ( scene, camera ) { const fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf; if ( camera.view && camera.view.enabled ) { // view offset viewElement.style.transform = `translate( ${ - camera.view.offsetX * ( _width / camera.view.width ) }px, ${ - camera.view.offsetY * ( _height / camera.view.height ) }px )`; // view fullWidth and fullHeight, view width and height viewElement.style.transform += `scale( ${ camera.view.fullWidth / camera.view.width }, ${ camera.view.fullHeight / camera.view.height } )`; } else { viewElement.style.transform = ''; } if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); let tx, ty; if ( camera.isOrthographicCamera ) { tx = - ( camera.right + camera.left ) / 2; ty = ( camera.top + camera.bottom ) / 2; } const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1; const cameraCSSMatrix = camera.isOrthographicCamera ? `scale( ${ scaleByViewOffset } )` + 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) : `scale( ${ scaleByViewOffset } )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ); const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : ''; const style = perspective + cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'; if ( cache.camera.style !== style ) { cameraElement.style.transform = style; cache.camera.style = style; } renderObject( scene, scene, camera, cameraCSSMatrix ); }; /** * Resizes the renderer to the given width and height. * * @param {number} width - The width of the renderer. * @param {number} height - The height of the renderer. */ 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'; viewElement.style.width = width + 'px'; viewElement.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 ) { const 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 ) { const elements = matrix.elements; const 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 ] ) + ')'; return 'translate(-50%,-50%)' + matrix3d; } function hideObject( object ) { if ( object.isCSS3DObject ) object.element.style.display = 'none'; for ( let i = 0, l = object.children.length; i < l; i ++ ) { hideObject( object.children[ i ] ); } } function renderObject( object, scene, camera, cameraCSSMatrix ) { if ( object.visible === false ) { hideObject( object ); return; } if ( object.isCSS3DObject ) { const visible = ( object.layers.test( camera.layers ) === true ); const element = object.element; element.style.display = visible === true ? '' : 'none'; if ( visible === true ) { object.onBeforeRender( _this, scene, camera ); let style; if ( object.isCSS3DSprite ) { // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/ _matrix.copy( camera.matrixWorldInverse ); _matrix.transpose(); if ( object.rotation2D !== 0 ) _matrix.multiply( _matrix2.makeRotationZ( object.rotation2D ) ); object.matrixWorld.decompose( _position, _quaternion, _scale ); _matrix.setPosition( _position ); _matrix.scale( _scale ); _matrix.elements[ 3 ] = 0; _matrix.elements[ 7 ] = 0; _matrix.elements[ 11 ] = 0; _matrix.elements[ 15 ] = 1; style = getObjectCSSMatrix( _matrix ); } else { style = getObjectCSSMatrix( object.matrixWorld ); } const cachedObject = cache.objects.get( object ); if ( cachedObject === undefined || cachedObject.style !== style ) { element.style.transform = style; const objectData = { style: style }; cache.objects.set( object, objectData ); } if ( element.parentNode !== cameraElement ) { cameraElement.appendChild( element ); } object.onAfterRender( _this, scene, camera ); } } for ( let i = 0, l = object.children.length; i < l; i ++ ) { renderObject( object.children[ i ], scene, camera, cameraCSSMatrix ); } } } } /** * Constructor parameters of `CSS3DRenderer`. * * @typedef {Object} CSS3DRenderer~Parameters * @property {DOMElement} [element] - A DOM element where the renderer appends its child-elements. * If not passed in here, a new div element will be created. **/ export { CSS3DObject, CSS3DSprite, CSS3DRenderer };