feat: initialize project with core dependencies and game entry point
This commit is contained in:
328
node_modules/three/examples/jsm/renderers/CSS2DRenderer.js
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328
node_modules/three/examples/jsm/renderers/CSS2DRenderer.js
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import {
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Matrix4,
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Object3D,
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Vector2,
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Vector3
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} from 'three';
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/**
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* The only type of 3D object that is supported by {@link CSS2DRenderer}.
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*
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* @augments Object3D
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* @three_import import { CSS2DObject } from 'three/addons/renderers/CSS2DRenderer.js';
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*/
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class CSS2DObject extends Object3D {
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/**
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* Constructs a new CSS2D object.
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*
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* @param {HTMLElement} [element] - The DOM element.
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*/
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constructor( element = document.createElement( 'div' ) ) {
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super();
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isCSS2DObject = true;
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/**
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* The DOM element which defines the appearance of this 3D object.
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*
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* @type {HTMLElement}
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* @readonly
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* @default true
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*/
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this.element = element;
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this.element.style.position = 'absolute';
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this.element.style.userSelect = 'none';
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this.element.setAttribute( 'draggable', false );
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/**
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* The 3D objects center point.
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* `( 0, 0 )` is the lower left, `( 1, 1 )` is the top right.
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*
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* @type {Vector2}
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* @default (0.5,0.5)
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*/
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this.center = new Vector2( 0.5, 0.5 );
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this.addEventListener( 'removed', function () {
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this.traverse( function ( object ) {
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if (
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object.element &&
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object.element instanceof object.element.ownerDocument.defaultView.Element &&
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object.element.parentNode !== null
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) {
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object.element.remove();
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}
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} );
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} );
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.element = source.element.cloneNode( true );
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this.center = source.center;
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return this;
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}
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}
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//
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const _vector = new Vector3();
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const _viewMatrix = new Matrix4();
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const _viewProjectionMatrix = new Matrix4();
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const _a = new Vector3();
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const _b = new Vector3();
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/**
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* This renderer is a simplified version of {@link CSS3DRenderer}. The only transformation that is
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* supported is translation.
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*
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* The renderer is very useful if you want to combine HTML based labels with 3D objects. Here too,
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* the respective DOM elements are wrapped into an instance of {@link CSS2DObject} and added to the
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* scene graph. All other types of renderable 3D objects (like meshes or point clouds) are ignored.
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*
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* `CSS2DRenderer` only supports 100% browser and display zoom.
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*
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* @three_import import { CSS2DRenderer } from 'three/addons/renderers/CSS2DRenderer.js';
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*/
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class CSS2DRenderer {
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/**
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* Constructs a new CSS2D renderer.
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*
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* @param {CSS2DRenderer~Parameters} [parameters] - The parameters.
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*/
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constructor( parameters = {} ) {
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const _this = this;
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let _width, _height;
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let _widthHalf, _heightHalf;
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const cache = {
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objects: new WeakMap()
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};
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const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );
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domElement.style.overflow = 'hidden';
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/**
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* The DOM where the renderer appends its child-elements.
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*
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* @type {HTMLElement}
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*/
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this.domElement = domElement;
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/**
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* Controls whether the renderer assigns `z-index` values to CSS2DObject DOM elements.
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* If set to `true`, z-index values are assigned first based on the `renderOrder`
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* and secondly - the distance to the camera. If set to `false`, no z-index values are assigned.
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*
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* @type {boolean}
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* @default true
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*/
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this.sortObjects = true;
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/**
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* Returns an object containing the width and height of the renderer.
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*
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* @return {{width:number,height:number}} The size of the renderer.
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*/
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this.getSize = function () {
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return {
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width: _width,
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height: _height
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};
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};
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/**
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* Renders the given scene using the given camera.
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*
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* @param {Object3D} scene - A scene or any other type of 3D object.
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* @param {Camera} camera - The camera.
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*/
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this.render = function ( scene, camera ) {
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if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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_viewMatrix.copy( camera.matrixWorldInverse );
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_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
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renderObject( scene, scene, camera );
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if ( this.sortObjects ) zOrder( scene );
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};
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/**
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* Resizes the renderer to the given width and height.
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*
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* @param {number} width - The width of the renderer.
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* @param {number} height - The height of the renderer.
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*/
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this.setSize = function ( width, height ) {
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_width = width;
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_height = height;
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_widthHalf = _width / 2;
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_heightHalf = _height / 2;
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domElement.style.width = width + 'px';
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domElement.style.height = height + 'px';
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};
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function hideObject( object ) {
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if ( object.isCSS2DObject ) object.element.style.display = 'none';
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for ( let i = 0, l = object.children.length; i < l; i ++ ) {
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hideObject( object.children[ i ] );
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}
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}
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function renderObject( object, scene, camera ) {
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if ( object.visible === false ) {
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hideObject( object );
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return;
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}
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if ( object.isCSS2DObject ) {
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_vector.setFromMatrixPosition( object.matrixWorld );
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_vector.applyMatrix4( _viewProjectionMatrix );
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const visible = ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true );
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const element = object.element;
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element.style.display = visible === true ? '' : 'none';
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if ( visible === true ) {
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object.onBeforeRender( _this, scene, camera );
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element.style.transform = 'translate(' + ( - 100 * object.center.x ) + '%,' + ( - 100 * object.center.y ) + '%)' + 'translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)';
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if ( element.parentNode !== domElement ) {
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domElement.appendChild( element );
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}
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object.onAfterRender( _this, scene, camera );
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}
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const objectData = {
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distanceToCameraSquared: getDistanceToSquared( camera, object )
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};
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cache.objects.set( object, objectData );
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}
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for ( let i = 0, l = object.children.length; i < l; i ++ ) {
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renderObject( object.children[ i ], scene, camera );
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}
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}
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function getDistanceToSquared( object1, object2 ) {
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_a.setFromMatrixPosition( object1.matrixWorld );
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_b.setFromMatrixPosition( object2.matrixWorld );
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return _a.distanceToSquared( _b );
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}
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function filterAndFlatten( scene ) {
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const result = [];
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scene.traverseVisible( function ( object ) {
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if ( object.isCSS2DObject ) result.push( object );
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} );
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return result;
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}
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function zOrder( scene ) {
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const sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
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if ( a.renderOrder !== b.renderOrder ) {
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return b.renderOrder - a.renderOrder;
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}
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const distanceA = cache.objects.get( a ).distanceToCameraSquared;
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const distanceB = cache.objects.get( b ).distanceToCameraSquared;
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return distanceA - distanceB;
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} );
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const zMax = sorted.length;
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for ( let i = 0, l = sorted.length; i < l; i ++ ) {
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sorted[ i ].element.style.zIndex = zMax - i;
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}
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}
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}
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}
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/**
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* Constructor parameters of `CSS2DRenderer`.
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*
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* @typedef {Object} CSS2DRenderer~Parameters
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* @property {HTMLElement} [element] - A DOM element where the renderer appends its child-elements.
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* If not passed in here, a new div element will be created.
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**/
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export { CSS2DObject, CSS2DRenderer };
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454
node_modules/three/examples/jsm/renderers/CSS3DRenderer.js
generated
vendored
Normal file
454
node_modules/three/examples/jsm/renderers/CSS3DRenderer.js
generated
vendored
Normal file
@@ -0,0 +1,454 @@
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import {
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Matrix4,
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Object3D,
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Quaternion,
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Vector3
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} from 'three';
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// Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
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const _position = new Vector3();
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const _quaternion = new Quaternion();
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const _scale = new Vector3();
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/**
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* The base 3D object that is supported by {@link CSS3DRenderer}.
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*
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* @augments Object3D
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* @three_import import { CSS3DObject } from 'three/addons/renderers/CSS3DRenderer.js';
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*/
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class CSS3DObject extends Object3D {
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/**
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* Constructs a new CSS3D object.
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*
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* @param {HTMLElement} [element] - The DOM element.
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*/
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constructor( element = document.createElement( 'div' ) ) {
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super();
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isCSS3DObject = true;
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/**
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* The DOM element which defines the appearance of this 3D object.
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*
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* @type {HTMLElement}
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* @readonly
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* @default true
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*/
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this.element = element;
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this.element.style.position = 'absolute';
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this.element.style.pointerEvents = 'auto';
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this.element.style.userSelect = 'none';
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this.element.setAttribute( 'draggable', false );
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this.addEventListener( 'removed', function () {
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this.traverse( function ( object ) {
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if (
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object.element &&
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object.element instanceof object.element.ownerDocument.defaultView.Element &&
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object.element.parentNode !== null
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) {
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object.element.remove();
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}
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} );
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} );
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.element = source.element.cloneNode( true );
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return this;
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}
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}
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/**
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* A specialized version of {@link CSS3DObject} that represents
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* DOM elements as sprites.
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*
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* @augments CSS3DObject
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* @three_import import { CSS3DSprite } from 'three/addons/renderers/CSS3DRenderer.js';
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*/
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class CSS3DSprite extends CSS3DObject {
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/**
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* Constructs a new CSS3D sprite object.
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*
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* @param {HTMLElement} [element] - The DOM element.
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*/
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constructor( element ) {
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super( element );
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isCSS3DSprite = true;
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/**
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* The sprite's rotation in radians.
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*
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* @type {number}
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* @default 0
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*/
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this.rotation2D = 0;
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.rotation2D = source.rotation2D;
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return this;
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}
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}
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//
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const _matrix = new Matrix4();
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const _matrix2 = new Matrix4();
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/**
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* This renderer can be used to apply hierarchical 3D transformations to DOM elements
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* via the CSS3 [transform](https://www.w3schools.com/cssref/css3_pr_transform.asp) property.
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* `CSS3DRenderer` is particularly interesting if you want to apply 3D effects to a website without
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* canvas based rendering. It can also be used in order to combine DOM elements with WebGLcontent.
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*
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* There are, however, some important limitations:
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*
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* - It's not possible to use the material system of *three.js*.
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* - It's also not possible to use geometries.
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* - The renderer only supports 100% browser and display zoom.
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*
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* So `CSS3DRenderer` is just focused on ordinary DOM elements. These elements are wrapped into special
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* 3D objects ({@link CSS3DObject} or {@link CSS3DSprite}) and then added to the scene graph.
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*
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* @three_import import { CSS3DRenderer } from 'three/addons/renderers/CSS3DRenderer.js';
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*/
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class CSS3DRenderer {
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||||
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/**
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* Constructs a new CSS3D renderer.
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||||
*
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||||
* @param {CSS3DRenderer~Parameters} [parameters] - The parameters.
|
||||
*/
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constructor( parameters = {} ) {
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const _this = this;
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||||
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let _width, _height;
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let _widthHalf, _heightHalf;
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const cache = {
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camera: { style: '' },
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objects: new WeakMap()
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};
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const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );
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||||
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domElement.style.overflow = 'hidden';
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/**
|
||||
* The DOM where the renderer appends its child-elements.
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||||
*
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||||
* @type {HTMLElement}
|
||||
*/
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||||
this.domElement = domElement;
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||||
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const viewElement = document.createElement( 'div' );
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viewElement.style.transformOrigin = '0 0';
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viewElement.style.pointerEvents = 'none';
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domElement.appendChild( viewElement );
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const cameraElement = document.createElement( 'div' );
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cameraElement.style.transformStyle = 'preserve-3d';
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viewElement.appendChild( cameraElement );
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/**
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||||
* Returns an object containing the width and height of the renderer.
|
||||
*
|
||||
* @return {{width:number,height:number}} The size of the renderer.
|
||||
*/
|
||||
this.getSize = function () {
|
||||
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||||
return {
|
||||
width: _width,
|
||||
height: _height
|
||||
};
|
||||
|
||||
};
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||||
|
||||
/**
|
||||
* 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.
|
||||
*/
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||||
this.render = function ( scene, camera ) {
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||||
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||||
const fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;
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||||
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||||
if ( camera.view && camera.view.enabled ) {
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||||
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||||
// view offset
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||||
viewElement.style.transform = `translate( ${ - camera.view.offsetX * ( _width / camera.view.width ) }px, ${ - camera.view.offsetY * ( _height / camera.view.height ) }px )`;
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||||
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||||
// view fullWidth and fullHeight, view width and height
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||||
viewElement.style.transform += `scale( ${ camera.view.fullWidth / camera.view.width }, ${ camera.view.fullHeight / camera.view.height } )`;
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||||
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||||
} else {
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||||
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||||
viewElement.style.transform = '';
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||||
|
||||
}
|
||||
|
||||
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 {HTMLElement} [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 };
|
||||
1174
node_modules/three/examples/jsm/renderers/Projector.js
generated
vendored
Normal file
1174
node_modules/three/examples/jsm/renderers/Projector.js
generated
vendored
Normal file
File diff suppressed because it is too large
Load Diff
818
node_modules/three/examples/jsm/renderers/SVGRenderer.js
generated
vendored
Normal file
818
node_modules/three/examples/jsm/renderers/SVGRenderer.js
generated
vendored
Normal file
@@ -0,0 +1,818 @@
|
||||
import {
|
||||
Box2,
|
||||
Camera,
|
||||
Color,
|
||||
Matrix3,
|
||||
Matrix4,
|
||||
Object3D,
|
||||
SRGBColorSpace,
|
||||
Vector3
|
||||
} from 'three';
|
||||
|
||||
import {
|
||||
Projector,
|
||||
RenderableFace,
|
||||
RenderableLine,
|
||||
RenderableSprite
|
||||
} from './Projector.js';
|
||||
|
||||
/**
|
||||
* Can be used to wrap SVG elements into a 3D object.
|
||||
*
|
||||
* @augments Object3D
|
||||
* @three_import import { SVGObject } from 'three/addons/renderers/SVGRenderer.js';
|
||||
*/
|
||||
class SVGObject extends Object3D {
|
||||
|
||||
/**
|
||||
* Constructs a new SVG object.
|
||||
*
|
||||
* @param {SVGElement} node - The SVG element.
|
||||
*/
|
||||
constructor( node ) {
|
||||
|
||||
super();
|
||||
|
||||
/**
|
||||
* This flag can be used for type testing.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @readonly
|
||||
* @default true
|
||||
*/
|
||||
this.isSVGObject = true;
|
||||
|
||||
/**
|
||||
* This SVG element.
|
||||
*
|
||||
* @type {SVGElement}
|
||||
*/
|
||||
this.node = node;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This renderer an be used to render geometric data using SVG. The produced vector
|
||||
* graphics are particular useful in the following use cases:
|
||||
*
|
||||
* - Animated logos or icons.
|
||||
* - Interactive 2D/3D diagrams or graphs.
|
||||
* - Interactive maps.
|
||||
* - Complex or animated user interfaces.
|
||||
*
|
||||
* `SVGRenderer` has various advantages. It produces crystal-clear and sharp output which
|
||||
* is independent of the actual viewport resolution.SVG elements can be styled via CSS.
|
||||
* And they have good accessibility since it's possible to add metadata like title or description
|
||||
* (useful for search engines or screen readers).
|
||||
*
|
||||
* There are, however, some important limitations:
|
||||
* - No advanced shading.
|
||||
* - No texture support.
|
||||
* - No shadow support.
|
||||
*
|
||||
* @three_import import { SVGRenderer } from 'three/addons/renderers/SVGRenderer.js';
|
||||
*/
|
||||
class SVGRenderer {
|
||||
|
||||
/**
|
||||
* Constructs a new SVG renderer.
|
||||
*/
|
||||
constructor() {
|
||||
|
||||
let _renderData, _elements, _lights,
|
||||
_svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf,
|
||||
|
||||
_v1, _v2, _v3,
|
||||
|
||||
_svgNode,
|
||||
_pathCount = 0,
|
||||
_svgObjectCount = 0,
|
||||
_renderListCount = 0,
|
||||
|
||||
_precision = null,
|
||||
_quality = 1,
|
||||
|
||||
_currentPath, _currentStyle;
|
||||
|
||||
const _this = this,
|
||||
_clipBox = new Box2(),
|
||||
_elemBox = new Box2(),
|
||||
|
||||
_color = new Color(),
|
||||
_diffuseColor = new Color(),
|
||||
_ambientLight = new Color(),
|
||||
_directionalLights = new Color(),
|
||||
_pointLights = new Color(),
|
||||
_clearColor = new Color(),
|
||||
|
||||
_vector3 = new Vector3(), // Needed for PointLight
|
||||
_centroid = new Vector3(),
|
||||
_normal = new Vector3(),
|
||||
_normalViewMatrix = new Matrix3(),
|
||||
|
||||
_viewMatrix = new Matrix4(),
|
||||
_viewProjectionMatrix = new Matrix4(),
|
||||
|
||||
_svgPathPool = [],
|
||||
_svgObjectsPool = [],
|
||||
_renderListPool = [],
|
||||
|
||||
_projector = new Projector(),
|
||||
_svg = document.createElementNS( 'http://www.w3.org/2000/svg', 'svg' );
|
||||
|
||||
/**
|
||||
* The DOM where the renderer appends its child-elements.
|
||||
*
|
||||
* @type {SVGSVGElement}
|
||||
*/
|
||||
this.domElement = _svg;
|
||||
|
||||
/**
|
||||
* Whether to automatically perform a clear before a render call or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.autoClear = true;
|
||||
|
||||
/**
|
||||
* Whether to sort 3D objects or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.sortObjects = true;
|
||||
|
||||
/**
|
||||
* Whether to sort elements or not.
|
||||
*
|
||||
* @type {boolean}
|
||||
* @default true
|
||||
*/
|
||||
this.sortElements = true;
|
||||
|
||||
/**
|
||||
* Number of fractional pixels to enlarge polygons in order to
|
||||
* prevent anti-aliasing gaps. Range is `[0,1]`.
|
||||
*
|
||||
* @type {number}
|
||||
* @default 0.5
|
||||
*/
|
||||
this.overdraw = 0.5;
|
||||
|
||||
/**
|
||||
* The output color space.
|
||||
*
|
||||
* @type {(SRGBColorSpace|LinearSRGBColorSpace)}
|
||||
* @default SRGBColorSpace
|
||||
*/
|
||||
this.outputColorSpace = SRGBColorSpace;
|
||||
|
||||
/**
|
||||
* Provides information about the number of
|
||||
* rendered vertices and faces.
|
||||
*
|
||||
* @type {Object}
|
||||
*/
|
||||
this.info = {
|
||||
|
||||
render: {
|
||||
|
||||
vertices: 0,
|
||||
faces: 0
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the render quality. Setting to `high` means This value indicates that the browser
|
||||
* tries to improve the SVG quality over rendering speed and geometric precision.
|
||||
*
|
||||
* @param {('low'|'high')} quality - The quality.
|
||||
*/
|
||||
this.setQuality = function ( quality ) {
|
||||
|
||||
switch ( quality ) {
|
||||
|
||||
case 'high': _quality = 1; break;
|
||||
case 'low': _quality = 0; break;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the clear color.
|
||||
*
|
||||
* @param {(number|Color|string)} color - The clear color to set.
|
||||
*/
|
||||
this.setClearColor = function ( color ) {
|
||||
|
||||
_clearColor.set( color );
|
||||
|
||||
};
|
||||
|
||||
this.setPixelRatio = function () {};
|
||||
|
||||
/**
|
||||
* 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 ) {
|
||||
|
||||
_svgWidth = width; _svgHeight = height;
|
||||
_svgWidthHalf = _svgWidth / 2; _svgHeightHalf = _svgHeight / 2;
|
||||
|
||||
_svg.setAttribute( 'viewBox', ( - _svgWidthHalf ) + ' ' + ( - _svgHeightHalf ) + ' ' + _svgWidth + ' ' + _svgHeight );
|
||||
_svg.setAttribute( 'width', _svgWidth );
|
||||
_svg.setAttribute( 'height', _svgHeight );
|
||||
|
||||
_clipBox.min.set( - _svgWidthHalf, - _svgHeightHalf );
|
||||
_clipBox.max.set( _svgWidthHalf, _svgHeightHalf );
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* 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: _svgWidth,
|
||||
height: _svgHeight
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the precision of the data used to create a paths.
|
||||
*
|
||||
* @param {number} precision - The precision to set.
|
||||
*/
|
||||
this.setPrecision = function ( precision ) {
|
||||
|
||||
_precision = precision;
|
||||
|
||||
};
|
||||
|
||||
function removeChildNodes() {
|
||||
|
||||
_pathCount = 0;
|
||||
|
||||
while ( _svg.childNodes.length > 0 ) {
|
||||
|
||||
_svg.removeChild( _svg.childNodes[ 0 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function convert( c ) {
|
||||
|
||||
return _precision !== null ? c.toFixed( _precision ) : c;
|
||||
|
||||
}
|
||||
|
||||
function renderSort( a, b ) {
|
||||
|
||||
const aOrder = a.data.renderOrder !== undefined ? a.data.renderOrder : 0;
|
||||
const bOrder = b.data.renderOrder !== undefined ? b.data.renderOrder : 0;
|
||||
|
||||
if ( aOrder !== bOrder ) {
|
||||
|
||||
return aOrder - bOrder;
|
||||
|
||||
} else {
|
||||
|
||||
const aZ = a.data.z !== undefined ? a.data.z : 0;
|
||||
const bZ = b.data.z !== undefined ? b.data.z : 0;
|
||||
|
||||
return bZ - aZ; // Painter's algorithm: far to near
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function arraySortStable( array, start, length ) {
|
||||
|
||||
// A stable insertion sort for sorting the render list
|
||||
// This avoids the GC overhead of Array.prototype.sort()
|
||||
|
||||
for ( let i = start + 1; i < start + length; i ++ ) {
|
||||
|
||||
const item = array[ i ];
|
||||
let j = i - 1;
|
||||
|
||||
while ( j >= start && renderSort( array[ j ], item ) > 0 ) {
|
||||
|
||||
array[ j + 1 ] = array[ j ];
|
||||
j --;
|
||||
|
||||
}
|
||||
|
||||
array[ j + 1 ] = item;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs a manual clear with the defined clear color.
|
||||
*/
|
||||
this.clear = function () {
|
||||
|
||||
removeChildNodes();
|
||||
_svg.style.backgroundColor = _clearColor.getStyle( _this.outputColorSpace );
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* 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 ) {
|
||||
|
||||
if ( camera instanceof Camera === false ) {
|
||||
|
||||
console.error( 'THREE.SVGRenderer.render: camera is not an instance of Camera.' );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
const background = scene.background;
|
||||
|
||||
if ( background && background.isColor ) {
|
||||
|
||||
removeChildNodes();
|
||||
_svg.style.backgroundColor = background.getStyle( _this.outputColorSpace );
|
||||
|
||||
} else if ( this.autoClear === true ) {
|
||||
|
||||
this.clear();
|
||||
|
||||
}
|
||||
|
||||
_this.info.render.vertices = 0;
|
||||
_this.info.render.faces = 0;
|
||||
|
||||
_viewMatrix.copy( camera.matrixWorldInverse );
|
||||
_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
|
||||
|
||||
_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
|
||||
_elements = _renderData.elements;
|
||||
_lights = _renderData.lights;
|
||||
|
||||
_normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
|
||||
|
||||
calculateLights( _lights );
|
||||
|
||||
_renderListCount = 0;
|
||||
|
||||
for ( let e = 0, el = _elements.length; e < el; e ++ ) {
|
||||
|
||||
const element = _elements[ e ];
|
||||
const material = element.material;
|
||||
|
||||
if ( material === undefined || material.opacity === 0 ) continue;
|
||||
|
||||
getRenderItem( _renderListCount ++, 'element', element, material );
|
||||
|
||||
}
|
||||
|
||||
_svgObjectCount = 0;
|
||||
|
||||
scene.traverseVisible( function ( object ) {
|
||||
|
||||
if ( object.isSVGObject ) {
|
||||
|
||||
_vector3.setFromMatrixPosition( object.matrixWorld );
|
||||
_vector3.applyMatrix4( _viewProjectionMatrix );
|
||||
|
||||
if ( _vector3.z < - 1 || _vector3.z > 1 ) return;
|
||||
|
||||
const x = _vector3.x * _svgWidthHalf;
|
||||
const y = - _vector3.y * _svgHeightHalf;
|
||||
|
||||
const svgObject = getSVGObjectData( _svgObjectCount ++ );
|
||||
|
||||
svgObject.node = object.node;
|
||||
svgObject.x = x;
|
||||
svgObject.y = y;
|
||||
svgObject.z = _vector3.z;
|
||||
svgObject.renderOrder = object.renderOrder;
|
||||
|
||||
getRenderItem( _renderListCount ++, 'svgObject', svgObject, null );
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
if ( this.sortElements ) {
|
||||
|
||||
arraySortStable( _renderListPool, 0, _renderListCount );
|
||||
|
||||
}
|
||||
|
||||
// Reset accumulated path
|
||||
_currentPath = '';
|
||||
_currentStyle = '';
|
||||
|
||||
// Render in sorted order
|
||||
for ( let i = 0; i < _renderListCount; i ++ ) {
|
||||
|
||||
const item = _renderListPool[ i ];
|
||||
|
||||
if ( item.type === 'svgObject' ) {
|
||||
|
||||
flushPath(); // Flush any accumulated paths before inserting SVG node
|
||||
|
||||
const svgObject = item.data;
|
||||
const node = svgObject.node;
|
||||
node.setAttribute( 'transform', 'translate(' + svgObject.x + ',' + svgObject.y + ')' );
|
||||
_svg.appendChild( node );
|
||||
|
||||
} else {
|
||||
|
||||
const element = item.data;
|
||||
const material = item.material;
|
||||
|
||||
_elemBox.makeEmpty();
|
||||
|
||||
if ( element instanceof RenderableSprite ) {
|
||||
|
||||
_v1 = element;
|
||||
_v1.x *= _svgWidthHalf; _v1.y *= - _svgHeightHalf;
|
||||
|
||||
renderSprite( _v1, element, material );
|
||||
|
||||
} else if ( element instanceof RenderableLine ) {
|
||||
|
||||
_v1 = element.v1; _v2 = element.v2;
|
||||
|
||||
_v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf;
|
||||
_v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf;
|
||||
|
||||
_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
|
||||
|
||||
if ( _clipBox.intersectsBox( _elemBox ) === true ) {
|
||||
|
||||
renderLine( _v1, _v2, material );
|
||||
|
||||
}
|
||||
|
||||
} else if ( element instanceof RenderableFace ) {
|
||||
|
||||
_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
|
||||
|
||||
_v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf;
|
||||
_v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf;
|
||||
_v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= - _svgHeightHalf;
|
||||
|
||||
if ( this.overdraw > 0 ) {
|
||||
|
||||
expand( _v1.positionScreen, _v2.positionScreen, this.overdraw );
|
||||
expand( _v2.positionScreen, _v3.positionScreen, this.overdraw );
|
||||
expand( _v3.positionScreen, _v1.positionScreen, this.overdraw );
|
||||
|
||||
}
|
||||
|
||||
_elemBox.setFromPoints( [
|
||||
_v1.positionScreen,
|
||||
_v2.positionScreen,
|
||||
_v3.positionScreen
|
||||
] );
|
||||
|
||||
if ( _clipBox.intersectsBox( _elemBox ) === true ) {
|
||||
|
||||
renderFace3( _v1, _v2, _v3, element, material );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
flushPath(); // Flush any remaining paths
|
||||
|
||||
};
|
||||
|
||||
function calculateLights( lights ) {
|
||||
|
||||
_ambientLight.setRGB( 0, 0, 0 );
|
||||
_directionalLights.setRGB( 0, 0, 0 );
|
||||
_pointLights.setRGB( 0, 0, 0 );
|
||||
|
||||
for ( let l = 0, ll = lights.length; l < ll; l ++ ) {
|
||||
|
||||
const light = lights[ l ];
|
||||
const lightColor = light.color;
|
||||
|
||||
if ( light.isAmbientLight ) {
|
||||
|
||||
_ambientLight.r += lightColor.r;
|
||||
_ambientLight.g += lightColor.g;
|
||||
_ambientLight.b += lightColor.b;
|
||||
|
||||
} else if ( light.isDirectionalLight ) {
|
||||
|
||||
_directionalLights.r += lightColor.r;
|
||||
_directionalLights.g += lightColor.g;
|
||||
_directionalLights.b += lightColor.b;
|
||||
|
||||
} else if ( light.isPointLight ) {
|
||||
|
||||
_pointLights.r += lightColor.r;
|
||||
_pointLights.g += lightColor.g;
|
||||
_pointLights.b += lightColor.b;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function calculateLight( lights, position, normal, color ) {
|
||||
|
||||
for ( let l = 0, ll = lights.length; l < ll; l ++ ) {
|
||||
|
||||
const light = lights[ l ];
|
||||
const lightColor = light.color;
|
||||
|
||||
if ( light.isDirectionalLight ) {
|
||||
|
||||
const lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
|
||||
|
||||
let amount = normal.dot( lightPosition );
|
||||
|
||||
if ( amount <= 0 ) continue;
|
||||
|
||||
amount *= light.intensity;
|
||||
|
||||
color.r += lightColor.r * amount;
|
||||
color.g += lightColor.g * amount;
|
||||
color.b += lightColor.b * amount;
|
||||
|
||||
} else if ( light.isPointLight ) {
|
||||
|
||||
const lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
|
||||
|
||||
let amount = normal.dot( _vector3.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.r += lightColor.r * amount;
|
||||
color.g += lightColor.g * amount;
|
||||
color.b += lightColor.b * amount;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function renderSprite( v1, element, material ) {
|
||||
|
||||
let scaleX = element.scale.x * _svgWidthHalf;
|
||||
let scaleY = element.scale.y * _svgHeightHalf;
|
||||
|
||||
if ( material.isPointsMaterial ) {
|
||||
|
||||
scaleX *= material.size;
|
||||
scaleY *= material.size;
|
||||
|
||||
}
|
||||
|
||||
const path = 'M' + convert( v1.x - scaleX * 0.5 ) + ',' + convert( v1.y - scaleY * 0.5 ) + 'h' + convert( scaleX ) + 'v' + convert( scaleY ) + 'h' + convert( - scaleX ) + 'z';
|
||||
let style = '';
|
||||
|
||||
if ( material.isSpriteMaterial || material.isPointsMaterial ) {
|
||||
|
||||
style = 'fill:' + material.color.getStyle( _this.outputColorSpace ) + ';fill-opacity:' + material.opacity;
|
||||
|
||||
}
|
||||
|
||||
addPath( style, path );
|
||||
|
||||
}
|
||||
|
||||
function renderLine( v1, v2, material ) {
|
||||
|
||||
const path = 'M' + convert( v1.positionScreen.x ) + ',' + convert( v1.positionScreen.y ) + 'L' + convert( v2.positionScreen.x ) + ',' + convert( v2.positionScreen.y );
|
||||
|
||||
if ( material.isLineBasicMaterial ) {
|
||||
|
||||
let style = 'fill:none;stroke:' + material.color.getStyle( _this.outputColorSpace ) + ';stroke-opacity:' + material.opacity + ';stroke-width:' + material.linewidth + ';stroke-linecap:' + material.linecap;
|
||||
|
||||
if ( material.isLineDashedMaterial ) {
|
||||
|
||||
style = style + ';stroke-dasharray:' + material.dashSize + ',' + material.gapSize;
|
||||
|
||||
}
|
||||
|
||||
addPath( style, path );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function renderFace3( v1, v2, v3, element, material ) {
|
||||
|
||||
_this.info.render.vertices += 3;
|
||||
_this.info.render.faces ++;
|
||||
|
||||
const path = 'M' + convert( v1.positionScreen.x ) + ',' + convert( v1.positionScreen.y ) + 'L' + convert( v2.positionScreen.x ) + ',' + convert( v2.positionScreen.y ) + 'L' + convert( v3.positionScreen.x ) + ',' + convert( v3.positionScreen.y ) + 'z';
|
||||
let style = '';
|
||||
|
||||
if ( material.isMeshBasicMaterial ) {
|
||||
|
||||
_color.copy( material.color );
|
||||
|
||||
if ( material.vertexColors ) {
|
||||
|
||||
_color.multiply( element.color );
|
||||
|
||||
}
|
||||
|
||||
} else if ( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial ) {
|
||||
|
||||
_diffuseColor.copy( material.color );
|
||||
|
||||
if ( material.vertexColors ) {
|
||||
|
||||
_diffuseColor.multiply( element.color );
|
||||
|
||||
}
|
||||
|
||||
_color.copy( _ambientLight );
|
||||
|
||||
_centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
|
||||
|
||||
calculateLight( _lights, _centroid, element.normalModel, _color );
|
||||
|
||||
_color.multiply( _diffuseColor ).add( material.emissive );
|
||||
|
||||
} else if ( material.isMeshNormalMaterial ) {
|
||||
|
||||
_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix ).normalize();
|
||||
|
||||
_color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
||||
|
||||
}
|
||||
|
||||
if ( material.wireframe ) {
|
||||
|
||||
style = 'fill:none;stroke:' + _color.getStyle( _this.outputColorSpace ) + ';stroke-opacity:' + material.opacity + ';stroke-width:' + material.wireframeLinewidth + ';stroke-linecap:' + material.wireframeLinecap + ';stroke-linejoin:' + material.wireframeLinejoin;
|
||||
|
||||
} else {
|
||||
|
||||
style = 'fill:' + _color.getStyle( _this.outputColorSpace ) + ';fill-opacity:' + material.opacity;
|
||||
|
||||
}
|
||||
|
||||
addPath( style, path );
|
||||
|
||||
}
|
||||
|
||||
// Hide anti-alias gaps
|
||||
|
||||
function expand( v1, v2, pixels ) {
|
||||
|
||||
let x = v2.x - v1.x, y = v2.y - v1.y;
|
||||
const det = x * x + y * y;
|
||||
|
||||
if ( det === 0 ) return;
|
||||
|
||||
const idet = pixels / Math.sqrt( det );
|
||||
|
||||
x *= idet; y *= idet;
|
||||
|
||||
v2.x += x; v2.y += y;
|
||||
v1.x -= x; v1.y -= y;
|
||||
|
||||
}
|
||||
|
||||
function addPath( style, path ) {
|
||||
|
||||
if ( _currentStyle === style ) {
|
||||
|
||||
_currentPath += path;
|
||||
|
||||
} else {
|
||||
|
||||
flushPath();
|
||||
|
||||
_currentStyle = style;
|
||||
_currentPath = path;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function flushPath() {
|
||||
|
||||
if ( _currentPath ) {
|
||||
|
||||
_svgNode = getPathNode( _pathCount ++ );
|
||||
_svgNode.setAttribute( 'd', _currentPath );
|
||||
_svgNode.setAttribute( 'style', _currentStyle );
|
||||
_svg.appendChild( _svgNode );
|
||||
|
||||
}
|
||||
|
||||
_currentPath = '';
|
||||
_currentStyle = '';
|
||||
|
||||
}
|
||||
|
||||
function getPathNode( id ) {
|
||||
|
||||
let path = _svgPathPool[ id ];
|
||||
|
||||
if ( path === undefined ) {
|
||||
|
||||
path = document.createElementNS( 'http://www.w3.org/2000/svg', 'path' );
|
||||
|
||||
if ( _quality == 0 ) {
|
||||
|
||||
path.setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed
|
||||
|
||||
}
|
||||
|
||||
_svgPathPool[ id ] = path;
|
||||
|
||||
}
|
||||
|
||||
return path;
|
||||
|
||||
}
|
||||
|
||||
function getSVGObjectData( id ) {
|
||||
|
||||
let svgObject = _svgObjectsPool[ id ];
|
||||
|
||||
if ( svgObject === undefined ) {
|
||||
|
||||
svgObject = {
|
||||
node: null,
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0,
|
||||
renderOrder: 0
|
||||
};
|
||||
|
||||
_svgObjectsPool[ id ] = svgObject;
|
||||
|
||||
}
|
||||
|
||||
return svgObject;
|
||||
|
||||
}
|
||||
|
||||
function getRenderItem( id, type, data, material ) {
|
||||
|
||||
let item = _renderListPool[ id ];
|
||||
|
||||
if ( item === undefined ) {
|
||||
|
||||
item = {
|
||||
type: type,
|
||||
data: data,
|
||||
material: material
|
||||
};
|
||||
|
||||
_renderListPool[ id ] = item;
|
||||
|
||||
return item;
|
||||
|
||||
}
|
||||
|
||||
item.type = type;
|
||||
item.data = data;
|
||||
item.material = material;
|
||||
|
||||
return item;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { SVGObject, SVGRenderer };
|
||||
Reference in New Issue
Block a user