686 lines
15 KiB
JavaScript
686 lines
15 KiB
JavaScript
import {
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Box2,
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Camera,
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Color,
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Matrix3,
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Matrix4,
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Object3D,
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SRGBColorSpace,
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Vector3
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} from 'three';
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import {
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Projector,
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RenderableFace,
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RenderableLine,
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RenderableSprite
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} from '../renderers/Projector.js';
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/**
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* Can be used to wrap SVG elements into a 3D object.
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*
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* @augments Object3D
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* @three_import import { SVGObject } from 'three/addons/renderers/SVGRenderer.js';
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*/
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class SVGObject extends Object3D {
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/**
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* Constructs a new SVG object.
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*
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* @param {SVGElement} node - The SVG element.
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*/
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constructor( node ) {
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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.isSVGObject = true;
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/**
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* This SVG element.
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*
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* @type {SVGElement}
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*/
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this.node = node;
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}
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}
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/**
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* This renderer an be used to render geometric data using SVG. The produced vector
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* graphics are particular useful in the following use cases:
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*
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* - Animated logos or icons.
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* - Interactive 2D/3D diagrams or graphs.
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* - Interactive maps.
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* - Complex or animated user interfaces.
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*
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* `SVGRenderer` has various advantages. It produces crystal-clear and sharp output which
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* is independent of the actual viewport resolution.SVG elements can be styled via CSS.
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* And they have good accessibility since it's possible to add metadata like title or description
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* (useful for search engines or screen readers).
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*
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* There are, however, some important limitations:
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* - No advanced shading.
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* - No texture support.
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* - No shadow support.
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*
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* @three_import import { SVGRenderer } from 'three/addons/renderers/SVGRenderer.js';
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*/
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class SVGRenderer {
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/**
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* Constructs a new SVG renderer.
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*/
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constructor() {
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let _renderData, _elements, _lights,
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_svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf,
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_v1, _v2, _v3,
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_svgNode,
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_pathCount = 0,
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_precision = null,
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_quality = 1,
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_currentPath, _currentStyle;
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const _this = this,
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_clipBox = new Box2(),
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_elemBox = new Box2(),
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_color = new Color(),
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_diffuseColor = new Color(),
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_ambientLight = new Color(),
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_directionalLights = new Color(),
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_pointLights = new Color(),
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_clearColor = new Color(),
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_vector3 = new Vector3(), // Needed for PointLight
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_centroid = new Vector3(),
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_normal = new Vector3(),
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_normalViewMatrix = new Matrix3(),
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_viewMatrix = new Matrix4(),
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_viewProjectionMatrix = new Matrix4(),
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_svgPathPool = [],
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_projector = new Projector(),
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_svg = document.createElementNS( 'http://www.w3.org/2000/svg', 'svg' );
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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 {DOMElement}
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*/
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this.domElement = _svg;
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/**
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* Whether to automatically perform a clear before a render call or not.
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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.autoClear = true;
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/**
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* Whether to sort 3D objects or not.
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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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* Whether to sort elements or not.
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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.sortElements = true;
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/**
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* Number of fractional pixels to enlarge polygons in order to
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* prevent anti-aliasing gaps. Range is `[0,1]`.
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*
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* @type {number}
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* @default 0.5
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*/
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this.overdraw = 0.5;
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/**
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* The output color space.
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*
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* @type {(SRGBColorSpace|LinearSRGBColorSpace)}
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* @default SRGBColorSpace
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*/
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this.outputColorSpace = SRGBColorSpace;
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/**
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* Provides information about the number of
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* rendered vertices and faces.
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*
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* @type {Object}
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*/
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this.info = {
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render: {
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vertices: 0,
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faces: 0
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}
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};
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/**
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* Sets the render quality. Setting to `high` means This value indicates that the browser
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* tries to improve the SVG quality over rendering speed and geometric precision.
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*
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* @param {('low'|'high')} quality - The quality.
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*/
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this.setQuality = function ( quality ) {
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switch ( quality ) {
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case 'high': _quality = 1; break;
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case 'low': _quality = 0; break;
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}
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};
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/**
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* Sets the clear color.
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*
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* @param {(number|Color|string)} color - The clear color to set.
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*/
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this.setClearColor = function ( color ) {
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_clearColor.set( color );
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};
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this.setPixelRatio = function () {};
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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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_svgWidth = width; _svgHeight = height;
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_svgWidthHalf = _svgWidth / 2; _svgHeightHalf = _svgHeight / 2;
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_svg.setAttribute( 'viewBox', ( - _svgWidthHalf ) + ' ' + ( - _svgHeightHalf ) + ' ' + _svgWidth + ' ' + _svgHeight );
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_svg.setAttribute( 'width', _svgWidth );
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_svg.setAttribute( 'height', _svgHeight );
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_clipBox.min.set( - _svgWidthHalf, - _svgHeightHalf );
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_clipBox.max.set( _svgWidthHalf, _svgHeightHalf );
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};
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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: _svgWidth,
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height: _svgHeight
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};
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};
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/**
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* Sets the precision of the data used to create a paths.
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*
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* @param {number} precision - The precision to set.
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*/
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this.setPrecision = function ( precision ) {
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_precision = precision;
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};
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function removeChildNodes() {
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_pathCount = 0;
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while ( _svg.childNodes.length > 0 ) {
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_svg.removeChild( _svg.childNodes[ 0 ] );
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}
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}
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function convert( c ) {
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return _precision !== null ? c.toFixed( _precision ) : c;
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}
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/**
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* Performs a manual clear with the defined clear color.
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*/
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this.clear = function () {
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removeChildNodes();
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_svg.style.backgroundColor = _clearColor.getStyle( _this.outputColorSpace );
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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 ( camera instanceof Camera === false ) {
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console.error( 'THREE.SVGRenderer.render: camera is not an instance of Camera.' );
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return;
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}
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const background = scene.background;
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if ( background && background.isColor ) {
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removeChildNodes();
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_svg.style.backgroundColor = background.getStyle( _this.outputColorSpace );
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} else if ( this.autoClear === true ) {
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this.clear();
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}
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_this.info.render.vertices = 0;
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_this.info.render.faces = 0;
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_viewMatrix.copy( camera.matrixWorldInverse );
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_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
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_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
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_elements = _renderData.elements;
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_lights = _renderData.lights;
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_normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
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calculateLights( _lights );
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// reset accumulated path
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_currentPath = '';
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_currentStyle = '';
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for ( let e = 0, el = _elements.length; e < el; e ++ ) {
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const element = _elements[ e ];
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const material = element.material;
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if ( material === undefined || material.opacity === 0 ) continue;
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_elemBox.makeEmpty();
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if ( element instanceof RenderableSprite ) {
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_v1 = element;
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_v1.x *= _svgWidthHalf; _v1.y *= - _svgHeightHalf;
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renderSprite( _v1, element, material );
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} else if ( element instanceof RenderableLine ) {
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_v1 = element.v1; _v2 = element.v2;
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_v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf;
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_v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf;
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_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
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if ( _clipBox.intersectsBox( _elemBox ) === true ) {
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renderLine( _v1, _v2, material );
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}
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} else if ( element instanceof RenderableFace ) {
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_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
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if ( _v1.positionScreen.z < - 1 || _v1.positionScreen.z > 1 ) continue;
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if ( _v2.positionScreen.z < - 1 || _v2.positionScreen.z > 1 ) continue;
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if ( _v3.positionScreen.z < - 1 || _v3.positionScreen.z > 1 ) continue;
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_v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf;
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_v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf;
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_v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= - _svgHeightHalf;
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if ( this.overdraw > 0 ) {
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expand( _v1.positionScreen, _v2.positionScreen, this.overdraw );
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expand( _v2.positionScreen, _v3.positionScreen, this.overdraw );
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expand( _v3.positionScreen, _v1.positionScreen, this.overdraw );
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}
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_elemBox.setFromPoints( [
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_v1.positionScreen,
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_v2.positionScreen,
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_v3.positionScreen
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] );
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if ( _clipBox.intersectsBox( _elemBox ) === true ) {
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renderFace3( _v1, _v2, _v3, element, material );
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}
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}
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}
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flushPath(); // just to flush last svg:path
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scene.traverseVisible( function ( object ) {
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if ( object.isSVGObject ) {
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_vector3.setFromMatrixPosition( object.matrixWorld );
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_vector3.applyMatrix4( _viewProjectionMatrix );
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if ( _vector3.z < - 1 || _vector3.z > 1 ) return;
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const x = _vector3.x * _svgWidthHalf;
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const y = - _vector3.y * _svgHeightHalf;
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const node = object.node;
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node.setAttribute( 'transform', 'translate(' + x + ',' + y + ')' );
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_svg.appendChild( node );
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}
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} );
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};
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function calculateLights( lights ) {
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_ambientLight.setRGB( 0, 0, 0 );
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_directionalLights.setRGB( 0, 0, 0 );
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_pointLights.setRGB( 0, 0, 0 );
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for ( let l = 0, ll = lights.length; l < ll; l ++ ) {
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const light = lights[ l ];
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const lightColor = light.color;
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if ( light.isAmbientLight ) {
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_ambientLight.r += lightColor.r;
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_ambientLight.g += lightColor.g;
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_ambientLight.b += lightColor.b;
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} else if ( light.isDirectionalLight ) {
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_directionalLights.r += lightColor.r;
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_directionalLights.g += lightColor.g;
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_directionalLights.b += lightColor.b;
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} else if ( light.isPointLight ) {
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_pointLights.r += lightColor.r;
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_pointLights.g += lightColor.g;
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_pointLights.b += lightColor.b;
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}
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}
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}
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function calculateLight( lights, position, normal, color ) {
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for ( let l = 0, ll = lights.length; l < ll; l ++ ) {
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const light = lights[ l ];
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const lightColor = light.color;
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if ( light.isDirectionalLight ) {
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const lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
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let amount = normal.dot( lightPosition );
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if ( amount <= 0 ) continue;
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amount *= light.intensity;
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color.r += lightColor.r * amount;
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color.g += lightColor.g * amount;
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color.b += lightColor.b * amount;
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} else if ( light.isPointLight ) {
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const lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
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let amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
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if ( amount <= 0 ) continue;
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amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
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if ( amount == 0 ) continue;
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amount *= light.intensity;
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color.r += lightColor.r * amount;
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color.g += lightColor.g * amount;
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color.b += lightColor.b * amount;
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}
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}
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}
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function renderSprite( v1, element, material ) {
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let scaleX = element.scale.x * _svgWidthHalf;
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let scaleY = element.scale.y * _svgHeightHalf;
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if ( material.isPointsMaterial ) {
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scaleX *= material.size;
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scaleY *= material.size;
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}
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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';
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let style = '';
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if ( material.isSpriteMaterial || material.isPointsMaterial ) {
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style = 'fill:' + material.color.getStyle( _this.outputColorSpace ) + ';fill-opacity:' + material.opacity;
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}
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addPath( style, path );
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}
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function renderLine( v1, v2, material ) {
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const path = 'M' + convert( v1.positionScreen.x ) + ',' + convert( v1.positionScreen.y ) + 'L' + convert( v2.positionScreen.x ) + ',' + convert( v2.positionScreen.y );
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if ( material.isLineBasicMaterial ) {
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let style = 'fill:none;stroke:' + material.color.getStyle( _this.outputColorSpace ) + ';stroke-opacity:' + material.opacity + ';stroke-width:' + material.linewidth + ';stroke-linecap:' + material.linecap;
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if ( material.isLineDashedMaterial ) {
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style = style + ';stroke-dasharray:' + material.dashSize + ',' + material.gapSize;
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}
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addPath( style, path );
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}
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}
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function renderFace3( v1, v2, v3, element, material ) {
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_this.info.render.vertices += 3;
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_this.info.render.faces ++;
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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';
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let style = '';
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if ( material.isMeshBasicMaterial ) {
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_color.copy( material.color );
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if ( material.vertexColors ) {
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_color.multiply( element.color );
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}
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} else if ( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial ) {
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_diffuseColor.copy( material.color );
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if ( material.vertexColors ) {
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_diffuseColor.multiply( element.color );
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}
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_color.copy( _ambientLight );
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_centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
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calculateLight( _lights, _centroid, element.normalModel, _color );
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_color.multiply( _diffuseColor ).add( material.emissive );
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} else if ( material.isMeshNormalMaterial ) {
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_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix ).normalize();
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_color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
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}
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if ( material.wireframe ) {
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style = 'fill:none;stroke:' + _color.getStyle( _this.outputColorSpace ) + ';stroke-opacity:' + material.opacity + ';stroke-width:' + material.wireframeLinewidth + ';stroke-linecap:' + material.wireframeLinecap + ';stroke-linejoin:' + material.wireframeLinejoin;
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} else {
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style = 'fill:' + _color.getStyle( _this.outputColorSpace ) + ';fill-opacity:' + material.opacity;
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}
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addPath( style, path );
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}
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// Hide anti-alias gaps
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function expand( v1, v2, pixels ) {
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let x = v2.x - v1.x, y = v2.y - v1.y;
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const det = x * x + y * y;
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if ( det === 0 ) return;
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const idet = pixels / Math.sqrt( det );
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x *= idet; y *= idet;
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v2.x += x; v2.y += y;
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v1.x -= x; v1.y -= y;
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}
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function addPath( style, path ) {
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if ( _currentStyle === style ) {
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_currentPath += path;
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} else {
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flushPath();
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_currentStyle = style;
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_currentPath = path;
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}
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}
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function flushPath() {
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|
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if ( _currentPath ) {
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_svgNode = getPathNode( _pathCount ++ );
|
|
_svgNode.setAttribute( 'd', _currentPath );
|
|
_svgNode.setAttribute( 'style', _currentStyle );
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_svg.appendChild( _svgNode );
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}
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_currentPath = '';
|
|
_currentStyle = '';
|
|
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}
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|
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function getPathNode( id ) {
|
|
|
|
if ( _svgPathPool[ id ] == null ) {
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_svgPathPool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'path' );
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|
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if ( _quality == 0 ) {
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_svgPathPool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed
|
|
|
|
}
|
|
|
|
return _svgPathPool[ id ];
|
|
|
|
}
|
|
|
|
return _svgPathPool[ id ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
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export { SVGObject, SVGRenderer };
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