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📄 CSS2DRenderer.js

📊 Analysis Summary

Metric Count
🔧 Functions 6
🧱 Classes 2
📦 Imports 4
📊 Variables & Constants 19

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/renderers/CSS2DRenderer.js

📦 Imports

Name Source
Matrix4 three
Object3D three
Vector2 three
Vector3 three

Variables & Constants

Name Type Kind Value Exported
_vector any let/var new Vector3()
_viewMatrix any let/var new Matrix4()
_viewProjectionMatrix any let/var new Matrix4()
_a any let/var new Vector3()
_b any let/var new Vector3()
_this this let/var this
_width any let/var *not shown*
_height any let/var *not shown*
_widthHalf any let/var *not shown*
_heightHalf any let/var *not shown*
cache { objects: WeakMap<WeakKey, any>; } let/var { objects: new WeakMap() }
domElement any let/var parameters.element !== undefined ? parameters.element : document.createElemen...
visible boolean let/var ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers...
element any let/var object.element
objectData { distanceToCameraSquared: any; } let/var { distanceToCameraSquared: getDistanceToSquared( camera, object ) }
result any[] let/var []
distanceA any let/var cache.objects.get( a ).distanceToCameraSquared
distanceB any let/var cache.objects.get( b ).distanceToCameraSquared
zMax number let/var sorted.length

Functions

CSS2DObject.copy(source: any, recursive: any): this

Parameters:

  • source any
  • recursive any

Returns: this

Calls:

  • super.copy
  • source.element.cloneNode
Code
copy( source, recursive ) {

        super.copy( source, recursive );

        this.element = source.element.cloneNode( true );

        this.center = source.center;

        return this;

    }

hideObject(object: any): void

Parameters:

  • object any

Returns: void

Calls:

  • hideObject
Code
function hideObject( object ) {

            if ( object.isCSS2DObject ) object.element.style.display = 'none';

            for ( let i = 0, l = object.children.length; i < l; i ++ ) {

                hideObject( object.children[ i ] );

            }

        }

renderObject(object: any, scene: any, camera: any): void

Parameters:

  • object any
  • scene any
  • camera any

Returns: void

Calls:

  • hideObject
  • _vector.setFromMatrixPosition
  • _vector.applyMatrix4
  • object.layers.test
  • object.onBeforeRender
  • domElement.appendChild
  • object.onAfterRender
  • getDistanceToSquared
  • cache.objects.set
  • renderObject
Code
function renderObject( object, scene, camera ) {

            if ( object.visible === false ) {

                hideObject( object );

                return;

            }

            if ( object.isCSS2DObject ) {

                _vector.setFromMatrixPosition( object.matrixWorld );
                _vector.applyMatrix4( _viewProjectionMatrix );

                const visible = ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true );

                const element = object.element;
                element.style.display = visible === true ? '' : 'none';

                if ( visible === true ) {

                    object.onBeforeRender( _this, scene, camera );

                    element.style.transform = 'translate(' + ( - 100 * object.center.x ) + '%,' + ( - 100 * object.center.y ) + '%)' + 'translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)';

                    if ( element.parentNode !== domElement ) {

                        domElement.appendChild( element );

                    }

                    object.onAfterRender( _this, scene, camera );

                }

                const objectData = {
                    distanceToCameraSquared: getDistanceToSquared( camera, object )
                };

                cache.objects.set( object, objectData );

            }

            for ( let i = 0, l = object.children.length; i < l; i ++ ) {

                renderObject( object.children[ i ], scene, camera );

            }

        }

getDistanceToSquared(object1: any, object2: any): any

Parameters:

  • object1 any
  • object2 any

Returns: any

Calls:

  • _a.setFromMatrixPosition
  • _b.setFromMatrixPosition
  • _a.distanceToSquared
Code
function getDistanceToSquared( object1, object2 ) {

            _a.setFromMatrixPosition( object1.matrixWorld );
            _b.setFromMatrixPosition( object2.matrixWorld );

            return _a.distanceToSquared( _b );

        }

filterAndFlatten(scene: any): any[]

Parameters:

  • scene any

Returns: any[]

Calls:

  • scene.traverseVisible
  • result.push
Code
function filterAndFlatten( scene ) {

            const result = [];

            scene.traverseVisible( function ( object ) {

                if ( object.isCSS2DObject ) result.push( object );

            } );

            return result;

        }

zOrder(scene: any): void

Parameters:

  • scene any

Returns: void

Calls:

  • filterAndFlatten( scene ).sort
  • cache.objects.get
Code
function zOrder( scene ) {

            const sorted = filterAndFlatten( scene ).sort( function ( a, b ) {

                if ( a.renderOrder !== b.renderOrder ) {

                    return b.renderOrder - a.renderOrder;

                }

                const distanceA = cache.objects.get( a ).distanceToCameraSquared;
                const distanceB = cache.objects.get( b ).distanceToCameraSquared;

                return distanceA - distanceB;

            } );

            const zMax = sorted.length;

            for ( let i = 0, l = sorted.length; i < l; i ++ ) {

                sorted[ i ].element.style.zIndex = zMax - i;

            }

        }

Classes

CSS2DObject

Class Code
class CSS2DObject extends Object3D {

    /**
     * Constructs a new CSS2D object.
     *
     * @param {DOMElement} [element] - The DOM element.
     */
    constructor( element = document.createElement( 'div' ) ) {

        super();

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isCSS2DObject = true;

        /**
         * The DOM element which defines the appearance of this 3D object.
         *
         * @type {DOMElement}
         * @readonly
         * @default true
         */
        this.element = element;

        this.element.style.position = 'absolute';
        this.element.style.userSelect = 'none';

        this.element.setAttribute( 'draggable', false );

        /**
         * The 3D objects center point.
         * `( 0, 0 )` is the lower left, `( 1, 1 )` is the top right.
         *
         * @type {Vector2}
         * @default (0.5,0.5)
         */
        this.center = new Vector2( 0.5, 0.5 );

        this.addEventListener( 'removed', function () {

            this.traverse( function ( object ) {

                if (
                    object.element instanceof object.element.ownerDocument.defaultView.Element &&
                    object.element.parentNode !== null
                ) {

                    object.element.remove();

                }

            } );

        } );

    }

    copy( source, recursive ) {

        super.copy( source, recursive );

        this.element = source.element.cloneNode( true );

        this.center = source.center;

        return this;

    }

}

Methods

copy(source: any, recursive: any): this
Code
copy( source, recursive ) {

        super.copy( source, recursive );

        this.element = source.element.cloneNode( true );

        this.center = source.center;

        return this;

    }

CSS2DRenderer

Class Code
class CSS2DRenderer {

    /**
     * Constructs a new CSS2D renderer.
     *
     * @param {CSS2DRenderer~Parameters} [parameters] - The parameters.
     */
    constructor( parameters = {} ) {

        const _this = this;

        let _width, _height;
        let _widthHalf, _heightHalf;

        const cache = {
            objects: new WeakMap()
        };

        const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );

        domElement.style.overflow = 'hidden';

        /**
         * The DOM where the renderer appends its child-elements.
         *
         * @type {DOMElement}
         */
        this.domElement = domElement;

        /**
         * Returns an object containing the width and height of the renderer.
         *
         * @return {{width:number,height:number}} The size of the renderer.
         */
        this.getSize = function () {

            return {
                width: _width,
                height: _height
            };

        };

        /**
         * Renders the given scene using the given camera.
         *
         * @param {Object3D} scene - A scene or any other type of 3D object.
         * @param {Camera} camera - The camera.
         */
        this.render = function ( scene, camera ) {

            if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
            if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();

            _viewMatrix.copy( camera.matrixWorldInverse );
            _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );

            renderObject( scene, scene, camera );
            zOrder( scene );

        };

        /**
         * 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';

        };

        function hideObject( object ) {

            if ( object.isCSS2DObject ) 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 ) {

            if ( object.visible === false ) {

                hideObject( object );

                return;

            }

            if ( object.isCSS2DObject ) {

                _vector.setFromMatrixPosition( object.matrixWorld );
                _vector.applyMatrix4( _viewProjectionMatrix );

                const visible = ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true );

                const element = object.element;
                element.style.display = visible === true ? '' : 'none';

                if ( visible === true ) {

                    object.onBeforeRender( _this, scene, camera );

                    element.style.transform = 'translate(' + ( - 100 * object.center.x ) + '%,' + ( - 100 * object.center.y ) + '%)' + 'translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)';

                    if ( element.parentNode !== domElement ) {

                        domElement.appendChild( element );

                    }

                    object.onAfterRender( _this, scene, camera );

                }

                const objectData = {
                    distanceToCameraSquared: getDistanceToSquared( camera, object )
                };

                cache.objects.set( object, objectData );

            }

            for ( let i = 0, l = object.children.length; i < l; i ++ ) {

                renderObject( object.children[ i ], scene, camera );

            }

        }

        function getDistanceToSquared( object1, object2 ) {

            _a.setFromMatrixPosition( object1.matrixWorld );
            _b.setFromMatrixPosition( object2.matrixWorld );

            return _a.distanceToSquared( _b );

        }

        function filterAndFlatten( scene ) {

            const result = [];

            scene.traverseVisible( function ( object ) {

                if ( object.isCSS2DObject ) result.push( object );

            } );

            return result;

        }

        function zOrder( scene ) {

            const sorted = filterAndFlatten( scene ).sort( function ( a, b ) {

                if ( a.renderOrder !== b.renderOrder ) {

                    return b.renderOrder - a.renderOrder;

                }

                const distanceA = cache.objects.get( a ).distanceToCameraSquared;
                const distanceB = cache.objects.get( b ).distanceToCameraSquared;

                return distanceA - distanceB;

            } );

            const zMax = sorted.length;

            for ( let i = 0, l = sorted.length; i < l; i ++ ) {

                sorted[ i ].element.style.zIndex = zMax - i;

            }

        }

    }

}