📄 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
hideObject(object: any): void
¶
Parameters:
object
any
Returns: void
Calls:
hideObject
Code
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
filterAndFlatten(scene: any): any[]
¶
Parameters:
scene
any
Returns: any[]
Calls:
scene.traverseVisible
result.push
Code
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
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;
}
}
}
}