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📄 CSS3DRenderer.js

📊 Analysis Summary

Metric Count
🔧 Functions 7
🧱 Classes 3
📦 Imports 4
📊 Variables & Constants 26

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/renderers/CSS3DRenderer.js

📦 Imports

Name Source
Matrix4 three
Object3D three
Quaternion three
Vector3 three

Variables & Constants

Name Type Kind Value Exported
_position any let/var new Vector3()
_quaternion any let/var new Quaternion()
_scale any let/var new Vector3()
_matrix any let/var new Matrix4()
_matrix2 any let/var new Matrix4()
_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 { camera: { style: string; }; objects... let/var { camera: { style: '' }, objects: new WeakMap() }
domElement any let/var parameters.element !== undefined ? parameters.element : document.createElemen...
fov number let/var camera.projectionMatrix.elements[ 5 ] * _heightHalf
tx any let/var *not shown*
ty any let/var *not shown*
scaleByViewOffset number let/var camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHei...
cameraCSSMatrix string let/var camera.isOrthographicCamera ?scale( ${ scaleByViewOffset } )+ 'scale(' + ...
perspective string let/var camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : ''
style string let/var perspective + cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHa...
elements any let/var matrix.elements
elements any let/var matrix.elements
matrix3d string let/var 'matrix3d(' + epsilon( elements[ 0 ] ) + ',' + epsilon( elements[ 1 ] ) + ','...
visible boolean let/var ( object.layers.test( camera.layers ) === true )
element any let/var object.element
style any let/var *not shown*
objectData { style: string; } let/var { style: style }

Functions

CSS3DObject.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 );

        return this;

    }

CSS3DSprite.copy(source: any, recursive: any): this

Parameters:

  • source any
  • recursive any

Returns: this

Calls:

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

        super.copy( source, recursive );

        this.rotation2D = source.rotation2D;

        return this;

    }

epsilon(value: any): any

Parameters:

  • value any

Returns: any

Calls:

  • Math.abs
Code
function epsilon( value ) {

            return Math.abs( value ) < 1e-10 ? 0 : value;

        }

getCameraCSSMatrix(matrix: any): string

Parameters:

  • matrix any

Returns: string

Calls:

  • epsilon
Code
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 ] ) +
            ')';

        }

getObjectCSSMatrix(matrix: any): string

Parameters:

  • matrix any

Returns: string

Calls:

  • epsilon
Code
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;

        }

hideObject(object: any): void

Parameters:

  • object any

Returns: void

Calls:

  • hideObject
Code
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 ] );

            }

        }

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

Parameters:

  • object any
  • scene any
  • camera any
  • cameraCSSMatrix any

Returns: void

Calls:

  • hideObject
  • object.layers.test
  • object.onBeforeRender
  • _matrix.copy
  • _matrix.transpose
  • _matrix.multiply
  • _matrix2.makeRotationZ
  • object.matrixWorld.decompose
  • _matrix.setPosition
  • _matrix.scale
  • getObjectCSSMatrix
  • cache.objects.get
  • cache.objects.set
  • cameraElement.appendChild
  • object.onAfterRender
  • renderObject

Internal Comments:

// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/ (x4)

Code
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 );

            }

        }

Classes

CSS3DObject

Class Code
class CSS3DObject extends Object3D {

    /**
     * Constructs a new CSS3D object.
     *
     * @param {DOMElement} [element] - The DOM element.
     */
    constructor( element = document.createElement( 'div' ) ) {

        super();

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isCSS3DObject = true;

        /**
         * The DOM element which defines the appearance of this 3D object.
         *
         * @type {DOMElement}
         * @readonly
         * @default true
         */
        this.element = element;
        this.element.style.position = 'absolute';
        this.element.style.pointerEvents = 'auto';
        this.element.style.userSelect = 'none';

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

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

            this.traverse( function ( object ) {

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

                    object.element.remove();

                }

            } );

        } );

    }

    copy( source, recursive ) {

        super.copy( source, recursive );

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

        return this;

    }

}

Methods

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

        super.copy( source, recursive );

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

        return this;

    }

CSS3DSprite

Class Code
class CSS3DSprite extends CSS3DObject {

    /**
     * Constructs a new CSS3D sprite object.
     *
     * @param {DOMElement} [element] - The DOM element.
     */
    constructor( element ) {

        super( element );

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isCSS3DSprite = true;

        /**
         * The sprite's rotation in radians.
         *
         * @type {number}
         * @default 0
         */
        this.rotation2D = 0;

    }

    copy( source, recursive ) {

        super.copy( source, recursive );

        this.rotation2D = source.rotation2D;

        return this;

    }

}

Methods

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

        super.copy( source, recursive );

        this.rotation2D = source.rotation2D;

        return this;

    }

CSS3DRenderer

Class Code
class CSS3DRenderer {

    /**
     * Constructs a new CSS3D renderer.
     *
     * @param {CSS3DRenderer~Parameters} [parameters] - The parameters.
     */
    constructor( parameters = {} ) {

        const _this = this;

        let _width, _height;
        let _widthHalf, _heightHalf;

        const cache = {
            camera: { style: '' },
            objects: new WeakMap()
        };

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

        domElement.style.overflow = 'hidden';

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

        const viewElement = document.createElement( 'div' );
        viewElement.style.transformOrigin = '0 0';
        viewElement.style.pointerEvents = 'none';
        domElement.appendChild( viewElement );

        const cameraElement = document.createElement( 'div' );

        cameraElement.style.transformStyle = 'preserve-3d';

        viewElement.appendChild( cameraElement );

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

            return {
                width: _width,
                height: _height
            };

        };

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

            const fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;

            if ( camera.view && camera.view.enabled ) {

                // view offset
                viewElement.style.transform = `translate( ${ - camera.view.offsetX * ( _width / camera.view.width ) }px, ${ - camera.view.offsetY * ( _height / camera.view.height ) }px )`;

                // view fullWidth and fullHeight, view width and height
                viewElement.style.transform += `scale( ${ camera.view.fullWidth / camera.view.width }, ${ camera.view.fullHeight / camera.view.height } )`;

            } else {

                viewElement.style.transform = '';

            }

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

            let tx, ty;

            if ( camera.isOrthographicCamera ) {

                tx = - ( camera.right + camera.left ) / 2;
                ty = ( camera.top + camera.bottom ) / 2;

            }

            const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1;
            const cameraCSSMatrix = camera.isOrthographicCamera ?
                `scale( ${ scaleByViewOffset } )` + 'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
                `scale( ${ scaleByViewOffset } )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
            const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : '';

            const style = perspective + cameraCSSMatrix +
                'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';

            if ( cache.camera.style !== style ) {

                cameraElement.style.transform = style;

                cache.camera.style = style;

            }

            renderObject( scene, scene, camera, cameraCSSMatrix );

        };

        /**
         * Resizes the renderer to the given width and height.
         *
         * @param {number} width - The width of the renderer.
         * @param {number} height - The height of the renderer.
         */
        this.setSize = function ( width, height ) {

            _width = width;
            _height = height;
            _widthHalf = _width / 2;
            _heightHalf = _height / 2;

            domElement.style.width = width + 'px';
            domElement.style.height = height + 'px';

            viewElement.style.width = width + 'px';
            viewElement.style.height = height + 'px';

            cameraElement.style.width = width + 'px';
            cameraElement.style.height = height + 'px';

        };

        function epsilon( value ) {

            return Math.abs( value ) < 1e-10 ? 0 : value;

        }

        function getCameraCSSMatrix( matrix ) {

            const elements = matrix.elements;

            return 'matrix3d(' +
                epsilon( elements[ 0 ] ) + ',' +
                epsilon( - elements[ 1 ] ) + ',' +
                epsilon( elements[ 2 ] ) + ',' +
                epsilon( elements[ 3 ] ) + ',' +
                epsilon( elements[ 4 ] ) + ',' +
                epsilon( - elements[ 5 ] ) + ',' +
                epsilon( elements[ 6 ] ) + ',' +
                epsilon( elements[ 7 ] ) + ',' +
                epsilon( elements[ 8 ] ) + ',' +
                epsilon( - elements[ 9 ] ) + ',' +
                epsilon( elements[ 10 ] ) + ',' +
                epsilon( elements[ 11 ] ) + ',' +
                epsilon( elements[ 12 ] ) + ',' +
                epsilon( - elements[ 13 ] ) + ',' +
                epsilon( elements[ 14 ] ) + ',' +
                epsilon( elements[ 15 ] ) +
            ')';

        }

        function getObjectCSSMatrix( matrix ) {

            const elements = matrix.elements;
            const matrix3d = 'matrix3d(' +
                epsilon( elements[ 0 ] ) + ',' +
                epsilon( elements[ 1 ] ) + ',' +
                epsilon( elements[ 2 ] ) + ',' +
                epsilon( elements[ 3 ] ) + ',' +
                epsilon( - elements[ 4 ] ) + ',' +
                epsilon( - elements[ 5 ] ) + ',' +
                epsilon( - elements[ 6 ] ) + ',' +
                epsilon( - elements[ 7 ] ) + ',' +
                epsilon( elements[ 8 ] ) + ',' +
                epsilon( elements[ 9 ] ) + ',' +
                epsilon( elements[ 10 ] ) + ',' +
                epsilon( elements[ 11 ] ) + ',' +
                epsilon( elements[ 12 ] ) + ',' +
                epsilon( elements[ 13 ] ) + ',' +
                epsilon( elements[ 14 ] ) + ',' +
                epsilon( elements[ 15 ] ) +
            ')';

            return 'translate(-50%,-50%)' + matrix3d;

        }

        function hideObject( object ) {

            if ( object.isCSS3DObject ) object.element.style.display = 'none';

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

                hideObject( object.children[ i ] );

            }

        }

        function renderObject( object, scene, camera, cameraCSSMatrix ) {

            if ( object.visible === false ) {

                hideObject( object );

                return;

            }

            if ( object.isCSS3DObject ) {

                const visible = ( object.layers.test( camera.layers ) === true );

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

                if ( visible === true ) {

                    object.onBeforeRender( _this, scene, camera );

                    let style;

                    if ( object.isCSS3DSprite ) {

                        // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/

                        _matrix.copy( camera.matrixWorldInverse );
                        _matrix.transpose();

                        if ( object.rotation2D !== 0 ) _matrix.multiply( _matrix2.makeRotationZ( object.rotation2D ) );

                        object.matrixWorld.decompose( _position, _quaternion, _scale );
                        _matrix.setPosition( _position );
                        _matrix.scale( _scale );

                        _matrix.elements[ 3 ] = 0;
                        _matrix.elements[ 7 ] = 0;
                        _matrix.elements[ 11 ] = 0;
                        _matrix.elements[ 15 ] = 1;

                        style = getObjectCSSMatrix( _matrix );

                    } else {

                        style = getObjectCSSMatrix( object.matrixWorld );

                    }

                    const cachedObject = cache.objects.get( object );

                    if ( cachedObject === undefined || cachedObject.style !== style ) {

                        element.style.transform = style;

                        const objectData = { style: style };
                        cache.objects.set( object, objectData );

                    }

                    if ( element.parentNode !== cameraElement ) {

                        cameraElement.appendChild( element );

                    }

                    object.onAfterRender( _this, scene, camera );

                }

            }

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

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

            }

        }

    }

}