提交 3708794f 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #10988 from yomotsu/feature/css-renderer-ie11-supports

CSS Renderer: supports for IE10 and IE11
......@@ -41,6 +41,7 @@ THREE.CSS3DRenderer = function () {
console.log( 'THREE.CSS3DRenderer', THREE.REVISION );
var _width, _height;
var _widthHalf, _heightHalf;
var matrix = new THREE.Matrix4();
......@@ -52,26 +53,18 @@ THREE.CSS3DRenderer = function () {
var domElement = document.createElement( 'div' );
domElement.style.overflow = 'hidden';
domElement.style.WebkitTransformStyle = 'preserve-3d';
domElement.style.MozTransformStyle = 'preserve-3d';
domElement.style.oTransformStyle = 'preserve-3d';
domElement.style.transformStyle = 'preserve-3d';
this.domElement = domElement;
var cameraElement = document.createElement( 'div' );
cameraElement.style.position = 'absolute';
cameraElement.style.left = '50%';
cameraElement.style.top = '50%';
cameraElement.style.WebkitTransformStyle = 'preserve-3d';
cameraElement.style.MozTransformStyle = 'preserve-3d';
cameraElement.style.oTransformStyle = 'preserve-3d';
cameraElement.style.transformStyle = 'preserve-3d';
domElement.appendChild( cameraElement );
var isIE = /Trident/i.test( navigator.userAgent );
this.setClearColor = function () {};
this.getSize = function () {
......@@ -87,15 +80,20 @@ THREE.CSS3DRenderer = function () {
_width = width;
_height = height;
_widthHalf = _width / 2;
_heightHalf = _height / 2;
domElement.style.width = width + 'px';
domElement.style.height = height + 'px';
cameraElement.style.width = width + 'px';
cameraElement.style.height = height + 'px';
};
function epsilon( value ) {
return Math.abs( value ) < Number.EPSILON ? 0 : value;
return Math.abs( value ) < 1e-10 ? 0 : value;
}
......@@ -124,11 +122,10 @@ THREE.CSS3DRenderer = function () {
}
function getObjectCSSMatrix( matrix ) {
function getObjectCSSMatrix( matrix, cameraCSSMatrix ) {
var elements = matrix.elements;
return 'translate3d(-50%,-50%,0) matrix3d(' +
var matrix3d = 'matrix3d(' +
epsilon( elements[ 0 ] ) + ',' +
epsilon( elements[ 1 ] ) + ',' +
epsilon( elements[ 2 ] ) + ',' +
......@@ -147,9 +144,20 @@ THREE.CSS3DRenderer = function () {
epsilon( elements[ 15 ] ) +
')';
if ( isIE ) {
return 'translate(-50%,-50%)' +
'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)' +
cameraCSSMatrix +
matrix3d;
}
return 'translate(-50%,-50%)' + matrix3d;
}
function renderObject( object, camera ) {
function renderObject( object, camera, cameraCSSMatrix ) {
if ( object instanceof THREE.CSS3DObject ) {
......@@ -169,25 +177,30 @@ THREE.CSS3DRenderer = function () {
matrix.elements[ 11 ] = 0;
matrix.elements[ 15 ] = 1;
style = getObjectCSSMatrix( matrix );
style = getObjectCSSMatrix( matrix, cameraCSSMatrix );
} else {
style = getObjectCSSMatrix( object.matrixWorld );
style = getObjectCSSMatrix( object.matrixWorld, cameraCSSMatrix );
}
var element = object.element;
var cachedStyle = cache.objects[ object.id ];
var cachedStyle = cache.objects[ object.id ] && cache.objects[ object.id ].style;
if ( cachedStyle === undefined || cachedStyle !== style ) {
element.style.WebkitTransform = style;
element.style.MozTransform = style;
element.style.oTransform = style;
element.style.transform = style;
cache.objects[ object.id ] = style;
cache.objects[ object.id ] = { style: style };
if ( isIE ) {
cache.objects[ object.id ].distanceToCameraSquared = getDistanceToSquared( camera, object );
}
}
......@@ -201,22 +214,60 @@ THREE.CSS3DRenderer = function () {
for ( var i = 0, l = object.children.length; i < l; i ++ ) {
renderObject( object.children[ i ], camera );
renderObject( object.children[ i ], camera, cameraCSSMatrix );
}
}
var getDistanceToSquared = function () {
var a = new THREE.Vector3();
var b = new THREE.Vector3();
return function ( object1, object2 ) {
a.setFromMatrixPosition( object1.matrixWorld );
b.setFromMatrixPosition( object2.matrixWorld );
return a.distanceToSquared( b );
};
}();
function zOrder( scene ) {
var order = Object.keys( cache.objects ).sort( function ( a, b ) {
return cache.objects[ a ].distanceToCameraSquared - cache.objects[ b ].distanceToCameraSquared;
} );
var zMax = order.length;
scene.traverse( function ( object ) {
var index = order.indexOf( object.id + '' );
if ( index !== - 1 ) {
object.element.style.zIndex = zMax - index;
}
} );
}
this.render = function ( scene, camera ) {
var fov = 0.5 / Math.tan( THREE.Math.degToRad( camera.getEffectiveFOV() * 0.5 ) ) * _height;
if ( cache.camera.fov !== fov ) {
domElement.style.WebkitPerspective = fov + "px";
domElement.style.MozPerspective = fov + "px";
domElement.style.oPerspective = fov + "px";
domElement.style.perspective = fov + "px";
domElement.style.WebkitPerspective = fov + 'px';
domElement.style.MozPerspective = fov + 'px';
domElement.style.perspective = fov + 'px';
cache.camera.fov = fov;
......@@ -228,20 +279,33 @@ THREE.CSS3DRenderer = function () {
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
var style = 'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
var cameraCSSMatrix = 'translateZ(' + fov + 'px)' +
getCameraCSSMatrix( camera.matrixWorldInverse );
var style = cameraCSSMatrix +
'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';
if ( cache.camera.style !== style ) {
if ( cache.camera.style !== style && ! isIE ) {
cameraElement.style.WebkitTransform = style;
cameraElement.style.MozTransform = style;
cameraElement.style.oTransform = style;
cameraElement.style.transform = style;
cache.camera.style = style;
}
renderObject( scene, camera );
renderObject( scene, camera, cameraCSSMatrix );
if ( isIE ) {
// IE10 and 11 does not support 'preserve-3d'.
// Thus, z-order in 3D will not work.
// We have to calc z-order manually and set CSS z-index for IE.
// FYI: z-index can't handle object intersection
zOrder( scene );
}
};
......
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