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Three.js Edges Helper

This example tries to render the edges of a 3D model created by SketchUp as hard borders.

All toon shading techniques we found were unsuitable for long faces (they specify the width of the border as a fraction of the length of the face, causing more thick borders to appear when used on longer faces).

Three.js's Wireframe Helper is unable to correctly draw triangulated geometries, causing all diagonal lines to be rendered as borders.

Three.js's Edges Helper seems to be a better solution. It removes almost all the diagonal lines by performing a conplanarity check on faces (see this jsfiddle for an example). Concave volumes can also be correctly rendered by properly setting up WebGL's polygon offset in the mesh's material.

Unfortunately, as it can be seen in this example, some spurious borders remain, such as the diagonal line on the floor of the darker object, or the short vertical line on the side of the "stairs" of the cube-like object.

<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<authoring_tool>SketchUp 15.3.331</authoring_tool>
</contributor>
<created>2015-07-21T18:28:51Z</created>
<modified>2015-07-21T18:28:51Z</modified>
<unit meter="0.0254" name="inch" />
<up_axis>Z_UP</up_axis>
</asset>
<library_visual_scenes>
<visual_scene id="ID1">
<node name="SketchUp">
<instance_geometry url="#ID2">
<bind_material>
<technique_common>
<instance_material symbol="Material2" target="#ID4">
<bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0" />
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
<instance_geometry url="#ID10">
<bind_material>
<technique_common>
<instance_material symbol="Material2" target="#ID4">
<bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0" />
</instance_material>
<instance_material symbol="Material3" target="#ID11">
<bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0" />
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
<instance_geometry url="#ID18">
<bind_material>
<technique_common>
<instance_material symbol="Material2" target="#ID4">
<bind_vertex_input semantic="UVSET0" input_semantic="TEXCOORD" input_set="0" />
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</visual_scene>
</library_visual_scenes>
<library_geometries>
<geometry id="ID2">
<mesh>
<source id="ID5">
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<technique_common>
<accessor count="70" source="#ID8" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="ID6">
<float_array id="ID9" count="210">0 0 -1 0 0 -1 0 0 -1 0 0 -1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 -0 -1 -0 -0 -1 -0 -0 -1 -0 -0 -1 -0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 1 6.678278e-017 -5.976088e-018 1 6.678278e-017 -5.976088e-018 1 6.678278e-017 -5.976088e-018 1 6.678278e-017 -5.976088e-018 1 6.678278e-017 -5.976088e-018 1 6.678278e-017 -5.976088e-018 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 2.707168e-016 -0 1 2.707168e-016 -0 1 2.707168e-016 -0 1 2.707168e-016 -0 1 2.707168e-016 -0 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0</float_array>
<technique_common>
<accessor count="70" source="#ID9" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<vertices id="ID7">
<input semantic="POSITION" source="#ID5" />
<input semantic="NORMAL" source="#ID6" />
</vertices>
<triangles count="42" material="Material2">
<input offset="0" semantic="VERTEX" source="#ID7" />
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</triangles>
</mesh>
</geometry>
<geometry id="ID10">
<mesh>
<source id="ID13">
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<technique_common>
<accessor count="76" source="#ID16" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="ID14">
<float_array id="ID17" count="228">-1 0 0 -1 0 0 -1 0 0 -1 0 0 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 -1 0 0 -1 0 0 -1 0 0 -1 0 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1</float_array>
<technique_common>
<accessor count="76" source="#ID17" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<vertices id="ID15">
<input semantic="POSITION" source="#ID13" />
<input semantic="NORMAL" source="#ID14" />
</vertices>
<triangles count="50" material="Material3">
<input offset="0" semantic="VERTEX" source="#ID15" />
<p>0 1 2 1 0 3 4 5 6 5 4 7 5 7 8 8 7 9 6 10 11 10 6 5 11 10 9 11 9 7 12 13 14 13 12 15 16 17 18 17 16 19 17 19 20 20 19 21 21 22 23 22 21 24 24 21 19 18 25 26 25 18 17 26 25 27 28 29 30 29 28 31 29 31 32 30 33 34 33 30 29 34 33 35 36 37 38 37 36 39 40 41 42 41 40 43 41 43 44 42 45 46 45 42 41 46 45 47 48 49 50 49 48 51 52 53 54 53 52 55 56 57 58 57 56 59 60 61 62 61 60 63 64 65 66 65 64 67 68 69 70 69 68 71 72 73 74 75 74 73</p>
</triangles>
<triangles count="2" material="Material2">
<input offset="0" semantic="VERTEX" source="#ID15" />
<p>8 10 5 10 8 9</p>
</triangles>
</mesh>
</geometry>
<geometry id="ID18">
<mesh>
<source id="ID19">
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<technique_common>
<accessor count="42" source="#ID22" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<source id="ID20">
<float_array id="ID23" count="126">0 0 -1 0 0 -1 0 0 -1 0 0 -1 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 -0 -1 -0 -0 -1 -0 -0 -1 -0 -0 -1 -0 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 1 1 -0 -0 1 -0 -0 1 -0 -0 1 -0 -0 0 0 1 0 0 1 0 0 1 0 0 1 0 1 0 0 1 0 0 1 0 0 1 0</float_array>
<technique_common>
<accessor count="42" source="#ID23" stride="3">
<param name="X" type="float" />
<param name="Y" type="float" />
<param name="Z" type="float" />
</accessor>
</technique_common>
</source>
<vertices id="ID21">
<input semantic="POSITION" source="#ID19" />
<input semantic="NORMAL" source="#ID20" />
</vertices>
<triangles count="24" material="Material2">
<input offset="0" semantic="VERTEX" source="#ID21" />
<p>0 1 2 1 0 3 4 5 6 5 4 7 8 9 10 9 8 11 11 8 12 13 9 11 14 15 16 15 14 17 15 17 18 19 16 15 20 21 22 21 20 23 24 25 26 25 24 27 25 27 28 29 26 25 30 31 32 31 30 33 34 35 36 35 34 37 38 39 40 39 38 41</p>
</triangles>
</mesh>
</geometry>
</library_geometries>
<library_materials>
<material id="ID4" name="material">
<instance_effect url="#ID3" />
</material>
<material id="ID11" name="_0079_Teal">
<instance_effect url="#ID12" />
</material>
</library_materials>
<library_effects>
<effect id="ID3">
<profile_COMMON>
<technique sid="COMMON">
<lambert>
<diffuse>
<color>1 1 1 1</color>
</diffuse>
</lambert>
</technique>
</profile_COMMON>
</effect>
<effect id="ID12">
<profile_COMMON>
<technique sid="COMMON">
<lambert>
<diffuse>
<color>0 0.5019608 0.5019608 1</color>
</diffuse>
</lambert>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<scene>
<instance_visual_scene url="#ID1" />
</scene>
</COLLADA>
width = 960
height = 500
aspect = width/height
D = 8
scene = new THREE.Scene()
camera = new THREE.OrthographicCamera(-D*aspect, D*aspect, D, -D, 1, 1000)
renderer = new THREE.WebGLRenderer
precision: 'highp'
antialias: true
alpha: true
renderer.setSize(width, height)
renderer.autoClear = true
document.body.appendChild(renderer.domElement)
# create the light
light = new THREE.DirectionalLight(0xffffff, 1.1)
light.position.set(10, 20, 15)
scene.add(light)
# set the camera
camera.position.set(20, 20, 20)
camera.lookAt(new THREE.Vector3( 0, 0, 0 ))
camera.rotation.z = 5/6*Math.PI
animate = () ->
requestAnimationFrame(animate)
renderer.render(scene, camera)
# load DAE
loader = new THREE.ColladaLoader()
loader.load 'cube.dae', (collada) ->
collada.scene.children[0].children.forEach (mesh) ->
mesh.material.polygonOffset = true
mesh.material.polygonOffsetFactor = 1
mesh.material.polygonOffsetUnits = 1
edges = new THREE.EdgesHelper(mesh, 0x333333)
edges.material.linewidth = 2
scene.add(edges)
collada.scene.scale.set(0.1,0.1,0.1)
scene.add collada.scene
animate()
html, body {
margin: 0;
padding: 0;
}
svg path {
shape-rendering: crispEdges;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Three.js Wireframe</title>
<link type="text/css" href="index.css" rel="stylesheet"/>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/r69/examples/js/loaders/ColladaLoader.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/r69/examples/js/renderers/Projector.js"></script>
<script src="threex.domevent.js"></script>
</head>
<body>
<script src="index.js"></script>
</body>
</html>
// Generated by CoffeeScript 1.10.0
(function() {
var D, animate, aspect, camera, height, light, loader, renderer, scene, width;
width = 960;
height = 500;
aspect = width / height;
D = 8;
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-D * aspect, D * aspect, D, -D, 1, 1000);
renderer = new THREE.WebGLRenderer({
precision: 'highp',
antialias: true,
alpha: true
});
renderer.setSize(width, height);
renderer.autoClear = true;
document.body.appendChild(renderer.domElement);
light = new THREE.DirectionalLight(0xffffff, 1.1);
light.position.set(10, 20, 15);
scene.add(light);
camera.position.set(20, 20, 20);
camera.lookAt(new THREE.Vector3(0, 0, 0));
camera.rotation.z = 5 / 6 * Math.PI;
animate = function() {
requestAnimationFrame(animate);
return renderer.render(scene, camera);
};
loader = new THREE.ColladaLoader();
loader.load('cube.dae', function(collada) {
collada.scene.children[0].children.forEach(function(mesh) {
var edges;
mesh.material.polygonOffset = true;
mesh.material.polygonOffsetFactor = 1;
mesh.material.polygonOffsetUnits = 1;
edges = new THREE.EdgesHelper(mesh, 0x333333);
edges.material.linewidth = 2;
return scene.add(edges);
});
collada.scene.scale.set(0.1, 0.1, 0.1);
scene.add(collada.scene);
return animate();
});
}).call(this);
// This THREEx helper makes it easy to handle the mouse events in your 3D scene
//
// * CHANGES NEEDED
// * handle drag/drop
// * notify events not object3D - like DOM
// * so single object with property
// * DONE bubling implement bubling/capturing
// * DONE implement event.stopPropagation()
// * DONE implement event.type = "click" and co
// * DONE implement event.target
//
// # Lets get started
//
// First you include it in your page
//
// ```<script src='threex.domevent.js'>< /script>```
//
// # use the object oriented api
//
// You bind an event like this
//
// ```mesh.on('click', function(object3d){ ... })```
//
// To unbind an event, just do
//
// ```mesh.off('click', function(object3d){ ... })```
//
// As an alternative, there is another naming closer DOM events.
// Pick the one you like, they are doing the same thing
//
// ```mesh.addEventListener('click', function(object3d){ ... })```
// ```mesh.removeEventListener('click', function(object3d){ ... })```
//
// # Supported Events
//
// Always in a effort to stay close to usual pratices, the events name are the same as in DOM.
// The semantic is the same too.
// Currently, the available events are
// [click, dblclick, mouseup, mousedown](http://www.quirksmode.org/dom/events/click.html),
// [mouseover and mouse out](http://www.quirksmode.org/dom/events/mouseover.html).
//
// # use the standalone api
//
// The object-oriented api modifies THREE.Object3D class.
// It is a global class, so it may be legitimatly considered unclean by some people.
// If this bother you, simply do ```THREEx.DomEvents.noConflict()``` and use the
// standalone API. In fact, the object oriented API is just a thin wrapper
// on top of the standalone API.
//
// First, you instanciate the object
//
// ```var domEvent = new THREEx.DomEvent();```
//
// Then you bind an event like this
//
// ```domEvent.bind(mesh, 'click', function(object3d){ object3d.scale.x *= 2; });```
//
// To unbind an event, just do
//
// ```domEvent.unbind(mesh, 'click', callback);```
//
//
// # Code
//
/** @namespace */
var THREEx = THREEx || {};
// # Constructor
THREEx.DomEvents = function(camera, domElement)
{
this._camera = camera || null;
this._domElement= domElement || document;
this._projector = new THREE.Projector();
this._selected = null;
this._boundObjs = {};
// Bind dom event for mouse and touch
var _this = this;
this._$onClick = function(){ _this._onClick.apply(_this, arguments); };
this._$onDblClick = function(){ _this._onDblClick.apply(_this, arguments); };
this._$onMouseMove = function(){ _this._onMouseMove.apply(_this, arguments); };
this._$onMouseDown = function(){ _this._onMouseDown.apply(_this, arguments); };
this._$onMouseUp = function(){ _this._onMouseUp.apply(_this, arguments); };
this._$onTouchMove = function(){ _this._onTouchMove.apply(_this, arguments); };
this._$onTouchStart = function(){ _this._onTouchStart.apply(_this, arguments); };
this._$onTouchEnd = function(){ _this._onTouchEnd.apply(_this, arguments); };
this._$onContextmenu = function(){ _this._onContextmenu.apply(_this, arguments); };
this._domElement.addEventListener( 'click' , this._$onClick , false );
this._domElement.addEventListener( 'dblclick' , this._$onDblClick , false );
this._domElement.addEventListener( 'mousemove' , this._$onMouseMove , false );
this._domElement.addEventListener( 'mousedown' , this._$onMouseDown , false );
this._domElement.addEventListener( 'mouseup' , this._$onMouseUp , false );
this._domElement.addEventListener( 'touchmove' , this._$onTouchMove , false );
this._domElement.addEventListener( 'touchstart' , this._$onTouchStart , false );
this._domElement.addEventListener( 'touchend' , this._$onTouchEnd , false );
this._domElement.addEventListener( 'contextmenu', this._$onContextmenu , false );
}
// # Destructor
THREEx.DomEvents.prototype.destroy = function()
{
// unBind dom event for mouse and touch
this._domElement.removeEventListener( 'click' , this._$onClick , false );
this._domElement.removeEventListener( 'dblclick' , this._$onDblClick , false );
this._domElement.removeEventListener( 'mousemove' , this._$onMouseMove , false );
this._domElement.removeEventListener( 'mousedown' , this._$onMouseDown , false );
this._domElement.removeEventListener( 'mouseup' , this._$onMouseUp , false );
this._domElement.removeEventListener( 'touchmove' , this._$onTouchMove , false );
this._domElement.removeEventListener( 'touchstart' , this._$onTouchStart , false );
this._domElement.removeEventListener( 'touchend' , this._$onTouchEnd , false );
this._domElement.removeEventListener( 'contextmenu' , this._$onContextmenu , false );
}
THREEx.DomEvents.eventNames = [
"click",
"dblclick",
"mouseover",
"mouseout",
"mousemove",
"mousedown",
"mouseup",
"contextmenu"
];
THREEx.DomEvents.prototype._getRelativeMouseXY = function(domEvent){
var element = domEvent.target || domEvent.srcElement;
if (element.nodeType === 3) {
element = element.parentNode; // Safari fix -- see http://www.quirksmode.org/js/events_properties.html
}
//get the real position of an element relative to the page starting point (0, 0)
//credits go to brainjam on answering http://stackoverflow.com/questions/5755312/getting-mouse-position-relative-to-content-area-of-an-element
var elPosition = { x : 0 , y : 0};
var tmpElement = element;
//store padding
var style = getComputedStyle(tmpElement, null);
elPosition.y += parseInt(style.getPropertyValue("padding-top"), 10);
elPosition.x += parseInt(style.getPropertyValue("padding-left"), 10);
//add positions
do {
elPosition.x += tmpElement.offsetLeft;
elPosition.y += tmpElement.offsetTop;
style = getComputedStyle(tmpElement, null);
elPosition.x += parseInt(style.getPropertyValue("border-left-width"), 10);
elPosition.y += parseInt(style.getPropertyValue("border-top-width"), 10);
} while(tmpElement = tmpElement.offsetParent);
var elDimension = {
width : (element === window) ? window.innerWidth : element.offsetWidth,
height : (element === window) ? window.innerHeight : element.offsetHeight
};
return {
x : +((domEvent.pageX - elPosition.x) / elDimension.width ) * 2 - 1,
y : -((domEvent.pageY - elPosition.y) / elDimension.height) * 2 + 1
};
};
/********************************************************************************/
/* domevent context */
/********************************************************************************/
// handle domevent context in object3d instance
THREEx.DomEvents.prototype._objectCtxInit = function(object3d){
object3d._3xDomEvent = {};
}
THREEx.DomEvents.prototype._objectCtxDeinit = function(object3d){
delete object3d._3xDomEvent;
}
THREEx.DomEvents.prototype._objectCtxIsInit = function(object3d){
return object3d._3xDomEvent ? true : false;
}
THREEx.DomEvents.prototype._objectCtxGet = function(object3d){
return object3d._3xDomEvent;
}
/********************************************************************************/
/* */
/********************************************************************************/
/**
* Getter/Setter for camera
*/
THREEx.DomEvents.prototype.camera = function(value)
{
if( value ) this._camera = value;
return this._camera;
}
THREEx.DomEvents.prototype.bind = function(object3d, eventName, callback, useCapture)
{
console.assert( THREEx.DomEvents.eventNames.indexOf(eventName) !== -1, "not available events:"+eventName );
if( !this._objectCtxIsInit(object3d) ) this._objectCtxInit(object3d);
var objectCtx = this._objectCtxGet(object3d);
if( !objectCtx[eventName+'Handlers'] ) objectCtx[eventName+'Handlers'] = [];
objectCtx[eventName+'Handlers'].push({
callback : callback,
useCapture : useCapture
});
// add this object in this._boundObjs
if( this._boundObjs[eventName] === undefined ){
this._boundObjs[eventName] = [];
}
this._boundObjs[eventName].push(object3d);
}
THREEx.DomEvents.prototype.addEventListener = THREEx.DomEvents.prototype.bind
THREEx.DomEvents.prototype.unbind = function(object3d, eventName, callback, useCapture)
{
console.assert( THREEx.DomEvents.eventNames.indexOf(eventName) !== -1, "not available events:"+eventName );
if( !this._objectCtxIsInit(object3d) ) this._objectCtxInit(object3d);
var objectCtx = this._objectCtxGet(object3d);
if( !objectCtx[eventName+'Handlers'] ) objectCtx[eventName+'Handlers'] = [];
var handlers = objectCtx[eventName+'Handlers'];
for(var i = 0; i < handlers.length; i++){
var handler = handlers[i];
if( callback != handler.callback ) continue;
if( useCapture != handler.useCapture ) continue;
handlers.splice(i, 1)
break;
}
// from this object from this._boundObjs
var index = this._boundObjs[eventName].indexOf(object3d);
console.assert( index !== -1 );
this._boundObjs[eventName].splice(index, 1);
}
THREEx.DomEvents.prototype.removeEventListener = THREEx.DomEvents.prototype.unbind
THREEx.DomEvents.prototype._bound = function(eventName, object3d)
{
var objectCtx = this._objectCtxGet(object3d);
if( !objectCtx ) return false;
return objectCtx[eventName+'Handlers'] ? true : false;
}
/********************************************************************************/
/* onMove */
/********************************************************************************/
// # handle mousemove kind of events
THREEx.DomEvents.prototype._onMove = function(eventName, mouseX, mouseY, origDomEvent)
{
//console.log('eventName', eventName, 'boundObjs', this._boundObjs[eventName])
// get objects bound to this event
var boundObjs = this._boundObjs[eventName];
if( boundObjs === undefined || boundObjs.length === 0 ) return;
// compute the intersection
var vector = new THREE.Vector3();
var raycaster = new THREE.Raycaster();
var dir = new THREE.Vector3();
if ( this._camera instanceof THREE.OrthographicCamera ) {
vector.set( mouseX, mouseY, -1 );
vector.unproject( this._camera );
dir.set( 0, 0, - 1 ).transformDirection( this._camera.matrixWorld );
raycaster.set( vector, dir );
} else if ( this._camera instanceof THREE.PerspectiveCamera ) {
vector.set( mouseX, mouseY, 0.5 );
vector.unproject( this._camera );
raycaster.set( this._camera.position, vector.sub( this._camera.position ).normalize() );
}
var intersects = raycaster.intersectObjects( boundObjs );
var oldSelected = this._selected;
if( intersects.length > 0 ){
var notifyOver, notifyOut, notifyMove;
var intersect = intersects[ 0 ];
var newSelected = intersect.object;
this._selected = newSelected;
// if newSelected bound mousemove, notify it
notifyMove = this._bound('mousemove', newSelected);
if( oldSelected != newSelected ){
// if newSelected bound mouseenter, notify it
notifyOver = this._bound('mouseover', newSelected);
// if there is a oldSelect and oldSelected bound mouseleave, notify it
notifyOut = oldSelected && this._bound('mouseout', oldSelected);
}
}else{
// if there is a oldSelect and oldSelected bound mouseleave, notify it
notifyOut = oldSelected && this._bound('mouseout', oldSelected);
this._selected = null;
}
// notify mouseMove - done at the end with a copy of the list to allow callback to remove handlers
notifyMove && this._notify('mousemove', newSelected, origDomEvent, intersect);
// notify mouseEnter - done at the end with a copy of the list to allow callback to remove handlers
notifyOver && this._notify('mouseover', newSelected, origDomEvent, intersect);
// notify mouseLeave - done at the end with a copy of the list to allow callback to remove handlers
notifyOut && this._notify('mouseout' , oldSelected, origDomEvent, intersect);
}
/********************************************************************************/
/* onEvent */
/********************************************************************************/
// # handle click kind of events
THREEx.DomEvents.prototype._onEvent = function(eventName, mouseX, mouseY, origDomEvent)
{
//console.log('eventName', eventName, 'boundObjs', this._boundObjs[eventName])
// get objects bound to this event
var boundObjs = this._boundObjs[eventName];
if( boundObjs === undefined || boundObjs.length === 0 ) return;
// compute the intersection
var vector = new THREE.Vector3();
var raycaster = new THREE.Raycaster();
var dir = new THREE.Vector3();
if ( this._camera instanceof THREE.OrthographicCamera ) {
vector.set( mouseX, mouseY, -1 );
vector.unproject( this._camera );
dir.set( 0, 0, - 1 ).transformDirection( this._camera.matrixWorld );
raycaster.set( vector, dir );
} else if ( this._camera instanceof THREE.PerspectiveCamera ) {
vector.set( mouseX, mouseY, 0.5 );
vector.unproject( this._camera );
raycaster.set( this._camera.position, vector.sub( this._camera.position ).normalize() );
}
var intersects = raycaster.intersectObjects( boundObjs, true);
// if there are no intersections, return now
if( intersects.length === 0 ) return;
// init some variables
var intersect = intersects[0];
var object3d = intersect.object;
var objectCtx = this._objectCtxGet(object3d);
var objectParent = object3d.parent;
while ( typeof(objectCtx) == 'undefined' && objectParent )
{
objectCtx = this._objectCtxGet(objectParent);
objectParent = objectParent.parent;
}
if( !objectCtx ) return;
// notify handlers
this._notify(eventName, object3d, origDomEvent, intersect);
}
THREEx.DomEvents.prototype._notify = function(eventName, object3d, origDomEvent, intersect)
{
var objectCtx = this._objectCtxGet(object3d);
var handlers = objectCtx ? objectCtx[eventName+'Handlers'] : null;
// parameter check
console.assert(arguments.length === 4)
// do bubbling
if( !objectCtx || !handlers || handlers.length === 0 ){
object3d.parent && this._notify(eventName, object3d.parent, origDomEvent, intersect);
return;
}
// notify all handlers
var handlers = objectCtx[eventName+'Handlers'];
for(var i = 0; i < handlers.length; i++){
var handler = handlers[i];
var toPropagate = true;
handler.callback({
type : eventName,
target : object3d,
origDomEvent : origDomEvent,
intersect : intersect,
stopPropagation : function(){
toPropagate = false;
}
});
if( !toPropagate ) continue;
// do bubbling
if( handler.useCapture === false ){
object3d.parent && this._notify(eventName, object3d.parent, origDomEvent, intersect);
}
}
}
/********************************************************************************/
/* handle mouse events */
/********************************************************************************/
// # handle mouse events
THREEx.DomEvents.prototype._onMouseDown = function(event){ return this._onMouseEvent('mousedown', event); }
THREEx.DomEvents.prototype._onMouseUp = function(event){ return this._onMouseEvent('mouseup' , event); }
THREEx.DomEvents.prototype._onMouseEvent = function(eventName, domEvent)
{
var mouseCoords = this._getRelativeMouseXY(domEvent);
this._onEvent(eventName, mouseCoords.x, mouseCoords.y, domEvent);
}
THREEx.DomEvents.prototype._onMouseMove = function(domEvent)
{
var mouseCoords = this._getRelativeMouseXY(domEvent);
this._onMove('mousemove', mouseCoords.x, mouseCoords.y, domEvent);
this._onMove('mouseover', mouseCoords.x, mouseCoords.y, domEvent);
this._onMove('mouseout' , mouseCoords.x, mouseCoords.y, domEvent);
}
THREEx.DomEvents.prototype._onClick = function(event)
{
// TODO handle touch ?
this._onMouseEvent('click' , event);
}
THREEx.DomEvents.prototype._onDblClick = function(event)
{
// TODO handle touch ?
this._onMouseEvent('dblclick' , event);
}
THREEx.DomEvents.prototype._onContextmenu = function(event)
{
//TODO don't have a clue about how this should work with touch..
this._onMouseEvent('contextmenu' , event);
}
/********************************************************************************/
/* handle touch events */
/********************************************************************************/
// # handle touch events
THREEx.DomEvents.prototype._onTouchStart = function(event){ return this._onTouchEvent('mousedown', event); }
THREEx.DomEvents.prototype._onTouchEnd = function(event){ return this._onTouchEvent('mouseup' , event); }
THREEx.DomEvents.prototype._onTouchMove = function(domEvent)
{
if( domEvent.touches.length != 1 ) return undefined;
domEvent.preventDefault();
var mouseX = +(domEvent.touches[ 0 ].pageX / window.innerWidth ) * 2 - 1;
var mouseY = -(domEvent.touches[ 0 ].pageY / window.innerHeight) * 2 + 1;
this._onMove('mousemove', mouseX, mouseY, domEvent);
this._onMove('mouseover', mouseX, mouseY, domEvent);
this._onMove('mouseout' , mouseX, mouseY, domEvent);
}
THREEx.DomEvents.prototype._onTouchEvent = function(eventName, domEvent)
{
if( domEvent.touches.length != 1 ) return undefined;
domEvent.preventDefault();
var mouseX = +(domEvent.touches[ 0 ].pageX / window.innerWidth ) * 2 - 1;
var mouseY = -(domEvent.touches[ 0 ].pageY / window.innerHeight) * 2 + 1;
this._onEvent(eventName, mouseX, mouseY, domEvent);
}
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