From 45a7d105ed9437a49bb1b96c493845aa57d27ea7 Mon Sep 17 00:00:00 2001 From: Thomas FORGIONE Date: Thu, 28 May 2015 16:11:21 +0200 Subject: [PATCH] Added threex.transparency module (modified be me) --- js/three/threex.transparency.js | 56 +++++++++++++++++++++++++++++++++ 1 file changed, 56 insertions(+) create mode 100644 js/three/threex.transparency.js diff --git a/js/three/threex.transparency.js b/js/three/threex.transparency.js new file mode 100644 index 0000000..d3ce2bc --- /dev/null +++ b/js/three/threex.transparency.js @@ -0,0 +1,56 @@ +var THREEx = THREEx || {} + +/** + * namespace for the extension + * @type {Object} + */ +THREEx.Transparency = {}; +THREEx.Transparency.objects = []; + +/** + * init transparency of a object recursivly + * @param {THREE.Object3D[]} objects the object which are transparent + */ +THREEx.Transparency.init = function(objects){ + objects.forEach(function(object){ + THREEx.Transpaency.objects.push(object); + object.material.transparent = true + object.material.depthWrite = false + }); +} + +THREEx.Transparency.push = function() { + for (var i = 0; i < arguments.length; i++) { + THREEx.Transparency.objects.push(arguments[i]); + arguments[i].material.transparent = true; + arguments[i].material.depthWrite = false; + } +} + +/** + * update the object for transparency rendering + * @param {THREE.Object3D[]} objects the objects which are transparent + * @param {THREE.Camera} camera the camera used for rendering + */ +THREEx.Transparency.update = function(camera){ + // update camera matrices + camera.updateMatrixWorld() + camera.matrixWorldInverse.getInverse( camera.matrixWorld ) + + var screenMatrix= new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse) + var position = new THREE.Vector3() + + // traverse the object + THREEx.Transparency.objects.forEach(function(object){ + // update the matrixWorld of the object and its children + object.updateMatrixWorld() + // compute its position in screen space + position.setFromMatrixPosition( object.matrixWorld ); + // object.matrixWorld.setMatrixFromPosition(position); + position.applyProjection( screenMatrix ); + // use the position.x as renderDepth + object.renderDepth = position.z; + }) +} + +