Add elevation to topography
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3 changed files with 305 additions and 39 deletions
250
app/three/CustomMapHeightNodeShader.ts
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250
app/three/CustomMapHeightNodeShader.ts
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import {
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BufferGeometry,
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Intersection,
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Material,
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MeshPhongMaterial,
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NearestFilter,
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Raycaster,
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RGBAFormat,
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Texture,
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Vector3,
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} from "three";
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import {
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MapHeightNode,
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MapNodeGeometry,
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MapPlaneNode,
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UnitsUtils,
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MapNode,
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QuadTreePosition,
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TextureUtils,
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MapView,
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} from "geo-three";
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/**
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* Map height node that uses GPU height calculation to generate the deformed plane mesh.
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*
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* This solution is faster if no mesh interaction is required since all trasnformations are done in the GPU the transformed mesh cannot be accessed for CPU operations (e.g. raycasting).
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*
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* @param parentNode - The parent node of this node.
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* @param mapView - Map view object where this node is placed.
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* @param location - Position in the node tree relative to the parent.
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* @param level - Zoom level in the tile tree of the node.
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* @param x - X position of the node in the tile tree.
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* @param y - Y position of the node in the tile tree.
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*/
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export class CustomMapHeightNodeShader extends MapHeightNode {
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/**
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* Default height texture applied when tile load fails.
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*
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* This tile sets the height to sea level where it is common for the data sources to be missing height data.
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*/
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public static defaultHeightTexture =
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TextureUtils.createFillTexture("#0186C0");
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/**
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* Size of the grid of the geometry displayed on the scene for each tile.
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*/
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public static geometrySize: number = 256;
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/**
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* Map node plane geometry.
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*/
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public static geometry: BufferGeometry = new MapNodeGeometry(
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1.0,
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1.0,
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CustomMapHeightNodeShader.geometrySize,
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CustomMapHeightNodeShader.geometrySize,
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true
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);
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/**
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* Base geometry of the map node.
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*/
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public static baseGeometry: BufferGeometry = MapPlaneNode.geometry;
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/**
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* Base scale of the map node.
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*/
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public static baseScale: Vector3 = new Vector3(
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UnitsUtils.EARTH_PERIMETER,
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1,
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UnitsUtils.EARTH_PERIMETER
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);
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public constructor(
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parentNode: MapHeightNode | undefined | null,
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mapView: MapView | undefined | null,
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location: number = QuadTreePosition.root,
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level: number = 0,
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x: number = 0,
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y: number = 0
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) {
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const material: Material = CustomMapHeightNodeShader.prepareMaterial(
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new MeshPhongMaterial({
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map: MapNode.defaultTexture,
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color: 0xffffff,
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transparent: true,
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opacity: 1.0,
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depthTest: true,
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})
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);
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if (parentNode === null) {
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parentNode = undefined;
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}
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if (mapView === null) {
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mapView = undefined;
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}
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super(
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parentNode,
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mapView,
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location,
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level,
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x,
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y,
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CustomMapHeightNodeShader.geometry,
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material
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);
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this.frustumCulled = false;
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}
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/**
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* Prepare the three.js material to be used in the map tile.
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*
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* @param material - Material to be transformed.
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*/
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public static prepareMaterial(material: Material): Material {
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material.userData = {
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heightMap: { value: CustomMapHeightNodeShader.defaultHeightTexture },
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};
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material.onBeforeCompile = (shader) => {
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// Pass uniforms from userData to the
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for (const i in material.userData) {
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shader.uniforms[i] = material.userData[i];
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}
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// Vertex variables
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shader.vertexShader =
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`
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uniform sampler2D heightMap;
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` + shader.vertexShader;
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// Vertex depth logic
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// elevation = -10000 + ((R * 256 * 256 + G * 256 + B) * 0.1)
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// heightMap stores normalized values in the range [0, 1]
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// multiply by 255.0 to obtain values in the range [0, 255]
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shader.vertexShader = shader.vertexShader.replace(
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"#include <fog_vertex>",
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`
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#include <fog_vertex>
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// Calculate height of the tile
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vec4 _theight = texture(heightMap, vMapUv);
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float _height = ((_theight.r * 255.0 * 65536.0 + _theight.g * 255.0 * 256.0 + _theight.b * 255.0) * 0.1) - 10000.0;
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vec3 _transformed = position + _height * normal;
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// Vertex position based on height
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gl_Position = projectionMatrix * modelViewMatrix * vec4(_transformed, 1.0);
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`
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);
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};
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return material;
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}
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public async loadData(): Promise<void> {
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await super.loadData();
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this.textureLoaded = true;
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}
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public async loadHeightGeometry(): Promise<void> {
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if (this.mapView.heightProvider === null) {
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throw new Error("GeoThree: MapView.heightProvider provider is null.");
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}
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if (
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this.level < this.mapView.heightProvider.minZoom ||
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this.level > this.mapView.heightProvider.maxZoom
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) {
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console.warn("Geo-Three: Loading tile outside of provider range: ", this);
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// @ts-ignore
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this.material.map = MapHeightNodeShader.defaultTexture;
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// @ts-ignore
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this.material.needsUpdate = true;
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return;
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}
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try {
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const image = await this.mapView.heightProvider.fetchTile(
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this.level,
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this.x,
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this.y
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);
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if (this.disposed) {
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return;
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}
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const texture = new Texture(image as any);
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texture.generateMipmaps = false;
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texture.format = RGBAFormat;
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texture.magFilter = NearestFilter;
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texture.minFilter = NearestFilter;
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texture.needsUpdate = true;
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// @ts-ignore
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this.material.userData.heightMap.value = texture;
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} catch (e) {
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if (this.disposed) {
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return;
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}
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console.warn("Geo-Three: Failed to load height data: ", this);
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// Water level texture (assume that missing texture will be water level)
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// @ts-ignore
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this.material.userData.heightMap.value =
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CustomMapHeightNodeShader.defaultHeightTexture;
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}
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// @ts-ignore
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this.material.needsUpdate = true;
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this.heightLoaded = true;
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}
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/**
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* Overrides normal raycasting, to avoid raycasting when isMesh is set to false.
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*
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* Switches the geometry for a simpler one for faster raycasting.
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*/
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public raycast(raycaster: Raycaster, intersects: Intersection[]): void {
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if (this.isMesh === true) {
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this.geometry = MapPlaneNode.geometry;
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super.raycast(raycaster, intersects);
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this.geometry = CustomMapHeightNodeShader.geometry;
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}
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}
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public dispose(): void {
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super.dispose();
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if (
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(this.material as Material).userData.heightMap.value &&
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(this.material as Material).userData.heightMap.value !==
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CustomMapHeightNodeShader.defaultHeightTexture
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) {
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(this.material as Material).userData.heightMap.value.dispose();
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}
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}
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}
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@ -9,7 +9,14 @@ import {
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} from "./utils/build-clipping-planes";
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} from "./utils/build-clipping-planes";
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import { buildCoordinateGrid } from "./utils/build-coordinate-grid";
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import { buildCoordinateGrid } from "./utils/build-coordinate-grid";
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import { DragControls } from "three/examples/jsm/Addons.js";
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import { DragControls } from "three/examples/jsm/Addons.js";
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import { MapView, OpenStreetMapsProvider } from "geo-three";
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import {
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DebugProvider,
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HeightDebugProvider,
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MapTilerProvider,
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MapView,
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OpenStreetMapsProvider,
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} from "geo-three";
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import { CustomMapHeightNodeShader } from "./CustomMapHeightNodeShader";
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export class SceneView {
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export class SceneView {
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private _scene: Scene;
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private _scene: Scene;
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@ -98,6 +105,7 @@ export class SceneView {
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}
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}
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}
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}
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const MAPTILER_API_KEY = "1JkD1W8u5UM5Tjd8r3Wl ";
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async function init(container: HTMLElement, modelId = MODEL_ID) {
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async function init(container: HTMLElement, modelId = MODEL_ID) {
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const modelData = await getMetadata(SERVICE_URL + modelId);
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const modelData = await getMetadata(SERVICE_URL + modelId);
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const mappedFeatures = modelData.mappedfeatures;
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const mappedFeatures = modelData.mappedfeatures;
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@ -147,16 +155,20 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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annotationsGroup.visible = false;
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annotationsGroup.visible = false;
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scene.add(annotationsGroup);
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scene.add(annotationsGroup);
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//const axesHelper = new AxesHelper(5);
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//scene.add(axesHelper);
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// Create a map tiles provider object
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// Create a map tiles provider object
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const provider = new OpenStreetMapsProvider();
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const provider = new OpenStreetMapsProvider();
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const heightProvider = new MapTilerProvider(
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MAPTILER_API_KEY,
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"tiles",
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"terrain-rgb",
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"png"
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);
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// Create the map view of OSM topography
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// Create the map view for OSM topography
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const map = new MapView(MapView.PLANAR, provider);
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const map = new MapView(MapView.PLANAR, provider, heightProvider);
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const customNode = new CustomMapHeightNodeShader(null, map);
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map.setRoot(customNode);
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map.rotateX(Math.PI / 2);
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map.rotateX(Math.PI / 2);
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// map.position.setComponent(2, -100);
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map.name = "topography";
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map.name = "topography";
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scene.add(map);
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scene.add(map);
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@ -4,39 +4,14 @@ import {
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WebGLRenderer,
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WebGLRenderer,
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AmbientLight,
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AmbientLight,
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DirectionalLight,
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DirectionalLight,
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Group,
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Object3D,
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Vector3,
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} from "three";
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} from "three";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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import { getCenter3D, getMaxSize } from "./utils";
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import { getCenter3D, getMaxSize } from "./utils";
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const DEG2RAD = Math.PI / 180;
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function buildDefaultLights() {
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// Ambient light
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scene.add(new AmbientLight(0xaaaaaa));
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// Directional lights
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const opt = {
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azimuth: 220,
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altitude: 45,
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};
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const lambda = (90 - opt.azimuth) * DEG2RAD;
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const phi = opt.altitude * DEG2RAD;
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const x = Math.cos(phi) * Math.cos(lambda);
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const y = Math.cos(phi) * Math.sin(lambda);
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const z = Math.sin(phi);
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const light1 = new DirectionalLight(0xffffff, 0.5);
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light1.position.set(x, y, z);
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scene.add(light1);
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// Thin light from the opposite direction
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const light2 = new DirectionalLight(0xffffff, 0.1);
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light2.position.set(-x, -y, -z);
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return light2;
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}
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export interface Extent {
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export interface Extent {
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xmin: number;
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xmin: number;
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ymin: number;
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ymin: number;
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@ -90,14 +65,13 @@ export function buildScene(container: HTMLElement, extent: Extent) {
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controls.maxDistance = maxSize * 5;
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controls.maxDistance = maxSize * 5;
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controls.update();
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controls.update();
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// Scene will hold all our elements such as objects, cameras and lights
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// Scene
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// set wireframe to false on initial load
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scene = new Scene();
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scene = new Scene();
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scene.userData.wireframe = false;
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scene.userData.wireframe = false;
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// Add lights to the scene
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// Add lights to the scene
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const lights = buildDefaultLights();
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buildDefaultLights(scene, extent);
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lights.name = "lights";
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scene.add(lights);
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return { renderer, scene, camera, controls };
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return { renderer, scene, camera, controls };
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}
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}
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@ -119,3 +93,33 @@ function animate() {
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// required if controls.enableDamping or controls.autoRotate are set to true
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// required if controls.enableDamping or controls.autoRotate are set to true
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controls.update();
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controls.update();
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}
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}
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function buildDefaultLights(scene: Scene, extent: Extent) {
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const center = getCenter3D(extent);
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const lights = [];
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// Ambient light
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const ambient = new AmbientLight(0xffffff, 1.0);
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lights.push(ambient);
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// Directional lights
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const directionalLight = new DirectionalLight(0xffffff, 1);
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directionalLight.position.set(
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center.x,
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center.y - 200000,
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extent.zmax + 100000
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);
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// Create a target for the ligth
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const target = new Object3D();
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target.position.set(center.x, center.y, center.z);
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scene.add(target);
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directionalLight.target = target;
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lights.push(directionalLight);
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const lightsGroup = new Group();
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lightsGroup.name = "lights";
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lightsGroup.add(...lights);
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scene.add(lightsGroup);
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}
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