Add terrain heights
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3e6504d6b0
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d2987d07c4
5 changed files with 108 additions and 98 deletions
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@ -118,10 +118,7 @@ export function Form() {
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function handleCheckboxChange(name: string) {
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if (!sceneView) return;
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const mesh = sceneView.model.getObjectByName(name);
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if (mesh) {
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mesh.visible = !mesh.visible;
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}
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sceneView.toggleLayerVisibility(name);
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}
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function handleChangeTopography() {
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@ -84,9 +84,6 @@ export class CustomMapHeightNodeShader extends MapHeightNode {
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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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@ -109,7 +106,7 @@ export class CustomMapHeightNodeShader extends MapHeightNode {
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material
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);
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this.frustumCulled = false;
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this.frustumCulled = true;
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}
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/**
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@ -147,9 +144,10 @@ export class CustomMapHeightNodeShader extends MapHeightNode {
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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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// Apply height displacement
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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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@ -1,4 +1,4 @@
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import { Group, Mesh, MeshStandardMaterial, Scene } from "three";
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import { Group, Material, Mesh, MeshStandardMaterial, Scene } from "three";
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import { buildMeshes } from "./utils/build-meshes";
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import { Extent, buildScene } from "./utils/build-scene";
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import { getCenter3D, getMetadata, transform } from "./utils/utils";
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@ -12,6 +12,7 @@ import { DragControls } from "three/examples/jsm/Addons.js";
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import {
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DebugProvider,
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HeightDebugProvider,
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MapHeightNode,
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MapTilerProvider,
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MapView,
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OpenStreetMapsProvider,
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@ -61,6 +62,20 @@ export class SceneView {
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if (mesh) {
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mesh.visible = !mesh.visible;
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}
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// Set visibility for any existing cap meshes
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for (const key of Object.values(Orientation)) {
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const name = `cap-mesh-group-${key}`;
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const capMeshGroup = this._scene.getObjectByName(name);
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if (capMeshGroup) {
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for (const m of capMeshGroup.children) {
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if (m.name === layerName && m) {
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m.visible = !m.visible;
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}
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}
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}
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}
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}
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toggleCoordinateGrid() {
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@ -166,9 +181,10 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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// Create the map view for OSM topography
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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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const customNode = new CustomMapHeightNodeShader(undefined, map);
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map.setRoot(customNode);
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map.rotateX(Math.PI / 2);
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map.name = "topography";
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scene.add(map);
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@ -470,94 +470,84 @@ function generateCapMeshes(
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// Iterate over the list of geologic meshes
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for (const mesh of meshes) {
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// Slice visible meshes only
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if (mesh.visible) {
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const position = mesh.geometry.attributes.position.array;
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const indices = mesh.geometry.index ? mesh.geometry.index.array : null;
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const edges: Array<[Vector3, Vector3]> = [];
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for (
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let i = 0;
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i < (indices ? indices.length : position.length / 3);
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i += 3
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) {
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const i1 = indices ? indices[i] * 3 : i * 3;
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const i2 = indices ? indices[i + 1] * 3 : (i + 1) * 3;
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const i3 = indices ? indices[i + 2] * 3 : (i + 2) * 3;
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const position = mesh.geometry.attributes.position.array;
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const indices = mesh.geometry.index ? mesh.geometry.index.array : null;
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const edges: Array<[Vector3, Vector3]> = [];
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const v1 = new Vector3(
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position[i1],
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position[i1 + 1],
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position[i1 + 2]
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);
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const v2 = new Vector3(
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position[i2],
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position[i2 + 1],
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position[i2 + 2]
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);
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const v3 = new Vector3(
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position[i3],
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position[i3 + 1],
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position[i3 + 2]
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);
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for (
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let i = 0;
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i < (indices ? indices.length : position.length / 3);
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i += 3
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) {
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const i1 = indices ? indices[i] * 3 : i * 3;
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const i2 = indices ? indices[i + 1] * 3 : (i + 1) * 3;
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const i3 = indices ? indices[i + 2] * 3 : (i + 2) * 3;
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// Check if the triangle is cut by the plane
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const d1 = plane.distanceToPoint(v1);
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const d2 = plane.distanceToPoint(v2);
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const d3 = plane.distanceToPoint(v3);
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const v1 = new Vector3(position[i1], position[i1 + 1], position[i1 + 2]);
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const v2 = new Vector3(position[i2], position[i2 + 1], position[i2 + 2]);
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const v3 = new Vector3(position[i3], position[i3 + 1], position[i3 + 2]);
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// Compute intersection points
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const intersections = [];
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// Check if the triangle is cut by the plane
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const d1 = plane.distanceToPoint(v1);
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const d2 = plane.distanceToPoint(v2);
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const d3 = plane.distanceToPoint(v3);
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if (d1 * d2 < 0) intersections.push(intersectEdge(v1, v2, d1, d2));
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if (d2 * d3 < 0) intersections.push(intersectEdge(v2, v3, d2, d3));
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if (d3 * d1 < 0) intersections.push(intersectEdge(v3, v1, d3, d1));
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// Compute intersection points
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const intersections = [];
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if (intersections.length === 2) {
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edges.push([intersections[0], intersections[1]]);
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}
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if (d1 * d2 < 0) intersections.push(intersectEdge(v1, v2, d1, d2));
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if (d2 * d3 < 0) intersections.push(intersectEdge(v2, v3, d2, d3));
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if (d3 * d1 < 0) intersections.push(intersectEdge(v3, v1, d3, d1));
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if (intersections.length === 2) {
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edges.push([intersections[0], intersections[1]]);
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}
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// Intersection surface can be a multipolygon consisting of disconnected polygons
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const polygons: Vector3[][] = buildPolygons(edges);
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// Clip cap surfaces with clipping planes
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const clippingPlanes = planes.filter(
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(p) => !p.normal.equals(plane.normal)
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);
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const offset = orientation === Orientation.Z ? 1 : -1;
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const material = new MeshStandardMaterial({
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color: (mesh.material as MeshStandardMaterial).color,
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side: DoubleSide,
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polygonOffset: true,
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polygonOffsetFactor: offset,
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polygonOffsetUnits: offset,
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clippingPlanes,
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wireframe: scene.userData.wireframe,
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});
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const localMeshes = polygons.map((polygon) => {
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const geometry = triangulatePolygon(polygon, plane);
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const capMesh = new Mesh(geometry, material);
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// Offset mesh to avoid flickering
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const normal = plane.normal.clone().multiplyScalar(offset);
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const positionAttr = capMesh.geometry.attributes.position;
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for (let i = 0; i < positionAttr.count; i++) {
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const x = positionAttr.getX(i) + normal.x;
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const y = positionAttr.getY(i) + normal.y;
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const z = positionAttr.getZ(i) + normal.z;
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positionAttr.setXYZ(i, x, y, z);
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}
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positionAttr.needsUpdate = true;
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return capMesh;
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});
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capMeshes.push(...localMeshes);
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}
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// Intersection surface can be a multipolygon consisting of disconnected polygons
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const polygons: Vector3[][] = buildPolygons(edges);
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// Clip cap surfaces with clipping planes
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const clippingPlanes = planes.filter((p) => !p.normal.equals(plane.normal));
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const offset = orientation === Orientation.Z ? 1 : -1;
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const material = new MeshStandardMaterial({
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color: (mesh.material as MeshStandardMaterial).color,
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side: DoubleSide,
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metalness: 0.0,
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roughness: 0.75,
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flatShading: true,
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polygonOffset: true,
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polygonOffsetFactor: offset,
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polygonOffsetUnits: offset,
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clippingPlanes,
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wireframe: scene.userData.wireframe,
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});
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const localMeshes = polygons.map((polygon) => {
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const geometry = triangulatePolygon(polygon, plane);
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const capMesh = new Mesh(geometry, material);
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capMesh.visible = mesh.visible;
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capMesh.name = mesh.name;
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// Offset mesh to avoid flickering
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const normal = plane.normal.clone().multiplyScalar(offset);
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const positionAttr = capMesh.geometry.attributes.position;
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for (let i = 0; i < positionAttr.count; i++) {
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const x = positionAttr.getX(i) + normal.x;
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const y = positionAttr.getY(i) + normal.y;
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const z = positionAttr.getZ(i) + normal.z;
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positionAttr.setXYZ(i, x, y, z);
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}
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positionAttr.needsUpdate = true;
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return capMesh;
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});
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capMeshes.push(...localMeshes);
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}
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return capMeshes;
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@ -7,6 +7,7 @@ import {
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Group,
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Object3D,
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Vector3,
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HemisphereLight,
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} from "three";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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@ -62,7 +63,8 @@ export function buildScene(container: HTMLElement, extent: Extent) {
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controls = new OrbitControls(camera, renderer.domElement);
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controls.target.set(center.x, center.y, center.z); // Focus on the center
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controls.enableDamping = true; // Smooth camera movement
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controls.maxDistance = maxSize * 5;
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controls.maxDistance = maxSize * 3;
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controls.minDistance = maxSize / 5;
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controls.update();
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// Scene
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@ -97,17 +99,24 @@ function animate() {
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function buildDefaultLights(scene: Scene, extent: Extent) {
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const center = getCenter3D(extent);
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const lightPosition = {
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x: center.x,
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y: center.y - 200000,
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z: extent.zmax + 100000,
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};
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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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const ambient = new AmbientLight(0xffffff, 2);
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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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const directionalLight = new DirectionalLight(0xffffff, 2);
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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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lightPosition.x,
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lightPosition.y,
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lightPosition.z
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);
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// Create a target for the ligth
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