Add topography to mesh
This commit is contained in:
parent
b07af96673
commit
dd65a5b804
6 changed files with 237 additions and 92 deletions
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@ -166,6 +166,7 @@ export function Form() {
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if (!sceneView) return;
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sceneView.toggleLayerVisibility(name);
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sceneView.dispatchChangeEvent();
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}
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function handleChangeTopography() {
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@ -259,9 +260,12 @@ export function Form() {
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<div className="flex flex-col gap-2">
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{sceneView?.model.children.map((child) => {
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const key = `toggle-visibility-${child.name}`;
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const color = `#${(
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(child as Mesh).material as MeshStandardMaterial
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).color.getHexString()}`;
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let color = "transparent";
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if ((child as Mesh).material instanceof MeshStandardMaterial) {
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color = `#${(
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(child as Mesh).material as MeshStandardMaterial
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).color.getHexString()}`;
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}
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const visible = (child as Mesh).visible;
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return (
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@ -1,10 +1,13 @@
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import {
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Frustum,
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Group,
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Material,
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Matrix4,
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Mesh,
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MeshBasicMaterial,
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MeshPhongMaterial,
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MeshStandardMaterial,
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Object3D,
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PerspectiveCamera,
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Plane,
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Raycaster,
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@ -16,7 +19,12 @@ import {
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} 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 { getMetadata, transform } from "./utils/utils";
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import {
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getFrustumIntersections,
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getMetadata,
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tileBounds,
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transform,
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} from "./utils/utils";
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import { MODEL_ID, SERVICE_URL } from "./config";
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import {
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Orientation,
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@ -32,11 +40,11 @@ import {
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OrbitControls,
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} from "three/examples/jsm/Addons.js";
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import {
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LODFrustum,
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LODRaycast,
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MapPlaneNode,
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MapView,
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OpenStreetMapsProvider,
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UnitsUtils,
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} from "geo-three";
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import { Data, createSVG } from "./utils/create-borehole-svg";
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import { TileData, updateTiles } from "./ShaderMaterial";
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@ -435,6 +443,10 @@ export class SceneView extends EventTarget {
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this._resetClippingBox();
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}
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}
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dispatchChangeEvent() {
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this._orbitControls.dispatchEvent({ type: "change" });
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}
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}
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async function init(container: HTMLElement, modelId = MODEL_ID) {
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@ -483,20 +495,12 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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// Create a map tiles provider object
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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 for OSM topography
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const lod = new LODRaycast();
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const lod = new LODFrustum();
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const map = new MapView(MapView.PLANAR, provider);
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map.lod = lod;
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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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@ -505,39 +509,15 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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controls.addEventListener("change", () => {
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const tiles: TileData[] = [];
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function traverse(node: MapPlaneNode) {
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if (node.isMesh) {
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const bounds = UnitsUtils.tileBounds(node.level, node.x, node.y);
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camera.updateMatrix();
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const xmin = bounds[0];
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const ymin = bounds[2];
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const xmax = xmin + bounds[1];
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const ymax = ymin + bounds[3];
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if (
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(extent.xmax >= xmin && extent.ymax >= ymin) ||
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(extent.xmin <= xmax && extent.ymax >= ymin) ||
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(extent.xmin <= xmax && extent.ymin <= ymax) ||
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(extent.xmax >= xmin && extent.ymin <= ymax)
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) {
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tiles.push({
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xmin,
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ymin,
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xmax,
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ymax,
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texture: (node.material as MeshPhongMaterial).map,
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});
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}
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}
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for (const c of node.children) {
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traverse(c as MapPlaneNode);
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}
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}
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const frustumPoints = getFrustumIntersections(camera);
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map.lod.updateLOD(map, camera, renderer, scene);
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traverse(map.root);
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traverse(map.root, extent, tiles, frustumPoints);
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tiles.sort((a, b) => b.zoom - a.zoom);
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updateTiles(tiles.reverse());
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updateTiles(tiles);
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});
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return {
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@ -549,3 +529,48 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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renderer,
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};
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}
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function traverse(
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node: MapPlaneNode,
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extent: Extent,
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tiles: TileData[],
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frustumPoints: Vector3[]
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) {
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const bounds = tileBounds(node.level, node.x, node.y);
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const xmin = bounds[0];
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const ymin = bounds[2];
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const xmax = xmin + bounds[1];
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const ymax = ymin + bounds[3];
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if (
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((xmax >= extent.xmin && xmax <= extent.xmax) ||
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(xmin >= extent.xmin && xmin <= extent.xmax)) &&
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((ymax >= extent.ymin && ymax <= extent.ymax) ||
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(ymin >= extent.ymin && ymin <= extent.ymax))
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) {
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if (
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frustumPoints.length < 2 ||
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(((xmax >= frustumPoints[0].x && xmax <= frustumPoints[1].x) ||
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(xmin >= frustumPoints[0].x && xmin <= frustumPoints[1].x)) &&
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((ymax >= frustumPoints[0].y && ymax <= frustumPoints[1].y) ||
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(ymin >= frustumPoints[0].y && ymin <= frustumPoints[1].y)))
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) {
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const texture = (node.material as MeshPhongMaterial).map;
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if (texture) {
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tiles.push({
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xmin,
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ymin,
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xmax,
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ymax,
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zoom: node.level,
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texture,
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});
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}
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}
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}
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for (const c of node.children) {
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traverse(c as MapPlaneNode, extent, tiles, frustumPoints);
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}
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}
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@ -1,14 +1,23 @@
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import { ShaderMaterial, Texture, Vector4 } from "three";
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import {
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DataArrayTexture,
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LinearFilter,
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RGBAFormat,
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ShaderChunk,
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ShaderMaterial,
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Texture,
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Vector4,
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} from "three";
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export interface TileData {
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xmin: number;
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ymin: number;
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xmax: number;
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ymax: number;
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texture: Texture | null;
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zoom: number;
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texture: Texture;
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}
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const maxTiles = 16;
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const maxTiles = 24;
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// Initialize empty texture slots
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const dummyTexture = new Texture();
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@ -18,25 +27,39 @@ dummyTexture.needsUpdate = true;
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// Create shader material
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export const shaderMaterial = new ShaderMaterial({
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uniforms: {
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tileTextures: { value: Array(maxTiles).fill(dummyTexture) },
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tileBounds: { value: Array(maxTiles).fill(new Vector4(0, 0, 0, 0)) },
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tileCount: { value: 0 },
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tiles: { value: null },
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},
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vertexShader: `
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varying vec3 vWorldPosition;
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void main() {
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vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
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gl_Position = projectionMatrix * viewMatrix * vec4(vWorldPosition, 1.0);
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}
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`,
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fragmentShader: `
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uniform sampler2D tileTextures[${maxTiles}];
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uniform vec4 tileBounds[${maxTiles}];
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uniform int tileCount;
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vertexShader:
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ShaderChunk.common +
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"\n" +
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ShaderChunk.logdepthbuf_pars_vertex +
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`
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varying vec3 vWorldPosition;
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varying float fragDepth;
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void main() {
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vec4 color = vec4(1.0, 1.0, 1.0, 1.0); // Default color
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vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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fragDepth = (gl_Position.z / gl_Position.w + 1.0) * 0.5;
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` +
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ShaderChunk.logdepthbuf_vertex +
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`
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}
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`,
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fragmentShader:
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ShaderChunk.logdepthbuf_pars_fragment +
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`
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uniform vec4 tileBounds[${maxTiles}];
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uniform int tileCount;
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uniform sampler2DArray tiles;
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varying vec3 vWorldPosition;
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varying float fragDepth;
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void main() {
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vec4 color = vec4(191.0/255.0, 209.0/255.0, 229.0/255.0, 1.0); // Default color
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for (int i = 0; i < ${maxTiles}; i++) {
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if (i >= tileCount) break; // Only process available tiles
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vWorldPosition.y >= bounds.z && vWorldPosition.y <= bounds.w) {
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vec2 uv = (vWorldPosition.xy - bounds.xz) / (bounds.yw - bounds.xz);
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switch (i) {
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case 0: color = texture2D(tileTextures[0], uv); break;
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case 1: color = texture2D(tileTextures[1], uv); break;
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case 2: color = texture2D(tileTextures[2], uv); break;
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case 3: color = texture2D(tileTextures[3], uv); break;
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case 4: color = texture2D(tileTextures[4], uv); break;
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case 5: color = texture2D(tileTextures[5], uv); break;
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case 6: color = texture2D(tileTextures[6], uv); break;
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case 7: color = texture2D(tileTextures[7], uv); break;
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case 8: color = texture2D(tileTextures[8], uv); break;
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case 9: color = texture2D(tileTextures[9], uv); break;
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case 10: color = texture2D(tileTextures[10], uv); break;
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case 11: color = texture2D(tileTextures[11], uv); break;
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case 12: color = texture2D(tileTextures[12], uv); break;
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case 13: color = texture2D(tileTextures[13], uv); break;
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case 14: color = texture2D(tileTextures[14], uv); break;
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case 15: color = texture2D(tileTextures[15], uv); break;
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}
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uv = vec2(uv.x, 1.0 - uv.y);
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color = texture2D(tiles, vec3(uv, i));
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break; // Stop checking once we find the correct tile
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break; // Stop checking once we find the correct tile
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}
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}
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gl_FragColor = color;
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}
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`,
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gl_FragDepth = fragDepth;
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` +
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ShaderChunk.logdepthbuf_fragment +
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`
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}
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`,
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});
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export function updateTiles(newTiles: TileData[]) {
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@ -92,7 +103,53 @@ export function updateTiles(newTiles: TileData[]) {
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}
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// Update shader uniforms
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shaderMaterial.uniforms.tileTextures.value = textures;
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shaderMaterial.uniforms.tileBounds.value = bounds;
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shaderMaterial.uniforms.tileCount.value = newTiles.length;
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shaderMaterial.uniforms.tiles.value = createDataArrayTexture(textures);
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}
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// Create a buffer with color data
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const width = 256;
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const height = 256;
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const size = width * height;
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function createDataArrayTexture(textures: Texture[]) {
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const depth = textures.length;
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const data = new Uint8Array(4 * size * depth);
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for (let i = 0; i < depth; i++) {
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const texture = textures[i];
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const imageData = getImageData(texture);
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if (imageData) {
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data.set(imageData, i * size * 4);
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}
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}
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// Use the buffer to create a DataArrayTexture
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const texture = new DataArrayTexture(data, width, height, depth);
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texture.format = RGBAFormat;
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texture.generateMipmaps = false;
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texture.magFilter = LinearFilter;
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texture.minFilter = LinearFilter;
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texture.needsUpdate = true;
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return texture;
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}
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// Create a canvas and draw the image on it
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const canvas = new OffscreenCanvas(width, height);
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const ctx = canvas.getContext("2d");
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function getImageData(texture: Texture) {
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const image = texture.source.data;
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// Draw the image onto the canvas
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if (ctx) {
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ctx.drawImage(image, 0, 0);
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// Get the pixel data from the canvas
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const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
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return imageData.data;
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} else {
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return null;
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}
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}
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@ -5,5 +5,3 @@ export const SERVICE_URL =
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export const VERTICES_URL = "https://geusegdi01.geus.dk/geom3d/data/nodes/";
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export const TRIANGLE_INDICES_URL =
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"https://geusegdi01.geus.dk/geom3d/data/triangles/";
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export const MAPTILER_API_KEY = "1JkD1W8u5UM5Tjd8r3Wl ";
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@ -8,6 +8,7 @@ import {
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import { fetchVertices, fetchTriangleIndices, transform } from "./utils";
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import { TRIANGLE_INDICES_URL, VERTICES_URL } from "../config";
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import { shaderMaterial } from "../ShaderMaterial";
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interface MappedFeature {
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featuregeom_id: number;
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@ -60,14 +61,17 @@ async function buildMesh(layerData: MappedFeature) {
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const material = new MeshStandardMaterial({
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color: color,
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metalness: 0.0,
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roughness: 5.0,
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metalness: 0.1,
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roughness: 0.5,
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flatShading: true,
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side: DoubleSide,
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wireframe: false,
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});
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const mesh = new Mesh(geometry, material);
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const mesh = new Mesh(
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geometry,
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name === "Topography" ? shaderMaterial : material
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);
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mesh.name = name;
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mesh.userData.layerId = geomId;
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mesh.castShadow = true;
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@ -1,4 +1,4 @@
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import { Vector3 } from "three";
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import { PerspectiveCamera, Plane, Raycaster, Vector2, Vector3 } from "three";
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import { Extent } from "./build-scene";
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import { unpackEdges, unpackVertices } from "./decoders";
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import proj4 from "proj4";
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@ -60,12 +60,69 @@ export async function fetchVertices(pointUrl: string, geomId: string) {
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return unpackVertices(buffer);
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}
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// Transformation from EPSG 3034 to EPSG 3857
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// Transformation from EPSG 3034 to a modified EPSG 900913 using the mean radius to align with geo-three
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const SOURCE = "EPSG:3034";
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const PROJ_STRING =
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"+proj=lcc +lat_0=52 +lon_0=10 +lat_1=35 +lat_2=65 +x_0=4000000 +y_0=2800000 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs +type=crs";
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const DEST = "EPSG:3857";
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proj4.defs(SOURCE, PROJ_STRING);
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const DEST = "EPSG:900913";
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proj4.defs(
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SOURCE,
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"+proj=lcc +lat_0=52 +lon_0=10 +lat_1=35 +lat_2=65 +x_0=4000000 +y_0=2800000 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs +type=crs"
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);
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proj4.defs(
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DEST,
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"+proj=merc +a=6371008 +b=6371008 +lat_ts=0 +lon_0=0 +x_0=0 +y_0=0 +k=1 +units=m +nadgrids=@null +wktext +no_defs +type=crs"
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);
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export function transform(p: number[]) {
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return proj4(SOURCE, DEST, p);
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}
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const MAX_EXTENT = 20015111.9287618;
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function getTileSize(zoom: number): number {
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const numTiles = Math.pow(2, zoom);
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return (2 * MAX_EXTENT) / numTiles;
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}
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export function tileBounds(zoom: number, x: number, y: number): number[] {
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const tileSize = getTileSize(zoom);
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const minX = -MAX_EXTENT + x * tileSize;
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const minY = MAX_EXTENT - (y + 1) * tileSize;
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return [minX, tileSize, minY, tileSize];
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}
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const plane = new Plane(new Vector3(0, 0, 1), 0);
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const corners = [new Vector2(-1, -1), new Vector2(1, 1)];
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export const getFrustumIntersections = (camera: PerspectiveCamera) => {
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const points = [];
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const raycaster = new Raycaster();
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for (const ndc of corners) {
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// Convert NDC to world space ray
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raycaster.setFromCamera(ndc, camera);
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// Find intersection with the XY plane
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const intersection = new Vector3();
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||||
const hit = raycaster.ray.intersectPlane(plane, intersection);
|
||||
if (hit) {
|
||||
points.push(intersection.clone());
|
||||
}
|
||||
}
|
||||
|
||||
if (points.length > 1) {
|
||||
return [
|
||||
new Vector3(
|
||||
Math.min(points[0].x, points[1].x),
|
||||
Math.min(points[0].y, points[1].y),
|
||||
0
|
||||
),
|
||||
new Vector3(
|
||||
Math.max(points[0].x, points[1].x),
|
||||
Math.max(points[0].y, points[1].y),
|
||||
0
|
||||
),
|
||||
];
|
||||
}
|
||||
|
||||
return points;
|
||||
};
|
||||
|
|
Loading…
Add table
editor.link_modal.header
Reference in a new issue