195 lines
5.1 KiB
TypeScript
195 lines
5.1 KiB
TypeScript
import {
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PerspectiveCamera,
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Scene,
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WebGLRenderer,
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AmbientLight,
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DirectionalLight,
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Group,
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Object3D,
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AxesHelper,
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OrthographicCamera,
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Camera,
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CanvasTexture,
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SpriteMaterial,
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Sprite,
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Euler,
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Color,
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} from "three";
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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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export interface Extent {
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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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zmin: number;
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zmax: number;
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}
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let controls: OrbitControls;
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let renderer: WebGLRenderer;
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let camera: PerspectiveCamera;
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let scene: Scene;
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let axesHelper: AxesHelper;
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let uiCamera: Camera;
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let uiScene: Scene;
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export function buildScene(container: HTMLElement, extent: Extent) {
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const maxSize = getMaxSize(extent);
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const center = getCenter3D(extent);
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const width = container.clientWidth;
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const height = container.clientHeight;
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camera = new PerspectiveCamera(50, width / height, 10, maxSize * 20);
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camera.position.set(center.x, center.y - 200000, extent.zmax + 100000);
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camera.up.set(0, 0, 1);
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camera.lookAt(center);
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// Initialize the renderer
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renderer = new WebGLRenderer({
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logarithmicDepthBuffer: true,
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});
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(width, height);
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renderer.localClippingEnabled = true;
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renderer.setAnimationLoop(animate);
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// Handle window resize event to adapt the aspect ratio
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window.addEventListener("resize", () => onWindowResize(container));
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container.appendChild(renderer.domElement);
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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.dampingFactor = 0.1;
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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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controls.saveState();
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// Set wireframe to false on initial load
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scene = new Scene();
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scene.userData.wireframe = false;
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scene.background = new Color(0xbfd1e5);
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// Add lights to the scene
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buildDefaultLights(scene, extent);
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uiScene = new Scene();
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// Create an orthographic camera
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uiCamera = new OrthographicCamera(-1, 1, 1, -1, 0.1, 10);
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uiCamera.up.set(0, 0, 1);
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uiCamera.position.z = 2;
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// Create the AxesHelper (small size)
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axesHelper = new AxesHelper(0.1);
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axesHelper.position.set(-0.85, -0.85, 0);
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const xLabel = createTextSprite("X", "red");
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const yLabel = createTextSprite("Y", "green");
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const zLabel = createTextSprite("Z", "blue");
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xLabel.position.set(0.125, -0.01, 0);
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yLabel.position.set(0, 0.125, 0);
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zLabel.position.set(0, 0, 0.125);
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axesHelper.add(xLabel, yLabel, zLabel);
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uiScene.add(axesHelper);
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return { renderer, scene, camera, controls };
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}
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function onWindowResize(container: HTMLElement) {
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// Update the camera's aspect ratio and the renderer's size to reflect
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// the new screen dimensions upon a browser window resize
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camera.aspect = container.clientWidth / container.clientHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(container.clientWidth, container.clientHeight);
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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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}
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function animate() {
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// Set rotation of axes according to camera rotation
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const rot = new Euler();
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rot.x = -camera.rotation.x;
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rot.y = camera.rotation.y;
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rot.z = -camera.rotation.z;
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axesHelper.setRotationFromEuler(rot);
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renderer.autoClear = true;
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renderer.render(scene, camera);
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// Set autoclear to fasle in order to overlay UI elements
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renderer.autoClear = false;
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renderer.render(uiScene, uiCamera);
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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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}
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function buildDefaultLights(scene: Scene, extent: Extent) {
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const center = getCenter3D(extent);
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// Directional light position
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const lightPosition = {
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x: center.x,
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y: center.y - 15000,
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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);
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lights.push(ambient);
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// Directional lights
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const directionalLight = new DirectionalLight(0xffffff, 1.5);
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directionalLight.position.set(
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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 directional light
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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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function createTextSprite(text: string, color = "white") {
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const canvas = document.createElement("canvas");
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const ctx = canvas.getContext("2d");
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canvas.width = 256;
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canvas.height = 128;
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if (ctx) {
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ctx.fillStyle = color;
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ctx.font = "24px Arial";
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ctx.textAlign = "center";
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ctx.fillText(text, canvas.width / 2, canvas.height / 2);
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}
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const texture = new CanvasTexture(canvas);
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const material = new SpriteMaterial({ map: texture });
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const sprite = new Sprite(material);
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sprite.scale.set(0.3, 0.15, 1);
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return sprite;
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}
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