kopia lustrzana https://github.com/robhawkes/vizicities
Added comment
rodzic
979c6b5725
commit
165f9d446a
310
src/World.js
310
src/World.js
|
@ -1,310 +0,0 @@
|
||||||
import EventEmitter from 'eventemitter3';
|
|
||||||
import extend from 'lodash.assign';
|
|
||||||
import CRS from './geo/crs/index';
|
|
||||||
import {point as Point} from './geo/Point';
|
|
||||||
import {latLon as LatLon} from './geo/LatLon';
|
|
||||||
import Engine from './engine/Engine';
|
|
||||||
import EnvironmentLayer from './layer/environment/EnvironmentLayer';
|
|
||||||
|
|
||||||
// TODO: Make sure nothing is left behind in the heap after calling destroy()
|
|
||||||
|
|
||||||
// Pretty much any event someone using ViziCities would need will be emitted or
|
|
||||||
// proxied by World (eg. render events, etc)
|
|
||||||
|
|
||||||
class World extends EventEmitter {
|
|
||||||
constructor(domId, options) {
|
|
||||||
super();
|
|
||||||
|
|
||||||
var defaults = {
|
|
||||||
crs: CRS.EPSG3857,
|
|
||||||
skybox: false
|
|
||||||
};
|
|
||||||
|
|
||||||
this.options = extend({}, defaults, options);
|
|
||||||
|
|
||||||
this._layers = [];
|
|
||||||
this._controls = [];
|
|
||||||
|
|
||||||
this._initContainer(domId);
|
|
||||||
this._initEngine();
|
|
||||||
this._initEnvironment();
|
|
||||||
this._initEvents();
|
|
||||||
|
|
||||||
this._pause = false;
|
|
||||||
|
|
||||||
// Kick off the update and render loop
|
|
||||||
this._update();
|
|
||||||
}
|
|
||||||
|
|
||||||
_initContainer(domId) {
|
|
||||||
this._container = document.getElementById(domId);
|
|
||||||
}
|
|
||||||
|
|
||||||
_initEngine() {
|
|
||||||
this._engine = new Engine(this._container, this);
|
|
||||||
|
|
||||||
// Engine events
|
|
||||||
//
|
|
||||||
// Consider proxying these through events on World for public access
|
|
||||||
// this._engine.on('preRender', () => {});
|
|
||||||
// this._engine.on('postRender', () => {});
|
|
||||||
}
|
|
||||||
|
|
||||||
_initEnvironment() {
|
|
||||||
// Not sure if I want to keep this as a private API
|
|
||||||
//
|
|
||||||
// Makes sense to allow others to customise their environment so perhaps
|
|
||||||
// add some method of disable / overriding the environment settings
|
|
||||||
this._environment = new EnvironmentLayer({
|
|
||||||
skybox: this.options.skybox
|
|
||||||
}).addTo(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
_initEvents() {
|
|
||||||
this.on('controlsMoveEnd', this._onControlsMoveEnd);
|
|
||||||
}
|
|
||||||
|
|
||||||
_onControlsMoveEnd(point) {
|
|
||||||
var _point = Point(point.x, point.z);
|
|
||||||
this._resetView(this.pointToLatLon(_point), _point);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reset world view
|
|
||||||
_resetView(latlon, point) {
|
|
||||||
this.emit('preResetView');
|
|
||||||
|
|
||||||
this._moveStart();
|
|
||||||
this._move(latlon, point);
|
|
||||||
this._moveEnd();
|
|
||||||
|
|
||||||
this.emit('postResetView');
|
|
||||||
}
|
|
||||||
|
|
||||||
_moveStart() {
|
|
||||||
this.emit('moveStart');
|
|
||||||
}
|
|
||||||
|
|
||||||
_move(latlon, point) {
|
|
||||||
this._lastPosition = latlon;
|
|
||||||
this.emit('move', latlon, point);
|
|
||||||
}
|
|
||||||
_moveEnd() {
|
|
||||||
this.emit('moveEnd');
|
|
||||||
}
|
|
||||||
|
|
||||||
_update() {
|
|
||||||
if (this._pause) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var delta = this._engine.clock.getDelta();
|
|
||||||
|
|
||||||
// Once _update is called it will run forever, for now
|
|
||||||
window.requestAnimationFrame(this._update.bind(this));
|
|
||||||
|
|
||||||
// Update controls
|
|
||||||
this._controls.forEach(controls => {
|
|
||||||
controls.update();
|
|
||||||
});
|
|
||||||
|
|
||||||
this.emit('preUpdate', delta);
|
|
||||||
this._engine.update(delta);
|
|
||||||
this.emit('postUpdate', delta);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set world view
|
|
||||||
setView(latlon) {
|
|
||||||
// Store initial geographic coordinate for the [0,0,0] world position
|
|
||||||
//
|
|
||||||
// The origin point doesn't move in three.js / 3D space so only set it once
|
|
||||||
// here instead of every time _resetView is called
|
|
||||||
//
|
|
||||||
// If it was updated every time then coorindates would shift over time and
|
|
||||||
// would be out of place / context with previously-placed points (0,0 would
|
|
||||||
// refer to a different point each time)
|
|
||||||
this._originLatlon = latlon;
|
|
||||||
this._originPoint = this.project(latlon);
|
|
||||||
|
|
||||||
this._resetView(latlon);
|
|
||||||
return this;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Return world geographic position
|
|
||||||
getPosition() {
|
|
||||||
return this._lastPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Transform geographic coordinate to world point
|
|
||||||
//
|
|
||||||
// This doesn't take into account the origin offset
|
|
||||||
//
|
|
||||||
// For example, this takes a geographic coordinate and returns a point
|
|
||||||
// relative to the origin point of the projection (not the world)
|
|
||||||
project(latlon) {
|
|
||||||
return this.options.crs.latLonToPoint(LatLon(latlon));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Transform world point to geographic coordinate
|
|
||||||
//
|
|
||||||
// This doesn't take into account the origin offset
|
|
||||||
//
|
|
||||||
// For example, this takes a point relative to the origin point of the
|
|
||||||
// projection (not the world) and returns a geographic coordinate
|
|
||||||
unproject(point) {
|
|
||||||
return this.options.crs.pointToLatLon(Point(point));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Takes into account the origin offset
|
|
||||||
//
|
|
||||||
// For example, this takes a geographic coordinate and returns a point
|
|
||||||
// relative to the three.js / 3D origin (0,0)
|
|
||||||
latLonToPoint(latlon) {
|
|
||||||
var projectedPoint = this.project(LatLon(latlon));
|
|
||||||
return projectedPoint._subtract(this._originPoint);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Takes into account the origin offset
|
|
||||||
//
|
|
||||||
// For example, this takes a point relative to the three.js / 3D origin (0,0)
|
|
||||||
// and returns the exact geographic coordinate at that point
|
|
||||||
pointToLatLon(point) {
|
|
||||||
var projectedPoint = Point(point).add(this._originPoint);
|
|
||||||
return this.unproject(projectedPoint);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Return pointscale for a given geographic coordinate
|
|
||||||
pointScale(latlon, accurate) {
|
|
||||||
return this.options.crs.pointScale(latlon, accurate);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Convert from real meters to world units
|
|
||||||
//
|
|
||||||
// TODO: Would be nice not to have to pass in a pointscale here
|
|
||||||
metresToWorld(metres, pointScale, zoom) {
|
|
||||||
return this.options.crs.metresToWorld(metres, pointScale, zoom);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Convert from real meters to world units
|
|
||||||
//
|
|
||||||
// TODO: Would be nice not to have to pass in a pointscale here
|
|
||||||
worldToMetres(worldUnits, pointScale, zoom) {
|
|
||||||
return this.options.crs.worldToMetres(worldUnits, pointScale, zoom);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Unsure if it's a good idea to expose this here for components like
|
|
||||||
// GridLayer to use (eg. to keep track of a frustum)
|
|
||||||
getCamera() {
|
|
||||||
return this._engine._camera;
|
|
||||||
}
|
|
||||||
|
|
||||||
addLayer(layer) {
|
|
||||||
layer._addToWorld(this);
|
|
||||||
|
|
||||||
this._layers.push(layer);
|
|
||||||
|
|
||||||
if (layer.isOutput()) {
|
|
||||||
// Could move this into Layer but it'll do here for now
|
|
||||||
this._engine._scene.add(layer._object3D);
|
|
||||||
this._engine._domScene3D.add(layer._domObject3D);
|
|
||||||
this._engine._domScene2D.add(layer._domObject2D);
|
|
||||||
}
|
|
||||||
|
|
||||||
this.emit('layerAdded', layer);
|
|
||||||
return this;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove layer from world and scene but don't destroy it entirely
|
|
||||||
removeLayer(layer) {
|
|
||||||
var layerIndex = this._layers.indexOf(layer);
|
|
||||||
|
|
||||||
if (layerIndex > -1) {
|
|
||||||
// Remove from this._layers
|
|
||||||
this._layers.splice(layerIndex, 1);
|
|
||||||
};
|
|
||||||
|
|
||||||
if (layer.isOutput()) {
|
|
||||||
this._engine._scene.remove(layer._object3D);
|
|
||||||
this._engine._domScene3D.remove(layer._domObject3D);
|
|
||||||
this._engine._domScene2D.remove(layer._domObject2D);
|
|
||||||
}
|
|
||||||
|
|
||||||
this.emit('layerRemoved');
|
|
||||||
return this;
|
|
||||||
}
|
|
||||||
|
|
||||||
addControls(controls) {
|
|
||||||
controls._addToWorld(this);
|
|
||||||
|
|
||||||
this._controls.push(controls);
|
|
||||||
|
|
||||||
this.emit('controlsAdded', controls);
|
|
||||||
return this;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove controls from world but don't destroy them entirely
|
|
||||||
removeControls(controls) {
|
|
||||||
var controlsIndex = this._controls.indexOf(controlsIndex);
|
|
||||||
|
|
||||||
if (controlsIndex > -1) {
|
|
||||||
this._controls.splice(controlsIndex, 1);
|
|
||||||
};
|
|
||||||
|
|
||||||
this.emit('controlsRemoved', controls);
|
|
||||||
return this;
|
|
||||||
}
|
|
||||||
|
|
||||||
stop() {
|
|
||||||
this._pause = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
start() {
|
|
||||||
this._pause = false;
|
|
||||||
this._update();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Destroys the world(!) and removes it from the scene and memory
|
|
||||||
//
|
|
||||||
// TODO: World out why so much three.js stuff is left in the heap after this
|
|
||||||
destroy() {
|
|
||||||
this.stop();
|
|
||||||
|
|
||||||
// Remove listeners
|
|
||||||
this.off('controlsMoveEnd', this._onControlsMoveEnd);
|
|
||||||
|
|
||||||
var i;
|
|
||||||
|
|
||||||
// Remove all controls
|
|
||||||
var controls;
|
|
||||||
for (i = this._controls.length - 1; i >= 0; i--) {
|
|
||||||
controls = this._controls[0];
|
|
||||||
this.removeControls(controls);
|
|
||||||
controls.destroy();
|
|
||||||
};
|
|
||||||
|
|
||||||
// Remove all layers
|
|
||||||
var layer;
|
|
||||||
for (i = this._layers.length - 1; i >= 0; i--) {
|
|
||||||
layer = this._layers[0];
|
|
||||||
this.removeLayer(layer);
|
|
||||||
layer.destroy();
|
|
||||||
};
|
|
||||||
|
|
||||||
// Environment layer is removed with the other layers
|
|
||||||
this._environment = null;
|
|
||||||
|
|
||||||
this._engine.destroy();
|
|
||||||
this._engine = null;
|
|
||||||
|
|
||||||
// TODO: Probably should clean the container too / remove the canvas
|
|
||||||
this._container = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export default World;
|
|
||||||
|
|
||||||
var noNew = function(domId, options) {
|
|
||||||
return new World(domId, options);
|
|
||||||
};
|
|
||||||
|
|
||||||
// Initialise without requiring new keyword
|
|
||||||
export {noNew as world};
|
|
|
@ -0,0 +1,23 @@
|
||||||
|
import THREE from 'three';
|
||||||
|
|
||||||
|
// This can only be accessed from Engine.camera if you want to reference the
|
||||||
|
// same scene in multiple places
|
||||||
|
|
||||||
|
// TODO: Ensure that FOV looks natural on all aspect ratios
|
||||||
|
// http://stackoverflow.com/q/26655930/997339
|
||||||
|
|
||||||
|
export default function(container) {
|
||||||
|
var camera = new THREE.PerspectiveCamera(45, 1, 1, 200000);
|
||||||
|
camera.position.y = 400;
|
||||||
|
camera.position.z = 400;
|
||||||
|
|
||||||
|
var updateSize = function() {
|
||||||
|
camera.aspect = container.clientWidth / container.clientHeight;
|
||||||
|
camera.updateProjectionMatrix();
|
||||||
|
};
|
||||||
|
|
||||||
|
window.addEventListener('resize', updateSize, false);
|
||||||
|
updateSize();
|
||||||
|
|
||||||
|
return camera;
|
||||||
|
};
|
|
@ -46,6 +46,7 @@ class Engine extends EventEmitter {
|
||||||
|
|
||||||
// TODO: Set up composer to automatically resize on viewport change
|
// TODO: Set up composer to automatically resize on viewport change
|
||||||
// TODO: Update passes that rely on width / height on resize
|
// TODO: Update passes that rely on width / height on resize
|
||||||
|
// TODO: Merge default passes into a single shader / pass for performance
|
||||||
_initPostProcessing() {
|
_initPostProcessing() {
|
||||||
var renderPass = new RenderPass(this._scene, this._camera);
|
var renderPass = new RenderPass(this._scene, this._camera);
|
||||||
|
|
||||||
|
|
Ładowanie…
Reference in New Issue