use Raycaster for positioning the labels

This commit is contained in:
Rayzeq 2021-07-05 23:04:00 +02:00
parent ba10da785a
commit 011c58cf89

View file

@ -11,7 +11,7 @@ const options = {scale: 50, lightness: .7, shadow: .5, sun: {x: 100, y: 600, z:
// set variables
let Renderer, scene, camera, controls, animationFrame, material, texture,
geometry, mesh, ambientLight, spotLight, waterPlane, waterMaterial, waterMesh,
objexporter, square_geometry, texture_loader;
objexporter, square_geometry, texture_loader, raycaster;
const drawSVG = document.createElementNS("http://www.w3.org/2000/svg", "svg");
document.body.appendChild(drawSVG);
let textMeshs = [], iconMeshs = [];
@ -71,17 +71,20 @@ const stop = function() {
const setScale = function(scale) {
options.scale = scale;
for (const mesh of textMeshs) {
mesh.position.y = getMeshHeight(findGridCell(mesh.base_x, mesh.base_y)) + mesh.base_height;
}
for (const mesh of iconMeshs) {
mesh.position.y = getMeshHeight(findGridCell(mesh.base_x, mesh.base_y));
}
geometry.vertices.forEach((v, i) => v.z = getMeshHeight(i));
geometry.verticesNeedUpdate = true;
geometry.computeVertexNormals();
render();
geometry.verticesNeedUpdate = false;
for (const textMesh of textMeshs) {
raycaster.ray.origin.x = textMesh.position.x; raycaster.ray.origin.z = textMesh.position.z;
textMesh.position.y = raycaster.intersectObject(mesh)[0].point.y + textMesh.base_height;
}
for (const iconMesh of iconMeshs) {
raycaster.ray.origin.x = iconMesh.position.x; raycaster.ray.origin.z = iconMesh.position.z;
iconMesh.position.y = raycaster.intersectObject(mesh)[0].point.y;
}
}
const setLightness = function(intensity) {
@ -198,7 +201,7 @@ function svg2base64(svg) {
return 'data:image/svg+xml;base64,' + btoa(str_xml);
}
function svg2mesh(svg, sx=1, sy=1) {
function svg2mesh(svg, sx=1, sy=1, backface=false) {
svg.removeAttribute("viewBox");
const bbox = svg.getBBox();
svg.setAttribute("viewBox", [bbox.x, bbox.y, bbox.width, bbox.height].join(" "));
@ -208,7 +211,7 @@ function svg2mesh(svg, sx=1, sy=1) {
const texture = new texture_loader.load(svg2base64(svg));
texture.minFilter = THREE.LinearFilter; // remove `texture has been resized` warning
const material = new THREE.MeshBasicMaterial({map: texture, side: THREE.DoubleSide, depthWrite: false});
const material = new THREE.MeshBasicMaterial({map: texture, side: backface ? THREE.DoubleSide : THREE.FrontSide, depthWrite: false});
material.transparent = true;
const mesh = new THREE.Mesh(
@ -233,7 +236,7 @@ async function createStateText(font, size, color, label) {
drawSVG.children[1].setAttribute('font-size', size);
drawSVG.children[1].setAttribute('fill', color);
const mesh = svg2mesh(drawSVG, 20, 20);
const mesh = svg2mesh(drawSVG, 20, 20, true);
mesh.rotation.set(THREE.Math.degToRad(-90), 0, 0);
return mesh;
@ -241,21 +244,25 @@ async function createStateText(font, size, color, label) {
async function createBurgText(text, font, size, color, quality=1) { // for quality: lower value mean higher quality
if (fontCache[font] == undefined) {fontCache[font] = (await GFontToDataURI(`https://fonts.googleapis.com/css?family=${font}`)).join("\n");}
drawSVG.innerHTML = `<text font-family="${font}" font-size="${size * (20 / quality)}" fill="${color}">${text}</text>
<defs><style type="text/css">${fontCache[font]}</style></defs>`;
drawSVG.innerHTML = `<defs><style type="text/css">${fontCache[font]}</style></defs>
<text font-family="${font}" font-size="${size * (20 / quality)}" fill="${color}">${text}</text>`;
return svg2mesh(drawSVG, 7*quality, 7*quality);
}
function get3dCoords(base_x, base_y) {
const x = base_x - graphWidth/2;
const y = getMeshHeight(findGridCell(base_x, base_y)); // work better than getMeshHeight(burg.cell) but I don't know why
const z = base_y - graphHeight/2;
raycaster.ray.origin.x = x; raycaster.ray.origin.z = z;
const y = raycaster.intersectObject(mesh)[0].point.y;
return [x, y, z];
}
async function createLabels() {
square_geometry = new THREE.PlaneGeometry(1, 1);
texture_loader = new THREE.TextureLoader();
raycaster = new THREE.Raycaster();
raycaster.set(new THREE.Vector3(0, 1000, 0), new THREE.Vector3(0, -1, 0));
// Burg labels
const cities = svg.select("#viewbox #labels #burgLabels #cities");
@ -267,7 +274,7 @@ async function createLabels() {
const town_icon_material = new THREE.MeshBasicMaterial({color: towns_icons.attr('fill')});
const citie_icon_geometry = new THREE.SphereGeometry(cities_icons.attr("size") * 2, 8, 8);
const town_icon_geometry = new THREE.SphereGeometry(towns_icons.attr("size") * 2, 8, 8);
for (const burg of pack.burgs) {
for (const burg of pack.burgs.slice(1)) {
const [x, y, z] = get3dCoords(burg.x, burg.y)
if(layerIsOn("toggleLabels")) {
@ -296,9 +303,6 @@ async function createLabels() {
}
}
text_mesh.base_x = burg.x;
text_mesh.base_y = burg.y;
textMeshs.push(text_mesh);
scene.add(text_mesh);
}
@ -310,8 +314,6 @@ async function createLabels() {
burg.capital ? citie_icon_material : town_icon_material
);
icon_mesh.position.set(x, y, z)
icon_mesh.base_x = burg.x
icon_mesh.base_y = burg.y
iconMeshs.push(icon_mesh);
scene.add(icon_mesh);
@ -326,8 +328,6 @@ async function createLabels() {
const pos = pack.states[id].pole
const [x, y, z] = get3dCoords(pos[0], pos[1])
text_mesh.position.set(x, y + 25, z);
text_mesh.base_x = pos[0];
text_mesh.base_y = pos[1];
text_mesh.base_height = 25;
textMeshs.push(text_mesh)
@ -339,6 +339,7 @@ function deleteLabels() {
if (square_geometry) square_geometry.dispose();
square_geometry = undefined;
texture_loader = undefined;
raycaster = undefined;
for (const [i, mesh] of textMeshs.entries()) {
scene.remove(mesh);
@ -392,8 +393,8 @@ async function createMesh(width, height, segmentsX, segmentsY) {
mesh.receiveShadow = true;
scene.add(mesh);
render(); // needed for Raycaster to work, but why ?
deleteLabels();
if (options.labels3d) {
await createLabels();
}
@ -446,7 +447,7 @@ async function newGlobe(canvas) {
updateGlobeTexure(true);
// camera
camera = new THREE.PerspectiveCamera(45, canvas.width / canvas.height, 0.1, 1000).translateZ(5);
camera = new THREE.PerspectiveCamera(45, canvas.width / canvas.height, 0.1, 1000).translateZ(5);
// controls
controls = await OrbitControls(camera, Renderer.domElement);