vizicities/src/layer/tile/GeoJSONTile.js

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JavaScript
Czysty Zwykły widok Historia

import Tile from './Tile';
import {geoJSONLayer as GeoJSONLayer} from '../GeoJSONLayer';
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import {geoJSONWorkerLayer as GeoJSONWorkerLayer} from '../GeoJSONWorkerLayer';
import BoxHelper from '../../vendor/BoxHelper';
import THREE from 'three';
import reqwest from 'reqwest';
import {point as Point} from '../../geo/Point';
import {latLon as LatLon} from '../../geo/LatLon';
import extend from 'lodash.assign';
// import Offset from 'polygon-offset';
import GeoJSON from '../../util/GeoJSON';
import Buffer from '../../util/Buffer';
import PickingMaterial from '../../engine/PickingMaterial';
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// TODO: Map picking IDs to some reference within the tile data / geometry so
// that something useful can be done when an object is picked / clicked on
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// TODO: Make sure nothing is left behind in the heap after calling destroy()
// TODO: Perform tile request and processing in a Web Worker
//
// Use Operative (https://github.com/padolsey/operative)
//
// Would it make sense to have the worker functionality defined in a static
// method so it only gets initialised once and not on every tile instance?
//
// Otherwise, worker processing logic would have to go in the tile layer so not
// to waste loads of time setting up a brand new worker with three.js for each
// tile every single time.
//
// Unsure of the best way to get three.js and VIZI into the worker
//
// Would need to set up a CRS / projection identical to the world instance
//
// Is it possible to bypass requirements on external script by having multiple
// simple worker methods that each take enough inputs to perform a single task
// without requiring VIZI or three.js? So long as the heaviest logic is done in
// the worker and transferrable objects are used then it should be better than
// nothing. Would probably still need things like earcut...
//
// After all, the three.js logic and object creation will still need to be
// done on the main thread regardless so the worker should try to do as much as
// possible with as few dependencies as possible.
//
// Have a look at how this is done in Tangram before implementing anything as
// the approach there is pretty similar and robust.
class GeoJSONTile extends Tile {
constructor(quadcode, path, layer, options) {
super(quadcode, path, layer);
this._defaultStyle = GeoJSON.defaultStyle;
var defaults = {
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workers: false,
output: true,
outputToScene: false,
interactive: false,
topojson: false,
filter: null,
onEachFeature: null,
polygonMaterial: null,
onPolygonMesh: null,
onPolygonBufferAttributes: null,
polylineMaterial: null,
onPolylineMesh: null,
onPolylineBufferAttributes: null,
pointGeometry: null,
pointMaterial: null,
onPointMesh: null,
style: GeoJSON.defaultStyle,
keepFeatures: false
};
var _options = extend({}, defaults, options);
if (typeof options.style === 'function') {
_options.style = options.style;
} else {
_options.style = extend({}, defaults.style, options.style);
}
this._options = _options;
}
// Request data for the tile
requestTileAsync() {
// Making this asynchronous really speeds up the LOD framerate
setTimeout(() => {
if (!this._mesh) {
this._mesh = this._createMesh();
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// this._shadowCanvas = this._createShadowCanvas();
}
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this._requestTile();
}, 0);
}
// TODO: Destroy GeoJSONLayer
destroy() {
// Cancel any pending requests
this._abortRequest();
// Clear request reference
this._request = null;
if (this._geojsonLayer) {
this._geojsonLayer.destroy();
this._geojsonLayer = null;
}
this._mesh = null;
// TODO: Properly dispose of picking mesh
this._pickingMesh = null;
super.destroy();
}
_createMesh() {
// Something went wrong and the tile
//
// Possibly removed by the cache before loaded
if (!this._center) {
return;
}
var mesh = new THREE.Object3D();
// mesh.add(this._createDebugMesh());
return mesh;
}
_createDebugMesh() {
var canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
var context = canvas.getContext('2d');
context.font = 'Bold 20px Helvetica Neue, Verdana, Arial';
context.fillStyle = '#ff0000';
context.fillText(this._quadcode, 20, canvas.width / 2 - 5);
context.fillText(this._tile.toString(), 20, canvas.width / 2 + 25);
var texture = new THREE.Texture(canvas);
// Silky smooth images when tilted
texture.magFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
// TODO: Set this to renderer.getMaxAnisotropy() / 4
texture.anisotropy = 4;
texture.needsUpdate = true;
var material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
depthWrite: false
});
var geom = new THREE.PlaneBufferGeometry(this._side, this._side, 1);
var mesh = new THREE.Mesh(geom, material);
mesh.rotation.x = -90 * Math.PI / 180;
mesh.position.y = 0.1;
return mesh;
}
// _createShadowCanvas() {
// var canvas = document.createElement('canvas');
//
// // Rendered at a low resolution and later scaled up for a low-quality blur
// canvas.width = 512;
// canvas.height = 512;
//
// return canvas;
// }
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// _addShadow(coordinates) {
// var ctx = this._shadowCanvas.getContext('2d');
// var width = this._shadowCanvas.width;
// var height = this._shadowCanvas.height;
//
// var _coords;
// var _offset;
// var offset = new Offset();
//
// // Transform coordinates to shadowCanvas space and draw on canvas
// coordinates.forEach((ring, index) => {
// ctx.beginPath();
//
// _coords = ring.map(coord => {
// var xFrac = (coord[0] - this._boundsWorld[0]) / this._side;
// var yFrac = (coord[1] - this._boundsWorld[3]) / this._side;
// return [xFrac * width, yFrac * height];
// });
//
// if (index > 0) {
// _offset = _coords;
// } else {
// _offset = offset.data(_coords).padding(1.3);
// }
//
// // TODO: This is super flaky and crashes the browser if run on anything
// // put the outer ring (potentially due to winding)
// _offset.forEach((coord, index) => {
// // var xFrac = (coord[0] - this._boundsWorld[0]) / this._side;
// // var yFrac = (coord[1] - this._boundsWorld[3]) / this._side;
//
// if (index === 0) {
// ctx.moveTo(coord[0], coord[1]);
// } else {
// ctx.lineTo(coord[0], coord[1]);
// }
// });
//
// ctx.closePath();
// });
//
// ctx.fillStyle = 'rgba(80, 80, 80, 0.7)';
// ctx.fill();
// }
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_requestTile() {
var urlParams = {
x: this._tile[0],
y: this._tile[1],
z: this._tile[2]
};
var url = this._getTileURL(urlParams);
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this._aborted = false;
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if (!this._options.workers) {
this._request = reqwest({
url: url,
type: 'json',
crossOrigin: true,
headers: this._options.headers
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}).then(res => {
// Clear request reference
this._request = null;
this._processTileData(res);
}).catch(err => {
// Clear request reference
this._request = null;
});
} else {
this._processTileData(url);
}
}
_processTileData(data) {
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// console.time(this._tile);
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var GeoJSONClass = (!this._options.workers) ? GeoJSONLayer : GeoJSONWorkerLayer;
// Using this creates a huge amount of memory due to the quantity of tiles
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this._geojsonLayer = GeoJSONClass(data, this._options);
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this._geojsonLayer.addTo(this._world).then(() => {
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// TODO: This never seems to be called on worker layers. Find out why.
if (this.isAborted()) {
// this._geojsonLayer._aborted = true;
// this._geojsonLayer = null;
return;
}
// TODO: This is a hack to stop old tile meshes hanging around. Fix or
// move to somewhere more robust.
//
// Could potentially just overwrite mesh on first index each time
//
// This makes some worker tiles to not appear properly – showing the
// points mesh but not the polygon mesh, etc.
//
// Only do this for non-worker layers for now as it seems to cause issues
// with worker tiles showing for a moment and then disappearing forever
if (!this._options.workers) {
this.destroyMesh(this._mesh);
}
// TOSO: Work out if the picking mesh needs destroying here
// this.destroyMesh(this._pickingMesh);
this._mesh.add(this._geojsonLayer._object3D);
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this._pickingMesh = this._geojsonLayer._pickingMesh;
// Free the GeoJSON memory as we don't need it
//
// TODO: This should probably be a method within GeoJSONLayer
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if (this._geojsonLayer._geojson) {
this._geojsonLayer._geojson = null;
}
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// TODO: Fix or store shadow canvas stuff and get rid of this code
// Draw footprint on shadow canvas
//
// TODO: Disabled for the time-being until it can be sped up / moved to
// a worker
// this._addShadow(coordinates);
// Output shadow canvas
// TODO: Disabled for the time-being until it can be sped up / moved to
// a worker
// var texture = new THREE.Texture(this._shadowCanvas);
//
// // Silky smooth images when tilted
// texture.magFilter = THREE.LinearFilter;
// texture.minFilter = THREE.LinearMipMapLinearFilter;
//
// // TODO: Set this to renderer.getMaxAnisotropy() / 4
// texture.anisotropy = 4;
//
// texture.needsUpdate = true;
//
// var material;
// if (!this._world._environment._skybox) {
// material = new THREE.MeshBasicMaterial({
// map: texture,
// transparent: true,
// depthWrite: false
// });
// } else {
// material = new THREE.MeshStandardMaterial({
// map: texture,
// transparent: true,
// depthWrite: false
// });
// material.roughness = 1;
// material.metalness = 0.1;
// material.envMap = this._world._environment._skybox.getRenderTarget();
// }
//
// var geom = new THREE.PlaneBufferGeometry(this._side, this._side, 1);
// var mesh = new THREE.Mesh(geom, material);
//
// mesh.castShadow = false;
// mesh.receiveShadow = false;
// mesh.renderOrder = 1;
//
// mesh.rotation.x = -90 * Math.PI / 180;
//
// this._mesh.add(mesh);
this._ready = true;
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// console.timeEnd(this._tile);
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}).catch((err) => {
console.error(err);
});
}
_abortRequest() {
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if ((!this._request && !this._options.workers) || this._ready) {
return;
}
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this._aborted = true;
if (this._request) {
this._request.abort();
}
}
}
export default GeoJSONTile;
var noNew = function(quadcode, path, layer, options) {
return new GeoJSONTile(quadcode, path, layer, options);
};
// Initialise without requiring new keyword
export {noNew as geoJSONTile};