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