Re-adding files that git decided to forget

master
Robin Hawkes 2016-02-24 09:10:08 +00:00
rodzic a6160abe1e
commit 5e31770f71
2 zmienionych plików z 23 dodań i 204 usunięć

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import EventEmitter from 'eventemitter3';
import extend from 'lodash.assign';
import CRS from './geo/CRS/index';
import Point from './geo/Point';
import LatLon from './geo/LatLon';
import Engine from './engine/Engine';
// 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
};
this.options = extend(defaults, options);
this._layers = [];
this._controls = [];
this._initContainer(domId);
this._initEngine();
this._initEvents();
// Kick off the update and render loop
this._update();
}
_initContainer(domId) {
this._container = document.getElementById(domId);
}
_initEngine() {
this._engine = Engine(this._container);
// Engine events
//
// Consider proxying these through events on World for public access
// this._engine.on('preRender', () => {});
// this._engine.on('postRender', () => {});
}
_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() {
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);
}
// 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);
// Could move this into Layer but it'll do here for now
this._engine._scene.add(layer._layer);
this.emit('layerAdded', layer);
return this;
}
// Remove layer and perform clean up operations
removeLayer(layer) {
var layerIndex = this._layers.indexOf(layer);
if (layerIndex > -1) {
// Remove from this._layers
this._layers.splice(layerIndex, 1);
};
this._engine._scene.remove(layer._layer);
layer.destroy();
this.emit('layerRemoved');
return this;
}
addControls(controls) {
controls._addToWorld(this);
this._controls.push(controls);
this.emit('controlsAdded', controls);
return this;
}
removeControls(controls) {}
}
// Initialise without requiring new keyword
export default function(domId, options) {
return new World(domId, options);
};

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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, 2000000);
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;
};