kopia lustrzana https://github.com/robhawkes/vizicities
707 wiersze
20 KiB
JavaScript
Executable File
707 wiersze
20 KiB
JavaScript
Executable File
// TODO: Move duplicated logic between geometry layrs into GeometryLayer
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// TODO: Look at ways to drop unneeded references to array buffers, etc to
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// reduce memory footprint
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// TODO: Support dynamic updating / hiding / animation of geometry
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//
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// This could be pretty hard as it's all packed away within BufferGeometry and
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// may even be merged by another layer (eg. GeoJSONLayer)
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//
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// How much control should this layer support? Perhaps a different or custom
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// layer would be better suited for animation, for example.
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// TODO: Allow _setBufferAttributes to use a custom function passed in to
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// generate a custom mesh
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import Layer from '../Layer';
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import extend from 'lodash.assign';
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import THREE from 'three';
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import Geo from '../../geo/Geo';
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import {latLon as LatLon} from '../../geo/LatLon';
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import {point as Point} from '../../geo/Point';
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import earcut from 'earcut';
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import extrudePolygon from '../../util/extrudePolygon';
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import PickingMaterial from '../../engine/PickingMaterial';
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import Buffer from '../../util/Buffer';
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class PolygonLayer extends Layer {
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constructor(coordinates, options) {
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var defaults = {
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output: true,
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interactive: false,
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// Custom material override
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//
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// TODO: Should this be in the style object?
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polygonMaterial: null,
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onPolygonMesh: null,
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onBufferAttributes: null,
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// This default style is separate to Util.GeoJSON.defaultStyle
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style: {
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color: '#ffffff',
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transparent: false,
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opacity: 1,
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blending: THREE.NormalBlending,
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height: 0
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}
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};
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var _options = extend({}, defaults, options);
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super(_options);
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// Return coordinates as array of polygons so it's easy to support
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// MultiPolygon features (a single polygon would be a MultiPolygon with a
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// single polygon in the array)
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this._coordinates = (PolygonLayer.isSingle(coordinates)) ? [coordinates] : coordinates;
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}
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_onAdd(world) {
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return new Promise((resolve, reject) => {
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this._setCoordinates();
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if (this._options.interactive) {
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// Only add to picking mesh if this layer is controlling output
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//
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// Otherwise, assume another component will eventually add a mesh to
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// the picking scene
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if (this.isOutput()) {
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this._pickingMesh = new THREE.Object3D();
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this.addToPicking(this._pickingMesh);
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}
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this._setPickingId();
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this._addPickingEvents();
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}
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PolygonLayer.SetBufferAttributes(this._projectedCoordinates, this._options).then((result) => {
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this._bufferAttributes = Buffer.mergeAttributes(result.attributes);
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if (result.outlineAttributes.length > 0) {
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this._outlineBufferAttributes = Buffer.mergeAttributes(result.outlineAttributes);
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}
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this._flat = result.flat;
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if (this.isOutput()) {
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var attributeLengths = {
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positions: 3,
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normals: 3,
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colors: 3,
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tops: 1
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};
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if (this._options.interactive) {
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attributeLengths.pickingIds = 1;
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}
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var style = this._options.style;
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// Set mesh if not merging elsewhere
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PolygonLayer.SetMesh(this._bufferAttributes, attributeLengths, this._flat, style, this._options, this._world._environment._skybox).then((result) => {
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// Output mesh
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this.add(result.mesh);
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if (result.pickingMesh) {
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this._pickingMesh.add(result.pickingMesh);
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}
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});
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}
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result.attributes = null;
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result.outlineAttributes = null;
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result = null;
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resolve(this);
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}).catch(reject);
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});
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}
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// Return center of polygon as a LatLon
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//
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// This is used for things like placing popups / UI elements on the layer
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//
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// TODO: Find proper center position instead of returning first coordinate
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// SEE: https://github.com/Leaflet/Leaflet/blob/master/src/layer/vector/Polygon.js#L15
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getCenter() {
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return this._center;
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}
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// Return polygon bounds in geographic coordinates
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//
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// TODO: Implement getBounds()
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getBounds() {}
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// Get unique ID for picking interaction
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_setPickingId() {
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this._pickingId = this._options.pickingId = this.getPickingId();
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}
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// Set up and re-emit interaction events
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_addPickingEvents() {
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// TODO: Find a way to properly remove this listener on destroy
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this._world.on('pick-click-' + this._pickingId, (point2d, point3d, intersects) => {
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// Re-emit click event from the layer
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this.emit('click', this, point2d, point3d, intersects);
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});
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this._world.on('pick-hover-' + this._pickingId, (point2d, point3d, intersects) => {
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// Re-emit click event from the layer
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this.emit('hover', this, point2d, point3d, intersects);
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});
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}
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// Create and store reference to THREE.BufferAttribute data for this layer
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static SetBufferAttributes(coordinates, options) {
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return new Promise((resolve) => {
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var height = 0;
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// Convert height into world units
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if (options.style.height && options.style.height !== 0) {
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height = Geo.metresToWorld(options.style.height, options.pointScale);
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}
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var colour = new THREE.Color();
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colour.set(options.style.color);
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// Light and dark colours used for poor-mans AO gradient on object sides
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var light = new THREE.Color(0xffffff);
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var shadow = new THREE.Color(0x666666);
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var flat = true;
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var outlineAttributes = [];
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// For each polygon
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var attributes = coordinates.map(_coordinates => {
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// Convert coordinates to earcut format
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var _earcut = PolygonLayer.ToEarcut(_coordinates);
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// Triangulate faces using earcut
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var faces = PolygonLayer.Triangulate(_earcut.vertices, _earcut.holes, _earcut.dimensions);
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var groupedVertices = [];
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for (i = 0, il = _earcut.vertices.length; i < il; i += _earcut.dimensions) {
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groupedVertices.push(_earcut.vertices.slice(i, i + _earcut.dimensions));
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}
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var extruded = extrudePolygon(groupedVertices, faces, {
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bottom: 0,
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top: height
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});
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var topColor = colour.clone().multiply(light);
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var bottomColor = colour.clone().multiply(shadow);
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var _vertices = extruded.positions;
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var _faces = [];
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var _colours = [];
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var _tops = [];
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var _colour;
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extruded.top.forEach((face, fi) => {
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_colour = [];
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_colour.push([colour.r, colour.g, colour.b]);
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_colour.push([colour.r, colour.g, colour.b]);
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_colour.push([colour.r, colour.g, colour.b]);
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_tops.push([true, true, true]);
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_faces.push(face);
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_colours.push(_colour);
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});
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if (extruded.sides) {
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flat = false;
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// Set up colours for every vertex with poor-mans AO on the sides
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extruded.sides.forEach((face, fi) => {
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_colour = [];
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// First face is always bottom-bottom-top
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if (fi % 2 === 0) {
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_colour.push([bottomColor.r, bottomColor.g, bottomColor.b]);
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_colour.push([bottomColor.r, bottomColor.g, bottomColor.b]);
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_colour.push([topColor.r, topColor.g, topColor.b]);
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_tops.push([false, false, true]);
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// Reverse winding for the second face
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// top-top-bottom
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} else {
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_colour.push([topColor.r, topColor.g, topColor.b]);
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_colour.push([topColor.r, topColor.g, topColor.b]);
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_colour.push([bottomColor.r, bottomColor.g, bottomColor.b]);
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_tops.push([true, true, false]);
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}
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_faces.push(face);
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_colours.push(_colour);
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});
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}
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// Skip bottom as there's no point rendering it
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// allFaces.push(extruded.faces);
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var polygon = {
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vertices: _vertices,
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faces: _faces,
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colours: _colours,
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tops: _tops,
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facesCount: _faces.length
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};
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if (options.style.outline) {
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var outlineColour = new THREE.Color();
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outlineColour.set(options.style.outlineColor || 0x000000);
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outlineAttributes.push(PolygonLayer.Set2DOutline(_coordinates, outlineColour));
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}
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if (options.interactive && options.pickingId) {
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// Inject picking ID
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polygon.pickingId = options.pickingId;
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}
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// Convert polygon representation to proper attribute arrays
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return PolygonLayer.ToAttributes(polygon);
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});
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resolve({
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attributes: attributes,
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outlineAttributes: outlineAttributes,
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flat: flat
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});
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});
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}
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getBufferAttributes() {
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return this._bufferAttributes;
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}
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getOutlineBufferAttributes() {
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return this._outlineBufferAttributes;
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}
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// Used by external components to clear some memory when the attributes
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// are no longer required to be stored in this layer
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//
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// For example, you would want to clear the attributes here after merging them
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// using something like the GeoJSONLayer
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clearBufferAttributes() {
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this._bufferAttributes = null;
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this._outlineBufferAttributes = null;
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}
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// Threshold angle is currently in rads
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static Set2DOutline(coordinates, colour) {
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var _vertices = [];
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coordinates.forEach((ring) => {
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var _ring = ring.map((coordinate) => {
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return [coordinate.x, 0, coordinate.y];
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});
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// Add in duplicate vertices for line segments to work
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var verticeCount = _ring.length;
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var first = true;
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while (--verticeCount) {
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if (first || verticeCount === 0) {
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first = false;
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continue;
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}
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_ring.splice(verticeCount + 1, 0, _ring[verticeCount]);
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}
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_vertices = _vertices.concat(_ring);
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});
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_colour = [colour.r, colour.g, colour.b];
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var vertices = new Float32Array(_vertices.length * 3);
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var colours = new Float32Array(_vertices.length * 3);
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var lastIndex = 0;
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for (var i = 0; i < _vertices.length; i++) {
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var ax = _vertices[i][0];
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var ay = _vertices[i][1];
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var az = _vertices[i][2];
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var c1 = _colour;
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vertices[lastIndex * 3 + 0] = ax;
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vertices[lastIndex * 3 + 1] = ay;
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vertices[lastIndex * 3 + 2] = az;
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colours[lastIndex * 3 + 0] = c1[0];
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colours[lastIndex * 3 + 1] = c1[1];
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colours[lastIndex * 3 + 2] = c1[2];
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lastIndex++;
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}
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var attributes = {
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positions: vertices,
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colors: colours
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};
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return attributes;
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}
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// Used by external components to clear some memory when the coordinates
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// are no longer required to be stored in this layer
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//
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// For example, you would want to clear the coordinates here after this
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// layer is merged in something like the GeoJSONLayer
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clearCoordinates() {
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this._coordinates = null;
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this._projectedCoordinates = null;
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}
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static SetMesh(attributes, attributeLengths, flat, style, options, skybox) {
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var geometry = new THREE.BufferGeometry();
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for (var key in attributes) {
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geometry.addAttribute(key.slice(0, -1), new THREE.BufferAttribute(attributes[key], attributeLengths[key]));
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}
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geometry.computeBoundingBox();
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var material;
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if (options.polygonMaterial && options.polygonMaterial instanceof THREE.Material) {
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material = options.polygonMaterial;
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} else if (!skybox) {
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material = new THREE.MeshPhongMaterial({
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vertexColors: THREE.VertexColors,
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side: THREE.BackSide,
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transparent: style.transparent,
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opacity: style.opacity,
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blending: style.blending
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});
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} else {
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material = new THREE.MeshStandardMaterial({
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vertexColors: THREE.VertexColors,
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side: THREE.BackSide,
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transparent: style.transparent,
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opacity: style.opacity,
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blending: style.blending
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});
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material.roughness = 1;
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material.metalness = 0.1;
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material.envMapIntensity = 3;
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material.envMap = skybox.getRenderTarget();
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}
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var mesh;
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// Pass mesh through callback, if defined
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if (typeof options.onPolygonMesh === 'function') {
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mesh = options.onPolygonMesh(geometry, material);
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} else {
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mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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}
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if (flat || style.renderOrder !== undefined) {
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if (!style.ignoreDepth) {
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material.depthWrite = false;
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}
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var renderOrder = (style.renderOrder !== undefined) ? style.renderOrder : 3;
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mesh.renderOrder = renderOrder;
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}
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if (options.interactive) {
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material = new PickingMaterial();
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material.side = THREE.BackSide;
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var pickingMesh = new THREE.Mesh(geometry, material);
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}
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return Promise.resolve({
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mesh: mesh,
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pickingMesh: pickingMesh
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});
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}
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// Convert and project coordinates
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//
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// TODO: Calculate bounds
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_setCoordinates() {
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this._bounds = [];
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this._coordinates = this._convertCoordinates(this._coordinates);
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this._projectedBounds = [];
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this._projectedCoordinates = this._projectCoordinates();
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this._center = this._coordinates[0][0][0];
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}
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// Recursively convert input coordinates into LatLon objects
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//
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// Calculate geographic bounds at the same time
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//
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// TODO: Calculate geographic bounds
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_convertCoordinates(coordinates) {
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return coordinates.map(_coordinates => {
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return _coordinates.map(ring => {
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return ring.map(coordinate => {
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return LatLon(coordinate[1], coordinate[0]);
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});
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});
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});
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}
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// Recursively project coordinates into world positions
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//
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// Calculate world bounds, offset and pointScale at the same time
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//
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// TODO: Calculate world bounds
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_projectCoordinates() {
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var point;
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return this._coordinates.map(_coordinates => {
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return _coordinates.map(ring => {
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return ring.map(latlon => {
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point = this._world.latLonToPoint(latlon);
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// TODO: Is offset ever being used or needed?
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if (!this._offset) {
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this._offset = Point(0, 0);
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this._offset.x = -1 * point.x;
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this._offset.y = -1 * point.y;
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this._options.pointScale = this._world.pointScale(latlon);
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}
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return point;
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});
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});
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});
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}
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// Convert coordinates array to something earcut can understand
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static ToEarcut(coordinates) {
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var dim = 2;
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var result = {vertices: [], holes: [], dimensions: dim};
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var holeIndex = 0;
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for (var i = 0; i < coordinates.length; i++) {
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for (var j = 0; j < coordinates[i].length; j++) {
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// for (var d = 0; d < dim; d++) {
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result.vertices.push(coordinates[i][j].x);
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result.vertices.push(coordinates[i][j].y);
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// }
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}
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if (i > 0) {
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holeIndex += coordinates[i - 1].length;
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result.holes.push(holeIndex);
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}
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}
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return result;
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}
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// Triangulate earcut-based input using earcut
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static Triangulate(contour, holes, dim) {
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// console.time('earcut');
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var faces = earcut(contour, holes, dim);
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var result = [];
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for (i = 0, il = faces.length; i < il; i += 3) {
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result.push(faces.slice(i, i + 3));
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}
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// console.timeEnd('earcut');
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return result;
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}
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// Transform polygon representation into attribute arrays that can be used by
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// THREE.BufferGeometry
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//
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// TODO: Can this be simplified? It's messy and huge
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static ToAttributes(polygon) {
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// Three components per vertex per face (3 x 3 = 9)
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var positions = new Float32Array(polygon.facesCount * 9);
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var normals = new Float32Array(polygon.facesCount * 9);
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var colours = new Float32Array(polygon.facesCount * 9);
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// One component per vertex per face (1 x 3 = 3)
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var tops = new Float32Array(polygon.facesCount * 3);
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var pickingIds;
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if (polygon.pickingId) {
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// One component per vertex per face (1 x 3 = 3)
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pickingIds = new Float32Array(polygon.facesCount * 3);
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}
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var pA = new THREE.Vector3();
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var pB = new THREE.Vector3();
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var pC = new THREE.Vector3();
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var cb = new THREE.Vector3();
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var ab = new THREE.Vector3();
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var index;
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var _faces = polygon.faces;
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var _vertices = polygon.vertices;
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var _colour = polygon.colours;
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var _tops = polygon.tops;
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var _pickingId;
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if (pickingIds) {
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_pickingId = polygon.pickingId;
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}
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var lastIndex = 0;
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for (var i = 0; i < _faces.length; i++) {
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// Array of vertex indexes for the face
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index = _faces[i][0];
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|
|
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var ax = _vertices[index][0];
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var ay = _vertices[index][1];
|
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var az = _vertices[index][2];
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|
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var c1 = _colour[i][0];
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var t1 = _tops[i][0];
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|
|
|
index = _faces[i][1];
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|
|
|
var bx = _vertices[index][0];
|
|
var by = _vertices[index][1];
|
|
var bz = _vertices[index][2];
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|
|
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var c2 = _colour[i][1];
|
|
var t2 = _tops[i][1];
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|
|
|
index = _faces[i][2];
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|
|
|
var cx = _vertices[index][0];
|
|
var cy = _vertices[index][1];
|
|
var cz = _vertices[index][2];
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|
|
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var c3 = _colour[i][2];
|
|
var t3 = _tops[i][2];
|
|
|
|
// Flat face normals
|
|
// From: http://threejs.org/examples/webgl_buffergeometry.html
|
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pA.set(ax, ay, az);
|
|
pB.set(bx, by, bz);
|
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pC.set(cx, cy, cz);
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|
|
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cb.subVectors(pC, pB);
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|
ab.subVectors(pA, pB);
|
|
cb.cross(ab);
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|
|
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cb.normalize();
|
|
|
|
var nx = cb.x;
|
|
var ny = cb.y;
|
|
var nz = cb.z;
|
|
|
|
positions[lastIndex * 9 + 0] = ax;
|
|
positions[lastIndex * 9 + 1] = ay;
|
|
positions[lastIndex * 9 + 2] = az;
|
|
|
|
normals[lastIndex * 9 + 0] = nx;
|
|
normals[lastIndex * 9 + 1] = ny;
|
|
normals[lastIndex * 9 + 2] = nz;
|
|
|
|
colours[lastIndex * 9 + 0] = c1[0];
|
|
colours[lastIndex * 9 + 1] = c1[1];
|
|
colours[lastIndex * 9 + 2] = c1[2];
|
|
|
|
positions[lastIndex * 9 + 3] = bx;
|
|
positions[lastIndex * 9 + 4] = by;
|
|
positions[lastIndex * 9 + 5] = bz;
|
|
|
|
normals[lastIndex * 9 + 3] = nx;
|
|
normals[lastIndex * 9 + 4] = ny;
|
|
normals[lastIndex * 9 + 5] = nz;
|
|
|
|
colours[lastIndex * 9 + 3] = c2[0];
|
|
colours[lastIndex * 9 + 4] = c2[1];
|
|
colours[lastIndex * 9 + 5] = c2[2];
|
|
|
|
positions[lastIndex * 9 + 6] = cx;
|
|
positions[lastIndex * 9 + 7] = cy;
|
|
positions[lastIndex * 9 + 8] = cz;
|
|
|
|
normals[lastIndex * 9 + 6] = nx;
|
|
normals[lastIndex * 9 + 7] = ny;
|
|
normals[lastIndex * 9 + 8] = nz;
|
|
|
|
colours[lastIndex * 9 + 6] = c3[0];
|
|
colours[lastIndex * 9 + 7] = c3[1];
|
|
colours[lastIndex * 9 + 8] = c3[2];
|
|
|
|
tops[lastIndex * 3 + 0] = t1;
|
|
tops[lastIndex * 3 + 1] = t2;
|
|
tops[lastIndex * 3 + 2] = t3;
|
|
|
|
if (pickingIds) {
|
|
pickingIds[lastIndex * 3 + 0] = _pickingId;
|
|
pickingIds[lastIndex * 3 + 1] = _pickingId;
|
|
pickingIds[lastIndex * 3 + 2] = _pickingId;
|
|
}
|
|
|
|
lastIndex++;
|
|
}
|
|
|
|
var attributes = {
|
|
positions: positions,
|
|
normals: normals,
|
|
colors: colours,
|
|
tops: tops
|
|
};
|
|
|
|
if (pickingIds) {
|
|
attributes.pickingIds = pickingIds;
|
|
}
|
|
|
|
return attributes;
|
|
}
|
|
|
|
// Returns true if the polygon is flat (has no height)
|
|
isFlat() {
|
|
return this._flat;
|
|
}
|
|
|
|
// Returns true if coordinates refer to a single geometry
|
|
//
|
|
// For example, not coordinates for a MultiPolygon GeoJSON feature
|
|
static isSingle(coordinates) {
|
|
return !Array.isArray(coordinates[0][0][0]);
|
|
}
|
|
|
|
// TODO: Make sure this is cleaning everything
|
|
destroy() {
|
|
if (this._pickingMesh) {
|
|
// TODO: Properly dispose of picking mesh
|
|
this._pickingMesh = null;
|
|
}
|
|
|
|
this.clearCoordinates();
|
|
this.clearBufferAttributes();
|
|
|
|
// Run common destruction logic from parent
|
|
super.destroy();
|
|
}
|
|
}
|
|
|
|
export default PolygonLayer;
|
|
|
|
var noNew = function(coordinates, options) {
|
|
return new PolygonLayer(coordinates, options);
|
|
};
|
|
|
|
export {noNew as polygonLayer};
|