vizicities/src/layer/geometry/PolygonLayer.js

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JavaScript

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