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A JS/WebGL framework for 3D geospatial data visualization

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"use strict"; var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault"); var _typeof = require("@babel/runtime/helpers/typeof"); Object.defineProperty(exports, "__esModule", { value: true }); exports["default"] = void 0; var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck")); var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass")); var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized")); var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits")); var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn")); var _get2 = _interopRequireDefault(require("@babel/runtime/helpers/get")); var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf")); var _tween = _interopRequireDefault(require("@tweenjs/tween.js")); var THREE = _interopRequireWildcard(require("three")); var _MainLoop = require("../Core/MainLoop"); var _FirstPersonControls2 = _interopRequireDefault(require("./FirstPersonControls")); function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); } function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function () { var Super = (0, _getPrototypeOf2["default"])(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2["default"])(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2["default"])(this, result); }; } function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } } var material = new THREE.MeshBasicMaterial({ color: 0xffffff, depthTest: false, transparent: true, opacity: 0.5 }); function createCircle() { var geomCircle = new THREE.CircleGeometry(1, 32); return new THREE.Mesh(geomCircle, material); } function createRectangle() { var geomPlane = new THREE.PlaneGeometry(4, 2, 1); var rectangle = new THREE.Mesh(geomPlane, material); rectangle.rotateX(-Math.PI * 0.5); return rectangle; } // update a surfaces node function updateSurfaces(surfaces, position, norm) { surfaces.position.copy(position); surfaces.up.copy(position).normalize(); surfaces.lookAt(norm); surfaces.updateMatrixWorld(true); } // vector use in the pick method var target = new THREE.Vector3(); var normal = new THREE.Vector3(); var normalMatrix = new THREE.Matrix3(); var up = new THREE.Vector3(); var startQuaternion = new THREE.Quaternion(); function pick(event, view, buildingsLayer) { var pickGround = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : function () {}; var pickObject = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : function () {}; var pickNothing = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : function () {}; // get real distance to ground, with a specific method to pick on the elevation layer view.getPickingPositionFromDepth(view.eventToViewCoords(event), target); var distanceToGround = view.camera.camera3D.position.distanceTo(target); // pick on building layer var buildings = buildingsLayer ? view.pickObjectsAt(event, -1, buildingsLayer) : []; // to detect pick on building, compare first picked building distance to ground distance if (buildings.length && buildings[0].distance < distanceToGround) { // pick buildings // callback normalMatrix.getNormalMatrix(buildings[0].object.matrixWorld); normal.copy(buildings[0].face.normal).applyNormalMatrix(normalMatrix); pickObject(buildings[0].point, normal); } else if (view.tileLayer) { var far = view.camera.camera3D.far * 0.95; if (distanceToGround < far) { // compute normal if (view.tileLayer.isGlobeLayer) { up.copy(target).multiplyScalar(1.1); } else { up.set(0, 0, 1); } // callback pickGround(target, up); } else { // callback pickNothing(); } } else { pickNothing(); } } // default function to compute time (in millis), used for the animation to move to a distance (in meter) function computeTime(distance) { return 100 + Math.sqrt(distance) * 30; } /** * @classdesc Camera controls that can follow a path. * It is used to simulate a street view. * It stores a currentPosition and nextPosition, and do a camera traveling to go to next position. * It also manages picking on the ground and on other object, like building. * <ul> It manages 2 surfaces, used as helpers for the end user : * <li> a circle is shown when mouse is moving on the ground </li> * <li> a rectangle is shown when mouse is moving on other 3d object </li> * </ul> * <ul> * This controls is designed * <li> to move forward when user click on the ground (click and go) </li> * <li> to rotate the camera when user click on other object (click to look at) </li> * </ul> * <ul> Bindings inherited from FirstPersonControls * <li><b> up + down keys : </b> forward/backward </li> * <li><b> left + right keys: </b> strafing movements </li> * <li><b> pageUp + pageDown: </b> vertical movements </li> * <li><b> mouse click+drag: </b> pitch and yaw movements (as looking at a panorama) </li> * </ul> * <ul> Bindings added * <li><b> keys Z : </b> Move camera to the next position </li> * <li><b> keys S : </b> Move camera to the previous position </li> * <li><b> keys A : </b> Set camera to current position and look at next position</li> * <li><b> keys Q : </b> Set camera to current position and look at previous position</li> * </ul> * Note that it only works in globe view. * @property {number} keyGoToNextPosition key code to go to next position, default to 90 for key Z * @property {number} keyGoToPreviousPosition key code to go to previous position, default to 83 for key S * @property {number} keySetCameraToCurrentPositionAndLookAtNext key code set camera to current position, default to 65 for key A * @property {number} keySetCameraToCurrentPositionAndLookAtPrevious key code set camera to current position, default to 81 for key Q * @extends FirstPersonControls */ var StreetControls = /*#__PURE__*/function (_FirstPersonControls) { (0, _inherits2["default"])(StreetControls, _FirstPersonControls); var _super = _createSuper(StreetControls); /** * @constructor * @param { View } view - View where this control will be used * @param { Object } options - Configuration of this controls * @param { number } [options.wallMaxDistance=1000] - Maximum distance to click on a wall, in meter. * @param { number } [options.animationDurationWall=200] - Time in millis for the animation when clicking on a wall. * @param { THREE.Mesh } [options.surfaceGround] - Surface helper to see when mouse is on the ground, default is a transparent circle. * @param { THREE.Mesh } [options.surfaceWall] - Surface helper to see when mouse is on a wall, default is a transparent rectangle. * @param { string } [options.buildingsLayer='Buildings'] - Name of the building layer (used to pick on wall). * @param { function } [options.computeTime] - Function to compute time (in millis), used for the animation to move to a distance (in meter) * @param { number } [options.offset=4] - Altitude in meter up to the ground to move to when click on a target on the ground. */ function StreetControls(view) { var _thisSuper, _this; var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; (0, _classCallCheck2["default"])(this, StreetControls); _this = _super.call(this, view, options); _this.isStreetControls = true; _this._onMouseOut = (0, _get2["default"])((_thisSuper = (0, _assertThisInitialized2["default"])(_this), (0, _getPrototypeOf2["default"])(StreetControls.prototype)), "onMouseUp", _thisSuper).bind((0, _assertThisInitialized2["default"])(_this)); view.domElement.addEventListener('mouseout', _this._onMouseOut); // two positions used by this control : current and next _this.previousPosition = undefined; _this.currentPosition = undefined; _this.nextPosition = undefined; _this.keyGoToNextPosition = 90; _this.keyGoToPreviousPosition = 83; _this.keySetCameraToCurrentPositionAndLookAtNext = 65; _this.keySetCameraToCurrentPositionAndLookAtPrevious = 81; // Tween is used to make smooth animations _this.tweenGroup = new _tween["default"].Group(); // init surfaces used as helper for end user _this.surfaceGround = options.surfaceGround || createCircle(); _this.surfaceWall = options.surfaceWall || createRectangle(); // surfaces is an object3D containing the two surfaces _this.surfaces = new THREE.Object3D(); _this.surfaces.add(_this.surfaceGround); _this.surfaces.add(_this.surfaceWall); _this.view.scene.add(_this.surfaces); _this.wallMaxDistance = options.wallMaxDistance || 1000; _this.animationDurationWall = options.animationDurationWall || 200; _this.buildingsLayer = options.buildingsLayer; _this.computeTime = options.computeTime || computeTime; _this.offset = options.offset || 4; _this.transformationPositionPickOnTheGround = options.transformationPositionPickOnTheGround || function (position) { return position; }; _this.end = _this.camera.clone(); return _this; } (0, _createClass2["default"])(StreetControls, [{ key: "setCurrentPosition", value: function setCurrentPosition(newCurrentPosition) { this.currentPosition = newCurrentPosition; } }, { key: "setNextPosition", value: function setNextPosition(newNextPosition) { this.nextPosition = newNextPosition; } }, { key: "setPreviousPosition", value: function setPreviousPosition(newPreviousPosition) { this.previousPosition = newPreviousPosition; } }, { key: "onMouseUp", value: function onMouseUp(event) { if (this.enabled == false) { return; } (0, _get2["default"])((0, _getPrototypeOf2["default"])(StreetControls.prototype), "onMouseUp", this).call(this); if (this._stateOnMouseDrag) { this._stateOnMouseDrag = false; } else { pick(event, this.view, this.buildingsLayer, this.onClickOnGround.bind(this), this.onClickOnWall.bind(this)); } } }, { key: "onMouseMove", value: function onMouseMove(event) { var _this2 = this; if (this.enabled == false) { return; } (0, _get2["default"])((0, _getPrototypeOf2["default"])(StreetControls.prototype), "onMouseMove", this).call(this, event); if (this._isMouseDown) { // state mouse drag (move + mouse click) this._stateOnMouseDrag = true; this.stopAnimations(); } else if (!this.tween) { // mouse pick and manage surfaces pick(event, this.view, this.buildingsLayer, function (groundTarget, normal) { updateSurfaces(_this2.surfaces, groundTarget, normal); _this2.surfaceGround.visible = true; _this2.surfaceWall.visible = false; }, function (wallTarget, normal) { updateSurfaces(_this2.surfaces, wallTarget, normal); _this2.surfaceWall.visible = true; _this2.surfaceGround.visible = false; }); this.view.notifyChange(this.surfaces); } } /** * Sets the camera to the current position (stored in this controls), looking at the next position (also stored in this controls). * * @param { boolean } lookAtPrevious look at the previous position rather than the next one */ }, { key: "setCameraToCurrentPosition", value: function setCameraToCurrentPosition(lookAtPrevious) { if (lookAtPrevious) { this.setCameraOnPosition(this.currentPosition, this.previousPosition); } else { this.setCameraOnPosition(this.currentPosition, this.nextPosition); } } /** * Set the camera on a position, looking at another position. * * @param { THREE.Vector3 } position The position to set the camera * @param { THREE.Vector3 } lookAt The position where the camera look at. */ }, { key: "setCameraOnPosition", value: function setCameraOnPosition(position, lookAt) { if (!position || !lookAt) { return; } this.camera.position.copy(position); if (this.view.tileLayer && this.view.tileLayer.isGlobeLayer) { this.camera.up.copy(position).normalize(); } else { this.camera.up.set(0, 0, 1); } this.camera.lookAt(lookAt); this.camera.updateMatrixWorld(); this.reset(); } /** * Method called when user click on the ground.</br> * Note that this funtion contains default values that can be overrided, by overriding this class. * * @param {THREE.Vector3} position - The position */ }, { key: "onClickOnGround", value: function onClickOnGround(position) { position = this.transformationPositionPickOnTheGround(position); if (this.view.tileLayer && this.view.tileLayer.isGlobeLayer) { up.copy(position).normalize(); } else { up.set(0, 0, 1); } position.add(up.multiplyScalar(this.offset)); // compute time to go there var distance = this.camera.position.distanceTo(position); // 500 millis constant, plus an amount of time depending of the distance (but not linearly) var time = this.computeTime(distance); // move the camera this.moveCameraTo(position, time); } /** * Method called when user click on oject that is not the ground.</br> * Note that this function contains default values that can be overrided, by overriding this class. * * @param {THREE.Vector3} position - The position */ }, { key: "onClickOnWall", value: function onClickOnWall(position) { var distance = this.camera.position.distanceTo(position); // can't click on a wall that is at 1km distance. if (distance < this.wallMaxDistance) { this.animateCameraLookAt(position, this.animationDurationWall); } } /** * Animate the camera to make it look at a position, in a given time * * @param { THREE.Vector3 } position - Position to look at * @param { number } time - Time in millisecond */ }, { key: "animateCameraLookAt", value: function animateCameraLookAt(position, time) { var _this3 = this; // stop existing animation this.stopAnimations(); // prepare start point and end point startQuaternion.copy(this.camera.quaternion); this.end.copy(this.camera); this.end.lookAt(position); this.tween = new _tween["default"].Tween({ t: 0 }, this.tweenGroup).to({ t: 1 }, time).easing(_tween["default"].Easing.Quadratic.Out).onComplete(function () { _this3.stopAnimations(); }).onUpdate(function (d) { // 'manually' slerp the Quaternion to avoid rotation issues _this3.camera.quaternion.slerpQuaternions(startQuaternion, _this3.end.quaternion, d.t); }).start(); this.animationFrameRequester = function () { _this3.tweenGroup.update(); // call reset from super class FirsPersonControls to make mouse rotation managed by FirstPersonControl still aligned _this3.reset(); _this3.view.notifyChange(_this3.camera); }; this.view.addFrameRequester(_MainLoop.MAIN_LOOP_EVENTS.BEFORE_RENDER, this.animationFrameRequester); this.view.notifyChange(this.camera); } /** * Move the camera smoothly to the position, in a given time. * * @param { THREE.Vector3 } position - Destination of the movement. * @param { number } time - Time in millisecond * @return { Promise } */ }, { key: "moveCameraTo", value: function moveCameraTo(position) { var _this4 = this; var time = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 50; if (!position) { return Promise.resolve(); } var resolve; var promise = new Promise(function (r) { resolve = r; }); this.stopAnimations(); this.tween = new _tween["default"].Tween(this.camera.position, this.tweenGroup) // Create a new tween that modifies camera position .to(position.clone(), time).easing(_tween["default"].Easing.Quadratic.Out) // Use an easing function to make the animation smooth. .onComplete(function () { _this4.stopAnimations(); resolve(); }).start(); this.animationFrameRequester = function () { _this4.tweenGroup.update(); _this4.view.notifyChange(_this4.camera); }; this.view.addFrameRequester(_MainLoop.MAIN_LOOP_EVENTS.BEFORE_RENDER, this.animationFrameRequester); this.view.notifyChange(this.camera); return promise; } }, { key: "stopAnimations", value: function stopAnimations() { if (this.tween) { this.tween.stop(); this.tween = undefined; } if (this.animationFrameRequester) { this.view.removeFrameRequester(_MainLoop.MAIN_LOOP_EVENTS.BEFORE_RENDER, this.animationFrameRequester); this.animationFrameRequester = null; } } /** * Move the camera to the 'currentPosition' stored in this control. */ }, { key: "moveCameraToCurrentPosition", value: function moveCameraToCurrentPosition() { this.moveCameraTo(this.currentPosition); } }, { key: "onKeyDown", value: function onKeyDown(e) { if (this.enabled == false) { return; } (0, _get2["default"])((0, _getPrototypeOf2["default"])(StreetControls.prototype), "onKeyDown", this).call(this, e); // key to move to next position (default to Z) if (e.keyCode == this.keyGoToNextPosition) { this.moveCameraTo(this.nextPosition); } // key to move to previous position (default to S) if (e.keyCode == this.keyGoToPreviousPosition) { this.moveCameraTo(this.previousPosition); } // key to set to camera to current position looking at next position (default to A) if (e.keyCode == this.keySetCameraToCurrentPositionAndLookAtNext) { this.setCameraToCurrentPosition(); this.view.notifyChange(this.view.camera.camera3D); } // key to set to camera to current position looking at previous position (default to Q) if (e.keyCode == this.keySetCameraToCurrentPositionAndLookAtPrevious) { this.setCameraToCurrentPosition(true); this.view.notifyChange(this.view.camera.camera3D); } } }, { key: "dispose", value: function dispose() { this.view.domElement.removeEventListener('mouseout', this._onMouseOut, false); (0, _get2["default"])((0, _getPrototypeOf2["default"])(StreetControls.prototype), "dispose", this).call(this); } }]); return StreetControls; }(_FirstPersonControls2["default"]); var _default = StreetControls; exports["default"] = _default;