itowns
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A JS/WebGL framework for 3D geospatial data visualization
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JavaScript
import * as THREE from 'three';
import { Coordinates } from '@itowns/geographic';
import DEMUtils from "./DEMUtils.js";
const temp = {
v: new THREE.Vector3(),
coord1: new Coordinates('EPSG:4978'),
coord2: new Coordinates('EPSG:4978'),
offset: new THREE.Vector2()
};
function _updateVector3(layer, method, nodes, vecCRS, vec, offset) {
let matrices = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : {};
let coords = arguments.length > 7 ? arguments[7] : undefined;
let cache = arguments.length > 8 ? arguments[8] : undefined;
const coord = coords || new Coordinates(vecCRS);
if (matrices.worldFromLocal) {
coord.setFromVector3(temp.v.copy(vec).applyMatrix4(matrices.worldFromLocal));
} else {
coord.setFromVector3(vec);
}
const result = DEMUtils.getTerrainObjectAt(layer, coord, method, nodes, cache);
if (result) {
result.coord.z += offset;
result.coord.as(vecCRS, temp.coord2).toVector3(vec);
if (matrices.localFromWorld) {
vec.applyMatrix4(matrices.localFromWorld);
}
return {
id: result.texture.id,
version: result.texture.version,
tile: result.tile
};
}
}
/**
* @deprecated
* Helper method that will position an object directly on the ground.
*
* @param {TiledGeometryLayer} layer - The tile layer owning the elevation
* textures we're going to query. This is typically a `GlobeLayer` or
* `PlanarLayer` (accessible through `view.tileLayer`).
* @param {string} crs - The CRS used by the object coordinates. You
* probably want to use `view.referenceCRS` here.
* @param {Object3D} obj - the object we want to modify.
* @param {Object} options
* @param {number} [options.method=FAST_READ_Z] - There are two available methods:
* `FAST_READ_Z` (default) or `PRECISE_READ_Z`. The first one is faster,
* while the second one is slower but gives better precision.
* @param {boolean} options.modifyGeometry - if unset/false, this function
* will modify object.position. If true, it will modify
* `obj.geometry.vertices` or `obj.geometry.attributes.position`.
* @param {TileMesh[]} [tileHint] - Optional array of tiles to speed up the
* process. You can give candidates tiles likely to contain `coord`.
* Otherwise the lookup process starts from the root of `layer`.
*
* @return {boolean} true if successful, false if we couldn't lookup the elevation at the given coords
*/
function placeObjectOnGround(layer, crs, obj) {
let options = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : {};
let tileHint = arguments.length > 4 ? arguments[4] : undefined;
console.warn('placeObjectOnGround has been deprecated because it needs review and test');
let tiles;
if (tileHint) {
tiles = tileHint.concat(layer.level0Nodes);
} else {
tiles = layer.level0Nodes;
}
if (!options.modifyGeometry) {
if (options.cache) {
options.cache.length = 1;
}
const matrices = {
worldFromLocal: obj.parent ? obj.parent.matrixWorld : undefined,
localFromWorld: obj.parent ? new THREE.Matrix4().copy(obj.parent.matrixWorld).invert() : undefined
};
const result = _updateVector3(layer, options.method || DEMUtils.FAST_READ_Z, tiles, crs, obj.position, options.offset || 0, matrices, undefined, options.cache ? options.cache[0] : undefined);
if (result) {
if (options.cache) {
options.cache[0] = result;
}
obj.updateMatrix();
obj.updateMatrixWorld();
return true;
}
} else {
const matrices = {
worldFromLocal: obj.matrixWorld,
localFromWorld: new THREE.Matrix4().copy(obj.matrixWorld).invert()
};
const geometry = obj.geometry;
if (geometry.vertices) {
if (options.cache) {
options.cache.length = geometry.vertices.length;
}
let success = true;
const coord = new Coordinates(crs);
for (let i = 0; i < geometry.vertices.length; i++) {
const cached = options.cache ? options.cache[i] : undefined;
const result = _updateVector3(layer, options.method || DEMUtils.FAST_READ_Z, tiles, crs, geometry.vertices[i], options.offset || 0, matrices, coord, cached);
if (options.cache) {
options.cache[i] = result;
}
if (!result) {
success = false;
}
}
geometry.verticesNeedUpdate = true;
return success;
} else if (geometry.isBufferGeometry) {
if (options.cache) {
options.cache.length = geometry.attributes.position.count;
}
let success = true;
const tmp = new THREE.Vector3();
const coord = new Coordinates(crs);
for (let i = 0; i < geometry.attributes.position.count; i++) {
const cached = options.cache ? options.cache[i] : undefined;
tmp.fromBufferAttribute(geometry.attributes.position, i);
const prev = tmp.z;
const result = _updateVector3(layer, options.method || DEMUtils.FAST_READ_Z, tiles, crs, tmp, options.offset || 0, matrices, coord, cached);
if (options.cache) {
options.cache[i] = result;
}
if (!result) {
success = false;
}
if (prev != tmp.z) {
geometry.attributes.position.needsUpdate = true;
}
geometry.attributes.position.setXYZ(i, tmp.x, tmp.y, tmp.z);
}
return success;
}
}
}
export default placeObjectOnGround;