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codeMapMesh.ts
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codeMapMesh.ts
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import { CodeMapShaderStrings } from "./shaders/loaders/codeMapShaderStrings"
import { GeometryGenerator } from "./geometryGenerator"
import { CodeMapGeometricDescription } from "./codeMapGeometricDescription"
import { CodeMapBuilding } from "./codeMapBuilding"
import { Node, Scaling, CcState } from "../../../codeCharta.model"
import { BufferAttribute, Camera, Mesh, Ray, ShaderMaterial, UniformsLib, UniformsUtils, Vector3 } from "three"
import { TreeMapHelper, treeMapSize } from "../../../util/algorithm/treeMapLayout/treeMapHelper"
export interface MousePos {
x: number
y: number
}
export class CodeMapMesh {
static readonly NUM_OF_COLOR_VECTOR_FIELDS = 3
static readonly NUM_OF_VERTICES = 24
static readonly LIGHTNESS_INCREASE = -10
static readonly LIGHTNESS_DECREASE = 20
private threeMesh: Mesh
private material: ShaderMaterial
private geomGen: GeometryGenerator
private mapGeomDesc: CodeMapGeometricDescription
private nodes: Node[]
constructor(nodes: Node[], state: CcState, isDeltaState: boolean) {
this.initMaterial()
this.geomGen = new GeometryGenerator()
this.material.precision = "lowp" // no need for high precision in our shaders
const buildResult = this.geomGen.build(nodes, this.material, state, isDeltaState)
this.threeMesh = buildResult.mesh
this.mapGeomDesc = buildResult.desc
this.nodes = nodes
this.initDeltaColorsOnMesh(state)
}
getThreeMesh() {
return this.threeMesh
}
getNodes() {
return this.nodes
}
selectBuilding(building: CodeMapBuilding, color: string) {
building.setColor(color)
building.setDeltaColor(color)
this.setVertexColor(building.id, building.getColorVector(), building.getDeltaColorVector())
this.updateVertices()
}
clearSelection(selected: CodeMapBuilding) {
selected.resetColor()
this.setVertexColor(selected.id, selected.getDefaultColorVector(), selected.getDefaultDeltaColorVector())
this.updateVertices()
}
getMeshDescription() {
return this.mapGeomDesc
}
getBuildingByPath(path: string) {
return this.mapGeomDesc.getBuildingByPath(path)
}
checkMouseRayMeshIntersection(mouse: MousePos, camera: Camera) {
const ray = this.calculatePickingRay(mouse, camera)
return this.getMeshDescription().intersect(ray)
}
setScale(scale: Scaling) {
this.mapGeomDesc.setScales(scale)
}
highlightBuilding(
highlightedBuildings: CodeMapBuilding[],
selected: CodeMapBuilding,
state: CcState,
constantHighlight: Map<number, CodeMapBuilding>
) {
const highlightBuildingMap = TreeMapHelper.buildingArrayToMap(highlightedBuildings)
for (const building of this.mapGeomDesc.buildings) {
if (!this.isBuildingSelected(selected, building)) {
if (highlightBuildingMap.get(building.id) || constantHighlight.get(building.id)) {
building.decreaseLightness(CodeMapMesh.LIGHTNESS_INCREASE)
} else {
this.adjustSurroundingBuildingColors(highlightedBuildings, building, state)
}
this.setVertexColor(building.id, building.getColorVector(), building.getDeltaColorVector())
}
}
this.updateVertices()
}
clearHighlight(selected: CodeMapBuilding) {
for (const currentBuilding of this.mapGeomDesc.buildings) {
if (!this.isBuildingSelected(selected, currentBuilding)) {
this.setVertexColor(
currentBuilding.id,
currentBuilding.getDefaultColorVector(),
currentBuilding.getDefaultDeltaColorVector()
)
}
}
this.updateVertices()
}
private adjustSurroundingBuildingColors(highlighted: CodeMapBuilding[], building: CodeMapBuilding, state: CcState) {
if (state.appSettings.isPresentationMode) {
const distance = highlighted[0].getCenterPoint(treeMapSize).distanceTo(building.getCenterPoint(treeMapSize))
this.decreaseLightnessByDistance(building, distance)
} else {
building.decreaseLightness(CodeMapMesh.LIGHTNESS_DECREASE)
}
}
private initDeltaColorsOnMesh(state: CcState) {
if (this.mapGeomDesc.buildings[0]?.node.deltas) {
for (const building of this.mapGeomDesc.buildings) {
this.setNewDeltaColor(building, state)
this.setVertexColor(building.id, building.getColorVector(), building.getDeltaColorVector())
}
this.updateVertices()
}
}
private setNewDeltaColor(building: CodeMapBuilding, state: CcState) {
const {
appSettings: { mapColors },
dynamicSettings: { heightMetric }
} = state
const { node } = building
if (node.flat) {
building.setInitialDeltaColor(mapColors.flat)
} else if (node.deltas) {
const deltaValue = node.deltas[heightMetric]
if (deltaValue > 0) {
building.setInitialDeltaColor(mapColors.positiveDelta)
}
if (deltaValue < 0) {
building.setInitialDeltaColor(mapColors.negativeDelta)
}
}
}
private isBuildingSelected(selected: CodeMapBuilding, building: CodeMapBuilding) {
return selected && building.equals(selected)
}
private decreaseLightnessByDistance(building: CodeMapBuilding, distance: number) {
if (distance > 800) {
building.decreaseLightness(40)
} else if (distance > 400) {
building.decreaseLightness(30)
} else if (distance > 250) {
building.decreaseLightness(20)
} else if (distance > 100) {
building.decreaseLightness(15)
} else if (distance > 50) {
building.decreaseLightness(10)
}
}
private setVertexColor(id: number, newColorVector: Vector3, newDeltaColorVector) {
//!Note this function is called a lot of times see highlightBuilding , maybe bulk update the color and delta colors
const numberOfColorFieldsPerBuilding = CodeMapMesh.NUM_OF_VERTICES
const positionOfFirstColorEntry = id * numberOfColorFieldsPerBuilding
const colorAttribute = this.threeMesh.geometry.getAttribute("color") as BufferAttribute
const deltaAttribute = this.threeMesh.geometry.getAttribute("deltaColor") as BufferAttribute
for (let index = positionOfFirstColorEntry; index < positionOfFirstColorEntry + numberOfColorFieldsPerBuilding; index += 1) {
colorAttribute.setXYZ(index, newColorVector.x, newColorVector.y, newColorVector.z)
deltaAttribute.setXYZ(index, newDeltaColorVector.x, newDeltaColorVector.y, newDeltaColorVector.z)
}
//!Note this can be used to update only the needed range => faster rendering
//! maybe return the offset and count, build the union of the result, and
//! use next lines inside updateVertices ?
/*colorAttribute.updateRange.offset = positionOfFirstColorEntry
colorAttribute.updateRange.count = numberOfColorFieldsPerBuilding
deltaAttribute.updateRange.offset = positionOfFirstColorEntry
deltaAttribute.updateRange.count = numberOfColorFieldsPerBuilding*/
}
private updateVertices() {
this.threeMesh.geometry.getAttribute("color").needsUpdate = true
this.threeMesh.geometry.getAttribute("deltaColor").needsUpdate = true
}
dispose() {
// TODO more needs to be disposed (textures, render targets, passes , ...)
this.disposeMesh()
this.disposeMaterial()
}
private disposeMesh() {
this.threeMesh?.geometry?.dispose()
}
private disposeMaterial() {
this.material?.dispose()
}
private initMaterial() {
const uniforms = UniformsUtils.merge([UniformsLib["lights"]])
const shaderCode = new CodeMapShaderStrings()
this.material = new ShaderMaterial({
vertexShader: shaderCode.vertexShaderCode,
fragmentShader: shaderCode.fragmentShaderCode,
lights: true,
uniforms
})
}
private calculatePickingRay(mouse: MousePos, camera: Camera) {
const ray = new Ray()
ray.origin.setFromMatrixPosition(camera.matrixWorld)
ray.direction.set(mouse.x, mouse.y, 0.5).unproject(camera).sub(ray.origin).normalize()
return ray
}
}