align-html-elements-to-3d-globe.html 8.4 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Align HTML Elements to 3D Globe</title>
  8. <style>
  9. html, body {
  10. margin: 0;
  11. font-family: sans-serif;
  12. height: 100%;
  13. }
  14. #c {
  15. width: 100%; /* let our container decide our size */
  16. height: 100%;
  17. display: block;
  18. }
  19. #container {
  20. position: relative; /* makes this the origin of its children */
  21. width: 100%;
  22. height: 100%;
  23. overflow: hidden;
  24. }
  25. #labels {
  26. position: absolute; /* let us position ourself inside the container */
  27. z-index: 0; /* make a new stacking context so children don't sort with rest of page */
  28. left: 0; /* make our position the top left of the container */
  29. top: 0;
  30. color: white;
  31. }
  32. #labels>div {
  33. position: absolute; /* let us position them inside the container */
  34. left: 0; /* make their default position the top left of the container */
  35. top: 0;
  36. cursor: pointer; /* change the cursor to a hand when over us */
  37. font-size: small;
  38. user-select: none; /* don't let the text get selected */
  39. pointer-events: none; /* make us invisible to the pointer */
  40. text-shadow: /* create a black outline */
  41. -1px -1px 0 #000,
  42. 0 -1px 0 #000,
  43. 1px -1px 0 #000,
  44. 1px 0 0 #000,
  45. 1px 1px 0 #000,
  46. 0 1px 0 #000,
  47. -1px 1px 0 #000,
  48. -1px 0 0 #000;
  49. }
  50. #labels>div:hover {
  51. color: red;
  52. }
  53. </style>
  54. </head>
  55. <body>
  56. <div id="container">
  57. <canvas id="c"></canvas>
  58. <div id="labels"></div>
  59. </div>
  60. </body>
  61. <script type="module">
  62. import * as THREE from '../../build/three.module.js';
  63. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  64. import {GUI} from '../../examples/jsm/libs/lil-gui.module.min.js';
  65. function main() {
  66. const canvas = document.querySelector('#c');
  67. const renderer = new THREE.WebGLRenderer({canvas});
  68. const fov = 60;
  69. const aspect = 2; // the canvas default
  70. const near = 0.1;
  71. const far = 10;
  72. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  73. camera.position.z = 2.5;
  74. const controls = new OrbitControls(camera, canvas);
  75. controls.enableDamping = true;
  76. controls.enablePan = false;
  77. controls.minDistance = 1.2;
  78. controls.maxDistance = 4;
  79. controls.update();
  80. const scene = new THREE.Scene();
  81. scene.background = new THREE.Color('#246');
  82. {
  83. const loader = new THREE.TextureLoader();
  84. const texture = loader.load('resources/data/world/country-outlines-4k.png', render);
  85. const geometry = new THREE.SphereGeometry(1, 64, 32);
  86. const material = new THREE.MeshBasicMaterial({map: texture});
  87. scene.add(new THREE.Mesh(geometry, material));
  88. }
  89. async function loadJSON(url) {
  90. const req = await fetch(url);
  91. return req.json();
  92. }
  93. let countryInfos;
  94. async function loadCountryData() {
  95. countryInfos = await loadJSON('resources/data/world/country-info.json'); /* threejs.org: url */
  96. const lonFudge = Math.PI * 1.5;
  97. const latFudge = Math.PI;
  98. // these helpers will make it easy to position the boxes
  99. // We can rotate the lon helper on its Y axis to the longitude
  100. const lonHelper = new THREE.Object3D();
  101. // We rotate the latHelper on its X axis to the latitude
  102. const latHelper = new THREE.Object3D();
  103. lonHelper.add(latHelper);
  104. // The position helper moves the object to the edge of the sphere
  105. const positionHelper = new THREE.Object3D();
  106. positionHelper.position.z = 1;
  107. latHelper.add(positionHelper);
  108. const labelParentElem = document.querySelector('#labels');
  109. for (const countryInfo of countryInfos) {
  110. const {lat, lon, min, max, name} = countryInfo;
  111. // adjust the helpers to point to the latitude and longitude
  112. lonHelper.rotation.y = THREE.MathUtils.degToRad(lon) + lonFudge;
  113. latHelper.rotation.x = THREE.MathUtils.degToRad(lat) + latFudge;
  114. // get the position of the lat/lon
  115. positionHelper.updateWorldMatrix(true, false);
  116. const position = new THREE.Vector3();
  117. positionHelper.getWorldPosition(position);
  118. countryInfo.position = position;
  119. // compute the area for each country
  120. const width = max[0] - min[0];
  121. const height = max[1] - min[1];
  122. const area = width * height;
  123. countryInfo.area = area;
  124. // add an element for each country
  125. const elem = document.createElement('div');
  126. elem.textContent = name;
  127. labelParentElem.appendChild(elem);
  128. countryInfo.elem = elem;
  129. }
  130. requestRenderIfNotRequested();
  131. }
  132. loadCountryData();
  133. const tempV = new THREE.Vector3();
  134. const cameraToPoint = new THREE.Vector3();
  135. const cameraPosition = new THREE.Vector3();
  136. const normalMatrix = new THREE.Matrix3();
  137. const settings = {
  138. minArea: 20,
  139. maxVisibleDot: -0.2,
  140. };
  141. const gui = new GUI({width: 300});
  142. gui.add(settings, 'minArea', 0, 50).onChange(requestRenderIfNotRequested);
  143. gui.add(settings, 'maxVisibleDot', -1, 1, 0.01).onChange(requestRenderIfNotRequested);
  144. function updateLabels() {
  145. if (!countryInfos) {
  146. return;
  147. }
  148. const large = settings.minArea * settings.minArea;
  149. // get a matrix that represents a relative orientation of the camera
  150. normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
  151. // get the camera's position
  152. camera.getWorldPosition(cameraPosition);
  153. for (const countryInfo of countryInfos) {
  154. const {position, elem, area} = countryInfo;
  155. // large enough?
  156. if (area < large) {
  157. elem.style.display = 'none';
  158. continue;
  159. }
  160. // Orient the position based on the camera's orientation.
  161. // Since the sphere is at the origin and the sphere is a unit sphere
  162. // this gives us a camera relative direction vector for the position.
  163. tempV.copy(position);
  164. tempV.applyMatrix3(normalMatrix);
  165. // compute the direction to this position from the camera
  166. cameraToPoint.copy(position);
  167. cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
  168. // get the dot product of camera relative direction to this position
  169. // on the globe with the direction from the camera to that point.
  170. // -1 = facing directly towards the camera
  171. // 0 = exactly on tangent of the sphere from the camera
  172. // > 0 = facing away
  173. const dot = tempV.dot(cameraToPoint);
  174. // if the orientation is not facing us hide it.
  175. if (dot > settings.maxVisibleDot) {
  176. elem.style.display = 'none';
  177. continue;
  178. }
  179. // restore the element to its default display style
  180. elem.style.display = '';
  181. // get the normalized screen coordinate of that position
  182. // x and y will be in the -1 to +1 range with x = -1 being
  183. // on the left and y = -1 being on the bottom
  184. tempV.copy(position);
  185. tempV.project(camera);
  186. // convert the normalized position to CSS coordinates
  187. const x = (tempV.x * .5 + .5) * canvas.clientWidth;
  188. const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
  189. // move the elem to that position
  190. elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  191. // set the zIndex for sorting
  192. elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
  193. }
  194. }
  195. function resizeRendererToDisplaySize(renderer) {
  196. const canvas = renderer.domElement;
  197. const width = canvas.clientWidth;
  198. const height = canvas.clientHeight;
  199. const needResize = canvas.width !== width || canvas.height !== height;
  200. if (needResize) {
  201. renderer.setSize(width, height, false);
  202. }
  203. return needResize;
  204. }
  205. let renderRequested = false;
  206. function render() {
  207. renderRequested = undefined;
  208. if (resizeRendererToDisplaySize(renderer)) {
  209. const canvas = renderer.domElement;
  210. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  211. camera.updateProjectionMatrix();
  212. }
  213. controls.update();
  214. updateLabels();
  215. renderer.render(scene, camera);
  216. }
  217. render();
  218. function requestRenderIfNotRequested() {
  219. if (!renderRequested) {
  220. renderRequested = true;
  221. requestAnimationFrame(render);
  222. }
  223. }
  224. controls.addEventListener('change', requestRenderIfNotRequested);
  225. window.addEventListener('resize', requestRenderIfNotRequested);
  226. }
  227. main();
  228. </script>
  229. </html>