indexed-textures-picking.html 12 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 - Indexed Textures - Picking</title>
  8. <style>
  9. html, body {
  10. height: 100%;
  11. margin: 0;
  12. font-family: sans-serif;
  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. <!-- Import maps polyfill -->
  62. <!-- Remove this when import maps will be widely supported -->
  63. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  64. <script type="importmap">
  65. {
  66. "imports": {
  67. "three": "../../build/three.module.js"
  68. }
  69. }
  70. </script>
  71. <script type="module">
  72. import * as THREE from 'three';
  73. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  74. function main() {
  75. const canvas = document.querySelector('#c');
  76. const renderer = new THREE.WebGLRenderer({canvas});
  77. const fov = 60;
  78. const aspect = 2; // the canvas default
  79. const near = 0.1;
  80. const far = 10;
  81. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  82. camera.position.z = 2.5;
  83. const controls = new OrbitControls(camera, canvas);
  84. controls.enableDamping = true;
  85. controls.enablePan = false;
  86. controls.minDistance = 1.2;
  87. controls.maxDistance = 4;
  88. controls.update();
  89. const scene = new THREE.Scene();
  90. scene.background = new THREE.Color('#246');
  91. const pickingScene = new THREE.Scene();
  92. pickingScene.background = new THREE.Color(0);
  93. {
  94. const loader = new THREE.TextureLoader();
  95. const geometry = new THREE.SphereGeometry(1, 64, 32);
  96. const indexTexture = loader.load('resources/data/world/country-index-texture.png', render);
  97. indexTexture.minFilter = THREE.NearestFilter;
  98. indexTexture.magFilter = THREE.NearestFilter;
  99. const pickingMaterial = new THREE.MeshBasicMaterial({map: indexTexture});
  100. pickingScene.add(new THREE.Mesh(geometry, pickingMaterial));
  101. const texture = loader.load('resources/data/world/country-outlines-4k.png', render);
  102. const material = new THREE.MeshBasicMaterial({map: texture});
  103. scene.add(new THREE.Mesh(geometry, material));
  104. }
  105. async function loadJSON(url) {
  106. const req = await fetch(url);
  107. return req.json();
  108. }
  109. let numCountriesSelected = 0;
  110. let countryInfos;
  111. async function loadCountryData() {
  112. countryInfos = await loadJSON('resources/data/world/country-info.json'); /* threejs.org: url */
  113. const lonFudge = Math.PI * 1.5;
  114. const latFudge = Math.PI;
  115. // these helpers will make it easy to position the boxes
  116. // We can rotate the lon helper on its Y axis to the longitude
  117. const lonHelper = new THREE.Object3D();
  118. // We rotate the latHelper on its X axis to the latitude
  119. const latHelper = new THREE.Object3D();
  120. lonHelper.add(latHelper);
  121. // The position helper moves the object to the edge of the sphere
  122. const positionHelper = new THREE.Object3D();
  123. positionHelper.position.z = 1;
  124. latHelper.add(positionHelper);
  125. const labelParentElem = document.querySelector('#labels');
  126. for (const countryInfo of countryInfos) {
  127. const {lat, lon, min, max, name} = countryInfo;
  128. // adjust the helpers to point to the latitude and longitude
  129. lonHelper.rotation.y = THREE.MathUtils.degToRad(lon) + lonFudge;
  130. latHelper.rotation.x = THREE.MathUtils.degToRad(lat) + latFudge;
  131. // get the position of the lat/lon
  132. positionHelper.updateWorldMatrix(true, false);
  133. const position = new THREE.Vector3();
  134. positionHelper.getWorldPosition(position);
  135. countryInfo.position = position;
  136. // compute the area for each country
  137. const width = max[0] - min[0];
  138. const height = max[1] - min[1];
  139. const area = width * height;
  140. countryInfo.area = area;
  141. // add an element for each country
  142. const elem = document.createElement('div');
  143. elem.textContent = name;
  144. labelParentElem.appendChild(elem);
  145. countryInfo.elem = elem;
  146. }
  147. requestRenderIfNotRequested();
  148. }
  149. loadCountryData();
  150. const tempV = new THREE.Vector3();
  151. const cameraToPoint = new THREE.Vector3();
  152. const cameraPosition = new THREE.Vector3();
  153. const normalMatrix = new THREE.Matrix3();
  154. const settings = {
  155. minArea: 20,
  156. maxVisibleDot: -0.2,
  157. };
  158. function updateLabels() {
  159. // exit if we have not loaded the data yet
  160. if (!countryInfos) {
  161. return;
  162. }
  163. const large = settings.minArea * settings.minArea;
  164. // get a matrix that represents a relative orientation of the camera
  165. normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
  166. // get the camera's position
  167. camera.getWorldPosition(cameraPosition);
  168. for (const countryInfo of countryInfos) {
  169. const {position, elem, area, selected} = countryInfo;
  170. const largeEnough = area >= large;
  171. const show = selected || (numCountriesSelected === 0 && largeEnough);
  172. if (!show) {
  173. elem.style.display = 'none';
  174. continue;
  175. }
  176. // Orient the position based on the camera's orientation.
  177. // Since the sphere is at the origin and the sphere is a unit sphere
  178. // this gives us a camera relative direction vector for the position.
  179. tempV.copy(position);
  180. tempV.applyMatrix3(normalMatrix);
  181. // compute the direction to this position from the camera
  182. cameraToPoint.copy(position);
  183. cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
  184. // get the dot product of camera relative direction to this position
  185. // on the globe with the direction from the camera to that point.
  186. // 1 = facing directly towards the camera
  187. // 0 = exactly on tangent of the sphere from the camera
  188. // < 0 = facing away
  189. const dot = tempV.dot(cameraToPoint);
  190. // if the orientation is not facing us hide it.
  191. if (dot > settings.maxVisibleDot) {
  192. elem.style.display = 'none';
  193. continue;
  194. }
  195. // restore the element to its default display style
  196. elem.style.display = '';
  197. // get the normalized screen coordinate of that position
  198. // x and y will be in the -1 to +1 range with x = -1 being
  199. // on the left and y = -1 being on the bottom
  200. tempV.copy(position);
  201. tempV.project(camera);
  202. // convert the normalized position to CSS coordinates
  203. const x = (tempV.x * .5 + .5) * canvas.clientWidth;
  204. const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
  205. // move the elem to that position
  206. elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  207. // set the zIndex for sorting
  208. elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
  209. }
  210. }
  211. class GPUPickHelper {
  212. constructor() {
  213. // create a 1x1 pixel render target
  214. this.pickingTexture = new THREE.WebGLRenderTarget(1, 1);
  215. this.pixelBuffer = new Uint8Array(4);
  216. }
  217. pick(cssPosition, scene, camera) {
  218. const {pickingTexture, pixelBuffer} = this;
  219. // set the view offset to represent just a single pixel under the mouse
  220. const pixelRatio = renderer.getPixelRatio();
  221. camera.setViewOffset(
  222. renderer.getContext().drawingBufferWidth, // full width
  223. renderer.getContext().drawingBufferHeight, // full top
  224. cssPosition.x * pixelRatio | 0, // rect x
  225. cssPosition.y * pixelRatio | 0, // rect y
  226. 1, // rect width
  227. 1, // rect height
  228. );
  229. // render the scene
  230. renderer.setRenderTarget(pickingTexture);
  231. renderer.render(scene, camera);
  232. renderer.setRenderTarget(null);
  233. // clear the view offset so rendering returns to normal
  234. camera.clearViewOffset();
  235. //read the pixel
  236. renderer.readRenderTargetPixels(
  237. pickingTexture,
  238. 0, // x
  239. 0, // y
  240. 1, // width
  241. 1, // height
  242. pixelBuffer);
  243. const id =
  244. (pixelBuffer[0] << 0) |
  245. (pixelBuffer[1] << 8) |
  246. (pixelBuffer[2] << 16);
  247. return id;
  248. }
  249. }
  250. const pickHelper = new GPUPickHelper();
  251. function getCanvasRelativePosition(event) {
  252. const rect = canvas.getBoundingClientRect();
  253. return {
  254. x: (event.clientX - rect.left) * canvas.width / rect.width,
  255. y: (event.clientY - rect.top ) * canvas.height / rect.height,
  256. };
  257. }
  258. function pickCountry(event) {
  259. // exit if we have not loaded the data yet
  260. if (!countryInfos) {
  261. return;
  262. }
  263. const position = getCanvasRelativePosition(event);
  264. const id = pickHelper.pick(position, pickingScene, camera);
  265. if (id > 0) {
  266. // we clicked a country. Toggle its 'selected' property
  267. const countryInfo = countryInfos[id - 1];
  268. const selected = !countryInfo.selected;
  269. // if we're selecting this country and modifiers are not
  270. // pressed unselect everything else.
  271. if (selected && !event.shiftKey && !event.ctrlKey && !event.metaKey) {
  272. unselectAllCountries();
  273. }
  274. numCountriesSelected += selected ? 1 : -1;
  275. countryInfo.selected = selected;
  276. } else if (numCountriesSelected) {
  277. unselectAllCountries();
  278. }
  279. requestRenderIfNotRequested();
  280. }
  281. function unselectAllCountries() {
  282. numCountriesSelected = 0;
  283. countryInfos.forEach((countryInfo) => {
  284. countryInfo.selected = false;
  285. });
  286. }
  287. canvas.addEventListener('pointerup', pickCountry);
  288. function resizeRendererToDisplaySize(renderer) {
  289. const canvas = renderer.domElement;
  290. const width = canvas.clientWidth;
  291. const height = canvas.clientHeight;
  292. const needResize = canvas.width !== width || canvas.height !== height;
  293. if (needResize) {
  294. renderer.setSize(width, height, false);
  295. }
  296. return needResize;
  297. }
  298. let renderRequested = false;
  299. function render() {
  300. renderRequested = undefined;
  301. if (resizeRendererToDisplaySize(renderer)) {
  302. const canvas = renderer.domElement;
  303. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  304. camera.updateProjectionMatrix();
  305. }
  306. controls.update();
  307. updateLabels();
  308. renderer.render(scene, camera);
  309. }
  310. render();
  311. function requestRenderIfNotRequested() {
  312. if (!renderRequested) {
  313. renderRequested = true;
  314. requestAnimationFrame(render);
  315. }
  316. }
  317. controls.addEventListener('change', requestRenderIfNotRequested);
  318. window.addEventListener('resize', requestRenderIfNotRequested);
  319. }
  320. main();
  321. </script>
  322. </html>