align-html-elements-to-3d-globe.html 8.5 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. <!-- 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. "three/addons/": "../../examples/jsm/"
  69. }
  70. }
  71. </script>
  72. <script type="module">
  73. import * as THREE from 'three';
  74. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  75. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  76. function main() {
  77. const canvas = document.querySelector( '#c' );
  78. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  79. const fov = 60;
  80. const aspect = 2; // the canvas default
  81. const near = 0.1;
  82. const far = 10;
  83. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  84. camera.position.z = 2.5;
  85. const controls = new OrbitControls( camera, canvas );
  86. controls.enableDamping = true;
  87. controls.enablePan = false;
  88. controls.minDistance = 1.2;
  89. controls.maxDistance = 4;
  90. controls.update();
  91. const scene = new THREE.Scene();
  92. scene.background = new THREE.Color( '#246' );
  93. {
  94. const loader = new THREE.TextureLoader();
  95. const texture = loader.load( 'resources/data/world/country-outlines-4k.png', render );
  96. const geometry = new THREE.SphereGeometry( 1, 64, 32 );
  97. const material = new THREE.MeshBasicMaterial( { map: texture } );
  98. scene.add( new THREE.Mesh( geometry, material ) );
  99. }
  100. async function loadJSON( url ) {
  101. const req = await fetch( url );
  102. return req.json();
  103. }
  104. let countryInfos;
  105. async function loadCountryData() {
  106. countryInfos = await loadJSON( 'resources/data/world/country-info.json' ); /* threejs.org: url */
  107. const lonFudge = Math.PI * 1.5;
  108. const latFudge = Math.PI;
  109. // these helpers will make it easy to position the boxes
  110. // We can rotate the lon helper on its Y axis to the longitude
  111. const lonHelper = new THREE.Object3D();
  112. // We rotate the latHelper on its X axis to the latitude
  113. const latHelper = new THREE.Object3D();
  114. lonHelper.add( latHelper );
  115. // The position helper moves the object to the edge of the sphere
  116. const positionHelper = new THREE.Object3D();
  117. positionHelper.position.z = 1;
  118. latHelper.add( positionHelper );
  119. const labelParentElem = document.querySelector( '#labels' );
  120. for ( const countryInfo of countryInfos ) {
  121. const { lat, lon, min, max, name } = countryInfo;
  122. // adjust the helpers to point to the latitude and longitude
  123. lonHelper.rotation.y = THREE.MathUtils.degToRad( lon ) + lonFudge;
  124. latHelper.rotation.x = THREE.MathUtils.degToRad( lat ) + latFudge;
  125. // get the position of the lat/lon
  126. positionHelper.updateWorldMatrix( true, false );
  127. const position = new THREE.Vector3();
  128. positionHelper.getWorldPosition( position );
  129. countryInfo.position = position;
  130. // compute the area for each country
  131. const width = max[ 0 ] - min[ 0 ];
  132. const height = max[ 1 ] - min[ 1 ];
  133. const area = width * height;
  134. countryInfo.area = area;
  135. // add an element for each country
  136. const elem = document.createElement( 'div' );
  137. elem.textContent = name;
  138. labelParentElem.appendChild( elem );
  139. countryInfo.elem = elem;
  140. }
  141. requestRenderIfNotRequested();
  142. }
  143. loadCountryData();
  144. const tempV = new THREE.Vector3();
  145. const cameraToPoint = new THREE.Vector3();
  146. const cameraPosition = new THREE.Vector3();
  147. const normalMatrix = new THREE.Matrix3();
  148. const settings = {
  149. minArea: 20,
  150. maxVisibleDot: - 0.2,
  151. };
  152. const gui = new GUI( { width: 300 } );
  153. gui.add( settings, 'minArea', 0, 50 ).onChange( requestRenderIfNotRequested );
  154. gui.add( settings, 'maxVisibleDot', - 1, 1, 0.01 ).onChange( requestRenderIfNotRequested );
  155. function updateLabels() {
  156. if ( ! countryInfos ) {
  157. return;
  158. }
  159. const large = settings.minArea * settings.minArea;
  160. // get a matrix that represents a relative orientation of the camera
  161. normalMatrix.getNormalMatrix( camera.matrixWorldInverse );
  162. // get the camera's position
  163. camera.getWorldPosition( cameraPosition );
  164. for ( const countryInfo of countryInfos ) {
  165. const { position, elem, area } = countryInfo;
  166. // large enough?
  167. if ( area < large ) {
  168. elem.style.display = 'none';
  169. continue;
  170. }
  171. // Orient the position based on the camera's orientation.
  172. // Since the sphere is at the origin and the sphere is a unit sphere
  173. // this gives us a camera relative direction vector for the position.
  174. tempV.copy( position );
  175. tempV.applyMatrix3( normalMatrix );
  176. // compute the direction to this position from the camera
  177. cameraToPoint.copy( position );
  178. cameraToPoint.applyMatrix4( camera.matrixWorldInverse ).normalize();
  179. // get the dot product of camera relative direction to this position
  180. // on the globe with the direction from the camera to that point.
  181. // -1 = facing directly towards the camera
  182. // 0 = exactly on tangent of the sphere from the camera
  183. // > 0 = facing away
  184. const dot = tempV.dot( cameraToPoint );
  185. // if the orientation is not facing us hide it.
  186. if ( dot > settings.maxVisibleDot ) {
  187. elem.style.display = 'none';
  188. continue;
  189. }
  190. // restore the element to its default display style
  191. elem.style.display = '';
  192. // get the normalized screen coordinate of that position
  193. // x and y will be in the -1 to +1 range with x = -1 being
  194. // on the left and y = -1 being on the bottom
  195. tempV.copy( position );
  196. tempV.project( camera );
  197. // convert the normalized position to CSS coordinates
  198. const x = ( tempV.x * .5 + .5 ) * canvas.clientWidth;
  199. const y = ( tempV.y * - .5 + .5 ) * canvas.clientHeight;
  200. // move the elem to that position
  201. elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  202. // set the zIndex for sorting
  203. elem.style.zIndex = ( - tempV.z * .5 + .5 ) * 100000 | 0;
  204. }
  205. }
  206. function resizeRendererToDisplaySize( renderer ) {
  207. const canvas = renderer.domElement;
  208. const width = canvas.clientWidth;
  209. const height = canvas.clientHeight;
  210. const needResize = canvas.width !== width || canvas.height !== height;
  211. if ( needResize ) {
  212. renderer.setSize( width, height, false );
  213. }
  214. return needResize;
  215. }
  216. let renderRequested = false;
  217. function render() {
  218. renderRequested = undefined;
  219. if ( resizeRendererToDisplaySize( renderer ) ) {
  220. const canvas = renderer.domElement;
  221. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  222. camera.updateProjectionMatrix();
  223. }
  224. controls.update();
  225. updateLabels();
  226. renderer.render( scene, camera );
  227. }
  228. render();
  229. function requestRenderIfNotRequested() {
  230. if ( ! renderRequested ) {
  231. renderRequested = true;
  232. requestAnimationFrame( render );
  233. }
  234. }
  235. controls.addEventListener( 'change', requestRenderIfNotRequested );
  236. window.addEventListener( 'resize', requestRenderIfNotRequested );
  237. }
  238. main();
  239. </script>
  240. </html>