improved osm renderning: full building outlines, roads, greenspace, water
This commit is contained in:
273
src/main.js
273
src/main.js
@@ -1,64 +1,56 @@
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import * as THREE from 'three';
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import { MapControls } from 'three/addons/controls/MapControls.js';
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import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
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// ==========================================
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// 1. Configuration & Constants
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// ==========================================
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const SETTINGS = {
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colors: {
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background: 0xcccccc,
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ground: 0x999999,
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building: 0xccffff,
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background: 0xe0e0e0, // Lighter fog
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ground: 0xdddddd,
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building: 0xffffff,
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water: 0x4fa4e4,
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park: 0x98d98e,
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road: 0x999999,
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sun: 0xffffff,
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ambient: 0x444444,
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ambient: 0x777777,
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},
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camera: {
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fov: 60,
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near: 0.1,
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fov: 45, // Narrower FOV for better city look
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near: 1,
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far: 20000,
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initialPos: { x: 500, y: 400, z: 400 }
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initialPos: { x: 0, y: 600, z: 800 }
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},
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shadows: {
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enabled: true,
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mapSize: 4096,
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areaSize: 2000, // Size of the shadow camera view
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bias: -0.0005
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areaSize: 1500,
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bias: -0.0001
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},
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dataUrl: './city_data.json'
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};
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// Global variables for core components
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let scene, camera, renderer, controls;
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let sunLight; // Needs to be global to update position in render loop
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let scene, camera, renderer, controls, sunLight;
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// ==========================================
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// 2. Initialization Logic
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// 2. Initialization
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// ==========================================
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function init() {
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// Setup core Three.js components
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setupScene();
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setupLighting();
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createGround();
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// Initialize controls
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setupControls();
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// Load external data
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loadCityData();
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// Start event listeners and loop
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window.addEventListener('resize', onWindowResize);
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animate();
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}
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/**
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* Sets up the Scene, Camera, and Renderer.
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*/
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function setupScene() {
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scene = new THREE.Scene();
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scene.background = new THREE.Color(SETTINGS.colors.background);
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// Fog blends the floor into the background at distance for depth perception
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scene.fog = new THREE.FogExp2(SETTINGS.colors.background, 0.0001);
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camera = new THREE.PerspectiveCamera(
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@@ -75,7 +67,7 @@ function setupScene() {
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renderer = new THREE.WebGLRenderer({
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antialias: true,
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logarithmicDepthBuffer: true // Prevents z-fighting on large scale scenes
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logarithmicDepthBuffer: true
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});
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = SETTINGS.shadows.enabled;
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@@ -89,24 +81,14 @@ function setupScene() {
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* Configures shadow properties for the directional light.
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*/
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function setupLighting() {
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// Ambient light for general illumination (so shadows aren't pitch black)
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const hemiLight = new THREE.HemisphereLight(
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SETTINGS.colors.sun,
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SETTINGS.colors.ambient,
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0.6
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);
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scene.add(hemiLight);
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const ambient = new THREE.HemisphereLight(SETTINGS.colors.sun, SETTINGS.colors.ground, 0.6);
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scene.add(ambient);
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// Directional light acting as the Sun
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sunLight = new THREE.DirectionalLight(SETTINGS.colors.sun, 1.5);
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sunLight.position.set(200, 400, 100);
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sunLight = new THREE.DirectionalLight(SETTINGS.colors.sun, 2.0);
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sunLight.position.set(100, 500, 200);
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sunLight.castShadow = true;
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// Optimize shadow quality
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sunLight.shadow.mapSize.width = SETTINGS.shadows.mapSize;
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sunLight.shadow.mapSize.height = SETTINGS.shadows.mapSize;
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// Define the box in which shadows are calculated
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sunLight.shadow.mapSize.set(SETTINGS.shadows.mapSize, SETTINGS.shadows.mapSize);
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const d = SETTINGS.shadows.areaSize;
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sunLight.shadow.camera.left = -d;
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sunLight.shadow.camera.right = d;
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@@ -114,93 +96,185 @@ function setupLighting() {
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sunLight.shadow.camera.bottom = -d;
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sunLight.shadow.camera.near = 0.5;
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sunLight.shadow.camera.far = 4000;
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sunLight.shadow.bias = SETTINGS.shadows.bias; // Reduces shadow artifacts (striping)
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sunLight.shadow.camera.far = 4500;
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sunLight.shadow.bias = SETTINGS.shadows.bias;
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scene.add(sunLight);
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}
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function setupControls() {
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controls = new MapControls(camera, renderer.domElement);
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controls.enableDamping = true; // Adds weight to movement for smoother feel
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controls.enableDamping = true;
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controls.dampingFactor = 0.05;
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controls.target.set(-100, 0, 200);
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controls.minDistance = 50;
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controls.maxDistance = 3000;
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controls.maxPolarAngle = Math.PI / 2 - 0.1; // Don't go below ground
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}
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// ==========================================
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// 3. Scene Content Generation
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// ==========================================
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function createGround() {
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const geometry = new THREE.PlaneGeometry(5000, 5000);
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const material = new THREE.MeshStandardMaterial({
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color: SETTINGS.colors.ground
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});
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const ground = new THREE.Mesh(geometry, material);
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ground.rotation.x = -Math.PI / 2; // Rotate to lie flat
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ground.receiveShadow = true;
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scene.add(ground);
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const geom = new THREE.PlaneGeometry(10000, 10000);
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const mat = new THREE.MeshLambertMaterial({ color: SETTINGS.colors.ground });
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const mesh = new THREE.Mesh(geom, mat);
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mesh.rotation.x = -Math.PI / 2;
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mesh.position.y = -0.5; // Slightly below features
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mesh.receiveShadow = true;
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scene.add(mesh);
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}
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// ==========================================
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// 3. Data Processing & Mesh Generation
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// ==========================================
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function loadCityData() {
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fetch(SETTINGS.dataUrl)
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.then(res => {
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if (!res.ok) throw new Error(`HTTP Error: ${res.status}`);
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return res.json();
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.then(res => res.json())
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.then(data => {
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console.log("City data loaded. Generating geometry...");
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generateCity(data);
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})
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.then(buildingData => {
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generateCityMesh(buildingData);
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})
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.catch(error => {
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console.error("Failed to load city data:", error);
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// Optional: Add UI feedback here
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});
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.catch(err => console.error("Error loading city data:", err));
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}
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function generateCity(data) {
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// 1. Water (Flat Polygons)
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if (data.water && data.water.length) {
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createPolygonLayer(data.water, SETTINGS.colors.water, 0, 0.1);
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}
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// 2. Parks (Flat Polygons)
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if (data.parks && data.parks.length) {
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createPolygonLayer(data.parks, SETTINGS.colors.park, 0, 0.2);
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}
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// 3. Roads (Lines)
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if (data.roads && data.roads.length) {
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createRoadLayer(data.roads, SETTINGS.colors.road, 0.3);
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}
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// 4. Buildings (Extruded Polygons)
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if (data.buildings && data.buildings.length) {
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createBuildingLayer(data.buildings, SETTINGS.colors.building);
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}
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}
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/**
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* efficiently renders thousands of buildings using InstancedMesh.
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* @param {Array} data - Array of arrays [x, z, width, depth, height]
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* Creates flat meshes for things like water or parks.
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* Uses BufferGeometryUtils to merge them into one draw call.
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*/
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function generateCityMesh(data) {
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if (!data || data.length === 0) return;
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function createPolygonLayer(items, color, height, yOffset) {
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const geometries = [];
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// Create a single geometry template
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const geometry = new THREE.BoxGeometry(1, 1, 1);
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// Shift pivot point to bottom of box so scaling grows upwards
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geometry.translate(0, 0.5, 0);
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items.forEach(item => {
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const shape = createShapeFromPoints(item.shape);
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const geometry = new THREE.ShapeGeometry(shape);
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// Rotate to lie flat on XZ plane
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geometry.rotateX(-Math.PI / 2);
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geometry.translate(0, yOffset, 0); // Lift slightly to avoid z-fighting
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geometries.push(geometry);
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});
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if (geometries.length === 0) return;
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const mergedGeometry = BufferGeometryUtils.mergeGeometries(geometries);
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const material = new THREE.MeshLambertMaterial({ color: color, side: THREE.DoubleSide });
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const mesh = new THREE.Mesh(mergedGeometry, material);
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mesh.receiveShadow = true;
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scene.add(mesh);
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}
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/**
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* Creates extruded meshes for buildings.
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*/
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function createBuildingLayer(buildings, color) {
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const geometries = [];
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buildings.forEach(b => {
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const shape = createShapeFromPoints(b.shape);
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// Extrude Settings
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const extrudeSettings = {
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depth: b.height,
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bevelEnabled: false,
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};
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const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
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geometry.rotateX(-Math.PI / 2);
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geometries.push(geometry);
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});
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if (geometries.length === 0) return;
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const mergedGeometry = BufferGeometryUtils.mergeGeometries(geometries);
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// Center the geometry to optimize bounding sphere calculations
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mergedGeometry.computeBoundingSphere();
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const material = new THREE.MeshStandardMaterial({
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color: SETTINGS.colors.building,
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roughness: 0.5,
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color: color,
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roughness: 0.6,
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metalness: 0.1
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});
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const instancedMesh = new THREE.InstancedMesh(geometry, material, data.length);
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instancedMesh.castShadow = true;
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instancedMesh.receiveShadow = true;
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const mesh = new THREE.Mesh(mergedGeometry, material);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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scene.add(mesh);
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}
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// Disable frustum culling to prevent flickering if the bounding sphere
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// calculation is off for the entire group. Re-enable if performance is an issue.
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instancedMesh.frustumCulled = false;
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/**
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* Creates simple lines for roads.
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* Note: THREE.Line doesn't cast shadows easily, but it's performant.
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*/
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function createRoadLayer(roads, color, yOffset) {
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const positions = [];
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const transformHelper = new THREE.Object3D();
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data.forEach((building, index) => {
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const [posX, posZ, width, depth, height] = building;
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transformHelper.position.set(posX, 0, posZ);
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transformHelper.scale.set(width, height, depth);
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transformHelper.updateMatrix();
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instancedMesh.setMatrixAt(index, transformHelper.matrix);
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roads.forEach(road => {
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const path = road.path;
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for (let i = 0; i < path.length - 1; i++) {
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positions.push(path[i][0], path[i][1], 0);
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positions.push(path[i + 1][0], path[i + 1][1], 0);
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}
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});
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scene.add(instancedMesh);
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
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geometry.rotateX(-Math.PI / 2);
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geometry.translate(0, yOffset, 0);
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const material = new THREE.LineBasicMaterial({
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color: color,
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opacity: 0.8,
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transparent: true
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});
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const lineSegments = new THREE.LineSegments(geometry, material);
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scene.add(lineSegments);
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}
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/**
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* Helper to convert array of [x,z] points into a THREE.Shape
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*/
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function createShapeFromPoints(points) {
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const shape = new THREE.Shape();
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if (!points || points.length === 0) return shape;
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// First point
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shape.moveTo(points[0][0], points[0][1]);
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// Subsequent points
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for (let i = 1; i < points.length; i++) {
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shape.lineTo(points[i][0], points[i][1]);
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}
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return shape;
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}
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// ==========================================
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// 4. Animation & Event Loop
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// 4. Animation Loop
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// ==========================================
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function onWindowResize() {
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@@ -210,13 +284,10 @@ function onWindowResize() {
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}
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function updateSunPosition() {
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// Move the light with the camera to simulate a "sun" that always
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// casts high-res shadows near the player (Pseudo-Cascaded Shadow Map)
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if (sunLight && camera) {
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// Keep shadow map centered around camera
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sunLight.position.x = camera.position.x + 100;
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sunLight.position.z = camera.position.z + 100;
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// Ensure the light points at the camera's ground position
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sunLight.position.z = camera.position.z + 200;
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sunLight.target.position.set(camera.position.x, 0, camera.position.z);
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sunLight.target.updateMatrixWorld();
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}
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@@ -224,12 +295,10 @@ function updateSunPosition() {
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function animate() {
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requestAnimationFrame(animate);
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controls.update();
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updateSunPosition();
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renderer.render(scene, camera);
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}
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// Start the application
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// Start
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init();
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