draw routes
This commit is contained in:
@@ -1,6 +1,10 @@
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import osmnx as ox
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import json
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import os
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import networkx as nx
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from shapely.ops import unary_union
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from shapely.geometry import Polygon, MultiPolygon
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import re
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# ==========================================
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# 1. Configuration
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@@ -8,48 +12,31 @@ import os
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PLACE_NAME = "Wisconsin State Capitol, Madison, USA"
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DIST = 3000
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# ==========================================
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# 2. Data Fetching
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# ==========================================
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print(f"Downloading data for {PLACE_NAME}...")
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# Define tags for different layers
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tags = {
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"building": True,
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"natural": ["water", "bay", "coastline"],
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"landuse": ["grass", "forest", "park", "recreation_ground"],
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"leisure": ["park", "garden"],
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"highway": True,
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# Road width settings (meters)
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LANE_WIDTH_DEFAULT = 3.5
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DEFAULT_WIDTHS = {
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"motorway": 12,
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"trunk": 11,
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"primary": 10,
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"secondary": 9,
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"tertiary": 8,
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"residential": 6,
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"service": 4,
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"unclassified": 5,
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"cycleway": 2,
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"footway": 1.5,
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"path": 1.5,
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}
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try:
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# OSMNX v2.0+
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gdf = ox.features.features_from_address(PLACE_NAME, tags=tags, dist=DIST)
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except AttributeError:
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# OSMNX < v2.0
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gdf = ox.features_from_address(PLACE_NAME, tags=tags, dist=DIST)
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# ==========================================
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# 3. Projection & Normalization
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# 2. Helpers
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# ==========================================
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print("Projecting to local grid...")
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gdf_proj = gdf.to_crs(gdf.estimate_utm_crs())
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# Calculate center for (0,0,0) normalization
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center_x = gdf_proj.geometry.centroid.x.mean()
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center_y = gdf_proj.geometry.centroid.y.mean()
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# ==========================================
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# 4. Processing Functions
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# ==========================================
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def get_height(row):
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"""Estimates building height from tags."""
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h = 10.0 # Default
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"""Estimates building height."""
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h = 8.0
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if "height" in row and str(row["height"]).lower() != "nan":
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try:
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# Extract numeric part
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clean = "".join(
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filter(lambda x: x.isdigit() or x == ".", str(row["height"]))
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)
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@@ -67,81 +54,173 @@ def get_height(row):
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return round(h, 1)
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def parse_polygon(geom):
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"""Extracts exterior coordinates from a Polygon."""
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if geom.is_empty:
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return []
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coords = list(geom.exterior.coords)
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# Simplify slightly to reduce vertex count if needed, or keep raw
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return [[round(x - center_x, 1), round(y - center_y, 1)] for x, y in coords]
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def estimate_road_width(row):
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"""Estimates width with US-unit safety checks."""
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# 1. Explicit width tag
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for key in ["width", "width:carriageway", "est_width"]:
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if key in row and str(row[key]) != "nan":
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val_str = str(row[key]).lower()
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try:
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nums = re.findall(r"[-+]?\d*\.\d+|\d+", val_str)
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if nums:
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val = float(nums[0])
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if "'" in val_str or "ft" in val_str or "feet" in val_str:
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val *= 0.3048
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elif val > 50: # Sanity check for feet without units
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val *= 0.3048
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return val
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except:
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pass
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# 2. Lanes
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if "lanes" in row and str(row["lanes"]) != "nan":
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try:
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clean = re.findall(r"\d+", str(row["lanes"]))
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if clean:
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lanes = int(clean[0])
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lanes = max(1, min(lanes, 6))
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return lanes * LANE_WIDTH_DEFAULT
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except:
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pass
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# 3. Default based on type
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highway = row.get("highway", "residential")
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if isinstance(highway, list):
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highway = highway[0]
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return DEFAULT_WIDTHS.get(highway, 4.0)
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def parse_linestring(geom):
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"""Extracts coordinates from a LineString."""
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def parse_geometry(geom, center_x, center_y):
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"""Parses geometry into {outer, holes} structure."""
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if geom.is_empty:
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return []
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coords = list(geom.coords)
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return [[round(x - center_x, 1), round(y - center_y, 1)] for x, y in coords]
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polys = []
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if geom.geom_type == "Polygon":
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source_geoms = [geom]
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elif geom.geom_type == "MultiPolygon":
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source_geoms = geom.geoms
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else:
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return []
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for poly in source_geoms:
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outer = [
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[round(x - center_x, 2), round(y - center_y, 2)]
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for x, y in poly.exterior.coords
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]
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holes = []
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for interior in poly.interiors:
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hole_coords = [
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[round(x - center_x, 2), round(y - center_y, 2)]
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for x, y in interior.coords
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]
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holes.append(hole_coords)
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polys.append({"outer": outer, "holes": holes})
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return polys
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def parse_line_points(geom, center_x, center_y):
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"""Simple parser for LineStrings (Routing Graph)."""
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if geom.geom_type == "LineString":
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return [
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[round(x - center_x, 2), round(y - center_y, 2)] for x, y in geom.coords
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]
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return []
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# ==========================================
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# 5. Categorization Loop
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# 3. Execution
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# ==========================================
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output_data = {"buildings": [], "water": [], "parks": [], "roads": []}
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print(f"1. Downloading Data for: {PLACE_NAME}...")
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print("Processing geometries...")
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tags_visual = {
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"building": True,
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"natural": ["water", "bay"],
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"leisure": ["park", "garden"],
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"landuse": ["grass", "forest", "park"],
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}
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gdf_visual = ox.features.features_from_address(PLACE_NAME, tags=tags_visual, dist=DIST)
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for idx, row in gdf_proj.iterrows():
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geom = row.geometry
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print(" Downloading Road Graph...")
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G = ox.graph.graph_from_address(PLACE_NAME, dist=DIST, network_type="drive")
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gdf_nodes, gdf_edges = ox.graph_to_gdfs(G)
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# Handle MultiPolygons by iterating over them
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geoms = [geom] if geom.geom_type in ["Polygon", "LineString"] else []
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if geom.geom_type == "MultiPolygon":
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geoms = list(geom.geoms)
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elif geom.geom_type == "MultiLineString":
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geoms = list(geom.geoms)
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print("2. Projecting Coordinates...")
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utm_crs = gdf_visual.estimate_utm_crs()
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gdf_visual = gdf_visual.to_crs(utm_crs)
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gdf_edges = gdf_edges.to_crs(utm_crs)
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gdf_nodes = gdf_nodes.to_crs(utm_crs)
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for sub_geom in geoms:
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# 1. BUILDINGS
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center_x = gdf_visual.geometry.centroid.x.mean()
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center_y = gdf_visual.geometry.centroid.y.mean()
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output_visual = {"buildings": [], "water": [], "parks": [], "roads": []}
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output_routing = {"nodes": {}, "edges": []}
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print("3. Processing Visual Layers...")
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for idx, row in gdf_visual.iterrows():
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polygons = parse_geometry(row.geometry, center_x, center_y)
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for poly_data in polygons:
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# 1. Buildings
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if "building" in row and str(row["building"]) != "nan":
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if sub_geom.geom_type == "Polygon":
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output_data["buildings"].append(
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{"shape": parse_polygon(sub_geom), "height": get_height(row)}
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output_visual["buildings"].append(
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{"shape": poly_data, "height": get_height(row)}
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)
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# 2. WATER
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elif ("natural" in row and row["natural"] in tags["natural"]) or (
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# 2. Water (Explicit check for NaN)
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elif ("natural" in row and str(row["natural"]) != "nan") or (
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"water" in row and str(row["water"]) != "nan"
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):
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if sub_geom.geom_type == "Polygon":
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output_data["water"].append({"shape": parse_polygon(sub_geom)})
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output_visual["water"].append({"shape": poly_data})
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# 3. PARKS / GREENSPACE
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elif ("leisure" in row and row["leisure"] in tags["leisure"]) or (
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"landuse" in row and row["landuse"] in tags["landuse"]
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):
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if sub_geom.geom_type == "Polygon":
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output_data["parks"].append({"shape": parse_polygon(sub_geom)})
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# 3. Parks (Fallback)
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else:
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output_visual["parks"].append({"shape": poly_data})
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# 4. ROADS
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elif "highway" in row and str(row["highway"]) != "nan":
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if sub_geom.geom_type == "LineString":
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output_data["roads"].append({"path": parse_linestring(sub_geom)})
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print(" Buffering roads...")
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road_polys = []
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for idx, row in gdf_edges.iterrows():
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width = estimate_road_width(row)
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buffered = row.geometry.buffer(width / 2, cap_style=2, join_style=2)
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road_polys.append(buffered)
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# ==========================================
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# 6. Save File
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# ==========================================
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output_path = os.path.join(os.path.dirname(__file__), "../public/city_data.json")
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os.makedirs(os.path.dirname(output_path), exist_ok=True)
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if road_polys:
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print(" Merging road polygons...")
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merged_roads = unary_union(road_polys)
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road_shapes = parse_geometry(merged_roads, center_x, center_y)
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for shape in road_shapes:
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output_visual["roads"].append({"shape": shape})
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with open(output_path, "w") as f:
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json.dump(output_data, f)
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print("4. Processing Routing Graph...")
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for node_id, row in gdf_nodes.iterrows():
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output_routing["nodes"][int(node_id)] = {
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"x": round(row.geometry.x - center_x, 2),
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"y": round(row.geometry.y - center_y, 2),
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}
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print(
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f"Exported:"
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f"\n Buildings: {len(output_data['buildings'])}"
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f"\n Roads: {len(output_data['roads'])}"
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f"\n Water: {len(output_data['water'])}"
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f"\n Parks: {len(output_data['parks'])}"
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)
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print(f"Saved to {output_path}")
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for u, v, k in G.edges(keys=True):
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try:
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row = gdf_edges.loc[(u, v, k)]
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if isinstance(row, (type(gdf_edges),)):
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row = row.iloc[0]
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except KeyError:
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continue
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output_routing["edges"].append(
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{
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"u": int(u),
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"v": int(v),
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"oneway": bool(row.get("oneway", False)),
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"points": parse_line_points(row.geometry, center_x, center_y),
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}
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)
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out_dir = os.path.join(os.path.dirname(__file__), "../public")
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os.makedirs(out_dir, exist_ok=True)
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with open(os.path.join(out_dir, "city_data.json"), "w") as f:
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json.dump(output_visual, f)
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with open(os.path.join(out_dir, "routing_graph.json"), "w") as f:
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json.dump(output_routing, f)
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print(f"Done! Exported to {out_dir}")
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File diff suppressed because one or more lines are too long
1
public/routing_graph.json
Normal file
1
public/routing_graph.json
Normal file
File diff suppressed because one or more lines are too long
579
src/main.js
579
src/main.js
@@ -3,302 +3,375 @@ 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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// 1. Configuration
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// ==========================================
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const SETTINGS = {
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colors: {
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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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background: 0xE6E6E6,
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ground: 0xDDDDDD,
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building: 0xFFFFFF,
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water: 0xAADAFF,
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park: 0xC3E6CB,
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road: 0x999999,
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sun: 0xffffff,
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ambient: 0x777777,
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pathStart: 0x00FF00,
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pathEnd: 0xFF0000,
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route: 0x2563EB,
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},
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camera: {
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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: 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: 1500,
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bias: -0.0001
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},
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dataUrl: './city_data.json'
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files: {
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visual: './city_data.json',
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routing: './routing_graph.json'
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}
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};
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let scene, camera, renderer, controls, sunLight;
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let scene, camera, renderer, controls, raycaster;
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let mouse = new THREE.Vector2();
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let routingData = null;
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let cityData = null;
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// ==========================================
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// 2. Initialization
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// ==========================================
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// Interaction State
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let startNode = null;
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let endNode = null;
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let markers = { start: null, end: null, pathMesh: null };
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function init() {
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setupScene();
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setupLighting();
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createGround();
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setupControls();
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loadCityData();
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setupInteractions();
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Promise.all([
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fetch(SETTINGS.files.visual).then(r => r.json()),
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fetch(SETTINGS.files.routing).then(r => r.json())
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]).then(([visual, routing]) => {
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cityData = visual;
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routingData = routing;
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renderCity(cityData);
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prepareGraph(routingData); // This now fixes the coordinates!
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});
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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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// 2. Data Preparation & Coordinate Fix
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// ==========================================
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function prepareGraph(data) {
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// We must FLIP the Y coordinate of the graph data to -Z
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// because our visual map is rotated -90deg on the X axis.
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data.adjacency = {};
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// 1. Fix Nodes
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for (let key in data.nodes) {
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data.nodes[key].y = -data.nodes[key].y; // FLIP Y to Negative
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}
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// 2. Fix Edges
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data.edges.forEach((edge, index) => {
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// Flip geometry points
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if (edge.points) {
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edge.points.forEach(p => { p[1] = -p[1]; });
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}
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// Build Adjacency List
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if (!data.adjacency[edge.u]) data.adjacency[edge.u] = [];
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data.adjacency[edge.u].push({
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to: edge.v,
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cost: edge.length || 1,
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edgeIndex: index
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});
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if (!edge.oneway) {
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if (!data.adjacency[edge.v]) data.adjacency[edge.v] = [];
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data.adjacency[edge.v].push({
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to: edge.u,
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cost: edge.length || 1,
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edgeIndex: index,
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isReverse: true
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});
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}
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});
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}
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// ==========================================
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// 3. Scene Setup
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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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scene.fog = new THREE.FogExp2(SETTINGS.colors.background, 0.0001);
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scene.fog = new THREE.FogExp2(SETTINGS.colors.background, 0.0002);
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camera = new THREE.PerspectiveCamera(
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SETTINGS.camera.fov,
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window.innerWidth / window.innerHeight,
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SETTINGS.camera.near,
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SETTINGS.camera.far
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);
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camera.position.set(
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SETTINGS.camera.initialPos.x,
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SETTINGS.camera.initialPos.y,
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SETTINGS.camera.initialPos.z
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);
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camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 20000);
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camera.position.set(0, 800, 800);
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renderer = new THREE.WebGLRenderer({
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antialias: true,
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logarithmicDepthBuffer: true
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});
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renderer = new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = SETTINGS.shadows.enabled;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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renderer.shadowMap.enabled = true;
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document.body.appendChild(renderer.domElement);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates ambient and directional lighting.
|
||||
* Configures shadow properties for the directional light.
|
||||
*/
|
||||
function setupLighting() {
|
||||
const ambient = new THREE.HemisphereLight(SETTINGS.colors.sun, SETTINGS.colors.ground, 0.6);
|
||||
const ambient = new THREE.HemisphereLight(0xffffff, 0x555555, 0.7);
|
||||
scene.add(ambient);
|
||||
|
||||
sunLight = new THREE.DirectionalLight(SETTINGS.colors.sun, 2.0);
|
||||
sunLight.position.set(100, 500, 200);
|
||||
sunLight.castShadow = true;
|
||||
const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
|
||||
dirLight.position.set(500, 1000, 500);
|
||||
dirLight.castShadow = true;
|
||||
dirLight.shadow.mapSize.set(2048, 2048);
|
||||
dirLight.shadow.camera.left = -1500;
|
||||
dirLight.shadow.camera.right = 1500;
|
||||
dirLight.shadow.camera.top = 1500;
|
||||
dirLight.shadow.camera.bottom = -1500;
|
||||
scene.add(dirLight);
|
||||
|
||||
sunLight.shadow.mapSize.set(SETTINGS.shadows.mapSize, SETTINGS.shadows.mapSize);
|
||||
const d = SETTINGS.shadows.areaSize;
|
||||
sunLight.shadow.camera.left = -d;
|
||||
sunLight.shadow.camera.right = d;
|
||||
sunLight.shadow.camera.top = d;
|
||||
sunLight.shadow.camera.bottom = -d;
|
||||
const plane = new THREE.Mesh(
|
||||
new THREE.PlaneGeometry(10000, 10000),
|
||||
new THREE.MeshLambertMaterial({ color: SETTINGS.colors.ground })
|
||||
);
|
||||
plane.rotation.x = -Math.PI / 2;
|
||||
plane.position.y = -0.5;
|
||||
plane.name = "GROUND";
|
||||
plane.receiveShadow = true;
|
||||
scene.add(plane);
|
||||
|
||||
sunLight.shadow.camera.near = 0.5;
|
||||
sunLight.shadow.camera.far = 4500;
|
||||
sunLight.shadow.bias = SETTINGS.shadows.bias;
|
||||
|
||||
scene.add(sunLight);
|
||||
}
|
||||
|
||||
function setupControls() {
|
||||
controls = new MapControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.05;
|
||||
controls.minDistance = 50;
|
||||
controls.maxDistance = 3000;
|
||||
controls.maxPolarAngle = Math.PI / 2 - 0.1; // Don't go below ground
|
||||
controls.enableDamping = true;
|
||||
controls.maxPolarAngle = Math.PI / 2 - 0.1;
|
||||
|
||||
raycaster = new THREE.Raycaster();
|
||||
}
|
||||
|
||||
function createGround() {
|
||||
const geom = new THREE.PlaneGeometry(10000, 10000);
|
||||
const mat = new THREE.MeshLambertMaterial({ color: SETTINGS.colors.ground });
|
||||
const mesh = new THREE.Mesh(geom, mat);
|
||||
mesh.rotation.x = -Math.PI / 2;
|
||||
mesh.position.y = -0.5; // Slightly below features
|
||||
mesh.receiveShadow = true;
|
||||
scene.add(mesh);
|
||||
}
|
||||
|
||||
// ==========================================
|
||||
// 3. Data Processing & Mesh Generation
|
||||
// ==========================================
|
||||
|
||||
function loadCityData() {
|
||||
fetch(SETTINGS.dataUrl)
|
||||
.then(res => res.json())
|
||||
.then(data => {
|
||||
console.log("City data loaded. Generating geometry...");
|
||||
generateCity(data);
|
||||
})
|
||||
.catch(err => console.error("Error loading city data:", err));
|
||||
}
|
||||
|
||||
function generateCity(data) {
|
||||
// 1. Water (Flat Polygons)
|
||||
if (data.water && data.water.length) {
|
||||
createPolygonLayer(data.water, SETTINGS.colors.water, 0, 0.1);
|
||||
}
|
||||
|
||||
// 2. Parks (Flat Polygons)
|
||||
if (data.parks && data.parks.length) {
|
||||
createPolygonLayer(data.parks, SETTINGS.colors.park, 0, 0.2);
|
||||
}
|
||||
|
||||
// 3. Roads (Lines)
|
||||
if (data.roads && data.roads.length) {
|
||||
createRoadLayer(data.roads, SETTINGS.colors.road, 0.3);
|
||||
}
|
||||
|
||||
// 4. Buildings (Extruded Polygons)
|
||||
if (data.buildings && data.buildings.length) {
|
||||
createBuildingLayer(data.buildings, SETTINGS.colors.building);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates flat meshes for things like water or parks.
|
||||
* Uses BufferGeometryUtils to merge them into one draw call.
|
||||
*/
|
||||
function createPolygonLayer(items, color, height, yOffset) {
|
||||
const geometries = [];
|
||||
|
||||
items.forEach(item => {
|
||||
const shape = createShapeFromPoints(item.shape);
|
||||
const geometry = new THREE.ShapeGeometry(shape);
|
||||
|
||||
// Rotate to lie flat on XZ plane
|
||||
geometry.rotateX(-Math.PI / 2);
|
||||
geometry.translate(0, yOffset, 0); // Lift slightly to avoid z-fighting
|
||||
|
||||
geometries.push(geometry);
|
||||
});
|
||||
|
||||
if (geometries.length === 0) return;
|
||||
|
||||
const mergedGeometry = BufferGeometryUtils.mergeGeometries(geometries);
|
||||
const material = new THREE.MeshLambertMaterial({ color: color, side: THREE.DoubleSide });
|
||||
const mesh = new THREE.Mesh(mergedGeometry, material);
|
||||
mesh.receiveShadow = true;
|
||||
scene.add(mesh);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates extruded meshes for buildings.
|
||||
*/
|
||||
function createBuildingLayer(buildings, color) {
|
||||
const geometries = [];
|
||||
|
||||
buildings.forEach(b => {
|
||||
const shape = createShapeFromPoints(b.shape);
|
||||
|
||||
// Extrude Settings
|
||||
const extrudeSettings = {
|
||||
depth: b.height,
|
||||
bevelEnabled: false,
|
||||
};
|
||||
|
||||
const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
|
||||
|
||||
geometry.rotateX(-Math.PI / 2);
|
||||
|
||||
geometries.push(geometry);
|
||||
});
|
||||
|
||||
if (geometries.length === 0) return;
|
||||
|
||||
const mergedGeometry = BufferGeometryUtils.mergeGeometries(geometries);
|
||||
// Center the geometry to optimize bounding sphere calculations
|
||||
mergedGeometry.computeBoundingSphere();
|
||||
|
||||
const material = new THREE.MeshStandardMaterial({
|
||||
color: color,
|
||||
roughness: 0.6,
|
||||
metalness: 0.1
|
||||
});
|
||||
|
||||
const mesh = new THREE.Mesh(mergedGeometry, material);
|
||||
mesh.castShadow = true;
|
||||
mesh.receiveShadow = true;
|
||||
scene.add(mesh);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates simple lines for roads.
|
||||
* Note: THREE.Line doesn't cast shadows easily, but it's performant.
|
||||
*/
|
||||
function createRoadLayer(roads, color, yOffset) {
|
||||
const positions = [];
|
||||
|
||||
roads.forEach(road => {
|
||||
const path = road.path;
|
||||
for (let i = 0; i < path.length - 1; i++) {
|
||||
positions.push(path[i][0], path[i][1], 0);
|
||||
positions.push(path[i + 1][0], path[i + 1][1], 0);
|
||||
}
|
||||
});
|
||||
|
||||
const geometry = new THREE.BufferGeometry();
|
||||
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
|
||||
geometry.rotateX(-Math.PI / 2);
|
||||
geometry.translate(0, yOffset, 0);
|
||||
|
||||
|
||||
const material = new THREE.LineBasicMaterial({
|
||||
color: color,
|
||||
opacity: 0.8,
|
||||
transparent: true
|
||||
});
|
||||
|
||||
const lineSegments = new THREE.LineSegments(geometry, material);
|
||||
scene.add(lineSegments);
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper to convert array of [x,z] points into a THREE.Shape
|
||||
*/
|
||||
function createShapeFromPoints(points) {
|
||||
const shape = new THREE.Shape();
|
||||
if (!points || points.length === 0) return shape;
|
||||
|
||||
// First point
|
||||
shape.moveTo(points[0][0], points[0][1]);
|
||||
|
||||
// Subsequent points
|
||||
for (let i = 1; i < points.length; i++) {
|
||||
shape.lineTo(points[i][0], points[i][1]);
|
||||
}
|
||||
|
||||
return shape;
|
||||
}
|
||||
|
||||
// ==========================================
|
||||
// 4. Animation Loop
|
||||
// ==========================================
|
||||
|
||||
function onWindowResize() {
|
||||
function setupInteractions() {
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
||||
|
||||
window.addEventListener('pointerdown', (event) => {
|
||||
if (event.button !== 0) return;
|
||||
|
||||
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
|
||||
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
||||
|
||||
raycaster.setFromCamera(mouse, camera);
|
||||
const intersects = raycaster.intersectObjects(scene.children);
|
||||
const hit = intersects.find(obj => obj.object.name === "GROUND");
|
||||
|
||||
if (hit && routingData) {
|
||||
// Pass the Hit Point (X, Z) directly.
|
||||
// Z corresponds to our flipped Y in the graph.
|
||||
handleMapClick(hit.point.x, hit.point.z);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function updateSunPosition() {
|
||||
if (sunLight && camera) {
|
||||
// Keep shadow map centered around camera
|
||||
sunLight.position.x = camera.position.x + 100;
|
||||
sunLight.position.z = camera.position.z + 200;
|
||||
sunLight.target.position.set(camera.position.x, 0, camera.position.z);
|
||||
sunLight.target.updateMatrixWorld();
|
||||
// ==========================================
|
||||
// 4. Visual Rendering
|
||||
// ==========================================
|
||||
function renderCity(data) {
|
||||
const createLayer = (items, color, height, lift, isExtruded) => {
|
||||
if (!items || !items.length) return;
|
||||
const geometries = [];
|
||||
|
||||
items.forEach(item => {
|
||||
const polyData = item.shape;
|
||||
if (!polyData || !polyData.outer || polyData.outer.length < 3) return;
|
||||
|
||||
const shape = new THREE.Shape();
|
||||
shape.moveTo(polyData.outer[0][0], polyData.outer[0][1]);
|
||||
for (let i = 1; i < polyData.outer.length; i++) shape.lineTo(polyData.outer[i][0], polyData.outer[i][1]);
|
||||
|
||||
if (polyData.holes) {
|
||||
polyData.holes.forEach(holePts => {
|
||||
if (holePts.length < 3) return;
|
||||
const holePath = new THREE.Path();
|
||||
holePath.moveTo(holePts[0][0], holePts[0][1]);
|
||||
for (let j = 1; j < holePts.length; j++) holePath.lineTo(holePts[j][0], holePts[j][1]);
|
||||
shape.holes.push(holePath);
|
||||
});
|
||||
}
|
||||
|
||||
if (isExtruded) {
|
||||
const geom = new THREE.ExtrudeGeometry(shape, { depth: item.height || height, bevelEnabled: false });
|
||||
geom.rotateX(-Math.PI / 2);
|
||||
geometries.push(geom);
|
||||
} else {
|
||||
const geom = new THREE.ShapeGeometry(shape);
|
||||
geom.rotateX(-Math.PI / 2);
|
||||
geom.translate(0, lift, 0);
|
||||
geometries.push(geom);
|
||||
}
|
||||
});
|
||||
|
||||
if (!geometries.length) return;
|
||||
const merged = BufferGeometryUtils.mergeGeometries(geometries);
|
||||
const mat = new THREE.MeshStandardMaterial({ color: color, roughness: 0.8, side: THREE.DoubleSide });
|
||||
const mesh = new THREE.Mesh(merged, mat);
|
||||
mesh.receiveShadow = true;
|
||||
if (isExtruded) mesh.castShadow = true;
|
||||
scene.add(mesh);
|
||||
};
|
||||
|
||||
createLayer(data.water, SETTINGS.colors.water, 0, 0.1, false);
|
||||
createLayer(data.parks, SETTINGS.colors.park, 0, 0.2, false);
|
||||
createLayer(data.roads, SETTINGS.colors.road, 0, 0.3, false);
|
||||
createLayer(data.buildings, SETTINGS.colors.building, 10, 0, true);
|
||||
}
|
||||
|
||||
// ==========================================
|
||||
// 5. Routing Logic (A*)
|
||||
// ==========================================
|
||||
function handleMapClick(x, z) {
|
||||
const nearestId = findNearestNode(x, z);
|
||||
|
||||
if (!startNode) {
|
||||
startNode = nearestId;
|
||||
placeMarker('start', routingData.nodes[nearestId], SETTINGS.colors.pathStart);
|
||||
if (markers.end) { scene.remove(markers.end); markers.end = null; }
|
||||
if (markers.pathMesh) { scene.remove(markers.pathMesh); markers.pathMesh = null; }
|
||||
endNode = null;
|
||||
} else {
|
||||
endNode = nearestId;
|
||||
placeMarker('end', routingData.nodes[nearestId], SETTINGS.colors.pathEnd);
|
||||
const path = computePathAStar(startNode, endNode);
|
||||
if (path) drawPath(path);
|
||||
startNode = null;
|
||||
}
|
||||
}
|
||||
|
||||
function findNearestNode(x, z) {
|
||||
let closestId = null;
|
||||
let minDist = Infinity;
|
||||
for (const [id, node] of Object.entries(routingData.nodes)) {
|
||||
// node.y is already flipped to match Z
|
||||
const dx = node.x - x;
|
||||
const dz = node.y - z;
|
||||
const d2 = dx * dx + dz * dz;
|
||||
if (d2 < minDist) {
|
||||
minDist = d2;
|
||||
closestId = parseInt(id);
|
||||
}
|
||||
}
|
||||
return closestId;
|
||||
}
|
||||
|
||||
function computePathAStar(start, end) {
|
||||
const openSet = new Set([start]);
|
||||
const cameFrom = {};
|
||||
const gScore = {};
|
||||
const fScore = {};
|
||||
|
||||
gScore[start] = 0;
|
||||
fScore[start] = heuristic(start, end);
|
||||
|
||||
while (openSet.size > 0) {
|
||||
let current = null;
|
||||
let minF = Infinity;
|
||||
for (const node of openSet) {
|
||||
const score = fScore[node] !== undefined ? fScore[node] : Infinity;
|
||||
if (score < minF) { minF = score; current = node; }
|
||||
}
|
||||
|
||||
if (current === end) return reconstructPath(cameFrom, current);
|
||||
|
||||
openSet.delete(current);
|
||||
|
||||
const neighbors = routingData.adjacency[current] || [];
|
||||
for (const neighbor of neighbors) {
|
||||
const tentativeG = gScore[current] + neighbor.cost;
|
||||
if (tentativeG < (gScore[neighbor.to] !== undefined ? gScore[neighbor.to] : Infinity)) {
|
||||
cameFrom[neighbor.to] = { prev: current, edgeIdx: neighbor.edgeIndex, isReverse: neighbor.isReverse };
|
||||
gScore[neighbor.to] = tentativeG;
|
||||
fScore[neighbor.to] = tentativeG + heuristic(neighbor.to, end);
|
||||
openSet.add(neighbor.to);
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function heuristic(a, b) {
|
||||
const nA = routingData.nodes[a];
|
||||
const nB = routingData.nodes[b];
|
||||
return Math.sqrt((nA.x - nB.x) ** 2 + (nA.y - nB.y) ** 2);
|
||||
}
|
||||
|
||||
function reconstructPath(cameFrom, current) {
|
||||
const edges = [];
|
||||
while (current in cameFrom) {
|
||||
const data = cameFrom[current];
|
||||
edges.push({ edgeData: routingData.edges[data.edgeIdx], isReverse: data.isReverse });
|
||||
current = data.prev;
|
||||
}
|
||||
return edges.reverse();
|
||||
}
|
||||
|
||||
// ==========================================
|
||||
// 6. Path Drawing
|
||||
// ==========================================
|
||||
function drawPath(pathEdges) {
|
||||
if (markers.pathMesh) scene.remove(markers.pathMesh);
|
||||
|
||||
const points = [];
|
||||
const ROAD_OFFSET = 3.0;
|
||||
|
||||
pathEdges.forEach(step => {
|
||||
const rawPoints = step.edgeData.points;
|
||||
// Map raw array to Vectors. Note: p[1] is already flipped to Z space
|
||||
let segmentPoints = rawPoints.map(p => new THREE.Vector2(p[0], p[1]));
|
||||
|
||||
if (step.isReverse) segmentPoints.reverse();
|
||||
|
||||
// Calculate offset for "Right Hand Drive"
|
||||
const offsetSegment = getOffsetPath(segmentPoints, ROAD_OFFSET);
|
||||
|
||||
offsetSegment.forEach(p => {
|
||||
// p.x is X, p.y is Z (since we flipped it)
|
||||
points.push(new THREE.Vector3(p.x, 0.5, p.y));
|
||||
});
|
||||
});
|
||||
|
||||
const curve = new THREE.CatmullRomCurve3(points);
|
||||
const tubeGeom = new THREE.TubeGeometry(curve, points.length, 1.5, 6, false);
|
||||
const tubeMat = new THREE.MeshBasicMaterial({ color: SETTINGS.colors.route });
|
||||
markers.pathMesh = new THREE.Mesh(tubeGeom, tubeMat);
|
||||
scene.add(markers.pathMesh);
|
||||
}
|
||||
|
||||
function getOffsetPath(points, offset) {
|
||||
if (points.length < 2) return points;
|
||||
const newPath = [];
|
||||
|
||||
for (let i = 0; i < points.length - 1; i++) {
|
||||
const p1 = points[i];
|
||||
const p2 = points[i + 1];
|
||||
|
||||
const dir = new THREE.Vector2().subVectors(p2, p1).normalize();
|
||||
// Normal for Right side: (-y, x)
|
||||
// Since our Coordinate system is flipped (Z is inverted), (-y, x) works as "Right"
|
||||
const normal = new THREE.Vector2(-dir.y, dir.x);
|
||||
|
||||
const off = normal.multiplyScalar(offset);
|
||||
newPath.push(new THREE.Vector2().addVectors(p1, off));
|
||||
if (i === points.length - 2) newPath.push(new THREE.Vector2().addVectors(p2, off));
|
||||
}
|
||||
return newPath;
|
||||
}
|
||||
|
||||
function placeMarker(type, node, color) {
|
||||
if (markers[type]) scene.remove(markers[type]);
|
||||
const geom = new THREE.SphereGeometry(4);
|
||||
const mat = new THREE.MeshBasicMaterial({ color: color });
|
||||
const mesh = new THREE.Mesh(geom, mat);
|
||||
// node.y is now Z
|
||||
mesh.position.set(node.x, 2, node.y);
|
||||
markers[type] = mesh;
|
||||
scene.add(mesh);
|
||||
}
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
controls.update();
|
||||
updateSunPosition();
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
|
||||
// Start
|
||||
init();
|
||||
|
||||
Reference in New Issue
Block a user