reorganize graphics code
This commit is contained in:
278
src/main.js
278
src/main.js
@@ -1,119 +1,235 @@
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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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// 1. Setup Scene
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0xcccccc);
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scene.fog = new THREE.FogExp2(0xcccccc, 0.0001);
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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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sun: 0xffffff,
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ambient: 0x444444,
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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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far: 20000,
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initialPos: { x: 500, y: 400, z: 400 }
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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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},
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dataUrl: './city_data.json'
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};
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const camera = new THREE.PerspectiveCamera(
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60,
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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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// ==========================================
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// 2. Initialization Logic
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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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SETTINGS.camera.fov,
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window.innerWidth / window.innerHeight,
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0.1,
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20000);
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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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const renderer = new THREE.WebGLRenderer({
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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.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Optional: Makes them look nicer
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document.body.appendChild(renderer.domElement);
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logarithmicDepthBuffer: true // Prevents z-fighting on large scale scenes
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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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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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// 2. Lights
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document.body.appendChild(renderer.domElement);
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}
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const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.6);
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scene.add(hemiLight);
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/**
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* Creates ambient and directional lighting.
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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 dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
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dirLight.position.set(200, 400, 100);
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dirLight.castShadow = true;
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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.castShadow = true;
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dirLight.shadow.mapSize.width = 4096;
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dirLight.shadow.mapSize.height = 4096;
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dirLight.shadow.camera.near = 0.5;
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dirLight.shadow.camera.far = 4000;
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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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const d = 2000;
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dirLight.shadow.camera.left = -d;
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dirLight.shadow.camera.right = d;
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dirLight.shadow.camera.top = d;
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dirLight.shadow.camera.bottom = -d;
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dirLight.shadow.bias = -0.0005;
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// Define the box in which shadows are calculated
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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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sunLight.shadow.camera.top = d;
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sunLight.shadow.camera.bottom = -d;
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scene.add(dirLight);
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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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// 3. Helpers (Ground)
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const plane = new THREE.Mesh(
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new THREE.PlaneGeometry(5000, 5000),
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new THREE.MeshStandardMaterial({ color: 0x999999 })
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);
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plane.rotation.x = -Math.PI / 2;
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plane.receiveShadow = true;
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scene.add(plane);
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scene.add(sunLight);
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}
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// 4. Load Data & Create Buildings
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fetch('./city_data.json')
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.then(res => res.json())
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.then(buildings => {
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createCity(buildings);
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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.dampingFactor = 0.05;
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controls.target.set(-100, 0, 200);
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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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}
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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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})
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.catch(e => console.error("Data load failed", e));
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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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}
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function createCity(data) {
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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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*/
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function generateCityMesh(data) {
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if (!data || data.length === 0) return;
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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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// Move pivot to bottom of box so scaling works comfortably
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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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const material = new THREE.MeshStandardMaterial({
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color: 0xccffff,
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color: SETTINGS.colors.building,
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roughness: 0.5,
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metalness: 0.1
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});
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const mesh = new THREE.InstancedMesh(geometry, material, data.length);
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mesh.castShadow = true; // Buildings cast shadows
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mesh.receiveShadow = true; // Buildings receive shadows from others
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mesh.frustumCulled = false;
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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 dummy = new THREE.Object3D();
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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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data.forEach((b, i) => {
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const [x, z, w, d, h] = b;
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const transformHelper = new THREE.Object3D();
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dummy.position.set(x, 0, z);
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dummy.scale.set(w, h, d);
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dummy.updateMatrix();
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data.forEach((building, index) => {
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const [posX, posZ, width, depth, height] = building;
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mesh.setMatrixAt(i, dummy.matrix);
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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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});
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scene.add(mesh);
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scene.add(instancedMesh);
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}
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// 5. Controls & Animation
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const controls = new MapControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.target.set(-100, 0, 200);
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camera.position.set(500, 400, 400);
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// ==========================================
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// 4. Animation & Event Loop
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// ==========================================
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function animate() {
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requestAnimationFrame(animate);
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controls.update();
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dirLight.position.x = camera.position.x + 100;
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dirLight.position.z = camera.position.z + 100;
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// You also need to move the shadow target to match
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dirLight.target.position.set(camera.position.x, 0, camera.position.z);
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dirLight.target.updateMatrixWorld();
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renderer.render(scene, camera);
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}
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window.addEventListener('resize', () => {
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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}
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animate();
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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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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.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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}
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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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init();
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