population and job data for map, add visualization of data
This commit is contained in:
94
src/main.js
94
src/main.js
@@ -14,7 +14,9 @@ const SETTINGS = {
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colors: {
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background: 0xE6E6E6,
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ground: 0xDDDDDD,
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building: 0xFFFFFF,
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zoningRes: new THREE.Color(0xA855F7),
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zoningCom: new THREE.Color(0x3B82F6),
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building: new THREE.Color(0xFFFFFF),
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water: 0xAADAFF,
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park: 0xC3E6CB,
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road: 0x999999,
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@@ -57,6 +59,10 @@ function init() {
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uiManager.updateStats(dist);
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};
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uiManager.onToggleZoning = (isActive) => {
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updateBuildingColors(isActive);
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};
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// 3. Data Load
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Promise.all([
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fetch(SETTINGS.files.visual).then(r => r.json()),
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@@ -70,6 +76,38 @@ function init() {
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animate();
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}
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function updateBuildingColors(showZoning) {
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scene.traverse((obj) => {
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// We tagged buildings with userData in renderCity (see below)
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if (obj.name === 'BUILDING_MESH') {
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if (!showZoning) {
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// Revert to white
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obj.material.color.setHex(SETTINGS.colors.building.getHex());
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return;
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}
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// Get Data
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const data = obj.userData.cityData; // We need to ensure we save this during creation
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if (!data) return;
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if (data.type === 'residential') {
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// Lerp from White to Purple based on density
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const color = SETTINGS.colors.building.clone();
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color.lerp(SETTINGS.colors.zoningRes, data.density || 0.5);
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obj.material.color.copy(color);
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}
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else if (data.type === 'commercial') {
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// Lerp from White to Blue
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const color = SETTINGS.colors.building.clone();
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color.lerp(SETTINGS.colors.zoningCom, data.density || 0.5);
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obj.material.color.copy(color);
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}
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}
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});
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}
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// ==========================================
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// 2. Scene Setup
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// ==========================================
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@@ -97,6 +135,10 @@ function setupScene() {
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dirLight.shadow.camera.right = 1500;
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dirLight.shadow.camera.top = 1500;
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dirLight.shadow.camera.bottom = -1500;
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dirLight.shadow.camera.near = 0.5;
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dirLight.shadow.camera.far = 3000; // Must be > 1225 to reach the ground
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dirLight.shadow.bias = -0.01; // Clean up shadow artifacts
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scene.add(dirLight);
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const plane = new THREE.Mesh(
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@@ -168,12 +210,60 @@ function renderCity(data) {
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scene.add(mesh);
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};
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createBuildingLayer(data.buildings);
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createLayer(data.water, SETTINGS.colors.water, 0, 0.1, false);
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createLayer(data.parks, SETTINGS.colors.park, 0, 0.2, false);
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createLayer(data.roads, SETTINGS.colors.road, 0, 0.3, false);
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createLayer(data.buildings, SETTINGS.colors.building, 10, 0, true);
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}
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function createBuildingLayer(buildings) {
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if (!buildings || !buildings.length) return;
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const mat = new THREE.MeshStandardMaterial({
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color: SETTINGS.colors.building,
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roughness: 0.6,
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side: THREE.DoubleSide,
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shadowSide: THREE.DoubleSide
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});
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buildings.forEach(b => {
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const shape = new THREE.Shape();
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if (b.shape.outer.length < 3) return;
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shape.moveTo(b.shape.outer[0][0], b.shape.outer[0][1]);
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for (let i = 1; i < b.shape.outer.length; i++) shape.lineTo(b.shape.outer[i][0], b.shape.outer[i][1]);
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if (b.shape.holes) {
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b.shape.holes.forEach(h => {
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const path = new THREE.Path();
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path.moveTo(h[0][0], h[0][1]);
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for (let k = 1; k < h.length; k++) path.lineTo(h[k][0], h[k][1]);
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shape.holes.push(path);
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});
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}
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const geom = new THREE.ExtrudeGeometry(shape, {
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depth: b.height,
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bevelEnabled: false
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});
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geom.rotateX(-Math.PI / 2);
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const mesh = new THREE.Mesh(geom, mat.clone());
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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// Store metadata for the Zoning Toggle
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mesh.name = 'BUILDING_MESH';
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mesh.userData.cityData = b.data;
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scene.add(mesh);
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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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