implement dedicated classses for input and route management
This commit is contained in:
71
src/InputManager.js
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71
src/InputManager.js
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import * as THREE from 'three';
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export class InputManager {
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constructor(camera, domElement, scene) {
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this.camera = camera;
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this.domElement = domElement;
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this.scene = scene;
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this.raycaster = new THREE.Raycaster();
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this.mouse = new THREE.Vector2();
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// State for Pan detection
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this.downPosition = new THREE.Vector2();
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this.upPosition = new THREE.Vector2();
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this.isDragging = false;
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// Callbacks
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this.onClick = null; // Function(point, intersectionObject)
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}
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init() {
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this.domElement.addEventListener('pointerdown', this.onPointerDown.bind(this));
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this.domElement.addEventListener('pointerup', this.onPointerUp.bind(this));
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}
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onPointerDown(event) {
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if (event.button !== 0) return; // Only left click
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this.downPosition.set(event.clientX, event.clientY);
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this.isDragging = false;
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}
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onPointerUp(event) {
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if (event.button !== 0) return;
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this.upPosition.set(event.clientX, event.clientY);
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// Calculate distance moved
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const distance = this.downPosition.distanceTo(this.upPosition);
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// Threshold (pixels): If moved more than 3px, it's a pan, not a click
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if (distance > 3) {
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this.isDragging = true;
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return; // Ignore
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}
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this.handleClick(event);
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}
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handleClick(event) {
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// 1. Normalize Mouse
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this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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// 2. Raycast
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this.raycaster.setFromCamera(this.mouse, this.camera);
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const intersects = this.raycaster.intersectObjects(this.scene.children, true);
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if (intersects.length > 0) {
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// Find the first relevant hit (Ground or Markers)
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// For now, we prioritize Markers, then Ground
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const hit = intersects.find(obj =>
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obj.object.name === "GROUND" || obj.object.userData.isMarker
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);
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if (hit && this.onClick) {
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this.onClick(hit.point, hit.object);
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}
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}
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}
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}
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248
src/RouteManager.js
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248
src/RouteManager.js
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import * as THREE from 'three';
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export class RouteManager {
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constructor(scene, settings) {
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this.scene = scene;
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this.settings = settings;
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this.graphData = null;
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// State: A route is an ordered list of Node IDs
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this.currentRouteNodes = [];
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// Visuals
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this.markers = [];
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this.pathMesh = null;
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// Constants
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this.ROAD_OFFSET = 3.0; // Meters to right
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}
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initGraph(data) {
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this.graphData = data;
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// Prepare Adjacency List (mirrors previous logic)
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// IMPORTANT: Fix coordinates here once, so logic uses correct Z
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this.graphData.adjacency = {};
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// 1. Flip Y to Z for Nodes
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for (let key in this.graphData.nodes) {
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this.graphData.nodes[key].y = -this.graphData.nodes[key].y;
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}
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// 2. Process Edges
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this.graphData.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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if (!this.graphData.adjacency[edge.u]) this.graphData.adjacency[edge.u] = [];
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this.graphData.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 (!this.graphData.adjacency[edge.v]) this.graphData.adjacency[edge.v] = [];
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this.graphData.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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// Interaction Methods
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// ============================
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/**
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* Called when user clicks the map. Adds a node to the route.
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*/
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addNodeByWorldPosition(vector3) {
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if (!this.graphData) return;
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const nodeId = this.findNearestNode(vector3.x, vector3.z);
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// Prevent adding same node twice in a row
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if (this.currentRouteNodes.length > 0 &&
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this.currentRouteNodes[this.currentRouteNodes.length - 1] === nodeId) {
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return;
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}
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this.currentRouteNodes.push(nodeId);
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// Visuals
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this.addMarker(nodeId);
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this.updatePathVisuals();
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}
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resetRoute() {
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this.currentRouteNodes = [];
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// Clear Visuals
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this.markers.forEach(m => this.scene.remove(m));
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this.markers = [];
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if (this.pathMesh) {
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this.scene.remove(this.pathMesh);
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this.pathMesh = null;
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}
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}
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// ============================
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// Logic & Algorithms
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// ============================
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findNearestNode(x, z) {
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let closestId = null;
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let minDist = Infinity;
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for (const [id, node] of Object.entries(this.graphData.nodes)) {
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const dx = node.x - x;
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const dz = node.y - z; // Graph Y is World Z
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const d2 = dx * dx + dz * dz;
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if (d2 < minDist) {
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minDist = d2;
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closestId = parseInt(id);
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}
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}
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return closestId;
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}
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updatePathVisuals() {
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// We need at least 2 nodes to draw a path
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if (this.currentRouteNodes.length < 2) return;
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// 1. Calculate Full Path (Segment by Segment)
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let fullPathPoints = [];
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for (let i = 0; i < this.currentRouteNodes.length - 1; i++) {
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const start = this.currentRouteNodes[i];
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const end = this.currentRouteNodes[i + 1];
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const segmentEdges = this.computePathAStar(start, end);
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if (!segmentEdges) {
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console.warn(`No path found between ${start} and ${end}`);
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continue;
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}
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// Process Geometry for this segment
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segmentEdges.forEach(step => {
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const rawPoints = step.edgeData.points;
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let segmentPoints = rawPoints.map(p => new THREE.Vector2(p[0], p[1]));
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if (step.isReverse) segmentPoints.reverse();
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const offsetSegment = this.getOffsetPath(segmentPoints, this.ROAD_OFFSET);
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offsetSegment.forEach(p => {
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fullPathPoints.push(new THREE.Vector3(p.x, 0.5, p.y));
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});
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});
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}
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// 2. Draw Tube
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if (this.pathMesh) this.scene.remove(this.pathMesh);
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if (fullPathPoints.length < 2) return;
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const curve = new THREE.CatmullRomCurve3(fullPathPoints);
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const tubeGeom = new THREE.TubeGeometry(curve, fullPathPoints.length, 1.5, 6, false);
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const tubeMat = new THREE.MeshBasicMaterial({ color: this.settings.colors.route });
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this.pathMesh = new THREE.Mesh(tubeGeom, tubeMat);
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this.scene.add(this.pathMesh);
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}
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addMarker(nodeId) {
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const node = this.graphData.nodes[nodeId];
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const geom = new THREE.SphereGeometry(4);
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// Color logic: Green for start, Red for end, Yellow for waypoints
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let color = this.settings.colors.pathStart;
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if (this.markers.length > 0) color = 0xFFFF00; // Middle
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const mat = new THREE.MeshBasicMaterial({ color: color });
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const mesh = new THREE.Mesh(geom, mat);
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mesh.position.set(node.x, 2, node.y);
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mesh.userData = { isMarker: true, nodeId: nodeId }; // Tag for input manager
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this.scene.add(mesh);
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this.markers.push(mesh);
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// Update last marker to Red
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if (this.markers.length > 1) {
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this.markers[this.markers.length - 1].material.color.setHex(this.settings.colors.pathEnd);
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}
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}
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// ============================
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// A* Implementation
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// ============================
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computePathAStar(start, end) {
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const openSet = new Set([start]);
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const cameFrom = {};
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const gScore = {};
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const fScore = {};
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gScore[start] = 0;
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fScore[start] = this.heuristic(start, end);
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while (openSet.size > 0) {
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let current = null;
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let minF = Infinity;
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for (const node of openSet) {
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const score = fScore[node] !== undefined ? fScore[node] : Infinity;
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if (score < minF) { minF = score; current = node; }
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}
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if (current === end) return this.reconstructPath(cameFrom, current);
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openSet.delete(current);
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const neighbors = this.graphData.adjacency[current] || [];
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for (const neighbor of neighbors) {
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const tentativeG = gScore[current] + neighbor.cost;
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if (tentativeG < (gScore[neighbor.to] !== undefined ? gScore[neighbor.to] : Infinity)) {
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cameFrom[neighbor.to] = { prev: current, edgeIdx: neighbor.edgeIndex, isReverse: neighbor.isReverse };
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gScore[neighbor.to] = tentativeG;
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fScore[neighbor.to] = tentativeG + this.heuristic(neighbor.to, end);
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openSet.add(neighbor.to);
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}
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}
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}
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return null;
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}
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heuristic(a, b) {
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const nA = this.graphData.nodes[a];
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const nB = this.graphData.nodes[b];
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return Math.sqrt((nA.x - nB.x) ** 2 + (nA.y - nB.y) ** 2);
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}
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reconstructPath(cameFrom, current) {
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const edges = [];
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while (current in cameFrom) {
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const data = cameFrom[current];
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edges.push({ edgeData: this.graphData.edges[data.edgeIdx], isReverse: data.isReverse });
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current = data.prev;
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}
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return edges.reverse();
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}
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getOffsetPath(points, offset) {
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if (points.length < 2) return points;
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const newPath = [];
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for (let i = 0; i < points.length - 1; i++) {
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const p1 = points[i];
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const p2 = points[i + 1];
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const dir = new THREE.Vector2().subVectors(p2, p1).normalize();
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const normal = new THREE.Vector2(-dir.y, dir.x);
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const off = normal.multiplyScalar(offset);
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newPath.push(new THREE.Vector2().addVectors(p1, off));
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if (i === points.length - 2) newPath.push(new THREE.Vector2().addVectors(p2, off));
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}
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return newPath;
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}
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}
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265
src/main.js
265
src/main.js
@@ -2,6 +2,10 @@ import * as THREE from 'three';
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import { MapControls } from 'three/addons/controls/MapControls.js';
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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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import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
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// Import our new Phase 1 Managers
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import { InputManager } from './InputManager.js';
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import { RouteManager } from './RouteManager.js';
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// ==========================================
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// ==========================================
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// 1. Configuration
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// 1. Configuration
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// ==========================================
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// ==========================================
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@@ -23,77 +27,45 @@ const SETTINGS = {
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}
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}
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};
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};
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let scene, camera, renderer, controls, raycaster;
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let scene, camera, renderer, controls;
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let mouse = new THREE.Vector2();
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let inputManager, routeManager;
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let routingData = null;
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let cityData = null;
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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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function init() {
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setupScene();
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setupScene();
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setupInteractions();
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// -- PHASE 1 INITIALIZATION --
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// Initialize Managers
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inputManager = new InputManager(camera, renderer.domElement, scene);
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routeManager = new RouteManager(scene, SETTINGS);
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// Wire up Input to Route Logic
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inputManager.init();
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inputManager.onClick = (point, object) => {
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// If we clicked the ground, we add a node to the route
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if (object.name === "GROUND") {
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routeManager.addNodeByWorldPosition(point);
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}
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// If we clicked a marker, we could eventually select it for dragging (Phase 3)
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else if (object.userData.isMarker) {
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console.log("Clicked Marker:", object.userData.nodeId);
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}
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};
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// Load Data
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Promise.all([
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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.visual).then(r => r.json()),
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fetch(SETTINGS.files.routing).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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]).then(([visual, routing]) => {
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cityData = visual;
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console.log("Data loaded.");
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routingData = routing;
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renderCity(visual);
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routeManager.initGraph(routing); // Pass data to RouteManager
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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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});
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animate();
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animate();
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}
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}
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// ==========================================
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// ==========================================
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// 2. Data Preparation & Coordinate Fix
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// 2. Scene Setup
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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 = {};
|
|
||||||
|
|
||||||
// 1. Fix Nodes
|
|
||||||
for (let key in data.nodes) {
|
|
||||||
data.nodes[key].y = -data.nodes[key].y; // FLIP Y to Negative
|
|
||||||
}
|
|
||||||
|
|
||||||
// 2. Fix Edges
|
|
||||||
data.edges.forEach((edge, index) => {
|
|
||||||
// Flip geometry points
|
|
||||||
if (edge.points) {
|
|
||||||
edge.points.forEach(p => { p[1] = -p[1]; });
|
|
||||||
}
|
|
||||||
|
|
||||||
// Build Adjacency List
|
|
||||||
if (!data.adjacency[edge.u]) data.adjacency[edge.u] = [];
|
|
||||||
data.adjacency[edge.u].push({
|
|
||||||
to: edge.v,
|
|
||||||
cost: edge.length || 1,
|
|
||||||
edgeIndex: index
|
|
||||||
});
|
|
||||||
|
|
||||||
if (!edge.oneway) {
|
|
||||||
if (!data.adjacency[edge.v]) data.adjacency[edge.v] = [];
|
|
||||||
data.adjacency[edge.v].push({
|
|
||||||
to: edge.u,
|
|
||||||
cost: edge.length || 1,
|
|
||||||
edgeIndex: index,
|
|
||||||
isReverse: true
|
|
||||||
});
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
// ==========================================
|
|
||||||
// 3. Scene Setup
|
|
||||||
// ==========================================
|
// ==========================================
|
||||||
function setupScene() {
|
function setupScene() {
|
||||||
scene = new THREE.Scene();
|
scene = new THREE.Scene();
|
||||||
@@ -108,9 +80,9 @@ function setupScene() {
|
|||||||
renderer.shadowMap.enabled = true;
|
renderer.shadowMap.enabled = true;
|
||||||
document.body.appendChild(renderer.domElement);
|
document.body.appendChild(renderer.domElement);
|
||||||
|
|
||||||
|
// Lights
|
||||||
const ambient = new THREE.HemisphereLight(0xffffff, 0x555555, 0.7);
|
const ambient = new THREE.HemisphereLight(0xffffff, 0x555555, 0.7);
|
||||||
scene.add(ambient);
|
scene.add(ambient);
|
||||||
|
|
||||||
const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
|
const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
|
||||||
dirLight.position.set(500, 1000, 500);
|
dirLight.position.set(500, 1000, 500);
|
||||||
dirLight.castShadow = true;
|
dirLight.castShadow = true;
|
||||||
@@ -121,6 +93,7 @@ function setupScene() {
|
|||||||
dirLight.shadow.camera.bottom = -1500;
|
dirLight.shadow.camera.bottom = -1500;
|
||||||
scene.add(dirLight);
|
scene.add(dirLight);
|
||||||
|
|
||||||
|
// Ground Plane
|
||||||
const plane = new THREE.Mesh(
|
const plane = new THREE.Mesh(
|
||||||
new THREE.PlaneGeometry(10000, 10000),
|
new THREE.PlaneGeometry(10000, 10000),
|
||||||
new THREE.MeshLambertMaterial({ color: SETTINGS.colors.ground })
|
new THREE.MeshLambertMaterial({ color: SETTINGS.colors.ground })
|
||||||
@@ -131,43 +104,24 @@ function setupScene() {
|
|||||||
plane.receiveShadow = true;
|
plane.receiveShadow = true;
|
||||||
scene.add(plane);
|
scene.add(plane);
|
||||||
|
|
||||||
|
// Controls
|
||||||
controls = new MapControls(camera, renderer.domElement);
|
controls = new MapControls(camera, renderer.domElement);
|
||||||
controls.dampingFactor = 0.05;
|
controls.dampingFactor = 0.05;
|
||||||
controls.enableDamping = true;
|
controls.enableDamping = true;
|
||||||
controls.maxPolarAngle = Math.PI / 2 - 0.1;
|
controls.maxPolarAngle = Math.PI / 2 - 0.1;
|
||||||
|
|
||||||
raycaster = new THREE.Raycaster();
|
|
||||||
}
|
|
||||||
|
|
||||||
function setupInteractions() {
|
|
||||||
window.addEventListener('resize', () => {
|
window.addEventListener('resize', () => {
|
||||||
camera.aspect = window.innerWidth / window.innerHeight;
|
camera.aspect = window.innerWidth / window.innerHeight;
|
||||||
camera.updateProjectionMatrix();
|
camera.updateProjectionMatrix();
|
||||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
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);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ==========================================
|
// ==========================================
|
||||||
// 4. Visual Rendering
|
// 3. Visual Rendering (Static City)
|
||||||
// ==========================================
|
// ==========================================
|
||||||
function renderCity(data) {
|
function renderCity(data) {
|
||||||
|
// This logic is unchanged from before, just strictly for static geometry
|
||||||
const createLayer = (items, color, height, lift, isExtruded) => {
|
const createLayer = (items, color, height, lift, isExtruded) => {
|
||||||
if (!items || !items.length) return;
|
if (!items || !items.length) return;
|
||||||
const geometries = [];
|
const geometries = [];
|
||||||
@@ -217,157 +171,6 @@ function renderCity(data) {
|
|||||||
createLayer(data.buildings, SETTINGS.colors.building, 10, 0, true);
|
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() {
|
function animate() {
|
||||||
requestAnimationFrame(animate);
|
requestAnimationFrame(animate);
|
||||||
controls.update();
|
controls.update();
|
||||||
|
|||||||
Reference in New Issue
Block a user