graphics of madison working
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -5,3 +5,4 @@ __pycache__
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dist
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*.log
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data-pipeline/cache
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cache
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@@ -7,3 +7,9 @@ Map Madison interactively in 3D, and simulate building transit lines.
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```bash
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npx vite
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```
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#### Process Mapping Data
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```bash
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npm run gen-map
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```
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@@ -3,8 +3,8 @@ import json
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import os
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# 1. Configuration
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PLACE_NAME = "Empire State Building, New York, USA"
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DIST = 500 # Meters radius around center
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PLACE_NAME = "Wisconsin State Capitol, Madison, USA"
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DIST = 1500 # Meters radius around center
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# 2. Download Data
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print(f"Downloading data for {PLACE_NAME}...")
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@@ -4,6 +4,7 @@
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"description": "Map Madison interactively in 3D, and simulate building transit lines.",
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"main": "index.js",
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"scripts": {
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"gen-map": "./data-pipeline/.venv/bin/python data-pipeline/generate_city.py",
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"dev": "vite",
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"build": "vite build",
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"preview": "vite preview"
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File diff suppressed because one or more lines are too long
65
src/main.js
65
src/main.js
@@ -4,27 +4,56 @@ 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, 0.002);
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scene.fog = new THREE.FogExp2(0xcccccc, 0.0001);
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const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 2000);
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camera.position.set(200, 200, 200);
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const camera = new THREE.PerspectiveCamera(
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60,
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window.innerWidth / window.innerHeight,
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0.1,
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20000);
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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const 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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// 2. Lights
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const dirLight = new THREE.DirectionalLight(0xffffff, 3);
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dirLight.position.set(100, 300, 100);
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const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.6);
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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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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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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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scene.add(dirLight);
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scene.add(new THREE.AmbientLight(0x404040));
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const helper = new THREE.CameraHelper(dirLight.shadow.camera);
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scene.add(helper);
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// 3. Helpers (Ground)
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const plane = new THREE.Mesh(
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new THREE.PlaneGeometry(2000, 2000),
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new THREE.MeshBasicMaterial({ color: 0x999999 })
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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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// 4. Load Data & Create Buildings
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@@ -40,8 +69,16 @@ function createCity(data) {
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// Move pivot to bottom of box so scaling works comfortably
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geometry.translate(0, 0.5, 0);
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const material = new THREE.MeshLambertMaterial({ color: 0x44aa88 });
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const material = new THREE.MeshStandardMaterial({
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color: 0xccffff,
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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 dummy = new THREE.Object3D();
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@@ -61,10 +98,18 @@ function createCity(data) {
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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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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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