Create mapviewgl.js

This commit is contained in:
roblevesque 2016-07-07 10:38:02 -04:00 committed by GitHub
parent b329e6bc9b
commit fbfece9074

150
js/mapviewgl.js Normal file
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, controls, scene, renderer;
var canvas_t=[];
var context_t=[];
var clock = new THREE.Clock();
var WIDTH = window.innerWidth , HEIGHT = window.innerHeight
init();
animate();
function init() {
scene = new THREE.Scene();
//scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1e7);
/* controls = new THREE.TrackballControls( camera, renderer.domElement ); // I don't like how the Trackball controls work.
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = true;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
controls.keys = [ 65, 83, 68 ];
camera.position.set(-8500,50,550);
/* camera.target = new THREE.Vector3().addVectors(/*new line for readability*/
// new THREE.Vector3(-9800,200,0), camera.getWorldDirection()); */
//camera.target = new THREE.Vector3(-9197,0,0); // END Trackball controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = true;
camera.position.set(-9300,50,550);
controls.addEventListener( 'change', render );
var borders=[];
var geometry=[];
var material=[];
var planets=[];
var labels=[];
var bases=[];
var Text2D = THREE_Text.Text2D;
var SpriteText2D = THREE_Text.SpriteText2D;
var textAlign = THREE_Text.textAlign
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
for (var key in jsonEmpire) {
area=jsonEmpire[key];
// Border Generation. If it's not visible, don't generate it, dummy.
if( area.bordervis) {
geometry[key] = new THREE.SphereGeometry( area.rad, 10, 10 )
material[key] = new THREE.MeshBasicMaterial( { color: area.color, wireframe: true} );
borders[key]= new THREE.Mesh( geometry[key], material[key] );
borders[key].position.x=area.cenx;
borders[key].position.y=area.ceny;
borders[key].position.z=area.cenz;
scene.add( borders[key] );
}
// Planet Generation
for (var key in area["planets"]) {
var planet = area.planets[key];
geometry[key] = new THREE.SphereGeometry( 1, 10, 10 );
material[key] = new THREE.MeshBasicMaterial( { color: area.color, wireframe: false} );
planets[key]= new THREE.Mesh( geometry[key], material[key] );
planets[key].position.x=planet.X;
planets[key].position.y=planet.Y;
planets[key].position.z=planet.Z;
var text = new Text2D(key, { align: textAlign.right, font: '12px Arial', fillStyle: '#FFF' , antialias: false });
text.material.alphaTest = 0.0;
text.position.set(planet.X,planet.Y,planet.Z);
text.scale.set(0.25,0.25,0.25);
scene.add(text);
scene.add( planets[key] );
}
// Base Generation
for (var key in area["bases"]) {
var base = area.bases[key];
var TILE_SIZE = 0.5;
geometry[key] = new THREE.CylinderGeometry( 0.1, TILE_SIZE*3, TILE_SIZE*3, 4 );
material[key] = new THREE.MeshBasicMaterial( { color: area.color, wireframe: false} );
bases[key] = new THREE.Mesh( geometry[key], material[key] );
bases[key].position.x=base.X;
bases[key].position.y=base.Y;
bases[key].position.z=base.Z;
scene.add( bases[key] );
var text = new Text2D(key, { align: textAlign.left, font: '12px Arial', fillStyle: '#ABABAB' , antialias: false });
text.material.alphaTest = 0.0;
text.position.set(base.X,base.Y+3,base.Z);
text.scale.set(0.20,0.20,0.20);
scene.add(text);
}
}
// Initial Target spot. UFP for convinence.
controls.target.x = borders['UFP'].position.x;
controls.target.y = borders['UFP'].position.y;
controls.target.z = borders['UFP'].position.z;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
render();
}
function animate() {
var delta = clock.getDelta();
requestAnimationFrame( animate );
controls.update(delta);
}
function render () {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
render();