- npm updates

- filtering via ShaderMaterial
This commit is contained in:
Arno Kaimbacher 2021-03-02 16:51:46 +01:00
parent 4be927b82b
commit 1302f5d135
6 changed files with 900 additions and 651 deletions

1398
package-lock.json generated

File diff suppressed because it is too large Load Diff

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@ -15,8 +15,10 @@ export class Selection {
vertices; vertices;
touchMeshes; displayMeshes; meshGeometries; selectables; touchMeshes; displayMeshes; meshGeometries; selectables;
faces; faces;
map;
constructor(low, high) { constructor(low, high, map) {
this.map = map;
this.limitLow = low; this.limitLow = low;
this.limitHigh = high; this.limitHigh = high;
this.limit = { this.limit = {
@ -122,7 +124,22 @@ export class Selection {
setUniforms() { setUniforms() {
let unif = uniforms.clipping; let unif = uniforms.clipping;
unif.clippingLow.value.copy(this.limitLow); unif.clippingLow.value.copy(this.limitLow);
unif.clippingHigh.value.copy(this.limitHigh); unif.clippingHigh.value.copy(this.limitHigh);
// let test = this.map.layers[20];
if ( this.map.layers){
for (const [key, layer] of Object.entries(this.map.layers)) {
if (layer.uniforms) {
layer.uniforms.clipping.clippingLow.value.copy(this.limitLow);
layer.uniforms.clipping.clippingHigh.value.copy(this.limitHigh);
}
}
}
} }
setValue(axis, value) { setValue(axis, value) {

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@ -11,6 +11,14 @@ let capMaterial = new ShaderMaterial({
fragmentShader: shader.fragment fragmentShader: shader.fragment
}); });
let frontStencilMaterial = new ShaderMaterial( {
uniforms: uniforms.clipping,
vertexShader: shader.vertexClipping,
fragmentShader: shader.fragmentClippingFront,
// colorWrite: false,
// depthWrite: false,
} );
let BoxBackFace = new MeshBasicMaterial({ color: 0xEEDDCC, transparent: true }); let BoxBackFace = new MeshBasicMaterial({ color: 0xEEDDCC, transparent: true });
let BoxWireframe = new LineBasicMaterial({ color: 0x000000, linewidth: 2 }); let BoxWireframe = new LineBasicMaterial({ color: 0x000000, linewidth: 2 });
// yellow select color // yellow select color
@ -24,6 +32,7 @@ let Invisible = new ShaderMaterial({
export { export {
capMaterial, capMaterial,
frontStencilMaterial,
BoxBackFace, BoxBackFace,
BoxWireframe, BoxWireframe,
BoxWireActive, BoxWireActive,

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@ -13,6 +13,25 @@ let shader = {
\ \
}', }',
vertexClipping: '\
uniform vec3 color;\
uniform vec3 clippingLow;\
uniform vec3 clippingHigh;\
\
varying vec3 pixelNormal;\
varying vec4 worldPosition;\
varying vec3 camPosition;\
\
void main() {\
\
pixelNormal = normal;\
worldPosition = modelMatrix * vec4( position, 1.0 );\
camPosition = cameraPosition;\
\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\
\
}',
fragment: '\ fragment: '\
uniform vec3 color;\ uniform vec3 color;\
varying vec3 pixelNormal;\ varying vec3 pixelNormal;\
@ -29,6 +48,43 @@ let shader = {
\ \
}', }',
fragmentClippingFront: '\
uniform vec3 color;\
uniform vec3 clippingLow;\
uniform vec3 clippingHigh;\
\
varying vec3 pixelNormal;\
varying vec4 worldPosition;\
varying vec3 camPosition;\
\
void main( void ) {\
\
float shade = (\
3.0 * pow ( abs ( pixelNormal.y ), 2.0 )\
+ 2.0 * pow ( abs ( pixelNormal.z ), 2.0 )\
+ 1.0 * pow ( abs ( pixelNormal.x ), 2.0 )\
) / 3.0;\
\
if (\
worldPosition.x < clippingLow.x && camPosition.x < clippingLow.x\
|| worldPosition.x > clippingHigh.x && camPosition.x > clippingHigh.x\
|| worldPosition.y < clippingLow.y && camPosition.y < clippingLow.y\
|| worldPosition.y > clippingHigh.y && camPosition.y > clippingHigh.y\
|| worldPosition.z < clippingLow.z && camPosition.z < clippingLow.z\
|| worldPosition.z > clippingHigh.z && camPosition.z > clippingHigh.z\
) {\
\
discard;\
\
} else {\
\
gl_FragColor = vec4( color * shade, 1.0 );\
\
}\
\
}',
invisibleVertexShader: '\ invisibleVertexShader: '\
void main() {\ void main() {\
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\

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@ -8,6 +8,11 @@ import { Layer } from './Layer';
import { BitStream } from '../lib/bitstream'; import { BitStream } from '../lib/bitstream';
import { Plane } from 'three/src/math/Plane'; import { Plane } from 'three/src/math/Plane';
import { Vector3 } from 'three/src/math/Vector3'; import { Vector3 } from 'three/src/math/Vector3';
import * as material from '../clip/material';
import { ShaderMaterial } from 'three/src/materials/ShaderMaterial';
import { uniforms } from "../clip/uniforms";
import { shader } from '../clip/shader';
import { Color } from 'three/src/math/Color';
const POINTURL = 'https://geusegdi01.geus.dk/geom3d/data/nodes/'; const POINTURL = 'https://geusegdi01.geus.dk/geom3d/data/nodes/';
const EDGEURL = 'https://geusegdi01.geus.dk/geom3d/data/triangles/'; const EDGEURL = 'https://geusegdi01.geus.dk/geom3d/data/triangles/';
@ -85,16 +90,33 @@ class TinLayer extends Layer {
this.yLocalPlane = new Plane(new Vector3(0, 1, 0), this._map.y.max); this.yLocalPlane = new Plane(new Vector3(0, 1, 0), this._map.y.max);
let color = parseInt(this.color, 16); let color = parseInt(this.color, 16);
this.material = new MeshStandardMaterial({ // this.material = new MeshStandardMaterial({
color: color, // color: color,
metalness: 0.1, // metalness: 0.1,
roughness: 0.75, // roughness: 0.75,
flatShading: true, // flatShading: true,
side: DoubleSide, // side: DoubleSide,
clippingPlanes: [this.xLocalPlane, this.yLocalPlane], // clippingPlanes: [this.xLocalPlane, this.yLocalPlane],
clipIntersection: false, // clipIntersection: false,
clipShadows: true, // clipShadows: true,
}); // });
// this.materialsArray.push(this.material);
let uniforms = this.uniforms = {
clipping: {
color: { type: "c", value: new Color(color) },
clippingLow: { type: "v3", value: new Vector3(0, 0, 0) },
clippingHigh: { type: "v3", value: new Vector3(0, 0, 0) }
}
};
this.material = new ShaderMaterial( {
uniforms: uniforms.clipping,
vertexShader: shader.vertexClipping,
fragmentShader: shader.fragmentClippingFront,
// colorWrite: false,
// depthWrite: false,
} );
this.materialsArray.push(this.material); this.materialsArray.push(this.material);
let mesh = this.mainMesh = new Mesh(geometry, this.material); let mesh = this.mainMesh = new Mesh(geometry, this.material);
// mesh.userData.layerId = this.index; // mesh.userData.layerId = this.index;

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@ -168,18 +168,28 @@ class Application {
// create map // create map
// let map = this.map = new Map(x, y, z, size, center, this.camera, this.scene, this.container, 'https://geusegdi01.geus.dk/meta3d/rpc/model_meta?modelid=20'); // let map = this.map = new Map(x, y, z, size, center, this.camera, this.scene, this.container, 'https://geusegdi01.geus.dk/meta3d/rpc/model_meta?modelid=20');
this.selection = new Selection( // this.selection = new Selection(
// new Vector3(-7, -14, -14), // // new Vector3(-7, -14, -14),
// new Vector3(14, 9, 3) // // new Vector3(14, 9, 3)
new Vector3(x.min, y.min, z.min), // new Vector3(x.min, y.min, z.min),
new Vector3(x.max, y.max, z.max) // new Vector3(x.max, y.max, z.max)
); // );
new Picking(size, center, this); // new Picking(size, center, this);
let map = this.map = await Map.build(x, y, z, center, this.camera, this.scene, this.container, 'https://geusegdi01.geus.dk/meta3d/rpc/model_meta_all?modelid=20'); let map = this.map = await Map.build(x, y, z, center, this.camera, this.scene, this.container, 'https://geusegdi01.geus.dk/meta3d/rpc/model_meta_all?modelid=20');
this.mapTitle = document.querySelector('#map-title'); this.mapTitle = document.querySelector('#map-title');
this.mapTitle.innerHTML += map.title; this.mapTitle.innerHTML += map.title;
this.selection = new Selection(
// new Vector3(-7, -14, -14),
// new Vector3(14, 9, 3)
new Vector3(x.min, y.min, z.min),
new Vector3(x.max, y.max, z.max),
map
);
new Picking(size, center, this);
// let boxLayer = new BoxLayer({ // let boxLayer = new BoxLayer({
// width: 10000, height: 10000, depth: 10000, name: 'center-box', color: 800080 , center: center // width: 10000, height: 10000, depth: 10000, name: 'center-box', color: 800080 , center: center
// }); // });
@ -251,6 +261,7 @@ class Application {
this.capsScene.add(this.selection.boxMesh); this.capsScene.add(this.selection.boxMesh);
this.scene.add(this.selection.displayMeshes); this.scene.add(this.selection.displayMeshes);
this.scene.add(this.selection.touchMeshes); this.scene.add(this.selection.touchMeshes);
this.selection.setUniforms();
// domEvent.on(window, 'resize', this.onWindowResize, this); // domEvent.on(window, 'resize', this.onWindowResize, this);
// domEvent.on(window, 'keydown', this.keydown, this); // domEvent.on(window, 'keydown', this.keydown, this);