basic geometry generation of limited polygon

master
Fabien Benetou 2 years ago
parent 03913456e7
commit 4a0c12540f
  1. 87
      index.html

@ -27,7 +27,6 @@ var bbox = "" + position[0]
+ "," + (position[0]+0.001)
+ "," + (position[1]+0.001)
var queryOSM = `https://overpass-api.de/api/interpreter?data=[out:json];nwr(${bbox});out;`
console.log( bbox )
// format https://overpass-api.de/output_formats.html#json
// bounding box https://dev.overpass-api.de/overpass-doc/en/full_data/bbox.html
// testing https://overpass-turbo.eu
@ -35,7 +34,7 @@ fetch(queryOSM).then(response => response.json()).then(data => fromOSMTo3DElemen
// fetch flood data of target location (should be only 2 available) as timeseries
var queryCEREMA = "https://cerema.fr/api/"+position
fetch(queryCEREMA).then(response => response.json()).then(data => console.log(data) )
//fetch(queryCEREMA).then(response => response.json()).then(data => console.log(data) )
// animate water based on flood data
@ -56,12 +55,13 @@ function fromOSMTo3DElements( josm ){
var houses = josm.elements.filter( e => (e.type == "node" && e.tags && e.tags["addr:housenumber"]))
// does not give a polygon, might need further requests. Might also not be the right way.
addHouses( houses )
console.log( ways.length, houses.length )
}
function addHouses( houses ){
houses.map( h => {
var el = document.createElement("a-box")
// simplification, for a proper polygon see past work
// https://glitch.com/edit/#!/ar-room?path=README.md
el.setAttribute("position",
(((h.lat*1000)-(Math.round(h.lat*1000)))*10).toFixed(3)
+ " 0 "
@ -75,6 +75,85 @@ function geolocalized( pos ){
console.log( pos.coords )
}
function addWall(a, b, h, el){
var geometry = new THREE.BufferGeometry();
// create a simple rectangle shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
var vertices = new Float32Array( [
a.x, a.y, a.z,
a.x, a.y+h, a.z,
b.x, b.y, b.z,
a.x, a.y+h, a.z,
b.x, b.y+h, b.z,
b.x, b.y, b.z,
] );
// itemSize = 3 because there are 3 values (components) per vertex
geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff, opacity: 0.5, transparent: true, side: THREE.DoubleSide } );
var mesh = new THREE.Mesh( geometry, material );
var entity = document.createElement("a-entity");
entity.object3D.add( mesh );
el.appendChild( entity );
}
function addFloorFan(a, b, c, el){
var geometry = new THREE.BufferGeometry();
var vertices = new Float32Array( [
a.x, a.y, a.z,
b.x, b.y, b.z,
c.x, c.y, c.z,
] );
// itemSize = 3 because there are 3 values (components) per vertex
geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff, opacity: 0.5, transparent: true, side: THREE.DoubleSide } );
var mesh = new THREE.Mesh( geometry, material );
var entity = document.createElement("a-entity");
entity.object3D.add( mesh );
el.appendChild( entity );
}
function make3DFloor(points, el){ // assumes an array of threejs Vector3, not AFRAME elements anymore
var entity = document.createElement("a-entity")
var centroid = getCentroid( points )
entity.id = "roomcentroid"
entity.setAttribute("position", centroid)
el.appendChild( entity )
points.map( (e,i,arr) => {
(i==arr.length-1) ? addFloorFan(arr[0], e, centroid, el) : addFloorFan(e, arr[i+1], centroid, el)
})
}
function getCentroid(points){
var centroid = new THREE.Vector3(0,0,0);
// can probably be simplied now that we rely on threejs vectors rather than AFrame elements
for (var e of points) {
centroid.add( e );
}
centroid.divideScalar(points.length);
return centroid;
}
AFRAME.registerComponent('procgen', {
init: function () {
var el = this.el
var a = new THREE.Vector3(1,0,1)
var b = new THREE.Vector3(-1,0,1)
var c = new THREE.Vector3(-1,0,-1)
var d = new THREE.Vector3(0,0,-2)
var e = new THREE.Vector3(1,0,-1)
var poly = [a,b,c,d,e]
var h = 2
poly.map( (e,i,arr) => { (i==arr.length-1) ? addWall(arr[0], e, h, el) : addWall(e, arr[i+1], h, el) })
make3DFloor( poly, el )
}
});
</script>
<a-scene osm>
<!-- Quest available only during event, otherwise cardboard -->
@ -82,6 +161,8 @@ function geolocalized( pos ){
<a-entity id="rightHand" hand-tracking-controls="hand: right;"></a-entity>
<!-- for cardboard consider instead https://aframe.io/docs/1.3.0/components/cursor.html -->
<a-entity procgen position="-4 0 -4"></a-entity>
<!-- Default lighting injected by A-Frame. -->
<a-entity light="type: ambient; color: #BBB"></a-entity>
<a-entity animation="property: position; to: 5 1 1; dur: 20000; easing: linear; loop: true"

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