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mirror of https://github.com/beestat/app.git synced 2025-05-24 02:14:03 -04:00
beestat/js/component/scene.js
2022-08-26 22:23:10 -04:00

1023 lines
28 KiB
JavaScript

/**
* Home Scene
*
* @param {number} floor_plan_id The floor plan to render.
* @param {object} data Sensor data.
*/
beestat.component.scene = function(floor_plan_id, data) {
this.floor_plan_id_ = floor_plan_id;
this.data_ = data;
beestat.component.apply(this, arguments);
};
beestat.extend(beestat.component.scene, beestat.component);
// beestat.component.scene.sun_light_intensity = 1;
// beestat.component.scene.moon_light_intensity = 0.3;
/**
* Brightness of the top-down light. This gives definition to the sides of
* meshes by lighting the tops. Increase this for more edge definition.
*/
beestat.component.scene.directional_light_top_intensity = 0.25;
/**
* Brightness of the ambient light. Works with the top light to provide a base
* level of light to the scene.
*/
beestat.component.scene.ambient_light_intensity = 0.3;
// beestat.component.scene.ambient_light_intensity_sky = 0.4;
// beestat.component.scene.moon_opacity = 0.9;
// beestat.component.scene.turbidity = 10;
// beestat.component.scene.rayleigh = 0.5;
// beestat.component.scene.mie_coefficient = 0.001;
// beestat.component.scene.mie_directional_g = 0.95;
// beestat.component.scene.turbidity = 14;
// beestat.component.scene.rayleigh = 0.7;
// beestat.component.scene.mie_coefficient = 0.008;
// beestat.component.scene.mie_directional_g = 0.9;
// beestat.component.scene.shadow_map_size = 4096;
/**
* Rerender the scene by removing the primary group, then re-adding it and the
* floor plan. This avoids having to reconstruct everything and then also
* having to manually save camera info etc.
*/
beestat.component.scene.prototype.rerender = function() {
this.scene_.remove(this.main_group_);
this.add_main_group_();
this.add_floor_plan_();
};
/**
* Set the width of this component.
*
* @param {number} width
*/
beestat.component.scene.prototype.set_width = function(width) {
this.width_ = width;
this.camera_.aspect = this.width_ / this.height_;
this.camera_.updateProjectionMatrix();
this.renderer_.setSize(this.width_, this.height_);
};
/**
* Decorate
*
* @param {rocket.Elements} parent
*/
beestat.component.scene.prototype.decorate_ = function(parent) {
const self = this;
// Dark background to help reduce apparant flicker when resizing
parent.style('background', '#202a30');
this.debug_ = {
'axes': false,
// 'directional_light_moon_helper': false,
// 'directional_light_sun_helper': false,
'directional_light_top_helper': false,
// 'grid': false,
'watcher': false
};
this.width_ = this.state_.scene_width || 800;
this.height_ = 500;
this.add_scene_(parent);
// this.add_background_(parent);
this.add_renderer_(parent);
this.add_camera_();
this.add_controls_(parent);
this.add_skybox_(parent);
// this.add_sky_();
// this.add_moon_();
// this.add_directional_light_moon_();
// this.add_directional_light_sun_();
this.add_ambient_light_();
this.add_directional_light_top_();
// this.add_ground_();
// this.add_ground_limited_();
this.add_main_group_();
this.add_floor_plan_();
/**
* Example of how to do a roof
*
* const geometry = new THREE.ConeGeometry(1.5, 1, 4, 1, false, Math.PI/4);
* const material = new THREE.MeshPhongMaterial({
* 'color': new THREE.Color(beestat.style.color.gray.dark)
* });
* const roof = new THREE.Mesh(
* geometry,
* material
* );
* roof.position.set(
* 1, 2.5, 1
* );
* roof.castShadow = true;
* roof.receiveShadow = true;
*
* this.scene_.add(roof);
*/
const animate = function() {
requestAnimationFrame(animate);
self.controls_.update();
self.renderer_.render(self.scene_, self.camera_);
};
animate();
};
/**
* Add the scene. Everything gets added to the scene.
*
* @param {rocket.Elements} parent Parent
*/
beestat.component.scene.prototype.add_scene_ = function(parent) {
this.scene_ = new THREE.Scene();
if (this.debug_.axes === true) {
this.scene_.add(
new THREE.AxesHelper(800)
.setColors(
0xff0000,
0x00ff00,
0x0000ff
)
);
}
if (this.debug_.watcher === true) {
this.debug_info_ = {};
this.debug_container_ = $.createElement('div').style({
'position': 'absolute',
'top': (beestat.style.size.gutter / 2),
'left': (beestat.style.size.gutter / 2),
'padding': (beestat.style.size.gutter / 2),
'background': 'rgba(0, 0, 0, 0.5)',
'color': '#fff',
'font-family': 'Consolas, Courier, Monospace',
'white-space': 'pre'
});
parent.appendChild(this.debug_container_);
}
};
/**
* Add the renderer.
*
* @param {rocket.Elements} parent
*/
beestat.component.scene.prototype.add_renderer_ = function(parent) {
this.renderer_ = new THREE.WebGLRenderer({
'antialias': true
});
this.renderer_.setSize(this.width_, this.height_);
// this.renderer_.setSize(window.innerWidth, window.innerHeight);
// this.renderer_.shadowMap.enabled = true;
// this.renderer_.shadowMap.autoUpdate = false;
/*
* Added these to make the sky not look like crap.
* https://threejs.org/examples/webgl_shaders_sky.html
*/
// this.renderer_.toneMapping = THREE.ACESFilmicToneMapping;
// this.renderer_.toneMappingExposure = 0.5;
// this.renderer_.toneMappingExposure = 0.2;
parent[0].appendChild(this.renderer_.domElement);
};
/**
* Add a camera and point it at the scene.
*/
beestat.component.scene.prototype.add_camera_ = function() {
const field_of_view = 75;
const aspect_ratio = window.innerWidth / window.innerHeight;
const near_plane = 1;
const far_plane = 100000;
this.camera_ = new THREE.PerspectiveCamera(
field_of_view,
aspect_ratio,
near_plane,
far_plane
);
this.camera_.position.x = 400;
this.camera_.position.y = 400;
this.camera_.position.z = 400;
};
/**
* Add camera controls.
*
* @param {rocket.Elements} parent
*/
beestat.component.scene.prototype.add_controls_ = function(parent) {
this.controls_ = new THREE.OrbitControls(this.camera_, parent[0]);
this.controls_.enableDamping = true;
this.controls_.enablePan = false;
this.controls_.maxDistance = 1000;
this.controls_.minDistance = 400;
this.controls_.maxPolarAngle = Math.PI / 2.5;
};
/**
* Add a skybox background. Generated using Spacescape with the Unity export
* settings. After export: bottom is rotated CW 90°; top is roted 90°CCW.
*
* nx -> bk
* ny -> dn
* nz -> lf
* px -> ft
* py -> up
* pz -> rt
*
* @link https://www.mapcore.org/topic/24535-online-tools-to-convert-cubemaps-to-panoramas-and-vice-versa/
* @link https://jaxry.github.io/panorama-to-cubemap/
* @link http://alexcpeterson.com/spacescape/
*/
beestat.component.scene.prototype.add_skybox_ = function() {
const skybox_name = 'cloudy';
const loader = new THREE.CubeTextureLoader();
loader.setPath('img/visualize/' + skybox_name + '/');
const texture = loader.load([
'front.png',
'back.png',
'up.png',
'down.png',
'right.png',
'left.png'
]);
this.scene_.background = texture;
};
/**
* Add the sky to the scene. This is a shader that draws on the inside of a
* box really far away. The size of the sun can be tweaked with the
* sunAngularDiameterCos shader parameter in threejs.js.
*
* The sky material uniforms are configured to make the sky look generally
* nice. They are tweaked for the eclipse simulation to darken the sky.
*/
/*beestat.component.scene.prototype.add_sky_ = function() {
this.sky_ = new THREE.Sky();
// Makes the sky box really big.
this.sky_.scale.setScalar(4500000);
this.sky_.material.uniforms.turbidity.value =
beestat.component.scene.turbidity;
this.sky_.material.uniforms.rayleigh.value =
beestat.component.scene.rayleigh;
this.sky_.material.uniforms.mieCoefficient.value =
beestat.component.scene.mie_coefficient;
this.sky_.material.uniforms.mieDirectionalG.value =
beestat.component.scene.mie_directional_g;
this.scene_.add(this.sky_);
};*/
/**
* Adds a moon sprite to the scene. The scale is set arbitrarily to make it
* roughly the size of the sun.
*/
/*beestat.component.scene.prototype.add_moon_ = function() {
const map = new THREE.TextureLoader().load('img/moon.png');
const material = new THREE.SpriteMaterial({'map': map});
const scale = 700;
this.moon_ = new THREE.Sprite(material);
this.moon_.scale.set(scale, scale, scale);
// this.scene_.add(this.moon_);
};*/
/**
* Adds a faint moon light so the moon can cast shadows at night.
*/
/*beestat.component.scene.prototype.add_directional_light_moon_ = function() {
this.directional_light_moon_ = new THREE.DirectionalLight(
0xfffbab,
0.2
);
this.directional_light_moon_.castShadow = true;
this.directional_light_moon_.shadow.mapSize.width = beestat.component.scene.shadow_map_size;
this.directional_light_moon_.shadow.mapSize.height = beestat.component.scene.shadow_map_size;
this.directional_light_moon_.shadow.camera.left = -1000;
this.directional_light_moon_.shadow.camera.right = 1000;
this.directional_light_moon_.shadow.camera.top = 1000;
this.directional_light_moon_.shadow.camera.bottom = -1000;
this.directional_light_moon_.shadow.camera.far = 10000;
// this.scene_.add(this.directional_light_moon_);
if (this.debug_.directional_light_moon_helper === true) {
this.directional_light_moon_helper_ = new THREE.DirectionalLightHelper(
this.directional_light_moon_
);
this.scene_.add(this.directional_light_moon_helper_);
this.directional_light_moon_camera_helper_ = new THREE.CameraHelper(
this.directional_light_moon_.shadow.camera
);
this.scene_.add(this.directional_light_moon_camera_helper_);
}
};*/
/**
* Add a strong sun light to the scene.
*/
/*beestat.component.scene.prototype.add_directional_light_sun_ = function() {
// Directional light to cast shadows.
this.directional_light_sun_ = new THREE.DirectionalLight(
0xffffff,
beestat.component.scene.sun_light_intensity
);
this.directional_light_sun_.castShadow = true;
// this.directional_light_sun_.shadow.bias = -0.00009;
// this.directional_light_sun_.shadow.radius = 32;
this.directional_light_sun_.shadow.mapSize.width = beestat.component.scene.shadow_map_size;
this.directional_light_sun_.shadow.mapSize.height = beestat.component.scene.shadow_map_size;
this.directional_light_sun_.shadow.camera.left = -1000;
this.directional_light_sun_.shadow.camera.right = 1000;
this.directional_light_sun_.shadow.camera.top = 1000;
this.directional_light_sun_.shadow.camera.bottom = -1000;
this.directional_light_sun_.shadow.camera.far = 10000;
this.scene_.add(this.directional_light_sun_);
if (this.debug_.directional_light_sun_helper === true) {
this.directional_light_sun_helper_ = new THREE.DirectionalLightHelper(
this.directional_light_sun_
);
this.scene_.add(this.directional_light_sun_helper_);
this.directional_light_sun_camera_helper_ = new THREE.CameraHelper(
this.directional_light_sun_.shadow.camera
);
this.scene_.add(this.directional_light_sun_camera_helper_);
}
};*/
/**
* Consistent directional light that provides definition to the edge of meshes
* by lighting the top.
*/
beestat.component.scene.prototype.add_directional_light_top_ = function() {
this.directional_light_top_ = new THREE.DirectionalLight(
0xffffff,
beestat.component.scene.directional_light_top_intensity
);
this.directional_light_top_.position.set(0, 1000, 0);
this.scene_.add(this.directional_light_top_);
if (this.debug_.directional_light_top_helper === true) {
this.directional_light_top_helper_ = new THREE.DirectionalLightHelper(
this.directional_light_top_,
500
);
this.scene_.add(this.directional_light_top_helper_);
}
};
/**
* Ambient lighting so nothing is shrouded in darkness.
*/
beestat.component.scene.prototype.add_ambient_light_ = function() {
/**
* Base ambient light to keep everything visible (mostly at night). The
* intensity of this light does not change.
*/
this.scene_.add(new THREE.AmbientLight(
0xffffff,
beestat.component.scene.ambient_light_intensity
));
};
/**
* Set the date and thus the position of the sun/moon.
*/
beestat.component.scene.prototype.update_ = function() {
const self = this;
const floor_plan = beestat.cache.floor_plan[this.floor_plan_id_];
const time = this.date_.format('HH:mm');
// Set the color of each room
floor_plan.data.groups.forEach(function(group) {
group.rooms.forEach(function(room) {
let color;
if (
room.sensor_id !== undefined &&
self.data_.series[self.data_type_][room.sensor_id] !== undefined &&
self.data_.series[self.data_type_][room.sensor_id][time] !== undefined
) {
const value = self.data_.series[self.data_type_][room.sensor_id][time];
/**
* Set the percentage between the min and max. Special case for if min
* and max are equal to avoid math issues.
*/
let percentage;
if (
self.heat_map_min_ === self.heat_map_max_ &&
value === self.heat_map_min_
) {
percentage = 0.5;
} else {
percentage = Math.min(
1,
Math.max(
0,
(value - self.heat_map_min_) / (self.heat_map_max_ - self.heat_map_min_)
)
);
}
color = beestat.style.rgb_to_hex(
self.gradient_[Math.floor((self.gradient_.length - 1) * percentage)]
);
} else {
color = beestat.style.color.gray.dark;
}
self.rooms_[room.room_id].material.color.setHex(color.replace('#', '0x'));
});
});
let address;
if (floor_plan.address_id !== null) { // todo should be undefined?
address = beestat.cache.address[floor_plan.address_id];
} else {
address = {
'normalized': {
'metadata': {
'latitude': 0,
'longitude': 0
}
}
};
}
// After sunset may need to hide the sun light source...or maybe wean it's brightness off or something.
// TODO TEMP TO KEEP LIGHTING CONSISTENT
// const date = new Date('2022-08-16 12:00:00');
// const date = this.date_.toDate();
/*const date = moment()
.hour(12)
.minute(0)
.second(0)
.toDate();
const sun_object_vector = new THREE.Vector3();
const moon_object_vector = new THREE.Vector3();
const sun_light_vector = new THREE.Vector3();
const moon_light_vector = new THREE.Vector3();
// Get sun and moon positions.
const sun_position = SunCalc.getPosition(
date,
address.normalized.metadata.latitude,
address.normalized.metadata.longitude
);
const moon_position = SunCalc.getMoonPosition(
date,
address.normalized.metadata.latitude,
address.normalized.metadata.longitude
);
const moon_illumination = SunCalc.getMoonIllumination(date);
// Set the position of the vectors.
sun_object_vector.setFromSphericalCoords(
10000,
sun_position.altitude - (Math.PI / 2),
sun_position.azimuth
);
moon_object_vector.setFromSphericalCoords(
10000,
moon_position.altitude - (Math.PI / 2),
moon_position.azimuth
);
// Set the position of the vectors.
sun_light_vector.setFromSphericalCoords(
5000,
sun_position.altitude - (Math.PI / 2),
sun_position.azimuth
);
moon_light_vector.setFromSphericalCoords(
5000,
moon_position.altitude - (Math.PI / 2),
moon_position.azimuth
);
// TODO This will change based on size distance etc
const eclipse_begins_distance = 660;
const sun_moon_distance = sun_object_vector.distanceTo(moon_object_vector);
const eclipse_percentage = Math.max(
0,
(1 - (sun_moon_distance / eclipse_begins_distance))
);*/
/*
* this.ambient_light_sky_.intensity =
* beestat.component.scene.ambient_light_intensity_sky * eclipse_multiplier;
*/
/*
* this.directional_light_sun_.intensity =
* this.directional_light_sun_.intensity * eclipse_multiplier;
*/
// Set light intensities by altitude and eclipse percentage.
/* this.ambient_light_sky_.intensity = Math.max(
0,
beestat.component.scene.ambient_light_intensity_sky * Math.sin(sun_position.altitude) * (1 - eclipse_percentage)
);*/
// this.moon_.material.opacity = 0.2;
/**
* Mess up the sky during an eclipse
*/
// Turn down to 0
/*if (this.sky_ !== undefined) {
this.sky_.material.uniforms.rayleigh.value =
beestat.component.scene.rayleigh * (1 - eclipse_percentage);
// Turn down to almost 0
this.sky_.material.uniforms.mieCoefficient.value =
Math.max(
0.00001,
beestat.component.scene.mie_coefficient * (1 - eclipse_percentage)
);
// Increase to almost 1
this.sky_.material.uniforms.mieDirectionalG.value =
Math.max(
beestat.component.scene.mie_directional_g,
0.9999 * eclipse_percentage
);
this.sky_.material.uniforms.sunPosition.value.copy(sun_object_vector);
}*/
/*
* this.renderer_.toneMappingExposure = Math.max(
* 0.1, // Minimum exposure
* beestat.component.scene.tone_mapping_exposure * eclipse_multiplier
* );
*/
// Set the brightness of the sun
/*if (this.directional_light_sun_ !== undefined) {
this.directional_light_sun_.intensity =
beestat.component.scene.sun_light_intensity * Math.sin(sun_position.altitude) * (1 - eclipse_percentage);
this.directional_light_sun_.position.copy(sun_light_vector);
}
// Set the brightness of the moon
if (this.directional_light_moon_ !== undefined) {
this.directional_light_moon_.intensity =
beestat.component.scene.moon_light_intensity * moon_illumination.fraction;
this.directional_light_moon_.position.copy(moon_light_vector);
}
if (this.moon_ !== undefined) {
this.moon_.position.copy(moon_object_vector);
}*/
// TODO size of moon based on distance? Might not be worth it haha.
/*
* this.directional_light_moon_.intensity = 0;
* this.directional_light_sun_.intensity = 0;
*/
// Update the directional light positions
// Update the position of the sun and moon in the sky
// this.sky2_.material.uniforms.sunPosition.value.copy(moon_object_vector);
// Update shadows
/*this.renderer_.shadowMap.needsUpdate = true;
if (this.debug_.directional_light_moon_helper === true) {
this.directional_light_moon_helper_.update();
this.directional_light_moon_camera_helper_.update();
}
if (this.debug_.directional_light_sun_helper === true) {
this.directional_light_sun_helper_.update();
this.directional_light_sun_camera_helper_.update();
}*/
if (this.debug_.directional_light_top_helper === true) {
this.directional_light_top_helper_.update();
// this.directional_light_top_camera_helper_.update();
}
// Update debug watcher
if (this.debug_.watcher === true) {
// this.debug_info_.date = date;
this.update_debug_();
}
};
/**
* Add some type of ground for the house to sit on.
*/
/*beestat.component.scene.prototype.add_ground_ = function() {
const size = 40000;
const texture = new THREE.TextureLoader().load('img/grass.jpg');
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(1000, 1000);
const geometry = new THREE.PlaneGeometry(size, size);
const material = new THREE.MeshLambertMaterial({
// 'map': texture,
'color': new THREE.Color(beestat.style.color.green.dark),
'side': THREE.DoubleSide
});
const plane = new THREE.Mesh(geometry, material);
plane.rotation.x += Math.PI / 2;
plane.receiveShadow = true;
this.scene_.add(plane);
if (this.debug_.grid === true) {
const grid_size = 100;
const grid_divisions = grid_size;
const grid_color_center_line = new THREE.Color(beestat.style.color.lightblue.base);
const grid_color_grid = new THREE.Color(beestat.style.color.green.base);
const grid_helper = new THREE.GridHelper(
grid_size,
grid_divisions,
grid_color_center_line,
grid_color_grid
);
this.scene_.add(grid_helper);
}
};
*/
/*beestat.component.scene.prototype.add_ground_limited_ = function() {
const height = 24;
const bounding_box = beestat.floor_plan.get_bounding_box(this.floor_plan_id_);
const size = Math.max(bounding_box.width, bounding_box.height) + 120;
// const texture = new THREE.TextureLoader().load('img/grass.jpg');
// texture.wrapS = THREE.RepeatWrapping;
// texture.wrapT = THREE.RepeatWrapping;
// texture.repeat.set(1000, 1000);
const geometry = new THREE.BoxGeometry(size, size, height);
const material = new THREE.MeshLambertMaterial({
// 'map': texture,
'color': new THREE.Color(beestat.style.color.green.dark),
'side': THREE.DoubleSide
});
const box = new THREE.Mesh(geometry, material);
box.translateY(height / -2);
box.rotation.x += Math.PI / 2;
// box.receiveShadow = true;
this.scene_.add(box);
if (this.debug_.grid === true) {
const grid_size = 100;
const grid_divisions = grid_size;
const grid_color_center_line = new THREE.Color(beestat.style.color.lightblue.base);
const grid_color_grid = new THREE.Color(beestat.style.color.green.base);
const grid_helper = new THREE.GridHelper(
grid_size,
grid_divisions,
grid_color_center_line,
grid_color_grid
);
this.scene_.add(grid_helper);
}
};*/
/**
* Add a background.
*/
// beestat.component.scene.prototype.add_background_ = function() {
// this.scene_.background = new THREE.Color(beestat.style.color.bluegray.dark);
// }
/**
* Add a room. Room coordinates are absolute.
*
* @param {THREE.Group} layer The layer the room belongs to.
* @param {object} group The group the room belongs to.
* @param {object} room The room to add.
*/
beestat.component.scene.prototype.add_room_ = function(layer, group, room) {
const color = beestat.style.color.gray.dark;
var clipper_offset = new ClipperLib.ClipperOffset();
clipper_offset.AddPath(
room.points,
ClipperLib.JoinType.jtSquare,
ClipperLib.EndType.etClosedPolygon
);
var clipper_hole = new ClipperLib.Path();
clipper_offset.Execute(clipper_hole, -1.5);
// Full height
// const extrude_height = (room.height || group.height) - 3;
// Just the floor plan
const extrude_height = 6;
// Create a shape using the points of the room.
const shape = new THREE.Shape();
const first_point = clipper_hole[0].shift();
shape.moveTo(first_point.x, first_point.y);
clipper_hole[0].forEach(function(point) {
shape.lineTo(point.x, point.y);
});
// Extrude the shape and create the mesh.
const extrude_settings = {
'depth': extrude_height,
'bevelEnabled': false,
// 'bevelThickness': 1,
// 'bevelSize': 1,
// 'bevelOffset': 1,
// 'bevelSegments': 5
};
const geometry = new THREE.ExtrudeGeometry(
shape,
extrude_settings
);
// const material = new THREE.MeshBasicMaterial({
const material = new THREE.MeshPhongMaterial({
'color': color,
// 'transparent': true,
// 'opacity': 0.5
});
// material.opacity = 0.5;
const mesh = new THREE.Mesh(geometry, material);
mesh.position.z = -extrude_height - (room.elevation || group.elevation);
// Translate the mesh to the room x/y position.
mesh.translateX(room.x);
mesh.translateY(room.y);
// Shadows are neat.
mesh.castShadow = true;
// mesh.receiveShadow = true;
// Add the mesh to the group.
this.main_group_.add(mesh);
// Store a reference to the mesh representing each room.
if (this.rooms_ === undefined) {
this.rooms_ = {};
}
this.rooms_[room.room_id] = mesh;
layer.add(mesh);
};
/**
* Add a helpful debug window that can be refreshed with the contents of
* this.debug_info_.
*
* @param {rocket.Elements} parent
*/
beestat.component.scene.prototype.add_debug_ = function(parent) {
if (this.debug_.watcher === true) {
this.debug_info_ = {};
this.debug_container_ = $.createElement('div').style({
'position': 'absolute',
'top': (beestat.style.size.gutter / 2),
'left': (beestat.style.size.gutter / 2),
'padding': (beestat.style.size.gutter / 2),
'background': 'rgba(0, 0, 0, 0.5)',
'color': '#fff',
'font-family': 'Consolas, Courier, Monospace',
'white-space': 'pre'
});
parent.appendChild(this.debug_container_);
}
};
/**
* Update the debug window.
*/
beestat.component.scene.prototype.update_debug_ = function() {
if (this.debug_.watcher === true) {
this.debug_container_.innerHTML(
JSON.stringify(this.debug_info_, null, 2)
);
}
};
/**
* Add a group containing all of the extruded geometry that can be transformed
* all together.
*/
beestat.component.scene.prototype.add_main_group_ = function() {
const bounding_box = beestat.floor_plan.get_bounding_box(this.floor_plan_id_);
// this.floor_plan_center_x_ = ;
// this.floor_plan_center_y_ = (bounding_box.bottom + bounding_box.top) / 2;
// this.view_box_.x = center_x - (this.view_box_.width / 2);
// this.view_box_.y = center_y - (this.view_box_.height / 2);
this.main_group_ = new THREE.Group();
this.main_group_.translateX((bounding_box.right + bounding_box.left) / -2);
this.main_group_.translateZ((bounding_box.bottom + bounding_box.top) / -2);
// this.main_group_.rotation.x = -Math.PI / 2;
//
this.main_group_.rotation.x = Math.PI / 2;
this.scene_.add(this.main_group_);
};
/**
* Add the floor plan to the scene.
*/
beestat.component.scene.prototype.add_floor_plan_ = function() {
const self = this;
const floor_plan = beestat.cache.floor_plan[this.floor_plan_id_];
this.layers_ = {};
floor_plan.data.groups.forEach(function(group, i) {
const layer = new THREE.Group();
self.main_group_.add(layer);
self.layers_['group_' + i] = layer;
group.rooms.forEach(function(room) {
self.add_room_(layer, group, room);
});
});
};
/**
* Set the current date.
*
* @param {moment} date
*
* @return {beestat.component.scene}
*/
beestat.component.scene.prototype.set_date = function(date) {
this.date_ = date;
if (this.rendered_ === true) {
this.update_();
}
return this;
};
/**
* Set the type of data this scene is visualizing.
*
* @param {string} data_type temperature|occupancy
*
* @return {beestat.component.scene}
*/
beestat.component.scene.prototype.set_data_type = function(data_type) {
this.data_type_ = data_type;
if (this.rendered_ === true) {
this.update_();
}
return this;
};
/**
* Set the min value of the heat map.
*
* @param {string} heat_map_min
*
* @return {beestat.component.scene}
*/
beestat.component.scene.prototype.set_heat_map_min = function(heat_map_min) {
this.heat_map_min_ = heat_map_min;
if (this.rendered_ === true) {
this.update_();
}
return this;
};
/**
* Set the max value of the heat map.
*
* @param {string} heat_map_max
*
* @return {beestat.component.scene}
*/
beestat.component.scene.prototype.set_heat_map_max = function(heat_map_max) {
this.heat_map_max_ = heat_map_max;
if (this.rendered_ === true) {
this.update_();
}
return this;
};
/**
* Set the visibility of a layer.
*
* @param {string} layer_name
* @param {boolean} visible
*
* @return {beestat.component.scene}
*/
beestat.component.scene.prototype.set_layer_visible = function(layer_name, visible) {
this.layers_[layer_name].visible = visible;
return this;
};
/**
* Set whether or not auto-rotate is enabled.
*
* @param {boolean} auto_rotate
*
* @return {beestat.component.scene}
*/
beestat.component.scene.prototype.set_auto_rotate = function(auto_rotate) {
this.controls_.autoRotate = auto_rotate;
return this;
};
/**
* Set the gradient.
*
* @param {boolean} gradient
*
* @return {beestat.component.scene}
*/
beestat.component.scene.prototype.set_gradient = function(gradient) {
this.gradient_ = gradient;
return this;
};
/**
* Get the state of the camera.
*
* @return {object}
*/
beestat.component.scene.prototype.get_camera_state = function() {
return this.camera_.matrix.toArray();
};
/**
* Restore the state of the camera.
*
* @param {object} camera_state
*/
beestat.component.scene.prototype.set_camera_state = function(camera_state) {
this.camera_.matrix.fromArray(camera_state);
this.camera_.matrix.decompose(
this.camera_.position,
this.camera_.quaternion,
this.camera_.scale
);
};