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mirror of https://github.com/beestat/app.git synced 2025-05-23 18:04:14 -04:00
beestat/js/component/scene.js
2022-08-04 21:32:10 -04:00

693 lines
20 KiB
JavaScript

/**
* Home Scene
*/
beestat.component.scene = function(thermostat_id) {
this.thermostat_id_ = thermostat_id;
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;
beestat.component.scene.ambient_light_intensity_base = 0.3;
beestat.component.scene.ambient_light_intensity_sky = 0.4;
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.moon_opacity = 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.group_);
this.add_group_();
this.add_floor_plan_();
};
/**
* Decorate
*
* @param {rocket.Elements} parent
*/
beestat.component.scene.prototype.decorate_ = function(parent) {
const self = this;
this.debug_ = {
'axes': false,
'moon_light_helper': false,
'sun_light_helper': false,
'grid': false,
'watcher': false
};
this.add_scene_(parent);
this.add_renderer_(parent);
this.add_camera_();
this.add_controls_(parent);
this.add_sky_();
this.add_moon_();
this.add_moon_light_();
this.add_sun_light_();
this.add_ambient_light_();
this.add_ground_();
this.add_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.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(window.innerWidth / 2.2, window.innerHeight / 2.2);
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;
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) {
new THREE.OrbitControls(this.camera_, parent[0]); // eslint-disable-line no-new
};
/**
* 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_moon_light_ = 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_.moon_light_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_sun_light_ = 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.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_.sun_light_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_);
}
};
/**
* Add ambient lighting so everything is always somewhat visible.
*/
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_base
));
/**
* Ambient light from the sun/moon. Ths intensity of this light changes
* based on the time of day.
*/
this.ambient_light_sky_ = new THREE.AmbientLight(
0xffffff,
beestat.component.scene.ambient_light_intensity_sky
);
this.scene_.add(this.ambient_light_sky_);
};
/**
* Set the date and thus the position of the sun/moon.
*
* @param {Date} date
*/
beestat.component.scene.prototype.set_date = function(date) {
const thermostat = beestat.cache.thermostat[this.thermostat_id_];
const address = beestat.cache.address[thermostat.address_id];
// After sunset may need to hide the sun light source...or maybe wean it's brightness off or something.
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
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.renderer_.toneMappingExposure = Math.max(
* 0.1, // Minimum exposure
* beestat.component.scene.tone_mapping_exposure * eclipse_multiplier
* );
*/
// Set the brightness of the sun
this.directional_light_sun_.intensity =
beestat.component.scene.sun_light_intensity * Math.sin(sun_position.altitude) * (1 - eclipse_percentage);
// Set the brightness of the moon
this.directional_light_moon_.intensity =
beestat.component.scene.moon_light_intensity * moon_illumination.fraction;
// 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
this.directional_light_sun_.position.copy(sun_light_vector);
this.directional_light_moon_.position.copy(moon_light_vector);
// Update the position of the sun and moon in the sky
this.sky_.material.uniforms.sunPosition.value.copy(sun_object_vector);
this.moon_.position.copy(moon_object_vector);
// this.sky2_.material.uniforms.sunPosition.value.copy(moon_object_vector);
// Update shadows
this.renderer_.shadowMap.needsUpdate = true;
if (this.debug_.moon_light_helper === true) {
this.directional_light_moon_helper_.update();
this.directional_light_moon_camera_helper_.update();
}
if (this.debug_.sun_light_helper === true) {
this.directional_light_sun_helper_.update();
this.directional_light_sun_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);
}
};
/**
* 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 {object} group The group the room belongs to.
* @param {object} room The room to add.
*/
beestat.component.scene.prototype.add_room_ = function(group, room) {
const color = new THREE.Color(beestat.style.color.blue.base);
var clipper_offset = new ClipperLib.ClipperOffset();
clipper_offset.AddPath(room.points, ClipperLib.JoinType.jtMiter, ClipperLib.EndType.etClosedPolygon);
var clipper_hole = new ClipperLib.Path();
// var offsetted_paths = new ClipperLib.Path();
clipper_offset.Execute(clipper_hole, -5);
room.height = 12 * 1;
// Create a shape using the points of the room.
const shape = new THREE.Shape();
const first_point = room.points[0];
shape.moveTo(first_point.x, first_point.y);
room.points.forEach(function(point) {
shape.lineTo(point.x, point.y);
});
// FLOOR
const floor = shape.clone();
const floor_geometry = new THREE.ShapeGeometry(floor);
const floor_material = new THREE.MeshLambertMaterial({
'color': color,
'side': THREE.DoubleSide
});
const floor_mesh = new THREE.Mesh(floor_geometry, floor_material);
floor_mesh.position.z = ((room.elevation || group.elevation) + room.height) * -1;
// Translate the floor_mesh to the room x/y position.
floor_mesh.translateX(room.x);
floor_mesh.translateY(room.y);
floor_mesh.translateZ(room.height - 1);
// floor.rotation.x += Math.PI/2;
// Shadows are neat.
floor_mesh.castShadow = true;
floor_mesh.receiveShadow = true;
// Add the mesh to the group.
this.group_.add(floor_mesh);
// Create a hole
const hole = new THREE.Shape();
const hole_first_point = clipper_hole[0].shift();
hole.moveTo(hole_first_point.x, hole_first_point.y);
clipper_hole[0].forEach(function(point) {
hole.lineTo(point.x, point.y);
});
// Hole
// const hole = shape.clone();
shape.holes.push(hole);
/* var paths = [[{x:30,y:30},{x:130,y:30},{x:130,y:130},{x:30,y:130}],
[{x:60,y:60},{x:60,y:100},{x:100,y:100},{x:100,y:60}]];
var scale = 100;
ClipperLib.JS.ScaleUpPaths(paths, scale);
// Possibly ClipperLib.Clipper.SimplifyPolygons() here
// Possibly ClipperLib.Clipper.CleanPolygons() here
var co = new ClipperLib.ClipperOffset(2, 0.25);
// ClipperLib.EndType = {etOpenSquare: 0, etOpenRound: 1, etOpenButt: 2, etClosedPolygon: 3, etClosedLine : 4 };
co.AddPaths(paths, ClipperLib.JoinType.jtRound, ClipperLib.EndType.etClosedPolygon);
var offsetted_paths = new ClipperLib.Paths();
co.Execute(offsetted_paths, -10 * scale);*/
// Extrude the shape and create the mesh.
const extrude_settings = {
'depth': room.height,
'bevelEnabled': false
};
const geometry = new THREE.ExtrudeGeometry(
shape,
extrude_settings
);
const material = new THREE.MeshPhongMaterial({
// 'color': new THREE.Color(beestat.style.color.red.base)
'color': color
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.z = ((room.elevation || group.elevation) + room.height) * -1;
// 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.group_.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.
*/
beestat.component.scene.prototype.add_group_ = function() {
this.group_ = new THREE.Group();
// this.group_.rotation.x = -Math.PI / 2;
//
this.group_.rotation.x = Math.PI / 2;
this.scene_.add(this.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[1];
floor_plan.data.groups.forEach(function(group) {
group.rooms.forEach(function(room) {
self.add_room_(group, room);
});
});
};