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https://github.com/beestat/app.git
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693 lines
20 KiB
JavaScript
693 lines
20 KiB
JavaScript
/**
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* Home Scene
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*/
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beestat.component.scene = function(thermostat_id) {
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this.thermostat_id_ = thermostat_id;
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beestat.component.apply(this, arguments);
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};
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beestat.extend(beestat.component.scene, beestat.component);
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beestat.component.scene.sun_light_intensity = 1;
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beestat.component.scene.moon_light_intensity = 0.3;
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beestat.component.scene.ambient_light_intensity_base = 0.3;
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beestat.component.scene.ambient_light_intensity_sky = 0.4;
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beestat.component.scene.turbidity = 10;
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beestat.component.scene.rayleigh = 0.5;
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beestat.component.scene.mie_coefficient = 0.001;
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beestat.component.scene.mie_directional_g = 0.95;
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beestat.component.scene.moon_opacity = 0.9;
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beestat.component.scene.shadow_map_size = 4096;
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/**
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* Rerender the scene by removing the primary group, then re-adding it and the
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* floor plan. This avoids having to reconstruct everything and then also
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* having to manually save camera info etc.
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*/
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beestat.component.scene.prototype.rerender = function() {
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this.scene_.remove(this.group_);
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this.add_group_();
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this.add_floor_plan_();
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};
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/**
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* Decorate
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*
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* @param {rocket.Elements} parent
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*/
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beestat.component.scene.prototype.decorate_ = function(parent) {
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const self = this;
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this.debug_ = {
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'axes': false,
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'moon_light_helper': false,
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'sun_light_helper': false,
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'grid': false,
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'watcher': false
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};
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this.add_scene_(parent);
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this.add_renderer_(parent);
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this.add_camera_();
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this.add_controls_(parent);
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this.add_sky_();
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this.add_moon_();
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this.add_moon_light_();
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this.add_sun_light_();
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this.add_ambient_light_();
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this.add_ground_();
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this.add_group_();
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this.add_floor_plan_();
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/**
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* Example of how to do a roof
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*
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* const geometry = new THREE.ConeGeometry(1.5, 1, 4, 1, false, Math.PI/4);
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* const material = new THREE.MeshPhongMaterial({
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* 'color': new THREE.Color(beestat.style.color.gray.dark)
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* });
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* const roof = new THREE.Mesh(
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* geometry,
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* material
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* );
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* roof.position.set(
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* 1, 2.5, 1
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* );
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* roof.castShadow = true;
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* roof.receiveShadow = true;
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*
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* this.scene_.add(roof);
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*/
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const animate = function() {
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requestAnimationFrame(animate);
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self.renderer_.render(self.scene_, self.camera_);
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};
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animate();
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};
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/**
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* Add the scene. Everything gets added to the scene.
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*
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* @param {rocket.Elements} parent Parent
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*/
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beestat.component.scene.prototype.add_scene_ = function(parent) {
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this.scene_ = new THREE.Scene();
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if (this.debug_.axes === true) {
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this.scene_.add(
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new THREE.AxesHelper(800)
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.setColors(
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0xff0000,
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0x00ff00,
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0x0000ff
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)
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);
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}
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if (this.debug_.watcher === true) {
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this.debug_info_ = {};
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this.debug_container_ = $.createElement('div').style({
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'position': 'absolute',
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'top': (beestat.style.size.gutter / 2),
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'left': (beestat.style.size.gutter / 2),
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'padding': (beestat.style.size.gutter / 2),
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'background': 'rgba(0, 0, 0, 0.5)',
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'color': '#fff',
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'font-family': 'Consolas, Courier, Monospace',
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'white-space': 'pre'
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});
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parent.appendChild(this.debug_container_);
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}
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};
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/**
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* Add the renderer.
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*
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* @param {rocket.Elements} parent
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*/
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beestat.component.scene.prototype.add_renderer_ = function(parent) {
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this.renderer_ = new THREE.WebGLRenderer({
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'antialias': true
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});
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this.renderer_.setSize(window.innerWidth / 2.2, window.innerHeight / 2.2);
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this.renderer_.shadowMap.enabled = true;
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this.renderer_.shadowMap.autoUpdate = false;
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/*
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* Added these to make the sky not look like crap.
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* https://threejs.org/examples/webgl_shaders_sky.html
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*/
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this.renderer_.toneMapping = THREE.ACESFilmicToneMapping;
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this.renderer_.toneMappingExposure = 0.5;
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parent[0].appendChild(this.renderer_.domElement);
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};
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/**
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* Add a camera and point it at the scene.
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*/
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beestat.component.scene.prototype.add_camera_ = function() {
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const field_of_view = 75;
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const aspect_ratio = window.innerWidth / window.innerHeight;
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const near_plane = 1;
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const far_plane = 100000;
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this.camera_ = new THREE.PerspectiveCamera(
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field_of_view,
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aspect_ratio,
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near_plane,
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far_plane
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);
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this.camera_.position.x = 400;
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this.camera_.position.y = 400;
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this.camera_.position.z = 400;
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};
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/**
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* Add camera controls.
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*
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* @param {rocket.Elements} parent
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*/
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beestat.component.scene.prototype.add_controls_ = function(parent) {
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new THREE.OrbitControls(this.camera_, parent[0]); // eslint-disable-line no-new
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};
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/**
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* Add the sky to the scene. This is a shader that draws on the inside of a
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* box really far away. The size of the sun can be tweaked with the
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* sunAngularDiameterCos shader parameter in threejs.js.
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*
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* The sky material uniforms are configured to make the sky look generally
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* nice. They are tweaked for the eclipse simulation to darken the sky.
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*/
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beestat.component.scene.prototype.add_sky_ = function() {
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this.sky_ = new THREE.Sky();
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// Makes the sky box really big.
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this.sky_.scale.setScalar(4500000);
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this.sky_.material.uniforms.turbidity.value =
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beestat.component.scene.turbidity;
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this.sky_.material.uniforms.rayleigh.value =
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beestat.component.scene.rayleigh;
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this.sky_.material.uniforms.mieCoefficient.value =
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beestat.component.scene.mie_coefficient;
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this.sky_.material.uniforms.mieDirectionalG.value =
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beestat.component.scene.mie_directional_g;
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this.scene_.add(this.sky_);
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};
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/**
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* Adds a moon sprite to the scene. The scale is set arbitrarily to make it
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* roughly the size of the sun.
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*/
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beestat.component.scene.prototype.add_moon_ = function() {
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const map = new THREE.TextureLoader().load('img/moon.png');
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const material = new THREE.SpriteMaterial({'map': map});
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const scale = 700;
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this.moon_ = new THREE.Sprite(material);
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this.moon_.scale.set(scale, scale, scale);
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// this.scene_.add(this.moon_);
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};
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/**
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* Adds a faint moon light so the moon can cast shadows at night.
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*/
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beestat.component.scene.prototype.add_moon_light_ = function() {
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this.directional_light_moon_ = new THREE.DirectionalLight(
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0xfffbab,
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0.2
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);
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this.directional_light_moon_.castShadow = true;
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this.directional_light_moon_.shadow.mapSize.width = beestat.component.scene.shadow_map_size;
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this.directional_light_moon_.shadow.mapSize.height = beestat.component.scene.shadow_map_size;
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this.directional_light_moon_.shadow.camera.left = -1000;
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this.directional_light_moon_.shadow.camera.right = 1000;
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this.directional_light_moon_.shadow.camera.top = 1000;
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this.directional_light_moon_.shadow.camera.bottom = -1000;
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this.directional_light_moon_.shadow.camera.far = 10000;
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// this.scene_.add(this.directional_light_moon_);
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if (this.debug_.moon_light_helper === true) {
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this.directional_light_moon_helper_ = new THREE.DirectionalLightHelper(
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this.directional_light_moon_
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);
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this.scene_.add(this.directional_light_moon_helper_);
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this.directional_light_moon_camera_helper_ = new THREE.CameraHelper(
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this.directional_light_moon_.shadow.camera
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);
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this.scene_.add(this.directional_light_moon_camera_helper_);
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}
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};
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/**
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* Add a strong sun light to the scene.
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*/
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beestat.component.scene.prototype.add_sun_light_ = function() {
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// Directional light to cast shadows.
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this.directional_light_sun_ = new THREE.DirectionalLight(
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0xffffff,
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beestat.component.scene.sun_light_intensity
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);
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this.directional_light_sun_.castShadow = true;
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this.directional_light_sun_.shadow.bias = -0.00009;
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this.directional_light_sun_.shadow.mapSize.width = beestat.component.scene.shadow_map_size;
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this.directional_light_sun_.shadow.mapSize.height = beestat.component.scene.shadow_map_size;
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this.directional_light_sun_.shadow.camera.left = -1000;
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this.directional_light_sun_.shadow.camera.right = 1000;
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this.directional_light_sun_.shadow.camera.top = 1000;
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this.directional_light_sun_.shadow.camera.bottom = -1000;
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this.directional_light_sun_.shadow.camera.far = 10000;
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this.scene_.add(this.directional_light_sun_);
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if (this.debug_.sun_light_helper === true) {
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this.directional_light_sun_helper_ = new THREE.DirectionalLightHelper(
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this.directional_light_sun_
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);
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this.scene_.add(this.directional_light_sun_helper_);
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this.directional_light_sun_camera_helper_ = new THREE.CameraHelper(
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this.directional_light_sun_.shadow.camera
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);
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this.scene_.add(this.directional_light_sun_camera_helper_);
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}
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};
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/**
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* Add ambient lighting so everything is always somewhat visible.
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*/
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beestat.component.scene.prototype.add_ambient_light_ = function() {
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/**
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* Base ambient light to keep everything visible (mostly at night). The
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* intensity of this light does not change.
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*/
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this.scene_.add(new THREE.AmbientLight(
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0xffffff,
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beestat.component.scene.ambient_light_intensity_base
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));
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/**
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* Ambient light from the sun/moon. Ths intensity of this light changes
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* based on the time of day.
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*/
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this.ambient_light_sky_ = new THREE.AmbientLight(
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0xffffff,
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beestat.component.scene.ambient_light_intensity_sky
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);
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this.scene_.add(this.ambient_light_sky_);
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};
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/**
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* Set the date and thus the position of the sun/moon.
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*
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* @param {Date} date
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*/
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beestat.component.scene.prototype.set_date = function(date) {
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const thermostat = beestat.cache.thermostat[this.thermostat_id_];
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const address = beestat.cache.address[thermostat.address_id];
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// After sunset may need to hide the sun light source...or maybe wean it's brightness off or something.
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const sun_object_vector = new THREE.Vector3();
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const moon_object_vector = new THREE.Vector3();
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const sun_light_vector = new THREE.Vector3();
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const moon_light_vector = new THREE.Vector3();
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// Get sun and moon positions.
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const sun_position = SunCalc.getPosition(
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date,
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address.normalized.metadata.latitude,
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address.normalized.metadata.longitude
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);
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const moon_position = SunCalc.getMoonPosition(
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date,
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address.normalized.metadata.latitude,
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address.normalized.metadata.longitude
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);
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const moon_illumination = SunCalc.getMoonIllumination(date);
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// Set the position of the vectors.
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sun_object_vector.setFromSphericalCoords(
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10000,
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sun_position.altitude - (Math.PI / 2),
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sun_position.azimuth
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);
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moon_object_vector.setFromSphericalCoords(
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10000,
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moon_position.altitude - (Math.PI / 2),
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moon_position.azimuth
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);
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// Set the position of the vectors.
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sun_light_vector.setFromSphericalCoords(
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5000,
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sun_position.altitude - (Math.PI / 2),
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sun_position.azimuth
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);
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moon_light_vector.setFromSphericalCoords(
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5000,
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moon_position.altitude - (Math.PI / 2),
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moon_position.azimuth
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);
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// TODO This will change based on size distance etc
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const eclipse_begins_distance = 660;
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const sun_moon_distance = sun_object_vector.distanceTo(moon_object_vector);
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const eclipse_percentage = Math.max(
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0,
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(1 - (sun_moon_distance / eclipse_begins_distance))
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);
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/*
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* this.ambient_light_sky_.intensity =
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* beestat.component.scene.ambient_light_intensity_sky * eclipse_multiplier;
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*/
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/*
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* this.directional_light_sun_.intensity =
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* this.directional_light_sun_.intensity * eclipse_multiplier;
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*/
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// Set light intensities by altitude and eclipse percentage.
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this.ambient_light_sky_.intensity = Math.max(
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0,
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beestat.component.scene.ambient_light_intensity_sky * Math.sin(sun_position.altitude) * (1 - eclipse_percentage)
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);
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this.moon_.material.opacity = 0.2;
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/**
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* Mess up the sky during an eclipse
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*/
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// Turn down to 0
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this.sky_.material.uniforms.rayleigh.value =
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beestat.component.scene.rayleigh * (1 - eclipse_percentage);
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// Turn down to almost 0
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this.sky_.material.uniforms.mieCoefficient.value =
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Math.max(
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0.00001,
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beestat.component.scene.mie_coefficient * (1 - eclipse_percentage)
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);
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// Increase to almost 1
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this.sky_.material.uniforms.mieDirectionalG.value =
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Math.max(
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beestat.component.scene.mie_directional_g,
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0.9999 * eclipse_percentage
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);
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/*
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* this.renderer_.toneMappingExposure = Math.max(
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* 0.1, // Minimum exposure
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* beestat.component.scene.tone_mapping_exposure * eclipse_multiplier
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* );
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*/
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// Set the brightness of the sun
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this.directional_light_sun_.intensity =
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beestat.component.scene.sun_light_intensity * Math.sin(sun_position.altitude) * (1 - eclipse_percentage);
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// Set the brightness of the moon
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this.directional_light_moon_.intensity =
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beestat.component.scene.moon_light_intensity * moon_illumination.fraction;
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// TODO size of moon based on distance? Might not be worth it haha.
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/*
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* this.directional_light_moon_.intensity = 0;
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* this.directional_light_sun_.intensity = 0;
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*/
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// Update the directional light positions
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this.directional_light_sun_.position.copy(sun_light_vector);
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this.directional_light_moon_.position.copy(moon_light_vector);
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// Update the position of the sun and moon in the sky
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this.sky_.material.uniforms.sunPosition.value.copy(sun_object_vector);
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this.moon_.position.copy(moon_object_vector);
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// this.sky2_.material.uniforms.sunPosition.value.copy(moon_object_vector);
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// Update shadows
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this.renderer_.shadowMap.needsUpdate = true;
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if (this.debug_.moon_light_helper === true) {
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this.directional_light_moon_helper_.update();
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this.directional_light_moon_camera_helper_.update();
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}
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if (this.debug_.sun_light_helper === true) {
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this.directional_light_sun_helper_.update();
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this.directional_light_sun_camera_helper_.update();
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}
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// Update debug watcher
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if (this.debug_.watcher === true) {
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this.debug_info_.date = date;
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this.update_debug_();
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}
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};
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/**
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* Add some type of ground for the house to sit on.
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*/
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beestat.component.scene.prototype.add_ground_ = function() {
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const size = 40000;
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const texture = new THREE.TextureLoader().load('img/grass.jpg');
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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texture.repeat.set(1000, 1000);
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const geometry = new THREE.PlaneGeometry(size, size);
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const material = new THREE.MeshLambertMaterial({
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// 'map': texture,
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'color': new THREE.Color(beestat.style.color.green.dark),
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'side': THREE.DoubleSide
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});
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const plane = new THREE.Mesh(geometry, material);
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plane.rotation.x += Math.PI / 2;
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plane.receiveShadow = true;
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this.scene_.add(plane);
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if (this.debug_.grid === true) {
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const grid_size = 100;
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const grid_divisions = grid_size;
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const grid_color_center_line = new THREE.Color(beestat.style.color.lightblue.base);
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const grid_color_grid = new THREE.Color(beestat.style.color.green.base);
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const grid_helper = new THREE.GridHelper(
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grid_size,
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grid_divisions,
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grid_color_center_line,
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grid_color_grid
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);
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this.scene_.add(grid_helper);
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}
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};
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/**
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* Add a background.
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*/
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/*
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* beestat.component.scene.prototype.add_background_ = function() {
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* this.scene_.background = new THREE.Color(beestat.style.color.bluegray.dark);
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* }
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*/
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/**
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* Add a room. Room coordinates are absolute.
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*
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* @param {object} group The group the room belongs to.
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* @param {object} room The room to add.
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*/
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beestat.component.scene.prototype.add_room_ = function(group, room) {
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const color = new THREE.Color(beestat.style.color.blue.base);
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var clipper_offset = new ClipperLib.ClipperOffset();
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clipper_offset.AddPath(room.points, ClipperLib.JoinType.jtMiter, ClipperLib.EndType.etClosedPolygon);
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var clipper_hole = new ClipperLib.Path();
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// var offsetted_paths = new ClipperLib.Path();
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clipper_offset.Execute(clipper_hole, -5);
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room.height = 12 * 1;
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// Create a shape using the points of the room.
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const shape = new THREE.Shape();
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const first_point = room.points[0];
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shape.moveTo(first_point.x, first_point.y);
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room.points.forEach(function(point) {
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shape.lineTo(point.x, point.y);
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});
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// FLOOR
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const floor = shape.clone();
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const floor_geometry = new THREE.ShapeGeometry(floor);
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const floor_material = new THREE.MeshLambertMaterial({
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'color': color,
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'side': THREE.DoubleSide
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});
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const floor_mesh = new THREE.Mesh(floor_geometry, floor_material);
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floor_mesh.position.z = ((room.elevation || group.elevation) + room.height) * -1;
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// Translate the floor_mesh to the room x/y position.
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floor_mesh.translateX(room.x);
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floor_mesh.translateY(room.y);
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floor_mesh.translateZ(room.height - 1);
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// floor.rotation.x += Math.PI/2;
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// Shadows are neat.
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floor_mesh.castShadow = true;
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floor_mesh.receiveShadow = true;
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// Add the mesh to the group.
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this.group_.add(floor_mesh);
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// Create a hole
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const hole = new THREE.Shape();
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const hole_first_point = clipper_hole[0].shift();
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hole.moveTo(hole_first_point.x, hole_first_point.y);
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clipper_hole[0].forEach(function(point) {
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hole.lineTo(point.x, point.y);
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});
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// Hole
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// const hole = shape.clone();
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shape.holes.push(hole);
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/* var paths = [[{x:30,y:30},{x:130,y:30},{x:130,y:130},{x:30,y:130}],
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[{x:60,y:60},{x:60,y:100},{x:100,y:100},{x:100,y:60}]];
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var scale = 100;
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ClipperLib.JS.ScaleUpPaths(paths, scale);
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// Possibly ClipperLib.Clipper.SimplifyPolygons() here
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// Possibly ClipperLib.Clipper.CleanPolygons() here
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var co = new ClipperLib.ClipperOffset(2, 0.25);
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// ClipperLib.EndType = {etOpenSquare: 0, etOpenRound: 1, etOpenButt: 2, etClosedPolygon: 3, etClosedLine : 4 };
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co.AddPaths(paths, ClipperLib.JoinType.jtRound, ClipperLib.EndType.etClosedPolygon);
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var offsetted_paths = new ClipperLib.Paths();
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co.Execute(offsetted_paths, -10 * scale);*/
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// Extrude the shape and create the mesh.
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const extrude_settings = {
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'depth': room.height,
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'bevelEnabled': false
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};
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const geometry = new THREE.ExtrudeGeometry(
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shape,
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extrude_settings
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);
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const material = new THREE.MeshPhongMaterial({
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// 'color': new THREE.Color(beestat.style.color.red.base)
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'color': color
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});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.z = ((room.elevation || group.elevation) + room.height) * -1;
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// Translate the mesh to the room x/y position.
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mesh.translateX(room.x);
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mesh.translateY(room.y);
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// Shadows are neat.
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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// Add the mesh to the group.
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this.group_.add(mesh);
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};
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/**
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* Add a helpful debug window that can be refreshed with the contents of
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* this.debug_info_.
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*
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* @param {rocket.Elements} parent
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*/
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beestat.component.scene.prototype.add_debug_ = function(parent) {
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if (this.debug_.watcher === true) {
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this.debug_info_ = {};
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this.debug_container_ = $.createElement('div').style({
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'position': 'absolute',
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'top': (beestat.style.size.gutter / 2),
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'left': (beestat.style.size.gutter / 2),
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'padding': (beestat.style.size.gutter / 2),
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'background': 'rgba(0, 0, 0, 0.5)',
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'color': '#fff',
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'font-family': 'Consolas, Courier, Monospace',
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'white-space': 'pre'
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});
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parent.appendChild(this.debug_container_);
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}
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};
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/**
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* Update the debug window.
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*/
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beestat.component.scene.prototype.update_debug_ = function() {
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if (this.debug_.watcher === true) {
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this.debug_container_.innerHTML(
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JSON.stringify(this.debug_info_, null, 2)
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);
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}
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};
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/**
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* Add a group containing all of the extruded geometry.
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*/
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beestat.component.scene.prototype.add_group_ = function() {
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this.group_ = new THREE.Group();
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// this.group_.rotation.x = -Math.PI / 2;
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//
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this.group_.rotation.x = Math.PI / 2;
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this.scene_.add(this.group_);
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};
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/**
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* Add the floor plan to the scene.
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*/
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beestat.component.scene.prototype.add_floor_plan_ = function() {
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const self = this;
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const floor_plan = beestat.cache.floor_plan[1];
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floor_plan.data.groups.forEach(function(group) {
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group.rooms.forEach(function(room) {
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self.add_room_(group, room);
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});
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});
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};
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