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421 lines
13 KiB
421 lines
13 KiB
2 years ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Indexed Textures - Random Colors</title>
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<style>
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html, body {
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height: 100%;
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margin: 0;
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font-family: sans-serif;
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}
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#c {
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width: 100%; /* let our container decide our size */
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height: 100%;
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display: block;
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}
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#container {
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position: relative; /* makes this the origin of its children */
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width: 100%;
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height: 100%;
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overflow: hidden;
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}
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#labels {
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position: absolute; /* let us position ourself inside the container */
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z-index: 0; /* make a new stacking context so children don't sort with rest of page */
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left: 0; /* make our position the top left of the container */
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top: 0;
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color: white;
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}
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#labels>div {
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position: absolute; /* let us position them inside the container */
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left: 0; /* make their default position the top left of the container */
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top: 0;
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cursor: pointer; /* change the cursor to a hand when over us */
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font-size: small;
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user-select: none; /* don't let the text get selected */
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pointer-events: none; /* make us invisible to the pointer */
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text-shadow: /* create a black outline */
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-1px -1px 0 #000,
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0 -1px 0 #000,
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1px -1px 0 #000,
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1px 0 0 #000,
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1px 1px 0 #000,
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0 1px 0 #000,
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-1px 1px 0 #000,
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-1px 0 0 #000;
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}
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#labels>div:hover {
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color: red;
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}
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</style>
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</head>
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<body>
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<div id="container">
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<canvas id="c"></canvas>
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<div id="labels"></div>
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</div>
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</body>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js",
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"three/addons/": "../../examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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function main() {
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const canvas = document.querySelector('#c');
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const renderer = new THREE.WebGLRenderer({canvas});
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const fov = 60;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 10;
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.z = 2.5;
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const controls = new OrbitControls(camera, canvas);
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controls.enableDamping = true;
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controls.enablePan = false;
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controls.minDistance = 1.2;
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controls.maxDistance = 4;
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controls.update();
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const scene = new THREE.Scene();
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scene.background = new THREE.Color('#246');
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const pickingScene = new THREE.Scene();
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pickingScene.background = new THREE.Color(0);
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const maxNumCountries = 512;
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const paletteTextureWidth = maxNumCountries;
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const paletteTextureHeight = 1;
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const palette = new Uint8Array(paletteTextureWidth * 4);
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const paletteTexture = new THREE.DataTexture(palette, paletteTextureWidth, paletteTextureHeight);
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paletteTexture.minFilter = THREE.NearestFilter;
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paletteTexture.magFilter = THREE.NearestFilter;
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for (let i = 1; i < palette.length; ++i) {
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palette[i] = Math.random() * 256;
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}
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// set the ocean color (index #0)
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palette.set([100, 200, 255, 255], 0);
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paletteTexture.needsUpdate = true;
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{
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const loader = new THREE.TextureLoader();
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const geometry = new THREE.SphereGeometry(1, 64, 32);
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const indexTexture = loader.load('resources/data/world/country-index-texture.png', render);
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indexTexture.minFilter = THREE.NearestFilter;
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indexTexture.magFilter = THREE.NearestFilter;
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const pickingMaterial = new THREE.MeshBasicMaterial({map: indexTexture});
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pickingScene.add(new THREE.Mesh(geometry, pickingMaterial));
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const fragmentShaderReplacements = [
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{
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from: '#include <common>',
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to: `
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#include <common>
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uniform sampler2D indexTexture;
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uniform sampler2D paletteTexture;
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uniform float paletteTextureWidth;
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`,
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},
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{
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from: '#include <color_fragment>',
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to: `
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#include <color_fragment>
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{
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vec4 indexColor = texture2D(indexTexture, vUv);
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float index = indexColor.r * 255.0 + indexColor.g * 255.0 * 256.0;
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vec2 paletteUV = vec2((index + 0.5) / paletteTextureWidth, 0.5);
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vec4 paletteColor = texture2D(paletteTexture, paletteUV);
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// diffuseColor.rgb += paletteColor.rgb; // white outlines
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diffuseColor.rgb = paletteColor.rgb - diffuseColor.rgb; // black outlines
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}
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`,
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},
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];
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const texture = loader.load('resources/data/world/country-outlines-4k.png', render);
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const material = new THREE.MeshBasicMaterial({map: texture});
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material.onBeforeCompile = function(shader) {
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fragmentShaderReplacements.forEach((rep) => {
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shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
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});
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shader.uniforms.paletteTexture = {value: paletteTexture};
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shader.uniforms.indexTexture = {value: indexTexture};
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shader.uniforms.paletteTextureWidth = {value: paletteTextureWidth};
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};
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scene.add(new THREE.Mesh(geometry, material));
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}
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async function loadJSON(url) {
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const req = await fetch(url);
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return req.json();
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}
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let numCountriesSelected = 0;
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let countryInfos;
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async function loadCountryData() {
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countryInfos = await loadJSON('resources/data/world/country-info.json'); /* threejs.org: url */
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const lonFudge = Math.PI * 1.5;
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const latFudge = Math.PI;
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// these helpers will make it easy to position the boxes
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// We can rotate the lon helper on its Y axis to the longitude
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const lonHelper = new THREE.Object3D();
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// We rotate the latHelper on its X axis to the latitude
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const latHelper = new THREE.Object3D();
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lonHelper.add(latHelper);
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// The position helper moves the object to the edge of the sphere
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const positionHelper = new THREE.Object3D();
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positionHelper.position.z = 1;
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latHelper.add(positionHelper);
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const labelParentElem = document.querySelector('#labels');
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for (const countryInfo of countryInfos) {
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const {lat, lon, min, max, name} = countryInfo;
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// adjust the helpers to point to the latitude and longitude
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lonHelper.rotation.y = THREE.MathUtils.degToRad(lon) + lonFudge;
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latHelper.rotation.x = THREE.MathUtils.degToRad(lat) + latFudge;
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// get the position of the lat/lon
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positionHelper.updateWorldMatrix(true, false);
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const position = new THREE.Vector3();
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positionHelper.getWorldPosition(position);
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countryInfo.position = position;
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// compute the area for each country
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const width = max[0] - min[0];
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const height = max[1] - min[1];
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const area = width * height;
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countryInfo.area = area;
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// add an element for each country
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const elem = document.createElement('div');
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elem.textContent = name;
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labelParentElem.appendChild(elem);
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countryInfo.elem = elem;
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}
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requestRenderIfNotRequested();
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}
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loadCountryData();
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const tempV = new THREE.Vector3();
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const cameraToPoint = new THREE.Vector3();
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const cameraPosition = new THREE.Vector3();
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const normalMatrix = new THREE.Matrix3();
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const settings = {
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minArea: 20,
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maxVisibleDot: -0.2,
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};
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function updateLabels() {
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// exit if we have not loaded the data yet
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if (!countryInfos) {
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return;
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}
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const large = settings.minArea * settings.minArea;
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// get a matrix that represents a relative orientation of the camera
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normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
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// get the camera's position
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camera.getWorldPosition(cameraPosition);
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for (const countryInfo of countryInfos) {
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const {position, elem, area, selected} = countryInfo;
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const largeEnough = area >= large;
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const show = selected || (numCountriesSelected === 0 && largeEnough);
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if (!show) {
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elem.style.display = 'none';
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continue;
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}
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// Orient the position based on the camera's orientation.
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// Since the sphere is at the origin and the sphere is a unit sphere
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// this gives us a camera relative direction vector for the position.
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tempV.copy(position);
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tempV.applyMatrix3(normalMatrix);
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// compute the direction to this position from the camera
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cameraToPoint.copy(position);
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cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
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// get the dot product of camera relative direction to this position
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// on the globe with the direction from the camera to that point.
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// -1 = facing directly towards the camera
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// 0 = exactly on tangent of the sphere from the camera
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// > 0 = facing away
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const dot = tempV.dot(cameraToPoint);
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// if the orientation is not facing us hide it.
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if (dot > settings.maxVisibleDot) {
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elem.style.display = 'none';
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continue;
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}
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// restore the element to its default display style
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elem.style.display = '';
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// get the normalized screen coordinate of that position
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// x and y will be in the -1 to +1 range with x = -1 being
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// on the left and y = -1 being on the bottom
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tempV.copy(position);
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tempV.project(camera);
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// convert the normalized position to CSS coordinates
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const x = (tempV.x * .5 + .5) * canvas.clientWidth;
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const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
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// move the elem to that position
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elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
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// set the zIndex for sorting
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elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
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}
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}
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class GPUPickHelper {
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constructor() {
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// create a 1x1 pixel render target
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this.pickingTexture = new THREE.WebGLRenderTarget(1, 1);
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this.pixelBuffer = new Uint8Array(4);
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}
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pick(cssPosition, scene, camera) {
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const {pickingTexture, pixelBuffer} = this;
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// set the view offset to represent just a single pixel under the mouse
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const pixelRatio = renderer.getPixelRatio();
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camera.setViewOffset(
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renderer.getContext().drawingBufferWidth, // full width
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renderer.getContext().drawingBufferHeight, // full top
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cssPosition.x * pixelRatio | 0, // rect x
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cssPosition.y * pixelRatio | 0, // rect y
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1, // rect width
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1, // rect height
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);
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// render the scene
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renderer.setRenderTarget(pickingTexture);
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renderer.render(scene, camera);
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renderer.setRenderTarget(null);
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// clear the view offset so rendering returns to normal
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camera.clearViewOffset();
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//read the pixel
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renderer.readRenderTargetPixels(
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pickingTexture,
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0, // x
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0, // y
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1, // width
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1, // height
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pixelBuffer);
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const id =
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(pixelBuffer[0] << 0) |
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(pixelBuffer[1] << 8) |
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(pixelBuffer[2] << 16);
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return id;
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}
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}
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const pickHelper = new GPUPickHelper();
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function getCanvasRelativePosition(event) {
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const rect = canvas.getBoundingClientRect();
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return {
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x: (event.clientX - rect.left) * canvas.width / rect.width,
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y: (event.clientY - rect.top ) * canvas.height / rect.height,
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};
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}
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function pickCountry(event) {
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// exit if we have not loaded the data yet
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if (!countryInfos) {
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return;
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}
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const position = getCanvasRelativePosition(event);
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const id = pickHelper.pick(position, pickingScene, camera);
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if (id > 0) {
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const countryInfo = countryInfos[id - 1];
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const selected = !countryInfo.selected;
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if (selected && !event.shiftKey && !event.ctrlKey && !event.metaKey) {
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unselectAllCountries();
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}
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numCountriesSelected += selected ? 1 : -1;
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countryInfo.selected = selected;
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} else if (numCountriesSelected) {
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unselectAllCountries();
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}
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requestRenderIfNotRequested();
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}
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function unselectAllCountries() {
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numCountriesSelected = 0;
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countryInfos.forEach((countryInfo) => {
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countryInfo.selected = false;
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});
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}
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canvas.addEventListener('pointerup', pickCountry);
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function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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let renderRequested = false;
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function render() {
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renderRequested = undefined;
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if (resizeRendererToDisplaySize(renderer)) {
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const canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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}
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controls.update();
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updateLabels();
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renderer.render(scene, camera);
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}
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render();
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function requestRenderIfNotRequested() {
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if (!renderRequested) {
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renderRequested = true;
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requestAnimationFrame(render);
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}
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}
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controls.addEventListener('change', requestRenderIfNotRequested);
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window.addEventListener('resize', requestRenderIfNotRequested);
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}
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main();
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</script>
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</html>
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