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					447 lines
				
				14 KiB
			
		
		
			
		
	
	
					447 lines
				
				14 KiB
			| 
								 
											3 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 - Picking and Highlighting</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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								         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 tempColor = new THREE.Color();
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									function get255BasedColor(color) {
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								    tempColor.set(color);
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								    const base = tempColor.toArray().map(v => v * 255);
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								    base.push(255); // alpha
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								    return base;
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								  }
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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(
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								      palette, paletteTextureWidth, paletteTextureHeight);
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								  paletteTexture.minFilter = THREE.NearestFilter;
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								  paletteTexture.magFilter = THREE.NearestFilter;
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								  const selectedColor = get255BasedColor('red');
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								  const unselectedColor = get255BasedColor('#444');
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								  const oceanColor = get255BasedColor('rgb(100,200,255)');
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								  resetPalette();
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								  function setPaletteColor(index, color) {
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								    palette.set(color, index * 4);
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								  }
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								  function resetPalette() {
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								    // make all colors the unselected color
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								    for (let i = 1; i < maxNumCountries; ++i) {
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								      setPaletteColor(i, unselectedColor);
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								    }
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								    // set the ocean color (index #0)
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								    setPaletteColor(0, oceanColor);
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								    paletteTexture.needsUpdate = true;
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								  }
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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;
							 | 
						||
| 
								 | 
							
								      const show = selected || (numCountriesSelected === 0 && largeEnough);
							 | 
						||
| 
								 | 
							
								      if (!show) {
							 | 
						||
| 
								 | 
							
								        elem.style.display = 'none';
							 | 
						||
| 
								 | 
							
								        continue;
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // Orient the position based on the camera's orientation.
							 | 
						||
| 
								 | 
							
								      // Since the sphere is at the origin and the sphere is a unit sphere
							 | 
						||
| 
								 | 
							
								      // this gives us a camera relative direction vector for the position.
							 | 
						||
| 
								 | 
							
								      tempV.copy(position);
							 | 
						||
| 
								 | 
							
								      tempV.applyMatrix3(normalMatrix);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // compute the direction to this position from the camera
							 | 
						||
| 
								 | 
							
								      cameraToPoint.copy(position);
							 | 
						||
| 
								 | 
							
								      cameraToPoint.applyMatrix4(camera.matrixWorldInverse).normalize();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // get the dot product of camera relative direction to this position
							 | 
						||
| 
								 | 
							
								      // on the globe with the direction from the camera to that point.
							 | 
						||
| 
								 | 
							
								      // -1 = facing directly towards the camera
							 | 
						||
| 
								 | 
							
								      // 0 = exactly on tangent of the sphere from the camera
							 | 
						||
| 
								 | 
							
								      // > 0 = facing away
							 | 
						||
| 
								 | 
							
								      const dot = tempV.dot(cameraToPoint);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // if the orientation is not facing us hide it.
							 | 
						||
| 
								 | 
							
								      if (dot > settings.maxVisibleDot) {
							 | 
						||
| 
								 | 
							
								        elem.style.display = 'none';
							 | 
						||
| 
								 | 
							
								        continue;
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // restore the element to its default display style
							 | 
						||
| 
								 | 
							
								      elem.style.display = '';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // get the normalized screen coordinate of that position
							 | 
						||
| 
								 | 
							
								      // x and y will be in the -1 to +1 range with x = -1 being
							 | 
						||
| 
								 | 
							
								      // on the left and y = -1 being on the bottom
							 | 
						||
| 
								 | 
							
								      tempV.copy(position);
							 | 
						||
| 
								 | 
							
								      tempV.project(camera);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // convert the normalized position to CSS coordinates
							 | 
						||
| 
								 | 
							
								      const x = (tempV.x *  .5 + .5) * canvas.clientWidth;
							 | 
						||
| 
								 | 
							
								      const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // move the elem to that position
							 | 
						||
| 
								 | 
							
								      elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // set the zIndex for sorting
							 | 
						||
| 
								 | 
							
								      elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  class GPUPickHelper {
							 | 
						||
| 
								 | 
							
								    constructor() {
							 | 
						||
| 
								 | 
							
								      // create a 1x1 pixel render target
							 | 
						||
| 
								 | 
							
								      this.pickingTexture = new THREE.WebGLRenderTarget(1, 1);
							 | 
						||
| 
								 | 
							
								      this.pixelBuffer = new Uint8Array(4);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    pick(cssPosition, scene, camera) {
							 | 
						||
| 
								 | 
							
								      const {pickingTexture, pixelBuffer} = this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // set the view offset to represent just a single pixel under the mouse
							 | 
						||
| 
								 | 
							
								      const pixelRatio = renderer.getPixelRatio();
							 | 
						||
| 
								 | 
							
								      camera.setViewOffset(
							 | 
						||
| 
								 | 
							
								          renderer.getContext().drawingBufferWidth,   // full width
							 | 
						||
| 
								 | 
							
								          renderer.getContext().drawingBufferHeight,  // full top
							 | 
						||
| 
								 | 
							
								          cssPosition.x * pixelRatio | 0,             // rect x
							 | 
						||
| 
								 | 
							
								          cssPosition.y * pixelRatio | 0,             // rect y
							 | 
						||
| 
								 | 
							
								          1,                                          // rect width
							 | 
						||
| 
								 | 
							
								          1,                                          // rect height
							 | 
						||
| 
								 | 
							
								      );
							 | 
						||
| 
								 | 
							
								      // render the scene
							 | 
						||
| 
								 | 
							
								      renderer.setRenderTarget(pickingTexture);
							 | 
						||
| 
								 | 
							
								      renderer.render(scene, camera);
							 | 
						||
| 
								 | 
							
								      renderer.setRenderTarget(null);
							 | 
						||
| 
								 | 
							
								      // clear the view offset so rendering returns to normal
							 | 
						||
| 
								 | 
							
								      camera.clearViewOffset();
							 | 
						||
| 
								 | 
							
								      //read the pixel
							 | 
						||
| 
								 | 
							
								      renderer.readRenderTargetPixels(
							 | 
						||
| 
								 | 
							
								          pickingTexture,
							 | 
						||
| 
								 | 
							
								          0,   // x
							 | 
						||
| 
								 | 
							
								          0,   // y
							 | 
						||
| 
								 | 
							
								          1,   // width
							 | 
						||
| 
								 | 
							
								          1,   // height
							 | 
						||
| 
								 | 
							
								          pixelBuffer);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      const id =
							 | 
						||
| 
								 | 
							
								          (pixelBuffer[0] <<  0) |
							 | 
						||
| 
								 | 
							
								          (pixelBuffer[1] <<  8) |
							 | 
						||
| 
								 | 
							
								          (pixelBuffer[2] << 16);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      return id;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const pickHelper = new GPUPickHelper();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function getCanvasRelativePosition(event) {
							 | 
						||
| 
								 | 
							
								    const rect = canvas.getBoundingClientRect();
							 | 
						||
| 
								 | 
							
								    return {
							 | 
						||
| 
								 | 
							
								      x: (event.clientX - rect.left) * canvas.width  / rect.width,
							 | 
						||
| 
								 | 
							
								      y: (event.clientY - rect.top ) * canvas.height / rect.height,
							 | 
						||
| 
								 | 
							
								    };
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function pickCountry(event) {
							 | 
						||
| 
								 | 
							
								    // exit if we have not loaded the data yet
							 | 
						||
| 
								 | 
							
								    if (!countryInfos) {
							 | 
						||
| 
								 | 
							
								      return;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const position = getCanvasRelativePosition(event);
							 | 
						||
| 
								 | 
							
								    const id = pickHelper.pick(position, pickingScene, camera);
							 | 
						||
| 
								 | 
							
								    if (id > 0) {
							 | 
						||
| 
								 | 
							
								      const countryInfo = countryInfos[id - 1];
							 | 
						||
| 
								 | 
							
								      const selected = !countryInfo.selected;
							 | 
						||
| 
								 | 
							
								      if (selected && !event.shiftKey && !event.ctrlKey && !event.metaKey) {
							 | 
						||
| 
								 | 
							
								        unselectAllCountries();
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								      numCountriesSelected += selected ? 1 : -1;
							 | 
						||
| 
								 | 
							
								      countryInfo.selected = selected;
							 | 
						||
| 
								 | 
							
								      setPaletteColor(id, selected ? selectedColor : unselectedColor);
							 | 
						||
| 
								 | 
							
								      paletteTexture.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								    } else if (numCountriesSelected) {
							 | 
						||
| 
								 | 
							
								      unselectAllCountries();
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    requestRenderIfNotRequested();
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function unselectAllCountries() {
							 | 
						||
| 
								 | 
							
								    numCountriesSelected = 0;
							 | 
						||
| 
								 | 
							
								    countryInfos.forEach((countryInfo) => {
							 | 
						||
| 
								 | 
							
								      countryInfo.selected = false;
							 | 
						||
| 
								 | 
							
								    });
							 | 
						||
| 
								 | 
							
								    resetPalette();
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  canvas.addEventListener('pointerup', pickCountry);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function resizeRendererToDisplaySize(renderer) {
							 | 
						||
| 
								 | 
							
								    const canvas = renderer.domElement;
							 | 
						||
| 
								 | 
							
								    const width = canvas.clientWidth;
							 | 
						||
| 
								 | 
							
								    const height = canvas.clientHeight;
							 | 
						||
| 
								 | 
							
								    const needResize = canvas.width !== width || canvas.height !== height;
							 | 
						||
| 
								 | 
							
								    if (needResize) {
							 | 
						||
| 
								 | 
							
								      renderer.setSize(width, height, false);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    return needResize;
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  let renderRequested = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function render() {
							 | 
						||
| 
								 | 
							
								    renderRequested = undefined;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (resizeRendererToDisplaySize(renderer)) {
							 | 
						||
| 
								 | 
							
								      const canvas = renderer.domElement;
							 | 
						||
| 
								 | 
							
								      camera.aspect = canvas.clientWidth / canvas.clientHeight;
							 | 
						||
| 
								 | 
							
								      camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    controls.update();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    updateLabels();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    renderer.render(scene, camera);
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								  render();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function requestRenderIfNotRequested() {
							 | 
						||
| 
								 | 
							
								    if (!renderRequested) {
							 | 
						||
| 
								 | 
							
								      renderRequested = true;
							 | 
						||
| 
								 | 
							
								      requestAnimationFrame(render);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  controls.addEventListener('change', requestRenderIfNotRequested);
							 | 
						||
| 
								 | 
							
								  window.addEventListener('resize', requestRenderIfNotRequested);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								main();
							 | 
						||
| 
								 | 
							
								</script>
							 | 
						||
| 
								 | 
							
								</html>
							 |