All files / app/codeCharta/ui/codeMap/rendering geometryGenerationHelper.ts

100% Statements 133/133
100% Branches 9/9
100% Functions 5/5
100% Lines 131/131

Press n or j to go to the next uncovered block, b, p or k for the previous block.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292  20x 20x   20x                                                             20x 20x 20x 20x 20x 20x 20x       20x                 20x                                       20x 20x 20x   20x                 130x                       130x   130x 130x       130x 130x 130x 130x   130x       130x 130x 130x   130x 130x 130x   130x 130x 130x   130x 130x 130x       130x 130x 130x   130x 130x 130x   130x 130x 130x   130x 130x 130x       130x 130x 130x   130x 130x 130x   130x 130x 130x   130x 130x 130x       130x 130x 130x   130x 130x 130x   130x 130x 130x   130x 130x 130x       130x 130x 130x   130x 130x 130x   130x 130x 130x   130x 130x 130x       130x 130x 130x   130x 130x 130x   130x 130x 130x   130x 130x 130x       780x 130x   650x 130x   520x 260x   260x                     130x 130x 130x   130x 130x 130x   130x   130x 780x 780x 780x 780x 780x 780x   780x   780x 3120x 3120x   3120x   3120x 3120x     780x 780x   780x 390x         390x           780x      
import { Node } from "../../../codeCharta.model"
import { CodeMapBuilding } from "./codeMapBuilding"
import { Box3, Vector3 } from "three"
import { CodeMapGeometricDescription } from "./codeMapGeometricDescription"
import { ColorConverter } from "../../../util/color/colorConverter"
 
export interface BoxMeasures {
    x: number
    y: number
    z: number
    width: number
    height: number
    depth: number
}
 
export interface SurfaceInformation {
    node: Node
    surfaceStartIndex: number
    minPos: { z: number; x: number }
    maxPos: { z: number; x: number }
}
 
export interface IntermediateVertexData {
    positions: Float32Array
    normals: Float32Array
    uvs: Float32Array
    colors: Float32Array
 
    indices: Uint32Array
    ids: Float32Array
 
    deltas: Float32Array
    isHeight: Float32Array
}
 
enum sides {
    left = 0,
    right = 1,
    bottom = 2,
    top = 3,
    back = 4,
    front = 5
}
 
// Vector 3: x, y, z
const normals = [
    [-1, 0, 0],
    [1, 0, 0],
    [0, -1, 0],
    [0, 1, 0],
    [0, 0, -1],
    [0, 0, 1]
]
 
const uvArray = [
    // Left x, y
    1, 0, 1, 1, 0, 1, 0, 0,
 
    // Right x, y
    0, 0, 0, 1, 1, 1, 1, 0,
 
    // Bottom x, y
    0, 1, 1, 1, 1, 0, 0, 0,
 
    // Top x, y
    0, 1, 1, 1, 1, 0, 0, 0,
 
    // Back x, y
    0, 0, 1, 0, 1, 1, 0, 1,
 
    // Front x, y
    1, 0, 0, 0, 0, 1, 1, 1
]
 
const numberSides = 6
const verticesPerSide = 4
const threeDimensions = 3
 
export function addBoxToVertexData(
    data: IntermediateVertexData,
    node: Node,
    measures: BoxMeasures,
    color: string,
    subGeomIndex: number,
    desc: CodeMapGeometricDescription,
    delta: number
) {
    desc.add(
        new CodeMapBuilding(
            subGeomIndex,
            new Box3(
                new Vector3(measures.x, measures.y, measures.z),
                new Vector3(measures.x + measures.width, measures.y + measures.height, measures.z + measures.depth)
            ),
            node,
            color
        )
    )
 
    data.uvs.set(uvArray, subGeomIndex * uvArray.length)
 
    setPositions(data.positions, measures, subGeomIndex)
    setVerticesAndFaces(node, measures, color, delta, subGeomIndex, data)
}
 
function setPositions(positions: Float32Array, measures: BoxMeasures, index: number) {
    const { x: minPosX, y: minPosY, z: minPosZ, width, height, depth } = measures
    const maxPosX = minPosX + width
    const maxPosY = minPosY + height
    const maxPosZ = minPosZ + depth
 
    let positionIndex = index * verticesPerSide * numberSides * threeDimensions
 
    // Left
    // Bottom left
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = minPosZ
    // Top left
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = minPosZ
    // Top right
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = maxPosZ
    // Bottom right
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = maxPosZ
 
    // Right
    // Bottom left
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = minPosZ
    // Top left
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = minPosZ
    // Top right
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = maxPosZ
    // Bottom right
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = maxPosZ
 
    // Bottom
    // Bottom left
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = minPosZ
    // Top left
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = maxPosZ
    // Top right
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = maxPosZ
    // Bottom right
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = minPosZ
 
    // Top
    // Bottom left
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = minPosZ
    // Top left
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = maxPosZ
    // Top right
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = maxPosZ
    // Bottom right
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = minPosZ
 
    // Back
    // Bottom left
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = maxPosZ
    // Top left
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = maxPosZ
    // Top right
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = maxPosZ
    // Bottom right
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = maxPosZ
 
    // Front
    // Bottom left
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = minPosZ
    // Top left
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = minPosY
    positions[positionIndex++] = minPosZ
    // Top right
    positions[positionIndex++] = minPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = minPosZ
    // Bottom right
    positions[positionIndex++] = maxPosX
    positions[positionIndex++] = maxPosY
    positions[positionIndex++] = minPosZ
}
 
function isTopSide(side: number, node: Node) {
    if (!node.isLeaf || side === sides.bottom) {
        return [0, 0, 0, 0]
    }
    if (side === sides.top) {
        return [1, 1, 1, 1]
    }
    if (side <= sides.right) {
        return [0, 1, 1, 0]
    }
    return [0, 0, 1, 1]
}
 
function setVerticesAndFaces(
    node: Node,
    measures: BoxMeasures,
    color: string,
    delta: number,
    subGeomIndex: number,
    data: IntermediateVertexData
) {
    const { y: minPosY, height } = measures
    const maxPosY = minPosY + height
    const deltaRelativeToHeight = delta / (maxPosY - minPosY)
 
    let index = subGeomIndex * numberSides * verticesPerSide
    let vector3Index = index * threeDimensions
    let surfaceStartIndex = subGeomIndex * numberSides * numberSides
 
    const colors = ColorConverter.getVector3Array(color)
 
    for (let side = 0; side < numberSides; side++) {
        const topSides = isTopSide(side, node)
        const normal = normals[side]
        const indexBottomLeft = index
        const indexTopLeft = index + 1
        const indexTopRight = index + 2
        const indexBottomRight = index + 3
 
        data.isHeight.set(topSides, index)
 
        for (const end = index + verticesPerSide; index < end; index++) {
            data.normals.set(normal, vector3Index)
            data.colors.set(colors, vector3Index)
 
            vector3Index += threeDimensions
 
            data.ids[index] = subGeomIndex
            data.deltas[index] = deltaRelativeToHeight
        }
 
        const dimension = Math.floor(side / 2)
        const positiveFacing = normal[dimension] === 1
 
        if (positiveFacing) {
            data.indices.set(
                [indexBottomLeft, indexTopLeft, indexTopRight, indexBottomLeft, indexTopRight, indexBottomRight],
                surfaceStartIndex
            )
        } else {
            data.indices.set(
                [indexBottomLeft, indexTopRight, indexTopLeft, indexBottomLeft, indexBottomRight, indexTopRight],
                surfaceStartIndex
            )
        }
 
        surfaceStartIndex += numberSides
    }
}