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Merge pull request #198 from VCityTeam/dev-unstable
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valentinMachado authored Aug 24, 2021
2 parents 7880cf1 + 9e32c3d commit 72c57bc
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561 changes: 561 additions & 0 deletions Doc/Devel/LocalGameTutorial.md

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71 changes: 37 additions & 34 deletions Doc/Devel/View/bootstrap.js
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@@ -1,34 +1,37 @@


import { View3D, itowns, THREE } from 'ud-viz';
import THREEUtils from 'ud-viz/src/Game/Shared/Components/THREEUtils';

let x = 1832891;
let y = 5174952;
let r = 1000;

const extent = new itowns.Extent('EPSG:3946', x - r, x + r, y - r, y + r);
const view = new View3D();
view.initItownsView(extent);

const center = extent.center();

const image = document.createElement('img');
image.src = 'https://lh3.googleusercontent.com/proxy/-V2q6dQpdGNZw6JMniNsnI1hTItamwP2cXIoQBZQAZhU-NYEXHC39lJd1qJYIcrg8gvrx3tGeyJiPsg6v1A_l4xhWUgZ7O1aRTF9vfZD3ZcmB5Z1qNw6BMikdxzL4UGMMsSk9PRjAXQ6pTiLi3I-7CeobzNbDZ2Nz4dbw4cAlQTAJmWvSj80IbAhjlnk';
view.appendCSS3D(
image,
{ width: 200, height: 500 },
new THREEUtils.Transform(
new THREE.Vector3(center.x, center.y, 50),
new THREE.Vector3(Math.PI * 0.5, Math.PI * 0.2, 0),
new THREE.Vector3(2, 2, 2)
)
);

const geometry = new THREE.SphereGeometry(100, 32, 32);
const material = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const sphere = new THREE.Mesh(geometry, material);
sphere.position.copy(new THREE.Vector3(center.x + 200, center.y, 50));
sphere.updateMatrixWorld();

view.getItownsView().scene.add(sphere);
/** @format */

import { Views, itowns, THREE } from 'ud-viz';
import THREEUtils from 'ud-viz/src/Game/Shared/Components/THREEUtils';

const View3D = Views.View3D;

let x = 1832891;
let y = 5174952;
let r = 1000;

const extent = new itowns.Extent('EPSG:3946', x - r, x + r, y - r, y + r);
const view = new View3D();
view.initItownsView(extent);

const center = extent.center();

const image = document.createElement('img');
image.src =
'https://lh3.googleusercontent.com/proxy/-V2q6dQpdGNZw6JMniNsnI1hTItamwP2cXIoQBZQAZhU-NYEXHC39lJd1qJYIcrg8gvrx3tGeyJiPsg6v1A_l4xhWUgZ7O1aRTF9vfZD3ZcmB5Z1qNw6BMikdxzL4UGMMsSk9PRjAXQ6pTiLi3I-7CeobzNbDZ2Nz4dbw4cAlQTAJmWvSj80IbAhjlnk';
view.appendCSS3D(
image,
{ width: 200, height: 500 },
new THREEUtils.Transform(
new THREE.Vector3(center.x, center.y, 50),
new THREE.Vector3(Math.PI * 0.5, Math.PI * 0.2, 0),
new THREE.Vector3(2, 2, 2)
)
);

const geometry = new THREE.SphereGeometry(100, 32, 32);
const material = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const sphere = new THREE.Mesh(geometry, material);
sphere.position.copy(new THREE.Vector3(center.x + 200, center.y, 50));
sphere.updateMatrixWorld();

view.getItownsView().scene.add(sphere);
5 changes: 4 additions & 1 deletion Readme.md
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Expand Up @@ -2,7 +2,10 @@

UD-Viz is a JavaScript library based on [iTowns](https://github.com/itowns/itowns), using [npm](https://www.npmjs.com/) and [published on the npm package repository](https://www.npmjs.com/package/ud-viz), allowing to visualize, analyse and interact with urban data.

## Pre-requisites
A tutorial of the game engine can be found [here](./Doc/Devel/LocalGameTutorial.md)

### Pre-requisite
Developing UD-Viz requires some knowledge about [JS](https://github.com/VCityTeam/UD-SV/blob/master/UD-Doc/Devel/ToolJavaScript.md), node.js, npm and [three.js](https://threejs.org/).

Developing UD-Viz requires some knowledge about [JS](https://github.com/VCityTeam/UD-SV/blob/master/UD-Doc/Devel/ToolJavaScript.md), [node.js](https://en.wikipedia.org/wiki/Node.js), [npm](https://en.wikipedia.org/wiki/Npm_(software)) and [three.js](https://threejs.org/).

Expand Down
4 changes: 2 additions & 2 deletions examples/WidgetTemplate.html → examples/AllWidget.html
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Expand Up @@ -11,8 +11,8 @@
<body>
<script src="../dist/release/udv.js"></script>
<script type="text/javascript">
const app = new udv.Templates.WidgetTemplate();
app.start('./assets/config/config.json');
const app = new udv.Templates.AllWidget();
app.start('./assets/config/all_widget_config.json');
</script>
</body>
</html>
36 changes: 36 additions & 0 deletions examples/LocalGame.html
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@@ -0,0 +1,36 @@
<!-- @format -->

<!DOCTYPE html>
<html>
<head>
<title>UD-Viz LocalGame Template example</title>

<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
</head>
<body>
<script src="./assets/js/udv.js"></script>
<!--the path point your bundle library-->
<script type="text/javascript">
const myWorld = new udv.Game.Shared.World({
name: 'My World',
origin: { lat: 45.7530993, lng: 4.8452654, alt: 300 },
gameObject: {
name: 'GameManager',
static: true,
components: {
WorldScript: {
idScripts: ['worldGameManager'],
},
LocalScript: {
idScripts: ['focus', 'commands'],
},
},
},
});

const app = new udv.Templates.LocalGame();
app.start(myWorld, './assets/config/local_game_config.json');
</script>
</body>
</html>
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65 changes: 65 additions & 0 deletions examples/assets/config/local_game_config.json
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{
"assetsManager": {
"models": {
"zeppelin": {
"path": "./assets/models/Zeppelin_Labex_IMU.glb",
"anchor": "center_min",
"rotation": { "x": 0, "y": 1.5707, "z": 0 }
}
},
"worldScripts": {
"worldGameManager": {
"path": "./assets/worldScripts/worldGameManager.js"
},
"zeppelin": {
"path": "./assets/worldScripts/zeppelin.js"
}
},
"localScripts": {
"focus": {
"path": "./assets/localScripts/focus.js"
},
"commands": {
"path": "./assets/localScripts/commands.js"
}
}
},
"game": {
"fps": 30,
"shadowMapSize": 2046,
"skyColor": {
"r": 0.4,
"g": 0.6,
"b": 0.8
}
},
"itowns": {
"radiusExtent": 1000,
"camera": {
"range": 3000,
"heading": -50,
"tilt": 10
}
},
"3DTilesLayer": {
"id": "3d-tiles-layer-building",
"url": "./assets/lod_flying_campus/tileset.json",
"color": "0xFFFFFF",
"initTilesManager": "true"
},
"projection": "EPSG:3946",
"background_image_layer": {
"url": "https://download.data.grandlyon.com/wms/grandlyon",
"name": "Ortho2018_Dalle_unique_8cm_CC46",
"version": "1.3.0",
"format": "image/jpeg",
"layer_name": "Base_Map",
"transparent": true
},
"elevation_layer": {
"url": "https://download.data.grandlyon.com/wms/grandlyon",
"name": "MNT2018_Altitude_2m",
"format": "image/jpeg",
"layer_name": "wms_elevation_test"
}
}
94 changes: 94 additions & 0 deletions examples/assets/js/udv.js

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64 changes: 64 additions & 0 deletions examples/assets/localScripts/commands.js
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/** @format */

let udviz;
let Shared = null;

module.exports = class Commands {
constructor(conf, udvizBundle) {
this.conf = conf;
udviz = udvizBundle;
Shared = udviz.Game.Shared;
}

init() {
const localContext = arguments[1];

//Input manager of the game
const inputManager = localContext.getGameView().getInputManager();

//FORWARD
inputManager.addKeyCommand(
Shared.Command.TYPE.MOVE_FORWARD,
['z', 'ArrowUp'],
function () {
return new Shared.Command({ type: Shared.Command.TYPE.MOVE_FORWARD });
}
);

//BACKWARD
inputManager.addKeyCommand(
Shared.Command.TYPE.MOVE_BACKWARD,
['s', 'ArrowDown'],
function () {
return new Shared.Command({ type: Shared.Command.TYPE.MOVE_BACKWARD });
}
);

//LEFT
inputManager.addKeyCommand(
Shared.Command.TYPE.MOVE_LEFT,
['q', 'ArrowLeft'],
function () {
return new Shared.Command({ type: Shared.Command.TYPE.MOVE_LEFT });
}
);

//RIGHT
inputManager.addKeyCommand(
Shared.Command.TYPE.MOVE_RIGHT,
['d', 'ArrowRight'],
function () {
return new Shared.Command({ type: Shared.Command.TYPE.MOVE_RIGHT });
}
);
}

tick() {
const localContext = arguments[1];
const worldComputer = localContext.getGameView().getStateComputer();
const inputManager = localContext.getGameView().getInputManager();

//send input manager command to the world
worldComputer.onCommands(inputManager.computeCommands());
}
};
74 changes: 74 additions & 0 deletions examples/assets/localScripts/focus.js
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/** @format */

let udviz = null;
let Shared;

//angle to inclinate the camera
const CAMERA_ANGLE = Math.PI / 6;

module.exports = class Focus {
constructor(conf, udvizBundle) {
this.conf = conf;
udviz = udvizBundle;
Shared = udviz.Game.Shared;

//quaternion to place the camera
this.quaternionCam = new Shared.THREE.Quaternion().setFromEuler(
new Shared.THREE.Euler(Math.PI * 0.5, 0, 0)
);
this.quaternionAngle = new Shared.THREE.Quaternion().setFromEuler(
new Shared.THREE.Euler(-CAMERA_ANGLE, 0, 0)
);

//initial distance of the camera with the zeppelin
this.distance = 150;
}

init() {
const _this = this;

const localContext = arguments[1];
const gV = localContext.getGameView();
const manager = gV.getInputManager();
manager.addMouseInput(gV.html(), 'wheel', function (event) {
_this.distance += event.wheelDelta * 0.1;
_this.distance = Math.max(Math.min(_this.distance, 500), 0);
});
}

tick() {
//the gameobject parent of this script
const go = arguments[0];

//a context containing all data to script clientside script
const localContext = arguments[1];

//get the zeppelin gameobject by name
const zeppelin = go.computeRoot().findByName('zeppelin');

//compute world transform
const obj = zeppelin.computeObject3D();
let position = new Shared.THREE.Vector3();
let quaternion = new Shared.THREE.Quaternion();
obj.matrixWorld.decompose(position, quaternion, new Shared.THREE.Vector3());

//move the position a bit up (z is up)
position.z += 10;

//compute camera position
const dir = zeppelin
.getDefaultForward()
.applyQuaternion(this.quaternionAngle)
.applyQuaternion(quaternion);

position.sub(dir.setLength(this.distance));
quaternion.multiply(this.quaternionCam);
quaternion.multiply(this.quaternionAngle);

//tweak values in camera object
const iV = localContext.getGameView().getItownsView();
iV.camera.camera3D.position.copy(position);
iV.camera.camera3D.quaternion.copy(quaternion);
iV.camera.camera3D.updateProjectionMatrix();
}
};
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