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geocodecityjschart.js
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geocodecityjschart.js
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/* global AFRAME */
if (typeof AFRAME === 'undefined') {
throw new Error('Component attempted to register before AFRAME was available.');
}
/**
* CodeCity component for A-Frame.
*/
AFRAME.registerComponent('codecity', {
schema: {
// Absolute size (width and depth will be used for proportions)
absolute: {
type: 'boolean',
default: false
},
width: {
type: 'number',
default: 20
},
depth: {
type: 'number',
default: 20
},
// Algoritm to split rectangle in buildings: naive, pivot
split: {
type: 'string',
default: 'naive'
},
// Data to visualize
data: {
type: 'string',
default: JSON.stringify({ id: "CodeCity", area: 1, height: 1 })
},
// Field in data items to represent as area
farea: {
type: 'string',
default: 'area'
},
// Field in data items to represent as area
fheight: {
type: 'string',
default: 'height'
},
// Merged geometries in a single mesh (improves performance)
merged: {
type: 'boolean',
default: true
},
// Titles on top of the buildings when hovering
titles: {
type: 'boolean',
default: true
},
// Use buffered geometries (improves performance)
buffered: {
type: 'boolean',
default: false
},
// Base: color
building_color: {
type: 'color',
default: '#E6B9A1'
},
building_model: {
type: 'string',
default: null
},
// Base (build it or not)
base: {
type: 'boolean',
default: true
},
// Base: thickness
base_thick: {
type: 'number',
default: 0.2
},
// Base: color
base_color: {
type: 'color',
default: '#98e690'
},
// Size of border around buildings (streets are built on it)
border: {
type: 'number',
default: 1
},
// Extra factor for total area with respect to built area
extra: {
type: 'number',
default: 1.4
},
// Zone: elevation for each "depth" of quarters, over the previous one
zone_elevation: {
type: 'number',
default: 1
},
// Unique color for each zone
unicolor: {
type: 'color',
default: false
},
// Show materials as wireframe
wireframe: {
type: 'boolean',
default: false
},
colormap: {
type: 'array',
default: ['blue', 'green', 'yellow', 'brown', 'orange',
'magenta', 'grey', 'cyan', 'azure', 'beige', 'blueviolet',
'coral', 'crimson', 'darkblue', 'darkgrey', 'orchid',
'olive', 'navy', 'palegreen']
},
},
/**
* Set if component needs multiple instancing.
*/
multiple: false,
/**
* Called once when component is attached. Generally for initial setup.
*/
init: function () {
this.loader = new THREE.FileLoader();
let data = this.data;
let el = this.el;
if (typeof data.data == 'string') {
if (data.data.endsWith('json')) {
raw_items = requestJSONDataFromURL(data.data);
} else {
raw_items = JSON.parse(data.data);
}
} else {
raw_items = data.data;
};
this.zone_data = raw_items;
let zone = new Zone({
data: this.zone_data,
extra: function (area) { return area * data.extra; },
farea: data.farea, fheight: data.fheight
});
let width, depth;
if (data.absolute == true) {
width = Math.sqrt(zone.areas.canvas) * data.width / data.depth;
depth = zone.areas.canvas / width;
} else {
width = data.width;
depth = data.depth
};
// New levels are entities relative (children of the previous level) or not
let merged = data.merged;
let relative = true;
if (merged) {
relative = false;
};
let canvas = new Rectangle({ width: width, depth: depth, x: 0, z: 0 });
zone.add_rects({ rect: canvas, split: data.split, relative: relative });
let base = document.createElement('a-entity');
this.base = base;
let visible = true;
if (merged) {
base.addEventListener('loaded', (e) => {
if (data.building_model) {
console.log("In loaded, model:", base);
base.setAttribute('gltf-buffer-geometry-merger', { preserveOriginal: true });
} else if (data.buffered) {
console.log("In loaded, buffered:", base);
base.setAttribute('material', { vertexColors: 'vertex' });
base.setAttribute('buffer-geometry-merger2', { preserveOriginal: true });
} else {
console.log("In loaded, unbuffered:", base);
base.setAttribute('geometry-merger', { preserveOriginal: true });
base.setAttribute('material', { vertexColors: 'face' });
};
});
if (data.buffered) {
visible = false;
} else {
visible = false;
};
};
console.log("Init (relative, buffered, merged):", relative, data.buffered, merged);
zone.draw_rects({
ground: canvas, el: base, base: data.base,
level: 0, elevation: 0, relative: relative,
base_thick: data.base_thick,
wireframe: data.wireframe,
building_color: data.building_color, base_color: data.base_color,
model: data.building_model, visible: visible,
buffered: data.buffered, titles: data.titles
});
el.appendChild(base);
},
/**
* Called when component is attached and when component data changes.
* Generally modifies the entity based on the data.
*/
update: function (oldData) {
},
/**
* Called when a component is removed (e.g., via removeAttribute).
* Generally undoes all modifications to the entity.
*/
remove: function () { },
/**
* Called on each scene tick.
*/
// tick: function (t) { },
/**
* Called when entity pauses.
* Use to stop or remove any dynamic or background behavior such as events.
*/
// pause: function () { },
/**
* Called when entity resumes.
* Use to continue or add any dynamic or background behavior such as events.
*/
play: function () { }
});
/*
* Autoscale a component
*
* Based on code by Don McCurdy, used to autoscale buildings
* https://stackoverflow.com/questions/49379435/aframe-how-to-reset-default-scale-after-loading-the-gltf-model
*/
AFRAME.registerComponent('autoscale', {
schema: { type: 'vec3', default: { x: 1, y: 1, z: 1 } },
init: function () {
this.scale();
this.el.addEventListener('object3dset', () => this.scale());
},
scale: function () {
const el = this.el;
const data = this.data;
const span = new THREE.Vector3(data.x, data.y, data.z);
const mesh = el.getObject3D('mesh');
if (!mesh) return;
// Compute bounds.
const bbox = new THREE.Box3().setFromObject(mesh);
// Normalize scale.
const scale = span.divide(bbox.getSize());
mesh.scale.set(scale.x, scale.y, scale.z);
// Recenter.
const offset = bbox.getCenter().multiply(scale);
mesh.position.sub(offset);
}
});
AFRAME.registerComponent('gltf-buffer-geometry-merger', {
schema: {
preserveOriginal: { default: false }
},
init: function () {
let self = this;
let models = 0;
this.el.object3D.traverse(function (mesh) {
if (mesh.type == 'Group') {
for (component in mesh.el.components) {
if (component == 'gltf-model') {
models++;
};
};
};
});
this.el.addEventListener('model-loaded', function (e) {
models--;
if (models <= 0) {
self.el.setAttribute('buffer-geometry-merger2',
{ preserveOriginal: self.data.preserveOriginal });
};
});
}
});
/*
* Merge buffered geometries in elements in the subtree
*
* Based on buffer-geometry-merger
* https://www.npmjs.com/package/aframe-geometry-merger-component
*/
AFRAME.registerComponent('buffer-geometry-merger2', {
schema: {
preserveOriginal: { default: false }
},
init: function () {
var geometries = [];
var material = null;
let self = this;
console.log("Init");
self.el.object3D.updateMatrixWorld();
self.el.object3D.traverse(function (mesh) {
if (mesh.type !== 'Mesh' || mesh.el === self.el) { return; };
let geometry = mesh.geometry.clone();
if (material == null) {
material = mesh.material.clone();
};
let currentMesh = mesh;
while (currentMesh !== self.el.object3D) {
geometry.applyMatrix(currentMesh.parent.matrix);
currentMesh = currentMesh.parent;
}
geometries.push(geometry);
// Remove mesh if not preserving.
if (!self.data.preserveOriginal) { mesh.parent.remove(mesh); }
});
const geometry = THREE.BufferGeometryUtils.mergeBufferGeometries(geometries);
self.mesh = new THREE.Mesh(geometry, material);
self.el.setObject3D('mesh', self.mesh);
},
});
//AFRAME.registerComponent('buffer-geometry-merger2', {
// schema: {
// preserveOriginal: {default: false}
// },
//
// init: function () {
// var geometries = [];
// let self = this;
//
// this.el.object3D.updateMatrixWorld();
// this.el.object3D.traverse(function (mesh) {
// if (mesh.type !== 'Mesh' || mesh.el === self.el) { return; }
// let geometry = mesh.geometry.clone();
// let currentMesh = mesh;
// while (currentMesh !== self.el.object3D) {
// geometry.applyMatrix(currentMesh.parent.matrix);
// currentMesh = currentMesh.parent;
// }
// geometries.push(geometry);
// mesh.parent.remove(mesh);
// });
//
// const geometry = THREE.BufferGeometryUtils.mergeBufferGeometries(geometries);
// this.mesh = new THREE.Mesh(geometry);
// this.el.setObject3D('mesh', this.mesh);
// }
//});
/*
* face-colors component
* From https://github.com/supermedium/superframe/blob/master/components/geometry-merger/examples/basic/index.html
*/
AFRAME.registerComponent('face-colors', {
dependencies: ['geometry'],
schema: {
color: { default: '#FFF' }
},
init: function () {
var geometry;
var i;
geometry = this.el.getObject3D('mesh').geometry;
for (i = 0; i < geometry.faces.length; i++) {
geometry.faces[i].color.set(this.data.color);
}
geometry.colorsNeedUpdate = true;
}
});
/*
* vertex-colors-buffer component
* Copied from https://github.com/supermedium/superframe/blob/master/components/geometry-merger/examples/buffer/vertex-colors-buffer.js
*/
var colorHelper = new THREE.Color();
AFRAME.registerComponent('vertex-colors-buffer', {
schema: {
baseColor: { type: 'color' },
itemSize: { default: 3 }
},
update: function (oldData) {
var colors;
var data = this.data;
var i;
var el = this.el;
var geometry;
var mesh;
var self = this;
mesh = this.el.getObject3D('mesh');
if (!mesh || !mesh.geometry) {
el.addEventListener('object3dset', function reUpdate(evt) {
if (evt.detail.type !== 'mesh') { return; }
el.removeEventListener('object3dset', reUpdate);
self.update(oldData);
});
return;
}
geometry = mesh.geometry;
// Empty geometry.
if (!geometry.attributes.position) {
console.warn('Geometry has no vertices', el);
return;
}
if (!geometry.attributes.color) {
geometry.addAttribute('color',
new THREE.BufferAttribute(
new Float32Array(geometry.attributes.position.array.length), 3
)
);
}
colors = geometry.attributes.color.array;
// TODO: For some reason, incrementing loop by 3 doesn't work. Need to do by 4 for glTF.
colorHelper.set(data.baseColor);
for (i = 0; i < colors.length; i += data.itemSize) {
colors[i] = colorHelper.r;
colors[i + 1] = colorHelper.g;
colors[i + 2] = colorHelper.b;
}
geometry.attributes.color.needsUpdate = true;
}
});
/*
* Class for storing zone, with all its subzones and items, to show as buildings
*/
let Zone = class {
/*
* Constructor, based on a tree.
*
* Each node of the tree must include 'id' and 'children',
* except if it is a leaf, in wihc case must include 'id'
* and fields for computing area and height.
* The tree can also come as a JSON-encoded string.
*
* @constructor
* @param {object} data Tree with data to store in the object
* @param {function} extra Function to compute extra area for canvas, based on area
* @param {string} farea Field to consider as area in leaf items
* @param {string} fheight Field to consider as height in leaf items
*/
constructor({ data, extra = function (area) { return area; },
farea = 'area', fheight = 'height' }) {
this.data = data;
this.id = this.data.id;
this.extra = extra;
this.farea = farea;
this.fheight = fheight;
this.areas = this.areas_tree();
// Root element (a-entity) of the codecity for this Zone
this.el = null;
// Number of rectangles to be drawn as buildings, but still not in the scene
this.pending_rects = 0;
}
/*
* Compute areas for each node of the subree at node
*
* Annotates each node with:
* .area: accumulated area of all children
* .inner: area of the inner rectangle (acc. canvas of all children)
* .canvas: area of the canvas for this node
*/
areas_tree({ data = this.data, level = 0 } = {}) {
let data_node = data;
let node = { data: data_node };
if ('children' in data_node) {
node.inner = 0;
node.area = 0;
node.children = [];
for (const data_child of data_node.children) {
let child = this.areas_tree({ data: data_child, level: level + 1 });
node.inner += child.canvas;
node.area += child.area;
node.children.push(child);
};
} else {
// Leaf node
node.area = data_node[this.farea];
node.inner = node.area;
};
node.canvas = this.extra(node.inner, level);
return node;
}
/**
* Add rectangles to a canvas rectangle, according to info in an areas subtree
*
* @param {Rectangle} rect Rectangle acting as canvas for the next level
* @param {Object} area Node of an areas tree, as it was composed by areas_tree()
*/
add_rects({ rect, area = this.areas, relative = true, split = 'naive' } = {}) {
// Make this the rectangle for the area, and compute its inner dimensions
area.rect = rect;
area.rect.inner(area.canvas, area.inner);
if ('children' in area) {
let child_areas = new Values(area.children.map(child => child.canvas),
area.inner);
let child_rect;
if (split === 'naive') {
child_rect = area.rect.split(child_areas, relative);
// console.log("Naive split");
} else if (split === 'pivot') {
child_rect = area.rect.split_pivot(child_areas, relative);
// console.log("Pivot split");
} else {
throw new Error("CodeCity: Unknwon split method");
};
for (const i in area.children) {
this.add_rects({
rect: child_rect[i],
area: area.children[i],
relative: relative,
split: split
});
};
};
}
/**
* Draw all rectangles for an area tree
*
* @param {Rectangle} ground Rectangle for the ground
* @param {DOMElement} el DOM element that will be parent
* @param {boolean} visible Draw elements with visible meshes
* @return {number} Number of rectangles drawn
*/
draw_rects({ ground, el, area = this.areas,
level = 0, elevation = 0, relative = true,
base_thick = .2, wireframe = false,
building_color = "red", base_color = "green", model = null,
visible = true, buffered = false, titles = true }) {
if (level === 0) {
this.el = el;
};
let pending_rects = this.pending_rects;
if ('children' in area) {
// Create base for this area, and go recursively to the next level
let base = area.rect.box({
elevation: elevation,
height: base_thick,
color: base_color, inner: false,
wireframe: wireframe, visible: visible,
buffered: buffered,
id: area.data['id']
});
el.appendChild(base);
let root_el = base;
if (!relative) { root_el = el };
for (const child of area.children) {
let next_elevation = base_thick / 2;
if (!relative) { next_elevation = elevation + base_thick };
this.draw_rects({
ground: area.rect, el: root_el, area: child,
level: level + 1, elevation: next_elevation,
relative: relative,
building_color: building_color, base_color: base_color,
model: model,
base_thick: base_thick, wireframe: wireframe,
visible: visible, buffered: buffered, titles: titles
});
};
} else {
// Leaf node, create the building
let height = area.data[this.fheight];
let box = area.rect.box({
height: area.data[this.fheight],
elevation: elevation,
wireframe: wireframe,
color: building_color,
model: model,
visible: visible,
buffered: buffered,
id: area.data['id']
});
box.setAttribute('class', 'mouseentertitles');
el.appendChild(box);
// Titles
if (titles) {
let legend;
box.addEventListener('mouseenter', function () {
let oldGeometry = box.getAttribute('geometry')
this.setAttribute('geometry', {
height: oldGeometry.height + 0.1,
depth: oldGeometry.depth + 0.1,
width: oldGeometry.width + 0.1
});
this.setAttribute('material', {
'visible': true
});
legend = generateLegend(this.getAttribute("id"), this, null);
this.appendChild(legend)
})
box.addEventListener('mouseleave', function () {
let oldGeometry = this.getAttribute('geometry')
this.setAttribute('geometry', {
height: oldGeometry.height - 0.1,
depth: oldGeometry.depth - 0.1,
width: oldGeometry.width - 0.1
});
this.setAttribute('material', {
'visible': false
});
this.removeChild(legend)
})
}
};
};
};
/**
* Class for lists (arrays) of values
*/
let Values = class {
/*
* @param {Array} values Array with values (Number)
*/
constructor(values, total) {
this.items = values;
if (typeof (total) !== 'undefined') {
this.total = total;
} else {
this.total = values.reduce((acc, a) => acc + a, 0);
};
}
imax() {
let largest = this.items[0];
let largest_i = 0;
for (let i = 0; i < this.items.length; i++) {
if (largest < this.items[i]) {
largest = this.items[i];
largest_i = i;
};
};
return largest_i;
}
static range(start, length) {
var indexes = [];
for (let i = start; i < start + length; i++) {
indexes.push(i);
};
return indexes;
}
/*
* Return the scaled area, for a rectangle area, of item i
*
* @param {Number} area Total area of the rectangle
* @param {Integer} item Item number (starting in 0)
*/
scaled_area(area, item) {
return this.items[item] * area / this.total;
}
/*
* Produce a Values object for items in positions
*
* @param {array} positions Positions of items to produce the new Values object
*/
values_i(positions) {
let values = [];
for (const position of positions) {
values.push(this.items[position])
};
return new Values(values);
}
/**
* Produce pivot and three regions
*
* The array of values will be split in an element (pivot) and
* three arrays (a1, a2, a3). The function will return the
* index in the array of values for each of its items in the
* pivot and the three regions.
* This function assumes there are at least three items in the object.
* It also assumes that the rectangle is laying.
*
* @return {Object} Pivot and regions, as properties of the object
*/
pivot_regions(width, depth) {
if (this.items.length < 3) {
throw new Error("CodeCity - Values.pivot_regions: less than three items");
};
if (width < depth) {
throw new Error("Codecity - Values.pivot_regions: rectangle should be laying");
};
let a1_len, a2_len, a3_len;
let pivot_i = this.imax();
if (this.items.lenght == pivot_i + 1) {
// No items to the right of pivot. a2, a3 empty
return {
pivot: pivot_i,
a1: Values.range(0, pivot_i),
a2: [], a3: []
};
};
if (this.items.length == pivot_i + 2) {
// Only one item to the right of pivot. It is a2. a3 is empty.
return {
pivot: pivot_i,
a1: Values.range(0, pivot_i),
a2: [pivot_i + 1], a3: []
};
};
// More than one item to the right of pivot.
// Compute a2 so that pivot can be as square as possible
let area = width * depth;
let pivot_area = this.scaled_area(area, pivot_i);
let a2_width_ideal = Math.sqrt(pivot_area);
let a2_area_ideal = a2_width_ideal * depth - pivot_area;
let a2_area = 0;
let a2_area_last = a2_area;
let i = pivot_i + 1;
while (a2_area < a2_area_ideal && i < this.items.length) {
a2_area_last = a2_area;
a2_area += this.scaled_area(area, i);
i++;
};
// There are two candidates to be the area closest to the ideal area:
// the last area computed (long), and the one that was conputed before it (short),
// provided the last computed one is not the next to the pivot (in that case,
// the last computed is the next to the pivot, and therefore it needs to be the
// first in a3.
let a3_first = i;
if ((i - 1 > pivot_i) &&
(Math.abs(a2_area - a2_area_ideal) > Math.abs(a2_area_last - a2_area_ideal))) {
a3_first = i - 1;
};
a2_len = a3_first - pivot_i - 1;
a3_len = this.items.length - a3_first;
return {
pivot: pivot_i,
a1: Values.range(0, pivot_i),
a2: Values.range(pivot_i + 1, a2_len),
a3: Values.range(pivot_i + 1 + a2_len, a3_len)
};
}
/*
* Compute the width for a region, for a rectangle of given width
* (region is a rectangles with rectangle depth as depth)
*
* @param {array} values Position of values belonging to region
* @param {number} width Width of rectangle
*/
pivot_region_width(values, width) {
let region_total = 0;
for (const i of values) {
region_total += this.items[i]
};
return (region_total / this.total) * width;
}
};
/*
* Rectangles, using AFrame coordinates
*/
let Rectangle = class {
/*
* Build a rectangle, given its parameters
*
* @constructor
* @param {number} width Width (side parallel to X axis)
* @param {number} depth Depth (side parallel to Z axis)
* @param {number} x X coordinate
* @param {number} z Z coordinate
* @param {boolean} revolved Was the rectangle revolved?
*/
constructor({ width, depth, x = 0, z = 0 }) {
this.width = width;
this.depth = depth;
this.x = x;
this.z = z;
}
/*
* Is the rectangle laying, inner dimensions?
* (is width the longest side?)
*
* @return {boolean} True if width is the longest side.
*/
is_ilaying() {
let longest = Math.max(this.width, this.depth);
return (longest == this.width);
}
/*
* Add the inner area rectangle, assuming this is the canvas
* Note: canvas and area are not the real area of canvas and
* area, but the numbers used to compute the proportion
* If there si no acanvas, it is assumed that inner is equal to canvas
*
* @param {number} canvas Value for area of canvas
* @param {number} area Value for area of inner
*/
inner(acanvas, ainner) {
if (acanvas < ainner) {
throw "Rectangle.inner: Area for inner rectangle larger than my area"
};
if (typeof acanvas !== 'undefined') {
let ratio = Math.sqrt(ainner / acanvas);
this.iwidth = ratio * this.width;
this.idepth = ratio * this.depth;
} else {
this.iwidth = this.width;
this.idepth = this.depth;
};
}
/*
* Reflect (change horizontal for vertical dimensions)
* Only for width, depth, x, y
*/
reflect() {
[this.width, this.depth] = [this.depth, this.width];
[this.x, this.z] = [this.z, this.x];
}
/*
* Return inner dimensions (plus position) as if rectangle was laying.
*
* Check if rectangle is laying. If it is not, return dimensions as if
* reflected (but not reflect it). Last element in the resturned array
* is a boolean indicating if values were reflected or not.
*
* @return {Array} Inner values: [iwidth, idepth, x, y, reflected]
*/
idims_as_laying() {
if (this.is_ilaying()) {
return [this.iwidth, this.idepth, this.x, this.z, false];
} else {
return [this.idepth, this.iwidth, this.z, this.x, true];
};
}
/*
* Split according to data in values (array)
*
* Split is of the inner rectangle.
* If relative is true, the coordinates of the resulting rectangle
* consider the center of the canvas rectangle as 0,0.
* If relative is false, the coordinates of the resulting rectangle
* consider the center of the canvas as x,z (coordinates of the
* rectangle to split.
*
* @param {Values} values Values to be used to split the rectangle
* @param {boolean} relative Result is in relative (center in 0,0) or not
*/
split(values, relative = true) {
// Always split on width, as if the rectangle was laying.
// Use local variables to point to the rigth real dimensions
let [width, depth, x, z, reflected] = this.idims_as_laying();
// Ratio to convert a size in a split (part of total)
let ratio = width / values.total;
let current_x = -width / 2;
let current_z = 0;
if (!relative) {
current_x += x;
current_z = z;
};
let rects = [];
// Value of fields scaled to fit total canvas
for (const value of values.items) {
let sub_width = value * ratio;
let rect = new Rectangle({
width: sub_width, depth: depth,
x: current_x + sub_width / 2, z: current_z
});
if (reflected) {
// Dimensions were reflected, reflect back
rect.reflect();
};
rects.push(rect);
current_x += sub_width;
};
return rects;
}
/*
* Split according to data in values (array), with the pivot algorithm
*
* Split is of the inner rectangle
*/
split_pivot(values, relative = true) {
// Always split on width, as if the rectangle was laying.
// Use local variables to point to the rgith real dimensions
if (values.items.length <= 2) {
// Only one or two values, we cannot apply pivot, apply naive
return this.split(values, relative);
};
let [width, depth, x, z, reflected] = this.idims_as_laying();
if (relative) {
x = 0;
z = 0;
};
let { pivot, a1, a2, a3 } = values.pivot_regions(width, depth);
// Dimensions for areas (a1, a2, a3)
let width_a1 = values.pivot_region_width(a1, width);
let width_a2 = values.pivot_region_width(a2.concat(pivot), width);
let width_a3 = values.pivot_region_width(a3, width);
let x_a1 = x - width / 2 + width_a1 / 2;
let x_a2 = x - width / 2 + width_a1 + width_a2 / 2;
let x_a3 = x - width / 2 + width_a1 + width_a2 + width_a3 / 2;
let rects = [];
// Pivot rectangle
let depth_pivot = values.scaled_area(width * depth, pivot) / width_a2;
rects[pivot] = new Rectangle({
width: width_a2, depth: depth_pivot,
x: x_a2,
z: z + depth / 2 - depth_pivot / 2
});
// Dimensions for each area (and corresponding rectangle)
let dim_areas = [
[a1, width_a1, depth, x_a1, z],
[a2, width_a2, depth - depth_pivot, x_a2, z - depth_pivot / 2],
[a3, width_a3, depth, x_a3, z]];
for (const [values_i, width_i, depth_i, x_i, z_i] of dim_areas) {
if (values_i.length > 0) {
let subrect = new Rectangle({
width: width_i, depth: depth_i,
x: x_i, z: z_i
});
subrect.inner();
// Ensure we add rectangles in the right places
let subvalues = values.values_i(values_i);
// Further splits should always be absolute, wrt my coordinates
let rects_i = subrect.split_pivot(subvalues, false);
let counter = 0;
for (const i of values_i) {
rects[i] = rects_i[counter];
counter++;
};
};
};
if (reflected) {
// Dimensions were reflected, reflect back
for (const rect of rects) {
rect.reflect();
}
};
return rects;
}
/*
* Produce a A-Frame building for the rectangle
*
* The building is positioned right above the y=0 level.
* If a model is specified, the corresponding glTF model will be used,
* scaled to the "box" that would be used. If not, a box will be used.
*
* @param {Number} height Height of the box
* @param {Color} color Color of the box
* @param {string} model Link to the glTF model
*/
box({ height, elevation = 0, color = 'red', model = null, inner = true,
wireframe = false, visible = true, buffered = false, id = "" }) {
let depth, width;
if (inner) {
[depth, width] = [this.idepth, this.iwidth];