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Created June 12, 2021 08:10
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Three.js - Align HTML Elements to 3D Globe
<div id="container">
<canvas id="c"></canvas>
<div id="labels"></div>
</div>
// Three.js - Align HTML Elements to 3D Globe
// from https://threejsfundamentals.org/threejs/threejs-align-html-elements-to-3d-globe.html
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/build/three.module.js';
import {OrbitControls} from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/examples/jsm/controls/OrbitControls.js';
import {GUI} from 'https://threejsfundamentals.org/threejs/../3rdparty/dat.gui.module.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const fov = 60;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 10;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.z = 2.5;
const controls = new OrbitControls(camera, canvas);
controls.enableDamping = true;
controls.enablePan = false;
controls.minDistance = 1.2;
controls.maxDistance = 4;
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color('#246');
{
const loader = new THREE.TextureLoader();
const texture = loader.load('https://threejsfundamentals.org/threejs/resources/data/world/country-outlines-4k.png', render);
const geometry = new THREE.SphereGeometry(1, 64, 32);
const material = new THREE.MeshBasicMaterial({map: texture});
scene.add(new THREE.Mesh(geometry, material));
}
async function loadJSON(url) {
const req = await fetch(url);
return req.json();
}
let countryInfos;
async function loadCountryData() {
countryInfos = await loadJSON('https://threejsfundamentals.org/threejs/resources/data/world/country-info.json');
const lonFudge = Math.PI * 1.5;
const latFudge = Math.PI;
// these helpers will make it easy to position the boxes
// We can rotate the lon helper on its Y axis to the longitude
const lonHelper = new THREE.Object3D();
// We rotate the latHelper on its X axis to the latitude
const latHelper = new THREE.Object3D();
lonHelper.add(latHelper);
// The position helper moves the object to the edge of the sphere
const positionHelper = new THREE.Object3D();
positionHelper.position.z = 1;
latHelper.add(positionHelper);
const labelParentElem = document.querySelector('#labels');
for (const countryInfo of countryInfos) {
const {lat, lon, min, max, name} = countryInfo;
// adjust the helpers to point to the latitude and longitude
lonHelper.rotation.y = THREE.MathUtils.degToRad(lon) + lonFudge;
latHelper.rotation.x = THREE.MathUtils.degToRad(lat) + latFudge;
// get the position of the lat/lon
positionHelper.updateWorldMatrix(true, false);
const position = new THREE.Vector3();
positionHelper.getWorldPosition(position);
countryInfo.position = position;
// compute the area for each country
const width = max[0] - min[0];
const height = max[1] - min[1];
const area = width * height;
countryInfo.area = area;
// add an element for each country
const elem = document.createElement('div');
elem.textContent = name;
labelParentElem.appendChild(elem);
countryInfo.elem = elem;
}
requestRenderIfNotRequested();
}
loadCountryData();
const tempV = new THREE.Vector3();
const cameraToPoint = new THREE.Vector3();
const cameraPosition = new THREE.Vector3();
const normalMatrix = new THREE.Matrix3();
const settings = {
minArea: 20,
maxVisibleDot: -0.2,
};
const gui = new GUI({width: 300});
gui.add(settings, 'minArea', 0, 50).onChange(requestRenderIfNotRequested);
gui.add(settings, 'maxVisibleDot', -1, 1, 0.01).onChange(requestRenderIfNotRequested);
function updateLabels() {
if (!countryInfos) {
return;
}
const large = settings.minArea * settings.minArea;
// get a matrix that represents a relative orientation of the camera
normalMatrix.getNormalMatrix(camera.matrixWorldInverse);
// get the camera's position
camera.getWorldPosition(cameraPosition);
for (const countryInfo of countryInfos) {
const {position, elem, area} = countryInfo;
// large enough?
if (area < large) {
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;
}
}
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();
html, body {
margin: 0;
font-family: sans-serif;
height: 100%;
}
#c {
width: 100%; /* let our container decide our size */
height: 100%;
display: block;
}
#container {
position: relative; /* makes this the origin of its children */
width: 100%;
height: 100%;
overflow: hidden;
}
#labels {
position: absolute; /* let us position ourself inside the container */
z-index: 0; /* make a new stacking context so children don't sort with rest of page */
left: 0; /* make our position the top left of the container */
top: 0;
color: white;
}
#labels>div {
position: absolute; /* let us position them inside the container */
left: 0; /* make their default position the top left of the container */
top: 0;
cursor: pointer; /* change the cursor to a hand when over us */
font-size: small;
user-select: none; /* don't let the text get selected */
pointer-events: none; /* make us invisible to the pointer */
text-shadow: /* create a black outline */
-1px -1px 0 #000,
0 -1px 0 #000,
1px -1px 0 #000,
1px 0 0 #000,
1px 1px 0 #000,
0 1px 0 #000,
-1px 1px 0 #000,
-1px 0 0 #000;
}
#labels>div:hover {
color: red;
}
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