Globe: Add more props settings, Randomly position globe to a continent
- Add a little delay before restarting the rotation when hovering a marker
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@@ -7,7 +7,7 @@ import { Container, Mesh, Material, Texture, SphereGeometryBuffer, PlaneGeometry
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import GlobeVS from './globe-vs'
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import GlobeFS from './globe-fs'
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const FOV = 1;//camera Field of view; we use 1 to prevent strong perspective effect on the globe
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const FOV = 1 // Camera Field of view; we use 1 to prevent strong perspective effect on the globe
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/** get 3D position on a sphere from longitute lattitude */
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const lonLatToVector3 = (lng, lat) => {
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@@ -19,9 +19,8 @@ const lonLatToVector3 = (lng, lat) => {
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return [x,y,z]
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}
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function degToRad(deg) {
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return deg * Math.PI/180
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}
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// Convert degrees to radians
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const degToRad = deg => deg * Math.PI / 180
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class WebglGlobe {
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@@ -162,9 +161,9 @@ class WebglGlobe {
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let p = lonLatToVector3(markers[i].lng, markers[i].lat)
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// Scale marker position to fit globe size
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p[0] *= this.referenceHeight/2;
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p[1] *= this.referenceHeight/2;
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p[2] *= this.referenceHeight/2;
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p[0] *= this.referenceHeight / 2
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p[1] *= this.referenceHeight / 2
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p[2] *= this.referenceHeight / 2
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// Wrap marker in link
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let el = document.createElement('a')
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@@ -200,11 +199,15 @@ class WebglGlobe {
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// Add class on hover
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el.addEventListener('mouseenter', () => {
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this._isHoverMarker = true
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el.classList.add('hover')
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// Stop globe rotation
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this._isHoverMarker = true
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// Clear timeout to be sure
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clearTimeout(this.hoverTimeout)
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})
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el.addEventListener('mouseleave', () => {
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this._isHoverMarker = false
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// Restart rotation after a little delay
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this.hoverTimeout = setTimeout(() => this._isHoverMarker = false, 400)
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})
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el.addEventListener('animationend', () => {
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el.classList.remove('hover')
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@@ -239,14 +242,14 @@ class WebglGlobe {
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this.camera.updateProjectionMatrix()
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// Distance to put the camera when rotating around the globe
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this.camera._cameraDistance = (this.referenceHeight * this.options.cameraDistance) / 2 / Math.tan(Math.PI * FOV / 360);
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this.camera._cameraDistance = (this.referenceHeight * this.options.cameraDistance) / 2 / Math.tan(Math.PI * FOV / 360)
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this.camera.update(true)
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/**
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* When markers are behind the globe, clamp their position
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* to this size to make them move along the circle edge
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*/
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this.circleScreenSize = (this.height / 2) * (1 / this.options.cameraDistance);
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this.circleScreenSize = (this.height / 2) * (1 / this.options.cameraDistance)
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}
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/**
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@@ -254,7 +257,7 @@ class WebglGlobe {
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* Instead, we move the globe vertex inside the vertex shadder after compute the project on screen, so we pass the 'scroll' position to a uniform
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*/
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updateCameraPos (y, scrollDiff) {
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this.globeScrollOffset = y;
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this.globeScrollOffset = y
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this.markersScrollOffset = scrollDiff
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// Avoid jump due to smoothing when setting it for first time as the inital values are 0
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@@ -267,7 +270,7 @@ class WebglGlobe {
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}
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}
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// Destroy
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destroy() {
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this.disable()//stop render loop
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document.body.removeChild( this.$markerWrapper )
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