Brilliant
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To extract a selected area from a 3D globe in Three.js and transfer it to a new canvas while maintaining zoom and pan effects, you need to:
1. Identify the Selected Area:
Allow the user to select a region on the globe. This can be done using raycasting or defining latitude/longitude bounds.
2. Create a Camera Focused on the Selected Area:
Calculate a new camera position and orientation to focus on the selected area. This ensures that the zoom and pan effects are preserved.
3. Render to a Separate Canvas:
Use a secondary WebGLRenderer and render the scene focused on the selected area to a separate canvas.
Here's a detailed implementation:
1. Select an Area
Use Raycaster to determine the user's selection:
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
2. Zoom into the Area
Adjust the camera to focus on the selected region:
3. Render to a Separate Canvas
Create a second renderer and render the scene to a new canvas:
4. Update and Synchronize Zoom/Pan
If the globe has interactive controls (like OrbitControls), attach the same controls to the secondary renderer:
5. Final Integration
Capture the selected area (latitude/longitude bounds) from the main globe.
Adjust the camera to focus on this area in the secondary renderer.
Synchronize any user interaction (zoom, pan) with the secondary renderer.
This approach allows you to maintain the zoom and pan effects for the selected area on a new canvas, providing a seamless user experience.
1. Identify the Selected Area:
Allow the user to select a region on the globe. This can be done using raycasting or defining latitude/longitude bounds.
2. Create a Camera Focused on the Selected Area:
Calculate a new camera position and orientation to focus on the selected area. This ensures that the zoom and pan effects are preserved.
3. Render to a Separate Canvas:
Use a secondary WebGLRenderer and render the scene focused on the selected area to a separate canvas.
Here's a detailed implementation:
1. Select an Area
Use Raycaster to determine the user's selection:
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
JavaScript:
function onMouseClick(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObject(globe); // globe is your sphere mesh
if (intersects.length > 0) {
const point = intersects[0].point; // The point on the globe
// Calculate lat/lon or identify the selected region
console.log("Selected Point:", point);
}
}
2. Zoom into the Area
Adjust the camera to focus on the selected region:
JavaScript:
function focusOnRegion(lat, lon) {
const radius = globe.geometry.parameters.radius;
const phi = (90 - lat) * (Math.PI / 180); // Latitude
const theta = (180 - lon) * (Math.PI / 180); // Longitude
const x = radius * Math.sin(phi) * Math.cos(theta);
const y = radius * Math.cos(phi);
const z = radius * Math.sin(phi) * Math.sin(theta);
// Position the camera slightly offset to ensure visibility
camera.position.set(x * 1.5, y * 1.5, z * 1.5);
camera.lookAt(new THREE.Vector3(0, 0, 0)); // Look at the globe center
}
3. Render to a Separate Canvas
Create a second renderer and render the scene to a new canvas:
JavaScript:
// Create a new renderer
const secondaryRenderer = new THREE.WebGLRenderer({ antialias: true });
secondaryRenderer.setSize(512, 512); // Adjust as needed
document.body.appendChild(secondaryRenderer.domElement);
function renderSelectedArea() {
secondaryRenderer.render(scene, camera); // Use the adjusted camera
}
4. Update and Synchronize Zoom/Pan
If the globe has interactive controls (like OrbitControls), attach the same controls to the secondary renderer:
JavaScript:
const controls = new THREE.OrbitControls(camera, secondaryRenderer.domElement);
controls.addEventListener("change", renderSelectedArea); // Re-render on interaction
5. Final Integration
Capture the selected area (latitude/longitude bounds) from the main globe.
Adjust the camera to focus on this area in the secondary renderer.
Synchronize any user interaction (zoom, pan) with the secondary renderer.
This approach allows you to maintain the zoom and pan effects for the selected area on a new canvas, providing a seamless user experience.