Versor dragging
See also Jason Davies’ Rotate the World. To understand the code, it might be easier to start with this earlier version that did not support multitouch.
const canvas = document.createElement("canvas");
canvas.width = width * devicePixelRatio;
canvas.height = height * devicePixelRatio;
canvas.style.width = `${width}px`;
const context = canvas.getContext("2d");
context.scale(devicePixelRatio, devicePixelRatio);
const path = d3.geoPath(projection, context);
d3.select(canvas)
.call(drag(projection)
.on("drag.render", () => render(land110))
.on("end.render", () => render(land50)))
.call(() => render(land50));
display(canvas);
function render(land) {
context.clearRect(0, 0, width, height);
context.beginPath(), path(sphere), context.fillStyle = "#fff", context.fill();
context.beginPath(), path(graticule), context.strokeStyle = "#ddd", context.stroke();
context.beginPath(), path(land), context.fillStyle = "#000", context.fill();
context.beginPath(), path(sphere), context.strokeStyle = "#000", context.stroke();
}
function drag(projection) {
let v0, q0, r0, a0, l;
function pointer(event, that) {
const t = d3.pointers(event, that);
if (t.length !== l) {
l = t.length;
if (l > 1) a0 = Math.atan2(t[1][1] - t[0][1], t[1][0] - t[0][0]);
dragstarted.apply(that, [event, that]);
}
// For multitouch, average positions and compute rotation.
if (l > 1) {
const x = d3.mean(t, (p) => p[0]);
const y = d3.mean(t, (p) => p[1]);
const a = Math.atan2(t[1][1] - t[0][1], t[1][0] - t[0][0]);
return [x, y, a];
}
return t[0];
}
function dragstarted({x, y}) {
v0 = versor.cartesian(projection.invert([x, y]));
q0 = versor(r0 = projection.rotate());
}
function dragged(event) {
const v1 = versor.cartesian(projection.rotate(r0).invert([event.x, event.y]));
const delta = versor.delta(v0, v1);
let q1 = versor.multiply(q0, delta);
// For multitouch, compose with a rotation around the axis.
const p = pointer(event, this);
if (p[2]) {
const d = (p[2] - a0) / 2;
const s = -Math.sin(d);
const c = Math.sign(Math.cos(d));
q1 = versor.multiply([Math.sqrt(1 - s * s), 0, 0, c * s], q1);
}
projection.rotate(versor.rotation(q1));
// In vicinity of the antipode (unstable) of q0, restart.
if (delta[0] < 0.7) dragstarted.apply(this, [event, this]);
}
return d3.drag()
.on("start", dragstarted)
.on("drag", dragged);
}
const [[x0, y0], [x1, y1]] = d3.geoPath(projection.fitWidth(width, sphere)).bounds(sphere);
const height = Math.ceil(y1 - y0), l = Math.min(Math.ceil(x1 - x0), height);
projection.scale(projection.scale() * (l - 1) / l).precision(0.2);
const sphere = {type: "Sphere"};
const graticule = d3.geoGraticule10();
const land50 = FileAttachment("data/land-50m.json").json().then((world) => topojson.feature(world, world.objects.land));
const land110 = FileAttachment("data/land-110m.json").json().then((world) => topojson.feature(world, world.objects.land));
import versor from "npm:versor";