Add a 3D model with babylon.js
To add a 3D model to the map, employ a custom style layer in conjunction with babylon.js.
NPM module setup
npm install --save @maptiler/sdk babylonjs babylonjs-loaders
import { Map, MapStyle, config, MercatorCoordinate } from '@maptiler/sdk';
import '@maptiler/sdk/dist/maptiler-sdk.css';
import * as BABYLON from 'babylonjs';
import 'babylonjs-loaders';
config.apiKey = 'YOUR_MAPTILER_API_KEY_HERE';
const map = (window.map = new Map({
container: 'map',
style: MapStyle.STREETS,
zoom: 18,
center: [148.9819, -35.3981],
pitch: 60,
canvasContextAttributes: {antialias: true} // create the gl context with MSAA antialiasing, so custom layers are antialiased
}));
// World matrix parameters
const worldOrigin = [148.9819, -35.39847];
const worldAltitude = 0;
// MapTiler SDK JS default coordinate system (no rotations)
// +x east, -y north, +z up
//const worldRotate = [0, 0, 0];
// Babylon.js default coordinate system
// +x east, +y up, +z north
const worldRotate = [Math.PI / 2, 0, 0];
// Calculate mercator coordinates and scale
const worldOriginMercator = MercatorCoordinate.fromLngLat(
worldOrigin,
worldAltitude
);
const worldScale = worldOriginMercator.meterInMercatorCoordinateUnits();
// Calculate world matrix
const worldMatrix = BABYLON.Matrix.Compose(
new BABYLON.Vector3(worldScale, worldScale, worldScale),
BABYLON.Quaternion.FromEulerAngles(
worldRotate[0],
worldRotate[1],
worldRotate[2]
),
new BABYLON.Vector3(
worldOriginMercator.x,
worldOriginMercator.y,
worldOriginMercator.z
)
);
// configuration of the custom layer for a 3D model per the CustomLayerInterface
const customLayer = {
id: '3d-model',
type: 'custom',
renderingMode: '3d',
onAdd: function (map, gl) {
this.engine = new BABYLON.Engine(
gl,
true,
{
useHighPrecisionMatrix: true // Important to prevent jitter at mercator scale
},
true
);
this.scene = new BABYLON.Scene(this.engine);
this.scene.autoClear = false;
this.scene.detachControl();
this.scene.beforeRender = () => {
this.engine.wipeCaches(true);
};
// create simple camera (will have its project matrix manually calculated)
this.camera = new BABYLON.Camera(
'Camera',
new BABYLON.Vector3(0, 0, 0),
this.scene
);
// create simple light
const light = new BABYLON.HemisphericLight(
'light1',
new BABYLON.Vector3(0, 0, 100),
this.scene
);
light.intensity = 0.7;
// Add debug axes viewer, positioned at origin, 10 meter axis lengths
new BABYLON.AxesViewer(this.scene, 10);
// load GLTF model in to the scene
BABYLON.SceneLoader.LoadAssetContainerAsync(
'https://docs.maptiler.com/sdk-js/assets/34M_17/34M_17.gltf',
'',
this.scene
).then((modelContainer) => {
modelContainer.addAllToScene();
const rootMesh = modelContainer.createRootMesh();
// If using MapTiler SDK JS coordinate system (+z up)
//rootMesh.rotation.x = Math.PI/2
// Create a second mesh
const rootMesh2 = rootMesh.clone();
// Position in babylon.js coordinate system
rootMesh2.position.x = 25; // +east, meters
rootMesh2.position.z = 25; // +north, meters
});
this.map = map;
},
render: function (gl, args) {
const cameraMatrix = BABYLON.Matrix.FromArray(args.defaultProjectionData.mainMatrix);
// world-view-projection matrix
const wvpMatrix = worldMatrix.multiply(cameraMatrix);
this.camera.freezeProjectionMatrix(wvpMatrix);
this.scene.render(false);
this.map.triggerRepaint();
}
};
map.on('style.load', function () {
map.addLayer(customLayer);
});
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="robots" content="noindex">
<title>Add a 3D model with babylon.js</title>
<link rel="stylesheet" href="./style.css">
</head>
<body>
<div id="map"></div>
<script type="module" src="./main.js"></script>
</body>
</html>
body {margin: 0; padding: 0;}
#map {position: absolute; top: 0; bottom: 0; width: 100%;}