Add a 3D model with three.js
To incorporate a 3D model into the map, employ a custom style layer in conjunction with three.js.
NPM module setup
npm install --save @maptiler/sdk three
import { Map, MapStyle, config, MercatorCoordinate } from '@maptiler/sdk';
import * as THREE from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import '@maptiler/sdk/dist/maptiler-sdk.css';
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
}));
// parameters to ensure the model is georeferenced correctly on the map
const modelOrigin = [148.9819, -35.39847];
const modelAltitude = 0;
const modelRotate = [Math.PI / 2, 0, 0];
const modelAsMercatorCoordinate = MercatorCoordinate.fromLngLat(
modelOrigin,
modelAltitude
);
// transformation parameters to position, rotate and scale the 3D model onto the map
const modelTransform = {
translateX: modelAsMercatorCoordinate.x,
translateY: modelAsMercatorCoordinate.y,
translateZ: modelAsMercatorCoordinate.z,
rotateX: modelRotate[0],
rotateY: modelRotate[1],
rotateZ: modelRotate[2],
/* Since our 3D model is in real world meters, a scale transform needs to be
* applied since the CustomLayerInterface expects units in MercatorCoordinates.
*/
scale: modelAsMercatorCoordinate.meterInMercatorCoordinateUnits()
};
// 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.camera = new THREE.Camera();
this.scene = new THREE.Scene();
// create two three.js lights to illuminate the model
const directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(0, -70, 100).normalize();
this.scene.add(directionalLight);
const directionalLight2 = new THREE.DirectionalLight(0xffffff);
directionalLight2.position.set(0, 70, 100).normalize();
this.scene.add(directionalLight2);
// use the three.js GLTF loader to add the 3D model to the three.js scene
const loader = new GLTFLoader();
loader.load(
'https://docs.maptiler.com/sdk-js/assets/34M_17/34M_17.gltf',
(gltf) => {
this.scene.add(gltf.scene);
}
);
this.map = map;
// use the MapTiler SDK JS map canvas for three.js
this.renderer = new THREE.WebGLRenderer({
canvas: map.getCanvas(),
context: gl,
antialias: true
});
this.renderer.autoClear = false;
},
render: function (gl, args) {
const rotationX = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(1, 0, 0),
modelTransform.rotateX
);
const rotationY = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(0, 1, 0),
modelTransform.rotateY
);
const rotationZ = new THREE.Matrix4().makeRotationAxis(
new THREE.Vector3(0, 0, 1),
modelTransform.rotateZ
);
const m = new THREE.Matrix4().fromArray(args.defaultProjectionData.mainMatrix);
const l = new THREE.Matrix4()
.makeTranslation(
modelTransform.translateX,
modelTransform.translateY,
modelTransform.translateZ
)
.scale(
new THREE.Vector3(
modelTransform.scale,
-modelTransform.scale,
modelTransform.scale
)
)
.multiply(rotationX)
.multiply(rotationY)
.multiply(rotationZ);
this.camera.projectionMatrix = m.multiply(l);
this.renderer.resetState();
this.renderer.render(this.scene, this.camera);
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 three.js | NPM example</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%;}