Add elevation to topography

This commit is contained in:
Fuhrmann 2025-03-12 13:59:51 +01:00
parent c414b9d2d6
commit 3e6504d6b0
3 changed files with 305 additions and 39 deletions

View file

@ -0,0 +1,250 @@
import {
BufferGeometry,
Intersection,
Material,
MeshPhongMaterial,
NearestFilter,
Raycaster,
RGBAFormat,
Texture,
Vector3,
} from "three";
import {
MapHeightNode,
MapNodeGeometry,
MapPlaneNode,
UnitsUtils,
MapNode,
QuadTreePosition,
TextureUtils,
MapView,
} from "geo-three";
/**
* Map height node that uses GPU height calculation to generate the deformed plane mesh.
*
* This solution is faster if no mesh interaction is required since all trasnformations are done in the GPU the transformed mesh cannot be accessed for CPU operations (e.g. raycasting).
*
* @param parentNode - The parent node of this node.
* @param mapView - Map view object where this node is placed.
* @param location - Position in the node tree relative to the parent.
* @param level - Zoom level in the tile tree of the node.
* @param x - X position of the node in the tile tree.
* @param y - Y position of the node in the tile tree.
*/
export class CustomMapHeightNodeShader extends MapHeightNode {
/**
* Default height texture applied when tile load fails.
*
* This tile sets the height to sea level where it is common for the data sources to be missing height data.
*/
public static defaultHeightTexture =
TextureUtils.createFillTexture("#0186C0");
/**
* Size of the grid of the geometry displayed on the scene for each tile.
*/
public static geometrySize: number = 256;
/**
* Map node plane geometry.
*/
public static geometry: BufferGeometry = new MapNodeGeometry(
1.0,
1.0,
CustomMapHeightNodeShader.geometrySize,
CustomMapHeightNodeShader.geometrySize,
true
);
/**
* Base geometry of the map node.
*/
public static baseGeometry: BufferGeometry = MapPlaneNode.geometry;
/**
* Base scale of the map node.
*/
public static baseScale: Vector3 = new Vector3(
UnitsUtils.EARTH_PERIMETER,
1,
UnitsUtils.EARTH_PERIMETER
);
public constructor(
parentNode: MapHeightNode | undefined | null,
mapView: MapView | undefined | null,
location: number = QuadTreePosition.root,
level: number = 0,
x: number = 0,
y: number = 0
) {
const material: Material = CustomMapHeightNodeShader.prepareMaterial(
new MeshPhongMaterial({
map: MapNode.defaultTexture,
color: 0xffffff,
transparent: true,
opacity: 1.0,
depthTest: true,
})
);
if (parentNode === null) {
parentNode = undefined;
}
if (mapView === null) {
mapView = undefined;
}
super(
parentNode,
mapView,
location,
level,
x,
y,
CustomMapHeightNodeShader.geometry,
material
);
this.frustumCulled = false;
}
/**
* Prepare the three.js material to be used in the map tile.
*
* @param material - Material to be transformed.
*/
public static prepareMaterial(material: Material): Material {
material.userData = {
heightMap: { value: CustomMapHeightNodeShader.defaultHeightTexture },
};
material.onBeforeCompile = (shader) => {
// Pass uniforms from userData to the
for (const i in material.userData) {
shader.uniforms[i] = material.userData[i];
}
// Vertex variables
shader.vertexShader =
`
uniform sampler2D heightMap;
` + shader.vertexShader;
// Vertex depth logic
// elevation = -10000 + ((R * 256 * 256 + G * 256 + B) * 0.1)
// heightMap stores normalized values in the range [0, 1]
// multiply by 255.0 to obtain values in the range [0, 255]
shader.vertexShader = shader.vertexShader.replace(
"#include <fog_vertex>",
`
#include <fog_vertex>
// Calculate height of the tile
vec4 _theight = texture(heightMap, vMapUv);
float _height = ((_theight.r * 255.0 * 65536.0 + _theight.g * 255.0 * 256.0 + _theight.b * 255.0) * 0.1) - 10000.0;
vec3 _transformed = position + _height * normal;
// Vertex position based on height
gl_Position = projectionMatrix * modelViewMatrix * vec4(_transformed, 1.0);
`
);
};
return material;
}
public async loadData(): Promise<void> {
await super.loadData();
this.textureLoaded = true;
}
public async loadHeightGeometry(): Promise<void> {
if (this.mapView.heightProvider === null) {
throw new Error("GeoThree: MapView.heightProvider provider is null.");
}
if (
this.level < this.mapView.heightProvider.minZoom ||
this.level > this.mapView.heightProvider.maxZoom
) {
console.warn("Geo-Three: Loading tile outside of provider range: ", this);
// @ts-ignore
this.material.map = MapHeightNodeShader.defaultTexture;
// @ts-ignore
this.material.needsUpdate = true;
return;
}
try {
const image = await this.mapView.heightProvider.fetchTile(
this.level,
this.x,
this.y
);
if (this.disposed) {
return;
}
const texture = new Texture(image as any);
texture.generateMipmaps = false;
texture.format = RGBAFormat;
texture.magFilter = NearestFilter;
texture.minFilter = NearestFilter;
texture.needsUpdate = true;
// @ts-ignore
this.material.userData.heightMap.value = texture;
} catch (e) {
if (this.disposed) {
return;
}
console.warn("Geo-Three: Failed to load height data: ", this);
// Water level texture (assume that missing texture will be water level)
// @ts-ignore
this.material.userData.heightMap.value =
CustomMapHeightNodeShader.defaultHeightTexture;
}
// @ts-ignore
this.material.needsUpdate = true;
this.heightLoaded = true;
}
/**
* Overrides normal raycasting, to avoid raycasting when isMesh is set to false.
*
* Switches the geometry for a simpler one for faster raycasting.
*/
public raycast(raycaster: Raycaster, intersects: Intersection[]): void {
if (this.isMesh === true) {
this.geometry = MapPlaneNode.geometry;
super.raycast(raycaster, intersects);
this.geometry = CustomMapHeightNodeShader.geometry;
}
}
public dispose(): void {
super.dispose();
if (
(this.material as Material).userData.heightMap.value &&
(this.material as Material).userData.heightMap.value !==
CustomMapHeightNodeShader.defaultHeightTexture
) {
(this.material as Material).userData.heightMap.value.dispose();
}
}
}

View file

@ -9,7 +9,14 @@ import {
} from "./utils/build-clipping-planes";
import { buildCoordinateGrid } from "./utils/build-coordinate-grid";
import { DragControls } from "three/examples/jsm/Addons.js";
import { MapView, OpenStreetMapsProvider } from "geo-three";
import {
DebugProvider,
HeightDebugProvider,
MapTilerProvider,
MapView,
OpenStreetMapsProvider,
} from "geo-three";
import { CustomMapHeightNodeShader } from "./CustomMapHeightNodeShader";
export class SceneView {
private _scene: Scene;
@ -98,6 +105,7 @@ export class SceneView {
}
}
const MAPTILER_API_KEY = "1JkD1W8u5UM5Tjd8r3Wl ";
async function init(container: HTMLElement, modelId = MODEL_ID) {
const modelData = await getMetadata(SERVICE_URL + modelId);
const mappedFeatures = modelData.mappedfeatures;
@ -147,16 +155,20 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
annotationsGroup.visible = false;
scene.add(annotationsGroup);
//const axesHelper = new AxesHelper(5);
//scene.add(axesHelper);
// Create a map tiles provider object
const provider = new OpenStreetMapsProvider();
const heightProvider = new MapTilerProvider(
MAPTILER_API_KEY,
"tiles",
"terrain-rgb",
"png"
);
// Create the map view of OSM topography
const map = new MapView(MapView.PLANAR, provider);
// Create the map view for OSM topography
const map = new MapView(MapView.PLANAR, provider, heightProvider);
const customNode = new CustomMapHeightNodeShader(null, map);
map.setRoot(customNode);
map.rotateX(Math.PI / 2);
// map.position.setComponent(2, -100);
map.name = "topography";
scene.add(map);

View file

@ -4,39 +4,14 @@ import {
WebGLRenderer,
AmbientLight,
DirectionalLight,
Group,
Object3D,
Vector3,
} from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { getCenter3D, getMaxSize } from "./utils";
const DEG2RAD = Math.PI / 180;
function buildDefaultLights() {
// Ambient light
scene.add(new AmbientLight(0xaaaaaa));
// Directional lights
const opt = {
azimuth: 220,
altitude: 45,
};
const lambda = (90 - opt.azimuth) * DEG2RAD;
const phi = opt.altitude * DEG2RAD;
const x = Math.cos(phi) * Math.cos(lambda);
const y = Math.cos(phi) * Math.sin(lambda);
const z = Math.sin(phi);
const light1 = new DirectionalLight(0xffffff, 0.5);
light1.position.set(x, y, z);
scene.add(light1);
// Thin light from the opposite direction
const light2 = new DirectionalLight(0xffffff, 0.1);
light2.position.set(-x, -y, -z);
return light2;
}
export interface Extent {
xmin: number;
ymin: number;
@ -90,14 +65,13 @@ export function buildScene(container: HTMLElement, extent: Extent) {
controls.maxDistance = maxSize * 5;
controls.update();
// Scene will hold all our elements such as objects, cameras and lights
// Scene
// set wireframe to false on initial load
scene = new Scene();
scene.userData.wireframe = false;
// Add lights to the scene
const lights = buildDefaultLights();
lights.name = "lights";
scene.add(lights);
buildDefaultLights(scene, extent);
return { renderer, scene, camera, controls };
}
@ -119,3 +93,33 @@ function animate() {
// required if controls.enableDamping or controls.autoRotate are set to true
controls.update();
}
function buildDefaultLights(scene: Scene, extent: Extent) {
const center = getCenter3D(extent);
const lights = [];
// Ambient light
const ambient = new AmbientLight(0xffffff, 1.0);
lights.push(ambient);
// Directional lights
const directionalLight = new DirectionalLight(0xffffff, 1);
directionalLight.position.set(
center.x,
center.y - 200000,
extent.zmax + 100000
);
// Create a target for the ligth
const target = new Object3D();
target.position.set(center.x, center.y, center.z);
scene.add(target);
directionalLight.target = target;
lights.push(directionalLight);
const lightsGroup = new Group();
lightsGroup.name = "lights";
lightsGroup.add(...lights);
scene.add(lightsGroup);
}