Remove height provider from geo-three

This commit is contained in:
Fuhrmann 2025-04-01 14:38:07 +02:00
parent 233216c284
commit b544c315b0
5 changed files with 152 additions and 11 deletions

View file

@ -259,9 +259,9 @@ export function Form() {
<div className="flex flex-col gap-2">
{sceneView?.model.children.map((child) => {
const key = `toggle-visibility-${child.name}`;
const color = `#${(
(child as Mesh).material as MeshStandardMaterial
).color.getHexString()}`;
//const color = `#${(
// (child as Mesh).material as MeshStandardMaterial
//).color.getHexString()}`;
const visible = (child as Mesh).visible;
return (
@ -272,7 +272,7 @@ export function Form() {
<span
className="inline-block w-5 h-5 flex-none rounded"
style={{
backgroundColor: color,
backgroundColor: "white",
}}
></span>
<input

View file

@ -112,7 +112,7 @@ export class CustomMapHeightNodeShader extends MapHeightNode {
};
material.onBeforeCompile = (shader) => {
// Pass uniforms from userData to the
// Pass uniforms from userData
for (const i in material.userData) {
shader.uniforms[i] = material.userData[i];
}

View file

@ -3,7 +3,9 @@ import {
Material,
Mesh,
MeshBasicMaterial,
MeshPhongMaterial,
MeshStandardMaterial,
Object3D,
PerspectiveCamera,
Plane,
Raycaster,
@ -32,12 +34,16 @@ import {
} from "three/examples/jsm/Addons.js";
import {
LODFrustum,
LODRaycast,
MapPlaneNode,
MapTilerProvider,
MapView,
OpenStreetMapsProvider,
UnitsUtils,
} from "geo-three";
import { CustomMapHeightNodeShader } from "./CustomMapHeightNodeShader";
import { Data, createSVG } from "./utils/create-borehole-svg";
import { TileData, updateTiles } from "./ShaderMaterial";
export type CustomEvent = CustomEventInit<{
element: SVGSVGElement | null;
@ -489,18 +495,55 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
);
// Create the map view for OSM topography
const lod = new LODFrustum();
const lod = new LODRaycast();
// @ts-expect-error Type definition for MapView is incorrect - missing parameter for lod
const map = new MapView(MapView.PLANAR, provider, heightProvider, lod);
const customNode = new CustomMapHeightNodeShader(undefined, map);
map.setRoot(customNode);
const map = new MapView(MapView.PLANAR, provider);
map.lod = lod;
// const customNode = new CustomMapHeightNodeShader(undefined, map);
// map.setRoot(customNode);
map.rotateX(Math.PI / 2);
map.name = "topography";
map.visible = false;
scene.add(map);
controls.addEventListener("change", () => {
const tiles: TileData[] = [];
function traverse(node: MapPlaneNode) {
if (node.isMesh) {
const bounds = UnitsUtils.tileBounds(node.level, node.x, node.y);
const xmin = bounds[0];
const ymin = bounds[2];
const xmax = xmin + bounds[1];
const ymax = ymin + bounds[3];
if (
(extent.xmax >= xmin && extent.ymax >= ymin) ||
(extent.xmin <= xmax && extent.ymax >= ymin) ||
(extent.xmin <= xmax && extent.ymin <= ymax) ||
(extent.xmax >= xmin && extent.ymin <= ymax)
) {
tiles.push({
xmin,
ymin,
xmax,
ymax,
texture: (node.material as MeshPhongMaterial).map,
});
}
}
for (const c of node.children) {
traverse(c as MapPlaneNode);
}
}
map.lod.updateLOD(map, camera, renderer, scene);
traverse(map.root);
updateTiles(tiles.reverse());
});
return {
scene,
model,

View file

@ -0,0 +1,98 @@
import { ShaderMaterial, Texture, Vector4 } from "three";
export interface TileData {
xmin: number;
ymin: number;
xmax: number;
ymax: number;
texture: Texture | null;
}
const maxTiles = 16;
// Initialize empty texture slots
const dummyTexture = new Texture();
dummyTexture.image = document.createElement("canvas");
dummyTexture.needsUpdate = true;
// Create shader material
export const shaderMaterial = new ShaderMaterial({
uniforms: {
tileTextures: { value: Array(maxTiles).fill(dummyTexture) },
tileBounds: { value: Array(maxTiles).fill(new Vector4(0, 0, 0, 0)) },
tileCount: { value: 0 },
},
vertexShader: `
varying vec3 vWorldPosition;
void main() {
vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
gl_Position = projectionMatrix * viewMatrix * vec4(vWorldPosition, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tileTextures[${maxTiles}];
uniform vec4 tileBounds[${maxTiles}];
uniform int tileCount;
varying vec3 vWorldPosition;
void main() {
vec4 color = vec4(1.0, 1.0, 1.0, 1.0); // Default color
for (int i = 0; i < ${maxTiles}; i++) {
if (i >= tileCount) break; // Only process available tiles
vec4 bounds = tileBounds[i];
if (vWorldPosition.x >= bounds.x && vWorldPosition.x <= bounds.y &&
vWorldPosition.y >= bounds.z && vWorldPosition.y <= bounds.w) {
vec2 uv = (vWorldPosition.xy - bounds.xz) / (bounds.yw - bounds.xz);
switch (i) {
case 0: color = texture2D(tileTextures[0], uv); break;
case 1: color = texture2D(tileTextures[1], uv); break;
case 2: color = texture2D(tileTextures[2], uv); break;
case 3: color = texture2D(tileTextures[3], uv); break;
case 4: color = texture2D(tileTextures[4], uv); break;
case 5: color = texture2D(tileTextures[5], uv); break;
case 6: color = texture2D(tileTextures[6], uv); break;
case 7: color = texture2D(tileTextures[7], uv); break;
case 8: color = texture2D(tileTextures[8], uv); break;
case 9: color = texture2D(tileTextures[9], uv); break;
case 10: color = texture2D(tileTextures[10], uv); break;
case 11: color = texture2D(tileTextures[11], uv); break;
case 12: color = texture2D(tileTextures[12], uv); break;
case 13: color = texture2D(tileTextures[13], uv); break;
case 14: color = texture2D(tileTextures[14], uv); break;
case 15: color = texture2D(tileTextures[15], uv); break;
}
break; // Stop checking once we find the correct tile
}
}
gl_FragColor = color;
}
`,
});
export function updateTiles(newTiles: TileData[]) {
if (newTiles.length > maxTiles) {
newTiles = newTiles.slice(0, maxTiles);
}
const textures = newTiles.map((t) => t.texture);
const bounds = newTiles.map(
(t) => new Vector4(t.xmin, t.xmax, t.ymin, t.ymax)
);
// Fill remaining slots with dummy data to maintain uniform array size
while (textures.length < maxTiles) {
textures.push(dummyTexture);
bounds.push(new Vector4(0, 0, 0, 0));
}
// Update shader uniforms
shaderMaterial.uniforms.tileTextures.value = textures;
shaderMaterial.uniforms.tileBounds.value = bounds;
shaderMaterial.uniforms.tileCount.value = newTiles.length;
}

View file

@ -61,7 +61,7 @@ async function buildMesh(layerData: MappedFeature) {
const material = new MeshStandardMaterial({
color: color,
metalness: 0.0,
roughness: 1.0,
roughness: 5.0,
flatShading: true,
side: DoubleSide,
wireframe: false,