Add topography to mesh

This commit is contained in:
Fuhrmann 2025-04-04 13:30:19 +02:00
parent b07af96673
commit dd65a5b804
6 changed files with 237 additions and 92 deletions

View file

@ -166,6 +166,7 @@ export function Form() {
if (!sceneView) return;
sceneView.toggleLayerVisibility(name);
sceneView.dispatchChangeEvent();
}
function handleChangeTopography() {
@ -259,9 +260,12 @@ 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()}`;
let color = "transparent";
if ((child as Mesh).material instanceof MeshStandardMaterial) {
color = `#${(
(child as Mesh).material as MeshStandardMaterial
).color.getHexString()}`;
}
const visible = (child as Mesh).visible;
return (

View file

@ -1,10 +1,13 @@
import {
Frustum,
Group,
Material,
Matrix4,
Mesh,
MeshBasicMaterial,
MeshPhongMaterial,
MeshStandardMaterial,
Object3D,
PerspectiveCamera,
Plane,
Raycaster,
@ -16,7 +19,12 @@ import {
} from "three";
import { buildMeshes } from "./utils/build-meshes";
import { Extent, buildScene } from "./utils/build-scene";
import { getMetadata, transform } from "./utils/utils";
import {
getFrustumIntersections,
getMetadata,
tileBounds,
transform,
} from "./utils/utils";
import { MODEL_ID, SERVICE_URL } from "./config";
import {
Orientation,
@ -32,11 +40,11 @@ import {
OrbitControls,
} from "three/examples/jsm/Addons.js";
import {
LODFrustum,
LODRaycast,
MapPlaneNode,
MapView,
OpenStreetMapsProvider,
UnitsUtils,
} from "geo-three";
import { Data, createSVG } from "./utils/create-borehole-svg";
import { TileData, updateTiles } from "./ShaderMaterial";
@ -435,6 +443,10 @@ export class SceneView extends EventTarget {
this._resetClippingBox();
}
}
dispatchChangeEvent() {
this._orbitControls.dispatchEvent({ type: "change" });
}
}
async function init(container: HTMLElement, modelId = MODEL_ID) {
@ -483,20 +495,12 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
// 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 for OSM topography
const lod = new LODRaycast();
const lod = new LODFrustum();
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";
@ -505,39 +509,15 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
controls.addEventListener("change", () => {
const tiles: TileData[] = [];
function traverse(node: MapPlaneNode) {
if (node.isMesh) {
const bounds = UnitsUtils.tileBounds(node.level, node.x, node.y);
camera.updateMatrix();
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);
}
}
const frustumPoints = getFrustumIntersections(camera);
map.lod.updateLOD(map, camera, renderer, scene);
traverse(map.root);
traverse(map.root, extent, tiles, frustumPoints);
tiles.sort((a, b) => b.zoom - a.zoom);
updateTiles(tiles.reverse());
updateTiles(tiles);
});
return {
@ -549,3 +529,48 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
renderer,
};
}
function traverse(
node: MapPlaneNode,
extent: Extent,
tiles: TileData[],
frustumPoints: Vector3[]
) {
const bounds = 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 (
((xmax >= extent.xmin && xmax <= extent.xmax) ||
(xmin >= extent.xmin && xmin <= extent.xmax)) &&
((ymax >= extent.ymin && ymax <= extent.ymax) ||
(ymin >= extent.ymin && ymin <= extent.ymax))
) {
if (
frustumPoints.length < 2 ||
(((xmax >= frustumPoints[0].x && xmax <= frustumPoints[1].x) ||
(xmin >= frustumPoints[0].x && xmin <= frustumPoints[1].x)) &&
((ymax >= frustumPoints[0].y && ymax <= frustumPoints[1].y) ||
(ymin >= frustumPoints[0].y && ymin <= frustumPoints[1].y)))
) {
const texture = (node.material as MeshPhongMaterial).map;
if (texture) {
tiles.push({
xmin,
ymin,
xmax,
ymax,
zoom: node.level,
texture,
});
}
}
}
for (const c of node.children) {
traverse(c as MapPlaneNode, extent, tiles, frustumPoints);
}
}

View file

@ -1,14 +1,23 @@
import { ShaderMaterial, Texture, Vector4 } from "three";
import {
DataArrayTexture,
LinearFilter,
RGBAFormat,
ShaderChunk,
ShaderMaterial,
Texture,
Vector4,
} from "three";
export interface TileData {
xmin: number;
ymin: number;
xmax: number;
ymax: number;
texture: Texture | null;
zoom: number;
texture: Texture;
}
const maxTiles = 16;
const maxTiles = 24;
// Initialize empty texture slots
const dummyTexture = new Texture();
@ -18,25 +27,39 @@ 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 },
tiles: { value: null },
},
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;
vertexShader:
ShaderChunk.common +
"\n" +
ShaderChunk.logdepthbuf_pars_vertex +
`
varying vec3 vWorldPosition;
varying float fragDepth;
void main() {
vec4 color = vec4(1.0, 1.0, 1.0, 1.0); // Default color
vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
fragDepth = (gl_Position.z / gl_Position.w + 1.0) * 0.5;
` +
ShaderChunk.logdepthbuf_vertex +
`
}
`,
fragmentShader:
ShaderChunk.logdepthbuf_pars_fragment +
`
uniform vec4 tileBounds[${maxTiles}];
uniform int tileCount;
uniform sampler2DArray tiles;
varying vec3 vWorldPosition;
varying float fragDepth;
void main() {
vec4 color = vec4(191.0/255.0, 209.0/255.0, 229.0/255.0, 1.0); // Default color
for (int i = 0; i < ${maxTiles}; i++) {
if (i >= tileCount) break; // Only process available tiles
@ -47,32 +70,20 @@ export const shaderMaterial = new ShaderMaterial({
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;
}
uv = vec2(uv.x, 1.0 - uv.y);
color = texture2D(tiles, vec3(uv, i));
break; // Stop checking once we find the correct tile
break; // Stop checking once we find the correct tile
}
}
gl_FragColor = color;
}
`,
gl_FragDepth = fragDepth;
` +
ShaderChunk.logdepthbuf_fragment +
`
}
`,
});
export function updateTiles(newTiles: TileData[]) {
@ -92,7 +103,53 @@ export function updateTiles(newTiles: TileData[]) {
}
// Update shader uniforms
shaderMaterial.uniforms.tileTextures.value = textures;
shaderMaterial.uniforms.tileBounds.value = bounds;
shaderMaterial.uniforms.tileCount.value = newTiles.length;
shaderMaterial.uniforms.tiles.value = createDataArrayTexture(textures);
}
// Create a buffer with color data
const width = 256;
const height = 256;
const size = width * height;
function createDataArrayTexture(textures: Texture[]) {
const depth = textures.length;
const data = new Uint8Array(4 * size * depth);
for (let i = 0; i < depth; i++) {
const texture = textures[i];
const imageData = getImageData(texture);
if (imageData) {
data.set(imageData, i * size * 4);
}
}
// Use the buffer to create a DataArrayTexture
const texture = new DataArrayTexture(data, width, height, depth);
texture.format = RGBAFormat;
texture.generateMipmaps = false;
texture.magFilter = LinearFilter;
texture.minFilter = LinearFilter;
texture.needsUpdate = true;
return texture;
}
// Create a canvas and draw the image on it
const canvas = new OffscreenCanvas(width, height);
const ctx = canvas.getContext("2d");
function getImageData(texture: Texture) {
const image = texture.source.data;
// Draw the image onto the canvas
if (ctx) {
ctx.drawImage(image, 0, 0);
// Get the pixel data from the canvas
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
return imageData.data;
} else {
return null;
}
}

View file

@ -5,5 +5,3 @@ export const SERVICE_URL =
export const VERTICES_URL = "https://geusegdi01.geus.dk/geom3d/data/nodes/";
export const TRIANGLE_INDICES_URL =
"https://geusegdi01.geus.dk/geom3d/data/triangles/";
export const MAPTILER_API_KEY = "1JkD1W8u5UM5Tjd8r3Wl ";

View file

@ -8,6 +8,7 @@ import {
import { fetchVertices, fetchTriangleIndices, transform } from "./utils";
import { TRIANGLE_INDICES_URL, VERTICES_URL } from "../config";
import { shaderMaterial } from "../ShaderMaterial";
interface MappedFeature {
featuregeom_id: number;
@ -60,14 +61,17 @@ async function buildMesh(layerData: MappedFeature) {
const material = new MeshStandardMaterial({
color: color,
metalness: 0.0,
roughness: 5.0,
metalness: 0.1,
roughness: 0.5,
flatShading: true,
side: DoubleSide,
wireframe: false,
});
const mesh = new Mesh(geometry, material);
const mesh = new Mesh(
geometry,
name === "Topography" ? shaderMaterial : material
);
mesh.name = name;
mesh.userData.layerId = geomId;
mesh.castShadow = true;

View file

@ -1,4 +1,4 @@
import { Vector3 } from "three";
import { PerspectiveCamera, Plane, Raycaster, Vector2, Vector3 } from "three";
import { Extent } from "./build-scene";
import { unpackEdges, unpackVertices } from "./decoders";
import proj4 from "proj4";
@ -60,12 +60,69 @@ export async function fetchVertices(pointUrl: string, geomId: string) {
return unpackVertices(buffer);
}
// Transformation from EPSG 3034 to EPSG 3857
// Transformation from EPSG 3034 to a modified EPSG 900913 using the mean radius to align with geo-three
const SOURCE = "EPSG:3034";
const PROJ_STRING =
"+proj=lcc +lat_0=52 +lon_0=10 +lat_1=35 +lat_2=65 +x_0=4000000 +y_0=2800000 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs +type=crs";
const DEST = "EPSG:3857";
proj4.defs(SOURCE, PROJ_STRING);
const DEST = "EPSG:900913";
proj4.defs(
SOURCE,
"+proj=lcc +lat_0=52 +lon_0=10 +lat_1=35 +lat_2=65 +x_0=4000000 +y_0=2800000 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs +type=crs"
);
proj4.defs(
DEST,
"+proj=merc +a=6371008 +b=6371008 +lat_ts=0 +lon_0=0 +x_0=0 +y_0=0 +k=1 +units=m +nadgrids=@null +wktext +no_defs +type=crs"
);
export function transform(p: number[]) {
return proj4(SOURCE, DEST, p);
}
const MAX_EXTENT = 20015111.9287618;
function getTileSize(zoom: number): number {
const numTiles = Math.pow(2, zoom);
return (2 * MAX_EXTENT) / numTiles;
}
export function tileBounds(zoom: number, x: number, y: number): number[] {
const tileSize = getTileSize(zoom);
const minX = -MAX_EXTENT + x * tileSize;
const minY = MAX_EXTENT - (y + 1) * tileSize;
return [minX, tileSize, minY, tileSize];
}
const plane = new Plane(new Vector3(0, 0, 1), 0);
const corners = [new Vector2(-1, -1), new Vector2(1, 1)];
export const getFrustumIntersections = (camera: PerspectiveCamera) => {
const points = [];
const raycaster = new Raycaster();
for (const ndc of corners) {
// Convert NDC to world space ray
raycaster.setFromCamera(ndc, camera);
// Find intersection with the XY plane
const intersection = new Vector3();
const hit = raycaster.ray.intersectPlane(plane, intersection);
if (hit) {
points.push(intersection.clone());
}
}
if (points.length > 1) {
return [
new Vector3(
Math.min(points[0].x, points[1].x),
Math.min(points[0].y, points[1].y),
0
),
new Vector3(
Math.max(points[0].x, points[1].x),
Math.max(points[0].y, points[1].y),
0
),
];
}
return points;
};