5
votes

I used adding gltf 3D Model on map using mapbox gl with three.js from the link

but adding single 3D gltf model in single separate layer and adding them to map is working fine,but is there any way to add mulitple 3D gltf model in a single layer on the map.

Map code:

this.modelOrigin = [148.9819, -35.3981];
this.modelOrigin2 = [148.9819, -35.4981];
this.iconImage = "https://docs.mapbox.com/mapbox-gl-js/assets/34M_17/34M_17.gltf";


//map info here
var map = new mapboxgl.Map({
  container: 'map', // container id
  style: 'mapbox://styles/mapbox/streets-v9', //stylesheet location
  center: [148.9819, -35.3981], // starting position[35.890, -75.664]
  zoom: 17.5, // starting zoom
  hash: true,
  minZoom: 0,
  maxZoom: 22,
  preserveDrawingBuffer: true,
  pitch: 60
});

var self = this;

map.on('style.load', function () {
 //adding separate 3d model on map
  map.addLayer(new AddMapCustomLayer(self.modelOrigin, self.iconImage));

  map.addLayer(new AddMapCustomLayer(self.modelOrigin2, self.iconImage));
});

code for the custom Layer:

class AddMapCustomLayer {
  id;
  type="custom";
  renderingMode="3d";

  //
  modelOrigin;
  modelAltitude = 0;
  modelRotate = [Math.PI / 2, 0, 0];
  modelScale = 5.41843220338983e-8;

  modelTransform;

  camera;
  scene;

  map;

  renderer;

  iconImage;

  constructor(modelOrigin, iconImage) {
    this.id = '3d-model' + this.uuidv4();
    this.type = 'custom';
    this.renderingMode = '3d';
    this.modelOrigin = modelOrigin;
    this.iconImage = iconImage;

    // transformation parameters to position, rotate and scale the 3D model onto the map
    this.modelTransformation(this.modelOrigin,this.iconImage)
  }

  modelTransformation(modelOrigin,modelAltitude){

    this.modelTransform = {
      translateX: mapboxgl.MercatorCoordinate.fromLngLat(modelOrigin, modelAltitude).x,
      translateY: mapboxgl.MercatorCoordinate.fromLngLat(modelOrigin, modelAltitude).y,
      translateZ: mapboxgl.MercatorCoordinate.fromLngLat(modelOrigin, modelAltitude).z,
      rotateX: this.modelRotate[0],
      rotateY: this.modelRotate[1],
      rotateZ: this.modelRotate[2],
      scale: this.modelScale
    };

  }

  uuidv4() {
    return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
      var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
      return v.toString(16);
    });
  };

  onAdd(map, gl) {
    this.camera = new THREE.Camera();
    this.scene = new THREE.Scene();

    // create two three.js lights to illuminate the model
    var directionalLight = new THREE.DirectionalLight(0xffffff);
    directionalLight.position.set(0, -70, 100).normalize();
    this.scene.add(directionalLight);

    var 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
    var loader = new THREE.GLTFLoader();
    loader.load(this.iconImage, (function (gltf) {
      this.scene.add(gltf.scene);
    }).bind(this));
    this.map = map;

    // use the Mapbox GL JS map canvas for three.js
    this.renderer = new THREE.WebGLRenderer({
      canvas: map.getCanvas(),
      context: gl
    });
    this.renderer.autoClear = false;
  }

  render(gl, matrix) {
    var rotationX = new THREE.Matrix4().makeRotationAxis(new THREE.Vector3(1, 0, 0), this.modelTransform.rotateX);
    var rotationY = new THREE.Matrix4().makeRotationAxis(new THREE.Vector3(0, 1, 0), this.modelTransform.rotateY);
    var rotationZ = new THREE.Matrix4().makeRotationAxis(new THREE.Vector3(0, 0, 1), this.modelTransform.rotateZ);

    var m = new THREE.Matrix4().fromArray(matrix);
    var l = new THREE.Matrix4().makeTranslation(this.modelTransform.translateX, this.modelTransform.translateY, this.modelTransform.translateZ)
      .scale(new THREE.Vector3(this.modelTransform.scale, -this.modelTransform.scale, this.modelTransform.scale))
      .multiply(rotationX)
      .multiply(rotationY)
      .multiply(rotationZ);

    this.camera.projectionMatrix.elements = matrix;
    this.camera.projectionMatrix = m.multiply(l);
    this.renderer.state.reset();
    this.renderer.render(this.scene, this.camera);
    this.map.triggerRepaint();
  }

So Please give suggestion, how i can achive adding same model dyanmically at different different location on the map by single layer.

2

2 Answers

3
votes

this question is quite old, but I would recommend you to check out the latest version of threebox as it enables you to add as many models and 3D layers as you want but also to do things like these below with only a few lines of code

        map.on('style.load', function () {
        map.addLayer({
            id: 'custom_layer',
            type: 'custom',
            renderingMode: '3d',
            onAdd: function (map, mbxContext) {

                window.tb = new Threebox(
                    map,
                    mbxContext,
                    { defaultLights: true }
                );

                var options = {
                    obj: '/3D/soldier/soldier.glb',
                    type: 'gltf',
                    scale: 1,
                    units: 'meters',
                    rotation: { x: 90, y: 0, z: 0 } //default rotation
                }

                tb.loadObj(options, function (model) {
                    soldier = model.setCoords(origin);
                    tb.add(soldier);
                })

            },
            render: function (gl, matrix) {
                tb.update();
            }
        });
    })

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1
votes

If the models are close to one-another, have you tried loading two glTF models and adding them to the same THREE.Scene() ?

ie. this.scene.add(gltf1.scene); this.scene.add(gltf2.scene);

you would still need to calculate the offset / rotation of gltf2, relative to gltf1.