WebGL Overlay Google 地图:如何投射阴影?
WebGL Overlay Google map: How to cast Shadows?
如何使用 WebGL 叠加层 API 制作加载到地图中的 3d 对象,以便在地图图块和其他加载的对象上投射阴影?
在我看来,这还不受支持(或此功能已被删除),那么有什么解决方法吗?
首选 WebGL 框架:ThreeJs
我们在 google 地图上还没有此选项,因为我们从“webgloverlayview”获得的地图叠加层没有接收阴影选项。
我尝试在 google 地图上创建自己的平面并获得阴影
我的平面不透明度非常轻,如 0.3。我还在下面的彩色平面中添加了图像来解释。
++
请看@yosan_melese回答一下 完美使用
ShadowMaterial
这里是示例代码
import { Loader } from '@googlemaps/js-api-loader';
import * as THREE from 'three';
import {FBXLoader} from 'three/examples/jsm/loaders/FBXLoader.js';
const apiOptions = {
apiKey: 'A***********8',
version: "beta",
map_ids: [""]
};
let directionalLight = '';
const mapOptions = {
"tilt": 0,
"heading": 0,
"zoom": 18,
"center": { lat: 33.57404, lng: 73.1637 },
"mapId": "" ,
"mapTypeId": 'roadmap'
}
/*
roadmap: the default map that you usually see.
satellite: satellite view of Google Maps and Google Earth, when available.
hybrid: a mixture of roadmap and satellite view.
terrain: a map based on terrain information, such as mountains and valleys.
*/
async function initMap() {
const mapDiv = document.getElementById("map");
const apiLoader = new Loader(apiOptions);
await apiLoader.load();
return new google.maps.Map(mapDiv, mapOptions);
}
let scene, renderer, camera, loader,loader1,controls;
function initWebglOverlayView(map) {
const webglOverlayView = new google.maps.WebglOverlayView();
webglOverlayView.onAdd = () => {
// set up the scene
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera();
const ambientLight = new THREE.AmbientLight( 0xffffff, 0.75 ); // soft white light
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.x += (-90)
directionalLight.position.y += 0
directionalLight.position.z += 20
directionalLight.castShadow = true
const d = 100;
directionalLight.shadow.camera.left = - d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = - d;
scene.add(directionalLight);
scene.add( new THREE.CameraHelper( directionalLight.shadow.camera ) );
// FLOOR
/*
const plane = new THREE.Mesh(new THREE.PlaneGeometry(2050, 2200, 300),
new THREE.MeshPhongMaterial({ color: 0xF3F4F5, opacity: 0.3, transparent: true}));
plane.rotation.x = 0;
plane.rotation.y = 0;
plane.rotation.z = 0;
plane.castShadow = true
plane.receiveShadow = true
scene.add(plane);
*/
//after yosan_melese answer i am using ShadowMaterial
const geometry = new THREE.PlaneGeometry( 2000, 2000 );
geometry.rotateX( - Math.PI / 2 );
const material = new THREE.ShadowMaterial();
material.opacity = 0.5;
const plane = new THREE.Mesh( geometry, material );
plane.rotation.x = 2;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
plane.receiveShadow = true;
scene.add( plane );
loader = new FBXLoader();
loader.load( 'model/name_model.fbx', function ( object ) {
object.scale.set( 1, 1, 1 );
object.rotation.x = 1.480;
object.rotation.y = 0.950;
object.rotation.z = 0.070;
object.castShadow = true;
object.receiveShadow = true;
object.name = "name_model";
object.traverse( function ( child ) {
if(child.isMesh ) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add( object );
});
}
webglOverlayView.onContextRestored = (gl) => {
// create the three.js renderer, using the
// maps's WebGL rendering context.
renderer = new THREE.WebGLRenderer({
canvas: gl.canvas,
context: gl,
...gl.getContextAttributes(),
});
renderer.autoClear = false;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.receiveShadow = true;
renderer.castShadow = true;
}
webglOverlayView.onDraw = (gl, coordinateTransformer) => {
// update camera matrix to ensure the model is georeferenced correctly on the map
const matrix = coordinateTransformer.fromLatLngAltitude(mapOptions.center, 10);
camera.projectionMatrix = new THREE.Matrix4().fromArray(matrix);
webglOverlayView.requestRedraw();
renderer.render(scene, camera);
// always reset the GL state
renderer.resetState();
}
webglOverlayView.setMap(map);
}
(async () => {
const map = await initMap();
initWebglOverlayView(map);
})();
在@yosan_melese代码之后
threeJS 的解决方法是在地面上放置一个薄盒子(它不适用于 planeGeometry
),该盒子完全透明但会接收阴影。这可以通过 shadowMaterial
来实现
注意:这只会显示添加到 webgloverlay 的网格的阴影,而不是地图上建筑物的阴影
如何使用 WebGL 叠加层 API 制作加载到地图中的 3d 对象,以便在地图图块和其他加载的对象上投射阴影?
在我看来,这还不受支持(或此功能已被删除),那么有什么解决方法吗?
首选 WebGL 框架:ThreeJs
我们在 google 地图上还没有此选项,因为我们从“webgloverlayview”获得的地图叠加层没有接收阴影选项。
我尝试在 google 地图上创建自己的平面并获得阴影 我的平面不透明度非常轻,如 0.3。我还在下面的彩色平面中添加了图像来解释。
++ 请看@yosan_melese回答一下 完美使用 ShadowMaterial
这里是示例代码
import { Loader } from '@googlemaps/js-api-loader';
import * as THREE from 'three';
import {FBXLoader} from 'three/examples/jsm/loaders/FBXLoader.js';
const apiOptions = {
apiKey: 'A***********8',
version: "beta",
map_ids: [""]
};
let directionalLight = '';
const mapOptions = {
"tilt": 0,
"heading": 0,
"zoom": 18,
"center": { lat: 33.57404, lng: 73.1637 },
"mapId": "" ,
"mapTypeId": 'roadmap'
}
/*
roadmap: the default map that you usually see.
satellite: satellite view of Google Maps and Google Earth, when available.
hybrid: a mixture of roadmap and satellite view.
terrain: a map based on terrain information, such as mountains and valleys.
*/
async function initMap() {
const mapDiv = document.getElementById("map");
const apiLoader = new Loader(apiOptions);
await apiLoader.load();
return new google.maps.Map(mapDiv, mapOptions);
}
let scene, renderer, camera, loader,loader1,controls;
function initWebglOverlayView(map) {
const webglOverlayView = new google.maps.WebglOverlayView();
webglOverlayView.onAdd = () => {
// set up the scene
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera();
const ambientLight = new THREE.AmbientLight( 0xffffff, 0.75 ); // soft white light
scene.add(ambientLight);
directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.x += (-90)
directionalLight.position.y += 0
directionalLight.position.z += 20
directionalLight.castShadow = true
const d = 100;
directionalLight.shadow.camera.left = - d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = - d;
scene.add(directionalLight);
scene.add( new THREE.CameraHelper( directionalLight.shadow.camera ) );
// FLOOR
/*
const plane = new THREE.Mesh(new THREE.PlaneGeometry(2050, 2200, 300),
new THREE.MeshPhongMaterial({ color: 0xF3F4F5, opacity: 0.3, transparent: true}));
plane.rotation.x = 0;
plane.rotation.y = 0;
plane.rotation.z = 0;
plane.castShadow = true
plane.receiveShadow = true
scene.add(plane);
*/
//after yosan_melese answer i am using ShadowMaterial
const geometry = new THREE.PlaneGeometry( 2000, 2000 );
geometry.rotateX( - Math.PI / 2 );
const material = new THREE.ShadowMaterial();
material.opacity = 0.5;
const plane = new THREE.Mesh( geometry, material );
plane.rotation.x = 2;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
plane.receiveShadow = true;
scene.add( plane );
loader = new FBXLoader();
loader.load( 'model/name_model.fbx', function ( object ) {
object.scale.set( 1, 1, 1 );
object.rotation.x = 1.480;
object.rotation.y = 0.950;
object.rotation.z = 0.070;
object.castShadow = true;
object.receiveShadow = true;
object.name = "name_model";
object.traverse( function ( child ) {
if(child.isMesh ) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add( object );
});
}
webglOverlayView.onContextRestored = (gl) => {
// create the three.js renderer, using the
// maps's WebGL rendering context.
renderer = new THREE.WebGLRenderer({
canvas: gl.canvas,
context: gl,
...gl.getContextAttributes(),
});
renderer.autoClear = false;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.receiveShadow = true;
renderer.castShadow = true;
}
webglOverlayView.onDraw = (gl, coordinateTransformer) => {
// update camera matrix to ensure the model is georeferenced correctly on the map
const matrix = coordinateTransformer.fromLatLngAltitude(mapOptions.center, 10);
camera.projectionMatrix = new THREE.Matrix4().fromArray(matrix);
webglOverlayView.requestRedraw();
renderer.render(scene, camera);
// always reset the GL state
renderer.resetState();
}
webglOverlayView.setMap(map);
}
(async () => {
const map = await initMap();
initWebglOverlayView(map);
})();
在@yosan_melese代码之后
threeJS 的解决方法是在地面上放置一个薄盒子(它不适用于 planeGeometry
),该盒子完全透明但会接收阴影。这可以通过 shadowMaterial
注意:这只会显示添加到 webgloverlay 的网格的阴影,而不是地图上建筑物的阴影