mapbox+babylon加载三维面

本文介绍了如何在Vue应用中引入Mapbox和BabylonJS库,创建自定义3D地图层,并展示了如何在Mapbox场景中添加并渲染多边形。

  1.引入相关依赖,构建mapbox地图场景

import mapboxgl from 'mapbox-gl';
import {onMounted} from "vue";
import * as BABYLON from 'babylonjs';

mapboxgl.accessToken = 'pk.eyJ1Ijoibm9haDk3MTMiLCJhIjoiY2p4aXppNXZoMTc4YTN5bzhzMWY0emw3cyJ9.7GhaVOSALR-DwV5Lpn_h4Q';

const map = new mapboxgl.Map({
    container: 'mapContainer',
    style: 'mapbox://styles/mapbox/streets-v11',
    zoom: 18,
    center: [120, 31],
    pitch: 60,
    antialias: true // create the gl context with MSAA antialiasing, so custom layers are antialiased
});

2.根据CustomLayerInterface定义一个BabylonLayer

class BabylonLayer implements CustomLayerInterface {
    readonly id: string;
    readonly type: 'custom' = 'custom';
    readonly renderingMode: '3d' = '3d';

    private map: Map | undefined;
    private scene: BABYLON.Scene | undefined;
    private camera: BABYLON.Camera | undefined;

    constructor(id: string) {
        this.id = id;
    }

    onAdd = (map: Map, gl: WebGLRenderingContext) => {
        this.map = map;
        const engine = new BABYLON.Engine(gl, true, {
            useHighPrecisionMatrix: true
        }, true);

        this.scene = new BABYLON.Scene(engine);
        this.scene.autoClear = false;
        this.scene.detachControl();
        this.scene.beforeRender = function () {
            engine.wipeCaches(true);
        };
        this.scene.ambientColor = new BABYLON.Color3(1, 1, 1);
        this.camera = new BABYLON.Camera("mapbox-camera", new BABYLON.Vector3(), this.scene);
        const light = new BABYLON.HemisphericLight("mapbox-light", new BABYLON.Vector3(0.5, 0.5, 4000), this.scene);

        const points: Array<[number, number, number]> = [
            [120, 31.3, 0],
            [120.2, 31.2, 2000],
            [120.2, 31.1, 4000],
            [120.3, 31.0, 4000],
            [120, 31.1, 8000],
            [120, 31.3, 0]
        ];
        createRibbonPolygon(points, this.scene);
    }

    render = (gl: WebGLRenderingContext, matrix: number[]) => {
        const cameraMatrix = BABYLON.Matrix.FromArray(matrix);
        this.camera!.freezeProjectionMatrix(cameraMatrix);
        this.scene!.render(false);
        this.map!.triggerRepaint();
    }
}

3.定义创建多边形的方法

function createRibbonPolygon(points: Array<[number, number, number]>, scene: BABYLON.Scene) {
    const pathPoints = points.map((p) => {
        const mercatorCoord = mapboxgl.MercatorCoordinate.fromLngLat([p[0], p[1]], p[2]);
        // 将经纬度x,y转换成babylon的坐标
        return new BABYLON.Vector3(mercatorCoord.y, mercatorCoord.z, mercatorCoord.x);
    });
    const halfCount = Math.floor(pathPoints.length / 2)
    const path0 = pathPoints.slice(0, halfCount)
    const path1 = pathPoints.slice(halfCount).reverse()
    // 构建ribbonMesh需要相同长度的数组
    if (pathPoints.length % 2 === 1) path1.shift()

    const ribbonMesh = BABYLON.MeshBuilder.CreateRibbon('ribbon-polygon', {
        pathArray: [path0, path1],
        // sideOrientation: BABYLON.Mesh.DOUBLESIDE 若设置这个双面都是黑色,材质不生效
    }, scene);
    // 定义材质
    let myMaterial = new BABYLON.StandardMaterial("myMaterial", scene);
    // 设置漫反射颜色为红色
    myMaterial.diffuseColor = new BABYLON.Color3(1, 0, 0);
    // 给 ribbonMesh 设置材质
    ribbonMesh.material = myMaterial;
    // 设置 myMaterial 成为双面材质
    myMaterial.backFaceCulling = false;
    // 旋转到xy的平面
    ribbonMesh.rotateAround(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 0, 0), Math.PI / 2)
        .rotateAround(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), Math.PI / 2);
}

4.添加BabylonLayer至mapbox场景

    map.on('style.load', () => {
        const babylonLayer = new BabylonLayer('babylon-layer');
        map.addLayer(babylonLayer);
    });

实现效果:

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