@studiohyperdrive/interactive-map
v2.10.0
Published
A package aimed at simplifying common three.js setups for interactive maps.
Downloads
9
Readme
Studio Hyperdrive - Interactive Map - Package
General
This package is aimed at simplifying common three.js setups for interactive maps.
The package is built with:
- node:
v14.16.1
( ~lts/fermium
) - yarn:
v1.22.10
- npm:
v6.14.12
- three:
^0.132.2
For a complete list of packages and version check out the package.json
file.
Usage
Basic usage of this package requires at least:
- A reference to an HTMLCanvasElement
- The path to a local GLTF & DRACO compatible mesh file
- Basic camera configuration
- Some default plugins
- Browser resize plugin
- Loader plugin
- Illumination plugin (optional)
new ThreeEntryPoint(
// Canvas element
canvas,
// Config
{
camera: {
type: "orthographic",
config: {
frustumSize: 2,
near: 0.0001,
far: 5,
position:
{
x: 2,
y: 2,
z: 2
}
}
},
},
// Event plugins
[
new BrowserResizePlugin
],
// Scene plugins
[
new GltfDracoLoaderPlugin("/path-to-mesh"),
new GlobalIlluminationPlugin,
],
)
Plugins
To add functionality to your app you can use the provided plugins or write your own. There are two types of plugins. Scene plugins extend Three.js logic and event plugins bind to events. Communication between plugins is handled by a dataStore
.
Scene plugins
Scene plugins allow you to extend the Three.js logic. eg. add controls that let the user interact with the scene
Each plugin should expect a reference to the dataStore
and have an update
method. The update
method is called on each frame. This allows you to inject logic in the render loop or update values in realtime.
ClockPlugin is an example of a simple clock plugin that updates the elapsedTime
and deltaTime
properties in the dataStore
.
Event plugins
Event plugins bind to events and perform an action when that event is fired.
eg. Resizing the canvas and camera when the resize
event is fired
Each plugin should expect a reference to the dataStore
. They should also have bindEventListener
and unbindEventListener
methods.
BrowserResizePlugin is an example of a resize plugin that will update the sizes
object on the dataStore
while updating the canvas and camera on resize.
Overview
A complete list of the provided plugins and their use cases can be found below.
| Plugin | Description |
| --- | --- |
| AnimationMixerPlugin
| Creates a new animationMixer
|
| AnimationPlugin
| Allows you to configure consistent animations |
| BrowserResizePlugin
| Makes the canvas responsive |
| ClickPlugin
| Enables click bindings |
| ClockPlugin
| Calculates elapsedTime
and deltaTime
|
| GlobalIlluminationPlugin
| Adds ambient and directional lighting |
| GltfDracoLoaderPlugin
| Loads a Draco compressed .gltf
or .glb
file |
| HoverPlugin
| Enables hover bindings |
| MapControlsPlugin
| Adds basic interaction to the map |
| MousePositionPlugin
| Gets the mouse position |
| RaycasterPlugin
| Gets the first mesh that intersects with the mouse |
Clicks
Click bindings are provided by the ClickPlugin
. The bindings array is passed to the plugin's constructor.
To respond to click events in the scene you should first ensure clear naming is applied in the mesh file. Using either the exact
or partial
matching rules you can emulate behaviour similar to document.querySelector
.
The example below will change the color of any mesh with skyscraper
in its name.
{
name: "skyscraper",
matching: "partial",
onClick: (mesh: Mesh) => {
const material = (mesh.material as MeshStandardMaterial).clone();
material.color.setHex(Math.random() * 0xffffff);
mesh.material = material;
};
}
You can use any framework or custom functions in the onClick
callback function provided you can supply a reference to them. A simple way of doing this is by wrapping the click bindings in a function that takes the necessary services / instances / objects and returns an array of click bindings.
The example below uses the Next router to navigate to a dedicated page when clicking the tower
mesh.
function createClickBindings(router: NextRouter) {
return [
{
name: "tower",
matching: "partial",
onClick: () => {
router.push("/tower");
}
},
];
}
Hover
Hover bindings are provided by the HoverPlugin
. The bindings array is passed to the plugin's constructor.
Similar to click bindings explained above you can define the same interaction for hover events. This example will randomly change the color of a skyscraper
mesh when first hovering over the mesh and then revert it when hovering away.
{
name: 'skyscraper',
matching: 'partial',
onHoverStart: (mesh: Mesh) => {
const material = (mesh.material as MeshStandardMaterial).clone();
material.color.setHex(Math.random() * 0xffffff);
mesh.material = material;
},
onHoverEnd: (mesh: Mesh) => {
const material = (mesh.material as MeshStandardMaterial).clone();
material.color.setHex(0xcbcbcb);
mesh.material = material;
}
}
Exactly like the Click
bindings, references to other framework features can be included. The following example implements a basic redux store and writes the name of the hovered mesh to state.
That state is then read by a separate Tooltip
component to be shown to the user.
function createHoverBindings(store: Store) {
return [
{
name: "",
matching: "partial",
onHoverStart: (mesh: Mesh) => {
store.dispatch({
type: actions.tooltip.set,
payload: mesh.name
});
},
onHoverEnd: () => {
store.dispatch({
type: actions.tooltip.reset
});
}
}
];
}
Animation
Use the AnimationPlugin
to enable the animation config.
Consistent animations can be defined in an array passed to the AnimationPlugin
constructor. The example below will start the associated AnimationAction
at a random time and repeat that animation at a random interval.
{
name: 'small-house',
matching: 'partial',
loop: LoopOnce,
startAnimation: (animationAction: AnimationAction, i: number) => {
setTimeout(() => {
animationAction
.reset()
.play();
setInterval(() => {
animationAction
.reset()
.play();
}, MathUtils.randInt(5000, 10000));
}, MathUtils.randInt(1000, 5000))
}
}
Click and hover
Animations that occur in response to an event are triggered from that event's optional animate
property. Again, it's important to have clear nomenclature in place to ensure maintainability.
{
name: 'small-house',
matching: 'exact',
onClick: () => {},
animate: [
{
name: 'small-houseAction',
matching: 'exact',
loop: LoopOnce
}
]
}
The example above, implemented as a Click
binding, will perform the small-houseAction
animation once on any small-house
that gets clicked. (see ClickPlugin
)
This can also be done for Hover
bindings. (see HoverPlugin
)
{
name: 'tower',
matching: 'exact',
onHoverStart: () => { },
onHoverEnd: () => { },
animate: [
{
name: 'penthouseAction',
matching: 'partial',
loop: LoopRepeat,
},
]
}
3D
This slite doc documents a basic Blender to Three.js workflow.
Setup
- Navigate to the package root
cd package
- (Optional) Install recommended Node version
nvm i
- Install dependencies
npm i
- (Optional) Run
npm run symlink
in theexample
folder to avoid having to publish every little change - Run
npm run build
after making changes
Team
- Function: Developer
- Period: September 2021 -> ...
- Function: Developer
- Period: September 2021 -> ...