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routerenderer

v0.9.4

Published

A pure JavaScript package to render paths, directions, routes, or lines in 3d using nothing but WebGL.

Downloads

1

Readme

RouteRenderer

A pure JavaScript package to render paths, directions, routes, or lines in 3d using nothing but WebGL.

https://user-images.githubusercontent.com/78360666/236035333-a6c91394-8e8b-4482-877f-3ea463873bb6.mp4

Google Maps WebGL Overlay View integration is included.

Google Maps example

Get started

Prerequisites

  • gl-matrix must be loaded before this package, e.g.:

    <script
        src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.8.1/gl-matrix-min.js"
        integrity="sha512-zhHQR0/H5SEBL3Wn6yYSaTTZej12z0hVZKOv3TwCUXT1z5qeqGcXJLLrbERYRScEDDpYIJhPC1fk31gqR783iQ=="
        crossorigin="anonymous"
        defer></script>
  • Google Maps JS API is required to be loaded before constructing RouteWebGLOverlayView only.

    RouteWebGLOverlayView is only an adaption of this package for Google Maps, this package works as a core standalone regardless.

    If you do not plan on using Google Maps, you do not need this.

Installation

  • Download the latest release package

  • Import it in your module script, e.g.:

    import { RouteRenderer } from "../routerenderer.js";
  • Initialize a RouteRenderer instance on a canvas element and set a path, e.g.:

    function render(renderer, context, now) {
        renderer.render(context, now);
    
        window.requestAnimationFrame((now) => render(renderer, context, now));
    };
                
    const canvas = document.getElementById("canvas");
    
    canvas.width = screen.width;
    canvas.height = screen.height;
    
    const context = canvas.getContext("webgl", {
        premultipliedAlpha: true
    });
    
    const renderer = new RouteRenderer({
      keepMinimumAltitude: true,
    
      cameraFov: 4,
    
      cameraRotation: [ .5, 0, 0 ]
    });
    
    renderer.registerMouseEvents(canvas);
    
    renderer.setupContext(context);
    
    renderer.setPaths([
      [
        { x: 0, y: 0, z: 1 },
        { x: 0, y: 1, z: 1 },
        { x: .5, y: 1.5, z: 1 }
      ]
    ], null, false);
    
    render(renderer, context, performance.now());

References

RouteRenderer

Constructor

  • constructor(options: RendererOptions)

Methods

  • setOptions(options: RendererOptions)

    Only adds or replaces current options, does not rewrite the entire options object!

  • setupContext(context: WebGLRenderingContext)

    Initializes required program information, a WebGL rendering context is required.

    Must be called before attempting to render.

  • setPaths(paths: any[][], animations: Animation[] | null = null, project: boolean = true, projectionFunction?: (point: { latitude: number; longitude: number; altitude: number; }, options: RendererOptions) => { x: number; y: number; z: number; }

    Replaces the current paths with the input paths, note that this is a two dimensional array, each first dimensional item declares a new path, e.g. a leg of a direction step, second dimensional item declares an array of coordinates.

    X and Y are expected to be latitude and longitudes, however, if project is passed as false, then X and Y are expected to be raw units. Z is expected to be elevation irregardless of projection.

    The default projection uses the World Geodetic System WGS84 standard, same as Google Maps. To overwrite this projection function with your own, pass a function as the projectionFunction parameter.

  • registerMouseEvents(canvas: HTMLCanvasElement)

    Sets up mouse interaction with the canvas element for X and Y axis rotations.

  • render(context: WebGLRenderingContext, now: number, matrix?: Float64Array)

    Renders the current scene on the passed context, now is expected to be a high res timestamp, e.g. from requestAnimationFrame, matrix can be passed to use in the scene rendering if needed for e.g. Google Maps WebGL Overlay View implementations, etc.

RouteWebGLOverlayView

Constructor

  • constructor(renderer: RouteRenderer, paths: any[][])

    Sets up a Google Maps WebGL Overlay View with a custom projection using the transformer in the draw function.

    Returns an WebGLOverlayView instance.

    This instance overwrites autoClear, center, keepPerspectiveProjection in the options.

RendererOptions

  • topColor?: number[];

  • bottomColor?: number[];

  • startBlockColor?: number[];

  • endBlockColor?: number[];

  • leftWallColor?: number[];

  • rightWallColor?: number[];

  • wallColor?: number[];

    Colors in the format of RGBA arrays, e.g. [ 255, 0, 0, 255 ] for solid red.

    leftWallColor, rightWallColor, startBlockColor, and endBlockColor takes priority over wallColor.

    Default colors varies but are high contrast and should be changed.

  • wallWidth?: number;

    Defines how wide the walls should be, default is 0.1 units.

  • elevationGradient?: boolean;

  • elevationGradientColors?: number[][];

    Defines if the walls should have a gradient color for elevation. The color array only accepts 2 items, in the order of lowest (from) to highest (to).

    Default, if enabled, is solid green to solid red.

  • keepMinimumAltitude?: boolean;

    The path is anchored by the lowest altitude to depth 0, to disable this, set this to true.

  • keepMinimumPositions?: boolean;

    The path is anchored by top left start position by default to help with centering.

  • keepPerspectiveProjection?: boolean;

    Initializes the default projection matrix with a field of view, aspect ratio, near- and far clip units.

    Disable this to use with other contexts, such as the Google Maps WebGL Overlay View.

  • projectionZoomLevel?: number;

    Defines the zoom level for the Mercator world coordinate projection, default is 4.

    Increase this to get a more detailed (but larger) model.

    This only applies when a paths is set without a custom projection function, but it is also passed as an option in the options parameter and can be reused.

  • cameraFov?: number;

    Defines the camera FOV, default is 45.

  • cameraTranslation?: number[];

  • cameraRotation?: number[];

    Defines the camera translation and rotation in the format of XYZ, e.g.: [ 0, 0, 0 ].

  • grid?: boolean;

  • gridColor?: number[];

  • gridPadding?: number;

    Defines if a flat panel should cover the ground, default is false.

    If enabled, padding is set to 1 unit default.

Animation

  • type: "distance" | "elevation";

    Defines the type of the animation, whether to animate the elevation or the distance.

  • forwards: boolean;

    Defines the direction to move the animation, if repeat is enabled, then this is switched on each animation interval.

    Default is true.

  • interval: number;

    Defines the animation interval in milliseconds.

  • repeat: boolean;

    Keeps the animation running forever, if enabled, it switches the forwards property on each animation interval.

  • progress?: AnimationProgress;

    Used internally to track the animation progress, however, can be used to alter the start or current progress.

AnimationProgress

  • elapsed: number;

    Defines how many milliseconds has surpassed since the animation start.

    If the interval is 2000 milliseconds and elapsed is set to 1000, the animation will have reached 50%.