three-gpx-loader
v1.0.4
Published
Load .gpx files as Three.js geometry.
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three-gpx-loader
Load .gpx files as Three.js geometry.
three-gpx-loader
can:
- [x] Parse
.gpx
files & convert to vertices withx
,y
, andz
coordinates...- [x] ...as though the map is a plane.
- [ ] ...as though the map is a sphere.
- [ ] Normalize or center the coordinates around the origin.
Install
$ npm install --save three-gpx-loader
Usage
let Three = require( "three" );
// You can name it "THREE" instead of "Three" if you want, but it's just another
// module and therefore it has no business having an all-capital name.
let GPXLoader = require( "three-gpx-loader" )( Three );
let scene = new Three.Scene();
let loader = new Three.GPXLoader();
let path = "../input/gpx/col-du-galibier.gpx";
let onError = function( err ) {
console.log( err );
}
let onLoad = function( result ) {
let material = new Three.LineBasicMaterial({ color: 0xffff00 });
let line = new Three.Line( result, material );
scene.add( line );
}
loader.load( path, onError, onLoad );
FAQ
Q: Why?
A: To use within my GPX -> OBJ converter (CLI & GUI).
Q: How does the loader "flatten" the GPX coordinates?
A: Z-axis (changable in the future) is used for elevation so the elevation coordinates in meters are directly copied to the z
value of each vertex. For x
and y
, the first point is considered to be at 0,0
. Each point after that is computed to be a certain distance and a certain bearing from the last point. This distance in that direction is added to the last point to find the coordinates of the next point. In code this looks like:
let vertices = [ new Three.Vector3( 0, 0, points[ 0 ].ele ) ];
let d, b; // d = distance, b = bearing
for ( let i = 0; i < points.length; i++ ) {
// If there is a next point...
if ( points[ i + 1 ] ) {
// Compute distance and bearing between the current and next point:
d = getDistance( points[ i ], points[ i + 1 ] );
b = getBearing( points[ i ], points[ i + 1 ] );
// Using the results, push a new vertex to the vertices array:
vertices.push( new Three.Vector3(
vertices[ i ].x - d * ( Math.cos( b )),
vertices[ i ].y + d * ( Math.sin( b )),
points[ i + 1 ].ele
));
}
In the future, it should be possible as well to place coordinates in a sphere of a given radius, for the purpose of displaying them on a 3D globe, although this was exactly the opposite of my intention when originally creating it (creating maps for racing games).
License
© 2018, Ian Paschal.