@shd-developer/interactive-mapdeprecated

A package aimed at simplifying common three.js setups for interactive maps.

Usage no npm install needed!

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  import shdDeveloperInteractiveMap from 'https://cdn.skypack.dev/@shd-developer/interactive-map';
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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 the example folder to avoid having to publish every little change
  • Run npm run build after making changes

Team