AI-generated Key Takeaways
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This example showcases the use of
WebGLOverlayView
to render a 3D model with animation on a Google Map. -
It uses the Three.js library for 3D rendering and a GLTF model of a pin as the displayed object.
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The
WebGLOverlayView
handles the integration between the 3D scene and the map, ensuring proper georeferencing and rendering. -
The code includes a simple animation loop that rotates the map and the 3D model, providing a dynamic visual experience.
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Users can interact with the provided code snippets in Typescript, JavaScript, CSS, and HTML, and there's an option to try a live sample or clone the repository for local execution.
This example demonstrates using the WebGLOverlayView
to display a 3D image
with animation on a vector map.
Read the documentation.
TypeScript
import { AmbientLight, DirectionalLight, Matrix4, PerspectiveCamera, Scene, WebGLRenderer, } from "three"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; let map: google.maps.Map; const mapOptions = { tilt: 0, heading: 0, zoom: 18, center: { lat: 35.6594945, lng: 139.6999859 }, mapId: "15431d2b469f209e", // disable interactions due to animation loop and moveCamera disableDefaultUI: true, gestureHandling: "none", keyboardShortcuts: false, }; function initMap(): void { const mapDiv = document.getElementById("map") as HTMLElement; map = new google.maps.Map(mapDiv, mapOptions); initWebglOverlayView(map); } function initWebglOverlayView(map: google.maps.Map): void { let scene, renderer, camera, loader; const webglOverlayView = new google.maps.WebGLOverlayView(); webglOverlayView.onAdd = () => { // Set up the scene. scene = new Scene(); camera = new PerspectiveCamera(); const ambientLight = new AmbientLight(0xffffff, 0.75); // Soft white light. scene.add(ambientLight); const directionalLight = new DirectionalLight(0xffffff, 0.25); directionalLight.position.set(0.5, -1, 0.5); scene.add(directionalLight); // Load the model. loader = new GLTFLoader(); const source = "https://raw.githubusercontent.com/googlemaps/js-samples/main/assets/pin.gltf"; loader.load(source, (gltf) => { gltf.scene.scale.set(10, 10, 10); gltf.scene.rotation.x = Math.PI; // Rotations are in radians. scene.add(gltf.scene); }); }; webglOverlayView.onContextRestored = ({ gl }) => { // Create the js renderer, using the // maps's WebGL rendering context. renderer = new WebGLRenderer({ canvas: gl.canvas, context: gl, ...gl.getContextAttributes(), }); renderer.autoClear = false; // Wait to move the camera until the 3D model loads. loader.manager.onLoad = () => { renderer.setAnimationLoop(() => { webglOverlayView.requestRedraw(); const { tilt, heading, zoom } = mapOptions; map.moveCamera({ tilt, heading, zoom }); // Rotate the map 360 degrees. if (mapOptions.tilt < 67.5) { mapOptions.tilt += 0.5; } else if (mapOptions.heading <= 360) { mapOptions.heading += 0.2; mapOptions.zoom -= 0.0005; } else { renderer.setAnimationLoop(null); } }); }; }; webglOverlayView.onDraw = ({ gl, transformer }): void => { const latLngAltitudeLiteral: google.maps.LatLngAltitudeLiteral = { lat: mapOptions.center.lat, lng: mapOptions.center.lng, altitude: 100, }; // Update camera matrix to ensure the model is georeferenced correctly on the map. const matrix = transformer.fromLatLngAltitude(latLngAltitudeLiteral); camera.projectionMatrix = new Matrix4().fromArray(matrix); webglOverlayView.requestRedraw(); renderer.render(scene, camera); // Sometimes it is necessary to reset the GL state. renderer.resetState(); }; webglOverlayView.setMap(map); } declare global { interface Window { initMap: () => void; } } window.initMap = initMap;
JavaScript
import { AmbientLight, DirectionalLight, Matrix4, PerspectiveCamera, Scene, WebGLRenderer, } from "three"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; let map; const mapOptions = { tilt: 0, heading: 0, zoom: 18, center: { lat: 35.6594945, lng: 139.6999859 }, mapId: "15431d2b469f209e", // disable interactions due to animation loop and moveCamera disableDefaultUI: true, gestureHandling: "none", keyboardShortcuts: false, }; function initMap() { const mapDiv = document.getElementById("map"); map = new google.maps.Map(mapDiv, mapOptions); initWebglOverlayView(map); } function initWebglOverlayView(map) { let scene, renderer, camera, loader; const webglOverlayView = new google.maps.WebGLOverlayView(); webglOverlayView.onAdd = () => { // Set up the scene. scene = new Scene(); camera = new PerspectiveCamera(); const ambientLight = new AmbientLight(0xffffff, 0.75); // Soft white light. scene.add(ambientLight); const directionalLight = new DirectionalLight(0xffffff, 0.25); directionalLight.position.set(0.5, -1, 0.5); scene.add(directionalLight); // Load the model. loader = new GLTFLoader(); const source = "https://raw.githubusercontent.com/googlemaps/js-samples/main/assets/pin.gltf"; loader.load(source, (gltf) => { gltf.scene.scale.set(10, 10, 10); gltf.scene.rotation.x = Math.PI; // Rotations are in radians. scene.add(gltf.scene); }); }; webglOverlayView.onContextRestored = ({ gl }) => { // Create the js renderer, using the // maps's WebGL rendering context. renderer = new WebGLRenderer({ canvas: gl.canvas, context: gl, ...gl.getContextAttributes(), }); renderer.autoClear = false; // Wait to move the camera until the 3D model loads. loader.manager.onLoad = () => { renderer.setAnimationLoop(() => { webglOverlayView.requestRedraw(); const { tilt, heading, zoom } = mapOptions; map.moveCamera({ tilt, heading, zoom }); // Rotate the map 360 degrees. if (mapOptions.tilt < 67.5) { mapOptions.tilt += 0.5; } else if (mapOptions.heading <= 360) { mapOptions.heading += 0.2; mapOptions.zoom -= 0.0005; } else { renderer.setAnimationLoop(null); } }); }; }; webglOverlayView.onDraw = ({ gl, transformer }) => { const latLngAltitudeLiteral = { lat: mapOptions.center.lat, lng: mapOptions.center.lng, altitude: 100, }; // Update camera matrix to ensure the model is georeferenced correctly on the map. const matrix = transformer.fromLatLngAltitude(latLngAltitudeLiteral); camera.projectionMatrix = new Matrix4().fromArray(matrix); webglOverlayView.requestRedraw(); renderer.render(scene, camera); // Sometimes it is necessary to reset the GL state. renderer.resetState(); }; webglOverlayView.setMap(map); } window.initMap = initMap;
CSS
/* * Always set the map height explicitly to define the size of the div element * that contains the map. */ #map { height: 100%; } /* * Optional: Makes the sample page fill the window. */ html, body { height: 100%; margin: 0; padding: 0; } #map { pointer-events: none; }
HTML
<html> <head> <title>Simple WebGL Overlay</title> <script src="https://unpkg.com/three@0.129.0/build/three.min.js"></script> <link rel="stylesheet" type="text/css" href="./style.css" /> <script type="module" src="./index.js"></script> </head> <body> <div id="map" class="map"></div> <!-- The `defer` attribute causes the script to execute after the full HTML document has been parsed. For non-blocking uses, avoiding race conditions, and consistent behavior across browsers, consider loading using Promises. See https://developers.google.com/maps/documentation/javascript/load-maps-js-api for more information. --> <script src="https://maps.googleapis.com/maps/api/js?key=AIzaSyB41DRUbKWJHPxaFjMAwdrzWzbVKartNGg&callback=initMap&v=weekly" defer ></script> </body> </html>
Try Sample
Clone Sample
Git and Node.js are required to run this sample locally. Follow these instructions to install Node.js and NPM. The following commands clone, install dependencies and start the sample application.
git clone -b sample-webgl-overlay-simple https://github.com/googlemaps/js-samples.git
cd js-samples
npm i
npm start
Other samples can be tried by switching to any branch beginning with sample-SAMPLE_NAME
.
git checkout sample-SAMPLE_NAME
npm i
npm start