TomTom Maps for JavaScript
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    Class ModelsLayer

    MapLibre custom layer that renders tiled glTF/GLB models with Three.js.

    The layer owns a ModelsSource that streams model tiles for the current viewport, renders them as maplibre-style fill-extrusion buildings, and keeps its lighting in sync with the map style light.

    Implements

    Index

    Constructors

    Properties

    ambientLight: AmbientLight
    camera: Camera
    diffuseColor: string
    directionalLight: DirectionalLight
    id: string

    A unique layer id.

    map: Map$1
    maxzoom: number
    minzoom: number
    renderer: WebGLRenderer
    renderingMode: "3d"

    Either "2d" or "3d". Defaults to "2d".

    scene: Scene
    source: ModelsSource
    tiles: Group
    type: "custom"

    The layer's type. Must be "custom".

    visible: boolean

    Methods

    • Parameters

      • mesh: Mesh

      Returns FillExtrusionMaterial

    • Optional method called when the layer has been added to the Map with Map.addLayer. This gives the layer a chance to initialize gl resources and register event listeners.

      Parameters

      • map: Map$1

        The Map this custom layer was just added to.

      • gl: WebGLRenderingContext | WebGL2RenderingContext

        The gl context for the map.

      Returns void

    • Called during a render frame allowing the layer to draw into the GL context.

      The layer can assume blending and depth state is set to allow the layer to properly blend and clip other layers. The layer cannot make any other assumptions about the current GL state.

      If the layer needs to render to a texture, it should implement the prerender method to do this and only use the render method for drawing directly into the main framebuffer.

      The blend function is set to gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA). This expects colors to be provided in premultiplied alpha form where the r, g and b values are already multiplied by the a value. If you are unable to provide colors in premultiplied form you may want to change the blend function to gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA).

      Parameters

      Returns void

    • Parameters

      • radius: number
      • phi: number
      • theta: number

      Returns void

    • Parameters

      • value: number

      Returns void