Calculating Local Position Lat-Long in 3D three.js

To calculate the local position of an object based on its latitude and longitude, you will need to know the latitude and longitude of your reference point, which is also known as the local origin. You can then use the following formula to calculate the local position (x, y) of the object:

x = (longitude – longitude_origin) * cos(latitude_origin) * 111.32 km y = (latitude – latitude_origin) * 111.32 km

This formula assumes that the earth is a perfect sphere with a radius of 6371 km and that the local coordinate system is in the same plane as the reference point. The constant 111.32 is the number of kilometers per degree of latitude and longitude at the equator.

Keep in mind that this method is only accurate for small distances (less than a few hundred kilometers) and that it does not take into account the curvature of the earth or other factors such as the geoid or local terrain. For more accurate calculations over larger distances, you will need to use a more advanced geodetic system such as the World Geodetic System (WGS84).

How to put 3d object on three.js on canvas based on lat long

To place a 3D object on a canvas using three.js based on latitude and longitude, you will need to follow these steps:

  1. First, you will need to convert the latitude and longitude of the object’s location to Cartesian coordinates. You can do this using the formula I provided above, or you can use a library like the latlon-spherical package to do the conversion for you.
  2. Next, you will need to create a three.js scene and set up a camera and renderer. You can do this using code like the following:
// Set up the scene 
const scene = new THREE.Scene();
 
// Set up the camera const 
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

// Set up the renderer const renderer = new THREE.WebGLRenderer({ canvas: canvasElement }); renderer.setSize(window.innerWidth, window.innerH eight);
  1. Now, you can create a 3D object using one of the many three.js geometry classes, such as THREE.BoxGeometry or THREE.SphereGeometry. For example:
const geometry = new THREE.BoxGeometry(1, 1, 1);
  1. After you have created your geometry, you will need to create a material to give the object a surface appearance. You can use one of the many three.js material classes, such as THREE.MeshBasicMaterial or THREE.MeshPhongMaterial.
  2. Finally, you can create a mesh by combining the geometry and material using the THREE.Mesh class. You can then set the position of the mesh using the Cartesian coordinates you calculated earlier.
const mesh = new THREE.Mesh(geometry, material); mesh.position.set(x, y, z);
  1. Once you have created your mesh, you can add it to the scene using the scene.add() method and render it to the canvas using the renderer.render() method.
scene.add(mesh); 
renderer.render(scene, camera);

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