@anov/3d-ability 0.0.63 → 0.0.66
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/business/Area/BaseClass.d.ts +62 -0
- package/dist/business/Area/BaseClass.js +455 -0
- package/dist/business/Area/BaseClass.js.map +1 -0
- package/dist/business/Area/Fence/FenceBase.d.ts +24 -0
- package/dist/business/Area/Fence/FenceBase.js +97 -0
- package/dist/business/Area/Fence/FenceBase.js.map +1 -0
- package/dist/business/Area/Fence/fence_base_01.d.ts +17 -0
- package/dist/business/Area/Fence/fence_base_01.js +159 -0
- package/dist/business/Area/Fence/fence_base_01.js.map +1 -0
- package/dist/business/Area/Fence/fence_feeting_01.d.ts +15 -0
- package/dist/business/Area/Fence/fence_feeting_01.js +134 -0
- package/dist/business/Area/Fence/fence_feeting_01.js.map +1 -0
- package/dist/business/Area/Fence/fence_roll_01.d.ts +17 -0
- package/dist/business/Area/Fence/fence_roll_01.js +158 -0
- package/dist/business/Area/Fence/fence_roll_01.js.map +1 -0
- package/dist/business/Area/FillArea/FillAreaBase.d.ts +20 -0
- package/dist/business/Area/FillArea/FillAreaBase.js +83 -0
- package/dist/business/Area/FillArea/FillAreaBase.js.map +1 -0
- package/dist/business/Area/FillArea/fillArea_face_01.d.ts +16 -0
- package/dist/business/Area/FillArea/fillArea_face_01.js +112 -0
- package/dist/business/Area/FillArea/fillArea_face_01.js.map +1 -0
- package/dist/business/Area/FillArea/fillArea_line_01.d.ts +14 -0
- package/dist/business/Area/FillArea/fillArea_line_01.js +98 -0
- package/dist/business/Area/FillArea/fillArea_line_01.js.map +1 -0
- package/dist/business/Area/index.d.ts +6 -0
- package/dist/business/Area/index.js +28 -0
- package/dist/business/Area/index.js.map +1 -0
- package/dist/business/Area/strategy.d.ts +7 -0
- package/dist/business/Area/strategy.js +107 -0
- package/dist/business/Area/strategy.js.map +1 -0
- package/dist/business/Area/type.d.ts +41 -0
- package/dist/business/Area/type.js +2 -0
- package/dist/business/Area/type.js.map +1 -0
- package/dist/business/Base/ObjectLayer.d.ts +1 -0
- package/dist/business/Base/ObjectLayer.js +14 -0
- package/dist/business/Base/ObjectLayer.js.map +1 -1
- package/dist/business/Poi/Plane/index.d.ts +15 -2
- package/dist/business/Poi/Plane/index.js +84 -19
- package/dist/business/Poi/Plane/index.js.map +1 -1
- package/dist/business/Poi/Plane/link/Cylinder.d.ts +1 -1
- package/dist/business/Poi/Plane/link/Cylinder.js +1 -1
- package/dist/business/Poi/Plane/link/Cylinder.js.map +1 -1
- package/dist/business/Poi/Plane/link/Pyramid.d.ts +1 -1
- package/dist/business/Poi/Plane/link/Pyramid.js +4 -2
- package/dist/business/Poi/Plane/link/Pyramid.js.map +1 -1
- package/dist/business/Poi/Plane/particle/SingleCircle.js +4 -5
- package/dist/business/Poi/Plane/particle/SingleCircle.js.map +1 -1
- package/dist/business/Poi/Plane/title/Border.js +1 -1
- package/dist/business/Poi/Plane/title/Border.js.map +1 -1
- package/dist/business/Poi/Plane/title/Ellipse.js +1 -1
- package/dist/business/Poi/Plane/title/Ellipse.js.map +1 -1
- package/dist/business/Poi/Plane/title/index.d.ts +14 -0
- package/dist/business/Poi/Plane/title/index.js +59 -3
- package/dist/business/Poi/Plane/title/index.js.map +1 -1
- package/dist/business/Poi/Plane/types.d.ts +17 -14
- package/dist/business/Poi/Plane/types.js.map +1 -1
- package/dist/business/Poi/Utils/tools.js +3 -2
- package/dist/business/Poi/Utils/tools.js.map +1 -1
- package/dist/business/TrafficComponents/RealismTraffic/RealismTraffic.d.ts +3 -13
- package/dist/business/TrafficComponents/RealismTraffic/RealismTraffic.js +23 -36
- package/dist/business/TrafficComponents/RealismTraffic/RealismTraffic.js.map +1 -1
- package/dist/business/TrafficComponents/RealismTraffic/index.d.ts +0 -1
- package/dist/business/TrafficComponents/RealismTraffic/index.js +0 -1
- package/dist/business/TrafficComponents/RealismTraffic/index.js.map +1 -1
- package/dist/business/TrafficComponents/StreamerTraffic/StreamerTraffic.d.ts +57 -0
- package/dist/business/TrafficComponents/StreamerTraffic/StreamerTraffic.js +197 -0
- package/dist/business/TrafficComponents/StreamerTraffic/StreamerTraffic.js.map +1 -0
- package/dist/business/TrafficComponents/StreamerTraffic/fragmentShader.d.ts +1 -0
- package/dist/business/TrafficComponents/StreamerTraffic/fragmentShader.js +2 -0
- package/dist/business/TrafficComponents/StreamerTraffic/fragmentShader.js.map +1 -0
- package/dist/business/TrafficComponents/StreamerTraffic/index.d.ts +11 -0
- package/dist/business/TrafficComponents/StreamerTraffic/index.js +2 -0
- package/dist/business/TrafficComponents/StreamerTraffic/index.js.map +1 -0
- package/dist/business/TrafficComponents/StreamerTraffic/vertexShader.d.ts +1 -0
- package/dist/business/TrafficComponents/StreamerTraffic/vertexShader.js +2 -0
- package/dist/business/TrafficComponents/StreamerTraffic/vertexShader.js.map +1 -0
- package/dist/business/TrafficComponents/base.d.ts +22 -0
- package/dist/business/TrafficComponents/base.js +64 -0
- package/dist/business/TrafficComponents/base.js.map +1 -0
- package/dist/business/TrafficComponents/index.d.ts +1 -0
- package/dist/business/TrafficComponents/index.js +1 -0
- package/dist/business/TrafficComponents/index.js.map +1 -1
- package/dist/business/TrafficComponents/{RealismTraffic/utils.d.ts → utils.d.ts} +1 -1
- package/dist/business/TrafficComponents/{RealismTraffic/utils.js → utils.js} +1 -1
- package/dist/business/TrafficComponents/utils.js.map +1 -0
- package/dist/business/index.d.ts +1 -0
- package/dist/business/index.js +1 -0
- package/dist/business/index.js.map +1 -1
- package/dist/core/Light/PointLight/PointLightExt.d.ts +5 -0
- package/dist/core/Light/PointLight/PointLightExt.js +25 -0
- package/dist/core/Light/PointLight/PointLightExt.js.map +1 -0
- package/dist/core/Light/PointLight/index.d.ts +2 -0
- package/dist/core/Light/PointLight/index.js +2 -0
- package/dist/core/Light/PointLight/index.js.map +1 -0
- package/dist/core/Light/index.d.ts +0 -0
- package/dist/core/Light/index.js +2 -0
- package/dist/core/Light/index.js.map +1 -0
- package/dist/core/PostEffects/outlinePass.d.ts +7 -16
- package/dist/core/PostEffects/outlinePass.js +42 -52
- package/dist/core/PostEffects/outlinePass.js.map +1 -1
- package/dist/core/WeatherSystem/sky/index.js +6 -2
- package/dist/core/WeatherSystem/sky/index.js.map +1 -1
- package/package.json +3 -3
- package/dist/business/TrafficComponents/RealismTraffic/utils.js.map +0 -1
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function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
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function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } }
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function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; }
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function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); Object.defineProperty(subClass, "prototype", { writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); }
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function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
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function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } else if (call !== void 0) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(self); }
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function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
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function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
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function _defineProperty(obj, key, value) { key = _toPropertyKey(key); if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }
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function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : String(i); }
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function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); }
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import _ from 'lodash';
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import ObjectLayer from "../../Base/ObjectLayer";
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var defaultOption = {
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height: 50,
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alpha: 1,
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color: '#00FFB5',
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corner: 0,
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close: true
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};
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var FenceBase = /*#__PURE__*/function (_ObjectLayer) {
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_inherits(FenceBase, _ObjectLayer);
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var _super = _createSuper(FenceBase);
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function FenceBase(option) {
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var _this;
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_classCallCheck(this, FenceBase);
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_this = _super.call(this);
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// 属性赋值
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_defineProperty(_assertThisInitialized(_this), "mesh", void 0);
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_defineProperty(_assertThisInitialized(_this), "_height", void 0);
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_defineProperty(_assertThisInitialized(_this), "_alpha", void 0);
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_defineProperty(_assertThisInitialized(_this), "_color", void 0);
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_defineProperty(_assertThisInitialized(_this), "_corner", void 0);
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_defineProperty(_assertThisInitialized(_this), "_close", void 0);
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_defineProperty(_assertThisInitialized(_this), "points", void 0);
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_this.setValues(_.mergeWith({}, defaultOption, option));
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return _this;
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}
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// Getter and Setter for fenceHeight property
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_createClass(FenceBase, [{
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key: "height",
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get: function get() {
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return this._height;
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},
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set: function set(newValue) {
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if (this._height === newValue) return;
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this._height = newValue;
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}
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// Getter and Setter for fenceColor property
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}, {
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key: "color",
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get: function get() {
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return this._color;
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},
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set: function set(newValue) {
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if (this._color === newValue) return;
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this._color = newValue;
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}
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// Getter and Setter for fenceAlpha property
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}, {
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key: "alpha",
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get: function get() {
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return this._alpha;
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},
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set: function set(newValue) {
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if (this._alpha === newValue) return;
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this._alpha = newValue;
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}
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}, {
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key: "corner",
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get: function get() {
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return this._corner;
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},
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set: function set(newValue) {
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if (this._corner === newValue) return;
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this._corner = newValue;
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}
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}, {
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key: "close",
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get: function get() {
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return this._close;
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},
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set: function set(newValue) {
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if (this._close === newValue) return;
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this._close = newValue;
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}
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}]);
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return FenceBase;
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}(ObjectLayer);
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export default FenceBase;
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//# sourceMappingURL=FenceBase.js.map
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{"version":3,"names":["_","ObjectLayer","defaultOption","height","alpha","color","corner","close","FenceBase","_ObjectLayer","_inherits","_super","_createSuper","option","_this","_classCallCheck","call","_defineProperty","_assertThisInitialized","setValues","mergeWith","_createClass","key","get","_height","set","newValue","_color","_alpha","_corner","_close"],"sources":["../../../../src/business/Area/Fence/FenceBase.ts"],"sourcesContent":["import type { Mesh, Vector3 } from '@anov/3d-core'\nimport _ from 'lodash'\nimport ObjectLayer from '../../Base/ObjectLayer'\nimport type { fenceOption } from '../type'\n\nconst defaultOption = {\n height: 50,\n alpha: 1,\n color: '#00FFB5',\n corner: 0,\n close: true,\n}\n\nclass FenceBase extends ObjectLayer {\n public mesh!: Mesh\n public _height: number\n public _alpha: number\n public _color: string\n public _corner: number\n public _close: boolean\n public points!: Vector3[]\n\n constructor(option: fenceOption) {\n super()\n // 属性赋值\n this.setValues(_.mergeWith({}, defaultOption, option))\n }\n\n // Getter and Setter for fenceHeight property\n get height(): number {\n return this._height\n }\n\n set height(newValue: number) {\n if (this._height === newValue)\n return\n\n this._height = newValue\n }\n\n // Getter and Setter for fenceColor property\n get color(): string {\n return this._color\n }\n\n set color(newValue: string) {\n if (this._color === newValue)\n return\n\n this._color = newValue\n }\n\n // Getter and Setter for fenceAlpha property\n get alpha(): number {\n return this._alpha\n }\n\n set alpha(newValue: number) {\n if (this._alpha === newValue)\n return\n\n this._alpha = newValue\n }\n\n get corner(): number {\n return this._corner\n }\n\n set corner(newValue: number) {\n if (this._corner === newValue)\n return\n\n this._corner = newValue\n }\n\n get close(): boolean {\n return this._close\n }\n\n set close(newValue: boolean) {\n if (this._close === newValue)\n return\n\n this._close = newValue\n }\n}\n\nexport default FenceBase\n"],"mappings":";;;;;;;;;;;;;;AACA,OAAOA,CAAC,MAAM,QAAQ;AACtB,OAAOC,WAAW;AAGlB,IAAMC,aAAa,GAAG;EACpBC,MAAM,EAAE,EAAE;EACVC,KAAK,EAAE,CAAC;EACRC,KAAK,EAAE,SAAS;EAChBC,MAAM,EAAE,CAAC;EACTC,KAAK,EAAE;AACT,CAAC;AAAA,IAEKC,SAAS,0BAAAC,YAAA;EAAAC,SAAA,CAAAF,SAAA,EAAAC,YAAA;EAAA,IAAAE,MAAA,GAAAC,YAAA,CAAAJ,SAAA;EASb,SAAAA,UAAYK,MAAmB,EAAE;IAAA,IAAAC,KAAA;IAAAC,eAAA,OAAAP,SAAA;IAC/BM,KAAA,GAAAH,MAAA,CAAAK,IAAA;IACA;IAAAC,eAAA,CAAAC,sBAAA,CAAAJ,KAAA;IAAAG,eAAA,CAAAC,sBAAA,CAAAJ,KAAA;IAAAG,eAAA,CAAAC,sBAAA,CAAAJ,KAAA;IAAAG,eAAA,CAAAC,sBAAA,CAAAJ,KAAA;IAAAG,eAAA,CAAAC,sBAAA,CAAAJ,KAAA;IAAAG,eAAA,CAAAC,sBAAA,CAAAJ,KAAA;IAAAG,eAAA,CAAAC,sBAAA,CAAAJ,KAAA;IACAA,KAAA,CAAKK,SAAS,CAACnB,CAAC,CAACoB,SAAS,CAAC,CAAC,CAAC,EAAElB,aAAa,EAAEW,MAAM,CAAC,CAAC;IAAA,OAAAC,KAAA;EACxD;;EAEA;EAAAO,YAAA,CAAAb,SAAA;IAAAc,GAAA;IAAAC,GAAA,EACA,SAAAA,IAAA,EAAqB;MACnB,OAAO,IAAI,CAACC,OAAO;IACrB,CAAC;IAAAC,GAAA,EAED,SAAAA,IAAWC,QAAgB,EAAE;MAC3B,IAAI,IAAI,CAACF,OAAO,KAAKE,QAAQ,EAC3B;MAEF,IAAI,CAACF,OAAO,GAAGE,QAAQ;IACzB;;IAEA;EAAA;IAAAJ,GAAA;IAAAC,GAAA,EACA,SAAAA,IAAA,EAAoB;MAClB,OAAO,IAAI,CAACI,MAAM;IACpB,CAAC;IAAAF,GAAA,EAED,SAAAA,IAAUC,QAAgB,EAAE;MAC1B,IAAI,IAAI,CAACC,MAAM,KAAKD,QAAQ,EAC1B;MAEF,IAAI,CAACC,MAAM,GAAGD,QAAQ;IACxB;;IAEA;EAAA;IAAAJ,GAAA;IAAAC,GAAA,EACA,SAAAA,IAAA,EAAoB;MAClB,OAAO,IAAI,CAACK,MAAM;IACpB,CAAC;IAAAH,GAAA,EAED,SAAAA,IAAUC,QAAgB,EAAE;MAC1B,IAAI,IAAI,CAACE,MAAM,KAAKF,QAAQ,EAC1B;MAEF,IAAI,CAACE,MAAM,GAAGF,QAAQ;IACxB;EAAC;IAAAJ,GAAA;IAAAC,GAAA,EAED,SAAAA,IAAA,EAAqB;MACnB,OAAO,IAAI,CAACM,OAAO;IACrB,CAAC;IAAAJ,GAAA,EAED,SAAAA,IAAWC,QAAgB,EAAE;MAC3B,IAAI,IAAI,CAACG,OAAO,KAAKH,QAAQ,EAC3B;MAEF,IAAI,CAACG,OAAO,GAAGH,QAAQ;IACzB;EAAC;IAAAJ,GAAA;IAAAC,GAAA,EAED,SAAAA,IAAA,EAAqB;MACnB,OAAO,IAAI,CAACO,MAAM;IACpB,CAAC;IAAAL,GAAA,EAED,SAAAA,IAAUC,QAAiB,EAAE;MAC3B,IAAI,IAAI,CAACI,MAAM,KAAKJ,QAAQ,EAC1B;MAEF,IAAI,CAACI,MAAM,GAAGJ,QAAQ;IACxB;EAAC;EAAA,OAAAlB,SAAA;AAAA,EAvEqBP,WAAW;AA0EnC,eAAeO,SAAS"}
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import type { Vector3 } from '@anov/3d-core';
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import { ShaderMaterial } from '@anov/3d-core';
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import type { fenceOption } from '../type';
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import FenceBase from './FenceBase';
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declare class Fence_Base_01 extends FenceBase {
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constructor(option: fenceOption);
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create(): void;
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createFenceMesh(points: Vector3[], radius: number, close: boolean, height: number, color: string, alpha: number): any;
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createFenceMaterial(height: number, color: string, alpha: number): ShaderMaterial;
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get color(): string;
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set color(newValue: string);
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get alpha(): number;
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set alpha(newValue: number);
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get height(): number;
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set height(newValue: number);
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}
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export default Fence_Base_01;
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function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } }
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function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; }
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function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); }
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function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); Object.defineProperty(subClass, "prototype", { writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); }
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function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
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function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } else if (call !== void 0) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(self); }
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function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
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import { Color, ShaderMaterial, use } from '@anov/3d-core';
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import { createRoundLineWallMesh } from "../../Utils/round-curve";
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import FenceBase from "./FenceBase";
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var Fence_Base_01 = /*#__PURE__*/function (_FenceBase) {
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_inherits(Fence_Base_01, _FenceBase);
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var _super = _createSuper(Fence_Base_01);
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function Fence_Base_01(option) {
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var _this;
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_classCallCheck(this, Fence_Base_01);
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_this = _super.call(this, option);
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_this.create();
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_createClass(Fence_Base_01, [{
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key: "create",
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value: function create() {
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this.mesh = this.createFenceMesh(this.points, this.corner, this.close, this.height, this.color, this.alpha);
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this.mesh && this.add(this.mesh);
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}
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// 创建围栏网格对象
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}, {
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key: "createFenceMesh",
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value: function createFenceMesh(points) {
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var radius = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
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var close = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;
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var height = arguments.length > 3 ? arguments[3] : undefined;
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var color = arguments.length > 4 ? arguments[4] : undefined;
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var alpha = arguments.length > 5 ? arguments[5] : undefined;
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if (!points) return;
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// 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质
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var material = this.createFenceMaterial(height, color, alpha);
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// 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质
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var mesh = createRoundLineWallMesh(points, {
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radius: radius,
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height: height,
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close: close
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}, material);
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use.useframe(function () {
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mesh.children.forEach(function (item, index) {
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var uniforms = item.material.uniforms;
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uniforms.iTime.value += 0.01;
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});
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});
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return mesh;
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}
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// 创建围栏材质
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}, {
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key: "createFenceMaterial",
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value: function createFenceMaterial(height, color, alpha) {
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// 创建一个ShaderMaterial实例,用于自定义围栏的渲染效果
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var material = new ShaderMaterial({
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uniforms: {
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// 材质颜色
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color1: {
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value: new Color(color)
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},
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// 材质颜色2,用于渐变
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_alpha: {
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value: alpha
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},
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_height: {
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value: height
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},
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iTime: {
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value: 0.0
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}
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},
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// 顶点着色器
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vertexShader: "\n #include <common>\n #include <logdepthbuf_pars_vertex>\n varying vec3 vNormal; // \u7528\u4E8E\u4F20\u9012\u6CD5\u7EBF\u65B9\u5411\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n void main() {\n #include <logdepthbuf_vertex>\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n vNormal = normalize(mat3(modelMatrix) * normal); // \u4F7F\u7528\u6A21\u578B\u77E9\u9635\u65CB\u8F6C\u6CD5\u7EBF\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = modelPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * modelPosition;\t \n }\n ",
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// 片元着色器
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fragmentShader: "\n #include <logdepthbuf_pars_fragment>\n varying vec3 vNormal; //\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n // uniform float button;\n uniform float _height;\n uniform float iTime;\n uniform float _alpha;\n uniform vec3 color1;\n \n void main() {\n #include <logdepthbuf_fragment>\n // float height = 50.;\n float button = 0.;\n vec3 myWp=(vWorldPosition-button)/_height; \n gl_FragColor = vec4(color1,pow(1.-clamp(myWp.y,0.,1.),2.))*_alpha *step(button,myWp.y);\n \n }\n ",
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// 设置材质为透明
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transparent: true,
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// 设置材质双面渲染,确保从正反两面都能正确显示
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side: 2,
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// 关闭深度测试
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depthTest: false
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});
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return material;
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}
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// Getter and Setter for fenceColor property
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}, {
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key: "color",
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get: function get() {
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return this._color;
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},
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set: function set(newValue) {
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if (this._color === newValue) return;
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this._color = newValue;
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if (this.mesh) {
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var childrens = this.mesh.children;
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childrens.forEach(function (item, index) {
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var uniforms = item.material.uniforms;
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if (uniforms.color1) {
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uniforms.color1.value = new Color(newValue);
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uniforms.color2.value = new Color(newValue);
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}
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});
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}
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}
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// Getter and Setter for fenceAlpha property
|
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}, {
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key: "alpha",
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get: function get() {
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return this._alpha;
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},
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set: function set(newValue) {
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if (this._alpha === newValue) return;
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this._alpha = newValue;
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if (this.mesh) {
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var childrens = this.mesh.children;
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childrens.forEach(function (item, index) {
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var uniforms = item.material.uniforms;
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if (uniforms.alpha) uniforms.alpha.value = newValue;
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});
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}
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}
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// Getter and Setter for fenceAlpha property
|
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}, {
|
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key: "height",
|
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|
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get: function get() {
|
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return this._height;
|
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},
|
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set: function set(newValue) {
|
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if (this._height === newValue) return;
|
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this._height = newValue;
|
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if (this.mesh) {
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var childrens = this.mesh.children;
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childrens.forEach(function (item, index) {
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var uniforms = item.material.uniforms;
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if (uniforms.height) uniforms.height.value = newValue;
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});
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+
}
|
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}
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}]);
|
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return Fence_Base_01;
|
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+
}(FenceBase);
|
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|
+
export default Fence_Base_01;
|
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|
+
//# sourceMappingURL=fence_base_01.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
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{"version":3,"names":["Color","ShaderMaterial","use","createRoundLineWallMesh","FenceBase","Fence_Base_01","_FenceBase","_inherits","_super","_createSuper","option","_this","_classCallCheck","call","create","_createClass","key","value","mesh","createFenceMesh","points","corner","close","height","color","alpha","add","radius","arguments","length","undefined","material","createFenceMaterial","useframe","children","forEach","item","index","uniforms","iTime","color1","_alpha","_height","vertexShader","fragmentShader","transparent","side","depthTest","get","_color","set","newValue","childrens","color2"],"sources":["../../../../src/business/Area/Fence/fence_base_01.ts"],"sourcesContent":["import type { Mesh, Vector3 } from '@anov/3d-core'\nimport { Color, ShaderMaterial, use } from '@anov/3d-core'\nimport { createRoundLineWallMesh } from '../../Utils/round-curve'\nimport type { fenceOption } from '../type'\nimport FenceBase from './FenceBase'\n\nclass Fence_Base_01 extends FenceBase {\n constructor(option: fenceOption) {\n super(option)\n this.create()\n }\n\n create() {\n this.mesh = this.createFenceMesh(\n this.points,\n this.corner,\n this.close,\n this.height,\n this.color,\n this.alpha,\n )\n this.mesh && this.add(this.mesh)\n }\n\n // 创建围栏网格对象\n createFenceMesh(points: Vector3[], radius = 0, close = true, height: number, color: string, alpha: number) {\n if (!points)\n return\n\n // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质\n const material = this.createFenceMaterial(height, color, alpha)\n\n // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质\n const mesh = createRoundLineWallMesh(\n points,\n {\n radius,\n height,\n close,\n },\n material,\n )\n use.useframe(() => {\n mesh.children.forEach((item, index) => {\n const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n uniforms.iTime.value += 0.01\n })\n })\n return mesh\n }\n\n // 创建围栏材质\n createFenceMaterial(height: number, color: string, alpha: number): ShaderMaterial {\n // 创建一个ShaderMaterial实例,用于自定义围栏的渲染效果\n const material = new ShaderMaterial({\n uniforms: {\n // 材质颜色\n color1: {\n value: new Color(color),\n }, // 材质颜色2,用于渐变\n _alpha: { value: alpha },\n _height: { value: height },\n iTime: { value: 0.0 },\n },\n // 顶点着色器\n vertexShader: `\n #include <common>\n #include <logdepthbuf_pars_vertex>\n varying vec3 vNormal; // 用于传递法线方向\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n void main() {\n #include <logdepthbuf_vertex>\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n vNormal = normalize(mat3(modelMatrix) * normal); // 使用模型矩阵旋转法线\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = modelPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * modelPosition;\t \n }\n `,\n // 片元着色器\n fragmentShader: `\n #include <logdepthbuf_pars_fragment>\n varying vec3 vNormal; //\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n // uniform float button;\n uniform float _height;\n uniform float iTime;\n uniform float _alpha;\n uniform vec3 color1;\n \n void main() {\n #include <logdepthbuf_fragment>\n // float height = 50.;\n float button = 0.;\n vec3 myWp=(vWorldPosition-button)/_height; \n gl_FragColor = vec4(color1,pow(1.-clamp(myWp.y,0.,1.),2.))*_alpha *step(button,myWp.y);\n \n }\n `,\n // 设置材质为透明\n transparent: true,\n // 设置材质双面渲染,确保从正反两面都能正确显示\n side: 2,\n // 关闭深度测试\n depthTest: false,\n })\n\n return material\n }\n\n // Getter and Setter for fenceColor property\n get color(): string {\n return this._color\n }\n\n set color(newValue: string) {\n if (this._color === newValue)\n return\n\n this._color = newValue\n if (this.mesh) {\n const childrens = this.mesh.children\n childrens.forEach((item, index) => {\n const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n if (uniforms.color1) {\n uniforms.color1.value = new Color(newValue)\n uniforms.color2.value = new Color(newValue)\n }\n })\n }\n }\n\n // Getter and Setter for fenceAlpha property\n get alpha(): number {\n return this._alpha\n }\n\n set alpha(newValue: number) {\n if (this._alpha === newValue)\n return\n\n this._alpha = newValue\n if (this.mesh) {\n const childrens = this.mesh.children\n childrens.forEach((item, index) => {\n const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n if (uniforms.alpha)\n uniforms.alpha.value = newValue\n })\n }\n }\n\n // Getter and Setter for fenceAlpha property\n get height(): number {\n return this._height\n }\n\n set height(newValue: number) {\n if (this._height === newValue)\n return\n\n this._height = newValue\n if (this.mesh) {\n const childrens = this.mesh.children\n childrens.forEach((item, index) => {\n const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n if (uniforms.height)\n uniforms.height.value = newValue\n })\n }\n }\n}\n\nexport default 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@@ -0,0 +1,15 @@
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1
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import type { Vector3 } from '@anov/3d-core';
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import { ShaderMaterial } from '@anov/3d-core';
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import type { fenceOption } from '../type';
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import FenceBase from './FenceBase';
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declare class Fence_Feeting_01 extends FenceBase {
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constructor(option: fenceOption);
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create(): void;
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createFenceMesh(points: Vector3[], radius: number, close: boolean, height: number, color: string, alpha: number): any;
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createFenceMaterial(color: string, alpha: number): ShaderMaterial;
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get color(): string;
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set color(newValue: string);
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get alpha(): number;
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set alpha(newValue: number);
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}
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export default Fence_Feeting_01;
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function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
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function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } }
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function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; }
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function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : String(i); }
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function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); }
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function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); Object.defineProperty(subClass, "prototype", { writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); }
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function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
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function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } else if (call !== void 0) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(self); }
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function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
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function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
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import { Color, ShaderMaterial } from '@anov/3d-core';
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import { createRoundLineWallMesh } from "../../Utils/round-curve";
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import FenceBase from "./FenceBase";
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var Fence_Feeting_01 = /*#__PURE__*/function (_FenceBase) {
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_inherits(Fence_Feeting_01, _FenceBase);
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var _super = _createSuper(Fence_Feeting_01);
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function Fence_Feeting_01(option) {
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var _this;
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_classCallCheck(this, Fence_Feeting_01);
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_this = _super.call(this, option);
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_this.create();
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return _this;
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}
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_createClass(Fence_Feeting_01, [{
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key: "create",
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value: function create() {
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30
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this.mesh = this.createFenceMesh(this.points, this.corner, this.close, this.height, this.color, this.alpha);
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this.mesh && this.add(this.mesh);
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}
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// 创建围栏网格对象
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}, {
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key: "createFenceMesh",
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value: function createFenceMesh(points) {
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38
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var radius = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
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39
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var close = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;
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var height = arguments.length > 3 ? arguments[3] : undefined;
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var color = arguments.length > 4 ? arguments[4] : undefined;
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var alpha = arguments.length > 5 ? arguments[5] : undefined;
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if (!points) return;
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// 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质
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var material = this.createFenceMaterial(color, alpha);
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// 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质
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var mesh = createRoundLineWallMesh(points, {
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radius: radius,
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50
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height: height,
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close: close
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}, material);
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return mesh;
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}
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// 创建围栏材质
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}, {
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key: "createFenceMaterial",
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value: function createFenceMaterial(color, alpha) {
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// 创建一个ShaderMaterial实例,用于自定义围栏的渲染效果
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var material = new ShaderMaterial({
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uniforms: {
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opacityBottom: {
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value: 0.3
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},
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opacityTop: {
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value: 0.0
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},
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// 材质颜色
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color1: {
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value: new Color(color)
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},
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// 材质颜色2,用于渐变
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color2: {
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value: new Color(color)
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}
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},
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// 顶点着色器
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vertexShader: "\n varying vec3 vNormal; // \u7528\u4E8E\u4F20\u9012\u6CD5\u7EBF\u65B9\u5411\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n void main() {\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n vNormal = normalize(mat3(modelMatrix) * normal); // \u4F7F\u7528\u6A21\u578B\u77E9\u9635\u65CB\u8F6C\u6CD5\u7EBF\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = modelPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * modelPosition;\n }\n ",
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// 片元着色器
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fragmentShader: "\n varying vec3 vNormal; // \u7528\u4E8E\u4F20\u9012\u6CD5\u7EBF\u65B9\u5411\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n uniform vec3 color1;\n uniform vec3 color2;\n uniform float opacityBottom;\n uniform float opacityTop;\n \n void main() {\n vec3 myWp=vWorldPosition*0.01;\n \n gl_FragColor = vec4(myWp.y);\n \n }\n ",
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// 设置材质为透明
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transparent: true,
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// 设置材质双面渲染,确保从正反两面都能正确显示
|
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side: 2,
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86
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// 关闭深度测试
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depthTest: false
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+
});
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return material;
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+
}
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+
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+
// Getter and Setter for fenceColor property
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93
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+
}, {
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+
key: "color",
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95
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get: function get() {
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return this._color;
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},
|
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+
set: function set(newValue) {
|
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+
if (this._color === newValue) return;
|
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this._color = newValue;
|
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+
if (this.mesh) {
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var childrens = this.mesh.children;
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+
childrens.forEach(function (item, index) {
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var uniforms = item.material.uniforms;
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105
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+
if (uniforms.color1) {
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uniforms.color1.value = new Color(newValue);
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uniforms.color2.value = new Color(newValue);
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}
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});
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}
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}
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// Getter and Setter for fenceAlpha property
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}, {
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key: "alpha",
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116
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get: function get() {
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return this._alpha;
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},
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+
set: function set(newValue) {
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+
if (this._alpha === newValue) return;
|
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this._alpha = newValue;
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if (this.mesh) {
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var childrens = this.mesh.children;
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childrens.forEach(function (item, index) {
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var uniforms = item.material.uniforms;
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if (uniforms.alpha) uniforms.alpha.value = newValue;
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});
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}
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}
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}]);
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return Fence_Feeting_01;
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}(FenceBase);
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export default Fence_Feeting_01;
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//# sourceMappingURL=fence_feeting_01.js.map
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{"version":3,"names":["Color","ShaderMaterial","createRoundLineWallMesh","FenceBase","Fence_Feeting_01","_FenceBase","_inherits","_super","_createSuper","option","_this","_classCallCheck","call","create","_createClass","key","value","mesh","createFenceMesh","points","corner","close","height","color","alpha","add","radius","arguments","length","undefined","material","createFenceMaterial","uniforms","opacityBottom","opacityTop","color1","color2","vertexShader","fragmentShader","transparent","side","depthTest","get","_color","set","newValue","childrens","children","forEach","item","index","_alpha"],"sources":["../../../../src/business/Area/Fence/fence_feeting_01.ts"],"sourcesContent":["import type { Mesh, Vector3 } from '@anov/3d-core'\nimport { Color, ShaderMaterial } from '@anov/3d-core'\nimport { createRoundLineWallMesh } from '../../Utils/round-curve'\nimport type { fenceOption } from '../type'\nimport FenceBase from './FenceBase'\n\nclass Fence_Feeting_01 extends FenceBase {\n constructor(option: fenceOption) {\n super(option)\n this.create()\n }\n\n create() {\n this.mesh = this.createFenceMesh(\n this.points,\n this.corner,\n this.close,\n this.height,\n this.color,\n this.alpha,\n )\n this.mesh && this.add(this.mesh)\n }\n\n // 创建围栏网格对象\n createFenceMesh(points: Vector3[], radius = 0, close = true, height: number, color: string, alpha: number) {\n if (!points)\n return\n\n // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质\n const material = this.createFenceMaterial(color, alpha)\n // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质\n const mesh = createRoundLineWallMesh(\n points,\n {\n radius,\n height,\n close,\n },\n material,\n )\n return mesh\n }\n\n // 创建围栏材质\n createFenceMaterial(color: string, alpha: number): ShaderMaterial {\n // 创建一个ShaderMaterial实例,用于自定义围栏的渲染效果\n const material = new ShaderMaterial({\n uniforms: {\n opacityBottom: { value: 0.3 },\n opacityTop: { value: 0.0 },\n // 材质颜色\n color1: {\n value: new Color(color),\n },\n // 材质颜色2,用于渐变\n color2: {\n value: new Color(color),\n },\n },\n // 顶点着色器\n vertexShader: `\n varying vec3 vNormal; // 用于传递法线方向\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n void main() {\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n vNormal = normalize(mat3(modelMatrix) * normal); // 使用模型矩阵旋转法线\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = modelPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * modelPosition;\n }\n `,\n // 片元着色器\n fragmentShader: `\n varying vec3 vNormal; // 用于传递法线方向\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n uniform vec3 color1;\n uniform vec3 color2;\n uniform float opacityBottom;\n uniform float opacityTop;\n \n void main() {\n vec3 myWp=vWorldPosition*0.01;\n \n gl_FragColor = vec4(myWp.y);\n \n }\n `,\n // 设置材质为透明\n transparent: true,\n // 设置材质双面渲染,确保从正反两面都能正确显示\n side: 2,\n // 关闭深度测试\n depthTest: false,\n })\n return material\n }\n\n // Getter and Setter for fenceColor property\n get color(): string {\n return this._color\n }\n\n set color(newValue: string) {\n if (this._color === newValue)\n return\n\n this._color = newValue\n if (this.mesh) {\n const childrens = this.mesh.children\n childrens.forEach((item, index) => {\n const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n if (uniforms.color1) {\n uniforms.color1.value = new Color(newValue)\n uniforms.color2.value = new Color(newValue)\n }\n })\n }\n }\n\n // Getter and Setter for fenceAlpha property\n get alpha(): number {\n return this._alpha\n }\n\n set alpha(newValue: number) {\n if (this._alpha === newValue)\n return\n\n this._alpha = newValue\n if (this.mesh) {\n const childrens = this.mesh.children\n childrens.forEach((item, index) => {\n const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n if (uniforms.alpha)\n uniforms.alpha.value = newValue\n })\n }\n }\n}\n\nexport default Fence_Feeting_01\n"],"mappings":";;;;;;;;;;;;;AACA,SAASA,KAAK,EAAEC,cAAc,QAAQ,eAAe;AACrD,SAASC,uBAAuB;AAEhC,OAAOC,SAAS;AAAmB,IAE7BC,gBAAgB,0BAAAC,UAAA;EAAAC,SAAA,CAAAF,gBAAA,EAAAC,UAAA;EAAA,IAAAE,MAAA,GAAAC,YAAA,CAAAJ,gBAAA;EACpB,SAAAA,iBAAYK,MAAmB,EAAE;IAAA,IAAAC,KAAA;IAAAC,eAAA,OAAAP,gBAAA;IAC/BM,KAAA,GAAAH,MAAA,CAAAK,IAAA,OAAMH,MAAM;IACZC,KAAA,CAAKG,MAAM,CAAC,CAAC;IAAA,OAAAH,KAAA;EACf;EAACI,YAAA,CAAAV,gBAAA;IAAAW,GAAA;IAAAC,KAAA,EAED,SAAAH,OAAA,EAAS;MACP,IAAI,CAACI,IAAI,GAAG,IAAI,CAACC,eAAe,CAC9B,IAAI,CAACC,MAAM,EACX,IAAI,CAACC,MAAM,EACX,IAAI,CAACC,KAAK,EACV,IAAI,CAACC,MAAM,EACX,IAAI,CAACC,KAAK,EACV,IAAI,CAACC,KACP,CAAC;MACD,IAAI,CAACP,IAAI,IAAI,IAAI,CAACQ,GAAG,CAAC,IAAI,CAACR,IAAI,CAAC;IAClC;;IAEA;EAAA;IAAAF,GAAA;IAAAC,KAAA,EACA,SAAAE,gBAAgBC,MAAiB,EAA0E;MAAA,IAAxEO,MAAM,GAAAC,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC;MAAA,IAAEN,KAAK,GAAAM,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,IAAI;MAAA,IAAEL,MAAc,GAAAK,SAAA,CAAAC,MAAA,OAAAD,SAAA,MAAAE,SAAA;MAAA,IAAEN,KAAa,GAAAI,SAAA,CAAAC,MAAA,OAAAD,SAAA,MAAAE,SAAA;MAAA,IAAEL,KAAa,GAAAG,SAAA,CAAAC,MAAA,OAAAD,SAAA,MAAAE,SAAA;MACvG,IAAI,CAACV,MAAM,EACT;;MAEF;MACA,IAAMW,QAAQ,GAAG,IAAI,CAACC,mBAAmB,CAACR,KAAK,EAAEC,KAAK,CAAC;MACvD;MACA,IAAMP,IAAI,GAAGf,uBAAuB,CAClCiB,MAAM,EACN;QACEO,MAAM,EAANA,MAAM;QACNJ,MAAM,EAANA,MAAM;QACND,KAAK,EAALA;MACF,CAAC,EACDS,QACF,CAAC;MACD,OAAOb,IAAI;IACb;;IAEA;EAAA;IAAAF,GAAA;IAAAC,KAAA,EACA,SAAAe,oBAAoBR,KAAa,EAAEC,KAAa,EAAkB;MAChE;MACA,IAAMM,QAAQ,GAAG,IAAI7B,cAAc,CAAC;QAClC+B,QAAQ,EAAE;UACRC,aAAa,EAAE;YAAEjB,KAAK,EAAE;UAAI,CAAC;UAC7BkB,UAAU,EAAE;YAAElB,KAAK,EAAE;UAAI,CAAC;UAC1B;UACAmB,MAAM,EAAE;YACNnB,KAAK,EAAE,IAAIhB,KAAK,CAACuB,KAAK;UACxB,CAAC;UACD;UACAa,MAAM,EAAE;YACNpB,KAAK,EAAE,IAAIhB,KAAK,CAACuB,KAAK;UACxB;QACF,CAAC;QACD;QACAc,YAAY,gmBAYX;QACD;QACAC,cAAc,sbAeb;QACD;QACAC,WAAW,EAAE,IAAI;QACjB;QACAC,IAAI,EAAE,CAAC;QACP;QACAC,SAAS,EAAE;MACb,CAAC,CAAC;MACF,OAAOX,QAAQ;IACjB;;IAEA;EAAA;IAAAf,GAAA;IAAA2B,GAAA,EACA,SAAAA,IAAA,EAAoB;MAClB,OAAO,IAAI,CAACC,MAAM;IACpB,CAAC;IAAAC,GAAA,EAED,SAAAA,IAAUC,QAAgB,EAAE;MAC1B,IAAI,IAAI,CAACF,MAAM,KAAKE,QAAQ,EAC1B;MAEF,IAAI,CAACF,MAAM,GAAGE,QAAQ;MACtB,IAAI,IAAI,CAAC5B,IAAI,EAAE;QACb,IAAM6B,SAAS,GAAG,IAAI,CAAC7B,IAAI,CAAC8B,QAAQ;QACpCD,SAAS,CAACE,OAAO,CAAC,UAACC,IAAI,EAAEC,KAAK,EAAK;UACjC,IAAMlB,QAAQ,GAAKiB,IAAI,CAAUnB,QAAQ,CAAoBE,QAAQ;UACrE,IAAIA,QAAQ,CAACG,MAAM,EAAE;YACnBH,QAAQ,CAACG,MAAM,CAACnB,KAAK,GAAG,IAAIhB,KAAK,CAAC6C,QAAQ,CAAC;YAC3Cb,QAAQ,CAACI,MAAM,CAACpB,KAAK,GAAG,IAAIhB,KAAK,CAAC6C,QAAQ,CAAC;UAC7C;QACF,CAAC,CAAC;MACJ;IACF;;IAEA;EAAA;IAAA9B,GAAA;IAAA2B,GAAA,EACA,SAAAA,IAAA,EAAoB;MAClB,OAAO,IAAI,CAACS,MAAM;IACpB,CAAC;IAAAP,GAAA,EAED,SAAAA,IAAUC,QAAgB,EAAE;MAC1B,IAAI,IAAI,CAACM,MAAM,KAAKN,QAAQ,EAC1B;MAEF,IAAI,CAACM,MAAM,GAAGN,QAAQ;MACtB,IAAI,IAAI,CAAC5B,IAAI,EAAE;QACb,IAAM6B,SAAS,GAAG,IAAI,CAAC7B,IAAI,CAAC8B,QAAQ;QACpCD,SAAS,CAACE,OAAO,CAAC,UAACC,IAAI,EAAEC,KAAK,EAAK;UACjC,IAAMlB,QAAQ,GAAKiB,IAAI,CAAUnB,QAAQ,CAAoBE,QAAQ;UACrE,IAAIA,QAAQ,CAACR,KAAK,EAChBQ,QAAQ,CAACR,KAAK,CAACR,KAAK,GAAG6B,QAAQ;QACnC,CAAC,CAAC;MACJ;IACF;EAAC;EAAA,OAAAzC,gBAAA;AAAA,EAvI4BD,SAAS;AA0IxC,eAAeC,gBAAgB"}
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1
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import type { Vector3 } from '@anov/3d-core';
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2
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import { ShaderMaterial } from '@anov/3d-core';
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3
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import type { fenceOption } from '../type';
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4
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import FenceBase from './FenceBase';
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5
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declare class Fence_Roll_01 extends FenceBase {
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constructor(option: fenceOption);
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7
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create(): void;
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8
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createFenceMesh(points: Vector3[], radius: number, close: boolean, height: number, color: string, alpha: number): any;
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createFenceMaterial(height: number, color: string, alpha: number): ShaderMaterial;
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get color(): string;
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set color(newValue: string);
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get alpha(): number;
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set alpha(newValue: number);
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get height(): number;
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+
set height(newValue: number);
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}
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+
export default Fence_Roll_01;
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