@antv/l7-layers 2.5.25 → 2.5.26

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.
@@ -1 +1 @@
1
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{ IEncodeFeature } from '@antv/l7-core';\nimport { aProjectFlat, lngLatToMeters } from '@antv/l7-utils';\nimport earcut from 'earcut';\nimport { vec3 } from 'gl-matrix';\nimport ExtrudePolyline from '../utils/extrude_polyline';\nimport { calculateCentroid } from '../utils/geo';\nimport extrudePolygon, {\n extrude_PolygonNormal,\n fillPolygon,\n IExtrudeGeomety,\n} from './shape/extrude';\nimport {\n geometryShape,\n IPosition,\n ShapeType2D,\n ShapeType3D,\n} from './shape/Path';\ntype IShape = ShapeType2D & ShapeType3D;\ninterface IGeometryCache {\n [key: string]: IExtrudeGeomety;\n}\nconst GeometryCache: IGeometryCache = {};\n/**\n * 计算2D 填充点图顶点\n * @param feature 映射feature\n */\n\nexport function PointFillTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates, ...coordinates, ...coordinates, ...coordinates],\n indices: [0, 1, 2, 2, 3, 0],\n size: coordinates.length,\n };\n}\n\n/**\n * 计算3D 拉伸点图\n * @param feature 映射feature\n */\nexport function PointExtrudeTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n // console.log('PointExtrudeTriangulation', feature)\n const { positions, index, normals } = getGeometry(\n shape as ShapeType3D,\n false,\n );\n return {\n vertices: positions,\n indices: index,\n normals,\n size: 5,\n };\n}\n\n/**\n * 计算图片标注\n * @param feature 映射feature\n */\nexport function PointImageTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates],\n indices: [0],\n size: coordinates.length,\n };\n}\n\n/**\n * 线三角化\n * @param feature 映射feature\n */\nexport function LineTriangulation(feature: IEncodeFeature) {\n const { coordinates, originCoordinates, version } = feature;\n // let path = coordinates as number[][][] | number[][];\n // if (!Array.isArray(path[0][0])) {\n // path = [coordinates] as number[][][];\n // }\n\n const line = new ExtrudePolyline({\n dash: true,\n join: 'bevel',\n });\n\n if (version === 'GAODE2.x') {\n // 处理高德2.0几何体构建\n let path1 = coordinates as number[][][] | number[][]; // 计算位置\n if (!Array.isArray(path1[0][0])) {\n path1 = [coordinates] as number[][][];\n }\n let path2 = originCoordinates as number[][][] | number[][]; // 计算法线\n if (!Array.isArray(path2[0][0])) {\n path2 = [originCoordinates] as number[][][];\n }\n\n for (let i = 0; i < path1.length; i++) {\n // 高德2.0在计算线时,需要使用经纬度计算发现,使用 customCoords.lnglatToCoords 计算的数据来计算顶点的位置\n const item1 = path1[i];\n const item2 = path2[i];\n line.extrude_gaode2(item1 as number[][], item2 as number[][]);\n }\n } else {\n // 处理非高德2.0的几何体构建\n let path = coordinates as number[][][] | number[][];\n if (!Array.isArray(path[0][0])) {\n path = [coordinates] as number[][][];\n }\n path.forEach((item: any) => {\n line.extrude(item as number[][]);\n });\n }\n\n const linebuffer = line.complex;\n return {\n vertices: linebuffer.positions, // [ x,y,z, distance, miter,total ]\n indices: linebuffer.indices,\n normals: linebuffer.normals,\n size: 6,\n };\n}\n\nexport function polygonTriangulation(feature: IEncodeFeature) {\n const { coordinates } = feature;\n const flattengeo = earcut.flatten(coordinates as number[][][]);\n const { vertices, dimensions, holes } = flattengeo;\n\n return {\n indices: earcut(vertices, holes, dimensions),\n vertices,\n size: dimensions,\n };\n}\n\nexport function PolygonExtrudeTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[][];\n const { positions, index, normals } = extrude_PolygonNormal(\n coordinates,\n true,\n );\n\n return {\n vertices: positions, // [ x, y, z, uv.x,uv.y ]\n indices: index,\n normals,\n size: 5,\n };\n}\n\nexport function HeatmapGridTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n const { positions, index } = getHeatmapGeometry(shape as IShape);\n return {\n vertices: positions, // [ x, y, z ] 多边形顶点\n indices: index,\n size: 3,\n };\n}\n\n/**\n * 图片图层顶点构造\n * @param feature 数据\n */\nexport function RasterImageTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[];\n // [ x, y, z. uv.x, uv.y]\n const positions: number[] = [\n ...coordinates[0],\n 0,\n 0,\n 1,\n coordinates[1][0],\n coordinates[0][1],\n 0,\n 1,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n ...coordinates[0],\n 0,\n 0,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n coordinates[0][0],\n coordinates[1][1],\n 0,\n 0,\n 0,\n ];\n const indexs = [0, 1, 2, 3, 4, 5];\n return {\n vertices: positions,\n indices: indexs,\n size: 5,\n };\n}\n/**\n * 计算3D弧线顶点\n * @param feature 映射数据\n * @param segNum 弧线线段数\n */\nexport function LineArcTriangulation(\n feature: IEncodeFeature,\n segmentNumber?: number,\n) {\n const segNum = segmentNumber ? segmentNumber : 30;\n const coordinates = feature.coordinates as IPosition[];\n const positions = [];\n const indexArray = [];\n for (let i = 0; i < segNum; i++) {\n // 上线两个顶点\n // [ x, 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...dir1,\n ];\n const indexArray = [0, 1, 2, 3, 0, 2];\n return {\n vertices: positions,\n indices: indexArray,\n size: 5,\n };\n}\n\n/**\n * 点图层3d geomerty\n * @param shape 3D形状\n */\nfunction getGeometry(shape: ShapeType3D, needFlat = false): IExtrudeGeomety {\n if (GeometryCache && GeometryCache[shape]) {\n return GeometryCache[shape];\n }\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.cylinder();\n const geometry = extrude_PolygonNormal([path], needFlat);\n GeometryCache[shape] = geometry;\n // console.log('geometry', geometry)\n return geometry;\n}\n\nfunction computeVertexNormals(\n positions: number[],\n indexArray: number[],\n dim: number = 3,\n needFlat: boolean = false,\n) {\n const normals = new Float32Array((positions.length / dim) * 3);\n let vA: number;\n let vB: number;\n let vC: number;\n const cb = vec3.create();\n const ab = vec3.create();\n const normal = vec3.create();\n for (let i = 0, li = indexArray.length; i < li; i += 3) {\n vA 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(let i = 0, li = normals.length; i < li; i += 3) {\n const normal = vec3.fromValues(normals[i], normals[i + 1], normals[i + 2]);\n const newNormal = vec3.create();\n vec3.normalize(newNormal, normal);\n normals.set(newNormal, i);\n }\n}\n\nfunction checkIsClosed(points: number[][][]) {\n const p1 = points[0][0];\n const p2 = points[0][points[0].length - 1];\n return p1[0] === p2[0] && p1[1] === p2[1];\n}\n\nfunction getHeatmapGeometry(shape: ShapeType2D | ShapeType3D): IExtrudeGeomety {\n const shape3d = [\n 'cylinder',\n 'triangleColumn',\n 'hexagonColumn',\n 'squareColumn',\n ];\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.circle();\n const geometry =\n shape3d.indexOf(shape) === -1\n ? fillPolygon([path])\n : extrudePolygon([path]);\n // const geometry = fillPolygon([path]);\n return geometry;\n}\n// 热力图计算范围\nfunction addDir(dirX: number, dirY: number) {\n const x = (dirX + 1) / 2;\n const y = (dirY + 1) / 2;\n return [x, y];\n}\n"],"file":"triangulation.js"}
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{ IEncodeFeature } from '@antv/l7-core';\nimport { aProjectFlat, lngLatToMeters } from '@antv/l7-utils';\nimport earcut from 'earcut';\n// @ts-ignore\nimport { mat4, vec3 } from 'gl-matrix';\nimport ExtrudePolyline from '../utils/extrude_polyline';\nimport { calculateCentroid } from '../utils/geo';\nimport extrudePolygon, {\n extrude_PolygonNormal,\n fillPolygon,\n IExtrudeGeomety,\n} from './shape/extrude';\nimport {\n geometryShape,\n IPosition,\n ShapeType2D,\n ShapeType3D,\n} from './shape/Path';\ntype IShape = ShapeType2D & ShapeType3D;\ninterface IGeometryCache {\n [key: string]: IExtrudeGeomety;\n}\nconst GeometryCache: IGeometryCache = {};\n\n// 地球网格半径\nconst EARTH_RADIUS = 100;\nconst EARTH_SEGMENTS = 36;\n/**\n * 计算2D 填充点图顶点\n * @param feature 映射feature\n */\n\nexport function PointFillTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates, ...coordinates, ...coordinates, ...coordinates],\n indices: [0, 1, 2, 2, 3, 0],\n size: coordinates.length,\n };\n}\n/**\n * 计算2D 填充点图顶点 (地球模式)\n * @param feature 映射feature\n */\nexport function GlobelPointFillTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n const xyz = lglt2xyz(coordinates as [number, number]);\n return {\n vertices: [...xyz, ...xyz, ...xyz, ...xyz],\n indices: [0, 1, 2, 2, 3, 0],\n size: xyz.length,\n };\n}\n\nfunction torad(deg: number) {\n return (deg / 180) * Math.acos(-1);\n}\n/**\n * 经纬度转xyz\n * @param longitude 经度\n * @param latitude 纬度\n * @param radius 半径\n */\nfunction lglt2xyz(lnglat: [number, number]) {\n // TODO: + Math.PI/2 是为了对齐坐标\n const lng = torad(lnglat[0]) + Math.PI / 2;\n const lat = torad(lnglat[1]);\n\n const z = EARTH_RADIUS * Math.cos(lat) * Math.cos(lng);\n const x = EARTH_RADIUS * Math.cos(lat) * Math.sin(lng);\n const y = EARTH_RADIUS * Math.sin(lat);\n return [x, y, z];\n}\n\n/**\n * 计算3D 拉伸点图\n * @param feature 映射feature\n */\nexport function PointExtrudeTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n // console.log('PointExtrudeTriangulation', feature)\n const { positions, index, normals } = getGeometry(\n shape as ShapeType3D,\n false,\n );\n return {\n vertices: positions,\n indices: index,\n normals,\n size: 5,\n };\n}\n\n/**\n * 计算图片标注\n * @param feature 映射feature\n */\nexport function PointImageTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates],\n indices: [0],\n size: coordinates.length,\n };\n}\n\n/**\n * 线三角化\n * @param feature 映射feature\n */\nexport function LineTriangulation(feature: IEncodeFeature) {\n const { coordinates, originCoordinates, version } = feature;\n // let path = coordinates as number[][][] | number[][];\n // if (!Array.isArray(path[0][0])) {\n // path = [coordinates] as number[][][];\n // }\n\n const line = new ExtrudePolyline({\n dash: true,\n join: 'bevel',\n });\n\n if 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*/\nexport function RasterImageTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[];\n // [ x, y, z. uv.x, uv.y]\n const positions: number[] = [\n ...coordinates[0],\n 0,\n 0,\n 1,\n coordinates[1][0],\n coordinates[0][1],\n 0,\n 1,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n ...coordinates[0],\n 0,\n 0,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n coordinates[0][0],\n coordinates[1][1],\n 0,\n 0,\n 0,\n ];\n const indexs = [0, 1, 2, 3, 4, 5];\n return {\n vertices: positions,\n indices: indexs,\n size: 5,\n };\n}\n/**\n * 计算3D弧线顶点\n * @param feature 映射数据\n * @param segNum 弧线线段数\n */\nexport function LineArcTriangulation(\n feature: IEncodeFeature,\n segmentNumber?: number,\n) {\n const segNum = segmentNumber ? segmentNumber : 30;\n const coordinates = feature.coordinates as IPosition[];\n const positions = [];\n const indexArray = [];\n for (let i = 0; i < segNum; i++) {\n // 上线两个顶点\n // [ x, y, z, sx,sy, tx,ty]\n positions.push(\n i,\n 1,\n i,\n coordinates[0][0],\n coordinates[0][1],\n coordinates[1][0],\n coordinates[1][1],\n i,\n -1,\n i,\n coordinates[0][0],\n coordinates[0][1],\n coordinates[1][0],\n coordinates[1][1],\n );\n\n if (i !== segNum - 1) {\n indexArray.push(\n ...[0, 1, 2, 1, 3, 2].map((v) => {\n return i * 2 + v;\n }),\n );\n }\n }\n return {\n vertices: positions,\n indices: indexArray,\n size: 7,\n };\n}\n\n/**\n * 构建热力图密度图的顶点\n * @param feature\n * @returns\n */\nexport function HeatmapTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as number[];\n if (coordinates.length === 2) {\n coordinates.push(0);\n }\n const size = feature.size as number;\n const dir = addDir(-1, 1);\n const dir1 = addDir(1, 1);\n const dir2 = addDir(-1, -1);\n const dir3 = addDir(1, -1);\n // [x,y,z, dirx ,diry, weight]\n const positions = [\n ...coordinates,\n ...dir,\n ...coordinates,\n ...dir2,\n ...coordinates,\n ...dir3,\n ...coordinates,\n ...dir1,\n ];\n const indexArray = [0, 1, 2, 3, 0, 2];\n return {\n vertices: positions,\n indices: indexArray,\n size: 5,\n };\n}\n\n/**\n * 点图层3d geomerty\n * @param shape 3D形状\n */\nfunction getGeometry(shape: ShapeType3D, needFlat = false): IExtrudeGeomety {\n if (GeometryCache && GeometryCache[shape]) {\n return GeometryCache[shape];\n }\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.cylinder();\n const geometry = extrude_PolygonNormal([path], needFlat);\n GeometryCache[shape] = geometry;\n // console.log('geometry', geometry)\n return geometry;\n}\n\nfunction computeVertexNormals(\n positions: number[],\n indexArray: number[],\n dim: number = 3,\n needFlat: boolean = false,\n) {\n const normals = new Float32Array((positions.length / dim) * 3);\n let vA: number;\n let vB: number;\n let vC: number;\n const cb = vec3.create();\n const ab = vec3.create();\n const normal = vec3.create();\n for (let i = 0, li = indexArray.length; i < li; i += 3) {\n vA = indexArray[i + 0] * 3;\n vB = indexArray[i + 1] * 3;\n vC = indexArray[i + 2] * 3;\n let p1 = [positions[vA], positions[vA + 1]];\n let p2 = [positions[vB], positions[vB + 1]];\n let p3 = [positions[vC], positions[vC + 1]];\n if (needFlat) {\n p1 = lngLatToMeters(p1);\n p2 = lngLatToMeters(p2);\n p3 = lngLatToMeters(p3);\n }\n const [ax, ay] = p1;\n const pA = vec3.fromValues(ax, ay, positions[vA + 2]);\n const [bx, by] = p2;\n const pB = vec3.fromValues(bx, by, positions[vB + 2]);\n const [cx, cy] = p3;\n const pC = vec3.fromValues(cx, cy, positions[vC + 2]);\n vec3.sub(cb, pC, pB);\n vec3.sub(ab, pA, pB);\n vec3.cross(normal, cb, ab);\n normals[vA] += cb[0];\n normals[vA + 1] += cb[1];\n normals[vA + 2] += cb[2];\n normals[vB] += cb[0];\n normals[vB + 1] += cb[1];\n normals[vB + 2] += cb[2];\n normals[vC] += cb[0];\n normals[vC + 1] += cb[1];\n normals[vC + 2] += cb[2];\n }\n normalizeNormals(normals);\n return normals;\n}\n\nfunction normalizeNormals(normals: Float32Array) {\n for (let i = 0, li = normals.length; i < li; i += 3) {\n const normal = vec3.fromValues(normals[i], normals[i + 1], normals[i + 2]);\n const newNormal = vec3.create();\n vec3.normalize(newNormal, normal);\n normals.set(newNormal, i);\n }\n}\n\nfunction checkIsClosed(points: number[][][]) {\n const p1 = points[0][0];\n const p2 = points[0][points[0].length - 1];\n return p1[0] === p2[0] && p1[1] === p2[1];\n}\n\nfunction getHeatmapGeometry(shape: ShapeType2D | ShapeType3D): IExtrudeGeomety {\n const shape3d = [\n 'cylinder',\n 'triangleColumn',\n 'hexagonColumn',\n 'squareColumn',\n ];\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.circle();\n const geometry =\n shape3d.indexOf(shape) === -1\n ? fillPolygon([path])\n : extrudePolygon([path]);\n // const geometry = fillPolygon([path]);\n return geometry;\n}\n// 热力图计算范围\nfunction addDir(dirX: number, dirY: number) {\n const x = (dirX + 1) / 2;\n const y = (dirY + 1) / 2;\n return [x, y];\n}\n\n/**\n * 构建地球三角网格\n * @returns\n */\nexport function earthTriangulation() {\n const mesh = primitiveSphere(EARTH_RADIUS, { segments: EARTH_SEGMENTS });\n const { positionsArr, indicesArr, normalArr } = mesh;\n return {\n vertices: positionsArr,\n indices: indicesArr,\n size: 5,\n normals: normalArr,\n };\n}\n\n/**\n * 构建地球球体网格\n * @param radius\n * @param opt\n * @returns\n */\nfunction primitiveSphere(\n radius: number,\n opt: {\n segments: number;\n },\n) {\n const matRotY = mat4.create();\n const matRotZ = mat4.create();\n const up = vec3.fromValues(0, 1, 0);\n const tmpVec3 = vec3.fromValues(0, 0, 0);\n\n opt = opt || {};\n radius = typeof radius !== 'undefined' ? radius : 1;\n const segments = typeof opt.segments !== 'undefined' ? opt.segments : 32;\n\n const totalZRotationSteps = 2 + segments;\n const totalYRotationSteps = 2 * totalZRotationSteps;\n\n const indices = [];\n const indicesArr = [];\n const positions = [];\n const positionsArr = [];\n const normals = [];\n const normalArr = [];\n const uvs = [];\n\n for (\n let zRotationStep = 0;\n zRotationStep <= totalZRotationSteps;\n zRotationStep++\n ) {\n const normalizedZ = zRotationStep / totalZRotationSteps;\n const angleZ = normalizedZ * Math.PI;\n\n for (\n let yRotationStep = 0;\n yRotationStep <= totalYRotationSteps;\n yRotationStep++\n ) {\n const normalizedY = yRotationStep / totalYRotationSteps;\n const angleY = normalizedY * Math.PI * 2;\n\n mat4.identity(matRotZ);\n mat4.rotateZ(matRotZ, matRotZ, -angleZ);\n\n mat4.identity(matRotY);\n mat4.rotateY(matRotY, matRotY, angleY);\n\n vec3.transformMat4(tmpVec3, up, matRotZ);\n vec3.transformMat4(tmpVec3, tmpVec3, matRotY);\n\n vec3.scale(tmpVec3, tmpVec3, -radius);\n\n positions.push(tmpVec3.slice());\n positionsArr.push(...tmpVec3.slice());\n\n vec3.normalize(tmpVec3, tmpVec3);\n normals.push(tmpVec3.slice());\n normalArr.push(...tmpVec3.slice());\n\n uvs.push([normalizedY, 1 - normalizedZ]);\n\n // position 和 uv 一起存储\n positionsArr.push(normalizedY, 1 - normalizedZ);\n }\n\n if (zRotationStep > 0) {\n const verticesCount = positions.length;\n let firstIndex = verticesCount - 2 * (totalYRotationSteps + 1);\n for (\n ;\n firstIndex + totalYRotationSteps + 2 < verticesCount;\n firstIndex++\n ) {\n indices.push([\n firstIndex,\n firstIndex + 1,\n firstIndex + totalYRotationSteps + 1,\n ]);\n\n indicesArr.push(\n firstIndex,\n firstIndex + 1,\n firstIndex + totalYRotationSteps + 1,\n );\n indices.push([\n firstIndex + totalYRotationSteps + 1,\n firstIndex + 1,\n firstIndex + totalYRotationSteps + 2,\n ]);\n indicesArr.push(\n firstIndex + totalYRotationSteps + 1,\n firstIndex + 1,\n firstIndex + totalYRotationSteps + 2,\n );\n }\n }\n }\n\n return {\n cells: indices,\n positions,\n normals,\n uvs,\n positionsArr,\n indicesArr,\n normalArr,\n };\n}\n"],"file":"triangulation.js"}
@@ -0,0 +1,76 @@
1
+ "use strict";
2
+
3
+ var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
+
5
+ Object.defineProperty(exports, "__esModule", {
6
+ value: true
7
+ });
8
+ exports.default = void 0;
9
+
10
+ var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
+
12
+ var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
13
+
14
+ var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
15
+
16
+ var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
17
+
18
+ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn"));
19
+
20
+ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
21
+
22
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
23
+
24
+ var _BaseLayer2 = _interopRequireDefault(require("../core/BaseLayer"));
25
+
26
+ var _base = _interopRequireDefault(require("./models/base"));
27
+
28
+ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
29
+
30
+ 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; } }
31
+
32
+ var EarthModels = {
33
+ base: _base.default
34
+ };
35
+
36
+ var EarthLayer = function (_BaseLayer) {
37
+ (0, _inherits2.default)(EarthLayer, _BaseLayer);
38
+
39
+ var _super = _createSuper(EarthLayer);
40
+
41
+ function EarthLayer() {
42
+ var _this;
43
+
44
+ (0, _classCallCheck2.default)(this, EarthLayer);
45
+
46
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
47
+ args[_key] = arguments[_key];
48
+ }
49
+
50
+ _this = _super.call.apply(_super, [this].concat(args));
51
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "type", 'EarthLayer');
52
+ return _this;
53
+ }
54
+
55
+ (0, _createClass2.default)(EarthLayer, [{
56
+ key: "buildModels",
57
+ value: function buildModels() {
58
+ var shape = 'base';
59
+ this.layerModel = new EarthModels[shape](this);
60
+ this.models = this.layerModel.initModels();
61
+ }
62
+ }, {
63
+ key: "setEarthTime",
64
+ value: function setEarthTime(time) {
65
+ if (this.layerModel && this.layerModel.setEarthTime) {
66
+ this.layerModel.setEarthTime(time);
67
+ } else {
68
+ console.error('请在 scene loaded 之后执行该方法!');
69
+ }
70
+ }
71
+ }]);
72
+ return EarthLayer;
73
+ }(_BaseLayer2.default);
74
+
75
+ exports.default = EarthLayer;
76
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../src/earth/index.ts"],"names":["EarthModels","base","BaseEarthModel","EarthLayer","shape","layerModel","models","initModels","time","setEarthTime","console","error","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;;;;;AAOA,IAAMA,WAAwC,GAAG;AAC/CC,EAAAA,IAAI,EAAEC;AADyC,CAAjD;;IAIqBC,U;;;;;;;;;;;;;;;uFACG,Y;;;;;;WAEtB,uBAAqB;AACnB,UAAMC,KAAK,GAAG,MAAd;AACA,WAAKC,UAAL,GAAkB,IAAIL,WAAW,CAACI,KAAD,CAAf,CAAuB,IAAvB,CAAlB;AACA,WAAKE,MAAL,GAAc,KAAKD,UAAL,CAAgBE,UAAhB,EAAd;AACD;;;WAMD,sBAAoBC,IAApB,EAAkC;AAChC,UAAI,KAAKH,UAAL,IAAmB,KAAKA,UAAL,CAAgBI,YAAvC,EAAqD;AACnD,aAAKJ,UAAL,CAAgBI,YAAhB,CAA6BD,IAA7B;AACD,OAFD,MAEO;AACLE,QAAAA,OAAO,CAACC,KAAR,CAAc,0BAAd;AACD;AACF;;;EAnBqCC,mB","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport BaseEarthModel from './models/base';\n\nexport type EarthType = 'base';\ninterface IEarthLayerStyleOptions {\n setEarthTime(time: number): void;\n}\n\nconst EarthModels: { [key in EarthType]: any } = {\n base: BaseEarthModel,\n};\n\nexport default class EarthLayer extends BaseLayer<IEarthLayerStyleOptions> {\n public type: string = 'EarthLayer';\n\n public buildModels() {\n const shape = 'base';\n this.layerModel = new EarthModels[shape](this);\n this.models = this.layerModel.initModels();\n }\n\n /**\n * 设置当前地球时间\n * @param time\n */\n public setEarthTime(time: number) {\n if (this.layerModel && this.layerModel.setEarthTime) {\n this.layerModel.setEarthTime(time);\n } else {\n console.error('请在 scene loaded 之后执行该方法!');\n }\n }\n}\n"],"file":"index.js"}
@@ -0,0 +1,202 @@
1
+ "use strict";
2
+
3
+ var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
+
5
+ Object.defineProperty(exports, "__esModule", {
6
+ value: true
7
+ });
8
+ exports.default = void 0;
9
+
10
+ var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
+
12
+ var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
13
+
14
+ var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
15
+
16
+ var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
17
+
18
+ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn"));
19
+
20
+ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
21
+
22
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
23
+
24
+ var _l7Core = require("@antv/l7-core");
25
+
26
+ var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
27
+
28
+ var _triangulation = require("../../core/triangulation");
29
+
30
+ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
31
+
32
+ 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; } }
33
+
34
+ var baseFrag = "\nuniform sampler2D u_texture;\n\nvarying vec2 v_texCoord;\nvarying float v_lightWeight;\n\n\nvoid main() {\n\n vec4 color = texture2D(u_texture,vec2(v_texCoord.x,v_texCoord.y));\n color.xyz = color.xyz * v_lightWeight;\n gl_FragColor = color;\n}\n";
35
+ var baseVert = "// attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec3 a_Normal;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n\n// attribute vec2 a_Extrude;\n// attribute float a_Size;\n// attribute float a_Shape;\n\nuniform vec3 u_CameraPosition;\nuniform mat4 u_ViewProjectionMatrix;\nuniform mat4 u_ModelMatrix;\nuniform float u_ambientRatio : 0.5;\nuniform float u_diffuseRatio : 0.3;\nuniform float u_specularRatio : 0.2;\nuniform vec3 u_sunLight: [1.0, -10.5, 12.0];\n\n\n\nfloat calc_lighting(vec4 pos) {\n\n vec3 worldPos = vec3(pos * u_ModelMatrix);\n\n vec3 worldNormal = a_Normal;\n\n // cal light weight\n vec3 viewDir = normalize(u_CameraPosition - worldPos);\n\n vec3 lightDir = normalize(u_sunLight);\n\n vec3 halfDir = normalize(viewDir+lightDir);\n // lambert\n float lambert = dot(worldNormal, lightDir);\n // specular\n float specular = pow(max(0.0, dot(worldNormal, halfDir)), 32.0);\n //sum to light weight\n float lightWeight = u_ambientRatio + u_diffuseRatio * lambert + u_specularRatio * specular;\n\n return lightWeight;\n}\n\nvarying float v_lightWeight;\nvoid main() {\n\n v_texCoord = a_Uv;\n\n float lightWeight = calc_lighting(vec4(a_Position, 1.0));\n v_lightWeight = lightWeight;\n\n gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);\n}\n";
36
+
37
+ var BaseEarthModel = function (_BaseModel) {
38
+ (0, _inherits2.default)(BaseEarthModel, _BaseModel);
39
+
40
+ var _super = _createSuper(BaseEarthModel);
41
+
42
+ function BaseEarthModel() {
43
+ var _this;
44
+
45
+ (0, _classCallCheck2.default)(this, BaseEarthModel);
46
+
47
+ for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
48
+ args[_key] = arguments[_key];
49
+ }
50
+
51
+ _this = _super.call.apply(_super, [this].concat(args));
52
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "texture", void 0);
53
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "earthTime", 3.4);
54
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "sunX", 1000);
55
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "sunY", 1000);
56
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "sunZ", 1000);
57
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "sunRadius", Math.sqrt(_this.sunX * _this.sunX + _this.sunY * _this.sunY + _this.sunZ * _this.sunZ));
58
+ return _this;
59
+ }
60
+
61
+ (0, _createClass2.default)(BaseEarthModel, [{
62
+ key: "getUninforms",
63
+ value: function getUninforms() {
64
+ var _this$layer$getLayerC = this.layer.getLayerConfig(),
65
+ animateOption = _this$layer$getLayerC.animateOption,
66
+ globelOtions = _this$layer$getLayerC.globelOtions;
67
+
68
+ if (animateOption !== null && animateOption !== void 0 && animateOption.enable) {
69
+ this.mapService.rotateY({
70
+ reg: 0.002
71
+ });
72
+ this.earthTime += 0.02;
73
+ this.sunY = 10;
74
+ this.sunX = Math.cos(this.earthTime) * (this.sunRadius - this.sunY);
75
+ this.sunZ = Math.sin(this.earthTime) * (this.sunRadius - this.sunY);
76
+ }
77
+
78
+ return {
79
+ u_ambientRatio: (globelOtions === null || globelOtions === void 0 ? void 0 : globelOtions.ambientRatio) || 0.6,
80
+ u_diffuseRatio: (globelOtions === null || globelOtions === void 0 ? void 0 : globelOtions.diffuseRatio) || 0.4,
81
+ u_specularRatio: (globelOtions === null || globelOtions === void 0 ? void 0 : globelOtions.specularRatio) || 0.1,
82
+ u_sunLight: [this.sunX, this.sunY, this.sunZ],
83
+ u_texture: this.texture
84
+ };
85
+ }
86
+ }, {
87
+ key: "setEarthTime",
88
+ value: function setEarthTime(time) {
89
+ this.earthTime = time;
90
+ this.sunY = 10;
91
+ this.sunX = Math.cos(this.earthTime) * (this.sunRadius - this.sunY);
92
+ this.sunZ = Math.sin(this.earthTime) * (this.sunRadius - this.sunY);
93
+ this.layerService.renderLayers();
94
+ }
95
+ }, {
96
+ key: "initModels",
97
+ value: function initModels() {
98
+ var _this2 = this;
99
+
100
+ var _this$layer$getLayerC2 = this.layer.getLayerConfig(),
101
+ globelOtions = _this$layer$getLayerC2.globelOtions;
102
+
103
+ if ((globelOtions === null || globelOtions === void 0 ? void 0 : globelOtions.earthTime) !== undefined) {
104
+ this.setEarthTime(globelOtions.earthTime);
105
+ }
106
+
107
+ var source = this.layer.getSource();
108
+ var createTexture2D = this.rendererService.createTexture2D;
109
+ this.texture = createTexture2D({
110
+ height: 0,
111
+ width: 0
112
+ });
113
+ source.data.images.then(function (imageData) {
114
+ _this2.texture = createTexture2D({
115
+ data: imageData[0],
116
+ width: imageData[0].width,
117
+ height: imageData[0].height
118
+ });
119
+
120
+ _this2.layerService.renderLayers();
121
+ });
122
+ return this.buildModels();
123
+ }
124
+ }, {
125
+ key: "clearModels",
126
+ value: function clearModels() {
127
+ return '';
128
+ }
129
+ }, {
130
+ key: "buildModels",
131
+ value: function buildModels() {
132
+ return [this.layer.buildLayerModel({
133
+ moduleName: 'baseEarth',
134
+ vertexShader: baseVert,
135
+ fragmentShader: baseFrag,
136
+ triangulation: _triangulation.earthTriangulation,
137
+ depth: {
138
+ enable: true
139
+ },
140
+ blend: this.getBlend()
141
+ })];
142
+ }
143
+ }, {
144
+ key: "registerBuiltinAttributes",
145
+ value: function registerBuiltinAttributes() {
146
+ this.styleAttributeService.registerStyleAttribute({
147
+ name: 'size',
148
+ type: _l7Core.AttributeType.Attribute,
149
+ descriptor: {
150
+ name: 'a_Size',
151
+ buffer: {
152
+ usage: _l7Core.gl.DYNAMIC_DRAW,
153
+ data: [],
154
+ type: _l7Core.gl.FLOAT
155
+ },
156
+ size: 1,
157
+ update: function update(feature, featureIdx, vertex, attributeIdx) {
158
+ var _feature$size = feature.size,
159
+ size = _feature$size === void 0 ? 1 : _feature$size;
160
+ return Array.isArray(size) ? [size[0]] : [size];
161
+ }
162
+ }
163
+ });
164
+ this.styleAttributeService.registerStyleAttribute({
165
+ name: 'normal',
166
+ type: _l7Core.AttributeType.Attribute,
167
+ descriptor: {
168
+ name: 'a_Normal',
169
+ buffer: {
170
+ usage: _l7Core.gl.STATIC_DRAW,
171
+ data: [],
172
+ type: _l7Core.gl.FLOAT
173
+ },
174
+ size: 3,
175
+ update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
176
+ return normal;
177
+ }
178
+ }
179
+ });
180
+ this.styleAttributeService.registerStyleAttribute({
181
+ name: 'uv',
182
+ type: _l7Core.AttributeType.Attribute,
183
+ descriptor: {
184
+ name: 'a_Uv',
185
+ buffer: {
186
+ usage: _l7Core.gl.DYNAMIC_DRAW,
187
+ data: [],
188
+ type: _l7Core.gl.FLOAT
189
+ },
190
+ size: 2,
191
+ update: function update(feature, featureIdx, vertex, attributeIdx) {
192
+ return [vertex[3], vertex[4]];
193
+ }
194
+ }
195
+ });
196
+ }
197
+ }]);
198
+ return BaseEarthModel;
199
+ }(_BaseModel2.default);
200
+
201
+ exports.default = BaseEarthModel;
202
+ //# sourceMappingURL=base.js.map
@@ -0,0 +1 @@
1
+ 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{\n AttributeType,\n BlendType,\n gl,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport BaseModel, { styleOffset, styleSingle } from '../../core/BaseModel';\nimport { earthTriangulation } from '../../core/triangulation';\n\nimport baseFrag from '../shaders/base_frag.glsl';\nimport baseVert from '../shaders/base_vert.glsl';\n\nexport default class BaseEarthModel extends BaseModel {\n protected texture: ITexture2D;\n // T: 当前的地球时间 - 控制太阳的方位\n private earthTime: number = 3.4;\n private sunX = 1000;\n private sunY = 1000;\n private sunZ = 1000;\n private sunRadius = Math.sqrt(\n this.sunX * this.sunX + this.sunY * this.sunY + this.sunZ * this.sunZ,\n );\n\n public getUninforms(): IModelUniform {\n const { animateOption, globelOtions } = this.layer.getLayerConfig();\n if (animateOption?.enable) {\n // @ts-ignore\n // T: rotateY 方法只有在地球模式下存在\n this.mapService.rotateY({\n reg: 0.002,\n });\n this.earthTime += 0.02;\n\n this.sunY = 10;\n this.sunX = Math.cos(this.earthTime) * (this.sunRadius - this.sunY);\n this.sunZ = Math.sin(this.earthTime) * (this.sunRadius - this.sunY);\n }\n\n return {\n u_ambientRatio: globelOtions?.ambientRatio || 0.6, // 环境光\n u_diffuseRatio: globelOtions?.diffuseRatio || 0.4, // 漫反射\n u_specularRatio: globelOtions?.specularRatio || 0.1, // 高光反射\n // u_sunLight: [120, 120, 120],\n u_sunLight: [this.sunX, this.sunY, this.sunZ],\n\n u_texture: this.texture,\n };\n }\n\n public setEarthTime(time: number) {\n this.earthTime = time;\n\n this.sunY = 10;\n this.sunX = Math.cos(this.earthTime) * (this.sunRadius - this.sunY);\n this.sunZ = Math.sin(this.earthTime) * (this.sunRadius - this.sunY);\n\n this.layerService.renderLayers();\n }\n\n public initModels(): IModel[] {\n const { globelOtions } = this.layer.getLayerConfig();\n if (globelOtions?.earthTime !== undefined) {\n this.setEarthTime(globelOtions.earthTime);\n }\n\n const source = this.layer.getSource();\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n source.data.images.then((imageData: HTMLImageElement[]) => {\n this.texture = createTexture2D({\n data: imageData[0],\n width: imageData[0].width,\n height: imageData[0].height,\n });\n this.layerService.renderLayers();\n });\n\n return this.buildModels();\n }\n\n public clearModels() {\n return '';\n }\n\n public buildModels(): IModel[] {\n return [\n this.layer.buildLayerModel({\n moduleName: 'baseEarth',\n vertexShader: baseVert,\n fragmentShader: baseFrag,\n triangulation: earthTriangulation,\n depth: { enable: true },\n blend: this.getBlend(),\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"base.js"}
package/lib/index.js CHANGED
@@ -53,6 +53,12 @@ Object.defineProperty(exports, "RasterLayer", {
53
53
  return _raster.default;
54
54
  }
55
55
  });
56
+ Object.defineProperty(exports, "EarthLayer", {
57
+ enumerable: true,
58
+ get: function get() {
59
+ return _earth.default;
60
+ }
61
+ });
56
62
 
57
63
  var _l7Core = require("@antv/l7-core");
58
64
 
@@ -74,6 +80,8 @@ var _polygon = _interopRequireDefault(require("./polygon"));
74
80
 
75
81
  var _raster = _interopRequireDefault(require("./raster"));
76
82
 
83
+ var _earth = _interopRequireDefault(require("./earth"));
84
+
77
85
  var _DataMappingPlugin = _interopRequireDefault(require("./plugins/DataMappingPlugin"));
78
86
 
79
87
  var _DataSourcePlugin = _interopRequireDefault(require("./plugins/DataSourcePlugin"));
package/lib/index.js.map CHANGED
@@ -1 +1 @@
1
- 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{ container, ILayerPlugin, TYPES } from '@antv/l7-core';\nimport CityBuildingLayer from './citybuliding/building';\nimport BaseLayer from './core/BaseLayer';\nimport './glsl.d';\nimport HeatmapLayer from './heatmap';\nimport ImageLayer from './image';\nimport LineLayer from './line/index';\nimport PointLayer from './point';\nimport PolygonLayer from './polygon';\nimport RasterLayer from './raster';\n\n// import ConfigSchemaValidationPlugin from './plugins/ConfigSchemaValidationPlugin';\nimport DataMappingPlugin from './plugins/DataMappingPlugin';\nimport DataSourcePlugin from './plugins/DataSourcePlugin';\nimport FeatureScalePlugin from './plugins/FeatureScalePlugin';\nimport LayerAnimateStylePlugin from './plugins/LayerAnimateStylePlugin';\nimport LayerModelPlugin from './plugins/LayerModelPlugin';\nimport LayerStylePlugin from './plugins/LayerStylePlugin';\nimport LightingPlugin from './plugins/LightingPlugin';\nimport MultiPassRendererPlugin from './plugins/MultiPassRendererPlugin';\nimport PixelPickingPlugin from './plugins/PixelPickingPlugin';\nimport RegisterStyleAttributePlugin from './plugins/RegisterStyleAttributePlugin';\nimport ShaderUniformPlugin from './plugins/ShaderUniformPlugin';\nimport UpdateModelPlugin from './plugins/UpdateModelPlugin';\nimport UpdateStyleAttributePlugin from './plugins/UpdateStyleAttributePlugin';\n/**\n * 校验传入参数配置项的正确性\n * @see /dev-docs/ConfigSchemaValidation.md\n */\n// container\n// .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n// .to(ConfigSchemaValidationPlugin)\n// .inRequestScope();\n/**\n * 获取 Source\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(DataSourcePlugin)\n .inRequestScope();\n/**\n * 根据 StyleAttribute 创建 VertexAttribute\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(RegisterStyleAttributePlugin)\n .inRequestScope();\n/**\n * 根据 Source 创建 Scale\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(FeatureScalePlugin)\n .inRequestScope();\n/**\n * 使用 Scale 进行数据映射\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(DataMappingPlugin)\n .inRequestScope();\n\n/**\n * 更新地图样式配置项 如active, show, hide\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(LayerStylePlugin)\n .inRequestScope();\n\n/**\n * 负责属性更新\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(UpdateStyleAttributePlugin)\n .inRequestScope();\n\n/**\n * 负责Model更新\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(UpdateModelPlugin)\n .inRequestScope();\n\n/**\n * Multi Pass 自定义渲染管线\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(MultiPassRendererPlugin)\n .inRequestScope();\n/**\n * 传入相机坐标系参数\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(ShaderUniformPlugin)\n .inRequestScope();\n\n/**\n * 传入动画参数\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(LayerAnimateStylePlugin)\n .inRequestScope();\n/**\n * 传入光照相关参数\n */\ncontainer\n 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1
+ {"version":3,"sources":["../src/index.ts"],"names":["container","bind","TYPES","ILayerPlugin","to","DataSourcePlugin","inRequestScope","RegisterStyleAttributePlugin","FeatureScalePlugin","DataMappingPlugin","LayerStylePlugin","UpdateStyleAttributePlugin","UpdateModelPlugin","MultiPassRendererPlugin","ShaderUniformPlugin","LayerAnimateStylePlugin","LightingPlugin","PixelPickingPlugin","LayerModelPlugin"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AAEA;;AAGA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AAYAA,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMC,yBAFN,EAGGC,cAHH;;AAOAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMG,qCAFN,EAGGD,cAHH;;AAOAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMI,2BAFN,EAGGF,cAHH;;AAOAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMK,0BAFN,EAGGH,cAHH;;AAQAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMM,yBAFN,EAGGJ,cAHH;;AAQAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMO,mCAFN,EAGGL,cAHH;;AAQAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMQ,0BAFN,EAGGN,cAHH;;AAQAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMS,gCAFN,EAGGP,cAHH;;AAOAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMU,4BAFN,EAGGR,cAHH;;AAQAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMW,gCAFN,EAGGT,cAHH;;AAOAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMY,uBAFN,EAGGV,cAHH;;AAOAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMa,2BAFN,EAGGX,cAHH;;AAOAN,kBACGC,IADH,CACsBC,cAAMC,YAD5B,EAEGC,EAFH,CAEMc,yBAFN,EAGGZ,cAHH","sourcesContent":["import { container, ILayerPlugin, TYPES } from '@antv/l7-core';\nimport CityBuildingLayer from './citybuliding/building';\nimport BaseLayer from './core/BaseLayer';\nimport './glsl.d';\nimport HeatmapLayer from './heatmap';\nimport ImageLayer from './image';\nimport LineLayer from './line/index';\nimport PointLayer from './point';\nimport PolygonLayer from './polygon';\nimport RasterLayer from './raster';\n\nimport EarthLayer from './earth';\n\n// import ConfigSchemaValidationPlugin from './plugins/ConfigSchemaValidationPlugin';\nimport DataMappingPlugin from './plugins/DataMappingPlugin';\nimport DataSourcePlugin from './plugins/DataSourcePlugin';\nimport FeatureScalePlugin from './plugins/FeatureScalePlugin';\nimport LayerAnimateStylePlugin from './plugins/LayerAnimateStylePlugin';\nimport LayerModelPlugin from './plugins/LayerModelPlugin';\nimport LayerStylePlugin from './plugins/LayerStylePlugin';\nimport LightingPlugin from './plugins/LightingPlugin';\nimport MultiPassRendererPlugin from './plugins/MultiPassRendererPlugin';\nimport PixelPickingPlugin from './plugins/PixelPickingPlugin';\nimport RegisterStyleAttributePlugin from './plugins/RegisterStyleAttributePlugin';\nimport ShaderUniformPlugin from './plugins/ShaderUniformPlugin';\nimport UpdateModelPlugin from './plugins/UpdateModelPlugin';\nimport UpdateStyleAttributePlugin from './plugins/UpdateStyleAttributePlugin';\n/**\n * 校验传入参数配置项的正确性\n * @see /dev-docs/ConfigSchemaValidation.md\n */\n// container\n// .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n// .to(ConfigSchemaValidationPlugin)\n// .inRequestScope();\n/**\n * 获取 Source\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(DataSourcePlugin)\n .inRequestScope();\n/**\n * 根据 StyleAttribute 创建 VertexAttribute\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(RegisterStyleAttributePlugin)\n .inRequestScope();\n/**\n * 根据 Source 创建 Scale\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(FeatureScalePlugin)\n .inRequestScope();\n/**\n * 使用 Scale 进行数据映射\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(DataMappingPlugin)\n .inRequestScope();\n\n/**\n * 更新地图样式配置项 如active, show, hide\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(LayerStylePlugin)\n .inRequestScope();\n\n/**\n * 负责属性更新\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(UpdateStyleAttributePlugin)\n .inRequestScope();\n\n/**\n * 负责Model更新\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(UpdateModelPlugin)\n .inRequestScope();\n\n/**\n * Multi Pass 自定义渲染管线\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(MultiPassRendererPlugin)\n .inRequestScope();\n/**\n * 传入相机坐标系参数\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(ShaderUniformPlugin)\n .inRequestScope();\n\n/**\n * 传入动画参数\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(LayerAnimateStylePlugin)\n .inRequestScope();\n/**\n * 传入光照相关参数\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(LightingPlugin)\n .inRequestScope();\n/**\n * 负责拾取过程中 Encode 以及 Highlight 阶段及结束后恢复\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(PixelPickingPlugin)\n .inRequestScope();\n/**\n * 初始化Model\n */\ncontainer\n .bind<ILayerPlugin>(TYPES.ILayerPlugin)\n .to(LayerModelPlugin)\n .inRequestScope();\n\nexport {\n BaseLayer,\n PointLayer,\n PolygonLayer,\n LineLayer,\n CityBuildingLayer,\n ImageLayer,\n RasterLayer,\n HeatmapLayer,\n EarthLayer,\n};\n"],"file":"index.js"}
@@ -59,7 +59,7 @@ var ShaderUniformPlugin = (_dec = (0, _inversify.injectable)(), _dec2 = (0, _inv
59
59
  layer.models.forEach(function (model) {
60
60
  var _model$addUniforms;
61
61
 
62
- model.addUniforms((_model$addUniforms = {}, (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.ProjectionMatrix, _this.cameraService.getProjectionMatrix()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.ViewMatrix, _this.cameraService.getViewMatrix()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.ViewProjectionMatrix, _this.cameraService.getViewProjectionMatrix()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.Zoom, _this.cameraService.getZoom()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.ZoomScale, _this.cameraService.getZoomScale()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.FocalDistance, _this.cameraService.getFocalDistance()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.CameraPosition, _this.cameraService.getCameraPosition()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.CoordinateSystem, _this.coordinateSystemService.getCoordinateSystem()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.ViewportCenter, _this.coordinateSystemService.getViewportCenter()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.ViewportCenterProjection, _this.coordinateSystemService.getViewportCenterProjection()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.PixelsPerDegree, _this.coordinateSystemService.getPixelsPerDegree()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.PixelsPerDegree2, _this.coordinateSystemService.getPixelsPerDegree2()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.PixelsPerMeter, _this.coordinateSystemService.getPixelsPerMeter()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.Mvp, mvp), (0, _defineProperty2.default)(_model$addUniforms, "u_SceneCenterMKT", sceneCenterMKT), (0, _defineProperty2.default)(_model$addUniforms, "u_ViewportSize", [width, height]), (0, _defineProperty2.default)(_model$addUniforms, "u_DevicePixelRatio", window.devicePixelRatio), (0, _defineProperty2.default)(_model$addUniforms, "u_ModelMatrix", [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]), (0, _defineProperty2.default)(_model$addUniforms, "u_PickingBuffer", layer.getLayerConfig().pickingBuffer || 0), _model$addUniforms));
62
+ model.addUniforms((_model$addUniforms = {}, (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.ProjectionMatrix, _this.cameraService.getProjectionMatrix()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.ViewMatrix, _this.cameraService.getViewMatrix()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.ViewProjectionMatrix, _this.cameraService.getViewProjectionMatrix()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.Zoom, _this.cameraService.getZoom()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.ZoomScale, _this.cameraService.getZoomScale()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.FocalDistance, _this.cameraService.getFocalDistance()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CameraUniform.CameraPosition, _this.cameraService.getCameraPosition()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.CoordinateSystem, _this.coordinateSystemService.getCoordinateSystem()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.ViewportCenter, _this.coordinateSystemService.getViewportCenter()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.ViewportCenterProjection, _this.coordinateSystemService.getViewportCenterProjection()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.PixelsPerDegree, _this.coordinateSystemService.getPixelsPerDegree()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.PixelsPerDegree2, _this.coordinateSystemService.getPixelsPerDegree2()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.PixelsPerMeter, _this.coordinateSystemService.getPixelsPerMeter()), (0, _defineProperty2.default)(_model$addUniforms, _l7Core.CoordinateUniform.Mvp, mvp), (0, _defineProperty2.default)(_model$addUniforms, "u_SceneCenterMKT", sceneCenterMKT), (0, _defineProperty2.default)(_model$addUniforms, "u_ViewportSize", [width, height]), (0, _defineProperty2.default)(_model$addUniforms, "u_DevicePixelRatio", window.devicePixelRatio), (0, _defineProperty2.default)(_model$addUniforms, "u_ModelMatrix", _this.cameraService.getModelMatrix()), (0, _defineProperty2.default)(_model$addUniforms, "u_PickingBuffer", layer.getLayerConfig().pickingBuffer || 0), _model$addUniforms));
63
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  });
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  });
65
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  }
@@ -1 +1 @@
1
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// default matrix (for gaode2.x)\n let sceneCenterMKT = [0, 0];\n layer.hooks.beforeRender.tap('ShaderUniformPlugin', () => {\n // 重新计算坐标系参数\n this.coordinateSystemService.refresh();\n\n if (version === 'GAODE2.x') {\n // @ts-ignore\n mvp = this.mapService.map.customCoords.getMVPMatrix();\n // mvp = amapCustomCoords.getMVPMatrix()\n // @ts-ignore\n sceneCenterMKT = this.mapService.getCustomCoordCenter();\n }\n\n const { width, height } = this.rendererService.getViewportSize();\n layer.models.forEach((model) => {\n model.addUniforms({\n // 相机参数,包含 VP 矩阵、缩放等级\n [CameraUniform.ProjectionMatrix]: this.cameraService.getProjectionMatrix(),\n [CameraUniform.ViewMatrix]: this.cameraService.getViewMatrix(),\n [CameraUniform.ViewProjectionMatrix]: this.cameraService.getViewProjectionMatrix(),\n [CameraUniform.Zoom]: this.cameraService.getZoom(),\n [CameraUniform.ZoomScale]: this.cameraService.getZoomScale(),\n [CameraUniform.FocalDistance]: this.cameraService.getFocalDistance(),\n [CameraUniform.CameraPosition]: this.cameraService.getCameraPosition(),\n // 坐标系参数\n [CoordinateUniform.CoordinateSystem]: this.coordinateSystemService.getCoordinateSystem(),\n [CoordinateUniform.ViewportCenter]: this.coordinateSystemService.getViewportCenter(),\n [CoordinateUniform.ViewportCenterProjection]: this.coordinateSystemService.getViewportCenterProjection(),\n [CoordinateUniform.PixelsPerDegree]: this.coordinateSystemService.getPixelsPerDegree(),\n [CoordinateUniform.PixelsPerDegree2]: this.coordinateSystemService.getPixelsPerDegree2(),\n [CoordinateUniform.PixelsPerMeter]: this.coordinateSystemService.getPixelsPerMeter(),\n // 坐标系是高德2.0的时候单独计算\n [CoordinateUniform.Mvp]: mvp,\n u_SceneCenterMKT: sceneCenterMKT,\n // 其他参数,例如视口大小、DPR 等\n u_ViewportSize: [width, height],\n u_DevicePixelRatio: window.devicePixelRatio,\n u_ModelMatrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],\n u_PickingBuffer: layer.getLayerConfig().pickingBuffer || 0,\n });\n });\n\n // TODO:脏检查,决定是否需要渲染\n });\n }\n}\n"],"file":"ShaderUniformPlugin.js"}
1
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// default matrix (for gaode2.x)\n let sceneCenterMKT = [0, 0];\n layer.hooks.beforeRender.tap('ShaderUniformPlugin', () => {\n // 重新计算坐标系参数\n this.coordinateSystemService.refresh();\n\n if (version === 'GAODE2.x') {\n // @ts-ignore\n mvp = this.mapService.map.customCoords.getMVPMatrix();\n // mvp = amapCustomCoords.getMVPMatrix()\n // @ts-ignore\n sceneCenterMKT = this.mapService.getCustomCoordCenter();\n }\n\n const { width, height } = this.rendererService.getViewportSize();\n layer.models.forEach((model) => {\n model.addUniforms({\n // 相机参数,包含 VP 矩阵、缩放等级\n [CameraUniform.ProjectionMatrix]: this.cameraService.getProjectionMatrix(),\n [CameraUniform.ViewMatrix]: this.cameraService.getViewMatrix(),\n [CameraUniform.ViewProjectionMatrix]: this.cameraService.getViewProjectionMatrix(),\n [CameraUniform.Zoom]: this.cameraService.getZoom(),\n [CameraUniform.ZoomScale]: this.cameraService.getZoomScale(),\n [CameraUniform.FocalDistance]: this.cameraService.getFocalDistance(),\n [CameraUniform.CameraPosition]: this.cameraService.getCameraPosition(),\n // 坐标系参数\n [CoordinateUniform.CoordinateSystem]: this.coordinateSystemService.getCoordinateSystem(),\n [CoordinateUniform.ViewportCenter]: this.coordinateSystemService.getViewportCenter(),\n [CoordinateUniform.ViewportCenterProjection]: this.coordinateSystemService.getViewportCenterProjection(),\n [CoordinateUniform.PixelsPerDegree]: this.coordinateSystemService.getPixelsPerDegree(),\n [CoordinateUniform.PixelsPerDegree2]: this.coordinateSystemService.getPixelsPerDegree2(),\n [CoordinateUniform.PixelsPerMeter]: this.coordinateSystemService.getPixelsPerMeter(),\n // 坐标系是高德2.0的时候单独计算\n [CoordinateUniform.Mvp]: mvp,\n u_SceneCenterMKT: sceneCenterMKT,\n // 其他参数,例如视口大小、DPR 等\n u_ViewportSize: [width, height],\n u_DevicePixelRatio: window.devicePixelRatio,\n // u_ModelMatrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],\n u_ModelMatrix: this.cameraService.getModelMatrix(),\n u_PickingBuffer: layer.getLayerConfig().pickingBuffer || 0,\n });\n });\n\n // TODO:脏检查,决定是否需要渲染\n });\n }\n}\n"],"file":"ShaderUniformPlugin.js"}