@antv/l7-layers 2.5.42 → 2.5.47

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.
Files changed (42) hide show
  1. package/es/core/BaseLayer.js +3 -1
  2. package/es/core/BaseLayer.js.map +1 -1
  3. package/es/core/BaseModel.js +1 -1
  4. package/es/core/BaseModel.js.map +1 -1
  5. package/es/earth/models/base.js +2 -0
  6. package/es/earth/models/base.js.map +1 -1
  7. package/es/heatmap/models/heatmap.js +12 -17
  8. package/es/heatmap/models/heatmap.js.map +1 -1
  9. package/es/image/models/image.js +31 -7
  10. package/es/image/models/image.js.map +1 -1
  11. package/es/imagetile/models/imagetile.d.ts +3 -3
  12. package/es/imagetile/models/imagetile.js +7 -18
  13. package/es/imagetile/models/imagetile.js.map +1 -1
  14. package/es/imagetile/utils/ImageTile.js +3 -1
  15. package/es/imagetile/utils/ImageTile.js.map +1 -1
  16. package/es/imagetile/utils/Tile.js +3 -0
  17. package/es/imagetile/utils/Tile.js.map +1 -1
  18. package/es/plugins/LayerStylePlugin.js.map +1 -1
  19. package/es/plugins/ShaderUniformPlugin.js +2 -1
  20. package/es/plugins/ShaderUniformPlugin.js.map +1 -1
  21. package/es/point/models/image.js.map +1 -1
  22. package/lib/core/BaseLayer.js +3 -1
  23. package/lib/core/BaseLayer.js.map +1 -1
  24. package/lib/core/BaseModel.js +1 -1
  25. package/lib/core/BaseModel.js.map +1 -1
  26. package/lib/earth/models/base.js +2 -0
  27. package/lib/earth/models/base.js.map +1 -1
  28. package/lib/heatmap/models/heatmap.js +12 -17
  29. package/lib/heatmap/models/heatmap.js.map +1 -1
  30. package/lib/image/models/image.js +32 -7
  31. package/lib/image/models/image.js.map +1 -1
  32. package/lib/imagetile/models/imagetile.js +6 -17
  33. package/lib/imagetile/models/imagetile.js.map +1 -1
  34. package/lib/imagetile/utils/ImageTile.js +3 -1
  35. package/lib/imagetile/utils/ImageTile.js.map +1 -1
  36. package/lib/imagetile/utils/Tile.js +3 -0
  37. package/lib/imagetile/utils/Tile.js.map +1 -1
  38. package/lib/plugins/LayerStylePlugin.js.map +1 -1
  39. package/lib/plugins/ShaderUniformPlugin.js +3 -1
  40. package/lib/plugins/ShaderUniformPlugin.js.map +1 -1
  41. package/lib/point/models/image.js.map +1 -1
  42. package/package.json +5 -6
@@ -1 +1 @@
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- 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { isNumber } from 'lodash';\nimport BaseModel, { styleOffset, styleSingle } from '../../core/BaseModel';\nimport { PointImageTriangulation } from '../../core/triangulation';\nimport pointImageFrag from '../shaders/image_frag.glsl';\nimport pointImageVert from '../shaders/image_vert.glsl';\ninterface IImageLayerStyleOptions {\n opacity: styleSingle;\n offsets: styleOffset;\n}\nexport default class ImageModel extends BaseModel {\n private texture: ITexture2D;\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n offsets = [0, 0],\n } = this.layer.getLayerConfig() as IImageLayerStyleOptions;\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n offsets,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\n offsets,\n });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_texture: this.texture,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n // u_opacity: opacity || 1.0,\n // u_offsets: [-offsets[0], offsets[1]],\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n\n public initModels(): IModel[] {\n this.registerBuiltinAttributes();\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointImage',\n vertexShader: pointImageVert,\n fragmentShader: pointImageFrag,\n triangulation: PointImageTriangulation,\n primitive: gl.POINTS,\n depth: { enable: false },\n blend: this.getBlend(),\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 = 5 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n // point layer size;\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 const iconMap = this.iconService.getIconMap();\n const { shape } = feature;\n const { x, y } = iconMap[shape as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n // this.layer.render();\n // TODO: 更新完纹理后在更新的图层的时候需要更新所有的图层\n this.layer.renderLayers();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.LINEAR,\n min: gl.LINEAR,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"image.js"}
1
+ 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this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_texture: this.texture,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n // u_opacity: opacity || 1.0,\n // u_offsets: [-offsets[0], offsets[1]],\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_offsets: this.isOffsetStatic(offsets)\n ? (offsets as [number, number])\n : [0, 0],\n };\n }\n\n public initModels(): IModel[] {\n this.registerBuiltinAttributes();\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointImage',\n vertexShader: pointImageVert,\n fragmentShader: pointImageFrag,\n triangulation: PointImageTriangulation,\n primitive: gl.POINTS,\n depth: { enable: false },\n blend: this.getBlend(),\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 = 5 } = feature;\n return Array.isArray(size) ? 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@@ -563,7 +563,8 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
563
563
  key: "setIndex",
564
564
  value: function setIndex(index) {
565
565
  this.zIndex = index;
566
- this.layerService.updateRenderOrder();
566
+ this.layerService.updateLayerRenderList();
567
+ this.layerService.renderLayers();
567
568
  return this;
568
569
  }
569
570
  }, {
@@ -928,6 +929,7 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
928
929
  key: "reRender",
929
930
  value: function reRender() {
930
931
  if (this.inited) {
932
+ this.layerService.updateLayerRenderList();
931
933
  this.layerService.renderLayers();
932
934
  }
933
935
  }
@@ -1 +1 @@
1
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@ts-ignore\nimport { SyncBailHook, SyncHook, SyncWaterfallHook } from '@antv/async-hook';\nimport {\n BlendType,\n gl,\n IActiveOption,\n IAnimateOption,\n ICameraService,\n ICoordinateSystemService,\n IDataState,\n IEncodeFeature,\n IFontService,\n IGlobalConfigService,\n IIconService,\n IInteractionService,\n ILayer,\n ILayerConfig,\n ILayerModel,\n ILayerModelInitializationOptions,\n ILayerPlugin,\n ILayerService,\n IMapService,\n IModel,\n IModelInitializationOptions,\n IMultiPassRenderer,\n IPass,\n IPickingService,\n IPostProcessingPass,\n IRendererService,\n IScale,\n IScaleOptions,\n IShaderModuleService,\n ISource,\n ISourceCFG,\n IStyleAttributeInitializationOptions,\n IStyleAttributeService,\n IStyleAttributeUpdateOptions,\n lazyInject,\n ScaleAttributeType,\n ScaleTypeName,\n ScaleTypes,\n StyleAttributeField,\n StyleAttributeOption,\n TYPES,\n} from '@antv/l7-core';\nimport Source from '@antv/l7-source';\nimport { encodePickingColor } from '@antv/l7-utils';\nimport { EventEmitter } from 'eventemitter3';\nimport { Container } from 'inversify';\nimport { isFunction, isObject } from 'lodash';\nimport { normalizePasses } from '../plugins/MultiPassRendererPlugin';\nimport { BlendTypes } from '../utils/blend';\nimport { handleStyleDataMapping } from '../utils/dataMappingStyle';\nimport baseLayerSchema from './schema';\n/**\n * 分配 layer id\n */\nlet layerIdCounter = 0;\n\nexport default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter\n implements ILayer {\n public id: string = `${layerIdCounter++}`;\n public name: string = `${layerIdCounter}`;\n public type: string;\n public visible: boolean = true;\n public zIndex: number = 0;\n public minZoom: number;\n public maxZoom: number;\n public inited: boolean = false;\n public layerModelNeedUpdate: boolean = false;\n public pickedFeatureID: number | null = null;\n public selectedFeatureID: number | null = null;\n public styleNeedUpdate: boolean = false;\n public rendering: boolean;\n\n public dataState: IDataState = {\n dataSourceNeedUpdate: false,\n dataMappingNeedUpdate: false,\n filterNeedUpdate: false,\n featureScaleNeedUpdate: false,\n StyleAttrNeedUpdate: false,\n };\n // 生命周期钩子\n public hooks = {\n init: new SyncBailHook(),\n afterInit: new SyncBailHook(),\n beforeRender: new SyncBailHook(),\n beforeRenderData: new SyncWaterfallHook(),\n afterRender: new SyncHook(),\n beforePickingEncode: new SyncHook(),\n afterPickingEncode: new SyncHook(),\n beforeHighlight: new SyncHook(['pickedColor']),\n afterHighlight: new SyncHook(),\n beforeSelect: new SyncHook(['pickedColor']),\n afterSelect: new SyncHook(),\n beforeDestroy: new SyncHook(),\n afterDestroy: new SyncHook(),\n };\n\n // 待渲染 model 列表\n public models: IModel[] = [];\n\n // 每个 Layer 都有一个\n public multiPassRenderer: IMultiPassRenderer;\n\n // 注入插件集\n public plugins: ILayerPlugin[];\n\n public sourceOption: {\n data: any;\n options?: ISourceCFG;\n };\n\n public layerModel: ILayerModel;\n\n // TODO: 记录 sceneContainer 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|| this.id;\n this.zIndex = config.zIndex || 0;\n this.rawConfig = config;\n }\n\n public getLayerConfig() {\n return this.configService.getLayerConfig<ChildLayerStyleOptions>(this.id);\n }\n\n public updateLayerConfig(\n configToUpdate: Partial<ILayerConfig | ChildLayerStyleOptions>,\n ) {\n if (!this.inited) {\n this.needUpdateConfig = {\n ...this.needUpdateConfig,\n ...configToUpdate,\n };\n } else {\n const sceneId = this.container.get<string>(TYPES.SceneID);\n\n // @ts-ignore\n handleStyleDataMapping(configToUpdate, this); // 处理 style 中进行数据映射的属性字段\n\n this.configService.setLayerConfig(sceneId, this.id, {\n ...this.configService.getLayerConfig(this.id),\n ...this.needUpdateConfig,\n ...configToUpdate,\n });\n this.needUpdateConfig = {};\n }\n }\n\n /**\n * 注入图层容器,父容器为场景容器\n * RootContainer 1\n * -> SceneContainer 1.*\n * -> LayerContainer 1.*\n */\n public setContainer(container: Container, sceneContainer: Container) {\n this.container = container;\n this.sceneContainer = sceneContainer;\n }\n\n public getContainer() {\n return this.container;\n }\n\n public addPlugin(plugin: ILayerPlugin): ILayer {\n // TODO: 控制插件注册顺序\n // @example:\n // pointLayer.addPlugin(new MyCustomPlugin(), {\n // before: 'L7BuiltinPlugin'\n // });\n this.plugins.push(plugin);\n return this;\n }\n\n public init() {\n // 设置配置项\n const sceneId = this.container.get<string>(TYPES.SceneID);\n // 初始化图层配置项\n const { enableMultiPassRenderer = false } = this.rawConfig;\n this.configService.setLayerConfig(sceneId, this.id, {\n enableMultiPassRenderer,\n });\n\n // 全局容器服务\n\n // 场景容器服务\n this.iconService = this.container.get<IIconService>(TYPES.IIconService);\n this.fontService = this.container.get<IFontService>(TYPES.IFontService);\n\n this.rendererService = this.container.get<IRendererService>(\n TYPES.IRendererService,\n );\n this.layerService = this.container.get<ILayerService>(TYPES.ILayerService);\n this.interactionService = this.container.get<IInteractionService>(\n TYPES.IInteractionService,\n );\n\n this.pickingService = this.container.get<IPickingService>(\n TYPES.IPickingService,\n );\n this.mapService = this.container.get<IMapService>(TYPES.IMapService);\n this.cameraService = this.container.get<ICameraService>(\n TYPES.ICameraService,\n );\n this.coordinateService = this.container.get<ICoordinateSystemService>(\n TYPES.ICoordinateSystemService,\n );\n this.postProcessingPassFactory = this.container.get(\n TYPES.IFactoryPostProcessingPass,\n );\n this.normalPassFactory = this.container.get(TYPES.IFactoryNormalPass);\n\n // 图层容器服务\n this.styleAttributeService = this.container.get<IStyleAttributeService>(\n TYPES.IStyleAttributeService,\n );\n this.multiPassRenderer = this.container.get<IMultiPassRenderer>(\n TYPES.IMultiPassRenderer,\n );\n this.multiPassRenderer.setLayer(this);\n\n // 完成样式服务注册完成前添加的属性\n this.pendingStyleAttributes.forEach(\n ({ attributeName, attributeField, attributeValues, updateOptions }) => {\n this.styleAttributeService.updateStyleAttribute(\n attributeName,\n {\n // @ts-ignore\n scale: {\n field: attributeField,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n attributeValues,\n // @ts-ignore\n this.getLayerConfig()[attributeName],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n },\n );\n this.pendingStyleAttributes = [];\n\n // 获取插件集\n this.plugins = this.container.getAll<ILayerPlugin>(TYPES.ILayerPlugin);\n // 完成插件注册,传入场景和图层容器内的服务\n for (const plugin of this.plugins) {\n plugin.apply(this, {\n rendererService: this.rendererService,\n mapService: this.mapService,\n styleAttributeService: this.styleAttributeService,\n normalPassFactory: this.normalPassFactory,\n postProcessingPassFactory: this.postProcessingPassFactory,\n });\n }\n\n // 触发 init 生命周期插件\n this.hooks.init.call();\n // this.pickingPassRender = this.normalPassFactory('pixelPicking');\n // this.pickingPassRender.init(this);\n this.hooks.afterInit.call();\n\n // 触发初始化完成事件;\n this.emit('inited', {\n target: this,\n type: 'inited',\n });\n this.emit('add', {\n target: this,\n type: 'add',\n });\n return this;\n }\n /**\n * Model初始化前需要更新Model样式\n */\n public prepareBuildModel() {\n this.inited = true;\n this.updateLayerConfig({\n ...(this.getDefaultConfig() as object),\n ...this.rawConfig,\n });\n\n // 启动动画\n const { animateOption } = this.getLayerConfig();\n if (animateOption?.enable) {\n this.layerService.startAnimate();\n this.aniamateStatus = true;\n }\n }\n public color(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n // 设置 color、size、shape、style 时由于场景服务尚未完成(并没有调用 scene.addLayer),因此暂时加入待更新属性列表\n this.updateStyleAttribute('color', field, values, updateOptions);\n\n // this.pendingStyleAttributes.push({\n // attributeName: 'color',\n // attributeField: field,\n // attributeValues: values,\n // defaultName: 'colors',\n // updateOptions,\n // });\n return this;\n }\n\n // 为对应的图层传入纹理的编号名称(point/image 在 shape 方法中传入纹理名称的方法并不通用)\n public texture(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('texture', field, values, updateOptions);\n return this;\n }\n\n public rotate(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('rotate', field, values, updateOptions);\n return this;\n }\n public size(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('size', field, values, updateOptions);\n return this;\n }\n // 对mapping后的数据过滤,scale保持不变\n public filter(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('filter', field, values, updateOptions);\n return this;\n }\n\n public shape(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('shape', field, values, updateOptions);\n return this;\n }\n public label(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.pendingStyleAttributes.push({\n attributeName: 'label',\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n return this;\n }\n public animate(options: IAnimateOption | boolean) {\n let rawAnimate: Partial<IAnimateOption> = {};\n if (isObject(options)) {\n rawAnimate.enable = true;\n rawAnimate = {\n ...rawAnimate,\n ...options,\n };\n } else {\n rawAnimate.enable = options;\n }\n this.updateLayerConfig({\n animateOption: rawAnimate,\n });\n // this.animateOptions = options;\n return this;\n }\n\n public source(data: any, options?: ISourceCFG): ILayer {\n if (data?.data) {\n // 判断是否为source\n this.setSource(data);\n return this;\n }\n this.sourceOption = {\n data,\n options,\n };\n return this;\n }\n public setData(data: any, options?: ISourceCFG) {\n if (this.inited) {\n this.layerSource.setData(data, options);\n } else {\n this.on('inited', () => {\n this.layerSource.setData(data, options);\n });\n }\n\n return this;\n }\n public style(\n options: Partial<ChildLayerStyleOptions> & Partial<ILayerConfig>,\n ): ILayer {\n const { passes, ...rest } = options;\n\n // passes 特殊处理\n if (passes) {\n normalizePasses(passes).forEach(\n (pass: [string, { [key: string]: unknown }]) => {\n const postProcessingPass = this.multiPassRenderer\n .getPostProcessor()\n .getPostProcessingPassByName(pass[0]);\n if (postProcessingPass) {\n postProcessingPass.updateOptions(pass[1]);\n }\n },\n );\n }\n\n this.rawConfig = {\n ...this.rawConfig,\n ...rest,\n };\n if (this.container) {\n this.updateLayerConfig(this.rawConfig);\n this.styleNeedUpdate = true;\n }\n return this;\n }\n public scale(field: string | number | IScaleOptions, cfg?: IScale) {\n if (isObject(field)) {\n this.scaleOptions = {\n ...this.scaleOptions,\n ...field,\n };\n } else {\n this.scaleOptions[field] = cfg;\n }\n return this;\n }\n\n /**\n * 渲染所有的图层\n */\n public renderLayers(): void {\n this.rendering = true;\n\n this.layerService.renderLayers();\n\n this.rendering = false;\n }\n\n public render(): ILayer {\n // if (\n // this.needPick() &&\n // this.multiPassRenderer &&\n // this.multiPassRenderer.getRenderFlag()\n // ) {\n // this.multiPassRenderer.render();\n // } else if (this.needPick() && this.multiPassRenderer) {\n // this.renderModels();\n // } else {\n // this.renderModels();\n // }\n // TODO: this.getEncodedData().length !== 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData().length !== 0) {\n this.renderModels();\n }\n // this.renderModels();\n\n // this.multiPassRenderer.render();\n // this.renderModels();\n return this;\n }\n\n public active(options: IActiveOption | boolean) {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableHighlight = isObject(options) ? true : options;\n if (isObject(options)) {\n activeOption.enableHighlight = true;\n if (options.color) {\n activeOption.highlightColor = options.color;\n }\n } else {\n activeOption.enableHighlight = !!options;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n public setActive(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n\n public select(option: IActiveOption | boolean): ILayer {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableSelect = isObject(option) ? true : option;\n if (isObject(option)) {\n activeOption.enableSelect = true;\n if (option.color) {\n activeOption.selectColor = option.color;\n }\n } else {\n activeOption.enableSelect = !!option;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n\n public setSelect(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n public setBlend(type: keyof typeof BlendType): void {\n this.updateLayerConfig({\n blend: type,\n });\n this.layerModelNeedUpdate = true;\n this.reRender();\n }\n public show(): ILayer {\n this.updateLayerConfig({\n visible: true,\n });\n this.reRender();\n return this;\n }\n\n public hide(): ILayer {\n this.updateLayerConfig({\n visible: false,\n });\n this.reRender();\n return this;\n }\n public setIndex(index: number): ILayer {\n this.zIndex = index;\n this.layerService.updateRenderOrder();\n return this;\n }\n\n public setCurrentPickId(id: number) {\n this.currentPickId = id;\n }\n\n public getCurrentPickId(): number | null {\n return this.currentPickId;\n }\n\n public setCurrentSelectedId(id: number) {\n this.selectedFeatureID = id;\n }\n\n public getCurrentSelectedId(): number | null {\n return this.selectedFeatureID;\n }\n public isVisible(): boolean {\n const zoom = this.mapService.getZoom();\n const {\n visible,\n minZoom = -Infinity,\n maxZoom = Infinity,\n } = this.getLayerConfig();\n return !!visible && zoom >= minZoom && zoom <= maxZoom;\n }\n\n public setMinZoom(minZoom: number): ILayer {\n this.updateLayerConfig({\n minZoom,\n });\n return this;\n }\n\n public getMinZoom(): number {\n const { minZoom } = this.getLayerConfig();\n return minZoom as number;\n }\n\n public getMaxZoom(): number {\n const { maxZoom } = this.getLayerConfig();\n return maxZoom as number;\n }\n\n public get(name: string) {\n const cfg = this.getLayerConfig();\n // @ts-ignore\n return cfg[name];\n }\n\n public setMaxZoom(maxZoom: number): ILayer {\n this.updateLayerConfig({\n maxZoom,\n });\n return this;\n }\n /**\n * zoom to layer Bounds\n */\n public fitBounds(fitBoundsOptions?: unknown): ILayer {\n if (!this.inited) {\n this.updateLayerConfig({\n autoFit: true,\n });\n return this;\n }\n const source = this.getSource();\n const extent = source.extent;\n const isValid = extent.some((v) => Math.abs(v) === Infinity);\n if (isValid) {\n return this;\n }\n this.mapService.fitBounds(\n [\n [extent[0], extent[1]],\n [extent[2], extent[3]],\n ],\n fitBoundsOptions,\n );\n return this;\n }\n\n public destroy() {\n this.hooks.beforeDestroy.call();\n // 清除sources事件\n this.layerSource.off('update', this.sourceEvent);\n\n this.multiPassRenderer.destroy();\n\n // 清除所有属性以及关联的 vao\n this.styleAttributeService.clearAllAttributes();\n // 销毁所有 model\n // this.models.forEach((model) => model.destroy());\n\n this.hooks.afterDestroy.call();\n\n this.emit('remove', {\n target: this,\n type: 'remove',\n });\n\n this.removeAllListeners();\n\n // 解绑图层容器中的服务\n // this.container.unbind(TYPES.IStyleAttributeService);\n }\n public clear() {\n this.styleAttributeService.clearAllAttributes();\n // 销毁所有 model\n }\n public clearModels() {\n this.models.forEach((model) => model.destroy());\n this.layerModel.clearModels();\n }\n\n public isDirty() {\n return !!(\n this.styleAttributeService.getLayerStyleAttributes() || []\n ).filter(\n (attribute) =>\n attribute.needRescale ||\n attribute.needRemapping ||\n attribute.needRegenerateVertices,\n ).length;\n }\n\n public setSource(source: Source) {\n // 清除旧 sources 事件\n if (this.layerSource) {\n this.layerSource.off('update', this.sourceEvent);\n }\n\n this.layerSource = source;\n\n // 已 inited 且启用聚合进行更新聚合数据\n if (this.inited && this.layerSource.cluster) {\n const zoom = this.mapService.getZoom();\n this.layerSource.updateClusterData(zoom);\n }\n // source 可能会复用,会在其它layer被修改\n this.layerSource.on('update', this.sourceEvent);\n }\n public getSource() {\n return this.layerSource;\n }\n\n public getScaleOptions() {\n return this.scaleOptions;\n }\n\n public setEncodedData(encodedData: IEncodeFeature[]) {\n this.encodedData = encodedData;\n }\n public getEncodedData() {\n return this.encodedData;\n }\n public getLegendItems(name: string): any {\n const scale = this.styleAttributeService.getLayerAttributeScale(name);\n if (scale) {\n if (scale.ticks) {\n const items = scale.ticks().map((item: any) => {\n return {\n value: item,\n [name]: scale(item),\n };\n });\n return items;\n } else if (scale.invertExtent) {\n const items = scale.range().map((item: any) => {\n return {\n value: scale.invertExtent(item),\n [name]: item,\n };\n });\n return items;\n }\n } else {\n return [];\n }\n }\n\n public pick({ x, y }: { x: number; y: number }) {\n this.interactionService.triggerHover({ x, y });\n }\n\n public boxSelect(\n box: [number, number, number, number],\n cb: (...args: any[]) => void,\n ) {\n this.pickingService.boxPickLayer(this, box, cb);\n }\n\n public buildLayerModel(\n options: ILayerModelInitializationOptions &\n Partial<IModelInitializationOptions>,\n ): IModel {\n const {\n moduleName,\n vertexShader,\n fragmentShader,\n triangulation,\n segmentNumber,\n ...rest\n } = options;\n this.shaderModuleService.registerModule(moduleName, {\n vs: vertexShader,\n fs: fragmentShader,\n });\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(moduleName);\n const { createModel } = this.rendererService;\n const {\n attributes,\n elements,\n } = this.styleAttributeService.createAttributesAndIndices(\n this.encodedData,\n triangulation,\n segmentNumber,\n );\n return createModel({\n attributes,\n uniforms,\n fs,\n vs,\n elements,\n blend: BlendTypes[BlendType.normal],\n ...rest,\n });\n }\n\n public getTime() {\n return this.layerService.clock.getDelta();\n }\n public setAnimateStartTime() {\n this.animateStartTime = this.layerService.clock.getElapsedTime();\n }\n public stopAnimate() {\n if (this.aniamateStatus) {\n this.layerService.stopAnimate();\n this.aniamateStatus = false;\n this.updateLayerConfig({\n animateOption: {\n enable: false,\n },\n });\n }\n }\n public getLayerAnimateTime(): number {\n return this.layerService.clock.getElapsedTime() - this.animateStartTime;\n }\n\n public needPick(type: string): 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1
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@ts-ignore\nimport { SyncBailHook, SyncHook, SyncWaterfallHook } from '@antv/async-hook';\nimport {\n BlendType,\n gl,\n IActiveOption,\n IAnimateOption,\n ICameraService,\n ICoordinateSystemService,\n IDataState,\n IEncodeFeature,\n IFontService,\n IGlobalConfigService,\n IIconService,\n IInteractionService,\n ILayer,\n ILayerConfig,\n ILayerModel,\n ILayerModelInitializationOptions,\n ILayerPlugin,\n ILayerService,\n IMapService,\n IModel,\n IModelInitializationOptions,\n IMultiPassRenderer,\n IPass,\n IPickingService,\n IPostProcessingPass,\n IRendererService,\n IScale,\n IScaleOptions,\n IShaderModuleService,\n ISource,\n ISourceCFG,\n IStyleAttributeInitializationOptions,\n IStyleAttributeService,\n IStyleAttributeUpdateOptions,\n lazyInject,\n ScaleAttributeType,\n ScaleTypeName,\n ScaleTypes,\n StyleAttributeField,\n StyleAttributeOption,\n TYPES,\n} from '@antv/l7-core';\nimport Source from '@antv/l7-source';\nimport { encodePickingColor } from '@antv/l7-utils';\nimport { EventEmitter } from 'eventemitter3';\nimport { Container } from 'inversify';\nimport { isFunction, isObject } from 'lodash';\nimport { normalizePasses } from '../plugins/MultiPassRendererPlugin';\nimport { BlendTypes } from '../utils/blend';\nimport { handleStyleDataMapping } from '../utils/dataMappingStyle';\nimport baseLayerSchema from './schema';\n/**\n * 分配 layer id\n */\nlet layerIdCounter = 0;\n\nexport default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter\n implements ILayer {\n public id: string = `${layerIdCounter++}`;\n public name: string = `${layerIdCounter}`;\n public type: string;\n public visible: boolean = true;\n public zIndex: number = 0;\n public minZoom: number;\n public maxZoom: number;\n public inited: boolean = false;\n public layerModelNeedUpdate: boolean = false;\n public pickedFeatureID: number | null = null;\n public selectedFeatureID: number | null = null;\n public styleNeedUpdate: boolean = false;\n public rendering: boolean;\n\n public dataState: IDataState = {\n dataSourceNeedUpdate: false,\n dataMappingNeedUpdate: false,\n filterNeedUpdate: false,\n featureScaleNeedUpdate: false,\n StyleAttrNeedUpdate: false,\n };\n // 生命周期钩子\n public hooks = {\n init: new SyncBailHook(),\n afterInit: new SyncBailHook(),\n beforeRender: new SyncBailHook(),\n beforeRenderData: new SyncWaterfallHook(),\n afterRender: new SyncHook(),\n beforePickingEncode: new SyncHook(),\n afterPickingEncode: new SyncHook(),\n beforeHighlight: new SyncHook(['pickedColor']),\n afterHighlight: new SyncHook(),\n beforeSelect: new SyncHook(['pickedColor']),\n afterSelect: new SyncHook(),\n beforeDestroy: new SyncHook(),\n afterDestroy: new SyncHook(),\n };\n\n // 待渲染 model 列表\n public models: IModel[] = [];\n\n // 每个 Layer 都有一个\n public multiPassRenderer: IMultiPassRenderer;\n\n // 注入插件集\n public plugins: ILayerPlugin[];\n\n public sourceOption: {\n data: any;\n options?: ISourceCFG;\n };\n\n public layerModel: ILayerModel;\n\n // TODO: 记录 sceneContainer 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sceneContainer;\n }\n\n public getContainer() {\n return this.container;\n }\n\n public addPlugin(plugin: ILayerPlugin): ILayer {\n // TODO: 控制插件注册顺序\n // @example:\n // pointLayer.addPlugin(new MyCustomPlugin(), {\n // before: 'L7BuiltinPlugin'\n // });\n this.plugins.push(plugin);\n return this;\n }\n\n public init() {\n // 设置配置项\n const sceneId = this.container.get<string>(TYPES.SceneID);\n // 初始化图层配置项\n const { enableMultiPassRenderer = false } = this.rawConfig;\n this.configService.setLayerConfig(sceneId, this.id, {\n enableMultiPassRenderer,\n });\n\n // 全局容器服务\n\n // 场景容器服务\n this.iconService = this.container.get<IIconService>(TYPES.IIconService);\n this.fontService = this.container.get<IFontService>(TYPES.IFontService);\n\n this.rendererService = this.container.get<IRendererService>(\n TYPES.IRendererService,\n );\n this.layerService = this.container.get<ILayerService>(TYPES.ILayerService);\n this.interactionService = this.container.get<IInteractionService>(\n TYPES.IInteractionService,\n );\n\n this.pickingService = this.container.get<IPickingService>(\n TYPES.IPickingService,\n );\n this.mapService = this.container.get<IMapService>(TYPES.IMapService);\n this.cameraService = this.container.get<ICameraService>(\n TYPES.ICameraService,\n );\n this.coordinateService = this.container.get<ICoordinateSystemService>(\n TYPES.ICoordinateSystemService,\n );\n this.postProcessingPassFactory = this.container.get(\n TYPES.IFactoryPostProcessingPass,\n );\n this.normalPassFactory = this.container.get(TYPES.IFactoryNormalPass);\n\n // 图层容器服务\n this.styleAttributeService = this.container.get<IStyleAttributeService>(\n TYPES.IStyleAttributeService,\n );\n this.multiPassRenderer = this.container.get<IMultiPassRenderer>(\n TYPES.IMultiPassRenderer,\n );\n this.multiPassRenderer.setLayer(this);\n\n // 完成样式服务注册完成前添加的属性\n this.pendingStyleAttributes.forEach(\n ({ attributeName, attributeField, attributeValues, updateOptions }) => {\n this.styleAttributeService.updateStyleAttribute(\n attributeName,\n {\n // @ts-ignore\n scale: {\n field: attributeField,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n attributeValues,\n // @ts-ignore\n this.getLayerConfig()[attributeName],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n },\n );\n this.pendingStyleAttributes = [];\n\n // 获取插件集\n this.plugins = this.container.getAll<ILayerPlugin>(TYPES.ILayerPlugin);\n // 完成插件注册,传入场景和图层容器内的服务\n for (const plugin of this.plugins) {\n plugin.apply(this, {\n rendererService: this.rendererService,\n mapService: this.mapService,\n styleAttributeService: this.styleAttributeService,\n normalPassFactory: this.normalPassFactory,\n postProcessingPassFactory: this.postProcessingPassFactory,\n });\n }\n\n // 触发 init 生命周期插件\n this.hooks.init.call();\n // this.pickingPassRender = this.normalPassFactory('pixelPicking');\n // this.pickingPassRender.init(this);\n this.hooks.afterInit.call();\n\n // 触发初始化完成事件;\n this.emit('inited', {\n target: this,\n type: 'inited',\n });\n this.emit('add', {\n target: this,\n type: 'add',\n });\n return this;\n }\n /**\n * Model初始化前需要更新Model样式\n */\n public prepareBuildModel() {\n this.inited = true;\n this.updateLayerConfig({\n ...(this.getDefaultConfig() as object),\n ...this.rawConfig,\n });\n\n // 启动动画\n const { animateOption } = this.getLayerConfig();\n if (animateOption?.enable) {\n this.layerService.startAnimate();\n this.aniamateStatus = true;\n }\n }\n public color(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n // 设置 color、size、shape、style 时由于场景服务尚未完成(并没有调用 scene.addLayer),因此暂时加入待更新属性列表\n this.updateStyleAttribute('color', field, values, updateOptions);\n\n // this.pendingStyleAttributes.push({\n // attributeName: 'color',\n // attributeField: field,\n // attributeValues: values,\n // defaultName: 'colors',\n // updateOptions,\n // });\n return this;\n }\n\n // 为对应的图层传入纹理的编号名称(point/image 在 shape 方法中传入纹理名称的方法并不通用)\n public texture(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('texture', field, values, updateOptions);\n return this;\n }\n\n public rotate(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('rotate', field, values, updateOptions);\n return this;\n }\n public size(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('size', field, values, updateOptions);\n return this;\n }\n // 对mapping后的数据过滤,scale保持不变\n public filter(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('filter', field, values, updateOptions);\n return this;\n }\n\n public shape(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('shape', field, values, updateOptions);\n return this;\n }\n public label(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.pendingStyleAttributes.push({\n attributeName: 'label',\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n return this;\n }\n public animate(options: IAnimateOption | boolean) {\n let rawAnimate: Partial<IAnimateOption> = {};\n if (isObject(options)) {\n rawAnimate.enable = true;\n rawAnimate = {\n ...rawAnimate,\n ...options,\n };\n } else {\n rawAnimate.enable = options;\n }\n this.updateLayerConfig({\n animateOption: rawAnimate,\n });\n // this.animateOptions = options;\n return this;\n }\n\n public source(data: any, options?: ISourceCFG): ILayer {\n if (data?.data) {\n // 判断是否为source\n this.setSource(data);\n return this;\n }\n this.sourceOption = {\n data,\n options,\n };\n return this;\n }\n public setData(data: any, options?: ISourceCFG) {\n if (this.inited) {\n this.layerSource.setData(data, options);\n } else {\n this.on('inited', () => {\n this.layerSource.setData(data, options);\n });\n }\n\n return this;\n }\n public style(\n options: Partial<ChildLayerStyleOptions> & Partial<ILayerConfig>,\n ): ILayer {\n const { passes, ...rest } = options;\n\n // passes 特殊处理\n if (passes) {\n normalizePasses(passes).forEach(\n (pass: [string, { [key: string]: unknown }]) => {\n const postProcessingPass = this.multiPassRenderer\n .getPostProcessor()\n .getPostProcessingPassByName(pass[0]);\n if (postProcessingPass) {\n postProcessingPass.updateOptions(pass[1]);\n }\n },\n );\n }\n\n this.rawConfig = {\n ...this.rawConfig,\n ...rest,\n };\n if (this.container) {\n this.updateLayerConfig(this.rawConfig);\n this.styleNeedUpdate = true;\n }\n return this;\n }\n public scale(field: string | number | IScaleOptions, cfg?: IScale) {\n if (isObject(field)) {\n this.scaleOptions = {\n ...this.scaleOptions,\n ...field,\n };\n } else {\n this.scaleOptions[field] = cfg;\n }\n return this;\n }\n\n /**\n * 渲染所有的图层\n */\n public renderLayers(): void {\n this.rendering = true;\n\n this.layerService.renderLayers();\n\n this.rendering = false;\n }\n\n public render(): ILayer {\n // if (\n // this.needPick() &&\n // this.multiPassRenderer &&\n // this.multiPassRenderer.getRenderFlag()\n // ) {\n // this.multiPassRenderer.render();\n // } else if (this.needPick() && this.multiPassRenderer) {\n // this.renderModels();\n // } else {\n // this.renderModels();\n // }\n // TODO: this.getEncodedData().length !== 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData().length !== 0) {\n this.renderModels();\n }\n // this.renderModels();\n\n // this.multiPassRenderer.render();\n // this.renderModels();\n return this;\n }\n\n public active(options: IActiveOption | boolean) {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableHighlight = isObject(options) ? true : options;\n if (isObject(options)) {\n activeOption.enableHighlight = true;\n if (options.color) {\n activeOption.highlightColor = options.color;\n }\n } else {\n activeOption.enableHighlight = !!options;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n public setActive(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n\n public select(option: IActiveOption | boolean): ILayer {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableSelect = isObject(option) ? true : option;\n if (isObject(option)) {\n activeOption.enableSelect = true;\n if (option.color) {\n activeOption.selectColor = option.color;\n }\n } else {\n activeOption.enableSelect = !!option;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n\n public setSelect(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n public setBlend(type: keyof typeof BlendType): void {\n this.updateLayerConfig({\n blend: type,\n });\n this.layerModelNeedUpdate = true;\n this.reRender();\n }\n public show(): ILayer {\n this.updateLayerConfig({\n visible: true,\n });\n this.reRender();\n return this;\n }\n\n public hide(): ILayer {\n this.updateLayerConfig({\n visible: false,\n });\n this.reRender();\n return this;\n }\n public setIndex(index: number): ILayer {\n this.zIndex = index;\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n return this;\n }\n\n public setCurrentPickId(id: number) {\n this.currentPickId = id;\n }\n\n public getCurrentPickId(): number | null {\n return this.currentPickId;\n }\n\n public setCurrentSelectedId(id: number) {\n this.selectedFeatureID = id;\n }\n\n public getCurrentSelectedId(): number | null {\n return this.selectedFeatureID;\n }\n public isVisible(): boolean {\n const zoom = this.mapService.getZoom();\n const {\n visible,\n minZoom = -Infinity,\n maxZoom = Infinity,\n } = this.getLayerConfig();\n return !!visible && zoom >= minZoom && zoom <= maxZoom;\n }\n\n public setMinZoom(minZoom: number): ILayer {\n this.updateLayerConfig({\n minZoom,\n });\n return this;\n }\n\n public getMinZoom(): number {\n const { minZoom } = this.getLayerConfig();\n return minZoom as number;\n }\n\n public getMaxZoom(): number {\n const { maxZoom } = this.getLayerConfig();\n return maxZoom as number;\n }\n\n public get(name: string) {\n const cfg = this.getLayerConfig();\n // @ts-ignore\n return cfg[name];\n }\n\n public setMaxZoom(maxZoom: number): ILayer {\n this.updateLayerConfig({\n maxZoom,\n });\n return this;\n }\n /**\n * zoom to layer Bounds\n */\n public fitBounds(fitBoundsOptions?: unknown): ILayer {\n if (!this.inited) {\n this.updateLayerConfig({\n autoFit: true,\n });\n return this;\n }\n const source = this.getSource();\n const extent = source.extent;\n const isValid = extent.some((v) => Math.abs(v) === Infinity);\n if (isValid) {\n return this;\n }\n this.mapService.fitBounds(\n [\n [extent[0], extent[1]],\n [extent[2], extent[3]],\n ],\n fitBoundsOptions,\n );\n return this;\n }\n\n public destroy() {\n this.hooks.beforeDestroy.call();\n // 清除sources事件\n this.layerSource.off('update', this.sourceEvent);\n\n this.multiPassRenderer.destroy();\n\n // 清除所有属性以及关联的 vao\n this.styleAttributeService.clearAllAttributes();\n // 销毁所有 model\n // this.models.forEach((model) => model.destroy());\n\n this.hooks.afterDestroy.call();\n\n this.emit('remove', {\n target: this,\n type: 'remove',\n });\n\n this.removeAllListeners();\n\n // 解绑图层容器中的服务\n // this.container.unbind(TYPES.IStyleAttributeService);\n }\n public clear() {\n this.styleAttributeService.clearAllAttributes();\n // 销毁所有 model\n }\n public clearModels() {\n this.models.forEach((model) => model.destroy());\n this.layerModel.clearModels();\n }\n\n public isDirty() {\n return !!(\n this.styleAttributeService.getLayerStyleAttributes() || []\n ).filter(\n (attribute) =>\n attribute.needRescale ||\n attribute.needRemapping ||\n attribute.needRegenerateVertices,\n ).length;\n }\n\n public setSource(source: Source) {\n // 清除旧 sources 事件\n if (this.layerSource) {\n this.layerSource.off('update', this.sourceEvent);\n }\n\n this.layerSource = source;\n\n // 已 inited 且启用聚合进行更新聚合数据\n if (this.inited && this.layerSource.cluster) {\n const zoom = this.mapService.getZoom();\n this.layerSource.updateClusterData(zoom);\n }\n // source 可能会复用,会在其它layer被修改\n this.layerSource.on('update', this.sourceEvent);\n }\n public getSource() {\n return this.layerSource;\n }\n\n public getScaleOptions() {\n return this.scaleOptions;\n }\n\n public setEncodedData(encodedData: IEncodeFeature[]) {\n this.encodedData = encodedData;\n }\n public getEncodedData() {\n return this.encodedData;\n }\n public getLegendItems(name: string): any {\n const scale = this.styleAttributeService.getLayerAttributeScale(name);\n if (scale) {\n if (scale.ticks) {\n const items = scale.ticks().map((item: any) => {\n return {\n value: item,\n [name]: scale(item),\n };\n });\n return items;\n } else if (scale.invertExtent) {\n const items = scale.range().map((item: any) => {\n return {\n value: scale.invertExtent(item),\n [name]: item,\n };\n });\n return items;\n }\n } else {\n return [];\n }\n }\n\n public pick({ x, y }: { x: number; y: number }) {\n this.interactionService.triggerHover({ x, y });\n }\n\n public boxSelect(\n box: [number, number, number, number],\n cb: (...args: any[]) => void,\n ) {\n this.pickingService.boxPickLayer(this, box, cb);\n }\n\n public buildLayerModel(\n options: ILayerModelInitializationOptions &\n Partial<IModelInitializationOptions>,\n ): IModel {\n const {\n moduleName,\n vertexShader,\n fragmentShader,\n triangulation,\n segmentNumber,\n ...rest\n } = options;\n this.shaderModuleService.registerModule(moduleName, {\n vs: vertexShader,\n fs: fragmentShader,\n });\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(moduleName);\n const { createModel } = this.rendererService;\n const {\n attributes,\n elements,\n } = this.styleAttributeService.createAttributesAndIndices(\n this.encodedData,\n triangulation,\n segmentNumber,\n );\n return createModel({\n attributes,\n uniforms,\n fs,\n vs,\n elements,\n blend: BlendTypes[BlendType.normal],\n ...rest,\n });\n }\n\n public getTime() {\n return this.layerService.clock.getDelta();\n }\n public setAnimateStartTime() {\n this.animateStartTime = this.layerService.clock.getElapsedTime();\n }\n public stopAnimate() {\n if (this.aniamateStatus) {\n this.layerService.stopAnimate();\n this.aniamateStatus = false;\n this.updateLayerConfig({\n animateOption: {\n enable: false,\n },\n });\n }\n }\n public getLayerAnimateTime(): number {\n return this.layerService.clock.getElapsedTime() - this.animateStartTime;\n }\n\n public needPick(type: string): boolean {\n const {\n enableHighlight = true,\n enableSelect = true,\n } = this.getLayerConfig();\n // 判断layer是否监听事件;\n let isPick =\n this.eventNames().indexOf(type) !== -1 ||\n this.eventNames().indexOf('un' + type) !== -1;\n if ((type === 'click' || type === 'dblclick') && enableSelect) {\n isPick = true;\n }\n if (\n type === 'mousemove' &&\n (enableHighlight ||\n this.eventNames().indexOf('mouseenter') !== -1 ||\n this.eventNames().indexOf('unmousemove') !== -1 ||\n this.eventNames().indexOf('mouseout') !== -1)\n ) {\n isPick = true;\n }\n return this.isVisible() && isPick;\n }\n\n public buildModels() {\n throw new Error('Method not implemented.');\n }\n public rebuildModels() {\n throw new Error('Method not implemented.');\n }\n\n public renderModels() {\n // TODO: this.getEncodedData().length > 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData().length > 0) {\n if (this.layerModelNeedUpdate && this.layerModel) {\n this.models = this.layerModel.buildModels();\n this.hooks.beforeRender.call();\n this.layerModelNeedUpdate = false;\n }\n this.models.forEach((model) => {\n model.draw({\n uniforms: this.layerModel.getUninforms(),\n });\n });\n }\n return this;\n }\n\n public updateStyleAttribute(\n type: string,\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n if (!this.inited) {\n this.pendingStyleAttributes.push({\n attributeName: type,\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n } else {\n this.styleAttributeService.updateStyleAttribute(\n type,\n {\n // @ts-ignore\n scale: {\n field,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n values,\n // @ts-ignore\n this.getLayerConfig()[field],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n }\n }\n\n /**\n * 继承空方法\n * @param time\n */\n public setEarthTime(time: number) {\n console.warn('empty fn');\n }\n\n protected getConfigSchema() {\n throw new Error('Method not implemented.');\n }\n\n protected getModelType(): unknown {\n throw new Error('Method not implemented.');\n }\n protected getDefaultConfig() {\n return {};\n }\n\n private sourceEvent = () => {\n this.dataState.dataSourceNeedUpdate = true;\n const { autoFit, fitBoundsOptions } = this.getLayerConfig();\n if (autoFit) {\n this.fitBounds(fitBoundsOptions);\n }\n\n this.emit('dataUpdate');\n this.reRender();\n };\n\n private reRender() {\n if (this.inited) {\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n }\n }\n private splitValuesAndCallbackInAttribute(\n valuesOrCallback?: unknown[],\n defaultValues?: unknown[],\n ) {\n return {\n values: isFunction(valuesOrCallback)\n ? undefined\n : valuesOrCallback || defaultValues,\n callback: isFunction(valuesOrCallback) ? valuesOrCallback : undefined,\n };\n }\n}\n"],"file":"BaseLayer.js"}
@@ -103,7 +103,7 @@ var BaseModel = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
103
103
 
104
104
  if (!this.dataTextureTest) {
105
105
  this.dataTexture = this.createTexture2D({
106
- data: new ImageData(1, 1).data,
106
+ data: new Uint8ClampedArray(4),
107
107
  mag: _l7Core.gl.NEAREST,
108
108
  min: _l7Core.gl.NEAREST,
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  width: 1,
@@ -1 +1 @@
1
- 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{\n BlendType,\n gl,\n IAnimateOption,\n IAttribute,\n IBlendOptions,\n ICameraService,\n IElements,\n IEncodeFeature,\n IFontService,\n IGlobalConfigService,\n IIconService,\n ILayer,\n ILayerConfig,\n ILayerModel,\n ILayerService,\n IMapService,\n IModel,\n IModelUniform,\n IRendererService,\n IShaderModuleService,\n IStyleAttributeService,\n ITexture2D,\n ITexture2DInitializationOptions,\n lazyInject,\n Triangulation,\n TYPES,\n} from '@antv/l7-core';\nimport { rgb2arr } from '@antv/l7-utils';\nimport { color } from 'd3-color';\nimport { isArray, isEqual, isFunction, isNumber, isString } from 'lodash';\nimport { BlendTypes } from '../utils/blend';\n\nexport type styleSingle =\n | number\n | string\n | [string, (single: any) => number]\n | [string, [number, number]];\nexport type styleOffset =\n | string\n | [number, number]\n | [string, (single: any) => number];\nexport type styleColor =\n | string\n | [string, (single: any) => string]\n | [string, [string, string]];\nexport interface IDataTextureFrame {\n data: number[];\n width: number;\n height: number;\n}\n\nexport interface ICellProperty {\n attr: string;\n count: number;\n}\n\nexport default class BaseModel<ChildLayerStyleOptions = {}>\n implements ILayerModel {\n public triangulation: Triangulation;\n\n // style texture data mapping\n public createTexture2D: (\n options: ITexture2DInitializationOptions,\n ) => ITexture2D;\n\n protected layer: ILayer;\n protected dataTexture: ITexture2D; // 用于数据传递的数据纹理\n protected DATA_TEXTURE_WIDTH: number; // 默认有多少列(宽度)\n protected rowCount: number; // 计算得到的当前数据纹理有多少行(高度)\n protected cacheStyleProperties: {\n // 记录存储上一次样式字段的值\n opacity: styleSingle | undefined;\n strokeOpacity: styleSingle | undefined;\n strokeWidth: styleSingle | undefined;\n stroke: styleColor | undefined;\n offsets: styleOffset | undefined;\n };\n protected cellLength: number; // 单个 cell 的长度\n protected cellProperties: ICellProperty[]; // 需要进行数据映射的属性集合\n protected cellTypeLayout: number[];\n protected stylePropertyesExist: {\n // 记录 style 属性是否存在的中间变量\n hasOpacity: number;\n hasStrokeOpacity: number;\n hasStrokeWidth: number;\n hasStroke: number;\n hasOffsets: number;\n };\n protected dataTextureTest: boolean;\n\n @lazyInject(TYPES.IGlobalConfigService)\n protected readonly configService: IGlobalConfigService;\n\n // @lazyInject(TYPES.IIconService)\n // protected readonly iconService: IIconService;\n\n // @lazyInject(TYPES.IFontService)\n // protected readonly fontService: IFontService;\n\n @lazyInject(TYPES.IShaderModuleService)\n protected readonly shaderModuleService: IShaderModuleService;\n\n protected rendererService: IRendererService;\n protected iconService: IIconService;\n protected fontService: IFontService;\n protected styleAttributeService: IStyleAttributeService;\n protected mapService: IMapService;\n protected cameraService: ICameraService;\n protected layerService: ILayerService;\n\n // style texture data mapping\n\n constructor(layer: ILayer) {\n this.layer = layer;\n this.rendererService = layer\n .getContainer()\n .get<IRendererService>(TYPES.IRendererService);\n this.styleAttributeService = layer\n .getContainer()\n .get<IStyleAttributeService>(TYPES.IStyleAttributeService);\n this.mapService = layer.getContainer().get<IMapService>(TYPES.IMapService);\n this.iconService = layer\n .getContainer()\n .get<IIconService>(TYPES.IIconService);\n this.fontService = layer\n .getContainer()\n .get<IFontService>(TYPES.IFontService);\n this.cameraService = layer\n .getContainer()\n .get<ICameraService>(TYPES.ICameraService);\n this.layerService = layer\n .getContainer()\n .get<ILayerService>(TYPES.ILayerService);\n\n // 注册 Attribute\n this.registerBuiltinAttributes();\n // 开启动画\n this.startModelAnimate();\n\n const { createTexture2D } = this.rendererService;\n this.createTexture2D = createTexture2D;\n this.DATA_TEXTURE_WIDTH = 1024; // 数据纹理固定宽度\n this.rowCount = 1;\n this.cellLength = 0;\n this.cellProperties = [];\n this.cacheStyleProperties = {\n opacity: undefined,\n strokeOpacity: undefined,\n strokeWidth: undefined,\n stroke: undefined,\n offsets: undefined,\n };\n this.stylePropertyesExist = {\n hasOpacity: 0,\n hasStrokeOpacity: 0,\n hasStrokeWidth: 0,\n hasStroke: 0,\n hasOffsets: 0,\n };\n this.dataTextureTest = this.layerService.getOESTextureFloat();\n // 只有在不支持数据纹理的情况下进行赋值\n if (!this.dataTextureTest) {\n this.dataTexture = this.createTexture2D({\n data: new ImageData(1, 1).data,\n mag: gl.NEAREST,\n min: gl.NEAREST,\n width: 1,\n height: 1,\n });\n }\n }\n\n // style datatexture mapping\n\n /**\n * 清除上一次的计算结果 - 全量清除\n */\n public clearLastCalRes() {\n this.cellProperties = []; // 清空上一次计算的需要进行数据映射的属性集合\n this.cellLength = 0; // 清空上一次计算的 cell 的长度\n this.stylePropertyesExist = {\n // 全量清空上一次是否需要对 style 属性进行数据映射的判断\n hasOpacity: 0,\n hasStrokeOpacity: 0,\n hasStrokeWidth: 0,\n hasStroke: 0,\n hasOffsets: 0,\n };\n }\n\n public getCellTypeLayout() {\n if (this.dataTextureTest) {\n return [\n this.rowCount, // 数据纹理有几行\n this.DATA_TEXTURE_WIDTH, // 数据纹理有几列\n 0.0,\n 0.0,\n this.stylePropertyesExist.hasOpacity, // cell 中是否存在 opacity\n this.stylePropertyesExist.hasStrokeOpacity, // cell 中是否存在 strokeOpacity\n this.stylePropertyesExist.hasStrokeWidth, // cell 中是否存在 strokeWidth\n this.stylePropertyesExist.hasStroke, // cell 中是否存在 stroke\n this.stylePropertyesExist.hasOffsets, // cell 中是否存在 offsets\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 1.0,\n ];\n } else {\n return [\n 1.0, // 数据纹理有几行\n 1.0, // 数据纹理有几列\n 0.0,\n 0.0,\n 0.0, // cell 中是否存在 opacity\n 0.0, // cell 中是否存在 strokeOpacity\n 0.0, // cell 中是否存在 strokeWidth\n 0.0, // cell 中是否存在 stroke\n 0.0, // cell 中是否存在 offsets\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n -1.0,\n ];\n }\n }\n\n /**\n * 判断数据纹理是否需要重新计算 - 根据传入的值进行判断\n * @param options\n * @returns\n */\n public dataTextureNeedUpdate(options: {\n opacity?: styleSingle;\n strokeOpacity?: styleSingle;\n strokeWidth?: styleSingle;\n stroke?: styleColor;\n offsets?: styleOffset;\n textOffset?: styleOffset;\n }): boolean {\n let isUpdate = false;\n if (!isEqual(options.opacity, this.cacheStyleProperties.opacity)) {\n isUpdate = true;\n this.cacheStyleProperties.opacity = options.opacity;\n }\n if (\n !isEqual(options.strokeOpacity, this.cacheStyleProperties.strokeOpacity)\n ) {\n isUpdate = true;\n this.cacheStyleProperties.strokeOpacity = options.strokeOpacity;\n }\n if (!isEqual(options.strokeWidth, this.cacheStyleProperties.strokeWidth)) {\n isUpdate = true;\n this.cacheStyleProperties.strokeWidth = options.strokeWidth;\n }\n if (!isEqual(options.stroke, this.cacheStyleProperties.stroke)) {\n isUpdate = true;\n this.cacheStyleProperties.stroke = options.stroke;\n }\n if (!isEqual(options.offsets, this.cacheStyleProperties.offsets)) {\n isUpdate = true;\n this.cacheStyleProperties.offsets = options.offsets;\n }\n if (this.dataTexture === undefined) {\n isUpdate = true;\n }\n return isUpdate;\n }\n /**\n * 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n * @param options\n */\n public judgeStyleAttributes(options: {\n opacity?: styleSingle;\n strokeOpacity?: styleSingle;\n strokeWidth?: styleSingle;\n stroke?: styleColor;\n offsets?: styleOffset;\n }) {\n this.clearLastCalRes(); // 清除上一次的计算结果 - 全量清除\n\n if (options.opacity !== undefined && !isNumber(options.opacity)) {\n // 数据映射\n this.cellProperties.push({ attr: 'opacity', count: 1 });\n this.stylePropertyesExist.hasOpacity = 1;\n this.cellLength += 1;\n }\n\n if (\n options.strokeOpacity !== undefined &&\n !isNumber(options.strokeOpacity)\n ) {\n // 数据映射\n this.cellProperties.push({ attr: 'strokeOpacity', count: 1 });\n this.stylePropertyesExist.hasStrokeOpacity = 1;\n this.cellLength += 1;\n }\n\n if (options.strokeWidth !== undefined && !isNumber(options.strokeWidth)) {\n // 数据映射\n this.cellProperties.push({ attr: 'strokeWidth', count: 1 });\n this.stylePropertyesExist.hasStrokeWidth = 1;\n this.cellLength += 1;\n }\n\n if (options.stroke !== undefined && !this.isStaticColor(options.stroke)) {\n // 数据映射\n this.cellProperties.push({ attr: 'stroke', count: 4 });\n this.stylePropertyesExist.hasStroke = 1;\n this.cellLength += 4;\n }\n\n if (\n options.offsets !== undefined &&\n !this.isOffsetStatic(options.offsets)\n ) {\n // 数据映射\n this.cellProperties.push({ attr: 'offsets', count: 2 });\n this.stylePropertyesExist.hasOffsets = 1;\n this.cellLength += 2;\n }\n // console.log('this.cellLength', this.cellLength)\n }\n\n /**\n * 判断变量 stroke 是否是常量值\n * @param stroke\n * @returns\n */\n public isStaticColor(stroke: styleColor): boolean {\n if (isString(stroke)) {\n if (color(stroke)) {\n return true;\n } else {\n return false;\n }\n }\n return false;\n }\n /**\n * 获取 stroke 颜色并做兼容处理\n * @param stroke\n * @returns\n */\n public getStrokeColor(stroke: styleColor) {\n if (this.isStaticColor(stroke)) {\n const strokeColor = rgb2arr(stroke as string);\n strokeColor[0] = strokeColor[0] ? strokeColor[0] : 0;\n strokeColor[1] = strokeColor[1] ? strokeColor[1] : 0;\n strokeColor[2] = strokeColor[2] ? strokeColor[2] : 0;\n strokeColor[3] = strokeColor[3] ? strokeColor[3] : 0;\n return strokeColor;\n } else {\n return [0, 0, 0, 0];\n }\n }\n\n /**\n * 判断 offsets 是否是常量\n * @param offsets\n * @returns\n */\n public isOffsetStatic(offsets: styleOffset) {\n if (\n isArray(offsets) &&\n offsets.length === 2 &&\n isNumber(offsets[0]) &&\n isNumber(offsets[1])\n ) {\n return true;\n } else {\n return false;\n }\n }\n\n /**\n * 补空位\n * @param d\n * @param count\n */\n public patchMod(d: number[], count: number) {\n for (let i = 0; i < count; i++) {\n d.push(-1);\n }\n }\n\n /**\n * 根据映射的数据字段往推入数据\n * @param d\n * @param cellData\n * @param cellPropertiesLayouts\n */\n public patchData(\n d: number[],\n cellData: IEncodeFeature,\n cellPropertiesLayouts: ICellProperty[],\n ) {\n for (const layout of cellPropertiesLayouts) {\n const { attr, count } = layout;\n\n const value = cellData[attr];\n if (value) {\n // 数据中存在该属性\n if (attr === 'stroke') {\n d.push(...rgb2arr(value));\n } else if (attr === 'offsets') {\n if (this.isOffsetStatic(value)) {\n d.push(-value[0], value[1]);\n } else {\n d.push(0, 0);\n }\n } else {\n d.push(isNumber(value) ? value : 1.0);\n }\n } else {\n // 若不存在时则补位\n this.patchMod(d, count);\n }\n }\n }\n\n /**\n * 计算推入数据纹理的数据\n * @param cellLength\n * @param encodeData\n * @param cellPropertiesLayouts\n * @returns\n */\n public calDataFrame(\n cellLength: number,\n encodeData: IEncodeFeature[],\n cellPropertiesLayouts: ICellProperty[],\n ): IDataTextureFrame {\n const encodeDatalength = encodeData.length;\n const rowCount = Math.ceil(\n (encodeDatalength * cellLength) / this.DATA_TEXTURE_WIDTH,\n ); // 有多少行\n\n const totalLength = rowCount * this.DATA_TEXTURE_WIDTH;\n const d: number[] = [];\n for (let i = 0; i < encodeDatalength; i++) {\n // 根据 encodeData 数据推入数据\n const cellData = encodeData[i];\n this.patchData(d, cellData, cellPropertiesLayouts);\n }\n for (let i = d.length; i < totalLength; i++) {\n // 每行不足的部分用 -1 补足(数据纹理时 width * height 的矩形数据集合)\n d.push(-1);\n }\n // console.log('data', d)\n return { data: d, width: this.DATA_TEXTURE_WIDTH, height: rowCount };\n }\n\n // style datatexture mapping\n\n public getBlend(): IBlendOptions {\n const { blend = 'normal' } = this.layer.getLayerConfig();\n return BlendTypes[BlendType[blend]] as IBlendOptions;\n }\n public getDefaultStyle(): unknown {\n return {};\n }\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public getAnimateUniforms(): IModelUniform {\n return {};\n }\n\n public needUpdate(): boolean {\n return false;\n }\n public buildModels(): IModel[] {\n throw new Error('Method not implemented.');\n }\n public initModels(): IModel[] {\n throw new Error('Method not implemented.');\n }\n public clearModels() {\n return;\n }\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n throw new Error('Method not implemented.');\n }\n public render() {\n throw new Error('Method not implemented.');\n }\n protected registerBuiltinAttributes() {\n throw new Error('Method not implemented.');\n }\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [\n option.enable ? 0 : 1.0,\n option.duration || 4.0,\n option.interval || 0.2,\n option.trailLength || 0.1,\n ];\n }\n protected startModelAnimate() {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n if (animateOption.enable) {\n this.layer.setAnimateStartTime();\n }\n }\n}\n"],"file":"BaseModel.js"}
1
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{\n BlendType,\n gl,\n IAnimateOption,\n IAttribute,\n IBlendOptions,\n ICameraService,\n IElements,\n IEncodeFeature,\n IFontService,\n IGlobalConfigService,\n IIconService,\n ILayer,\n ILayerConfig,\n ILayerModel,\n ILayerService,\n IMapService,\n IModel,\n IModelUniform,\n IRendererService,\n IShaderModuleService,\n IStyleAttributeService,\n ITexture2D,\n ITexture2DInitializationOptions,\n lazyInject,\n Triangulation,\n TYPES,\n} from '@antv/l7-core';\nimport { rgb2arr } from '@antv/l7-utils';\nimport { color } from 'd3-color';\nimport { isArray, isEqual, isFunction, isNumber, isString } from 'lodash';\nimport { BlendTypes } from '../utils/blend';\n\nexport type styleSingle =\n | number\n | string\n | [string, (single: any) => number]\n | [string, [number, number]];\nexport type styleOffset =\n | string\n | [number, number]\n | [string, (single: any) => number];\nexport type styleColor =\n | string\n | [string, (single: any) => string]\n | [string, [string, string]];\nexport interface IDataTextureFrame {\n data: number[];\n width: number;\n height: number;\n}\n\nexport interface ICellProperty {\n attr: string;\n count: number;\n}\n\nexport default class BaseModel<ChildLayerStyleOptions = {}>\n implements ILayerModel {\n public triangulation: Triangulation;\n\n // style texture data mapping\n public createTexture2D: (\n options: ITexture2DInitializationOptions,\n ) => ITexture2D;\n\n protected layer: ILayer;\n protected dataTexture: ITexture2D; // 用于数据传递的数据纹理\n protected DATA_TEXTURE_WIDTH: number; // 默认有多少列(宽度)\n protected rowCount: number; // 计算得到的当前数据纹理有多少行(高度)\n protected cacheStyleProperties: {\n // 记录存储上一次样式字段的值\n opacity: styleSingle | undefined;\n strokeOpacity: styleSingle | undefined;\n strokeWidth: styleSingle | undefined;\n stroke: styleColor | undefined;\n offsets: styleOffset | undefined;\n };\n protected cellLength: number; // 单个 cell 的长度\n protected cellProperties: ICellProperty[]; // 需要进行数据映射的属性集合\n protected cellTypeLayout: number[];\n protected stylePropertyesExist: {\n // 记录 style 属性是否存在的中间变量\n hasOpacity: number;\n hasStrokeOpacity: number;\n hasStrokeWidth: number;\n hasStroke: number;\n hasOffsets: number;\n };\n protected dataTextureTest: boolean;\n\n @lazyInject(TYPES.IGlobalConfigService)\n protected readonly configService: IGlobalConfigService;\n\n // @lazyInject(TYPES.IIconService)\n // protected readonly iconService: IIconService;\n\n // @lazyInject(TYPES.IFontService)\n // protected readonly fontService: IFontService;\n\n @lazyInject(TYPES.IShaderModuleService)\n protected readonly shaderModuleService: IShaderModuleService;\n\n protected rendererService: IRendererService;\n protected iconService: IIconService;\n protected fontService: IFontService;\n protected styleAttributeService: IStyleAttributeService;\n protected mapService: IMapService;\n protected cameraService: ICameraService;\n protected layerService: ILayerService;\n\n // style texture data mapping\n\n constructor(layer: ILayer) {\n this.layer = layer;\n this.rendererService = layer\n .getContainer()\n .get<IRendererService>(TYPES.IRendererService);\n this.styleAttributeService = layer\n .getContainer()\n .get<IStyleAttributeService>(TYPES.IStyleAttributeService);\n this.mapService = layer.getContainer().get<IMapService>(TYPES.IMapService);\n this.iconService = layer\n .getContainer()\n .get<IIconService>(TYPES.IIconService);\n this.fontService = layer\n .getContainer()\n .get<IFontService>(TYPES.IFontService);\n this.cameraService = layer\n .getContainer()\n .get<ICameraService>(TYPES.ICameraService);\n this.layerService = layer\n .getContainer()\n .get<ILayerService>(TYPES.ILayerService);\n\n // 注册 Attribute\n this.registerBuiltinAttributes();\n // 开启动画\n this.startModelAnimate();\n\n const { createTexture2D } = this.rendererService;\n this.createTexture2D = createTexture2D;\n this.DATA_TEXTURE_WIDTH = 1024; // 数据纹理固定宽度\n this.rowCount = 1;\n this.cellLength = 0;\n this.cellProperties = [];\n this.cacheStyleProperties = {\n opacity: undefined,\n strokeOpacity: undefined,\n strokeWidth: undefined,\n stroke: undefined,\n offsets: undefined,\n };\n this.stylePropertyesExist = {\n hasOpacity: 0,\n hasStrokeOpacity: 0,\n hasStrokeWidth: 0,\n hasStroke: 0,\n hasOffsets: 0,\n };\n this.dataTextureTest = this.layerService.getOESTextureFloat();\n // 只有在不支持数据纹理的情况下进行赋值\n if (!this.dataTextureTest) {\n this.dataTexture = this.createTexture2D({\n data: new Uint8ClampedArray(4),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n width: 1,\n height: 1,\n });\n }\n }\n\n // style datatexture mapping\n\n /**\n * 清除上一次的计算结果 - 全量清除\n */\n public clearLastCalRes() {\n this.cellProperties = []; // 清空上一次计算的需要进行数据映射的属性集合\n this.cellLength = 0; // 清空上一次计算的 cell 的长度\n this.stylePropertyesExist = {\n // 全量清空上一次是否需要对 style 属性进行数据映射的判断\n hasOpacity: 0,\n hasStrokeOpacity: 0,\n hasStrokeWidth: 0,\n hasStroke: 0,\n hasOffsets: 0,\n };\n }\n\n public getCellTypeLayout() {\n if (this.dataTextureTest) {\n return [\n this.rowCount, // 数据纹理有几行\n this.DATA_TEXTURE_WIDTH, // 数据纹理有几列\n 0.0,\n 0.0,\n this.stylePropertyesExist.hasOpacity, // cell 中是否存在 opacity\n this.stylePropertyesExist.hasStrokeOpacity, // cell 中是否存在 strokeOpacity\n this.stylePropertyesExist.hasStrokeWidth, // cell 中是否存在 strokeWidth\n this.stylePropertyesExist.hasStroke, // cell 中是否存在 stroke\n this.stylePropertyesExist.hasOffsets, // cell 中是否存在 offsets\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 1.0,\n ];\n } else {\n return [\n 1.0, // 数据纹理有几行\n 1.0, // 数据纹理有几列\n 0.0,\n 0.0,\n 0.0, // cell 中是否存在 opacity\n 0.0, // cell 中是否存在 strokeOpacity\n 0.0, // cell 中是否存在 strokeWidth\n 0.0, // cell 中是否存在 stroke\n 0.0, // cell 中是否存在 offsets\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n -1.0,\n ];\n }\n }\n\n /**\n * 判断数据纹理是否需要重新计算 - 根据传入的值进行判断\n * @param options\n * @returns\n */\n public dataTextureNeedUpdate(options: {\n opacity?: styleSingle;\n strokeOpacity?: styleSingle;\n strokeWidth?: styleSingle;\n stroke?: styleColor;\n offsets?: styleOffset;\n textOffset?: styleOffset;\n }): boolean {\n let isUpdate = false;\n if (!isEqual(options.opacity, this.cacheStyleProperties.opacity)) {\n isUpdate = true;\n this.cacheStyleProperties.opacity = options.opacity;\n }\n if (\n !isEqual(options.strokeOpacity, this.cacheStyleProperties.strokeOpacity)\n ) {\n isUpdate = true;\n this.cacheStyleProperties.strokeOpacity = options.strokeOpacity;\n }\n if (!isEqual(options.strokeWidth, this.cacheStyleProperties.strokeWidth)) {\n isUpdate = true;\n this.cacheStyleProperties.strokeWidth = options.strokeWidth;\n }\n if (!isEqual(options.stroke, this.cacheStyleProperties.stroke)) {\n isUpdate = true;\n this.cacheStyleProperties.stroke = options.stroke;\n }\n if (!isEqual(options.offsets, this.cacheStyleProperties.offsets)) {\n isUpdate = true;\n this.cacheStyleProperties.offsets = options.offsets;\n }\n if (this.dataTexture === undefined) {\n isUpdate = true;\n }\n return isUpdate;\n }\n /**\n * 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n * @param options\n */\n public judgeStyleAttributes(options: {\n opacity?: styleSingle;\n strokeOpacity?: styleSingle;\n strokeWidth?: styleSingle;\n stroke?: styleColor;\n offsets?: styleOffset;\n }) {\n this.clearLastCalRes(); // 清除上一次的计算结果 - 全量清除\n\n if (options.opacity !== undefined && !isNumber(options.opacity)) {\n // 数据映射\n this.cellProperties.push({ attr: 'opacity', count: 1 });\n this.stylePropertyesExist.hasOpacity = 1;\n this.cellLength += 1;\n }\n\n if (\n options.strokeOpacity !== undefined &&\n !isNumber(options.strokeOpacity)\n ) {\n // 数据映射\n this.cellProperties.push({ attr: 'strokeOpacity', count: 1 });\n this.stylePropertyesExist.hasStrokeOpacity = 1;\n this.cellLength += 1;\n }\n\n if (options.strokeWidth !== undefined && !isNumber(options.strokeWidth)) {\n // 数据映射\n this.cellProperties.push({ attr: 'strokeWidth', count: 1 });\n this.stylePropertyesExist.hasStrokeWidth = 1;\n this.cellLength += 1;\n }\n\n if (options.stroke !== undefined && !this.isStaticColor(options.stroke)) {\n // 数据映射\n this.cellProperties.push({ attr: 'stroke', count: 4 });\n this.stylePropertyesExist.hasStroke = 1;\n this.cellLength += 4;\n }\n\n if (\n options.offsets !== undefined &&\n !this.isOffsetStatic(options.offsets)\n ) {\n // 数据映射\n this.cellProperties.push({ attr: 'offsets', count: 2 });\n this.stylePropertyesExist.hasOffsets = 1;\n this.cellLength += 2;\n }\n // console.log('this.cellLength', this.cellLength)\n }\n\n /**\n * 判断变量 stroke 是否是常量值\n * @param stroke\n * @returns\n */\n public isStaticColor(stroke: styleColor): boolean {\n if (isString(stroke)) {\n if (color(stroke)) {\n return true;\n } else {\n return false;\n }\n }\n return false;\n }\n /**\n * 获取 stroke 颜色并做兼容处理\n * @param stroke\n * @returns\n */\n public getStrokeColor(stroke: styleColor) {\n if (this.isStaticColor(stroke)) {\n const strokeColor = rgb2arr(stroke as string);\n strokeColor[0] = strokeColor[0] ? strokeColor[0] : 0;\n strokeColor[1] = strokeColor[1] ? strokeColor[1] : 0;\n strokeColor[2] = strokeColor[2] ? strokeColor[2] : 0;\n strokeColor[3] = strokeColor[3] ? strokeColor[3] : 0;\n return strokeColor;\n } else {\n return [0, 0, 0, 0];\n }\n }\n\n /**\n * 判断 offsets 是否是常量\n * @param offsets\n * @returns\n */\n public isOffsetStatic(offsets: styleOffset) {\n if (\n isArray(offsets) &&\n offsets.length === 2 &&\n isNumber(offsets[0]) &&\n isNumber(offsets[1])\n ) {\n return true;\n } else {\n return false;\n }\n }\n\n /**\n * 补空位\n * @param d\n * @param count\n */\n public patchMod(d: number[], count: number) {\n for (let i = 0; i < count; i++) {\n d.push(-1);\n }\n }\n\n /**\n * 根据映射的数据字段往推入数据\n * @param d\n * @param cellData\n * @param cellPropertiesLayouts\n */\n public patchData(\n d: number[],\n cellData: IEncodeFeature,\n cellPropertiesLayouts: ICellProperty[],\n ) {\n for (const layout of cellPropertiesLayouts) {\n const { attr, count } = layout;\n\n const value = cellData[attr];\n if (value) {\n // 数据中存在该属性\n if (attr === 'stroke') {\n d.push(...rgb2arr(value));\n } else if (attr === 'offsets') {\n if (this.isOffsetStatic(value)) {\n d.push(-value[0], value[1]);\n } else {\n d.push(0, 0);\n }\n } else {\n d.push(isNumber(value) ? value : 1.0);\n }\n } else {\n // 若不存在时则补位\n this.patchMod(d, count);\n }\n }\n }\n\n /**\n * 计算推入数据纹理的数据\n * @param cellLength\n * @param encodeData\n * @param cellPropertiesLayouts\n * @returns\n */\n public calDataFrame(\n cellLength: number,\n encodeData: IEncodeFeature[],\n cellPropertiesLayouts: ICellProperty[],\n ): IDataTextureFrame {\n const encodeDatalength = encodeData.length;\n const rowCount = Math.ceil(\n (encodeDatalength * cellLength) / this.DATA_TEXTURE_WIDTH,\n ); // 有多少行\n\n const totalLength = rowCount * this.DATA_TEXTURE_WIDTH;\n const d: number[] = [];\n for (let i = 0; i < encodeDatalength; i++) {\n // 根据 encodeData 数据推入数据\n const cellData = encodeData[i];\n this.patchData(d, cellData, cellPropertiesLayouts);\n }\n for (let i = d.length; i < totalLength; i++) {\n // 每行不足的部分用 -1 补足(数据纹理时 width * height 的矩形数据集合)\n d.push(-1);\n }\n // console.log('data', d)\n return { data: d, width: this.DATA_TEXTURE_WIDTH, height: rowCount };\n }\n\n // style datatexture mapping\n\n public getBlend(): IBlendOptions {\n const { blend = 'normal' } = this.layer.getLayerConfig();\n return BlendTypes[BlendType[blend]] as IBlendOptions;\n }\n public getDefaultStyle(): unknown {\n return {};\n }\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public getAnimateUniforms(): IModelUniform {\n return {};\n }\n\n public needUpdate(): boolean {\n return false;\n }\n public buildModels(): IModel[] {\n throw new Error('Method not implemented.');\n }\n public initModels(): IModel[] {\n throw new Error('Method not implemented.');\n }\n public clearModels() {\n return;\n }\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n throw new Error('Method not implemented.');\n }\n public render() {\n throw new Error('Method not implemented.');\n }\n protected registerBuiltinAttributes() {\n throw new Error('Method not implemented.');\n }\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [\n option.enable ? 0 : 1.0,\n option.duration || 4.0,\n option.interval || 0.2,\n option.trailLength || 0.1,\n ];\n }\n protected startModelAnimate() {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n if (animateOption.enable) {\n this.layer.setAnimateStartTime();\n }\n }\n}\n"],"file":"BaseModel.js"}
@@ -117,6 +117,8 @@ var BaseEarthModel = function (_BaseModel) {
117
117
  height: imageData[0].height
118
118
  });
119
119
 
120
+ _this2.layerService.updateLayerRenderList();
121
+
120
122
  _this2.layerService.renderLayers();
121
123
  });
122
124
  return this.buildModels();
@@ -1 +1 @@
1
- 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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.updateLayerRenderList();\n this.layerService.renderLayers();\n });\n\n return this.buildModels();\n }\n\n public clearModels() {\n return '';\n }\n\n public buildModels(): IModel[] {\n // TODO: 调整图层的绘制顺序 地球大气层\n this.layer.zIndex = -998;\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"}
@@ -126,11 +126,6 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = function
126
126
  this.intensityModel = this.buildHeatMapIntensity();
127
127
  this.colorModel = shapeType === 'heatmap' ? this.buildHeatmapColor() : this.build3dHeatMap();
128
128
 
129
- var _ref = this.layer.getLayerConfig(),
130
- rampColors = _ref.rampColors;
131
-
132
- var imageData = (0, _l7Utils.generateColorRamp)(rampColors);
133
-
134
129
  var _getViewportSize = getViewportSize(),
135
130
  width = _getViewportSize.width,
136
131
  height = _getViewportSize.height;
@@ -267,12 +262,12 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = function
267
262
  }, {
268
263
  key: "drawIntensityMode",
269
264
  value: function drawIntensityMode() {
270
- var _ref2 = this.layer.getLayerConfig(),
271
- opacity = _ref2.opacity,
272
- _ref2$intensity = _ref2.intensity,
273
- intensity = _ref2$intensity === void 0 ? 10 : _ref2$intensity,
274
- _ref2$radius = _ref2.radius,
275
- radius = _ref2$radius === void 0 ? 5 : _ref2$radius;
265
+ var _ref = this.layer.getLayerConfig(),
266
+ opacity = _ref.opacity,
267
+ _ref$intensity = _ref.intensity,
268
+ intensity = _ref$intensity === void 0 ? 10 : _ref$intensity,
269
+ _ref$radius = _ref.radius,
270
+ radius = _ref$radius === void 0 ? 5 : _ref$radius;
276
271
 
277
272
  this.intensityModel.draw({
278
273
  uniforms: {
@@ -285,8 +280,8 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = function
285
280
  }, {
286
281
  key: "drawColorMode",
287
282
  value: function drawColorMode() {
288
- var _ref3 = this.layer.getLayerConfig(),
289
- opacity = _ref3.opacity;
283
+ var _ref2 = this.layer.getLayerConfig(),
284
+ opacity = _ref2.opacity;
290
285
 
291
286
  this.colorModel.draw({
292
287
  uniforms: {
@@ -299,8 +294,8 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = function
299
294
  }, {
300
295
  key: "draw3DHeatMap",
301
296
  value: function draw3DHeatMap() {
302
- var _ref4 = this.layer.getLayerConfig(),
303
- opacity = _ref4.opacity;
297
+ var _ref3 = this.layer.getLayerConfig(),
298
+ opacity = _ref3.opacity;
304
299
 
305
300
  var invert = _glMatrix.mat4.create();
306
301
 
@@ -395,8 +390,8 @@ var HeatMapModel = (_dec = (0, _inversify.injectable)(), _dec(_class = function
395
390
  this.texture.destroy();
396
391
  }
397
392
 
398
- var _ref5 = this.layer.getLayerConfig(),
399
- rampColors = _ref5.rampColors;
393
+ var _ref4 = this.layer.getLayerConfig(),
394
+ rampColors = _ref4.rampColors;
400
395
 
401
396
  var imageData = (0, _l7Utils.generateColorRamp)(rampColors);
402
397
  this.colorTexture = createTexture2D({