@antv/l7-layers 2.8.15 → 2.8.18
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/es/Geometry/models/plane.js +16 -4
- package/es/Geometry/models/plane.js.map +1 -1
- package/es/citybuliding/models/build.js +5 -1
- package/es/citybuliding/models/build.js.map +1 -1
- package/es/core/BaseLayer.js +0 -2
- package/es/core/BaseLayer.js.map +1 -1
- package/es/core/interface.d.ts +6 -0
- package/es/core/interface.js.map +1 -1
- package/es/heatmap/models/heatmap.js +5 -1
- package/es/heatmap/models/heatmap.js.map +1 -1
- package/es/line/models/line.js +11 -6
- package/es/line/models/line.js.map +1 -1
- package/es/plugins/DataMappingPlugin.js +1 -0
- package/es/plugins/DataMappingPlugin.js.map +1 -1
- package/es/point/models/extrude.js +2 -2
- package/es/point/models/extrude.js.map +1 -1
- package/es/point/models/fill.js +7 -3
- package/es/point/models/fill.js.map +1 -1
- package/es/point/models/fillmage.js +8 -4
- package/es/point/models/fillmage.js.map +1 -1
- package/es/point/models/radar.js +6 -2
- package/es/point/models/radar.js.map +1 -1
- package/es/point/models/text.js +5 -2
- package/es/point/models/text.js.map +1 -1
- package/es/polygon/models/extrude.d.ts +7 -2
- package/es/polygon/models/extrude.js +121 -8
- package/es/polygon/models/extrude.js.map +1 -1
- package/es/polygon/models/fill.js +4 -0
- package/es/polygon/models/fill.js.map +1 -1
- package/es/polygon/models/ocean.js +1 -1
- package/es/polygon/models/ocean.js.map +1 -1
- package/es/polygon/models/water.js +3 -3
- package/es/polygon/models/water.js.map +1 -1
- package/lib/Geometry/models/plane.js +16 -4
- package/lib/Geometry/models/plane.js.map +1 -1
- package/lib/citybuliding/models/build.js +5 -1
- package/lib/citybuliding/models/build.js.map +1 -1
- package/lib/core/BaseLayer.js +0 -2
- package/lib/core/BaseLayer.js.map +1 -1
- package/lib/core/interface.js.map +1 -1
- package/lib/heatmap/models/heatmap.js +4 -0
- package/lib/heatmap/models/heatmap.js.map +1 -1
- package/lib/line/models/line.js +11 -6
- package/lib/line/models/line.js.map +1 -1
- package/lib/plugins/DataMappingPlugin.js +1 -0
- package/lib/plugins/DataMappingPlugin.js.map +1 -1
- package/lib/point/models/extrude.js +1 -1
- package/lib/point/models/extrude.js.map +1 -1
- package/lib/point/models/fill.js +6 -2
- package/lib/point/models/fill.js.map +1 -1
- package/lib/point/models/fillmage.js +7 -3
- package/lib/point/models/fillmage.js.map +1 -1
- package/lib/point/models/radar.js +5 -1
- package/lib/point/models/radar.js.map +1 -1
- package/lib/point/models/text.js +5 -2
- package/lib/point/models/text.js.map +1 -1
- package/lib/polygon/models/extrude.js +122 -7
- package/lib/polygon/models/extrude.js.map +1 -1
- package/lib/polygon/models/fill.js +4 -0
- package/lib/polygon/models/fill.js.map +1 -1
- package/lib/polygon/models/ocean.js +1 -1
- package/lib/polygon/models/ocean.js.map +1 -1
- package/lib/polygon/models/water.js +3 -3
- package/lib/polygon/models/water.js.map +1 -1
- package/package.json +5 -5
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@@ -159,8 +159,10 @@ var PlaneModel = function (_BaseModel) {
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terrainTexture = _ref4.terrainTexture;
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if (this.mapTexture !== mapTexture) {
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+
var _this$texture;
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+
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this.mapTexture = mapTexture;
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-
this.texture.destroy();
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(_this$texture = this.texture) === null || _this$texture === void 0 ? void 0 : _this$texture.destroy();
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this.updateTexture(mapTexture);
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}
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@@ -174,7 +176,9 @@ var PlaneModel = function (_BaseModel) {
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}, {
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key: "clearModels",
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value: function clearModels() {
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-
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var _this$texture2;
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(_this$texture2 = this.texture) === null || _this$texture2 === void 0 ? void 0 : _this$texture2.destroy();
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}
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}, {
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key: "initModels",
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@@ -203,7 +207,11 @@ var PlaneModel = function (_BaseModel) {
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enable: true
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},
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blend: this.getBlend(),
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stencil: getMask(mask, maskInside)
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stencil: getMask(mask, maskInside),
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cull: {
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enable: true,
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face: gl.BACK
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}
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})];
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}
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}, {
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@@ -280,7 +288,11 @@ var PlaneModel = function (_BaseModel) {
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enable: true
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},
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blend: _this3.getBlend(),
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stencil: getMask(mask, maskInside)
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stencil: getMask(mask, maskInside),
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cull: {
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enable: true,
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face: gl.BACK
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}
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})];
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_this3.layerService.renderLayers();
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@@ -1 +1 @@
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1
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-
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { Version } from '@antv/l7-maps';\nimport { getMask, isMini } from '@antv/l7-utils';\n// import { mat4, vec3 } from 'gl-matrix';\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport planeFrag from '../shaders/plane_frag.glsl';\nimport planeVert from '../shaders/plane_vert.glsl';\n\nexport default class PlaneModel extends BaseModel {\n protected texture: ITexture2D;\n protected mapTexture: string | undefined;\n protected positions: number[];\n protected indices: number[];\n\n public initPlane(\n width = 1,\n height = 1,\n widthSegments = 1,\n heightSegments = 1,\n lng = 120,\n lat = 30,\n ) {\n // https://github.com/mrdoob/three.js/blob/dev/src/geometries/PlaneGeometry.js\n const widthHalf = width / 2;\n const heightHalf = height / 2;\n\n const gridX = Math.floor(widthSegments);\n const gridY = 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this.texture.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_terrainClipHeight: terrainTexture ? terrainClipHeight : -1,\n u_texture: this.texture,\n // u_ModelMatrix: mat4.translate(mat4.create(), mat4.create(), [1, 0, 0])\n // u_ModelMatrix: mat4.rotateZ(mat4.create(), mat4.create(), 10)\n // u_ModelMatrix: mat4.rotateZ(mat4.create(), mat4.create(), 10)\n // u_ModelMatrix: this.rotateZ()\n };\n }\n\n public clearModels(): void {\n this.texture.destroy();\n }\n\n public initModels() {\n const {\n mask = false,\n maskInside = true,\n mapTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'geometry_plane',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: true },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public getImageData(img: HTMLImageElement) {\n const canvas: HTMLCanvasElement = document.createElement('canvas');\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n const { width, height } = img;\n canvas.width = width;\n canvas.height = height;\n\n ctx.drawImage(img, 0, 0, width, height);\n const imageData = ctx.getImageData(0, 0, width, height);\n\n return imageData;\n }\n\n /**\n * load terrain texture & offset attribute z\n */\n public loadTerrainTexture(): void {\n const {\n mask = false,\n maskInside = true,\n widthSegments = 1,\n heightSegments = 1,\n terrainTexture,\n rgb2height = (r: number, g: number, b: number) => r + g + b,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const terrainImage = new Image();\n terrainImage.crossOrigin = 'anonymous';\n terrainImage.onload = () => {\n const imgWidth = terrainImage.width;\n const imgHeight = terrainImage.height;\n\n const imageData = this.getImageData(terrainImage).data;\n\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const widthStep = imgWidth / gridX;\n const heihgtStep = imgHeight / gridY;\n\n for (let iy = 0; iy < gridY1; iy++) {\n const imgIndexY = Math.floor(iy * heihgtStep);\n const imgLen = imgIndexY * imgWidth;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const imgIndexX = Math.floor(ix * widthStep);\n const imgDataIndex = (imgLen + imgIndexX) * 4;\n\n const r = imageData[imgDataIndex];\n const g = imageData[imgDataIndex + 1];\n const b = imageData[imgDataIndex + 2];\n\n const z = (iy * gridX1 + ix) * 5 + 2;\n this.positions[z] = rgb2height(r, g, b);\n }\n }\n\n this.layer.models = [\n this.layer.buildLayerModel({\n moduleName: 'geometry_plane',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryUpdateTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: true },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n this.layerService.renderLayers();\n };\n terrainImage.src = terrainTexture as string;\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\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 return [vertex[3], vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"plane.js"}
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1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { Version } from '@antv/l7-maps';\nimport { getMask, isMini } from '@antv/l7-utils';\n// import { mat4, vec3 } from 'gl-matrix';\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport planeFrag from '../shaders/plane_frag.glsl';\nimport planeVert from '../shaders/plane_vert.glsl';\n\nexport default class PlaneModel extends BaseModel {\n protected texture: ITexture2D;\n protected mapTexture: string | undefined;\n protected positions: number[];\n protected indices: number[];\n\n public initPlane(\n width = 1,\n height = 1,\n widthSegments = 1,\n heightSegments = 1,\n lng = 120,\n lat = 30,\n ) {\n // https://github.com/mrdoob/three.js/blob/dev/src/geometries/PlaneGeometry.js\n const widthHalf = width / 2;\n const heightHalf = height / 2;\n\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const segmentWidth = width / gridX;\n const segmentHeight = height / gridY;\n\n const indices = [];\n const positions = [];\n\n for (let iy = 0; iy < gridY1; iy++) {\n const y = iy * segmentHeight - heightHalf;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const x = ix * segmentWidth - widthHalf;\n if (this.mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = this.mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n positions.push(a, b, 0);\n } else {\n positions.push(x + lng, -y + lat, 0);\n }\n\n positions.push(ix / gridX);\n positions.push(1 - iy / gridY);\n }\n }\n\n for (let iy = 0; iy < gridY; iy++) {\n for (let ix = 0; ix < gridX; ix++) {\n const a = ix + gridX1 * iy;\n const b = ix + gridX1 * (iy + 1);\n const c = ix + 1 + gridX1 * (iy + 1);\n const d = ix + 1 + gridX1 * iy;\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryTriangulation = () => {\n const {\n width = 1,\n height = 1,\n widthSegments = 1,\n heightSegments = 1,\n center = [120, 30],\n terrainTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n const { indices, positions } = this.initPlane(\n width,\n height,\n widthSegments,\n heightSegments,\n ...center,\n );\n this.positions = positions;\n this.indices = indices;\n\n if (terrainTexture) {\n // 存在地形贴图的时候会根据地形贴图对顶点进行偏移\n this.loadTerrainTexture();\n }\n\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n public planeGeometryUpdateTriangulation = () => {\n return {\n vertices: this.positions,\n indices: this.indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n terrainClipHeight = 0,\n terrainTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_terrainClipHeight: terrainTexture ? terrainClipHeight : -1,\n u_texture: this.texture,\n // u_ModelMatrix: mat4.translate(mat4.create(), mat4.create(), [1, 0, 0])\n // u_ModelMatrix: mat4.rotateZ(mat4.create(), mat4.create(), 10)\n // u_ModelMatrix: mat4.rotateZ(mat4.create(), mat4.create(), 10)\n // u_ModelMatrix: this.rotateZ()\n };\n }\n\n public clearModels(): void {\n this.texture?.destroy();\n }\n\n public initModels() {\n const {\n mask = false,\n maskInside = true,\n mapTexture,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'geometry_plane',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: true },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n cull: {\n enable: true,\n face: gl.BACK, // gl.FRONT | gl.BACK;\n },\n }),\n ];\n }\n\n public getImageData(img: HTMLImageElement) {\n const canvas: HTMLCanvasElement = document.createElement('canvas');\n const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\n const { width, height } = img;\n canvas.width = width;\n canvas.height = height;\n\n ctx.drawImage(img, 0, 0, width, height);\n const imageData = ctx.getImageData(0, 0, width, height);\n\n return imageData;\n }\n\n /**\n * load terrain texture & offset attribute z\n */\n public loadTerrainTexture(): void {\n const {\n mask = false,\n maskInside = true,\n widthSegments = 1,\n heightSegments = 1,\n terrainTexture,\n rgb2height = (r: number, g: number, b: number) => r + g + b,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n const terrainImage = new Image();\n terrainImage.crossOrigin = 'anonymous';\n terrainImage.onload = () => {\n const imgWidth = terrainImage.width;\n const imgHeight = terrainImage.height;\n\n const imageData = this.getImageData(terrainImage).data;\n\n const gridX = Math.floor(widthSegments);\n const gridY = Math.floor(heightSegments);\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n const widthStep = imgWidth / gridX;\n const heihgtStep = imgHeight / gridY;\n\n for (let iy = 0; iy < gridY1; iy++) {\n const imgIndexY = Math.floor(iy * heihgtStep);\n const imgLen = imgIndexY * imgWidth;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const imgIndexX = Math.floor(ix * widthStep);\n const imgDataIndex = (imgLen + imgIndexX) * 4;\n\n const r = imageData[imgDataIndex];\n const g = imageData[imgDataIndex + 1];\n const b = imageData[imgDataIndex + 2];\n\n const z = (iy * gridX1 + ix) * 5 + 2;\n this.positions[z] = rgb2height(r, g, b);\n }\n }\n\n this.layer.models = [\n this.layer.buildLayerModel({\n moduleName: 'geometry_plane',\n vertexShader: planeVert,\n fragmentShader: planeFrag,\n triangulation: this.planeGeometryUpdateTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: true },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n cull: {\n enable: true,\n face: gl.BACK,\n },\n }),\n ];\n this.layerService.renderLayers();\n };\n terrainImage.src = terrainTexture as string;\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\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 return [vertex[3], vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"plane.js"}
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@@ -107,7 +107,11 @@ var CityBuildModel = function (_BaseModel) {
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moduleName: 'cityBuilding',
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vertexShader: buildVert,
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fragmentShader: buildFrag,
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triangulation: PolygonExtrudeTriangulation
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triangulation: PolygonExtrudeTriangulation,
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cull: {
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enable: true,
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face: gl.BACK
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}
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})];
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}
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}, {
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@@ -1 +1 @@
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-
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sweepSpeed: 0.4,\n sweepCenter: this.cityCenter,\n },\n } = this.layer.getLayerConfig() as ICityBuildLayerStyleOptions;\n return {\n u_cityCenter: sweep.sweepCenter || this.cityCenter,\n u_cityMinSize: this.cityMinSize * sweep.sweepRadius,\n u_circleSweep: sweep.enable ? 1.0 : 0.0,\n u_circleSweepColor: rgb2arr(sweep.sweepColor).slice(0, 3),\n u_circleSweepSpeed: sweep.sweepSpeed,\n\n u_opacity: opacity,\n u_baseColor: rgb2arr(baseColor),\n u_brightColor: rgb2arr(brightColor),\n u_windowColor: rgb2arr(windowColor),\n u_time: this.layer.getLayerAnimateTime() || time,\n };\n }\n\n public calCityGeo() {\n // @ts-ignore\n const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;\n if (this.mapService.version === 'GAODE2.x') {\n // @ts-ignore\n this.cityCenter = this.mapService.lngLatToCoord([\n (maxLng + minLng) / 2,\n (maxLat + minLat) / 2,\n ]);\n // @ts-ignore\n const l1 = this.mapService.lngLatToCoord([maxLng, maxLat]);\n // @ts-ignore\n const l2 = 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[size[0]] : [size as number];\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 const { size } = feature;\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"build.js"}
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package/es/core/BaseLayer.js
CHANGED
package/es/core/BaseLayer.js.map
CHANGED
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@@ -1 +1 @@
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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 ILegendClassificaItem,\n ILegendSegmentItem,\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 LegendItems,\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, isUndefined } from 'lodash';\nimport { BlendTypes } from '../utils/blend';\nimport { handleStyleDataMapping } from '../utils/dataMappingStyle';\nimport {\n createMultiPassRenderer,\n normalizePasses,\n} from '../utils/multiPassRender';\nimport { updateShape } from '../utils/updateShape';\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 public clusterZoom: number = 0; // 聚合等级标记\n public layerType?: string | undefined;\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 public shapeOption: {\n field: any;\n values: any;\n };\n\n // TODO: 记录 sceneContainer 供创建子图层的时候使用 如 imageTileLayer\n public sceneContainer: Container | undefined;\n // TODO: 用于保存子图层对象\n public layerChildren: ILayer[] = [];\n\n @lazyInject(TYPES.IGlobalConfigService)\n protected readonly configService: IGlobalConfigService;\n\n // @lazyInject(TYPES.IShaderModuleService)\n // protected readonly shaderModuleService: IShaderModuleService;\n\n protected shaderModuleService: IShaderModuleService;\n protected cameraService: ICameraService;\n\n protected coordinateService: ICoordinateSystemService;\n\n protected iconService: IIconService;\n\n protected fontService: IFontService;\n\n protected pickingService: IPickingService;\n\n protected rendererService: IRendererService;\n\n protected layerService: ILayerService;\n\n protected interactionService: IInteractionService;\n\n protected mapService: IMapService;\n\n protected styleAttributeService: IStyleAttributeService;\n\n protected layerSource: Source;\n\n protected postProcessingPassFactory: (\n name: string,\n ) => IPostProcessingPass<unknown>;\n protected normalPassFactory: (name: string) => IPass<unknown>;\n\n protected animateOptions: IAnimateOption = { enable: false };\n\n /**\n * 图层容器\n */\n private container: Container;\n\n private encodedData: IEncodeFeature[];\n\n private configSchema: object;\n\n private currentPickId: number | null = null;\n\n private rawConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n private needUpdateConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n /**\n * 待更新样式属性,在初始化阶段完成注册\n */\n private pendingStyleAttributes: Array<{\n attributeName: string;\n attributeField: StyleAttributeField;\n attributeValues?: StyleAttributeOption;\n defaultName?: string;\n updateOptions?: 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// const { enableMultiPassRenderer = false } = this.rawConfig;\n // this.configService.setLayerConfig(sceneId, this.id, {\n // enableMultiPassRenderer,\n // });\n this.configService.setLayerConfig(sceneId, this.id, this.rawConfig);\n this.layerType = this.rawConfig.layerType;\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 const { enableMultiPassRenderer, passes } = this.getLayerConfig();\n if (enableMultiPassRenderer && passes?.length && passes.length > 0) {\n // Tip: 兼容 multiPassRender 在 amap1 时存在的图层不同步问题 zoom\n this.mapService.on('mapAfterFrameChange', () => {\n this.renderLayers();\n });\n }\n\n this.cameraService = this.container.get<ICameraService>(\n TYPES.ICameraService,\n );\n this.coordinateService = this.container.get<ICoordinateSystemService>(\n TYPES.ICoordinateSystemService,\n );\n this.shaderModuleService = this.container.get<IShaderModuleService>(\n TYPES.IShaderModuleService,\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 const lastShape = this.styleAttributeService?.getLayerStyleAttribute(\n 'shape',\n )?.scale?.field;\n const currentShape = field;\n this.shapeOption = {\n field,\n values,\n };\n this.updateStyleAttribute('shape', field, values, updateOptions);\n // TODO: 根据 shape 判断是否需要更新 model\n updateShape(this, lastShape, currentShape);\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 this.clusterZoom = 0;\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 // 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 return this;\n }\n\n /**\n * renderMultiPass 专门用于渲染支持 multipass 的 layer\n */\n public async renderMultiPass() {\n if (this.getEncodedData().length !== 0) {\n if (this.multiPassRenderer && this.multiPassRenderer.getRenderFlag()) {\n // multi render 开始执行 multiPassRender 的渲染流程\n await this.multiPassRenderer.render();\n } else if (this.multiPassRenderer) {\n // renderPass 触发的渲染\n this.renderModels();\n } else {\n this.renderModels();\n }\n }\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 if (options.mix) {\n activeOption.activeMix = options.mix;\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 activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\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 activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\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 if (option.mix) {\n activeOption.selectMix = option.mix;\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 selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\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 selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\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): ILayer {\n this.updateLayerConfig({\n blend: type,\n });\n this.layerModelNeedUpdate = true;\n this.reRender();\n return this;\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 setMultiPass(\n enableMultiPass: boolean,\n currentPasses?: Array<string | [string, { [key: string]: unknown }]>,\n ) {\n this.updateLayerConfig({\n enableMultiPassRenderer: enableMultiPass,\n });\n if (currentPasses) {\n this.updateLayerConfig({\n passes: currentPasses,\n });\n }\n\n if (enableMultiPass) {\n const { passes = [] } = this.getLayerConfig();\n this.multiPassRenderer = createMultiPassRenderer(\n this,\n passes,\n this.postProcessingPassFactory,\n this.normalPassFactory,\n );\n this.multiPassRenderer.setRenderFlag(true);\n const { width, height } = this.rendererService.getViewportSize();\n this.multiPassRenderer.resize(width, height);\n }\n\n return this;\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 public setAutoFit(autoFit: boolean): ILayer {\n this.updateLayerConfig({\n autoFit,\n });\n return this;\n }\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 // debugger\n if (this.isDestroied) {\n return;\n }\n this.hooks.beforeDestroy.call();\n // 清除sources事件\n this.layerSource.off('update', this.sourceEvent);\n\n this.multiPassRenderer.destroy();\n // console.log(this.styleAttributeService.getAttributes())\n // 清除所有属性以及关联的 vao == 销毁所有 => model this.models.forEach((model) => model.destroy());\n this.styleAttributeService.clearAllAttributes();\n\n // 执行每个图层单独的 clearModels 方法 (清除一些额外的 texture、program、buffer 等)\n\n this.hooks.afterDestroy.call();\n\n // TODO: 清除各个图层自定义的 models 资源\n // this.layerModel?.clearModels();\n\n this.models = [];\n\n this.layerService.cleanRemove(this);\n\n this.emit('remove', {\n target: this,\n type: 'remove',\n });\n\n this.emit('destroy', {\n target: this,\n type: 'destroy',\n });\n\n this.removeAllListeners();\n // 解绑图层容器中的服务\n // this.container.unbind(TYPES.IStyleAttributeService);\n\n this.isDestroied = true;\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 this.clusterZoom = 0;\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\n public getScale(name: string): any {\n return this.styleAttributeService.getLayerAttributeScale(name);\n }\n\n public getLegendItems(name: string): LegendItems {\n const scale = this.styleAttributeService.getLayerAttributeScale(name);\n\n // 函数自定义映射,没有 scale 返回为空数组\n if (!scale) {\n return [];\n }\n\n if (scale.invertExtent) {\n // 分段类型 Quantize、Quantile、Threshold\n const items: ILegendSegmentItem[] = scale.range().map((item: number) => {\n return {\n value: scale.invertExtent(item),\n [name]: item,\n };\n });\n\n return items;\n } else if (scale.ticks) {\n // 连续类型 Continuous (Linear, Power, Log, Identity, Time)\n const items: ILegendClassificaItem[] = scale\n .ticks()\n .map((item: string) => {\n return {\n value: item,\n [name]: scale(item),\n };\n });\n\n return items;\n } else if (scale?.domain) {\n // 枚举类型 Cat\n const items: ILegendClassificaItem[] = scale\n .domain()\n .filter((item: string | number | undefined) => !isUndefined(item))\n .map((item: string | number) => {\n return {\n value: item,\n [name]: scale(item) as string,\n };\n });\n\n return items;\n }\n\n return [];\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 async renderMulPass(multiPassRenderer: IMultiPassRenderer) {\n await multiPassRenderer.render();\n }\n\n public renderModels(isPicking?: boolean) {\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\n if (this.layerModel.renderUpdate) {\n this.layerModel.renderUpdate();\n }\n this.models.forEach((model) => {\n model.draw(\n {\n uniforms: this.layerModel.getUninforms(),\n },\n isPicking,\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 public getShaderPickStat() {\n return this.layerService.getShaderPickStat();\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 // 对外暴露事件\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"}
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+
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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 ILegendClassificaItem,\n ILegendSegmentItem,\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 LegendItems,\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, isUndefined } from 'lodash';\nimport { BlendTypes } from '../utils/blend';\nimport { handleStyleDataMapping } from '../utils/dataMappingStyle';\nimport {\n createMultiPassRenderer,\n normalizePasses,\n} from '../utils/multiPassRender';\nimport { updateShape } from '../utils/updateShape';\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 public clusterZoom: number = 0; // 聚合等级标记\n public layerType?: string | undefined;\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 public shapeOption: {\n field: any;\n values: any;\n };\n\n // TODO: 记录 sceneContainer 供创建子图层的时候使用 如 imageTileLayer\n public sceneContainer: Container | undefined;\n // TODO: 用于保存子图层对象\n public layerChildren: ILayer[] = [];\n\n @lazyInject(TYPES.IGlobalConfigService)\n protected readonly configService: IGlobalConfigService;\n\n // @lazyInject(TYPES.IShaderModuleService)\n // protected readonly shaderModuleService: IShaderModuleService;\n\n protected shaderModuleService: IShaderModuleService;\n protected cameraService: ICameraService;\n\n protected coordinateService: ICoordinateSystemService;\n\n protected iconService: IIconService;\n\n protected fontService: IFontService;\n\n protected pickingService: IPickingService;\n\n protected rendererService: IRendererService;\n\n protected layerService: ILayerService;\n\n protected interactionService: IInteractionService;\n\n protected mapService: IMapService;\n\n protected styleAttributeService: IStyleAttributeService;\n\n protected layerSource: Source;\n\n protected postProcessingPassFactory: (\n name: string,\n ) => IPostProcessingPass<unknown>;\n protected normalPassFactory: (name: string) => IPass<unknown>;\n\n protected animateOptions: IAnimateOption = { enable: false };\n\n /**\n * 图层容器\n */\n private container: Container;\n\n private encodedData: IEncodeFeature[];\n\n private configSchema: object;\n\n private currentPickId: number | null = null;\n\n private rawConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n private needUpdateConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n /**\n * 待更新样式属性,在初始化阶段完成注册\n */\n private pendingStyleAttributes: Array<{\n attributeName: string;\n attributeField: StyleAttributeField;\n attributeValues?: StyleAttributeOption;\n defaultName?: string;\n updateOptions?: 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// const { enableMultiPassRenderer = false } = this.rawConfig;\n // this.configService.setLayerConfig(sceneId, this.id, {\n // enableMultiPassRenderer,\n // });\n this.configService.setLayerConfig(sceneId, this.id, this.rawConfig);\n this.layerType = this.rawConfig.layerType;\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 const { enableMultiPassRenderer, passes } = this.getLayerConfig();\n if (enableMultiPassRenderer && passes?.length && passes.length > 0) {\n // Tip: 兼容 multiPassRender 在 amap1 时存在的图层不同步问题 zoom\n this.mapService.on('mapAfterFrameChange', () => {\n this.renderLayers();\n });\n }\n\n this.cameraService = this.container.get<ICameraService>(\n TYPES.ICameraService,\n );\n this.coordinateService = this.container.get<ICoordinateSystemService>(\n TYPES.ICoordinateSystemService,\n );\n this.shaderModuleService = this.container.get<IShaderModuleService>(\n TYPES.IShaderModuleService,\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 const lastShape = this.styleAttributeService?.getLayerStyleAttribute(\n 'shape',\n )?.scale?.field;\n const currentShape = field;\n this.shapeOption = {\n field,\n values,\n };\n this.updateStyleAttribute('shape', field, values, updateOptions);\n // TODO: 根据 shape 判断是否需要更新 model\n updateShape(this, lastShape, currentShape);\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 this.clusterZoom = 0;\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 // 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 return this;\n }\n\n /**\n * renderMultiPass 专门用于渲染支持 multipass 的 layer\n */\n public async renderMultiPass() {\n if (this.getEncodedData().length !== 0) {\n if (this.multiPassRenderer && this.multiPassRenderer.getRenderFlag()) {\n // multi render 开始执行 multiPassRender 的渲染流程\n await this.multiPassRenderer.render();\n } else if (this.multiPassRenderer) {\n // renderPass 触发的渲染\n this.renderModels();\n } else {\n this.renderModels();\n }\n }\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 if (options.mix) {\n activeOption.activeMix = options.mix;\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 activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\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 activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\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 if (option.mix) {\n activeOption.selectMix = option.mix;\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 selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\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 selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\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): ILayer {\n this.updateLayerConfig({\n blend: type,\n });\n this.layerModelNeedUpdate = true;\n this.reRender();\n return this;\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 setMultiPass(\n enableMultiPass: boolean,\n currentPasses?: Array<string | [string, { [key: string]: unknown }]>,\n ) {\n this.updateLayerConfig({\n enableMultiPassRenderer: enableMultiPass,\n });\n if (currentPasses) {\n this.updateLayerConfig({\n passes: currentPasses,\n });\n }\n\n if (enableMultiPass) {\n const { passes = [] } = this.getLayerConfig();\n this.multiPassRenderer = createMultiPassRenderer(\n this,\n passes,\n this.postProcessingPassFactory,\n this.normalPassFactory,\n );\n this.multiPassRenderer.setRenderFlag(true);\n const { width, height } = this.rendererService.getViewportSize();\n this.multiPassRenderer.resize(width, height);\n }\n\n return this;\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 public setAutoFit(autoFit: boolean): ILayer {\n this.updateLayerConfig({\n autoFit,\n });\n return this;\n }\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 // debugger\n if (this.isDestroied) {\n return;\n }\n this.hooks.beforeDestroy.call();\n // 清除sources事件\n this.layerSource.off('update', this.sourceEvent);\n\n this.multiPassRenderer.destroy();\n // console.log(this.styleAttributeService.getAttributes())\n // 清除所有属性以及关联的 vao == 销毁所有 => model this.models.forEach((model) => model.destroy());\n this.styleAttributeService.clearAllAttributes();\n\n // 执行每个图层单独的 clearModels 方法 (清除一些额外的 texture、program、buffer 等)\n\n this.hooks.afterDestroy.call();\n\n // TODO: 清除各个图层自定义的 models 资源\n // this.layerModel?.clearModels();\n\n this.models = [];\n\n this.layerService.cleanRemove(this);\n\n this.emit('remove', {\n target: this,\n type: 'remove',\n });\n\n this.emit('destroy', {\n target: this,\n type: 'destroy',\n });\n\n this.removeAllListeners();\n // 解绑图层容器中的服务\n // this.container.unbind(TYPES.IStyleAttributeService);\n\n this.isDestroied = true;\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 this.clusterZoom = 0;\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\n public getScale(name: string): any {\n return this.styleAttributeService.getLayerAttributeScale(name);\n }\n\n public getLegendItems(name: string): LegendItems {\n const scale = this.styleAttributeService.getLayerAttributeScale(name);\n\n // 函数自定义映射,没有 scale 返回为空数组\n if (!scale) {\n return [];\n }\n\n if (scale.invertExtent) {\n // 分段类型 Quantize、Quantile、Threshold\n const items: ILegendSegmentItem[] = scale.range().map((item: number) => {\n return {\n value: scale.invertExtent(item),\n [name]: item,\n };\n });\n\n return items;\n } else if (scale.ticks) {\n // 连续类型 Continuous (Linear, Power, Log, Identity, Time)\n const items: ILegendClassificaItem[] = scale\n .ticks()\n .map((item: string) => {\n return {\n value: item,\n [name]: scale(item),\n };\n });\n\n return items;\n } else if (scale?.domain) {\n // 枚举类型 Cat\n const items: ILegendClassificaItem[] = scale\n .domain()\n .filter((item: string | number | undefined) => !isUndefined(item))\n .map((item: string | number) => {\n return {\n value: item,\n [name]: scale(item) as string,\n };\n });\n\n return items;\n }\n\n return [];\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 async renderMulPass(multiPassRenderer: IMultiPassRenderer) {\n await multiPassRenderer.render();\n }\n\n public renderModels(isPicking?: boolean) {\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\n if (this.layerModel.renderUpdate) {\n this.layerModel.renderUpdate();\n }\n this.models.forEach((model) => {\n model.draw(\n {\n uniforms: this.layerModel.getUninforms(),\n },\n isPicking,\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 public getShaderPickStat() {\n return this.layerService.getShaderPickStat();\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 // 对外暴露事件 迁移到 DataMappingPlugin generateMapping,保证在重新重新映射后触发\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"}
|
package/es/core/interface.d.ts
CHANGED
|
@@ -11,6 +11,7 @@ export interface ILineLayerStyleOptions {
|
|
|
11
11
|
lineType?: keyof typeof lineStyleType;
|
|
12
12
|
dashArray?: [number, number];
|
|
13
13
|
segmentNumber?: number;
|
|
14
|
+
depth?: boolean;
|
|
14
15
|
forward?: boolean;
|
|
15
16
|
lineTexture?: boolean;
|
|
16
17
|
iconStep?: number;
|
|
@@ -24,6 +25,7 @@ export interface ILineLayerStyleOptions {
|
|
|
24
25
|
borderWidth?: number;
|
|
25
26
|
borderColor?: string;
|
|
26
27
|
heightfixed?: boolean;
|
|
28
|
+
raisingHeight?: number;
|
|
27
29
|
mask?: boolean;
|
|
28
30
|
maskInside?: boolean;
|
|
29
31
|
}
|
|
@@ -41,6 +43,7 @@ export interface IPointLayerStyleOptions {
|
|
|
41
43
|
fontWeight?: string;
|
|
42
44
|
fontFamily?: string;
|
|
43
45
|
textAllowOverlap?: boolean;
|
|
46
|
+
raisingHeight?: number;
|
|
44
47
|
pickLight?: boolean;
|
|
45
48
|
depth?: boolean;
|
|
46
49
|
sourceColor?: string;
|
|
@@ -65,7 +68,10 @@ export interface IPolygonLayerStyleOptions {
|
|
|
65
68
|
enable: boolean;
|
|
66
69
|
dir: string;
|
|
67
70
|
};
|
|
71
|
+
mapTexture?: string;
|
|
68
72
|
raisingHeight?: number;
|
|
73
|
+
sourceColor?: string;
|
|
74
|
+
targetColor?: string;
|
|
69
75
|
heightfixed?: boolean;
|
|
70
76
|
pickLight: boolean;
|
|
71
77
|
mask?: boolean;
|
package/es/core/interface.js.map
CHANGED
|
@@ -1 +1 @@
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|
|
1
|
-
{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType","CanvasUpdateType"],"mappings":"AAIA,WAAYA,aAAZ;;WAAYA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,KAAAA,a;;
|
|
1
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+
{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType","CanvasUpdateType"],"mappings":"AAIA,WAAYA,aAAZ;;WAAYA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,KAAAA,a;;AA8HZ,WAAYC,gBAAZ;;WAAYA,gB;AAAAA,EAAAA,gB;AAAAA,EAAAA,gB;GAAAA,gB,KAAAA,gB","sourcesContent":["import { IMapService } from '@antv/l7-core';\nimport { IColorRamp } from '@antv/l7-utils';\nimport { styleOffset, styleSingle } from '../core/BaseModel';\nimport { anchorType } from '../utils/symbol-layout';\nexport enum lineStyleType {\n 'solid' = 0.0,\n 'dash' = 1.0,\n}\n\nexport interface ILineLayerStyleOptions {\n opacity: styleSingle;\n lineType?: keyof typeof lineStyleType; // 可选参数、线类型(all - dash/solid)\n dashArray?: [number, number]; // 可选参数、虚线间隔\n segmentNumber?: number;\n\n depth?: boolean;\n forward?: boolean; // 可选参数、是否反向(arcLine)\n lineTexture?: boolean; // 可选参数、是否开启纹理贴图功能(all)\n iconStep?: number; // 可选参数、纹理贴图步长(all)\n iconStepCount?: number; // 可选参数、纹理贴图间隔\n textureBlend?: string; // 可选参数、供给纹理贴图使用(all)\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n thetaOffset?: number; // 可选参数、设置弧线的偏移量\n\n globalArcHeight?: number; // 可选参数、地球模式下 3D 弧线的高度\n vertexHeightScale?: number; // 可选参数、lineLayer vertex height scale\n\n borderWidth?: number; // 可选参数 线边框宽度\n borderColor?: string; // 可选参数 线边框颜色\n\n heightfixed?: boolean; // 可选参数 高度是否固定\n raisingHeight?: number; // 线图层抬升高度\n\n mask?: boolean; // 可选参数 时候允许蒙层\n maskInside?: boolean; // 可选参数 控制图层是否显示在蒙层的内部\n}\n\nexport interface IPointLayerStyleOptions {\n opacity: number;\n strokeOpacity: number;\n strokeWidth: number;\n stroke: string;\n\n textOffset?: [number, number];\n textAnchor?: anchorType;\n spacing?: number;\n padding?: [number, number];\n halo?: number;\n gamma?: number;\n fontWeight?: string;\n fontFamily?: string;\n textAllowOverlap?: boolean;\n\n raisingHeight?: number; // 线图层抬升高度\n\n // cylinder\n pickLight?: boolean;\n depth?: boolean;\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n lightEnable: boolean;\n heightfixed?: boolean; // 圆柱体高度是否固定(不随 zoom 发生变化)\n\n offsets?: styleOffset;\n blend?: string;\n unit?: string;\n mask?: boolean;\n maskInside?: boolean;\n\n rotation?: number; // angle\n speed?: number;\n}\n\nexport interface IPolygonLayerStyleOptions {\n opacity: styleSingle;\n\n opacityLinear: {\n enable: boolean;\n dir: string;\n };\n\n mapTexture?: string; // 挤出几何体顶面贴图\n raisingHeight?: number; // 挤出几何体抬升高度\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n heightfixed?: boolean; // 挤出几何体高度是否固定(不随 zoom 发生变化)\n\n pickLight: boolean;\n mask?: boolean;\n maskInside?: boolean;\n\n // water\n waterTexture?: string;\n speed?: number;\n // ocean\n watercolor?: string;\n watercolor2?: string;\n}\n\nexport interface IImageLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n}\n\nexport interface IGeometryLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n\n mapTexture?: string;\n terrainTexture?: string;\n\n // planeGeometry\n center?: [number, number];\n width?: number;\n height?: number;\n\n widthSegments?: number;\n heightSegments?: number;\n\n terrainClipHeight?: number;\n rgb2height?: (r: number, g: number, b: number) => number;\n}\n\nexport enum CanvasUpdateType {\n 'ALWAYS' = 'always',\n 'DRAGEND' = 'dragend',\n}\n\nexport interface IDrawingOnCanvas {\n canvas: HTMLCanvasElement;\n ctx: CanvasRenderingContext2D;\n mapService: IMapService;\n size: [number, number];\n}\nexport interface ICanvasLayerStyleOptions {\n zIndex: number;\n update: CanvasUpdateType | string;\n drawingOnCanvas: (option: IDrawingOnCanvas) => void;\n}\n\nexport interface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n\n coverage?: number;\n}\n\nexport interface IRasterLayerStyleOptions {\n opacity: number;\n domain: [number, number];\n noDataValue: number;\n clampLow: boolean;\n clampHigh: boolean;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n}\n"],"file":"interface.js"}
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