@antv/l7-layers 2.8.2 → 2.8.5
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/core/interface.d.ts +3 -0
- package/es/core/interface.js.map +1 -1
- package/es/point/index.d.ts +1 -1
- package/es/point/index.js +6 -1
- package/es/point/index.js.map +1 -1
- package/es/point/models/index.d.ts +1 -1
- package/es/point/models/index.js +2 -0
- package/es/point/models/index.js.map +1 -1
- package/es/point/models/radar.d.ts +33 -0
- package/es/point/models/radar.js +299 -0
- package/es/point/models/radar.js.map +1 -0
- package/es/polygon/index.js +2 -0
- package/es/polygon/index.js.map +1 -1
- package/es/polygon/models/index.d.ts +1 -1
- package/es/polygon/models/index.js +3 -1
- package/es/polygon/models/index.js.map +1 -1
- package/es/polygon/models/ocean.d.ts +23 -0
- package/es/polygon/models/ocean.js +238 -0
- package/es/polygon/models/ocean.js.map +1 -0
- package/lib/core/interface.js.map +1 -1
- package/lib/point/index.js +6 -1
- package/lib/point/index.js.map +1 -1
- package/lib/point/models/index.js +3 -0
- package/lib/point/models/index.js.map +1 -1
- package/lib/point/models/radar.js +317 -0
- package/lib/point/models/radar.js.map +1 -0
- package/lib/polygon/index.js +2 -0
- package/lib/polygon/index.js.map +1 -1
- package/lib/polygon/models/index.js +4 -1
- package/lib/polygon/models/index.js.map +1 -1
- package/lib/polygon/models/ocean.js +254 -0
- package/lib/polygon/models/ocean.js.map +1 -0
- package/package.json +5 -5
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import { IModel, IModelUniform, ITexture2D } from '@antv/l7-core';
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import BaseModel from '../../core/BaseModel';
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export default class OceanModel extends BaseModel {
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private texture1;
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private texture2;
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private texture3;
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getUninforms(): {
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u_texture1: ITexture2D;
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u_texture2: ITexture2D;
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u_texture3: ITexture2D;
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u_watercolor: number[];
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u_watercolor2: number[];
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u_dataTexture: ITexture2D;
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u_cellTypeLayout: number[];
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u_opacity: number;
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};
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getAnimateUniforms(): IModelUniform;
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initModels(): IModel[];
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buildModels(): IModel[];
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clearModels(): void;
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protected registerBuiltinAttributes(): void;
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private loadTexture;
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}
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import _slicedToArray from "@babel/runtime/helpers/slicedToArray";
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import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
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import _createClass from "@babel/runtime/helpers/createClass";
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import _assertThisInitialized from "@babel/runtime/helpers/assertThisInitialized";
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import _inherits from "@babel/runtime/helpers/inherits";
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import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
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import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
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import _defineProperty from "@babel/runtime/helpers/defineProperty";
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import _isNumber from "lodash/isNumber";
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function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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import { AttributeType, gl } from '@antv/l7-core';
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import { getMask, rgb2arr } from '@antv/l7-utils';
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import BaseModel from '../../core/BaseModel';
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import { polygonTriangulation } from '../../core/triangulation';
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var ocean_frag = "\nuniform float u_time;\nuniform float u_opacity: 1.0;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nfloat coast2water_fadedepth = 0.10;\nfloat large_waveheight = .750; // change to adjust the \"heavy\" waves\nfloat large_wavesize = 3.4; // factor to adjust the large wave size\nfloat small_waveheight = 0.6; // change to adjust the small random waves\nfloat small_wavesize = 0.5; // factor to ajust the small wave size\nfloat water_softlight_fact = 15.; // range [1..200] (should be << smaller than glossy-fact)\nfloat water_glossylight_fact= 120.; // range [1..200]\nfloat particle_amount = 70.;\n// vec3 watercolor = vec3(0.43, 0.60, 0.66); // 'transparent' low-water color (RGB)\n// vec3 watercolor2 = vec3(0.06, 0.07, 0.11); // deep-water color (RGB, should be darker than the low-water color)\nuniform vec4 u_watercolor;\nuniform vec4 u_watercolor2;\nvec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights\n#define light vec3(-0., sin(u_time*0.5)*.5 + .35, 2.8) // position of the sun\n\nuniform sampler2D u_texture1;\nuniform sampler2D u_texture2;\nuniform sampler2D u_texture3;\n\n \n\nfloat hash( float n ) {\n return fract(sin(n)*43758.5453123);\n}\n\n// 2d noise function\nfloat noise1( in vec2 x ) {\n vec2 p = floor(x);\n vec2 f = smoothstep(0.0, 1.0, fract(x));\n float n = p.x + p.y*57.0;\n return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),\n mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);\n}\n\nfloat noise(vec2 p) {\n return texture2D(u_texture2,p*vec2(1./256.)).x;\n}\n\nvec4 highness(vec2 p) {\n vec4 t = texture2D(u_texture1,fract(p));\n float clipped = -2.0-smoothstep(3.,10.,t.a)*6.9-smoothstep(10.,100.,t.a)*89.9-smoothstep(0.,10000.,t.a)*10000.0;\n return clamp(t, 0.0,3.0)+clamp(t/3.0-1.0, 0.0,1.0)+clamp(t/16.0-1.0, 0.0,1.0);\n}\n\nfloat height_map( vec2 p ) {\n vec4 height=highness(p);\n /*\n height = -0.5+\n 0.5*smoothstep(-100.,0.,-height)+\n 2.75*smoothstep(0.,2.,height)+\n 1.75*smoothstep(2.,4.,height)+\n 2.75*smoothstep(4.,16.,height)+\n 1.5*smoothstep(16.,1000.,height);\n */\n\n mat2 m = mat2( 0.9563*1.4, -0.2924*1.4, 0.2924*1.4, 0.9563*1.4 );\n //p = p*6.;\n float f = 0.6000*noise1( p ); p = m*p*1.1*6.;\n f += 0.2500*noise( p ); p = m*p*1.32;\n f += 0.1666*noise( p ); p = m*p*1.11;\n f += 0.0834*noise( p ); p = m*p*1.12;\n f += 0.0634*noise( p ); p = m*p*1.13;\n f += 0.0444*noise( p ); p = m*p*1.14;\n f += 0.0274*noise( p ); p = m*p*1.15;\n f += 0.0134*noise( p ); p = m*p*1.16;\n f += 0.0104*noise( p ); p = m*p*1.17;\n f += 0.0084*noise( p );\n f = .25*f+dot(height,vec4(-.03125,-.125,.25,.25))*.5;\n const float FLAT_LEVEL = 0.92525;\n //f = f*0.25+height*0.75;\n if (f<FLAT_LEVEL)\n f = f;\n else\n f = pow((f-FLAT_LEVEL)/(1.-FLAT_LEVEL), 2.)*(1.-FLAT_LEVEL)*2.0+FLAT_LEVEL; // makes a smooth coast-increase\n return clamp(f, 0., 10.);\n}\n\nvec3 plasma_quintic( float x ) {\n x = clamp( x, 0.0, 1.0);\n vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3\n vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7\n return vec3(\n dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ),\n dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ),\n dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) );\n}\n\nvec4 color(vec2 p){\n vec4 c1 = vec4(1.7,1.6,.9,1);\n vec4 c2 = vec4(.2,.94,.1,1);\n vec4 c3 = vec4(.3,.2,.0,1);\n vec4 c4 = vec4(.99,.99,1.6,1);\n vec4 v = highness(p);\n float los = smoothstep(0.1,1.1,v.b);\n float his = smoothstep(3.5,6.5,v.b);\n float ces = smoothstep(1.,5.,v.a);\n vec4 lo = mix(c1,c2,los);\n vec4 hi = mix(c3,c4,his);\n vec4 ce = mix(lo,hi,ces);\n\n return vec4(plasma_quintic(ces),1).ragb;\n}\n\nvec3 terrain_map( vec2 p )\n{\n return color(p).rgb*0.75+0.25*vec3(0.7, .55, .4)+texture2D(u_texture3, fract(p*5.)).rgb*.5; // test-terrain is simply 'sandstone'\n}\n\nconst mat2 m = mat2( 0.72, -1.60, 1.60, 0.72 );\n\nfloat water_map( vec2 p, float height ) {\n vec2 p2 = p*large_wavesize;\n vec2 shift1 = 0.001*vec2( u_time*160.0*2.0, u_time*120.0*2.0 );\n vec2 shift2 = 0.001*vec2( u_time*190.0*2.0, -u_time*130.0*2.0 );\n\n // coarse crossing 'ocean' waves...\n float f = 0.6000*noise( p );\n f += 0.2500*noise( p*m );\n f += 0.1666*noise( p*m*m );\n float wave = sin(p2.x*0.622+p2.y*0.622+shift2.x*4.269)*large_waveheight*f*height*height ;\n\n p *= small_wavesize;\n f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<9; i++)\n { p = m*p*.947; f -= amp*abs(sin((noise( p+shift1*s )-.5)*2.)); amp = amp*.59; s*=-1.329; }\n \n return wave+f*small_waveheight;\n}\n\nfloat nautic(vec2 p) {\n p *= 18.;\n float f = 0.;\n float amp = 1.0, s = .5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*abs(smoothstep(0., 1., noise( p+u_time*s ))-.5); amp = amp*.5; s*=-1.227; }\n return pow(1.-f, 5.);\n}\n\nfloat particles(vec2 p) {\n p *= 200.;\n float f = 0.;\n float amp = 1.0, s = 1.5;\n for (int i=0; i<3; i++)\n { p = m*p*1.2; f += amp*noise( p+u_time*s ); amp = amp*.5; s*=-1.227; }\n return pow(f*.35, 7.)*particle_amount;\n}\n\nfloat test_shadow( vec2 xy, float height) {\n vec3 r0 = vec3(xy, height);\n vec3 rd = normalize( light - r0 );\n \n float hit = 1.0;\n float t = 0.001;\n for (int j=1; j<25; j++)\n {\n vec3 p = r0 + t*rd;\n float h = height_map( p.xy );\n float height_diff = p.z - h;\n if (height_diff<0.0)\n {\n return 0.0;\n }\n t += 0.01+height_diff*.02;\n hit = min(hit, 2.*height_diff/t); // soft shaddow \n }\n return hit;\n}\n\nvec3 CalcTerrain(vec2 uv, float height) {\n vec3 col = terrain_map( uv );\n vec2 iResolution = vec2(512.);\n float h1 = height_map(uv-vec2(0., 0.5)/ iResolution.xy);\n float h2 = height_map(uv+vec2(0., 0.5)/ iResolution.xy);\n float h3 = height_map(uv-vec2(0.5, 0.)/ iResolution.xy);\n float h4 = height_map(uv+vec2(0.5, 0.)/ iResolution.xy);\n vec3 norm = normalize(vec3(h3-h4, h1-h2, 1.));\n vec3 r0 = vec3(uv, height);\n vec3 rd = normalize( light - r0 );\n float grad = dot(norm, rd);\n col *= grad+pow(grad, 8.);\n float terrainshade = test_shadow( uv, height );\n col = mix(col*.25, col, terrainshade);\n return col;\n}\n\n\nvoid main() {\n vec3 watercolor = u_watercolor.rgb;\n vec3 watercolor2 = u_watercolor2.rgb;\n vec2 uv = v_uv;\n float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)\n float deepwater_fadedepth = 0.4 + coast2water_fadedepth;\n float height = height_map( uv );\n vec3 col;\n\n float waveheight = clamp(WATER_LEVEL*3.-1.5, 0., 1.);\n float level = WATER_LEVEL + .2*water_map(uv*15. + vec2(u_time*.1), waveheight);\n if (height > level)\n {\n col = CalcTerrain(uv, height);\n }\n if (height <= level)\n {\n vec2 dif = vec2(.0, .01);\n vec2 pos = uv*15. + vec2(u_time*.01);\n float h1 = water_map(pos-dif,waveheight);\n float h2 = water_map(pos+dif,waveheight);\n float h3 = water_map(pos-dif.yx,waveheight);\n float h4 = water_map(pos+dif.yx,waveheight);\n vec3 normwater = normalize(vec3(h3-h4, h1-h2, .125)); // norm-vector of the 'bumpy' water-plane\n uv += normwater.xy*.002*(level-height);\n \n col = CalcTerrain(uv, height);\n\n float coastfade = clamp((level-height)/coast2water_fadedepth, 0., 1.);\n float coastfade2= clamp((level-height)/deepwater_fadedepth, 0., 1.);\n float intensity = col.r*.2126+col.g*.7152+col.b*.0722;\n watercolor = mix(watercolor*intensity, watercolor2, smoothstep(0., 1., coastfade2));\n\n vec3 r0 = vec3(uv, WATER_LEVEL);\n vec3 rd = normalize( light - r0 ); // ray-direction to the light from water-position\n float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction\n float specular = pow(grad, water_softlight_fact); // used for soft highlights \n float specular2= pow(grad, water_glossylight_fact); // used for glossy highlights\n float gradpos = dot(vec3(0., 0., 1.), rd);\n float specular1= smoothstep(0., 1., pow(gradpos, 5.)); // used for diffusity (some darker corona around light's specular reflections...) \n float watershade = test_shadow( uv, level );\n watercolor *= 2.2+watershade;\n watercolor += (.2+.8*watershade) * ((grad-1.0)*.5+specular) * .25;\n watercolor /= (1.+specular1*1.25);\n watercolor += watershade*specular2*water_specularcolor;\n watercolor += watershade*coastfade*(1.-coastfade2)*(vec3(.5, .6, .7)*nautic(uv)+vec3(1., 1., 1.)*particles(uv));\n \n col = mix(col, watercolor, coastfade);\n }\n \n\n float opacity = styleMappingMat[0][0];\n gl_FragColor = vec4(col, opacity);\n\n // gl_FragColor = v_Color;\n \n}\n";
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var ocean_vert = "attribute vec4 a_Color;\nattribute vec2 a_uv;\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\nvarying vec4 v_Color;\nvarying vec2 v_uv;\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n v_uv = a_uv;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\nstyleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_Color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n\n";
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var OceanModel = function (_BaseModel) {
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_inherits(OceanModel, _BaseModel);
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var _super = _createSuper(OceanModel);
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function OceanModel() {
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_classCallCheck(this, OceanModel);
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for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
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args[_key] = arguments[_key];
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}
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_this = _super.call.apply(_super, [this].concat(args));
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_defineProperty(_assertThisInitialized(_this), "texture1", void 0);
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_defineProperty(_assertThisInitialized(_this), "texture2", void 0);
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_defineProperty(_assertThisInitialized(_this), "texture3", void 0);
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return _this;
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}
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_createClass(OceanModel, [{
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key: "getUninforms",
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value: function getUninforms() {
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var _ref = this.layer.getLayerConfig(),
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_ref$opacity = _ref.opacity,
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opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
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_ref$watercolor = _ref.watercolor,
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watercolor = _ref$watercolor === void 0 ? '#6D99A8' : _ref$watercolor,
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_ref$watercolor2 = _ref.watercolor2,
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watercolor2 = _ref$watercolor2 === void 0 ? '#0F121C' : _ref$watercolor2;
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if (this.dataTextureTest && this.dataTextureNeedUpdate({
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opacity: opacity
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})) {
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this.judgeStyleAttributes({
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opacity: opacity
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});
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var encodeData = this.layer.getEncodedData();
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|
65
|
+
|
|
66
|
+
var _this$calDataFrame = this.calDataFrame(this.cellLength, encodeData, this.cellProperties),
|
|
67
|
+
data = _this$calDataFrame.data,
|
|
68
|
+
width = _this$calDataFrame.width,
|
|
69
|
+
height = _this$calDataFrame.height;
|
|
70
|
+
|
|
71
|
+
this.rowCount = height;
|
|
72
|
+
this.dataTexture = this.cellLength > 0 && data.length > 0 ? this.createTexture2D({
|
|
73
|
+
flipY: true,
|
|
74
|
+
data: data,
|
|
75
|
+
format: gl.LUMINANCE,
|
|
76
|
+
type: gl.FLOAT,
|
|
77
|
+
width: width,
|
|
78
|
+
height: height
|
|
79
|
+
}) : this.createTexture2D({
|
|
80
|
+
flipY: true,
|
|
81
|
+
data: [1],
|
|
82
|
+
format: gl.LUMINANCE,
|
|
83
|
+
type: gl.FLOAT,
|
|
84
|
+
width: 1,
|
|
85
|
+
height: 1
|
|
86
|
+
});
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
return {
|
|
90
|
+
u_texture1: this.texture1,
|
|
91
|
+
u_texture2: this.texture2,
|
|
92
|
+
u_texture3: this.texture3,
|
|
93
|
+
u_watercolor: rgb2arr(watercolor),
|
|
94
|
+
u_watercolor2: rgb2arr(watercolor2),
|
|
95
|
+
u_dataTexture: this.dataTexture,
|
|
96
|
+
u_cellTypeLayout: this.getCellTypeLayout(),
|
|
97
|
+
u_opacity: _isNumber(opacity) ? opacity : 1.0
|
|
98
|
+
};
|
|
99
|
+
}
|
|
100
|
+
}, {
|
|
101
|
+
key: "getAnimateUniforms",
|
|
102
|
+
value: function getAnimateUniforms() {
|
|
103
|
+
return {
|
|
104
|
+
u_time: this.layer.getLayerAnimateTime()
|
|
105
|
+
};
|
|
106
|
+
}
|
|
107
|
+
}, {
|
|
108
|
+
key: "initModels",
|
|
109
|
+
value: function initModels() {
|
|
110
|
+
this.loadTexture();
|
|
111
|
+
return this.buildModels();
|
|
112
|
+
}
|
|
113
|
+
}, {
|
|
114
|
+
key: "buildModels",
|
|
115
|
+
value: function buildModels() {
|
|
116
|
+
var _ref2 = this.layer.getLayerConfig(),
|
|
117
|
+
_ref2$mask = _ref2.mask,
|
|
118
|
+
mask = _ref2$mask === void 0 ? false : _ref2$mask,
|
|
119
|
+
_ref2$maskInside = _ref2.maskInside,
|
|
120
|
+
maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside;
|
|
121
|
+
|
|
122
|
+
return [this.layer.buildLayerModel({
|
|
123
|
+
moduleName: 'polygon_ocean',
|
|
124
|
+
vertexShader: ocean_vert,
|
|
125
|
+
fragmentShader: ocean_frag,
|
|
126
|
+
triangulation: polygonTriangulation,
|
|
127
|
+
depth: {
|
|
128
|
+
enable: false
|
|
129
|
+
},
|
|
130
|
+
stencil: getMask(mask, maskInside)
|
|
131
|
+
})];
|
|
132
|
+
}
|
|
133
|
+
}, {
|
|
134
|
+
key: "clearModels",
|
|
135
|
+
value: function clearModels() {
|
|
136
|
+
var _this$dataTexture;
|
|
137
|
+
|
|
138
|
+
this.texture1.destroy();
|
|
139
|
+
this.texture2.destroy();
|
|
140
|
+
this.texture3.destroy();
|
|
141
|
+
(_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
|
|
142
|
+
}
|
|
143
|
+
}, {
|
|
144
|
+
key: "registerBuiltinAttributes",
|
|
145
|
+
value: function registerBuiltinAttributes() {
|
|
146
|
+
var bbox = this.layer.getSource().extent;
|
|
147
|
+
|
|
148
|
+
var _bbox = _slicedToArray(bbox, 4),
|
|
149
|
+
minLng = _bbox[0],
|
|
150
|
+
minLat = _bbox[1],
|
|
151
|
+
maxLng = _bbox[2],
|
|
152
|
+
maxLat = _bbox[3];
|
|
153
|
+
|
|
154
|
+
var lngLen = maxLng - minLng;
|
|
155
|
+
var latLen = maxLat - minLat;
|
|
156
|
+
this.styleAttributeService.registerStyleAttribute({
|
|
157
|
+
name: 'linear',
|
|
158
|
+
type: AttributeType.Attribute,
|
|
159
|
+
descriptor: {
|
|
160
|
+
name: 'a_uv',
|
|
161
|
+
buffer: {
|
|
162
|
+
usage: gl.STATIC_DRAW,
|
|
163
|
+
data: [],
|
|
164
|
+
type: gl.FLOAT
|
|
165
|
+
},
|
|
166
|
+
size: 2,
|
|
167
|
+
update: function update(feature, featureIdx, vertex, attributeIdx, normal) {
|
|
168
|
+
var _vertex = _slicedToArray(vertex, 2),
|
|
169
|
+
lng = _vertex[0],
|
|
170
|
+
lat = _vertex[1];
|
|
171
|
+
|
|
172
|
+
return [(lng - minLng) / lngLen, (lat - minLat) / latLen];
|
|
173
|
+
}
|
|
174
|
+
}
|
|
175
|
+
});
|
|
176
|
+
}
|
|
177
|
+
}, {
|
|
178
|
+
key: "loadTexture",
|
|
179
|
+
value: function loadTexture() {
|
|
180
|
+
var _this2 = this;
|
|
181
|
+
|
|
182
|
+
var createTexture2D = this.rendererService.createTexture2D;
|
|
183
|
+
var defaultTextureOptions = {
|
|
184
|
+
height: 0,
|
|
185
|
+
width: 0
|
|
186
|
+
};
|
|
187
|
+
this.texture1 = createTexture2D(defaultTextureOptions);
|
|
188
|
+
this.texture2 = createTexture2D(defaultTextureOptions);
|
|
189
|
+
this.texture3 = createTexture2D(defaultTextureOptions);
|
|
190
|
+
initImage(function (images) {
|
|
191
|
+
_this2.texture1 = initTex(images[0]);
|
|
192
|
+
_this2.texture2 = initTex(images[1]);
|
|
193
|
+
_this2.texture3 = initTex(images[2]);
|
|
194
|
+
|
|
195
|
+
_this2.layerService.updateLayerRenderList();
|
|
196
|
+
|
|
197
|
+
_this2.layerService.renderLayers();
|
|
198
|
+
});
|
|
199
|
+
|
|
200
|
+
function initImage(callback) {
|
|
201
|
+
var loadedCount = 0;
|
|
202
|
+
var loadedImages = [];
|
|
203
|
+
var images = ['https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ', 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*MJ22QbpuCzIAAAAAAAAAAAAAARQnAQ', 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*-z2HSIVDsHIAAAAAAAAAAAAAARQnAQ'];
|
|
204
|
+
images.map(function (imgSrc) {
|
|
205
|
+
var image = new Image();
|
|
206
|
+
image.crossOrigin = '';
|
|
207
|
+
image.src = imgSrc;
|
|
208
|
+
loadedImages.push(image);
|
|
209
|
+
|
|
210
|
+
image.onload = function () {
|
|
211
|
+
loadedCount++;
|
|
212
|
+
|
|
213
|
+
if (loadedCount === 3) {
|
|
214
|
+
callback(loadedImages);
|
|
215
|
+
}
|
|
216
|
+
};
|
|
217
|
+
});
|
|
218
|
+
}
|
|
219
|
+
|
|
220
|
+
function initTex(image) {
|
|
221
|
+
return createTexture2D({
|
|
222
|
+
data: image,
|
|
223
|
+
width: image.width,
|
|
224
|
+
height: image.height,
|
|
225
|
+
wrapS: gl.MIRRORED_REPEAT,
|
|
226
|
+
wrapT: gl.MIRRORED_REPEAT,
|
|
227
|
+
min: gl.LINEAR,
|
|
228
|
+
mag: gl.LINEAR
|
|
229
|
+
});
|
|
230
|
+
}
|
|
231
|
+
}
|
|
232
|
+
}]);
|
|
233
|
+
|
|
234
|
+
return OceanModel;
|
|
235
|
+
}(BaseModel);
|
|
236
|
+
|
|
237
|
+
export { OceanModel as default };
|
|
238
|
+
//# sourceMappingURL=ocean.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { create, isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport { polygonTriangulation } from '../../core/triangulation';\nimport ocean_frag from '../shaders/water/polygon_ocean_frag.glsl';\nimport ocean_vert from '../shaders/water/polygon_ocean_vert.glsl';\nexport default class OceanModel extends BaseModel {\n private texture1: ITexture2D;\n private texture2: ITexture2D;\n private texture3: ITexture2D;\n public getUninforms() {\n const {\n opacity = 1,\n watercolor = '#6D99A8',\n watercolor2 = '#0F121C',\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\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_texture1: this.texture1,\n u_texture2: this.texture2,\n u_texture3: this.texture3,\n u_watercolor: rgb2arr(watercolor),\n u_watercolor2: rgb2arr(watercolor2),\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 u_opacity: isNumber(opacity) ? opacity : 1.0,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n return {\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.loadTexture();\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'polygon_ocean',\n vertexShader: ocean_vert,\n fragmentShader: ocean_frag,\n triangulation: polygonTriangulation,\n depth: { enable: false },\n\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.texture1.destroy();\n this.texture2.destroy();\n this.texture3.destroy();\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n const bbox = this.layer.getSource().extent;\n const [minLng, minLat, maxLng, maxLat] = bbox;\n const lngLen = maxLng - minLng;\n const latLen = maxLat - minLat;\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'linear',\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.STATIC_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 normal: number[],\n ) => {\n const [lng, lat] = vertex;\n return [(lng - minLng) / lngLen, (lat - minLat) / latLen];\n },\n },\n });\n }\n\n private loadTexture() {\n const { createTexture2D } = this.rendererService;\n const defaultTextureOptions = { height: 0, width: 0 };\n // 默认索引为 undefined,所以单独赋值\n this.texture1 = createTexture2D(defaultTextureOptions);\n this.texture2 = createTexture2D(defaultTextureOptions);\n this.texture3 = createTexture2D(defaultTextureOptions);\n\n // 加载完 image 后单独给 texture f赋值\n initImage((images: HTMLImageElement[]) => {\n this.texture1 = initTex(images[0]);\n this.texture2 = initTex(images[1]);\n this.texture3 = initTex(images[2]);\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n });\n\n function initImage(callback: (loadedImages: HTMLImageElement[]) => void) {\n let loadedCount = 0;\n const loadedImages: HTMLImageElement[] = [];\n const images = [\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*EojwT4VzSiYAAAAAAAAAAAAAARQnAQ',\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*MJ22QbpuCzIAAAAAAAAAAAAAARQnAQ',\n 'https://gw.alipayobjects.com/mdn/rms_816329/afts/img/A*-z2HSIVDsHIAAAAAAAAAAAAAARQnAQ',\n ];\n images.map((imgSrc: string) => {\n const image = new Image();\n image.crossOrigin = '';\n image.src = imgSrc;\n loadedImages.push(image);\n image.onload = () => {\n loadedCount++;\n if (loadedCount === 3) {\n callback(loadedImages);\n }\n };\n });\n }\n\n function initTex(image: HTMLImageElement) {\n return createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.MIRRORED_REPEAT,\n wrapT: gl.MIRRORED_REPEAT,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n }\n }\n}\n"],"file":"ocean.js"}
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType"],"mappings":";;;;;;IASYA,a;;;WAAAA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,6BAAAA,a","sourcesContent":["import { IAnimateOption } from '@antv/l7-core';\nimport { generateColorRamp, getMask, IColorRamp } from '@antv/l7-utils';\nimport { styleColor, styleOffset, styleSingle } from '../core/BaseModel';\nimport {\n anchorType,\n getGlyphQuads,\n IGlyphQuad,\n shapeText,\n} 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 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\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 // 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
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1
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+
{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType"],"mappings":";;;;;;IASYA,a;;;WAAAA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,6BAAAA,a","sourcesContent":["import { IAnimateOption } from '@antv/l7-core';\nimport { generateColorRamp, getMask, IColorRamp } from '@antv/l7-utils';\nimport { styleColor, styleOffset, styleSingle } from '../core/BaseModel';\nimport {\n anchorType,\n getGlyphQuads,\n IGlyphQuad,\n shapeText,\n} 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 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\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 // 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 animateOption: IAnimateOption;\n}\n\nexport interface IPolygonLayerStyleOptions {\n opacity: styleSingle;\n\n opacityLinear: {\n enable: boolean;\n dir: string;\n };\n\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 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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package/lib/point/index.js
CHANGED
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@@ -128,6 +128,7 @@ var PointLayer = function (_BaseLayer) {
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128
128
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normal: {
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129
129
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blend: 'additive'
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130
130
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},
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131
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+
radar: {},
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131
132
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simplePoint: {},
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132
133
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fill: {
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133
134
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blend: 'normal'
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@@ -144,7 +145,7 @@ var PointLayer = function (_BaseLayer) {
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144
145
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}, {
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145
146
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key: "getModelType",
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146
147
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value: function getModelType() {
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147
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-
var PointTypes = ['fillImage', 'fill', 'image', 'normal', 'simplePoint', 'extrude', 'text', 'icon'];
|
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148
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+
var PointTypes = ['fillImage', 'fill', 'radar', 'image', 'normal', 'simplePoint', 'extrude', 'text', 'icon'];
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148
149
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149
150
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if (this.layerType && PointTypes.includes(this.layerType)) {
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150
151
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return this.layerType;
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@@ -174,6 +175,10 @@ var PointLayer = function (_BaseLayer) {
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174
175
|
return 'simplePoint';
|
|
175
176
|
}
|
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177
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|
+
if (shape === 'radar') {
|
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+
return 'radar';
|
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+
}
|
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181
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+
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182
|
if (shape === 'fillImage') {
|
|
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183
|
return 'fillImage';
|
|
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|
}
|
package/lib/point/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
{"version":3,"sources":["../../src/point/index.ts"],"names":["PointLayer","modelType","getModelType","layerModel","PointModels","models","initModels","buildModels","shapeOption","field","values","getLayerConfig","shape2d","shape3d","iconMap","iconService","getIconMap","indexOf","Array","v","hasOwnProperty","properties","opacity","type","minimum","maximum","defaultConfig","fillImage","normal","blend","radar","simplePoint","fill","extrude","image","icon","text","PointTypes","layerType","includes","layerData","getEncodedData","item","find","fe","getModelTypeWillEmptyData","shape","fontService","getGlyph","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AACA;;AAEA;;;;;;;;;;;;IAEqBA,U;;;;;;;;;;;;;;;uFACG,Y;;;;;;WACtB,uBAAqB;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIC,eAAYH,SAAZ,CAAJ,CAA2B,IAA3B,CAAlB;AACA,WAAKI,MAAL,GAAc,KAAKF,UAAL,CAAgBG,UAAhB,EAAd;AACD;;;WACD,yBAAuB;AACrB,WAAKD,MAAL,GAAc,KAAKF,UAAL,CAAgBI,WAAhB,EAAd;AACD;;;WAMD,qCAA8C;AAC5C,UAAI,KAAKC,WAAT,EAAsB;AACpB,gCAA0B,KAAKA,WAA/B;AAAA,YAAQC,KAAR,qBAAQA,KAAR;AAAA,YAAeC,MAAf,qBAAeA,MAAf;;AACA,mCAA6B,KAAKC,cAAL,EAA7B;AAAA,YAAQC,OAAR,wBAAQA,OAAR;AAAA,YAAiBC,OAAjB,wBAAiBA,OAAjB;;AAEA,YAAMC,OAAO,GAAG,KAAKC,WAAL,CAAiBC,UAAjB,EAAhB;;AAEA,YAAIP,KAAK,IAAI,CAAAG,OAAO,SAAP,IAAAA,OAAO,WAAP,YAAAA,OAAO,CAAEK,OAAT,CAAiBR,KAAjB,OAAsC,CAAC,CAApD,EAAuD;AACrD,iBAAO,MAAP;AACD;;AAED,YAAIC,MAAM,IAAIA,MAAM,YAAYQ,KAAhC,EAAuC;AAAA,qDACrBR,MADqB;AAAA;;AAAA;AACrC,gEAAwB;AAAA,kBAAbS,CAAa;;AACtB,kBAAI,OAAOA,CAAP,KAAa,QAAb,IAAyBL,OAAO,CAACM,cAAR,CAAuBD,CAAvB,CAA7B,EAAkE;AAChE,uBAAO,OAAP;AACD;AACF;AALoC;AAAA;AAAA;AAAA;AAAA;AAMtC;AACF;;AACD,aAAO,QAAP;AACD;;;WACD,2BAA4B;AAC1B,aAAO;AACLE,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WACD,4BAA6B;AAC3B,UAAMF,IAAI,GAAG,KAAKrB,YAAL,EAAb;AACA,UAAMwB,aAAa,GAAG;AACpBC,QAAAA,SAAS,EAAE,EADS;AAEpBC,QAAAA,MAAM,EAAE;AACNC,UAAAA,KAAK,EAAE;AADD,SAFY;AAKpBC,QAAAA,KAAK,EAAE,EALa;AAMpBC,QAAAA,WAAW,EAAE,EANO;AAOpBC,QAAAA,IAAI,EAAE;AAAEH,UAAAA,KAAK,EAAE;AAAT,SAPc;AAQpBI,QAAAA,OAAO,EAAE,EARW;AASpBC,QAAAA,KAAK,EAAE,EATa;AAUpBC,QAAAA,IAAI,EAAE,EAVc;AAWpBC,QAAAA,IAAI,EAAE;AACJP,UAAAA,KAAK,EAAE;AADH;AAXc,OAAtB;AAeA,aAAOH,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAAoC;AAClC,UAAMc,UAAU,GAAG,CACjB,WADiB,EAEjB,MAFiB,EAGjB,OAHiB,EAIjB,OAJiB,EAKjB,QALiB,EAMjB,aANiB,EAOjB,SAPiB,EAQjB,MARiB,EASjB,MATiB,CAAnB;;AAWA,UAAI,KAAKC,SAAL,IAAkBD,UAAU,CAACE,QAAX,CAAoB,KAAKD,SAAzB,CAAtB,EAA2D;AACzD,eAAO,KAAKA,SAAZ;AACD;;AAGD,UAAME,SAAS,GAAG,KAAKC,cAAL,EAAlB;;AACA,kCAA6B,KAAK9B,cAAL,EAA7B;AAAA,UAAQC,OAAR,yBAAQA,OAAR;AAAA,UAAiBC,OAAjB,yBAAiBA,OAAjB;;AACA,UAAMC,OAAO,GAAG,KAAKC,WAAL,CAAiBC,UAAjB,EAAhB;AACA,UAAM0B,IAAI,GAAGF,SAAS,CAACG,IAAV,CAAe,UAACC,EAAD,EAAwB;AAClD,eAAOA,EAAE,CAACxB,cAAH,CAAkB,OAAlB,CAAP;AACD,OAFY,CAAb;;AAGA,UAAI,CAACsB,IAAL,EAAW;AAET,eAAO,KAAKG,yBAAL,EAAP;AACD,OAHD,MAGO;AACL,YAAMC,KAAK,GAAGJ,IAAI,CAACI,KAAnB;;AACA,YAAIA,KAAK,KAAK,KAAd,EAAqB;AACnB,iBAAO,QAAP;AACD;;AACD,YAAIA,KAAK,KAAK,QAAd,EAAwB;AACtB,iBAAO,aAAP;AACD;;AACD,YAAIA,KAAK,KAAK,OAAd,EAAuB;AACrB,iBAAO,OAAP;AACD;;AACD,YAAIA,KAAK,KAAK,WAAd,EAA2B;AACzB,iBAAO,WAAP;AACD;;AACD,YAAI,CAAAlC,OAAO,SAAP,IAAAA,OAAO,WAAP,YAAAA,OAAO,CAAEK,OAAT,CAAiB6B,KAAjB,OAAsC,CAAC,CAA3C,EAA8C;AAC5C,iBAAO,MAAP;AACD;;AACD,YAAI,CAAAjC,OAAO,SAAP,IAAAA,OAAO,WAAP,YAAAA,OAAO,CAAEI,OAAT,CAAiB6B,KAAjB,OAAsC,CAAC,CAA3C,EAA8C;AAC5C,iBAAO,SAAP;AACD;;AACD,YAAIhC,OAAO,CAACM,cAAR,CAAuB0B,KAAvB,CAAJ,EAA6C;AAC3C,iBAAO,OAAP;AACD;;AACD,YAAI,KAAKC,WAAL,CAAiBC,QAAjB,CAA0BF,KAA1B,MAA+C,EAAnD,EAAuD;AACrD,iBAAO,MAAP;AACD;;AACD,eAAO,MAAP;AACD;AACF;;;EAzHqCG,mB","sourcesContent":["import { IEncodeFeature } from '@antv/l7-core';\nimport BaseLayer from '../core/BaseLayer';\nimport { IPointLayerStyleOptions } from '../core/interface';\nimport PointModels, { PointType } from './models/index';\n\nexport default class PointLayer extends BaseLayer<IPointLayerStyleOptions> {\n public type: string = 'PointLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new PointModels[modelType](this);\n this.models = this.layerModel.initModels();\n }\n public rebuildModels() {\n this.models = this.layerModel.buildModels();\n }\n\n /**\n * 在未传入数据的时候判断点图层的 shape 类型\n * @returns\n */\n public getModelTypeWillEmptyData(): PointType {\n if (this.shapeOption) {\n const { field, values } = this.shapeOption;\n const { shape2d, shape3d } = this.getLayerConfig();\n\n const iconMap = this.iconService.getIconMap();\n\n if (field && shape2d?.indexOf(field as string) !== -1) {\n return 'fill';\n }\n\n if (values && values instanceof Array) {\n for (const v of values) {\n if (typeof v === 'string' && iconMap.hasOwnProperty(v as string)) {\n return 'image';\n }\n }\n }\n }\n return 'normal';\n }\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n protected getDefaultConfig() {\n const type = this.getModelType();\n const defaultConfig = {\n fillImage: {},\n normal: {\n blend: 'additive',\n },\n radar: {},\n simplePoint: {},\n fill: { blend: 'normal' },\n extrude: {},\n image: {},\n icon: {},\n text: {\n blend: 'normal',\n },\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): PointType {\n const PointTypes = [\n 'fillImage',\n 'fill',\n 'radar',\n 'image',\n 'normal',\n 'simplePoint',\n 'extrude',\n 'text',\n 'icon',\n ];\n if (this.layerType && PointTypes.includes(this.layerType)) {\n return this.layerType as PointType;\n }\n // pointlayer\n // 2D、 3d、 shape、image、text、normal、\n const layerData = this.getEncodedData();\n const { shape2d, shape3d } = this.getLayerConfig();\n const iconMap = this.iconService.getIconMap();\n const item = layerData.find((fe: IEncodeFeature) => {\n return fe.hasOwnProperty('shape');\n });\n if (!item) {\n // return 'normal';\n return this.getModelTypeWillEmptyData();\n } else {\n const shape = item.shape;\n if (shape === 'dot') {\n return 'normal';\n }\n if (shape === 'simple') {\n return 'simplePoint';\n }\n if (shape === 'radar') {\n return 'radar';\n }\n if (shape === 'fillImage') {\n return 'fillImage';\n }\n if (shape2d?.indexOf(shape as string) !== -1) {\n return 'fill';\n }\n if (shape3d?.indexOf(shape as string) !== -1) {\n return 'extrude';\n }\n if (iconMap.hasOwnProperty(shape as string)) {\n return 'image';\n }\n if (this.fontService.getGlyph(shape as string) !== '') {\n return 'icon';\n }\n return 'text';\n }\n }\n}\n"],"file":"index.js"}
|
|
@@ -19,6 +19,8 @@ var _image = _interopRequireDefault(require("./image"));
|
|
|
19
19
|
|
|
20
20
|
var _normal = _interopRequireDefault(require("./normal"));
|
|
21
21
|
|
|
22
|
+
var _radar = _interopRequireDefault(require("./radar"));
|
|
23
|
+
|
|
22
24
|
var _simplePoint = _interopRequireDefault(require("./simplePoint"));
|
|
23
25
|
|
|
24
26
|
var _text = _interopRequireDefault(require("./text"));
|
|
@@ -26,6 +28,7 @@ var _text = _interopRequireDefault(require("./text"));
|
|
|
26
28
|
var PointModels = {
|
|
27
29
|
fillImage: _fillmage.default,
|
|
28
30
|
fill: _fill.default,
|
|
31
|
+
radar: _radar.default,
|
|
29
32
|
image: _image.default,
|
|
30
33
|
normal: _normal.default,
|
|
31
34
|
simplePoint: _simplePoint.default,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../../../src/point/models/index.ts"],"names":["PointModels","fillImage","FillImageModel","fill","FillModel","image","IMageModel","normal","NormalModel","simplePoint","SimplePopint","extrude","ExtrudeModel","text","TextModel","icon","IconModel"],"mappings":";;;;;;;;;AAAA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;
|
|
1
|
+
{"version":3,"sources":["../../../src/point/models/index.ts"],"names":["PointModels","fillImage","FillImageModel","fill","FillModel","radar","Radar","image","IMageModel","normal","NormalModel","simplePoint","SimplePopint","extrude","ExtrudeModel","text","TextModel","icon","IconModel"],"mappings":";;;;;;;;;AAAA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AAaA,IAAMA,WAAwC,GAAG;AAC/CC,EAAAA,SAAS,EAAEC,iBADoC;AAE/CC,EAAAA,IAAI,EAAEC,aAFyC;AAG/CC,EAAAA,KAAK,EAAEC,cAHwC;AAI/CC,EAAAA,KAAK,EAAEC,cAJwC;AAK/CC,EAAAA,MAAM,EAAEC,eALuC;AAM/CC,EAAAA,WAAW,EAAEC,oBANkC;AAO/CC,EAAAA,OAAO,EAAEC,gBAPsC;AAQ/CC,EAAAA,IAAI,EAAEC,aARyC;AAS/CC,EAAAA,IAAI,EAAEC;AATyC,CAAjD;eAYelB,W","sourcesContent":["import ExtrudeModel from './extrude';\nimport FillModel from './fill';\nimport FillImageModel from './fillmage';\nimport IconModel from './icon-font';\nimport IMageModel from './image';\nimport NormalModel from './normal';\nimport Radar from './radar';\nimport SimplePopint from './simplePoint';\nimport TextModel from './text';\n\nexport type PointType =\n | 'fillImage'\n | 'fill'\n | 'radar'\n | 'image'\n | 'normal'\n | 'simplePoint'\n | 'extrude'\n | 'text'\n | 'icon';\n\nconst PointModels: { [key in PointType]: any } = {\n fillImage: FillImageModel,\n fill: FillModel,\n radar: Radar,\n image: IMageModel,\n normal: NormalModel,\n simplePoint: SimplePopint,\n extrude: ExtrudeModel,\n text: TextModel,\n icon: IconModel,\n};\n\nexport default PointModels;\n"],"file":"index.js"}
|