@antv/l7-layers 2.8.43 → 2.8.46
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/heatmap/models/heatmap.js +1 -1
- package/es/polygon/models/extrude.js +1 -5
- package/es/polygon/models/extrude.js.map +1 -1
- package/es/polygon/models/fill.js +0 -4
- package/es/polygon/models/fill.js.map +1 -1
- package/lib/heatmap/models/heatmap.js +1 -1
- package/lib/polygon/models/extrude.js +1 -5
- package/lib/polygon/models/extrude.js.map +1 -1
- package/lib/polygon/models/fill.js +0 -4
- package/lib/polygon/models/fill.js.map +1 -1
- package/package.json +5 -5
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@@ -26,7 +26,7 @@ import BaseModel from '../../core/BaseModel';
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import { HeatmapTriangulation } from '../../core/triangulation';
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var heatmap3DFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_opacity;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\n\nvoid main(){\n \n float intensity = texture2D(u_texture, v_texCoord).r;\n vec4 color = texture2D(u_colorTexture,vec2(intensity, 0));\n gl_FragColor = color;\n // gl_FragColor.a = color.a * smoothstep(0.1,0.2,intensity)* u_opacity;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n}\n";
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var heatmap3DVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_InverseViewProjectionMatrix;\nuniform mat4 u_ViewProjectionMatrixUncentered;\nvarying float v_intensity;\n\n\nvec2 toBezier(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {\n float t2 = t * t;\n float one_minus_t = 1.0 - t;\n float one_minus_t2 = one_minus_t * one_minus_t;\n return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);\n}\nvec2 toBezier(float t, vec4 p){\n return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));\n}\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n\n vec2 pos = a_Uv * vec2(2.0) - vec2(1.0); // \u5C06\u539F\u672C 0 -> 1 \u7684 uv \u8F6C\u6362\u4E3A -1 -> 1 \u7684\u6807\u51C6\u5750\u6807\u7A7A\u95F4\uFF08NDC\uFF09\n\n vec4 p1 = vec4(pos, 0.0, 1.0); // x/y \u5E73\u9762\u4E0A\u7684\u70B9\uFF08z == 0\uFF09\u53EF\u4EE5\u8BA4\u4E3A\u662F\u4E09\u7EF4\u4E0A\u7684\u70B9\u88AB\u6295\u5F71\u5230\u5E73\u9762\u540E\u7684\u70B9\n\tvec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n\tvec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // \u6839\u636E\u89C6\u56FE\u6295\u5F71\u77E9\u9635\u7684\u9006\u77E9\u9635\u5E73\u9762\u4E0A\u7684\u53CD\u7B97\u51FA\u4E09\u7EF4\u7A7A\u95F4\u4E2D\u7684\u70B9\uFF08p1\u5E73\u9762\u4E0A\u7684\u70B9\uFF09\n\tvec4 inverseP2 = u_InverseViewProjectionMatrix * p2;\n\n inverseP1 = inverseP1 / inverseP1.w; // \u5F52\u4E00\u5316\u64CD\u4F5C\uFF08\u5F52\u4E00\u5316\u540E\u4E3A\u4E16\u754C\u5750\u6807\uFF09\n\tinverseP2 = inverseP2 / inverseP2.w;\n\n\tfloat zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n\tvec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b= vec4(0.5000, 0.0, 1.0, 0.5000);\n float fh;\n\n v_intensity = texture2D(u_texture, v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.), 1.0);\n \n}\n";
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var heatmapColorFrag = "uniform sampler2D u_texture; // \u70ED\u529B\u5F3A\u5EA6\u56FE\nuniform sampler2D u_colorTexture; // \u6839\u636E\u5F3A\u5EA6\u5206\u5E03\u7684\u8272\u5E26\nuniform float u_opacity;\nvarying vec2 v_texCoord;\n\nfloat getBlurIndusty() {\n float
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var heatmapColorFrag = "uniform sampler2D u_texture; // \u70ED\u529B\u5F3A\u5EA6\u56FE\nuniform sampler2D u_colorTexture; // \u6839\u636E\u5F3A\u5EA6\u5206\u5E03\u7684\u8272\u5E26\nuniform float u_opacity;\nvarying vec2 v_texCoord;\n\nuniform vec2 u_ViewportSize;\n\nfloat getBlurIndusty() {\n float vW = 2.0/u_ViewportSize.x;\n float vH = 2.0/u_ViewportSize.y;\n vec2 vUv = v_texCoord;\n float i11 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n float i12 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y + 1.0 * vH) ).r;\n float i13 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n\n float i21 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y) ).r;\n float i22 = texture2D( u_texture, vec2( vUv.x , vUv.y) ).r;\n float i23 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y) ).r;\n\n float i31 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y-1.0*vH) ).r;\n float i32 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y-1.0*vH) ).r;\n float i33 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y-1.0*vH) ).r;\n\n return(\n i11 + \n i12 + \n i13 + \n i21 + \n i21 + \n i22 + \n i23 + \n i31 + \n i32 + \n i33\n )/9.0;\n}\n\n\nvoid main(){\n // float intensity = texture2D(u_texture, v_texCoord).r;\n float intensity = getBlurIndusty();\n vec4 color = texture2D(u_colorTexture, vec2(intensity, 0.0));\n\n gl_FragColor =color;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n\n}\n";
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var heatmapColorVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n\nvoid main() {\n v_texCoord = a_Uv;\n\n gl_Position = vec4(a_Position.xy, 0, 1.);\n}\n";
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var heatmapFramebufferFrag = "precision highp float;\nuniform float u_intensity;\nvarying float v_weight;\nvarying vec2 v_extrude;\n#define GAUSS_COEF 0.3989422804014327\nvoid main(){\n float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);\n float val = v_weight * u_intensity * GAUSS_COEF * exp(d);\n gl_FragColor = vec4(val, 1., 1., 1.);\n}\n";
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var heatmapFramebufferVert = "precision highp float;\nattribute vec3 a_Position;\nattribute float a_Size;\nattribute vec2 a_Dir;\nuniform float u_intensity;\nuniform float u_radius;\nvarying vec2 v_extrude;\nvarying float v_weight;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\n#define GAUSS_COEF 0.3989422804014327\n\n#pragma include \"projection\"\n\nvoid main(){\n v_weight = a_Size;\n float ZERO = 1.0 / 255.0 / 16.0;\n float extrude_x = a_Dir.x * 2.0 -1.0;\n float extrude_y = a_Dir.y * 2.0 -1.0;\n vec2 extrude_dir = normalize(vec2(extrude_x,extrude_y));\n float S = sqrt(-2.0 * log(ZERO / a_Size / u_intensity / GAUSS_COEF)) / 2.5;\n v_extrude = extrude_dir * S;\n\n vec2 offset = project_pixel(v_extrude * u_radius);\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n }\n}\n";
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@@ -141,11 +141,7 @@ var ExtrudeModel = function (_BaseModel) {
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vertexShader: vert,
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fragmentShader: frag,
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triangulation: PolygonExtrudeTriangulation,
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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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stencil: getMask(mask, maskInside)
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})];
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}
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}, {
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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 IModel,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport { PolygonExtrudeTriangulation } from '../../core/triangulation';\nimport polygonExtrudeFrag from '../shaders/extrude/polygon_extrude_frag.glsl';\n// extrude\nimport polygonExtrudeVert from '../shaders/extrude/polygon_extrude_vert.glsl';\nimport polygonExtrudeTexFrag from '../shaders/extrude/polygon_extrudetex_frag.glsl';\n// texture\nimport polygonExtrudeTexVert from '../shaders/extrude/polygon_extrudetex_vert.glsl';\n// extrude picking\n\nimport polygonExtrudePickLightFrag from '../shaders/extrude/polygon_extrude_picklight_frag.glsl';\nimport polygonExtrudePickLightVert from '../shaders/extrude/polygon_extrude_picklight_vert.glsl';\n\nexport default class ExtrudeModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms() {\n const {\n opacity = 1,\n heightfixed = false,\n raisingHeight = 0,\n topsurface = true,\n sidesurface = true,\n sourceColor,\n targetColor,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\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\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [1, 1, 1, 1];\n let targetColorArr = [1, 1, 1, 1];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n return {\n // 控制侧面和顶面的显示隐藏\n u_topsurface: Number(topsurface),\n u_sidesurface: Number(sidesurface),\n\n u_heightfixed: Number(heightfixed),\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_raisingHeight: Number(raisingHeight),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n u_texture: this.texture,\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\n const { frag, vert, type } = this.getShaders();\n\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: PolygonExtrudeTriangulation,\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 getShaders() {\n const {\n pickLight,\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (mapTexture) {\n return {\n frag: polygonExtrudeTexFrag,\n vert: polygonExtrudeTexVert,\n type: 'polygonExtrudeTexture',\n };\n }\n if (pickLight) {\n return {\n frag: polygonExtrudePickLightFrag,\n vert: polygonExtrudePickLightVert,\n type: 'polygonExtrudePickLight',\n };\n } else {\n return {\n frag: polygonExtrudeFrag,\n vert: polygonExtrudeVert,\n type: 'polygonExtrude',\n };\n }\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n this.texture?.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: 'uvs',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_uvs',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n const lng = vertex[0];\n const lat = vertex[1];\n return [(lng - minLng) / lngLen, (lat - minLat) / latLen, vertex[4]];\n },\n },\n });\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 10 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n }\n\n private loadTexture() {\n const {\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n if (mapTexture) {\n const image = new Image();\n image.crossOrigin = '';\n image.src = mapTexture;\n\n image.onload = () => {\n this.texture = createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n }\n }\n}\n"],"file":"extrude.js"}
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targetColorArr = [1, 1, 1, 1];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n return {\n // 控制侧面和顶面的显示隐藏\n u_topsurface: Number(topsurface),\n u_sidesurface: Number(sidesurface),\n\n u_heightfixed: Number(heightfixed),\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_raisingHeight: Number(raisingHeight),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n u_texture: this.texture,\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\n const { frag, vert, type } = this.getShaders();\n\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: PolygonExtrudeTriangulation,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public getShaders() {\n const {\n pickLight,\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (mapTexture) {\n return {\n frag: polygonExtrudeTexFrag,\n vert: polygonExtrudeTexVert,\n type: 'polygonExtrudeTexture',\n };\n }\n if (pickLight) {\n return {\n frag: polygonExtrudePickLightFrag,\n vert: polygonExtrudePickLightVert,\n type: 'polygonExtrudePickLight',\n };\n } else {\n return {\n frag: polygonExtrudeFrag,\n vert: polygonExtrudeVert,\n type: 'polygonExtrude',\n };\n }\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n this.texture?.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: 'uvs',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_uvs',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n const lng = vertex[0];\n const lat = vertex[1];\n return [(lng - minLng) / lngLen, (lat - minLat) / latLen, vertex[4]];\n },\n },\n });\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 10 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n }\n\n private loadTexture() {\n const {\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n if (mapTexture) {\n const image = new Image();\n image.crossOrigin = '';\n image.src = mapTexture;\n\n image.onload = () => {\n this.texture = createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n }\n }\n}\n"],"file":"extrude.js"}
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{"version":3,"sources":["../../../src/polygon/models/fill.ts"],"names":["AttributeType","gl","getMask","BaseModel","polygonTriangulation","polygonTriangulationWithCenter","FillModel","layer","getLayerConfig","raisingHeight","opacity","opacityLinear","enable","dir","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","length","createTexture2D","flipY","format","LUMINANCE","type","FLOAT","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_raisingHeight","Number","u_opacity","u_opacitylinear","u_dir","buildModels","getModelParams","frag","vert","triangulation","mask","maskInside","buildLayerModel","moduleName","vertexShader","fragmentShader","blend","getBlend","depth","
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{"version":3,"sources":["../../../src/polygon/models/fill.ts"],"names":["AttributeType","gl","getMask","BaseModel","polygonTriangulation","polygonTriangulationWithCenter","FillModel","layer","getLayerConfig","raisingHeight","opacity","opacityLinear","enable","dir","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","length","createTexture2D","flipY","format","LUMINANCE","type","FLOAT","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_raisingHeight","Number","u_opacity","u_opacitylinear","u_dir","buildModels","getModelParams","frag","vert","triangulation","mask","maskInside","buildLayerModel","moduleName","vertexShader","fragmentShader","blend","getBlend","depth","stencil","destroy","styleAttributeService","registerStyleAttribute","name","Attribute","descriptor","buffer","usage","STATIC_DRAW","size","update","feature","featureIdx","vertex","attributeIdx","normal","polygon_linear_frag","polygon_linear_vert","polygon_frag","polygon_vert"],"mappings":";;;;;;;;;;;AAAA,SACEA,aADF,EAEEC,EAFF,QAMO,eANP;AAOA,SAASC,OAAT,QAAwB,gBAAxB;AAEA,OAAOC,SAAP,MAAsB,sBAAtB;AAEA,SACEC,oBADF,EAEEC,8BAFF,QAGO,0BAHP;;;;;;IAQqBC,S;;;;;;;;;;;;;WACnB,wBAAsB;AACpB,iBAOI,KAAKC,KAAL,CAAWC,cAAX,EAPJ;AAAA,oCACEC,aADF;AAAA,UACEA,aADF,mCACkB,CADlB;AAAA,8BAEEC,OAFF;AAAA,UAEEA,OAFF,6BAEY,CAFZ;AAAA,oCAGEC,aAHF;AAAA,UAGEA,aAHF,mCAGkB;AACdC,QAAAA,MAAM,EAAE,KADM;AAEdC,QAAAA,GAAG,EAAE;AAFS,OAHlB;;AAQA,UAAI,KAAKC,eAAL,IAAwB,KAAKC,qBAAL,CAA2B;AAAEL,QAAAA,OAAO,EAAPA;AAAF,OAA3B,CAA5B,EAAqE;AACnE,aAAKM,oBAAL,CAA0B;AAAEN,UAAAA,OAAO,EAAPA;AAAF,SAA1B;AACA,YAAMO,UAAU,GAAG,KAAKV,KAAL,CAAWW,cAAX,EAAnB;;AACA,iCAAgC,KAAKC,YAAL,CAC9B,KAAKC,UADyB,EAE9BH,UAF8B,EAG9B,KAAKI,cAHyB,CAAhC;AAAA,YAAQC,IAAR,sBAAQA,IAAR;AAAA,YAAcC,KAAd,sBAAcA,KAAd;AAAA,YAAqBC,MAArB,sBAAqBA,MAArB;;AAKA,aAAKC,QAAL,GAAgBD,MAAhB;AAEA,aAAKE,WAAL,GACE,KAAKN,UAAL,GAAkB,CAAlB,IAAuBE,IAAI,CAACK,MAAL,GAAc,CAArC,GACI,KAAKC,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBP,UAAAA,IAAI,EAAJA,IAFmB;AAGnBQ,UAAAA,MAAM,EAAE7B,EAAE,CAAC8B,SAHQ;AAInBC,UAAAA,IAAI,EAAE/B,EAAE,CAACgC,KAJU;AAKnBV,UAAAA,KAAK,EAALA,KALmB;AAMnBC,UAAAA,MAAM,EAANA;AANmB,SAArB,CADJ,GASI,KAAKI,eAAL,CAAqB;AACnBC,UAAAA,KAAK,EAAE,IADY;AAEnBP,UAAAA,IAAI,EAAE,CAAC,CAAD,CAFa;AAGnBQ,UAAAA,MAAM,EAAE7B,EAAE,CAAC8B,SAHQ;AAInBC,UAAAA,IAAI,EAAE/B,EAAE,CAACgC,KAJU;AAKnBV,UAAAA,KAAK,EAAE,CALY;AAMnBC,UAAAA,MAAM,EAAE;AANW,SAArB,CAVN;AAkBD;;AACD,aAAO;AACLU,QAAAA,aAAa,EAAE,KAAKR,WADf;AAELS,QAAAA,gBAAgB,EAAE,KAAKC,iBAAL,EAFb;AAILC,QAAAA,eAAe,EAAEC,MAAM,CAAC7B,aAAD,CAJlB;AAML8B,QAAAA,SAAS,EAAE,UAAS7B,OAAT,IAAoBA,OAApB,GAA8B,GANpC;AAQL8B,QAAAA,eAAe,EAAEF,MAAM,CAAC3B,aAAa,CAACC,MAAf,CARlB;AASL6B,QAAAA,KAAK,EAAE9B,aAAa,CAACE,GAAd,KAAsB,IAAtB,GAA6B,GAA7B,GAAmC;AATrC,OAAP;AAWD;;;WAED,sBAA8B;AAC5B,aAAO,KAAK6B,WAAL,EAAP;AACD;;;WAED,uBAA+B;AAC7B,iCAA4C,KAAKC,cAAL,EAA5C;AAAA,UAAQC,IAAR,wBAAQA,IAAR;AAAA,UAAcC,IAAd,wBAAcA,IAAd;AAAA,UAAoBC,aAApB,wBAAoBA,aAApB;AAAA,UAAmCd,IAAnC,wBAAmCA,IAAnC;;AACA,kBAGI,KAAKzB,KAAL,CAAWC,cAAX,EAHJ;AAAA,6BACEuC,IADF;AAAA,UACEA,IADF,2BACS,KADT;AAAA,mCAEEC,UAFF;AAAA,UAEEA,UAFF,iCAEe,IAFf;;AAIA,WAAKzC,KAAL,CAAWuC,aAAX,GAA2BA,aAA3B;AACA,aAAO,CACL,KAAKvC,KAAL,CAAW0C,eAAX,CAA2B;AACzBC,QAAAA,UAAU,EAAElB,IADa;AAEzBmB,QAAAA,YAAY,EAAEN,IAFW;AAGzBO,QAAAA,cAAc,EAAER,IAHS;AAIzBE,QAAAA,aAAa,EAAbA,aAJyB;AAKzBO,QAAAA,KAAK,EAAE,KAAKC,QAAL,EALkB;AAMzBC,QAAAA,KAAK,EAAE;AAAE3C,UAAAA,MAAM,EAAE;AAAV,SANkB;AAOzB4C,QAAAA,OAAO,EAAEtD,OAAO,CAAC6C,IAAD,EAAOC,UAAP;AAPS,OAA3B,CADK,CAAP;AAWD;;;WAED,uBAAqB;AAAA;;AACnB,gCAAKtB,WAAL,wEAAkB+B,OAAlB;AACD;;;WAED,qCAAsC;AACpC,kBAKI,KAAKlD,KAAL,CAAWC,cAAX,EALJ;AAAA,sCACEG,aADF;AAAA,UACEA,aADF,oCACkB;AACdC,QAAAA,MAAM,EAAE,KADM;AAEdC,QAAAA,GAAG,EAAE;AAFS,OADlB;;AAMA,UAAIF,aAAa,CAACC,MAAlB,EAA0B;AACxB,aAAK8C,qBAAL,CAA2BC,sBAA3B,CAAkD;AAChDC,UAAAA,IAAI,EAAE,QAD0C;AAEhD5B,UAAAA,IAAI,EAAEhC,aAAa,CAAC6D,SAF4B;AAGhDC,UAAAA,UAAU,EAAE;AACVF,YAAAA,IAAI,EAAE,UADI;AAEVG,YAAAA,MAAM,EAAE;AAENC,cAAAA,KAAK,EAAE/D,EAAE,CAACgE,WAFJ;AAGN3C,cAAAA,IAAI,EAAE,EAHA;AAINU,cAAAA,IAAI,EAAE/B,EAAE,CAACgC;AAJH,aAFE;AAQViC,YAAAA,IAAI,EAAE,CARI;AASVC,YAAAA,MAAM,EAAE,gBACNC,OADM,EAENC,UAFM,EAGNC,MAHM,EAINC,YAJM,EAKNC,MALM,EAMH;AAEH,qBAAO,CAACF,MAAM,CAAC,CAAD,CAAP,EAAYA,MAAM,CAAC,CAAD,CAAlB,EAAuBA,MAAM,CAAC,CAAD,CAA7B,CAAP;AACD;AAlBS;AAHoC,SAAlD;AAwBD;AACF;;;WAED,0BAKE;AACA,kBAII,KAAK/D,KAAL,CAAWC,cAAX,EAJJ;AAAA,sCACEG,aADF;AAAA,UACEA,aADF,oCACkB;AACdC,QAAAA,MAAM,EAAE;AADM,OADlB;;AAKA,UAAID,aAAa,CAACC,MAAlB,EAA0B;AACxB,eAAO;AACLgC,UAAAA,IAAI,EAAE6B,mBADD;AAEL5B,UAAAA,IAAI,EAAE6B,mBAFD;AAGL1C,UAAAA,IAAI,EAAE,gBAHD;AAILc,UAAAA,aAAa,EAAEzC;AAJV,SAAP;AAMD,OAPD,MAOO;AACL,eAAO;AACLuC,UAAAA,IAAI,EAAE+B,YADD;AAEL9B,UAAAA,IAAI,EAAE+B,YAFD;AAGL5C,UAAAA,IAAI,EAAE,cAHD;AAILc,UAAAA,aAAa,EAAE1C;AAJV,SAAP;AAMD;AACF;;;;EA7IoCD,S;;SAAlBG,S","sourcesContent":["import {\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n Triangulation,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport {\n polygonTriangulation,\n polygonTriangulationWithCenter,\n} from '../../core/triangulation';\nimport polygon_frag from '../shaders/polygon_frag.glsl';\nimport polygon_linear_frag from '../shaders/polygon_linear_frag.glsl';\nimport polygon_linear_vert from '../shaders/polygon_linear_vert.glsl';\nimport polygon_vert from '../shaders/polygon_vert.glsl';\nexport default class FillModel extends BaseModel {\n public getUninforms() {\n const {\n raisingHeight = 0,\n opacity = 1,\n opacityLinear = {\n enable: false,\n dir: 'in',\n },\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_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_raisingHeight: Number(raisingHeight),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n u_opacitylinear: Number(opacityLinear.enable),\n u_dir: opacityLinear.dir === 'in' ? 1.0 : 0.0,\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const { frag, vert, triangulation, type } = this.getModelParams();\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n this.layer.triangulation = triangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation,\n blend: this.getBlend(),\n depth: { enable: false },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n const {\n opacityLinear = {\n enable: false,\n dir: 'in',\n },\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (opacityLinear.enable) {\n this.styleAttributeService.registerStyleAttribute({\n name: 'linear',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_linear',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n // center[0] center[1] radius\n return [vertex[3], vertex[4], vertex[5]];\n },\n },\n });\n }\n }\n\n private getModelParams(): {\n frag: string;\n vert: string;\n type: string;\n triangulation: Triangulation;\n } {\n const {\n opacityLinear = {\n enable: false,\n },\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (opacityLinear.enable) {\n return {\n frag: polygon_linear_frag,\n vert: polygon_linear_vert,\n type: 'polygon_linear',\n triangulation: polygonTriangulationWithCenter,\n };\n } else {\n return {\n frag: polygon_frag,\n vert: polygon_vert,\n type: 'polygon_fill',\n triangulation: polygonTriangulation,\n };\n }\n }\n}\n"],"file":"fill.js"}
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@@ -51,7 +51,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
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var heatmap3DFrag = "uniform sampler2D u_texture;\nuniform sampler2D u_colorTexture;\nuniform float u_opacity;\nvarying vec2 v_texCoord;\nvarying float v_intensity;\n\nvoid main(){\n \n float intensity = texture2D(u_texture, v_texCoord).r;\n vec4 color = texture2D(u_colorTexture,vec2(intensity, 0));\n gl_FragColor = color;\n // gl_FragColor.a = color.a * smoothstep(0.1,0.2,intensity)* u_opacity;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n}\n";
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var heatmap3DVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nuniform sampler2D u_texture;\nvarying vec2 v_texCoord;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_InverseViewProjectionMatrix;\nuniform mat4 u_ViewProjectionMatrixUncentered;\nvarying float v_intensity;\n\n\nvec2 toBezier(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {\n float t2 = t * t;\n float one_minus_t = 1.0 - t;\n float one_minus_t2 = one_minus_t * one_minus_t;\n return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);\n}\nvec2 toBezier(float t, vec4 p){\n return toBezier(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));\n}\n#pragma include \"projection\"\nvoid main() {\n v_texCoord = a_Uv;\n\n vec2 pos = a_Uv * vec2(2.0) - vec2(1.0); // \u5C06\u539F\u672C 0 -> 1 \u7684 uv \u8F6C\u6362\u4E3A -1 -> 1 \u7684\u6807\u51C6\u5750\u6807\u7A7A\u95F4\uFF08NDC\uFF09\n\n vec4 p1 = vec4(pos, 0.0, 1.0); // x/y \u5E73\u9762\u4E0A\u7684\u70B9\uFF08z == 0\uFF09\u53EF\u4EE5\u8BA4\u4E3A\u662F\u4E09\u7EF4\u4E0A\u7684\u70B9\u88AB\u6295\u5F71\u5230\u5E73\u9762\u540E\u7684\u70B9\n\tvec4 p2 = vec4(pos, 1.0, 1.0); // \u5E73\u884C\u4E8Ex/y\u5E73\u9762\u3001z==1 \u7684\u5E73\u9762\u4E0A\u7684\u70B9\n\n\tvec4 inverseP1 = u_InverseViewProjectionMatrix * p1; // \u6839\u636E\u89C6\u56FE\u6295\u5F71\u77E9\u9635\u7684\u9006\u77E9\u9635\u5E73\u9762\u4E0A\u7684\u53CD\u7B97\u51FA\u4E09\u7EF4\u7A7A\u95F4\u4E2D\u7684\u70B9\uFF08p1\u5E73\u9762\u4E0A\u7684\u70B9\uFF09\n\tvec4 inverseP2 = u_InverseViewProjectionMatrix * p2;\n\n inverseP1 = inverseP1 / inverseP1.w; // \u5F52\u4E00\u5316\u64CD\u4F5C\uFF08\u5F52\u4E00\u5316\u540E\u4E3A\u4E16\u754C\u5750\u6807\uFF09\n\tinverseP2 = inverseP2 / inverseP2.w;\n\n\tfloat zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z); // ??\n\tvec4 position = inverseP1 + zPos * (inverseP2 - inverseP1);\n\n vec4 b= vec4(0.5000, 0.0, 1.0, 0.5000);\n float fh;\n\n v_intensity = texture2D(u_texture, v_texCoord).r;\n fh = toBezier(v_intensity, b).y;\n gl_Position = u_ViewProjectionMatrixUncentered * vec4(position.xy, fh * project_pixel(50.), 1.0);\n \n}\n";
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var heatmapColorFrag = "uniform sampler2D u_texture; // \u70ED\u529B\u5F3A\u5EA6\u56FE\nuniform sampler2D u_colorTexture; // \u6839\u636E\u5F3A\u5EA6\u5206\u5E03\u7684\u8272\u5E26\nuniform float u_opacity;\nvarying vec2 v_texCoord;\n\nfloat getBlurIndusty() {\n float
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var heatmapColorFrag = "uniform sampler2D u_texture; // \u70ED\u529B\u5F3A\u5EA6\u56FE\nuniform sampler2D u_colorTexture; // \u6839\u636E\u5F3A\u5EA6\u5206\u5E03\u7684\u8272\u5E26\nuniform float u_opacity;\nvarying vec2 v_texCoord;\n\nuniform vec2 u_ViewportSize;\n\nfloat getBlurIndusty() {\n float vW = 2.0/u_ViewportSize.x;\n float vH = 2.0/u_ViewportSize.y;\n vec2 vUv = v_texCoord;\n float i11 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n float i12 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y + 1.0 * vH) ).r;\n float i13 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y + 1.0 * vH) ).r;\n\n float i21 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y) ).r;\n float i22 = texture2D( u_texture, vec2( vUv.x , vUv.y) ).r;\n float i23 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y) ).r;\n\n float i31 = texture2D( u_texture, vec2( vUv.x - 1.0 * vW, vUv.y-1.0*vH) ).r;\n float i32 = texture2D( u_texture, vec2( vUv.x - 0.0 * vW, vUv.y-1.0*vH) ).r;\n float i33 = texture2D( u_texture, vec2( vUv.x + 1.0 * vW, vUv.y-1.0*vH) ).r;\n\n return(\n i11 + \n i12 + \n i13 + \n i21 + \n i21 + \n i22 + \n i23 + \n i31 + \n i32 + \n i33\n )/9.0;\n}\n\n\nvoid main(){\n // float intensity = texture2D(u_texture, v_texCoord).r;\n float intensity = getBlurIndusty();\n vec4 color = texture2D(u_colorTexture, vec2(intensity, 0.0));\n\n gl_FragColor =color;\n gl_FragColor.a = color.a * smoothstep(0.,0.1,intensity) * u_opacity;\n\n}\n";
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var heatmapColorVert = "precision highp float;\nattribute vec3 a_Position;\nattribute vec2 a_Uv;\nvarying vec2 v_texCoord;\n\nvoid main() {\n v_texCoord = a_Uv;\n\n gl_Position = vec4(a_Position.xy, 0, 1.);\n}\n";
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var heatmapFramebufferFrag = "precision highp float;\nuniform float u_intensity;\nvarying float v_weight;\nvarying vec2 v_extrude;\n#define GAUSS_COEF 0.3989422804014327\nvoid main(){\n float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);\n float val = v_weight * u_intensity * GAUSS_COEF * exp(d);\n gl_FragColor = vec4(val, 1., 1., 1.);\n}\n";
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var heatmapFramebufferVert = "precision highp float;\nattribute vec3 a_Position;\nattribute float a_Size;\nattribute vec2 a_Dir;\nuniform float u_intensity;\nuniform float u_radius;\nvarying vec2 v_extrude;\nvarying float v_weight;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\n\n#define GAUSS_COEF 0.3989422804014327\n\n#pragma include \"projection\"\n\nvoid main(){\n v_weight = a_Size;\n float ZERO = 1.0 / 255.0 / 16.0;\n float extrude_x = a_Dir.x * 2.0 -1.0;\n float extrude_y = a_Dir.y * 2.0 -1.0;\n vec2 extrude_dir = normalize(vec2(extrude_x,extrude_y));\n float S = sqrt(-2.0 * log(ZERO / a_Size / u_intensity / GAUSS_COEF)) / 2.5;\n v_extrude = extrude_dir * S;\n\n vec2 offset = project_pixel(v_extrude * u_radius);\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, 0.0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n }\n}\n";
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@@ -160,11 +160,7 @@ var ExtrudeModel = function (_BaseModel) {
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fragmentShader: frag,
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triangulation: _triangulation.PolygonExtrudeTriangulation,
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stencil: (0, _l7Utils.getMask)(mask, maskInside)
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cull: {
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enable: true,
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face: _l7Core.gl.BACK
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}
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stencil: (0, _l7Utils.getMask)(mask, maskInside)
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})];
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}
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}, {
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport { PolygonExtrudeTriangulation } from '../../core/triangulation';\nimport polygonExtrudeFrag from '../shaders/extrude/polygon_extrude_frag.glsl';\n// extrude\nimport polygonExtrudeVert from '../shaders/extrude/polygon_extrude_vert.glsl';\nimport polygonExtrudeTexFrag from '../shaders/extrude/polygon_extrudetex_frag.glsl';\n// texture\nimport polygonExtrudeTexVert from '../shaders/extrude/polygon_extrudetex_vert.glsl';\n// extrude picking\n\nimport polygonExtrudePickLightFrag from '../shaders/extrude/polygon_extrude_picklight_frag.glsl';\nimport polygonExtrudePickLightVert from '../shaders/extrude/polygon_extrude_picklight_vert.glsl';\n\nexport default class ExtrudeModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms() {\n const {\n opacity = 1,\n heightfixed = false,\n raisingHeight = 0,\n topsurface = true,\n sidesurface = true,\n sourceColor,\n targetColor,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\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\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [1, 1, 1, 1];\n let targetColorArr = [1, 1, 1, 1];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n return {\n // 控制侧面和顶面的显示隐藏\n u_topsurface: Number(topsurface),\n u_sidesurface: Number(sidesurface),\n\n u_heightfixed: Number(heightfixed),\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_raisingHeight: Number(raisingHeight),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n u_texture: this.texture,\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\n const { frag, vert, type } = this.getShaders();\n\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: PolygonExtrudeTriangulation,\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 getShaders() {\n const {\n pickLight,\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (mapTexture) {\n return {\n frag: polygonExtrudeTexFrag,\n vert: polygonExtrudeTexVert,\n type: 'polygonExtrudeTexture',\n };\n }\n if (pickLight) {\n return {\n frag: polygonExtrudePickLightFrag,\n vert: polygonExtrudePickLightVert,\n type: 'polygonExtrudePickLight',\n };\n } else {\n return {\n frag: polygonExtrudeFrag,\n vert: polygonExtrudeVert,\n type: 'polygonExtrude',\n };\n }\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n this.texture?.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: 'uvs',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_uvs',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n const lng = vertex[0];\n const lat = vertex[1];\n return [(lng - minLng) / lngLen, (lat - minLat) / latLen, vertex[4]];\n },\n },\n });\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 10 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n }\n\n private loadTexture() {\n const {\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n if (mapTexture) {\n const image = new Image();\n image.crossOrigin = '';\n image.src = mapTexture;\n\n image.onload = () => {\n this.texture = createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n }\n }\n}\n"],"file":"extrude.js"}
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targetColorArr = [1, 1, 1, 1];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n return {\n // 控制侧面和顶面的显示隐藏\n u_topsurface: Number(topsurface),\n u_sidesurface: Number(sidesurface),\n\n u_heightfixed: Number(heightfixed),\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_raisingHeight: Number(raisingHeight),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n u_texture: this.texture,\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\n const { frag, vert, type } = this.getShaders();\n\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: PolygonExtrudeTriangulation,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public getShaders() {\n const {\n pickLight,\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (mapTexture) {\n return {\n frag: polygonExtrudeTexFrag,\n vert: polygonExtrudeTexVert,\n type: 'polygonExtrudeTexture',\n };\n }\n if (pickLight) {\n return {\n frag: polygonExtrudePickLightFrag,\n vert: polygonExtrudePickLightVert,\n type: 'polygonExtrudePickLight',\n };\n } else {\n return {\n frag: polygonExtrudeFrag,\n vert: polygonExtrudeVert,\n type: 'polygonExtrude',\n };\n }\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n this.texture?.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: 'uvs',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_uvs',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n const lng = vertex[0];\n const lat = vertex[1];\n return [(lng - minLng) / lngLen, (lat - minLat) / latLen, vertex[4]];\n },\n },\n });\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 10 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n }\n\n private loadTexture() {\n const {\n mapTexture,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n if (mapTexture) {\n const image = new Image();\n image.crossOrigin = '';\n image.src = mapTexture;\n\n image.onload = () => {\n this.texture = createTexture2D({\n data: image,\n width: image.width,\n height: image.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.LINEAR,\n mag: gl.LINEAR,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n }\n }\n}\n"],"file":"extrude.js"}
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{"version":3,"sources":["../../../src/polygon/models/fill.ts"],"names":["FillModel","layer","getLayerConfig","raisingHeight","opacity","opacityLinear","enable","dir","dataTextureTest","dataTextureNeedUpdate","judgeStyleAttributes","encodeData","getEncodedData","calDataFrame","cellLength","cellProperties","data","width","height","rowCount","dataTexture","length","createTexture2D","flipY","format","gl","LUMINANCE","type","FLOAT","u_dataTexture","u_cellTypeLayout","getCellTypeLayout","u_raisingHeight","Number","u_opacity","u_opacitylinear","u_dir","buildModels","getModelParams","frag","vert","triangulation","mask","maskInside","buildLayerModel","moduleName","vertexShader","fragmentShader","blend","getBlend","depth","
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n Triangulation,\n} from '@antv/l7-core';\nimport { getMask } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { IPolygonLayerStyleOptions } from '../../core/interface';\nimport {\n polygonTriangulation,\n polygonTriangulationWithCenter,\n} from '../../core/triangulation';\nimport polygon_frag from '../shaders/polygon_frag.glsl';\nimport polygon_linear_frag from '../shaders/polygon_linear_frag.glsl';\nimport polygon_linear_vert from '../shaders/polygon_linear_vert.glsl';\nimport polygon_vert from '../shaders/polygon_vert.glsl';\nexport default class FillModel extends BaseModel {\n public getUninforms() {\n const {\n raisingHeight = 0,\n opacity = 1,\n opacityLinear = {\n enable: false,\n dir: 'in',\n },\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_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_raisingHeight: Number(raisingHeight),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n u_opacitylinear: Number(opacityLinear.enable),\n u_dir: opacityLinear.dir === 'in' ? 1.0 : 0.0,\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public buildModels(): IModel[] {\n const { frag, vert, triangulation, type } = this.getModelParams();\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n this.layer.triangulation = triangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation,\n blend: this.getBlend(),\n depth: { enable: false },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n protected registerBuiltinAttributes() {\n const {\n opacityLinear = {\n enable: false,\n dir: 'in',\n },\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (opacityLinear.enable) {\n this.styleAttributeService.registerStyleAttribute({\n name: 'linear',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_linear',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n // center[0] center[1] radius\n return [vertex[3], vertex[4], vertex[5]];\n },\n },\n });\n }\n }\n\n private getModelParams(): {\n frag: string;\n vert: string;\n type: string;\n triangulation: Triangulation;\n } {\n const {\n opacityLinear = {\n enable: false,\n },\n } = this.layer.getLayerConfig() as IPolygonLayerStyleOptions;\n if (opacityLinear.enable) {\n return {\n frag: polygon_linear_frag,\n vert: polygon_linear_vert,\n type: 'polygon_linear',\n triangulation: polygonTriangulationWithCenter,\n };\n } else {\n return {\n frag: polygon_frag,\n vert: polygon_vert,\n type: 'polygon_fill',\n triangulation: polygonTriangulation,\n };\n }\n }\n}\n"],"file":"fill.js"}
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package/package.json
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{
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"name": "@antv/l7-layers",
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"version": "2.8.
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"version": "2.8.46",
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"description": "L7's collection of built-in layers",
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"main": "lib/index.js",
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"module": "es/index.js",
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"author": "xiaoiver",
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"license": "ISC",
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"dependencies": {
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"@antv/l7-core": "2.8.
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"@antv/l7-source": "2.8.
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"@antv/l7-utils": "2.8.
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"@antv/l7-core": "2.8.46",
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"@antv/l7-source": "2.8.46",
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"@antv/l7-utils": "2.8.46",
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"@babel/runtime": "^7.7.7",
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"@mapbox/martini": "^0.2.0",
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"@turf/meta": "^6.0.2",
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@@ -55,7 +55,7 @@
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"@types/gl-matrix": "^2.4.5",
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"@types/lodash": "^4.14.138"
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},
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"gitHead": "
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"gitHead": "584177677c3ab2627d4bfa31963791d747305145",
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"publishConfig": {
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"access": "public"
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}
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