@antv/l7-layers 2.8.46 → 2.8.47
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/es/Geometry/models/sprite.js +29 -25
- package/es/Geometry/models/sprite.js.map +1 -1
- package/es/core/interface.d.ts +1 -0
- package/es/core/interface.js.map +1 -1
- package/lib/Geometry/models/sprite.js +29 -25
- package/lib/Geometry/models/sprite.js.map +1 -1
- package/lib/core/interface.js.map +1 -1
- package/package.json +5 -5
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@@ -57,8 +57,12 @@ var SpriteModel = function (_BaseModel) {
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_defineProperty(_assertThisInitialized(_this), "spriteAnimate", void 0);
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58
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_defineProperty(_assertThisInitialized(_this), "planeGeometryUpdateTriangulation", function () {
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60
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+
var _ref = _this.layer.getLayerConfig(),
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61
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_ref$spriteBottom = _ref.spriteBottom,
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62
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spriteBottom = _ref$spriteBottom === void 0 ? -100000 : _ref$spriteBottom;
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63
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+
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var updateZ = _this.spriteUpdate;
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61
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-
var bottomZ =
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65
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var bottomZ = spriteBottom;
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var topZ = _this.spriteTop;
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for (var i = 0; i < _this.positions.length; i += 5) {
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@@ -101,13 +105,13 @@ var SpriteModel = function (_BaseModel) {
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_defineProperty(_assertThisInitialized(_this), "planeGeometryTriangulation", function () {
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var _this2;
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var
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-
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center =
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-
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spriteCount =
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109
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-
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spriteRadius =
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var _ref2 = _this.layer.getLayerConfig(),
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_ref2$center = _ref2.center,
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center = _ref2$center === void 0 ? [120, 30] : _ref2$center,
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_ref2$spriteCount = _ref2.spriteCount,
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spriteCount = _ref2$spriteCount === void 0 ? 100 : _ref2$spriteCount,
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_ref2$spriteRadius = _ref2.spriteRadius,
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spriteRadius = _ref2$spriteRadius === void 0 ? 10 : _ref2$spriteRadius;
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var _this$initSprite = (_this2 = _this).initSprite.apply(_this2, [spriteRadius, spriteCount].concat(_toConsumableArray(center))),
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indices = _this$initSprite.indices,
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@@ -153,10 +157,10 @@ var SpriteModel = function (_BaseModel) {
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var y = -radius / 2 + randomY;
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if (mapService.version === Version['GAODE2.x']) {
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var
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-
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a =
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b =
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var _ref3 = mapService.lngLatToCoord([x + lng, -y + lat]),
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_ref4 = _slicedToArray(_ref3, 2),
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a = _ref4[0],
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b = _ref4[1];
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return [a, b, z, 0, 0];
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} else {
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@@ -172,11 +176,11 @@ var SpriteModel = function (_BaseModel) {
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}, {
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key: "getUninforms",
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value: function getUninforms() {
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var
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opacity =
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mapTexture =
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-
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spriteScale =
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var _ref5 = this.layer.getLayerConfig(),
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opacity = _ref5.opacity,
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mapTexture = _ref5.mapTexture,
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_ref5$spriteScale = _ref5.spriteScale,
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spriteScale = _ref5$spriteScale === void 0 ? 1 : _ref5$spriteScale;
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if (this.mapTexture !== mapTexture) {
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var _this$texture;
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@@ -206,14 +210,14 @@ var SpriteModel = function (_BaseModel) {
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value: function initModels() {
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var _this3 = this;
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var
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mapTexture =
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-
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spriteTop =
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-
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spriteUpdate =
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-
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spriteAnimate =
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var _ref6 = this.layer.getLayerConfig(),
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mapTexture = _ref6.mapTexture,
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_ref6$spriteTop = _ref6.spriteTop,
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spriteTop = _ref6$spriteTop === void 0 ? 5000000 : _ref6$spriteTop,
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_ref6$spriteUpdate = _ref6.spriteUpdate,
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spriteUpdate = _ref6$spriteUpdate === void 0 ? 10000 : _ref6$spriteUpdate,
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_ref6$spriteAnimate = _ref6.spriteAnimate,
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spriteAnimate = _ref6$spriteAnimate === void 0 ? SPRITE_ANIMATE_DIR.DOWN : _ref6$spriteAnimate;
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this.mapTexture = mapTexture;
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this.spriteTop = spriteTop;
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@@ -1 +1 @@
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1
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-
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { Version } from '@antv/l7-maps';\n\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport spriteFrag from '../shaders/sprite_frag.glsl';\nimport spriteVert from '../shaders/sprite_vert.glsl';\n\nenum SPRITE_ANIMATE_DIR {\n 'UP' = 'up',\n 'DOWN' = 'down',\n}\n\nexport default class SpriteModel extends BaseModel {\n protected texture: ITexture2D;\n protected mapTexture: string | undefined;\n protected positions: number[];\n protected indices: number[];\n protected timer: number;\n protected spriteTop: number;\n protected spriteUpdate: number;\n protected spriteAnimate: SPRITE_ANIMATE_DIR;\n\n public initSprite(radius = 10, spriteCount = 100, lng = 120, lat = 30) {\n const indices = [];\n const positions = [];\n const mapService = this.mapService;\n const heightLimit =\n this.spriteAnimate === SPRITE_ANIMATE_DIR.UP\n ? -this.spriteTop\n : this.spriteTop;\n for (let i = 0; i < spriteCount; i++) {\n const height = Math.random() * heightLimit;\n positions.push(...getPos(height));\n }\n for (let i = 0; i < spriteCount; i++) {\n indices.push(i);\n }\n\n function getPos(z: number) {\n const randomX = radius * Math.random();\n const randomY = radius * Math.random();\n const x = -radius / 2 + randomX;\n const y = -radius / 2 + randomY;\n if (mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n return [a, b, z, 0, 0];\n } else {\n return [x + lng, -y + lat, z, 0, 0];\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryUpdateTriangulation = () => {\n const updateZ = this.spriteUpdate;\n const bottomZ = -100000;\n const topZ = this.spriteTop;\n\n for (let i = 0; i < this.positions.length; i += 5) {\n if (this.spriteAnimate === SPRITE_ANIMATE_DIR.UP) {\n this.positions[i + 2] += updateZ;\n if (this.positions[i + 2] > topZ) {\n this.positions[i + 2] = bottomZ;\n }\n } else {\n this.positions[i + 2] -= updateZ;\n if (this.positions[i + 2] < bottomZ) {\n this.positions[i + 2] = topZ;\n }\n }\n }\n\n return {\n vertices: this.positions,\n indices: this.indices,\n size: 5,\n };\n };\n\n public updateModel = () => {\n // @ts-ignore\n const attributes = this.layer.createAttrubutes({\n triangulation: this.planeGeometryUpdateTriangulation,\n });\n this.layer.models.map((m) => {\n m.updateAttributes(attributes);\n });\n this.layer.renderLayers();\n\n this.timer = requestAnimationFrame(this.updateModel);\n };\n\n public planeGeometryTriangulation = () => {\n const {\n center = [120, 30],\n spriteCount = 100,\n spriteRadius = 10,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n const { indices, positions } = this.initSprite(\n spriteRadius,\n spriteCount,\n ...center,\n );\n this.positions = 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IGeometryLayerStyleOptions;\n\n const { indices, positions } = this.initSprite(\n spriteRadius,\n spriteCount,\n ...center,\n );\n this.positions = positions;\n this.indices = indices;\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n spriteScale = 1,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_texture: this.texture,\n u_Scale: spriteScale,\n };\n }\n\n public clearModels(): void {\n cancelAnimationFrame(this.timer);\n this.texture?.destroy();\n }\n\n public initModels() {\n const {\n mapTexture,\n spriteTop = 5000000,\n spriteUpdate = 10000,\n spriteAnimate = SPRITE_ANIMATE_DIR.DOWN,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n this.spriteTop = spriteTop;\n this.spriteUpdate = spriteUpdate;\n spriteAnimate === 'up'\n ? 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package/es/core/interface.js.map
CHANGED
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{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType","CanvasUpdateType"],"mappings":"AAIA,WAAYA,aAAZ;;WAAYA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,KAAAA,a;;AA4LZ,WAAYC,gBAAZ;;WAAYA,gB;AAAAA,EAAAA,gB;AAAAA,EAAAA,gB;GAAAA,gB,KAAAA,gB","sourcesContent":["import { IAnimateOption, IMapService } from '@antv/l7-core';\nimport { IColorRamp } from '@antv/l7-utils';\nimport { styleOffset, styleSingle } from '../core/BaseModel';\nimport { anchorType } from '../utils/symbol-layout';\nexport enum lineStyleType {\n 'solid' = 0.0,\n 'dash' = 1.0,\n}\n\ninterface ILineArrow {\n enable: boolean;\n arrowWidth: number;\n arrowHeight: number;\n tailWidth: number;\n}\n\nexport interface ILineLayerStyleOptions {\n opacity: styleSingle;\n lineType?: keyof typeof lineStyleType; // 可选参数、线类型(all - dash/solid)\n dashArray?: [number, number]; // 可选参数、虚线间隔\n segmentNumber?: number;\n\n depth?: boolean;\n forward?: boolean; // 可选参数、是否反向(arcLine)\n lineTexture?: boolean; // 可选参数、是否开启纹理贴图功能(all)\n iconStep?: number; // 可选参数、纹理贴图步长(all)\n iconStepCount?: number; // 可选参数、纹理贴图间隔\n textureBlend?: string; // 可选参数、供给纹理贴图使用(all)\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n thetaOffset?: number; // 可选参数、设置弧线的偏移量\n\n globalArcHeight?: number; // 可选参数、地球模式下 3D 弧线的高度\n vertexHeightScale?: number; // 可选参数、lineLayer vertex height scale\n\n borderWidth?: number; // 可选参数 线边框宽度\n borderColor?: string; // 可选参数 线边框颜色\n\n heightfixed?: boolean; // 可选参数 高度是否固定\n raisingHeight?: number; // 线图层抬升高度\n\n mask?: boolean; // 可选参数 时候允许蒙层\n maskInside?: boolean; // 可选参数 控制图层是否显示在蒙层的内部\n\n arrow?: ILineArrow;\n\n rampColors?: IColorRamp;\n}\n\nexport interface IPointLayerStyleOptions {\n opacity: number;\n strokeOpacity: number;\n strokeWidth: number;\n stroke: string;\n\n blur?: number;\n\n // text\n textOffset?: [number, number];\n textAnchor?: anchorType;\n spacing?: number;\n padding?: [number, number];\n halo?: number;\n gamma?: number;\n fontWeight?: string;\n fontFamily?: string;\n textAllowOverlap?: boolean;\n\n raisingHeight?: number; // 线图层抬升高度\n\n // cylinder\n pickLight?: boolean;\n depth?: boolean;\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n lightEnable: boolean;\n heightfixed?: boolean; // 圆柱体高度是否固定(不随 zoom 发生变化)\n\n offsets?: styleOffset;\n blend?: string;\n unit?: string;\n mask?: boolean;\n maskInside?: boolean;\n\n rotation?: number; // angle\n speed?: number;\n}\n\nexport interface IPolygonLayerStyleOptions {\n opacity?: number;\n\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n\n topsurface?: boolean;\n sidesurface?: boolean;\n\n mapTexture?: string; // 挤出几何体顶面贴图\n raisingHeight?: number; // 挤出几何体抬升高度\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n heightfixed?: boolean; // 挤出几何体高度是否固定(不随 zoom 发生变化)\n\n pickLight: boolean;\n mask?: boolean;\n maskInside?: boolean;\n\n // water\n waterTexture?: string;\n speed?: number;\n // ocean\n watercolor?: string;\n watercolor2?: string;\n}\n\n// 栅格瓦片图层\nexport interface IRasterTileLayerStyleOptions {\n // TODO: define\n zIndex?: number;\n opacity?: number;\n}\nexport interface IMaskLayerStyleOptions {\n opacity: styleSingle;\n}\n\nexport interface IWindLayerStyleOptions {\n uMin?: number;\n uMax?: number;\n vMin?: number;\n vMax?: number;\n fadeOpacity?: number;\n speedFactor?: number;\n dropRate?: number;\n dropRateBump?: number;\n opacity?: number;\n numParticles?: number;\n rampColors?: {\n [key: number]: string;\n };\n sizeScale?: number;\n}\n\nexport interface IImageLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n}\n\nexport interface IGeometryLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n\n mapTexture?: string;\n terrainTexture?: string;\n\n // planeGeometry\n center?: [number, number];\n width?: number;\n height?: number;\n\n widthSegments?: number;\n heightSegments?: number;\n\n terrainClipHeight?: number;\n rgb2height?: (r: number, g: number, b: number) => number;\n\n // billboard\n raisingHeight?: number; // 抬升高度\n canvasWidth?: number;\n canvasHeight?: number;\n drawCanvas?: (canvas: HTMLCanvasElement) => void;\n\n // sprite\n spriteAnimate?: string;\n spriteRadius?: number;\n spriteCount?: number;\n spriteSpeed?: number;\n spriteTop?: number;\n spriteBottom?: number;\n spriteUpdate?: number;\n spriteScale?: number;\n\n animateOption?: IAnimateOption;\n}\n\nexport enum CanvasUpdateType {\n 'ALWAYS' = 'always',\n 'DRAGEND' = 'dragend',\n}\n\nexport interface IDrawingOnCanvas {\n canvas: HTMLCanvasElement;\n ctx: CanvasRenderingContext2D;\n mapService: IMapService;\n size: [number, number];\n}\nexport interface ICanvasLayerStyleOptions {\n zIndex: number;\n update: CanvasUpdateType | string;\n drawingOnCanvas: (option: IDrawingOnCanvas) => void;\n}\n\nexport interface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n\n coverage?: number;\n}\n\nexport interface IRasterLayerStyleOptions {\n opacity: number;\n domain: [number, number];\n noDataValue: number;\n clampLow: boolean;\n clampHigh: boolean;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n}\n"],"file":"interface.js"}
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { Version } from '@antv/l7-maps';\n\nimport BaseModel from '../../core/BaseModel';\nimport { IGeometryLayerStyleOptions } from '../../core/interface';\nimport spriteFrag from '../shaders/sprite_frag.glsl';\nimport spriteVert from '../shaders/sprite_vert.glsl';\n\nenum SPRITE_ANIMATE_DIR {\n 'UP' = 'up',\n 'DOWN' = 'down',\n}\n\nexport default class SpriteModel extends BaseModel {\n protected texture: ITexture2D;\n protected mapTexture: string | undefined;\n protected positions: number[];\n protected indices: number[];\n protected timer: number;\n protected spriteTop: number;\n protected spriteUpdate: number;\n protected spriteAnimate: SPRITE_ANIMATE_DIR;\n\n public initSprite(radius = 10, spriteCount = 100, lng = 120, lat = 30) {\n const indices = [];\n const positions = [];\n const mapService = this.mapService;\n const heightLimit =\n this.spriteAnimate === SPRITE_ANIMATE_DIR.UP\n ? -this.spriteTop\n : this.spriteTop;\n for (let i = 0; i < spriteCount; i++) {\n const height = Math.random() * heightLimit;\n positions.push(...getPos(height));\n }\n for (let i = 0; i < spriteCount; i++) {\n indices.push(i);\n }\n\n function getPos(z: number) {\n const randomX = radius * Math.random();\n const randomY = radius * Math.random();\n const x = -radius / 2 + randomX;\n const y = -radius / 2 + randomY;\n if (mapService.version === Version['GAODE2.x']) {\n // @ts-ignore\n const [a, b] = mapService.lngLatToCoord([x + lng, -y + lat]) as [\n number,\n number,\n ];\n return [a, b, z, 0, 0];\n } else {\n return [x + lng, -y + lat, z, 0, 0];\n }\n }\n\n return { indices, positions };\n }\n\n public planeGeometryUpdateTriangulation = () => {\n const updateZ = this.spriteUpdate;\n const bottomZ = -100000;\n const topZ = this.spriteTop;\n\n for (let i = 0; i < this.positions.length; i += 5) {\n if (this.spriteAnimate === SPRITE_ANIMATE_DIR.UP) {\n this.positions[i + 2] += updateZ;\n if (this.positions[i + 2] > topZ) {\n this.positions[i + 2] = bottomZ;\n }\n } else {\n this.positions[i + 2] -= updateZ;\n if (this.positions[i + 2] < bottomZ) {\n this.positions[i + 2] = topZ;\n }\n }\n }\n\n return {\n vertices: this.positions,\n indices: this.indices,\n size: 5,\n };\n };\n\n public updateModel = () => {\n // @ts-ignore\n const attributes = this.layer.createAttrubutes({\n triangulation: this.planeGeometryUpdateTriangulation,\n });\n this.layer.models.map((m) => {\n m.updateAttributes(attributes);\n });\n this.layer.renderLayers();\n\n this.timer = requestAnimationFrame(this.updateModel);\n };\n\n public planeGeometryTriangulation = () => {\n const {\n center = [120, 30],\n spriteCount = 100,\n spriteRadius = 10,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n const { indices, positions } = this.initSprite(\n spriteRadius,\n spriteCount,\n ...center,\n );\n this.positions = positions;\n this.indices = indices;\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n spriteScale = 1,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_texture: this.texture,\n u_Scale: spriteScale,\n };\n }\n\n public clearModels(): void {\n cancelAnimationFrame(this.timer);\n this.texture?.destroy();\n }\n\n public initModels() {\n const {\n mapTexture,\n spriteTop = 5000000,\n spriteUpdate = 10000,\n spriteAnimate = SPRITE_ANIMATE_DIR.DOWN,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n this.spriteTop = spriteTop;\n this.spriteUpdate = spriteUpdate;\n spriteAnimate === 'up'\n ? (this.spriteAnimate = SPRITE_ANIMATE_DIR.UP)\n : (this.spriteAnimate = SPRITE_ANIMATE_DIR.DOWN);\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n\n setTimeout(() => {\n this.updateModel();\n }, 100);\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'geometry_sprite',\n vertexShader: spriteVert,\n fragmentShader: spriteFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.POINTS,\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\n return '';\n }\n}\n"],"file":"sprite.js"}
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spriteBottom;\n const topZ = this.spriteTop;\n\n for (let i = 0; i < this.positions.length; i += 5) {\n if (this.spriteAnimate === SPRITE_ANIMATE_DIR.UP) {\n this.positions[i + 2] += updateZ;\n if (this.positions[i + 2] > topZ) {\n this.positions[i + 2] = bottomZ;\n }\n } else {\n this.positions[i + 2] -= updateZ;\n if (this.positions[i + 2] < bottomZ) {\n this.positions[i + 2] = topZ;\n }\n }\n }\n\n return {\n vertices: this.positions,\n indices: this.indices,\n size: 5,\n };\n };\n\n public updateModel = () => {\n // @ts-ignore\n const attributes = this.layer.createAttrubutes({\n triangulation: this.planeGeometryUpdateTriangulation,\n });\n this.layer.models.map((m) => {\n m.updateAttributes(attributes);\n });\n this.layer.renderLayers();\n\n this.timer = requestAnimationFrame(this.updateModel);\n };\n\n public planeGeometryTriangulation = () => {\n const {\n center = [120, 30],\n spriteCount = 100,\n spriteRadius = 10,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n\n const { indices, positions } = this.initSprite(\n spriteRadius,\n spriteCount,\n ...center,\n );\n this.positions = positions;\n this.indices = indices;\n return {\n vertices: positions,\n indices,\n size: 5,\n };\n };\n\n public getUninforms(): IModelUniform {\n const {\n opacity,\n mapTexture,\n spriteScale = 1,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n if (this.mapTexture !== mapTexture) {\n this.mapTexture = mapTexture;\n this.texture?.destroy();\n this.updateTexture(mapTexture);\n }\n return {\n u_opacity: opacity || 1,\n u_mapFlag: mapTexture ? 1 : 0,\n u_texture: this.texture,\n u_Scale: spriteScale,\n };\n }\n\n public clearModels(): void {\n cancelAnimationFrame(this.timer);\n this.texture?.destroy();\n }\n\n public initModels() {\n const {\n mapTexture,\n spriteTop = 5000000,\n spriteUpdate = 10000,\n spriteAnimate = SPRITE_ANIMATE_DIR.DOWN,\n } = this.layer.getLayerConfig() as IGeometryLayerStyleOptions;\n this.mapTexture = mapTexture;\n this.spriteTop = spriteTop;\n this.spriteUpdate = spriteUpdate;\n spriteAnimate === 'up'\n ? (this.spriteAnimate = SPRITE_ANIMATE_DIR.UP)\n : (this.spriteAnimate = SPRITE_ANIMATE_DIR.DOWN);\n\n const { createTexture2D } = this.rendererService;\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n this.updateTexture(mapTexture);\n\n setTimeout(() => {\n this.updateModel();\n }, 100);\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'geometry_sprite',\n vertexShader: spriteVert,\n fragmentShader: spriteFrag,\n triangulation: this.planeGeometryTriangulation,\n primitive: gl.POINTS,\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n public updateTexture(mapTexture: string | undefined): void {\n const { createTexture2D } = this.rendererService;\n\n if (mapTexture) {\n const img = new Image();\n img.crossOrigin = 'anonymous';\n img.onload = () => {\n this.texture = createTexture2D({\n data: img,\n width: img.width,\n height: img.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n });\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n };\n img.src = mapTexture;\n } else {\n this.texture = createTexture2D({\n width: 0,\n height: 0,\n });\n }\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\n return '';\n }\n}\n"],"file":"sprite.js"}
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{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType","CanvasUpdateType"],"mappings":";;;;;;IAIYA,a;;;WAAAA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,6BAAAA,a;;
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{"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType","CanvasUpdateType"],"mappings":";;;;;;IAIYA,a;;;WAAAA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,6BAAAA,a;;IA4LAC,gB;;;WAAAA,gB;AAAAA,EAAAA,gB;AAAAA,EAAAA,gB;GAAAA,gB,gCAAAA,gB","sourcesContent":["import { IAnimateOption, IMapService } from '@antv/l7-core';\nimport { IColorRamp } from '@antv/l7-utils';\nimport { styleOffset, styleSingle } from '../core/BaseModel';\nimport { anchorType } from '../utils/symbol-layout';\nexport enum lineStyleType {\n 'solid' = 0.0,\n 'dash' = 1.0,\n}\n\ninterface ILineArrow {\n enable: boolean;\n arrowWidth: number;\n arrowHeight: number;\n tailWidth: number;\n}\n\nexport interface ILineLayerStyleOptions {\n opacity: styleSingle;\n lineType?: keyof typeof lineStyleType; // 可选参数、线类型(all - dash/solid)\n dashArray?: [number, number]; // 可选参数、虚线间隔\n segmentNumber?: number;\n\n depth?: boolean;\n forward?: boolean; // 可选参数、是否反向(arcLine)\n lineTexture?: boolean; // 可选参数、是否开启纹理贴图功能(all)\n iconStep?: number; // 可选参数、纹理贴图步长(all)\n iconStepCount?: number; // 可选参数、纹理贴图间隔\n textureBlend?: string; // 可选参数、供给纹理贴图使用(all)\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n thetaOffset?: number; // 可选参数、设置弧线的偏移量\n\n globalArcHeight?: number; // 可选参数、地球模式下 3D 弧线的高度\n vertexHeightScale?: number; // 可选参数、lineLayer vertex height scale\n\n borderWidth?: number; // 可选参数 线边框宽度\n borderColor?: string; // 可选参数 线边框颜色\n\n heightfixed?: boolean; // 可选参数 高度是否固定\n raisingHeight?: number; // 线图层抬升高度\n\n mask?: boolean; // 可选参数 时候允许蒙层\n maskInside?: boolean; // 可选参数 控制图层是否显示在蒙层的内部\n\n arrow?: ILineArrow;\n\n rampColors?: IColorRamp;\n}\n\nexport interface IPointLayerStyleOptions {\n opacity: number;\n strokeOpacity: number;\n strokeWidth: number;\n stroke: string;\n\n blur?: number;\n\n // text\n textOffset?: [number, number];\n textAnchor?: anchorType;\n spacing?: number;\n padding?: [number, number];\n halo?: number;\n gamma?: number;\n fontWeight?: string;\n fontFamily?: string;\n textAllowOverlap?: boolean;\n\n raisingHeight?: number; // 线图层抬升高度\n\n // cylinder\n pickLight?: boolean;\n depth?: boolean;\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n lightEnable: boolean;\n heightfixed?: boolean; // 圆柱体高度是否固定(不随 zoom 发生变化)\n\n offsets?: styleOffset;\n blend?: string;\n unit?: string;\n mask?: boolean;\n maskInside?: boolean;\n\n rotation?: number; // angle\n speed?: number;\n}\n\nexport interface IPolygonLayerStyleOptions {\n opacity?: number;\n\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n\n topsurface?: boolean;\n sidesurface?: boolean;\n\n mapTexture?: string; // 挤出几何体顶面贴图\n raisingHeight?: number; // 挤出几何体抬升高度\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n heightfixed?: boolean; // 挤出几何体高度是否固定(不随 zoom 发生变化)\n\n pickLight: boolean;\n mask?: boolean;\n maskInside?: boolean;\n\n // water\n waterTexture?: string;\n speed?: number;\n // ocean\n watercolor?: string;\n watercolor2?: string;\n}\n\n// 栅格瓦片图层\nexport interface IRasterTileLayerStyleOptions {\n // TODO: define\n zIndex?: number;\n opacity?: number;\n}\nexport interface IMaskLayerStyleOptions {\n opacity: styleSingle;\n}\n\nexport interface IWindLayerStyleOptions {\n uMin?: number;\n uMax?: number;\n vMin?: number;\n vMax?: number;\n fadeOpacity?: number;\n speedFactor?: number;\n dropRate?: number;\n dropRateBump?: number;\n opacity?: number;\n numParticles?: number;\n rampColors?: {\n [key: number]: string;\n };\n sizeScale?: number;\n}\n\nexport interface IImageLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n}\n\nexport interface IGeometryLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n\n mapTexture?: string;\n terrainTexture?: string;\n\n // planeGeometry\n center?: [number, number];\n width?: number;\n height?: number;\n\n widthSegments?: number;\n heightSegments?: number;\n\n terrainClipHeight?: number;\n rgb2height?: (r: number, g: number, b: number) => number;\n\n // billboard\n raisingHeight?: number; // 抬升高度\n canvasWidth?: number;\n canvasHeight?: number;\n drawCanvas?: (canvas: HTMLCanvasElement) => void;\n\n // sprite\n spriteAnimate?: string;\n spriteRadius?: number;\n spriteCount?: number;\n spriteSpeed?: number;\n spriteTop?: number;\n spriteBottom?: number;\n spriteUpdate?: number;\n spriteScale?: number;\n\n animateOption?: IAnimateOption;\n}\n\nexport enum CanvasUpdateType {\n 'ALWAYS' = 'always',\n 'DRAGEND' = 'dragend',\n}\n\nexport interface IDrawingOnCanvas {\n canvas: HTMLCanvasElement;\n ctx: CanvasRenderingContext2D;\n mapService: IMapService;\n size: [number, number];\n}\nexport interface ICanvasLayerStyleOptions {\n zIndex: number;\n update: CanvasUpdateType | string;\n drawingOnCanvas: (option: IDrawingOnCanvas) => void;\n}\n\nexport interface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n\n coverage?: number;\n}\n\nexport interface IRasterLayerStyleOptions {\n opacity: number;\n domain: [number, number];\n noDataValue: number;\n clampLow: boolean;\n clampHigh: boolean;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n}\n"],"file":"interface.js"}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@antv/l7-layers",
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"version": "2.8.
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"version": "2.8.47",
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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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@@ -25,9 +25,9 @@
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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": "2.8.47",
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"@antv/l7-source": "2.8.47",
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"@antv/l7-utils": "2.8.47",
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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": "c9c02e855efd1b5c858e8af8ad768b3b01cecc8d",
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"publishConfig": {
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"access": "public"
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}
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