@antv/l7-layers 2.9.17-alpha.0 → 2.9.17

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (367) hide show
  1. package/es/Geometry/index.js +2 -12
  2. package/es/Geometry/index.js.map +1 -1
  3. package/es/Geometry/models/billboard.d.ts +3 -3
  4. package/es/Geometry/models/billboard.js +6 -11
  5. package/es/Geometry/models/billboard.js.map +1 -1
  6. package/es/Geometry/models/plane.d.ts +3 -3
  7. package/es/Geometry/models/plane.js +7 -12
  8. package/es/Geometry/models/plane.js.map +1 -1
  9. package/es/Geometry/models/sprite.d.ts +3 -3
  10. package/es/Geometry/models/sprite.js +6 -11
  11. package/es/Geometry/models/sprite.js.map +1 -1
  12. package/es/canvas/index.js +2 -12
  13. package/es/canvas/index.js.map +1 -1
  14. package/es/citybuliding/building.js +2 -12
  15. package/es/citybuliding/building.js.map +1 -1
  16. package/es/citybuliding/models/build.d.ts +1 -2
  17. package/es/citybuliding/models/build.js +3 -16
  18. package/es/citybuliding/models/build.js.map +1 -1
  19. package/es/core/BaseLayer.d.ts +1 -1
  20. package/es/core/BaseLayer.js +58 -97
  21. package/es/core/BaseLayer.js.map +1 -1
  22. package/es/core/BaseModel.d.ts +2 -2
  23. package/es/core/BaseModel.js +2 -2
  24. package/es/core/BaseModel.js.map +1 -1
  25. package/es/core/interface.d.ts +13 -2
  26. package/es/core/interface.js.map +1 -1
  27. package/es/core/triangulation.d.ts +0 -1
  28. package/es/core/triangulation.js +11 -37
  29. package/es/core/triangulation.js.map +1 -1
  30. package/es/earth/index.js +2 -8
  31. package/es/earth/index.js.map +1 -1
  32. package/es/earth/models/atmosphere.d.ts +2 -2
  33. package/es/earth/models/atmosphere.js +6 -11
  34. package/es/earth/models/atmosphere.js.map +1 -1
  35. package/es/earth/models/base.d.ts +2 -2
  36. package/es/earth/models/base.js +6 -11
  37. package/es/earth/models/base.js.map +1 -1
  38. package/es/earth/models/bloomsphere.d.ts +2 -2
  39. package/es/earth/models/bloomsphere.js +6 -11
  40. package/es/earth/models/bloomsphere.js.map +1 -1
  41. package/es/heatmap/index.js +5 -17
  42. package/es/heatmap/index.js.map +1 -1
  43. package/es/heatmap/models/grid.d.ts +2 -2
  44. package/es/heatmap/models/grid.js +8 -12
  45. package/es/heatmap/models/grid.js.map +1 -1
  46. package/es/heatmap/models/grid3d.d.ts +2 -2
  47. package/es/heatmap/models/grid3d.js +6 -12
  48. package/es/heatmap/models/grid3d.js.map +1 -1
  49. package/es/heatmap/models/heatmap.d.ts +2 -2
  50. package/es/heatmap/models/heatmap.js +62 -112
  51. package/es/heatmap/models/heatmap.js.map +1 -1
  52. package/es/heatmap/models/hexagon.d.ts +2 -2
  53. package/es/heatmap/models/hexagon.js +6 -11
  54. package/es/heatmap/models/hexagon.js.map +1 -1
  55. package/es/image/index.d.ts +1 -1
  56. package/es/image/index.js +16 -14
  57. package/es/image/index.js.map +1 -1
  58. package/es/image/models/dataImage.d.ts +22 -0
  59. package/es/image/models/dataImage.js +230 -0
  60. package/es/image/models/dataImage.js.map +1 -0
  61. package/es/image/models/image.d.ts +4 -3
  62. package/es/image/models/image.js +14 -11
  63. package/es/image/models/image.js.map +1 -1
  64. package/es/image/models/index.d.ts +1 -1
  65. package/es/image/models/index.js +3 -1
  66. package/es/image/models/index.js.map +1 -1
  67. package/es/line/index.d.ts +2 -0
  68. package/es/line/index.js +5 -12
  69. package/es/line/index.js.map +1 -1
  70. package/es/line/models/arc.d.ts +2 -2
  71. package/es/line/models/arc.js +10 -15
  72. package/es/line/models/arc.js.map +1 -1
  73. package/es/line/models/arc_3d.d.ts +2 -2
  74. package/es/line/models/arc_3d.js +8 -13
  75. package/es/line/models/arc_3d.js.map +1 -1
  76. package/es/line/models/arcmini.d.ts +9 -0
  77. package/es/line/models/arcmini.js +145 -0
  78. package/es/line/models/arcmini.js.map +1 -0
  79. package/es/line/models/earthArc_3d.d.ts +2 -2
  80. package/es/line/models/earthArc_3d.js +9 -17
  81. package/es/line/models/earthArc_3d.js.map +1 -1
  82. package/es/line/models/great_circle.d.ts +2 -2
  83. package/es/line/models/great_circle.js +8 -13
  84. package/es/line/models/great_circle.js.map +1 -1
  85. package/es/line/models/half.d.ts +2 -2
  86. package/es/line/models/half.js +29 -46
  87. package/es/line/models/half.js.map +1 -1
  88. package/es/line/models/index.d.ts +1 -1
  89. package/es/line/models/index.js +2 -0
  90. package/es/line/models/index.js.map +1 -1
  91. package/es/line/models/line.d.ts +2 -2
  92. package/es/line/models/line.js +16 -28
  93. package/es/line/models/line.js.map +1 -1
  94. package/es/line/models/linearline.d.ts +11 -2
  95. package/es/line/models/linearline.js +24 -14
  96. package/es/line/models/linearline.js.map +1 -1
  97. package/es/line/models/simpleLine.d.ts +2 -3
  98. package/es/line/models/simpleLine.js +18 -66
  99. package/es/line/models/simpleLine.js.map +1 -1
  100. package/es/line/models/tile.d.ts +11 -2
  101. package/es/line/models/tile.js +39 -45
  102. package/es/line/models/tile.js.map +1 -1
  103. package/es/line/models/wall.d.ts +2 -2
  104. package/es/line/models/wall.js +9 -13
  105. package/es/line/models/wall.js.map +1 -1
  106. package/es/mask/index.js +2 -12
  107. package/es/mask/index.js.map +1 -1
  108. package/es/mask/models/fill.d.ts +2 -2
  109. package/es/mask/models/fill.js +27 -53
  110. package/es/mask/models/fill.js.map +1 -1
  111. package/es/plugins/DataMappingPlugin.js +8 -29
  112. package/es/plugins/DataMappingPlugin.js.map +1 -1
  113. package/es/plugins/DataSourcePlugin.js +5 -14
  114. package/es/plugins/DataSourcePlugin.js.map +1 -1
  115. package/es/plugins/LayerModelPlugin.d.ts +0 -2
  116. package/es/plugins/LayerModelPlugin.js +7 -33
  117. package/es/plugins/LayerModelPlugin.js.map +1 -1
  118. package/es/plugins/PixelPickingPlugin.js +13 -16
  119. package/es/plugins/PixelPickingPlugin.js.map +1 -1
  120. package/es/point/index.d.ts +1 -1
  121. package/es/point/index.js +8 -15
  122. package/es/point/index.js.map +1 -1
  123. package/es/point/models/earthExtrude.d.ts +2 -2
  124. package/es/point/models/earthExtrude.js +14 -16
  125. package/es/point/models/earthExtrude.js.map +1 -1
  126. package/es/point/models/earthFill.d.ts +11 -2
  127. package/es/point/models/earthFill.js +22 -13
  128. package/es/point/models/earthFill.js.map +1 -1
  129. package/es/point/models/extrude.d.ts +2 -2
  130. package/es/point/models/extrude.js +27 -49
  131. package/es/point/models/extrude.js.map +1 -1
  132. package/es/point/models/fill.d.ts +2 -2
  133. package/es/point/models/fill.js +41 -59
  134. package/es/point/models/fill.js.map +1 -1
  135. package/es/point/models/fillmage.d.ts +7 -2
  136. package/es/point/models/fillmage.js +22 -13
  137. package/es/point/models/fillmage.js.map +1 -1
  138. package/es/point/models/icon-font.d.ts +11 -0
  139. package/es/point/models/icon-font.js +181 -0
  140. package/es/point/models/icon-font.js.map +1 -0
  141. package/es/point/models/image.d.ts +2 -2
  142. package/es/point/models/image.js +6 -11
  143. package/es/point/models/image.js.map +1 -1
  144. package/es/point/models/index.d.ts +1 -1
  145. package/es/point/models/index.js +2 -0
  146. package/es/point/models/index.js.map +1 -1
  147. package/es/point/models/normal.d.ts +2 -2
  148. package/es/point/models/normal.js +6 -11
  149. package/es/point/models/normal.js.map +1 -1
  150. package/es/point/models/radar.d.ts +11 -2
  151. package/es/point/models/radar.js +22 -13
  152. package/es/point/models/radar.js.map +1 -1
  153. package/es/point/models/simplePoint.d.ts +2 -2
  154. package/es/point/models/simplePoint.js +6 -11
  155. package/es/point/models/simplePoint.js.map +1 -1
  156. package/es/point/models/text.d.ts +2 -3
  157. package/es/point/models/text.js +75 -108
  158. package/es/point/models/text.js.map +1 -1
  159. package/es/point/models/tile.d.ts +11 -2
  160. package/es/point/models/tile.js +25 -22
  161. package/es/point/models/tile.js.map +1 -1
  162. package/es/polygon/index.js +2 -12
  163. package/es/polygon/index.js.map +1 -1
  164. package/es/polygon/models/extrude.d.ts +2 -2
  165. package/es/polygon/models/extrude.js +5 -10
  166. package/es/polygon/models/extrude.js.map +1 -1
  167. package/es/polygon/models/fill.d.ts +2 -2
  168. package/es/polygon/models/fill.js +13 -27
  169. package/es/polygon/models/fill.js.map +1 -1
  170. package/es/polygon/models/ocean.d.ts +2 -2
  171. package/es/polygon/models/ocean.js +6 -12
  172. package/es/polygon/models/ocean.js.map +1 -1
  173. package/es/polygon/models/tile.d.ts +3 -2
  174. package/es/polygon/models/tile.js +27 -17
  175. package/es/polygon/models/tile.js.map +1 -1
  176. package/es/polygon/models/water.d.ts +2 -2
  177. package/es/polygon/models/water.js +6 -12
  178. package/es/polygon/models/water.js.map +1 -1
  179. package/es/raster/image.d.ts +0 -0
  180. package/es/raster/image.js +2 -0
  181. package/es/raster/image.js.map +1 -0
  182. package/es/raster/index.js +2 -12
  183. package/es/raster/index.js.map +1 -1
  184. package/es/raster/models/raster.d.ts +3 -3
  185. package/es/raster/models/raster.js +7 -11
  186. package/es/raster/models/raster.js.map +1 -1
  187. package/es/raster/raster2d.d.ts +27 -0
  188. package/es/raster/raster2d.js +158 -0
  189. package/es/raster/raster2d.js.map +1 -0
  190. package/es/tile/manager/tileLayerManager.js +21 -4
  191. package/es/tile/manager/tileLayerManager.js.map +1 -1
  192. package/es/tile/manager/tilePickerManager.js +0 -1
  193. package/es/tile/manager/tilePickerManager.js.map +1 -1
  194. package/es/tile/tileFactory/base.js.map +1 -1
  195. package/es/tile/tileFactory/point.js.map +1 -1
  196. package/es/tile/tileFactory/rasterDataLayer.js +2 -12
  197. package/es/tile/tileFactory/rasterDataLayer.js.map +1 -1
  198. package/es/tile/tileFactory/vectorLayer.js +2 -12
  199. package/es/tile/tileFactory/vectorLayer.js.map +1 -1
  200. package/es/utils/extrude_polyline.d.ts +0 -15
  201. package/es/utils/extrude_polyline.js +6 -138
  202. package/es/utils/extrude_polyline.js.map +1 -1
  203. package/es/utils/geo.d.ts +12 -0
  204. package/es/utils/geo.js +53 -0
  205. package/es/utils/geo.js.map +1 -0
  206. package/es/utils/simpleLine.d.ts +23 -0
  207. package/es/utils/simpleLine.js +105 -0
  208. package/es/utils/simpleLine.js.map +1 -0
  209. package/es/wind/index.js +2 -12
  210. package/es/wind/index.js.map +1 -1
  211. package/es/wind/models/wind.d.ts +2 -2
  212. package/es/wind/models/wind.js +33 -36
  213. package/es/wind/models/wind.js.map +1 -1
  214. package/lib/Geometry/index.js +2 -12
  215. package/lib/Geometry/index.js.map +1 -1
  216. package/lib/Geometry/models/billboard.js +6 -11
  217. package/lib/Geometry/models/billboard.js.map +1 -1
  218. package/lib/Geometry/models/plane.js +7 -12
  219. package/lib/Geometry/models/plane.js.map +1 -1
  220. package/lib/Geometry/models/sprite.js +6 -11
  221. package/lib/Geometry/models/sprite.js.map +1 -1
  222. package/lib/canvas/index.js +2 -12
  223. package/lib/canvas/index.js.map +1 -1
  224. package/lib/citybuliding/building.js +2 -12
  225. package/lib/citybuliding/building.js.map +1 -1
  226. package/lib/citybuliding/models/build.js +3 -16
  227. package/lib/citybuliding/models/build.js.map +1 -1
  228. package/lib/core/BaseLayer.js +57 -96
  229. package/lib/core/BaseLayer.js.map +1 -1
  230. package/lib/core/BaseModel.js +2 -2
  231. package/lib/core/BaseModel.js.map +1 -1
  232. package/lib/core/interface.js.map +1 -1
  233. package/lib/core/triangulation.js +16 -40
  234. package/lib/core/triangulation.js.map +1 -1
  235. package/lib/earth/index.js +2 -8
  236. package/lib/earth/index.js.map +1 -1
  237. package/lib/earth/models/atmosphere.js +6 -11
  238. package/lib/earth/models/atmosphere.js.map +1 -1
  239. package/lib/earth/models/base.js +6 -11
  240. package/lib/earth/models/base.js.map +1 -1
  241. package/lib/earth/models/bloomsphere.js +6 -11
  242. package/lib/earth/models/bloomsphere.js.map +1 -1
  243. package/lib/heatmap/index.js +5 -17
  244. package/lib/heatmap/index.js.map +1 -1
  245. package/lib/heatmap/models/grid.js +8 -12
  246. package/lib/heatmap/models/grid.js.map +1 -1
  247. package/lib/heatmap/models/grid3d.js +6 -12
  248. package/lib/heatmap/models/grid3d.js.map +1 -1
  249. package/lib/heatmap/models/heatmap.js +62 -113
  250. package/lib/heatmap/models/heatmap.js.map +1 -1
  251. package/lib/heatmap/models/hexagon.js +6 -11
  252. package/lib/heatmap/models/hexagon.js.map +1 -1
  253. package/lib/image/index.js +16 -14
  254. package/lib/image/index.js.map +1 -1
  255. package/lib/image/models/dataImage.js +245 -0
  256. package/lib/image/models/dataImage.js.map +1 -0
  257. package/lib/image/models/image.js +14 -11
  258. package/lib/image/models/image.js.map +1 -1
  259. package/lib/image/models/index.js +4 -1
  260. package/lib/image/models/index.js.map +1 -1
  261. package/lib/line/index.js +5 -12
  262. package/lib/line/index.js.map +1 -1
  263. package/lib/line/models/arc.js +10 -15
  264. package/lib/line/models/arc.js.map +1 -1
  265. package/lib/line/models/arc_3d.js +8 -13
  266. package/lib/line/models/arc_3d.js.map +1 -1
  267. package/lib/line/models/arcmini.js +161 -0
  268. package/lib/line/models/arcmini.js.map +1 -0
  269. package/lib/line/models/earthArc_3d.js +9 -17
  270. package/lib/line/models/earthArc_3d.js.map +1 -1
  271. package/lib/line/models/great_circle.js +8 -13
  272. package/lib/line/models/great_circle.js.map +1 -1
  273. package/lib/line/models/half.js +29 -48
  274. package/lib/line/models/half.js.map +1 -1
  275. package/lib/line/models/index.js +3 -0
  276. package/lib/line/models/index.js.map +1 -1
  277. package/lib/line/models/line.js +18 -29
  278. package/lib/line/models/line.js.map +1 -1
  279. package/lib/line/models/linearline.js +24 -14
  280. package/lib/line/models/linearline.js.map +1 -1
  281. package/lib/line/models/simpleLine.js +18 -66
  282. package/lib/line/models/simpleLine.js.map +1 -1
  283. package/lib/line/models/tile.js +39 -47
  284. package/lib/line/models/tile.js.map +1 -1
  285. package/lib/line/models/wall.js +9 -13
  286. package/lib/line/models/wall.js.map +1 -1
  287. package/lib/mask/index.js +2 -12
  288. package/lib/mask/index.js.map +1 -1
  289. package/lib/mask/models/fill.js +27 -55
  290. package/lib/mask/models/fill.js.map +1 -1
  291. package/lib/plugins/DataMappingPlugin.js +8 -29
  292. package/lib/plugins/DataMappingPlugin.js.map +1 -1
  293. package/lib/plugins/DataSourcePlugin.js +4 -13
  294. package/lib/plugins/DataSourcePlugin.js.map +1 -1
  295. package/lib/plugins/LayerModelPlugin.js +7 -33
  296. package/lib/plugins/LayerModelPlugin.js.map +1 -1
  297. package/lib/plugins/PixelPickingPlugin.js +13 -16
  298. package/lib/plugins/PixelPickingPlugin.js.map +1 -1
  299. package/lib/point/index.js +8 -15
  300. package/lib/point/index.js.map +1 -1
  301. package/lib/point/models/earthExtrude.js +15 -16
  302. package/lib/point/models/earthExtrude.js.map +1 -1
  303. package/lib/point/models/earthFill.js +22 -13
  304. package/lib/point/models/earthFill.js.map +1 -1
  305. package/lib/point/models/extrude.js +28 -51
  306. package/lib/point/models/extrude.js.map +1 -1
  307. package/lib/point/models/fill.js +42 -61
  308. package/lib/point/models/fill.js.map +1 -1
  309. package/lib/point/models/fillmage.js +22 -13
  310. package/lib/point/models/fillmage.js.map +1 -1
  311. package/lib/point/models/icon-font.js +196 -0
  312. package/lib/point/models/icon-font.js.map +1 -0
  313. package/lib/point/models/image.js +6 -11
  314. package/lib/point/models/image.js.map +1 -1
  315. package/lib/point/models/index.js +3 -0
  316. package/lib/point/models/index.js.map +1 -1
  317. package/lib/point/models/normal.js +6 -11
  318. package/lib/point/models/normal.js.map +1 -1
  319. package/lib/point/models/radar.js +22 -13
  320. package/lib/point/models/radar.js.map +1 -1
  321. package/lib/point/models/simplePoint.js +6 -11
  322. package/lib/point/models/simplePoint.js.map +1 -1
  323. package/lib/point/models/text.js +78 -110
  324. package/lib/point/models/text.js.map +1 -1
  325. package/lib/point/models/tile.js +25 -22
  326. package/lib/point/models/tile.js.map +1 -1
  327. package/lib/polygon/index.js +2 -12
  328. package/lib/polygon/index.js.map +1 -1
  329. package/lib/polygon/models/extrude.js +5 -10
  330. package/lib/polygon/models/extrude.js.map +1 -1
  331. package/lib/polygon/models/fill.js +11 -25
  332. package/lib/polygon/models/fill.js.map +1 -1
  333. package/lib/polygon/models/ocean.js +6 -12
  334. package/lib/polygon/models/ocean.js.map +1 -1
  335. package/lib/polygon/models/tile.js +27 -17
  336. package/lib/polygon/models/tile.js.map +1 -1
  337. package/lib/polygon/models/water.js +6 -12
  338. package/lib/polygon/models/water.js.map +1 -1
  339. package/lib/raster/image.js +2 -0
  340. package/lib/raster/image.js.map +1 -0
  341. package/lib/raster/index.js +2 -12
  342. package/lib/raster/index.js.map +1 -1
  343. package/lib/raster/models/raster.js +7 -11
  344. package/lib/raster/models/raster.js.map +1 -1
  345. package/lib/raster/raster2d.js +172 -0
  346. package/lib/raster/raster2d.js.map +1 -0
  347. package/lib/tile/manager/tileLayerManager.js +21 -4
  348. package/lib/tile/manager/tileLayerManager.js.map +1 -1
  349. package/lib/tile/manager/tilePickerManager.js +0 -1
  350. package/lib/tile/manager/tilePickerManager.js.map +1 -1
  351. package/lib/tile/tileFactory/base.js.map +1 -1
  352. package/lib/tile/tileFactory/point.js.map +1 -1
  353. package/lib/tile/tileFactory/rasterDataLayer.js +2 -12
  354. package/lib/tile/tileFactory/rasterDataLayer.js.map +1 -1
  355. package/lib/tile/tileFactory/vectorLayer.js +2 -12
  356. package/lib/tile/tileFactory/vectorLayer.js.map +1 -1
  357. package/lib/utils/extrude_polyline.js +6 -140
  358. package/lib/utils/extrude_polyline.js.map +1 -1
  359. package/lib/utils/geo.js +65 -0
  360. package/lib/utils/geo.js.map +1 -0
  361. package/lib/utils/simpleLine.js +117 -0
  362. package/lib/utils/simpleLine.js.map +1 -0
  363. package/lib/wind/index.js +2 -12
  364. package/lib/wind/index.js.map +1 -1
  365. package/lib/wind/models/wind.js +33 -36
  366. package/lib/wind/models/wind.js.map +1 -1
  367. package/package.json +8 -9
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/line/models/index.ts"],"names":["LineTileModel","ArcModel","Arc3DModel","EarthArc3DModel","GreatCircleModel","LineHalfModel","LineModel","LinearLine","SimpleLineModel","TileLineModel","LineWallModel","LineModels","arc","arc3d","greatcircle","wall","line","halfLine","simple","linearline","vectorline","tileLine","earthArc3d"],"mappings":"AAAA,OAAOA,aAAP,MAA0B,6BAA1B;AACA,OAAOC,QAAP,MAAqB,OAArB;AACA,OAAOC,UAAP,MAAuB,UAAvB;AACA,OAAOC,eAAP,MAA4B,eAA5B;AACA,OAAOC,gBAAP,MAA6B,gBAA7B;AACA,OAAOC,aAAP,MAA0B,QAA1B;AACA,OAAOC,SAAP,MAAsB,QAAtB;AACA,OAAOC,UAAP,MAAuB,cAAvB;AACA,OAAOC,eAAP,MAA4B,cAA5B;AACA,OAAOC,aAAP,MAA0B,QAA1B;AACA,OAAOC,aAAP,MAA0B,QAA1B;AAeA,IAAMC,UAA2C,GAAG;AAClDC,EAAAA,GAAG,EAAEX,QAD6C;AAElDY,EAAAA,KAAK,EAAEX,UAF2C;AAGlDY,EAAAA,WAAW,EAAEV,gBAHqC;AAIlDW,EAAAA,IAAI,EAAEL,aAJ4C;AAKlDM,EAAAA,IAAI,EAAEV,SAL4C;AAMlDW,EAAAA,QAAQ,EAAEZ,aANwC;AAOlDa,EAAAA,MAAM,EAAEV,eAP0C;AAQlDW,EAAAA,UAAU,EAAEZ,UARsC;AASlDa,EAAAA,UAAU,EAAEpB,aATsC;AAUlDqB,EAAAA,QAAQ,EAAEZ,aAVwC;AAWlDa,EAAAA,UAAU,EAAEnB;AAXsC,CAApD;AAcA,eAAeQ,UAAf","sourcesContent":["import LineTileModel from '../../tile/models/tileModel';\nimport ArcModel from './arc';\nimport Arc3DModel from './arc_3d';\nimport EarthArc3DModel from './earthArc_3d';\nimport GreatCircleModel from './great_circle';\nimport LineHalfModel from './half';\nimport LineModel from './line';\nimport LinearLine from './linearline';\nimport SimpleLineModel from './simpleLine';\nimport TileLineModel from './tile';\nimport LineWallModel from './wall';\n\nexport type LineModelType =\n | 'arc'\n | 'arc3d'\n | 'greatcircle'\n | 'wall'\n | 'simple'\n | 'line'\n | 'halfLine'\n | 'linearline'\n | 'vectorline'\n | 'tileLine'\n | 'earthArc3d';\n\nconst LineModels: { [key in LineModelType]: any } = {\n arc: ArcModel,\n arc3d: Arc3DModel,\n greatcircle: GreatCircleModel,\n wall: LineWallModel,\n line: LineModel,\n halfLine: LineHalfModel,\n simple: SimpleLineModel,\n linearline: LinearLine,\n vectorline: LineTileModel,\n tileLine: TileLineModel,\n earthArc3d: EarthArc3DModel,\n};\n\nexport default LineModels;\n"],"file":"index.js"}
1
+ {"version":3,"sources":["../../../src/line/models/index.ts"],"names":["LineTileModel","ArcModel","Arc3DModel","ArcMiniModel","EarthArc3DModel","GreatCircleModel","LineHalfModel","LineModel","LinearLine","SimpleLineModel","TileLineModel","LineWallModel","LineModels","arc","arcmini","arc3d","greatcircle","wall","line","halfLine","simple","linearline","vectorline","tileLine","earthArc3d"],"mappings":"AAAA,OAAOA,aAAP,MAA0B,6BAA1B;AACA,OAAOC,QAAP,MAAqB,OAArB;AACA,OAAOC,UAAP,MAAuB,UAAvB;AACA,OAAOC,YAAP,MAAyB,WAAzB;AACA,OAAOC,eAAP,MAA4B,eAA5B;AACA,OAAOC,gBAAP,MAA6B,gBAA7B;AACA,OAAOC,aAAP,MAA0B,QAA1B;AACA,OAAOC,SAAP,MAAsB,QAAtB;AACA,OAAOC,UAAP,MAAuB,cAAvB;AACA,OAAOC,eAAP,MAA4B,cAA5B;AACA,OAAOC,aAAP,MAA0B,QAA1B;AACA,OAAOC,aAAP,MAA0B,QAA1B;AAgBA,IAAMC,UAA2C,GAAG;AAClDC,EAAAA,GAAG,EAAEZ,QAD6C;AAElDa,EAAAA,OAAO,EAAEX,YAFyC;AAGlDY,EAAAA,KAAK,EAAEb,UAH2C;AAIlDc,EAAAA,WAAW,EAAEX,gBAJqC;AAKlDY,EAAAA,IAAI,EAAEN,aAL4C;AAMlDO,EAAAA,IAAI,EAAEX,SAN4C;AAOlDY,EAAAA,QAAQ,EAAEb,aAPwC;AAQlDc,EAAAA,MAAM,EAAEX,eAR0C;AASlDY,EAAAA,UAAU,EAAEb,UATsC;AAUlDc,EAAAA,UAAU,EAAEtB,aAVsC;AAWlDuB,EAAAA,QAAQ,EAAEb,aAXwC;AAYlDc,EAAAA,UAAU,EAAEpB;AAZsC,CAApD;AAeA,eAAeQ,UAAf","sourcesContent":["import LineTileModel from '../../tile/models/tileModel';\nimport ArcModel from './arc';\nimport Arc3DModel from './arc_3d';\nimport ArcMiniModel from './arcmini';\nimport EarthArc3DModel from './earthArc_3d';\nimport GreatCircleModel from './great_circle';\nimport LineHalfModel from './half';\nimport LineModel from './line';\nimport LinearLine from './linearline';\nimport SimpleLineModel from './simpleLine';\nimport TileLineModel from './tile';\nimport LineWallModel from './wall';\n\nexport type LineModelType =\n | 'arc'\n | 'arcmini'\n | 'arc3d'\n | 'greatcircle'\n | 'wall'\n | 'simple'\n | 'line'\n | 'halfLine'\n | 'linearline'\n | 'vectorline'\n | 'tileLine'\n | 'earthArc3d';\n\nconst LineModels: { [key in LineModelType]: any } = {\n arc: ArcModel,\n arcmini: ArcMiniModel,\n arc3d: Arc3DModel,\n greatcircle: GreatCircleModel,\n wall: LineWallModel,\n line: LineModel,\n halfLine: LineHalfModel,\n simple: SimpleLineModel,\n linearline: LinearLine,\n vectorline: LineTileModel,\n tileLine: TileLineModel,\n earthArc3d: EarthArc3DModel,\n};\n\nexport default LineModels;\n"],"file":"index.js"}
@@ -4,9 +4,9 @@ export default class LineModel extends BaseModel {
4
4
  protected texture: ITexture2D;
5
5
  getUninforms(): IModelUniform;
6
6
  getAnimateUniforms(): IModelUniform;
7
- initModels(callbackModel: (models: IModel[]) => void): void;
7
+ initModels(): IModel[];
8
8
  clearModels(): void;
9
- buildModels(callbackModel: (models: IModel[]) => void): void;
9
+ buildModels(): IModel[];
10
10
  /**
11
11
  * 根据参数获取不同的 shader 代码
12
12
  * @returns
@@ -12,9 +12,10 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
12
12
  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; } }
13
13
 
14
14
  import { AttributeType, gl } from '@antv/l7-core';
15
- import { getMask, LineTriangulation, rgb2arr } from '@antv/l7-utils';
15
+ import { getMask, rgb2arr } from '@antv/l7-utils';
16
16
  import BaseModel from '../../core/BaseModel';
17
- var line_dash_frag = "#define LineTypeSolid 0.0\nuniform float u_opacity : 1.0;\n\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n // dash line\n \n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
17
+ import { LineTriangulation } from '../../core/triangulation';
18
+ var line_dash_frag = "#define LineTypeSolid 0.0\nuniform float u_opacity : 1.0;\n\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n \n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
18
19
  var line_dash_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\n\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\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = 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 // distance_ratio/distance/pixelLen/texV\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_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n vec2 offset = project_pixel(size.xy);\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = a_DistanceAndIndex.x / a_Total_Distance; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_DistanceAndIndex.x; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, project_pixel(a_Size.y), 1.0));\n } else {\n float lineHeight = a_Size.y;\n \n // #define COORDINATE_SYSTEM_P20 5.0\n // #define COORDINATE_SYSTEM_P20_OFFSET 6.0\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
19
20
  var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_blur : 0.99;\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\n\nuniform float u_borderWidth: 0.0;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nvarying vec2 v_iconMapUV;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n if(u_aimate.x == Animate) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = styleMappingMat[3].g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = styleMappingMat[3].b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n \n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));\n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor += pattern;\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = pattern;\n }\n } \n\n float v = styleMappingMat[3].a;\n float borderWidth = min(0.5, u_borderWidth);\n // \u7ED8\u5236 border\n if(borderWidth > 0.01) {\n float borderOuterWidth = borderWidth/2.0;\n\n if(v >= 1.0 - borderWidth || v <= borderWidth) {\n if(v > borderWidth) {\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);\n } else if(v <= borderWidth) {\n float linear = smoothstep(0.0, 1.0, v/borderWidth);\n gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
20
21
  var line_vert = "\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\nuniform float u_arrow: 0.0;\nuniform float u_arrowHeight: 3.0;\nuniform float u_arrowWidth: 2.0;\nuniform float u_tailWidth: 1.0;\n\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\nvec2 calculateArrow(vec2 offset) {\n /*\n * \u5728\u652F\u6301\u7BAD\u5934\u7684\u65F6\u5019\uFF0C\u7B2C\u4E8C\u3001\u7B2C\u4E09\u7EC4\u9876\u70B9\u662F\u989D\u5916\u63D2\u5165\u7528\u4E8E\u6784\u5EFA\u9876\u70B9\u7684\n */\n float arrowFlag = -1.0;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // \u9AD8\u5FB7 2.0 \u7684\u65CB\u8F6C\u89D2\u5EA6\u4E0D\u540C\n arrowFlag = 1.0;\n }\n float pi = arrowFlag * 3.1415926/2.;\n if(a_Miter < 0.) {\n // \u6839\u636E\u7EBF\u7684\u4E24\u4FA7\u504F\u79FB\u4E0D\u540C\u3001\u65CB\u8F6C\u7684\u65B9\u5411\u76F8\u53CD\n pi = -pi;\n }\n highp float angle_sin = sin(pi);\n highp float angle_cos = cos(pi);\n // \u8BA1\u7B97\u5782\u76F4\u4E0E\u7EBF\u65B9\u5411\u7684\u65CB\u8F6C\u77E9\u9635\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float arrowWidth = u_arrowWidth;\n float arrowHeight = u_arrowHeight;\n\n vec2 arrowOffset = vec2(0.0);\n /*\n * a_DistanceAndIndex.y \u7528\u4E8E\u6807\u8BB0\u5F53\u524D\u9876\u70B9\u5C5E\u4E8E\u54EA\u4E00\u7EC4\uFF08\u4E24\u4E2A\u9876\u70B9\u4E00\u7EC4\uFF0C\u6784\u6210\u7EBF\u7684\u5176\u5B9E\u662F\u77E9\u5F62\uFF0C\u6700\u7B80\u9700\u8981\u56DB\u4E2A\u9876\u70B9\u3001\u4E24\u7EC4\u9876\u70B9\u6784\u6210\uFF09\n */\n if(a_DistanceAndIndex.y == 0.0) {\n // \u7BAD\u5934\u5C16\u90E8\n offset = vec2(0.0);\n } else if(a_DistanceAndIndex.y == 1.0) {\n // \u7BAD\u5934\u4E24\u4FA7\n arrowOffset = rotation_matrix*(offset * arrowHeight);\n offset += arrowOffset; // \u6CBF\u7EBF\u504F\u79FB\n offset = offset * arrowWidth; // \u5782\u76F4\u7EBF\u5411\u5916\u504F\u79FB\uFF08\u662F\u6784\u5EFA\u7BAD\u5934\u4E24\u4FA7\u7684\u9876\u70B9\uFF09\n } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {\n // \u504F\u79FB\u5176\u4F59\u7684\u70B9\u4F4D\uFF08\u5C06\u957F\u5EA6\u8BA9\u4F4D\u7ED9\u7BAD\u5934\uFF09\n arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;\n offset += arrowOffset;// \u6CBF\u7EBF\u504F\u79FB\n }\n\n return offset;\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = 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 // distance_ratio/distance/pixelLen/texV\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 float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_float_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n if(u_arrow > 0.0) {\n // \u8BA1\u7B97\u7BAD\u5934\n offset = calculateArrow(offset);\n\n if(a_DistanceAndIndex.y > 4.0) {\n offset *= mix(1.0, u_tailWidth, currentLinePointRatio);\n }\n }\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = lineDistance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n styleMappingMat[3][2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n styleMappingMat[3][3] = texV; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
@@ -191,10 +192,10 @@ var LineModel = function (_BaseModel) {
191
192
  }
192
193
  }, {
193
194
  key: "initModels",
194
- value: function initModels(callbackModel) {
195
+ value: function initModels() {
195
196
  this.updateTexture();
196
197
  this.iconService.on('imageUpdate', this.updateTexture);
197
- this.buildModels(callbackModel);
198
+ return this.buildModels();
198
199
  }
199
200
  }, {
200
201
  key: "clearModels",
@@ -207,17 +208,14 @@ var LineModel = function (_BaseModel) {
207
208
  }
208
209
  }, {
209
210
  key: "buildModels",
210
- value: function buildModels(callbackModel) {
211
+ value: function buildModels() {
211
212
  var _ref3 = this.layer.getLayerConfig(),
212
213
  _ref3$mask = _ref3.mask,
213
214
  mask = _ref3$mask === void 0 ? false : _ref3$mask,
214
215
  _ref3$maskInside = _ref3.maskInside,
215
216
  maskInside = _ref3$maskInside === void 0 ? true : _ref3$maskInside,
216
217
  _ref3$depth = _ref3.depth,
217
- depth = _ref3$depth === void 0 ? false : _ref3$depth,
218
- _ref3$workerEnabled = _ref3.workerEnabled,
219
- workerEnabled = _ref3$workerEnabled === void 0 ? false : _ref3$workerEnabled,
220
- enablePicking = _ref3.enablePicking;
218
+ depth = _ref3$depth === void 0 ? false : _ref3$depth;
221
219
 
222
220
  var _this$getShaders = this.getShaders(),
223
221
  frag = _this$getShaders.frag,
@@ -225,28 +223,18 @@ var LineModel = function (_BaseModel) {
225
223
  type = _this$getShaders.type;
226
224
 
227
225
  this.layer.triangulation = LineTriangulation;
228
- this.layer.buildLayerModel({
229
- moduleName: 'line' + type,
226
+ return [this.layer.buildLayerModel({
227
+ moduleName: 'line_' + type,
230
228
  vertexShader: vert,
231
229
  fragmentShader: frag,
232
230
  triangulation: LineTriangulation,
231
+ primitive: gl.TRIANGLES,
232
+ blend: this.getBlend(),
233
233
  depth: {
234
234
  enable: depth
235
235
  },
236
- blend: this.getBlend(),
237
- stencil: getMask(mask, maskInside),
238
- workerEnabled: workerEnabled,
239
- workerOptions: {
240
- modelType: 'line' + type,
241
- enablePicking: enablePicking,
242
- iconMap: this.iconService.getIconMap()
243
- }
244
- }).then(function (model) {
245
- callbackModel([model]);
246
- }).catch(function (err) {
247
- console.warn(err);
248
- callbackModel([]);
249
- });
236
+ stencil: getMask(mask, maskInside)
237
+ })];
250
238
  }
251
239
  }, {
252
240
  key: "getShaders",
@@ -260,7 +248,7 @@ var LineModel = function (_BaseModel) {
260
248
  return {
261
249
  frag: line_dash_frag,
262
250
  vert: line_dash_vert,
263
- type: 'Dash'
251
+ type: 'dash'
264
252
  };
265
253
  }
266
254
 
@@ -268,13 +256,13 @@ var LineModel = function (_BaseModel) {
268
256
  return {
269
257
  frag: linear_line_frag,
270
258
  vert: line_vert,
271
- type: 'Linear'
259
+ type: 'linear'
272
260
  };
273
261
  } else {
274
262
  return {
275
263
  frag: line_frag,
276
264
  vert: line_vert,
277
- type: ''
265
+ type: 'normal'
278
266
  };
279
267
  }
280
268
  }
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n IImage,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { getMask, LineTriangulation, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\n// import { LineTriangulation } from '../../core/triangulation';\n// dash line shader\nimport line_dash_frag from '../shaders/dash/line_dash_frag.glsl';\nimport line_dash_vert from '../shaders/dash/line_dash_vert.glsl';\n// basic line shader\nimport line_frag from '../shaders/line_frag.glsl';\nimport line_vert from '../shaders/line_vert.glsl';\n// other function shaders\nimport linear_line_frag from '../shaders/linear/line_linear_frag.glsl';\n\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class LineModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5, 0, 0],\n lineTexture = false,\n iconStep = 100,\n vertexHeightScale = 20.0,\n borderWidth = 0.0,\n borderColor = '#ccc',\n raisingHeight = 0,\n heightfixed = false,\n arrow = {\n enable: false,\n arrowWidth: 2,\n arrowHeight: 3,\n tailWidth: 1,\n },\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\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 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 u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n u_line_type: lineStyleObj[lineType],\n u_dash_array: dashArray,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // line border 参数\n u_borderWidth: borderWidth,\n u_borderColor: rgb2arr(borderColor),\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 是否固定高度\n u_heightfixed: Number(heightfixed),\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n u_raisingHeight: Number(raisingHeight),\n\n // arrow\n u_arrow: Number(arrow.enable),\n u_arrowHeight: arrow.arrowHeight || 3,\n u_arrowWidth: arrow.arrowWidth || 2,\n u_tailWidth: arrow.tailWidth === undefined ? 1 : arrow.tailWidth,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n this.buildModels(callbackModel);\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n workerEnabled = false,\n enablePicking,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n this.layer.triangulation = LineTriangulation;\n this.layer\n .buildLayerModel({\n moduleName: 'line' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n depth: { enable: depth },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n workerEnabled,\n workerOptions: {\n modelType: 'line' + type,\n enablePicking,\n iconMap: this.iconService.getIconMap(),\n },\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (lineType === 'dash') {\n return {\n frag: line_dash_frag,\n vert: line_dash_vert,\n type: 'Dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: linear_line_frag,\n vert: line_vert,\n type: 'Linear',\n };\n } else {\n return {\n frag: line_frag,\n vert: line_vert,\n type: '',\n };\n }\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\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 vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10]\n : [vertex[3], vertexIndex];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\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: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\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: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\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: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\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: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"line.js"}
1
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IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5, 0, 0],\n lineTexture = false,\n iconStep = 100,\n vertexHeightScale = 20.0,\n borderWidth = 0.0,\n borderColor = '#ccc',\n raisingHeight = 0,\n heightfixed = false,\n arrow = {\n enable: false,\n arrowWidth: 2,\n arrowHeight: 3,\n tailWidth: 1,\n },\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\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 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 u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n u_line_type: lineStyleObj[lineType],\n u_dash_array: dashArray,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // line border 参数\n u_borderWidth: borderWidth,\n u_borderColor: rgb2arr(borderColor),\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 是否固定高度\n u_heightfixed: Number(heightfixed),\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n u_raisingHeight: Number(raisingHeight),\n\n // arrow\n u_arrow: Number(arrow.enable),\n u_arrowHeight: arrow.arrowHeight || 3,\n u_arrowWidth: arrow.arrowWidth || 2,\n u_tailWidth: arrow.tailWidth === undefined ? 1 : arrow.tailWidth,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n this.layer.triangulation = LineTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'line_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: depth },\n // depth: { enable: true },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (lineType === 'dash') {\n return {\n frag: line_dash_frag,\n vert: line_dash_vert,\n type: 'dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: linear_line_frag,\n vert: line_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: line_frag,\n vert: line_vert,\n type: 'normal',\n };\n }\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\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 vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10]\n : [vertex[3], vertexIndex];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\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: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\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: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\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: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\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: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"line.js"}
@@ -3,9 +3,18 @@ import BaseModel from '../../core/BaseModel';
3
3
  export default class LinearLineModel extends BaseModel {
4
4
  protected colorTexture: ITexture2D;
5
5
  getUninforms(): IModelUniform;
6
- initModels(callbackModel: (models: IModel[]) => void): void;
6
+ initModels(): IModel[];
7
7
  clearModels(): void;
8
- buildModels(callbackModel: (models: IModel[]) => void): void;
8
+ buildModels(): IModel[];
9
+ /**
10
+ * 根据参数获取不同的 shader 代码
11
+ * @returns
12
+ */
13
+ getShaders(): {
14
+ frag: string;
15
+ vert: string;
16
+ type: string;
17
+ };
9
18
  protected registerBuiltinAttributes(): void;
10
19
  private updateTexture;
11
20
  }
@@ -122,9 +122,9 @@ var LinearLineModel = function (_BaseModel) {
122
122
  }
123
123
  }, {
124
124
  key: "initModels",
125
- value: function initModels(callbackModel) {
125
+ value: function initModels() {
126
126
  this.updateTexture();
127
- this.buildModels(callbackModel);
127
+ return this.buildModels();
128
128
  }
129
129
  }, {
130
130
  key: "clearModels",
@@ -136,7 +136,7 @@ var LinearLineModel = function (_BaseModel) {
136
136
  }
137
137
  }, {
138
138
  key: "buildModels",
139
- value: function buildModels(callbackModel) {
139
+ value: function buildModels() {
140
140
  var _ref3 = this.layer.getLayerConfig(),
141
141
  _ref3$mask = _ref3.mask,
142
142
  mask = _ref3$mask === void 0 ? false : _ref3$mask,
@@ -145,23 +145,33 @@ var LinearLineModel = function (_BaseModel) {
145
145
  _ref3$depth = _ref3.depth,
146
146
  depth = _ref3$depth === void 0 ? false : _ref3$depth;
147
147
 
148
+ var _this$getShaders = this.getShaders(),
149
+ frag = _this$getShaders.frag,
150
+ vert = _this$getShaders.vert,
151
+ type = _this$getShaders.type;
152
+
148
153
  this.layer.triangulation = LineTriangulation;
149
- this.layer.buildLayerModel({
150
- moduleName: 'lineRampColors',
151
- vertexShader: linear_line_vert,
152
- fragmentShader: linear_line_frag,
154
+ return [this.layer.buildLayerModel({
155
+ moduleName: 'line_' + type,
156
+ vertexShader: vert,
157
+ fragmentShader: frag,
153
158
  triangulation: LineTriangulation,
159
+ primitive: gl.TRIANGLES,
160
+ blend: this.getBlend(),
154
161
  depth: {
155
162
  enable: depth
156
163
  },
157
- blend: this.getBlend(),
158
164
  stencil: getMask(mask, maskInside)
159
- }).then(function (model) {
160
- callbackModel([model]);
161
- }).catch(function (err) {
162
- console.warn(err);
163
- callbackModel([]);
164
- });
165
+ })];
166
+ }
167
+ }, {
168
+ key: "getShaders",
169
+ value: function getShaders() {
170
+ return {
171
+ frag: linear_line_frag,
172
+ vert: linear_line_vert,
173
+ type: 'linear_rampColors'
174
+ };
165
175
  }
166
176
  }, {
167
177
  key: "registerBuiltinAttributes",
@@ -1 +1 @@
1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { generateColorRamp, getMask, IColorRamp } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { LineTriangulation } from '../../core/triangulation';\nimport linear_line_frag from '../shaders/linearLine/line_linear_frag.glsl';\nimport linear_line_vert from '../shaders/linearLine/line_linear_vert.glsl';\n\nexport default class LinearLineModel extends BaseModel {\n protected colorTexture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n vertexHeightScale = 20.0,\n raisingHeight = 0,\n heightfixed = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (this.rendererService.getDirty()) {\n this.colorTexture.bind();\n }\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 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_opacity: isNumber(opacity) ? opacity : 1.0,\n // 纹理支持参数\n u_texture: this.colorTexture, // 贴图\n\n // 是否固定高度\n u_heightfixed: Number(heightfixed),\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n u_raisingHeight: Number(raisingHeight),\n };\n }\n\n public initModels(callbackModel: (models: IModel[]) => void) {\n this.updateTexture();\n this.buildModels(callbackModel);\n }\n\n public clearModels() {\n this.colorTexture?.destroy();\n this.dataTexture?.destroy();\n }\n\n public buildModels(callbackModel: (models: IModel[]) => void) {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n this.layer.triangulation = LineTriangulation;\n\n this.layer\n .buildLayerModel({\n moduleName: 'lineRampColors',\n vertexShader: linear_line_vert,\n fragmentShader: linear_line_frag,\n triangulation: LineTriangulation,\n depth: { enable: depth },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\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 vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10]\n : [vertex[3], vertexIndex];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\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: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\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: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\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 // @ts-ignore\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: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\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: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.colorTexture) {\n this.colorTexture.destroy();\n }\n const {\n rampColors,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const imageData = generateColorRamp(rampColors as IColorRamp);\n this.colorTexture = createTexture2D({\n data: new Uint8Array(imageData.data),\n width: imageData.width,\n height: imageData.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n flipY: false,\n });\n };\n}\n"],"file":"linearline.js"}
1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { generateColorRamp, getMask, IColorRamp } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { LineTriangulation } from '../../core/triangulation';\nimport linear_line_frag from '../shaders/linearLine/line_linear_frag.glsl';\nimport linear_line_vert from '../shaders/linearLine/line_linear_vert.glsl';\n\nexport default class LinearLineModel extends BaseModel {\n protected colorTexture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n vertexHeightScale = 20.0,\n raisingHeight = 0,\n heightfixed = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (this.rendererService.getDirty()) {\n this.colorTexture.bind();\n }\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 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_opacity: isNumber(opacity) ? opacity : 1.0,\n // 纹理支持参数\n u_texture: this.colorTexture, // 贴图\n\n // 是否固定高度\n u_heightfixed: Number(heightfixed),\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n u_raisingHeight: Number(raisingHeight),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n return this.buildModels();\n }\n\n public clearModels() {\n this.colorTexture?.destroy();\n this.dataTexture?.destroy();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n this.layer.triangulation = LineTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'line_' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: depth },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n return {\n frag: linear_line_frag,\n vert: linear_line_vert,\n type: 'linear_rampColors',\n };\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\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 vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10]\n : [vertex[3], vertexIndex];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\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: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\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: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\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 // @ts-ignore\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: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\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: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.colorTexture) {\n this.colorTexture.destroy();\n }\n const {\n rampColors,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const imageData = generateColorRamp(rampColors as IColorRamp);\n this.colorTexture = createTexture2D({\n data: new Uint8Array(imageData.data),\n width: imageData.width,\n height: imageData.height,\n wrapS: gl.CLAMP_TO_EDGE,\n wrapT: gl.CLAMP_TO_EDGE,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n flipY: false,\n });\n };\n}\n"],"file":"linearline.js"}
@@ -2,14 +2,13 @@ import { IModel, IModelUniform } from '@antv/l7-core';
2
2
  import BaseModel from '../../core/BaseModel';
3
3
  export default class SimpleLineModel extends BaseModel {
4
4
  getUninforms(): IModelUniform;
5
- getAnimateUniforms(): IModelUniform;
6
- initModels(callbackModel: (models: IModel[]) => void): void;
5
+ initModels(): IModel[];
7
6
  clearModels(): void;
8
7
  getShaders(): {
9
8
  frag: string;
10
9
  vert: string;
11
10
  type: string;
12
11
  };
13
- buildModels(callbackModel: (models: IModel[]) => void): void;
12
+ buildModels(): IModel[];
14
13
  protected registerBuiltinAttributes(): void;
15
14
  }