@antv/l7-layers 2.9.20 → 2.9.22

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 (708) hide show
  1. package/es/Geometry/index.js +4 -5
  2. package/es/Geometry/models/billboard.js +23 -9
  3. package/es/Geometry/models/index.js +4 -5
  4. package/es/Geometry/models/plane.js +25 -13
  5. package/es/Geometry/models/sprite.js +11 -21
  6. package/es/Geometry/shaders/billboard_frag.glsl +13 -0
  7. package/es/Geometry/shaders/billboard_vert.glsl +50 -0
  8. package/es/Geometry/shaders/plane_frag.glsl +22 -0
  9. package/es/Geometry/shaders/plane_vert.glsl +53 -0
  10. package/es/Geometry/shaders/sprite_frag.glsl +21 -0
  11. package/es/Geometry/shaders/sprite_vert.glsl +28 -0
  12. package/es/canvas/index.js +4 -5
  13. package/es/canvas/models/canvas.js +6 -12
  14. package/es/canvas/models/index.js +2 -3
  15. package/es/citybuliding/building.js +4 -5
  16. package/es/citybuliding/models/build.js +19 -22
  17. package/es/citybuliding/shaders/build_frag.glsl +117 -0
  18. package/es/citybuliding/shaders/build_vert.glsl +54 -0
  19. package/es/core/BaseLayer.js +205 -157
  20. package/es/core/BaseModel.js +135 -76
  21. package/es/core/interface.d.ts +11 -1
  22. package/es/core/interface.js +15 -2
  23. package/es/core/schema.js +4 -2
  24. package/es/core/shape/Path.js +8 -3
  25. package/es/core/shape/extrude.js +9 -4
  26. package/es/core/triangulation.js +89 -17
  27. package/es/earth/index.js +11 -7
  28. package/es/earth/models/atmosphere.js +15 -7
  29. package/es/earth/models/base.js +19 -7
  30. package/es/earth/models/bloomsphere.js +15 -7
  31. package/es/earth/shaders/atmosphere_frag.glsl +17 -0
  32. package/es/earth/shaders/atmosphere_vert.glsl +26 -0
  33. package/es/earth/shaders/base_frag.glsl +13 -0
  34. package/es/earth/shaders/base_vert.glsl +52 -0
  35. package/es/earth/shaders/bloomsphere_frag.glsl +15 -0
  36. package/es/earth/shaders/bloomsphere_vert.glsl +20 -0
  37. package/es/earth/utils.js +28 -5
  38. package/es/heatmap/index.js +8 -7
  39. package/es/heatmap/models/grid.js +11 -5
  40. package/es/heatmap/models/grid3d.js +18 -7
  41. package/es/heatmap/models/heatmap.js +45 -44
  42. package/es/heatmap/models/hexagon.js +14 -6
  43. package/es/heatmap/models/index.js +5 -6
  44. package/es/heatmap/shaders/grid_vert.glsl +42 -0
  45. package/es/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  46. package/es/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  47. package/es/heatmap/shaders/heatmap_frag.glsl +47 -0
  48. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  49. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  50. package/es/heatmap/shaders/heatmap_vert.glsl +10 -0
  51. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  52. package/es/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  53. package/es/heatmap/shaders/hexagon_frag.glsl +12 -0
  54. package/es/heatmap/shaders/hexagon_vert.glsl +41 -0
  55. package/es/heatmap/triangulation.js +2 -2
  56. package/es/image/index.js +4 -5
  57. package/es/image/models/dataImage.js +21 -31
  58. package/es/image/models/image.js +19 -25
  59. package/es/image/models/index.js +3 -4
  60. package/es/image/shaders/dataImage_frag.glsl +38 -0
  61. package/es/image/shaders/image_frag.glsl +9 -0
  62. package/es/image/shaders/image_vert.glsl +17 -0
  63. package/es/index.d.ts +2 -2
  64. package/es/index.js +92 -30
  65. package/es/line/index.js +4 -5
  66. package/es/line/models/arc.js +38 -15
  67. package/es/line/models/arc_3d.js +33 -14
  68. package/es/line/models/earthArc_3d.js +33 -14
  69. package/es/line/models/great_circle.js +25 -13
  70. package/es/line/models/half.js +33 -12
  71. package/es/line/models/index.js +12 -13
  72. package/es/line/models/line.js +57 -17
  73. package/es/line/models/linearline.js +32 -14
  74. package/es/line/models/simpleLine.js +26 -11
  75. package/es/line/models/tile.js +28 -10
  76. package/es/line/models/wall.js +30 -13
  77. package/es/line/shaders/arc_chunks.vert.glsl +21 -0
  78. package/es/line/shaders/dash/arc_dash_frag.glsl +28 -0
  79. package/es/line/shaders/dash/arc_dash_vert.glsl +148 -0
  80. package/es/line/shaders/dash/line_dash_frag.glsl +31 -0
  81. package/es/line/shaders/dash/line_dash_vert.glsl +93 -0
  82. package/es/line/shaders/half/line_half_frag.glsl +53 -0
  83. package/es/line/shaders/half/line_half_vert.glsl +169 -0
  84. package/es/line/shaders/line_arc2d_vert.glsl +114 -0
  85. package/es/line/shaders/line_arc_3d_frag.glsl +103 -0
  86. package/es/line/shaders/line_arc_3d_vert.glsl +207 -0
  87. package/es/line/shaders/line_arc_frag.glsl +89 -0
  88. package/es/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  89. package/es/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  90. package/es/line/shaders/line_arc_vert.glsl +174 -0
  91. package/es/line/shaders/line_bezier_vert.glsl +85 -0
  92. package/es/line/shaders/line_frag.glsl +100 -0
  93. package/es/line/shaders/line_vert.glsl +192 -0
  94. package/es/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  95. package/es/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  96. package/es/line/shaders/linear/arc_linear_frag.glsl +38 -0
  97. package/es/line/shaders/linear/arc_linear_vert.glsl +138 -0
  98. package/es/line/shaders/linear/line_linear_frag.glsl +27 -0
  99. package/es/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  100. package/es/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  101. package/es/line/shaders/simple/simpleline_frag.glsl +10 -0
  102. package/es/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  103. package/es/line/shaders/simple/simpleline_vert.glsl +78 -0
  104. package/es/line/shaders/tile/line_tile_frag.glsl +79 -0
  105. package/es/line/shaders/tile/line_tile_vert.glsl +210 -0
  106. package/es/line/shaders/wall_frag.glsl +93 -0
  107. package/es/line/shaders/wall_vert.glsl +111 -0
  108. package/es/mask/index.js +4 -5
  109. package/es/mask/models/fill.js +11 -8
  110. package/es/mask/models/index.js +2 -3
  111. package/es/mask/shaders/mask_frag.glsl +7 -0
  112. package/es/mask/shaders/mask_vert.glsl +22 -0
  113. package/es/plugins/DataMappingPlugin.js +71 -34
  114. package/es/plugins/DataSourcePlugin.js +12 -10
  115. package/es/plugins/FeatureScalePlugin.js +44 -24
  116. package/es/plugins/LayerAnimateStylePlugin.js +6 -7
  117. package/es/plugins/LayerModelPlugin.js +16 -7
  118. package/es/plugins/LayerStylePlugin.js +7 -3
  119. package/es/plugins/LightingPlugin.js +21 -13
  120. package/es/plugins/MultiPassRendererPlugin.js +21 -8
  121. package/es/plugins/PixelPickingPlugin.js +33 -11
  122. package/es/plugins/RegisterStyleAttributePlugin.js +10 -3
  123. package/es/plugins/ShaderUniformPlugin.js +24 -10
  124. package/es/plugins/UpdateModelPlugin.js +7 -3
  125. package/es/plugins/UpdateStyleAttributePlugin.js +20 -7
  126. package/es/point/index.js +12 -6
  127. package/es/point/models/earthExtrude.js +30 -12
  128. package/es/point/models/earthFill.js +25 -13
  129. package/es/point/models/extrude.js +30 -12
  130. package/es/point/models/fill.js +50 -15
  131. package/es/point/models/fillmage.js +46 -17
  132. package/es/point/models/image.js +20 -12
  133. package/es/point/models/index.js +14 -14
  134. package/es/point/models/normal.js +15 -7
  135. package/es/point/models/radar.js +33 -13
  136. package/es/point/models/simplePoint.js +17 -9
  137. package/es/point/models/text.js +77 -30
  138. package/es/point/models/tile.js +33 -12
  139. package/es/point/shaders/animate/wave_frag.glsl +65 -0
  140. package/es/point/shaders/earth/extrude_frag.glsl +44 -0
  141. package/es/point/shaders/earth/extrude_vert.glsl +140 -0
  142. package/es/point/shaders/earth/fill_frag.glsl +86 -0
  143. package/es/point/shaders/earth/fill_vert.glsl +126 -0
  144. package/es/point/shaders/extrude/extrude_frag.glsl +44 -0
  145. package/es/point/shaders/extrude/extrude_vert.glsl +121 -0
  146. package/es/point/shaders/fill_frag.glsl +84 -0
  147. package/es/point/shaders/fill_vert.glsl +182 -0
  148. package/es/point/shaders/image/fillImage_frag.glsl +20 -0
  149. package/es/point/shaders/image/fillImage_vert.glsl +108 -0
  150. package/es/point/shaders/image_frag.glsl +39 -0
  151. package/es/point/shaders/image_vert.glsl +81 -0
  152. package/es/point/shaders/normal_frag.glsl +15 -0
  153. package/es/point/shaders/normal_vert.glsl +79 -0
  154. package/es/point/shaders/radar/radar_frag.glsl +64 -0
  155. package/es/point/shaders/radar/radar_vert.glsl +120 -0
  156. package/es/point/shaders/simplePoint_frag.glsl +53 -0
  157. package/es/point/shaders/simplePoint_vert.glsl +79 -0
  158. package/es/point/shaders/text_frag.glsl +48 -0
  159. package/es/point/shaders/text_vert.glsl +131 -0
  160. package/es/point/shaders/tile/fill_tile_frag.glsl +83 -0
  161. package/es/point/shaders/tile/fill_tile_vert.glsl +181 -0
  162. package/es/point/shape/extrude.js +8 -3
  163. package/es/polygon/index.js +6 -5
  164. package/es/polygon/models/extrude.js +40 -31
  165. package/es/polygon/models/fill.js +19 -8
  166. package/es/polygon/models/index.js +14 -14
  167. package/es/polygon/models/ocean.js +25 -33
  168. package/es/polygon/models/tile.js +13 -7
  169. package/es/polygon/models/water.js +21 -25
  170. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +44 -0
  171. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +44 -0
  172. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +85 -0
  173. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +90 -0
  174. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +48 -0
  175. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +93 -0
  176. package/es/polygon/shaders/polygon_frag.glsl +12 -0
  177. package/es/polygon/shaders/polygon_linear_frag.glsl +22 -0
  178. package/es/polygon/shaders/polygon_linear_vert.glsl +74 -0
  179. package/es/polygon/shaders/polygon_vert.glsl +66 -0
  180. package/es/polygon/shaders/tile/polygon_tile_frag.glsl +12 -0
  181. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +82 -0
  182. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +248 -0
  183. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +52 -0
  184. package/es/polygon/shaders/water/polygon_water_frag.glsl +73 -0
  185. package/es/polygon/shaders/water/polygon_water_vert.glsl +55 -0
  186. package/es/raster/buffers/triangulation.js +2 -2
  187. package/es/raster/index.js +7 -6
  188. package/es/raster/models/index.js +3 -4
  189. package/es/raster/models/raster.js +15 -25
  190. package/es/raster/raster.js +9 -13
  191. package/es/raster/shaders/raster_2d_frag.glsl +28 -0
  192. package/es/raster/shaders/raster_2d_vert.glsl +18 -0
  193. package/es/raster/shaders/raster_frag.glsl +9 -0
  194. package/es/raster/shaders/raster_vert.glsl +44 -0
  195. package/es/tile/interface.js +1 -2
  196. package/es/tile/manager/tileConfigManager.js +6 -8
  197. package/es/tile/manager/tileLayerManager.js +19 -30
  198. package/es/tile/manager/tilePickerManager.js +14 -14
  199. package/es/tile/models/tileModel.js +6 -6
  200. package/es/tile/tileFactory/base.js +26 -32
  201. package/es/tile/tileFactory/index.js +6 -7
  202. package/es/tile/tileFactory/line.js +3 -9
  203. package/es/tile/tileFactory/point.js +3 -9
  204. package/es/tile/tileFactory/polygon.js +3 -9
  205. package/es/tile/tileFactory/raster.js +4 -10
  206. package/es/tile/tileFactory/rasterData.js +5 -11
  207. package/es/tile/tileFactory/rasterDataLayer.js +4 -5
  208. package/es/tile/tileFactory/vectorLayer.js +8 -9
  209. package/es/tile/tileLayer/baseTileLayer.js +67 -39
  210. package/es/tile/tmsTileLayer.js +5 -4
  211. package/es/tile/utils.js +5 -3
  212. package/es/utils/blend.js +1 -2
  213. package/es/utils/collision-index.js +36 -21
  214. package/es/utils/dataMappingStyle.js +71 -15
  215. package/es/utils/extrude_polyline.js +90 -48
  216. package/es/utils/grid-index.js +7 -21
  217. package/es/utils/layerData.js +41 -17
  218. package/es/utils/multiPassRender.js +21 -5
  219. package/es/utils/polylineNormal.js +40 -20
  220. package/es/utils/simpleLine.js +4 -6
  221. package/es/utils/symbol-layout.js +49 -10
  222. package/es/utils/updateShape.js +6 -3
  223. package/es/wind/index.js +5 -6
  224. package/es/wind/models/index.js +2 -3
  225. package/es/wind/models/utils.js +50 -26
  226. package/es/wind/models/wind.js +15 -18
  227. package/es/wind/models/windRender.js +89 -78
  228. package/es/wind/models/windShader.d.ts +6 -6
  229. package/es/wind/models/windShader.js +12 -7
  230. package/es/wind/shaders/wind_frag.glsl +9 -0
  231. package/es/wind/shaders/wind_vert.glsl +17 -0
  232. package/lib/Geometry/index.js +77 -115
  233. package/lib/Geometry/models/billboard.js +181 -218
  234. package/lib/Geometry/models/index.js +34 -19
  235. package/lib/Geometry/models/plane.js +278 -394
  236. package/lib/Geometry/models/sprite.js +189 -294
  237. package/lib/Geometry/shaders/billboard_frag.glsl +13 -0
  238. package/lib/Geometry/shaders/billboard_vert.glsl +50 -0
  239. package/lib/Geometry/shaders/plane_frag.glsl +22 -0
  240. package/lib/Geometry/shaders/plane_vert.glsl +53 -0
  241. package/lib/Geometry/shaders/sprite_frag.glsl +21 -0
  242. package/lib/Geometry/shaders/sprite_vert.glsl +28 -0
  243. package/lib/canvas/index.js +66 -102
  244. package/lib/canvas/models/canvas.js +140 -210
  245. package/lib/canvas/models/index.js +30 -13
  246. package/lib/citybuliding/building.js +63 -99
  247. package/lib/citybuliding/models/build.js +146 -196
  248. package/lib/citybuliding/shaders/build_frag.glsl +117 -0
  249. package/lib/citybuliding/shaders/build_vert.glsl +54 -0
  250. package/lib/core/BaseLayer.js +807 -1245
  251. package/lib/core/BaseModel.js +275 -375
  252. package/lib/core/interface.js +52 -20
  253. package/lib/core/schema.js +39 -18
  254. package/lib/core/shape/Path.js +78 -60
  255. package/lib/core/shape/extrude.js +90 -127
  256. package/lib/core/triangulation.js +191 -304
  257. package/lib/earth/index.js +62 -96
  258. package/lib/earth/models/atmosphere.js +112 -139
  259. package/lib/earth/models/base.js +150 -198
  260. package/lib/earth/models/bloomsphere.js +112 -139
  261. package/lib/earth/shaders/atmosphere_frag.glsl +17 -0
  262. package/lib/earth/shaders/atmosphere_vert.glsl +26 -0
  263. package/lib/earth/shaders/base_frag.glsl +13 -0
  264. package/lib/earth/shaders/base_vert.glsl +52 -0
  265. package/lib/earth/shaders/bloomsphere_frag.glsl +15 -0
  266. package/lib/earth/shaders/bloomsphere_vert.glsl +20 -0
  267. package/lib/earth/utils.js +89 -85
  268. package/lib/heatmap/index.js +92 -148
  269. package/lib/heatmap/models/grid.js +91 -113
  270. package/lib/heatmap/models/grid3d.js +123 -145
  271. package/lib/heatmap/models/heatmap.js +338 -470
  272. package/lib/heatmap/models/hexagon.js +92 -114
  273. package/lib/heatmap/models/index.js +37 -23
  274. package/lib/heatmap/shaders/grid_vert.glsl +42 -0
  275. package/lib/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  276. package/lib/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  277. package/lib/heatmap/shaders/heatmap_frag.glsl +47 -0
  278. package/lib/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  279. package/lib/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  280. package/lib/heatmap/shaders/heatmap_vert.glsl +10 -0
  281. package/lib/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  282. package/lib/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  283. package/lib/heatmap/shaders/hexagon_frag.glsl +12 -0
  284. package/lib/heatmap/shaders/hexagon_vert.glsl +41 -0
  285. package/lib/heatmap/triangulation.js +46 -30
  286. package/lib/image/index.js +74 -112
  287. package/lib/image/models/dataImage.js +173 -241
  288. package/lib/image/models/image.js +123 -177
  289. package/lib/image/models/index.js +32 -16
  290. package/lib/image/shaders/dataImage_frag.glsl +38 -0
  291. package/lib/image/shaders/image_frag.glsl +9 -0
  292. package/lib/image/shaders/image_vert.glsl +17 -0
  293. package/lib/index.js +96 -193
  294. package/lib/line/index.js +83 -128
  295. package/lib/line/models/arc.js +237 -328
  296. package/lib/line/models/arc_3d.js +228 -314
  297. package/lib/line/models/earthArc_3d.js +228 -316
  298. package/lib/line/models/great_circle.js +200 -279
  299. package/lib/line/models/half.js +201 -266
  300. package/lib/line/models/index.js +50 -43
  301. package/lib/line/models/line.js +299 -386
  302. package/lib/line/models/linearline.js +203 -258
  303. package/lib/line/models/simpleLine.js +175 -225
  304. package/lib/line/models/tile.js +237 -330
  305. package/lib/line/models/wall.js +235 -310
  306. package/lib/line/shaders/arc_chunks.vert.glsl +21 -0
  307. package/lib/line/shaders/dash/arc_dash_frag.glsl +28 -0
  308. package/lib/line/shaders/dash/arc_dash_vert.glsl +148 -0
  309. package/lib/line/shaders/dash/line_dash_frag.glsl +31 -0
  310. package/lib/line/shaders/dash/line_dash_vert.glsl +93 -0
  311. package/lib/line/shaders/half/line_half_frag.glsl +53 -0
  312. package/lib/line/shaders/half/line_half_vert.glsl +169 -0
  313. package/lib/line/shaders/line_arc2d_vert.glsl +114 -0
  314. package/lib/line/shaders/line_arc_3d_frag.glsl +103 -0
  315. package/lib/line/shaders/line_arc_3d_vert.glsl +207 -0
  316. package/lib/line/shaders/line_arc_frag.glsl +89 -0
  317. package/lib/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  318. package/lib/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  319. package/lib/line/shaders/line_arc_vert.glsl +174 -0
  320. package/lib/line/shaders/line_bezier_vert.glsl +85 -0
  321. package/lib/line/shaders/line_frag.glsl +100 -0
  322. package/lib/line/shaders/line_vert.glsl +192 -0
  323. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  324. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  325. package/lib/line/shaders/linear/arc_linear_frag.glsl +38 -0
  326. package/lib/line/shaders/linear/arc_linear_vert.glsl +138 -0
  327. package/lib/line/shaders/linear/line_linear_frag.glsl +27 -0
  328. package/lib/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  329. package/lib/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  330. package/lib/line/shaders/simple/simpleline_frag.glsl +10 -0
  331. package/lib/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  332. package/lib/line/shaders/simple/simpleline_vert.glsl +78 -0
  333. package/lib/line/shaders/tile/line_tile_frag.glsl +79 -0
  334. package/lib/line/shaders/tile/line_tile_vert.glsl +210 -0
  335. package/lib/line/shaders/wall_frag.glsl +93 -0
  336. package/lib/line/shaders/wall_vert.glsl +111 -0
  337. package/lib/mask/index.js +59 -93
  338. package/lib/mask/models/fill.js +82 -132
  339. package/lib/mask/models/index.js +30 -13
  340. package/lib/mask/shaders/mask_frag.glsl +7 -0
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  699. package/lib/utils/polylineNormal.js.map +0 -1
  700. package/lib/utils/simpleLine.js.map +0 -1
  701. package/lib/utils/symbol-layout.js.map +0 -1
  702. package/lib/utils/updateShape.js.map +0 -1
  703. package/lib/wind/index.js.map +0 -1
  704. package/lib/wind/models/index.js.map +0 -1
  705. package/lib/wind/models/utils.js.map +0 -1
  706. package/lib/wind/models/wind.js.map +0 -1
  707. package/lib/wind/models/windRender.js.map +0 -1
  708. package/lib/wind/models/windShader.js.map +0 -1
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@ts-ignore\nimport { SyncBailHook, SyncHook, SyncWaterfallHook } from '@antv/async-hook';\nimport {\n BlendType,\n gl,\n IActiveOption,\n IAnimateOption,\n IAttrubuteAndElements,\n ICameraService,\n ICoordinateSystemService,\n IDataState,\n IEncodeFeature,\n IFontService,\n IGlobalConfigService,\n IIconService,\n IInteractionService,\n ILayer,\n ILayerConfig,\n ILayerModel,\n ILayerModelInitializationOptions,\n ILayerPlugin,\n ILayerService,\n ILegendClassificaItem,\n ILegendSegmentItem,\n IMapService,\n IModel,\n IModelInitializationOptions,\n IMultiPassRenderer,\n IPass,\n IPickingService,\n IPostProcessingPass,\n IRendererService,\n IScale,\n IScaleOptions,\n IShaderModuleService,\n ISource,\n ISourceCFG,\n IStyleAttributeInitializationOptions,\n IStyleAttributeService,\n IStyleAttributeUpdateOptions,\n LayerEventType,\n lazyInject,\n LegendItems,\n ScaleAttributeType,\n ScaleTypeName,\n ScaleTypes,\n StyleAttributeField,\n StyleAttributeOption,\n Triangulation,\n TYPES,\n} from '@antv/l7-core';\nimport Source from '@antv/l7-source';\nimport { encodePickingColor, WorkerSourceMap } from '@antv/l7-utils';\nimport { EventEmitter } from 'eventemitter3';\nimport { Container } from 'inversify';\nimport { isFunction, isObject, isUndefined } from 'lodash';\nimport { BlendTypes } from '../utils/blend';\nimport { handleStyleDataMapping } from '../utils/dataMappingStyle';\nimport { calculateData } from '../utils/layerData';\nimport {\n createMultiPassRenderer,\n normalizePasses,\n} from '../utils/multiPassRender';\nimport { updateShape } from '../utils/updateShape';\n/**\n * 分配 layer id\n */\nlet layerIdCounter = 0;\n\nexport default class BaseLayer<ChildLayerStyleOptions = {}>\n extends EventEmitter<LayerEventType>\n implements ILayer {\n public id: string = `${layerIdCounter++}`;\n public name: string = `${layerIdCounter}`;\n public type: string;\n public visible: boolean = true;\n public zIndex: number = 0;\n public minZoom: number;\n public maxZoom: number;\n public inited: boolean = false;\n public layerModelNeedUpdate: boolean = false;\n public pickedFeatureID: number | null = null;\n public selectedFeatureID: number | null = null;\n public styleNeedUpdate: boolean = false;\n public rendering: boolean;\n public clusterZoom: number = 0; // 聚合等级标记\n public layerType?: string | undefined;\n public triangulation?: Triangulation | undefined;\n\n public dataState: IDataState = {\n dataSourceNeedUpdate: false,\n dataMappingNeedUpdate: false,\n filterNeedUpdate: false,\n featureScaleNeedUpdate: false,\n StyleAttrNeedUpdate: false,\n };\n // 生命周期钩子\n public hooks = {\n init: new SyncBailHook(),\n afterInit: new SyncBailHook(),\n beforeRender: new SyncBailHook(),\n beforeRenderData: new SyncWaterfallHook(),\n afterRender: new SyncHook(),\n beforePickingEncode: new SyncHook(),\n afterPickingEncode: new SyncHook(),\n beforeHighlight: new SyncHook(['pickedColor']),\n afterHighlight: new SyncHook(),\n beforeSelect: new SyncHook(['pickedColor']),\n afterSelect: new SyncHook(),\n beforeDestroy: new SyncHook(),\n afterDestroy: new SyncHook(),\n };\n\n // 待渲染 model 列表\n public models: IModel[] = [];\n\n // 每个 Layer 都有一个\n public multiPassRenderer: IMultiPassRenderer;\n\n // 注入插件集\n public plugins: ILayerPlugin[];\n\n public sourceOption: {\n data: any;\n options?: ISourceCFG;\n };\n\n public layerModel: ILayerModel;\n\n public shapeOption: {\n field: any;\n values: any;\n };\n\n // TODO: 记录 sceneContainer 供创建子图层的时候使用 如 imageTileLayer\n public sceneContainer: Container | undefined;\n public tileLayer: any | undefined;\n // TODO: 用于保存子图层对象\n public layerChildren: ILayer[] = [];\n public masks: ILayer[] = [];\n // Tip: 用于标识矢量图层\n public isVector: boolean = false;\n\n @lazyInject(TYPES.IGlobalConfigService)\n protected readonly configService: IGlobalConfigService;\n\n // @lazyInject(TYPES.IShaderModuleService)\n // protected readonly shaderModuleService: IShaderModuleService;\n\n protected shaderModuleService: IShaderModuleService;\n protected cameraService: ICameraService;\n\n protected coordinateService: ICoordinateSystemService;\n\n protected iconService: IIconService;\n\n protected fontService: IFontService;\n\n protected pickingService: IPickingService;\n\n protected rendererService: IRendererService;\n\n protected layerService: ILayerService;\n\n protected interactionService: IInteractionService;\n\n protected mapService: IMapService;\n\n protected styleAttributeService: IStyleAttributeService;\n\n protected layerSource: Source;\n\n protected postProcessingPassFactory: (\n name: string,\n ) => IPostProcessingPass<unknown>;\n protected normalPassFactory: (name: string) => IPass<unknown>;\n\n protected animateOptions: IAnimateOption = { enable: false };\n\n /**\n * 图层容器\n */\n private container: Container;\n\n private encodedData: IEncodeFeature[];\n\n private configSchema: object;\n\n private currentPickId: number | null = null;\n\n private rawConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n private needUpdateConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n /**\n * 待更新样式属性,在初始化阶段完成注册\n */\n private pendingStyleAttributes: Array<{\n attributeName: string;\n attributeField: StyleAttributeField;\n attributeValues?: StyleAttributeOption;\n defaultName?: string;\n updateOptions?: Partial<IStyleAttributeUpdateOptions>;\n }> = [];\n\n private scaleOptions: IScaleOptions = {};\n\n private animateStartTime: number;\n\n private aniamateStatus: boolean = false;\n\n // TODO: layer 保底颜色\n private bottomColor = 'rgba(0, 0, 0, 0)';\n\n private isDestroied: boolean = false;\n\n // private pickingPassRender: IPass<'pixelPicking'>;\n\n constructor(config: Partial<ILayerConfig & ChildLayerStyleOptions> = {}) {\n super();\n this.name = config.name || this.id;\n this.zIndex = config.zIndex || 0;\n this.rawConfig = config;\n }\n\n public addMaskLayer(maskLayer: ILayer) {\n this.masks.push(maskLayer);\n }\n\n public removeMaskLayer(maskLayer: ILayer) {\n const layerIndex = this.masks.indexOf(maskLayer);\n if (layerIndex > -1) {\n this.masks.splice(layerIndex, 1);\n }\n maskLayer.destroy();\n }\n\n public getAttribute(name: string) {\n return this.styleAttributeService.getLayerStyleAttribute(name);\n }\n\n public getLayerConfig() {\n return this.configService.getLayerConfig<ChildLayerStyleOptions>(this.id);\n }\n\n public updateLayerConfig(\n configToUpdate: Partial<ILayerConfig | ChildLayerStyleOptions>,\n ) {\n // 同步 rawConfig\n Object.keys(configToUpdate).map((key) => {\n if (key in this.rawConfig) {\n // @ts-ignore\n this.rawConfig[key] = configToUpdate[key];\n }\n });\n if (!this.inited) {\n this.needUpdateConfig = {\n ...this.needUpdateConfig,\n ...configToUpdate,\n };\n } else {\n const sceneId = this.container.get<string>(TYPES.SceneID);\n\n // @ts-ignore\n handleStyleDataMapping(configToUpdate, this); // 处理 style 中进行数据映射的属性字段\n\n this.configService.setLayerConfig(sceneId, this.id, {\n ...this.configService.getLayerConfig(this.id),\n ...this.needUpdateConfig,\n ...configToUpdate,\n });\n this.needUpdateConfig = {};\n }\n }\n\n /**\n * 注入图层容器,父容器为场景容器\n * RootContainer 1\n * -> SceneContainer 1.*\n * -> LayerContainer 1.*\n */\n public setContainer(container: Container, sceneContainer: Container) {\n this.container = container;\n this.sceneContainer = sceneContainer;\n }\n\n public getContainer() {\n return this.container;\n }\n\n public setBottomColor(color: string) {\n this.bottomColor = color;\n }\n\n public getBottomColor() {\n return this.bottomColor;\n }\n\n public addPlugin(plugin: ILayerPlugin): ILayer {\n // TODO: 控制插件注册顺序\n // @example:\n // pointLayer.addPlugin(new MyCustomPlugin(), {\n // before: 'L7BuiltinPlugin'\n // });\n this.plugins.push(plugin);\n return this;\n }\n\n public init() {\n // 设置配置项\n const sceneId = this.container.get<string>(TYPES.SceneID);\n // 初始化图层配置项\n // const { enableMultiPassRenderer = false } = this.rawConfig;\n // this.configService.setLayerConfig(sceneId, this.id, {\n // enableMultiPassRenderer,\n // });\n this.configService.setLayerConfig(sceneId, this.id, this.rawConfig);\n this.layerType = this.rawConfig.layerType;\n\n // 全局容器服务\n\n // 场景容器服务\n this.iconService = this.container.get<IIconService>(TYPES.IIconService);\n this.fontService = this.container.get<IFontService>(TYPES.IFontService);\n\n this.rendererService = this.container.get<IRendererService>(\n TYPES.IRendererService,\n );\n this.layerService = this.container.get<ILayerService>(TYPES.ILayerService);\n this.interactionService = this.container.get<IInteractionService>(\n TYPES.IInteractionService,\n );\n\n this.pickingService = this.container.get<IPickingService>(\n TYPES.IPickingService,\n );\n this.mapService = this.container.get<IMapService>(TYPES.IMapService);\n const { enableMultiPassRenderer, passes } = this.getLayerConfig();\n if (enableMultiPassRenderer && passes?.length && passes.length > 0) {\n // Tip: 兼容 multiPassRender 在 amap1 时存在的图层不同步问题 zoom\n this.mapService.on('mapAfterFrameChange', () => {\n this.renderLayers();\n });\n }\n\n this.cameraService = this.container.get<ICameraService>(\n TYPES.ICameraService,\n );\n this.coordinateService = this.container.get<ICoordinateSystemService>(\n TYPES.ICoordinateSystemService,\n );\n this.shaderModuleService = this.container.get<IShaderModuleService>(\n TYPES.IShaderModuleService,\n );\n this.postProcessingPassFactory = this.container.get(\n TYPES.IFactoryPostProcessingPass,\n );\n this.normalPassFactory = this.container.get(TYPES.IFactoryNormalPass);\n\n // 图层容器服务\n this.styleAttributeService = this.container.get<IStyleAttributeService>(\n TYPES.IStyleAttributeService,\n );\n this.multiPassRenderer = this.container.get<IMultiPassRenderer>(\n TYPES.IMultiPassRenderer,\n );\n this.multiPassRenderer.setLayer(this);\n\n // 完成样式服务注册完成前添加的属性\n this.pendingStyleAttributes.forEach(\n ({ attributeName, attributeField, attributeValues, updateOptions }) => {\n this.styleAttributeService.updateStyleAttribute(\n attributeName,\n {\n // @ts-ignore\n scale: {\n field: attributeField,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n attributeValues,\n // @ts-ignore\n this.getLayerConfig()[attributeName],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n },\n );\n this.pendingStyleAttributes = [];\n\n // 获取插件集\n this.plugins = this.container.getAll<ILayerPlugin>(TYPES.ILayerPlugin);\n // 完成插件注册,传入场景和图层容器内的服务\n for (const plugin of this.plugins) {\n plugin.apply(this, {\n rendererService: this.rendererService,\n mapService: this.mapService,\n styleAttributeService: this.styleAttributeService,\n normalPassFactory: this.normalPassFactory,\n postProcessingPassFactory: this.postProcessingPassFactory,\n });\n }\n\n // 触发 init 生命周期插件\n this.hooks.init.call();\n // this.pickingPassRender = this.normalPassFactory('pixelPicking');\n // this.pickingPassRender.init(this);\n this.hooks.afterInit.call();\n // 触发初始化完成事件;\n this.emit('inited', {\n target: this,\n type: 'inited',\n });\n this.emit('add', {\n target: this,\n type: 'add',\n });\n\n return this;\n }\n\n public updateModelData(data: IAttrubuteAndElements) {\n if (data.attributes && data.elements) {\n this.models.map((m) => {\n m.updateAttributesAndElements(data.attributes, data.elements);\n });\n } else {\n console.warn('data error');\n }\n }\n\n public createModelData(data: any, option?: ISourceCFG) {\n if (this.layerModel?.createModelData) {\n // 在某些特殊图层中单独构建 attribute & elements\n return this.layerModel.createModelData(option);\n }\n const calEncodeData = this.calculateEncodeData(data, option);\n const triangulation = this.triangulation;\n\n if (calEncodeData && triangulation) {\n return this.styleAttributeService.createAttributesAndIndices(\n calEncodeData,\n triangulation,\n );\n } else {\n return {\n attributes: undefined,\n elements: undefined,\n };\n }\n }\n\n public calculateEncodeData(data: any, option?: ISourceCFG) {\n if (this.inited) {\n return calculateData(\n this,\n this.fontService,\n this.mapService,\n this.styleAttributeService,\n data,\n option,\n );\n } else {\n console.warn('layer not inited!');\n return null;\n }\n }\n /**\n * Model初始化前需要更新Model样式\n */\n public prepareBuildModel() {\n this.inited = true;\n this.updateLayerConfig({\n ...(this.getDefaultConfig() as object),\n ...this.rawConfig,\n });\n\n // 启动动画\n const { animateOption } = this.getLayerConfig();\n if (animateOption?.enable) {\n this.layerService.startAnimate();\n this.aniamateStatus = true;\n }\n }\n public color(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n // 设置 color、size、shape、style 时由于场景服务尚未完成(并没有调用 scene.addLayer),因此暂时加入待更新属性列表\n this.updateStyleAttribute('color', field, values, updateOptions);\n\n // this.pendingStyleAttributes.push({\n // attributeName: 'color',\n // attributeField: field,\n // attributeValues: values,\n // defaultName: 'colors',\n // updateOptions,\n // });\n return this;\n }\n\n // 为对应的图层传入纹理的编号名称(point/image 在 shape 方法中传入纹理名称的方法并不通用)\n public texture(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('texture', field, values, updateOptions);\n return this;\n }\n\n public rotate(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('rotate', field, values, updateOptions);\n return this;\n }\n public size(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('size', field, values, updateOptions);\n return this;\n }\n // 对mapping后的数据过滤,scale保持不变\n public filter(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('filter', field, values, updateOptions);\n return this;\n }\n\n public shape(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n const lastShape = this.styleAttributeService?.getLayerStyleAttribute(\n 'shape',\n )?.scale?.field;\n const currentShape = field;\n this.shapeOption = {\n field,\n values,\n };\n this.updateStyleAttribute('shape', field, values, updateOptions);\n // TODO: 根据 shape 判断是否需要更新 model\n if (!this.tileLayer) {\n updateShape(this, lastShape, currentShape);\n }\n return this;\n }\n public label(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.pendingStyleAttributes.push({\n attributeName: 'label',\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n return this;\n }\n public animate(options: IAnimateOption | boolean) {\n let rawAnimate: Partial<IAnimateOption> = {};\n if (isObject(options)) {\n rawAnimate.enable = true;\n rawAnimate = {\n ...rawAnimate,\n ...options,\n };\n } else {\n rawAnimate.enable = options;\n }\n this.updateLayerConfig({\n animateOption: rawAnimate,\n });\n // this.animateOptions = options;\n return this;\n }\n\n public source(data: any, options?: ISourceCFG): ILayer {\n if (data?.data) {\n // 判断是否为source\n this.setSource(data);\n return this;\n }\n this.sourceOption = {\n data,\n options,\n };\n this.clusterZoom = 0;\n return this;\n }\n\n public setData(data: any, options?: ISourceCFG) {\n if (this.inited) {\n this.layerSource.setData(data, options);\n } else {\n this.on('inited', () => {\n const currentSource = this.getSource();\n if (!currentSource) {\n // 执行 setData 的时候 source 还不存在(还未执行 addLayer)\n this.source(new Source(data, options));\n this.sourceEvent();\n } else {\n this.layerSource.setData(data, options);\n }\n // this.layerSource.setData(data, options);\n });\n }\n\n return this;\n }\n public style(\n options: Partial<ChildLayerStyleOptions> & Partial<ILayerConfig>,\n ): ILayer {\n const lastConfig = this.getLayerConfig();\n const { passes, ...rest } = options;\n\n // passes 特殊处理\n if (passes) {\n normalizePasses(passes).forEach(\n (pass: [string, { [key: string]: unknown }]) => {\n const postProcessingPass = this.multiPassRenderer\n .getPostProcessor()\n .getPostProcessingPassByName(pass[0]);\n if (postProcessingPass) {\n postProcessingPass.updateOptions(pass[1]);\n }\n },\n );\n }\n\n this.rawConfig = {\n ...this.rawConfig,\n ...rest,\n };\n if (this.container) {\n this.updateLayerConfig(this.rawConfig);\n this.styleNeedUpdate = true;\n }\n\n // @ts-ignore\n if (lastConfig && lastConfig.mask === true && options.mask === false) {\n this.clearModels();\n this.layerModel.buildModels((models) => {\n this.models = models;\n });\n }\n return this;\n }\n public scale(field: string | number | IScaleOptions, cfg?: IScale) {\n if (isObject(field)) {\n this.scaleOptions = {\n ...this.scaleOptions,\n ...field,\n };\n } else {\n this.scaleOptions[field] = cfg;\n }\n return this;\n }\n\n /**\n * 渲染所有的图层\n */\n public renderLayers(): void {\n this.rendering = true;\n\n this.layerService.renderLayers();\n\n this.rendering = false;\n }\n\n public render(): ILayer {\n if (this.tileLayer !== undefined) {\n // 瓦片图层执行单独的 render 渲染队列\n this.tileLayer.render();\n return this;\n }\n // TODO: this.getEncodedData().length !== 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData() && this.getEncodedData().length !== 0) {\n this.renderModels();\n }\n return this;\n }\n\n /**\n * renderMultiPass 专门用于渲染支持 multipass 的 layer\n */\n public async renderMultiPass() {\n if (this.getEncodedData() && this.getEncodedData().length !== 0) {\n if (this.multiPassRenderer && this.multiPassRenderer.getRenderFlag()) {\n // multi render 开始执行 multiPassRender 的渲染流程\n await this.multiPassRenderer.render();\n } else if (this.multiPassRenderer) {\n // renderPass 触发的渲染\n this.renderModels();\n } else {\n this.renderModels();\n }\n }\n }\n\n public active(options: IActiveOption | boolean) {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableHighlight = isObject(options) ? true : options;\n if (isObject(options)) {\n activeOption.enableHighlight = true;\n if (options.color) {\n activeOption.highlightColor = options.color;\n }\n if (options.mix) {\n activeOption.activeMix = options.mix;\n }\n } else {\n activeOption.enableHighlight = !!options;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n public setActive(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n\n public select(option: IActiveOption | boolean): ILayer {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableSelect = isObject(option) ? true : option;\n if (isObject(option)) {\n activeOption.enableSelect = true;\n if (option.color) {\n activeOption.selectColor = option.color;\n }\n if (option.mix) {\n activeOption.selectMix = option.mix;\n }\n } else {\n activeOption.enableSelect = !!option;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n\n public setSelect(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n public setBlend(type: keyof typeof BlendType): ILayer {\n this.updateLayerConfig({\n blend: type,\n });\n this.layerModelNeedUpdate = true;\n this.reRender();\n return this;\n }\n public show(): ILayer {\n this.updateLayerConfig({\n visible: true,\n });\n this.reRender();\n return this;\n }\n\n public hide(): ILayer {\n if (this.type === 'CanvasLayer' && this.layerModel.clearCanvas) {\n // 对 canvasLayer 的 hide 操作做特殊处理\n this.layerModel.clearCanvas();\n }\n this.updateLayerConfig({\n visible: false,\n });\n this.reRender();\n return this;\n }\n public setIndex(index: number): ILayer {\n this.zIndex = index;\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n return this;\n }\n\n public setCurrentPickId(id: number) {\n this.currentPickId = id;\n }\n\n public getCurrentPickId(): number | null {\n return this.currentPickId;\n }\n\n public setCurrentSelectedId(id: number) {\n this.selectedFeatureID = id;\n }\n\n public getCurrentSelectedId(): number | null {\n return this.selectedFeatureID;\n }\n public isVisible(): boolean {\n const zoom = this.mapService.getZoom();\n const {\n visible,\n minZoom = -Infinity,\n maxZoom = Infinity,\n } = this.getLayerConfig();\n return !!visible && zoom >= minZoom && zoom <= maxZoom;\n }\n\n public setMultiPass(\n enableMultiPass: boolean,\n currentPasses?: Array<string | [string, { [key: string]: unknown }]>,\n ) {\n this.updateLayerConfig({\n enableMultiPassRenderer: enableMultiPass,\n });\n if (currentPasses) {\n this.updateLayerConfig({\n passes: currentPasses,\n });\n }\n\n if (enableMultiPass) {\n const { passes = [] } = this.getLayerConfig();\n this.multiPassRenderer = createMultiPassRenderer(\n this,\n passes,\n this.postProcessingPassFactory,\n this.normalPassFactory,\n );\n this.multiPassRenderer.setRenderFlag(true);\n const { width, height } = this.rendererService.getViewportSize();\n this.multiPassRenderer.resize(width, height);\n }\n\n return this;\n }\n\n public setMinZoom(minZoom: number): ILayer {\n this.updateLayerConfig({\n minZoom,\n });\n return this;\n }\n\n public getMinZoom(): number {\n const { minZoom } = this.getLayerConfig();\n return minZoom as number;\n }\n\n public getMaxZoom(): number {\n const { maxZoom } = this.getLayerConfig();\n return maxZoom as number;\n }\n\n public get(name: string) {\n const cfg = this.getLayerConfig();\n // @ts-ignore\n return cfg[name];\n }\n\n public setMaxZoom(maxZoom: number): ILayer {\n this.updateLayerConfig({\n maxZoom,\n });\n return this;\n }\n\n public setAutoFit(autoFit: boolean): ILayer {\n this.updateLayerConfig({\n autoFit,\n });\n return this;\n }\n\n /**\n * zoom to layer Bounds\n */\n public fitBounds(fitBoundsOptions?: unknown): ILayer {\n if (!this.inited) {\n this.updateLayerConfig({\n autoFit: true,\n });\n return this;\n }\n const source = this.getSource();\n const extent = source.extent;\n const isValid = extent.some((v) => Math.abs(v) === Infinity);\n if (isValid) {\n return this;\n }\n this.mapService.fitBounds(\n [\n [extent[0], extent[1]],\n [extent[2], extent[3]],\n ],\n fitBoundsOptions,\n );\n return this;\n }\n\n public destroy(refresh = true) {\n if (this.isDestroied) {\n return;\n }\n\n // remove child layer\n this.layerChildren.map((child: ILayer) => child.destroy());\n this.layerChildren = [];\n\n // remove mask list\n this.masks.map((mask: ILayer) => mask.destroy());\n this.masks = [];\n\n this.hooks.beforeDestroy.call();\n // 清除sources事件\n this.layerSource.off('sourceUpdate', this.sourceEvent);\n\n this.multiPassRenderer.destroy();\n // console.log(this.styleAttributeService.getAttributes())\n // 清除所有属性以及关联的 vao == 销毁所有 => model this.models.forEach((model) => model.destroy());\n this.styleAttributeService.clearAllAttributes();\n\n // 执行每个图层单独的 clearModels 方法 (清除一些额外的 texture、program、buffer 等)\n\n this.hooks.afterDestroy.call();\n\n // TODO: 清除各个图层自定义的 models 资源\n this.layerModel?.clearModels();\n\n this.models = [];\n\n this.layerService.cleanRemove(this, refresh);\n\n this.emit('remove', {\n target: this,\n type: 'remove',\n });\n\n this.emit('destroy', {\n target: this,\n type: 'destroy',\n });\n\n this.removeAllListeners();\n // 解绑图层容器中的服务\n // this.container.unbind(TYPES.IStyleAttributeService);\n\n this.isDestroied = true;\n }\n public clear() {\n this.styleAttributeService.clearAllAttributes();\n // 销毁所有 model\n }\n public clearModels() {\n this.models.forEach((model) => model.destroy());\n this.layerModel?.clearModels();\n this.models = [];\n }\n\n public isDirty() {\n return !!(\n this.styleAttributeService.getLayerStyleAttributes() || []\n ).filter(\n (attribute) =>\n attribute.needRescale ||\n attribute.needRemapping ||\n attribute.needRegenerateVertices,\n ).length;\n }\n\n public setSource(source: Source) {\n // 清除旧 sources 事件\n if (this.layerSource) {\n this.layerSource.off('sourceUpdate', this.sourceEvent);\n }\n\n this.layerSource = source;\n this.clusterZoom = 0;\n\n // 已 inited 且启用聚合进行更新聚合数据\n if (this.inited && this.layerSource.cluster) {\n const zoom = this.mapService.getZoom();\n this.layerSource.updateClusterData(zoom);\n }\n // source 可能会复用,会在其它layer被修改\n if (this.layerSource.inited) {\n this.sourceEvent();\n }\n // this.layerSource.inited 为 true 后,sourceUpdate 事件不会再触发\n this.layerSource.on('sourceUpdate', () => {\n this.sourceEvent();\n });\n }\n public getSource() {\n return this.layerSource;\n }\n\n public getScaleOptions() {\n return this.scaleOptions;\n }\n\n public setEncodedData(encodedData: IEncodeFeature[]) {\n this.encodedData = encodedData;\n }\n public getEncodedData() {\n return this.encodedData;\n }\n\n public getScale(name: string): any {\n return this.styleAttributeService.getLayerAttributeScale(name);\n }\n\n public getLegendItems(name: string): LegendItems {\n const scale = this.styleAttributeService.getLayerAttributeScale(name);\n\n // 函数自定义映射,没有 scale 返回为空数组\n if (!scale) {\n return [];\n }\n\n if (scale.invertExtent) {\n // 分段类型 Quantize、Quantile、Threshold\n const items: ILegendSegmentItem[] = scale.range().map((item: number) => {\n return {\n value: scale.invertExtent(item),\n [name]: item,\n };\n });\n\n return items;\n } else if (scale.ticks) {\n // 连续类型 Continuous (Linear, Power, Log, Identity, Time)\n const items: ILegendClassificaItem[] = scale\n .ticks()\n .map((item: string) => {\n return {\n value: item,\n [name]: scale(item),\n };\n });\n\n return items;\n } else if (scale?.domain) {\n // 枚举类型 Cat\n const items: ILegendClassificaItem[] = scale\n .domain()\n .filter((item: string | number | undefined) => !isUndefined(item))\n .map((item: string | number) => {\n return {\n value: item,\n [name]: scale(item) as string,\n };\n });\n\n return items;\n }\n\n return [];\n }\n\n public pick({ x, y }: { x: number; y: number }) {\n this.interactionService.triggerHover({ x, y });\n }\n\n public boxSelect(\n box: [number, number, number, number],\n cb: (...args: any[]) => void,\n ) {\n this.pickingService.boxPickLayer(this, box, cb);\n }\n\n public buildLayerModel(\n options: ILayerModelInitializationOptions &\n Partial<IModelInitializationOptions>,\n ): Promise<IModel> {\n const {\n moduleName,\n vertexShader,\n fragmentShader,\n triangulation,\n segmentNumber,\n workerEnabled = false,\n workerOptions,\n ...rest\n } = options;\n\n this.shaderModuleService.registerModule(moduleName, {\n vs: vertexShader,\n fs: fragmentShader,\n });\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(moduleName);\n const { createModel } = this.rendererService;\n return new Promise((resolve, reject) => {\n // filter supported worker & worker enabled layer\n if (\n workerOptions &&\n workerOptions.modelType in WorkerSourceMap &&\n workerEnabled\n ) {\n this.styleAttributeService\n .createAttributesAndIndicesAscy(\n this.encodedData,\n segmentNumber,\n workerOptions,\n )\n .then(({ attributes, elements }) => {\n const m = createModel({\n attributes,\n uniforms,\n fs,\n vs,\n elements,\n blend: BlendTypes[BlendType.normal],\n ...rest,\n });\n resolve(m);\n })\n .catch((err) => reject(err));\n } else {\n const {\n attributes,\n elements,\n } = this.styleAttributeService.createAttributesAndIndices(\n this.encodedData,\n triangulation,\n segmentNumber,\n );\n const m = createModel({\n attributes,\n uniforms,\n fs,\n vs,\n elements,\n blend: BlendTypes[BlendType.normal],\n ...rest,\n });\n resolve(m);\n }\n });\n }\n\n public createAttrubutes(\n options: ILayerModelInitializationOptions &\n Partial<IModelInitializationOptions>,\n ) {\n const { triangulation } = options;\n // @ts-ignore\n const { attributes } = this.styleAttributeService.createAttributes(\n this.encodedData,\n triangulation,\n );\n return attributes;\n }\n\n public getTime() {\n return this.layerService.clock.getDelta();\n }\n public setAnimateStartTime() {\n this.animateStartTime = this.layerService.clock.getElapsedTime();\n }\n public stopAnimate() {\n if (this.aniamateStatus) {\n this.layerService.stopAnimate();\n this.aniamateStatus = false;\n this.updateLayerConfig({\n animateOption: {\n enable: false,\n },\n });\n }\n }\n public getLayerAnimateTime(): number {\n return this.layerService.clock.getElapsedTime() - this.animateStartTime;\n }\n\n public needPick(type: string): boolean {\n const {\n enableHighlight = true,\n enableSelect = true,\n } = this.getLayerConfig();\n // 判断layer是否监听事件;\n let isPick =\n this.eventNames().indexOf(type) !== -1 ||\n this.eventNames().indexOf('un' + type) !== -1;\n if ((type === 'click' || type === 'dblclick') && enableSelect) {\n isPick = true;\n }\n if (\n type === 'mousemove' &&\n (enableHighlight ||\n this.eventNames().indexOf('mouseenter') !== -1 ||\n this.eventNames().indexOf('unmousemove') !== -1 ||\n this.eventNames().indexOf('mouseout') !== -1)\n ) {\n isPick = true;\n }\n return this.isVisible() && isPick;\n }\n\n public buildModels() {\n throw new Error('Method not implemented.');\n }\n public rebuildModels() {\n throw new Error('Method not implemented.');\n }\n\n public async renderMulPass(multiPassRenderer: IMultiPassRenderer) {\n await multiPassRenderer.render();\n }\n\n public renderModels(isPicking?: boolean) {\n // TODO: this.getEncodedData().length > 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData() && this.getEncodedData().length > 0) {\n if (this.layerModelNeedUpdate && this.layerModel) {\n this.layerModel.buildModels((models: IModel[]) => {\n this.models = models;\n this.hooks.beforeRender.call();\n this.layerModelNeedUpdate = false;\n });\n }\n if (this?.layerModel?.renderUpdate) {\n this.layerModel.renderUpdate();\n }\n\n this.models.forEach((model) => {\n model.draw(\n {\n uniforms: this.layerModel.getUninforms(),\n },\n isPicking,\n );\n });\n }\n return this;\n }\n\n public updateStyleAttribute(\n type: string,\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n if (!this.inited) {\n this.pendingStyleAttributes.push({\n attributeName: type,\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n } else {\n this.styleAttributeService.updateStyleAttribute(\n type,\n {\n // @ts-ignore\n scale: {\n field,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n values,\n // @ts-ignore\n this.getLayerConfig()[field],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n }\n }\n\n public getShaderPickStat() {\n return this.layerService.getShaderPickStat();\n }\n\n /**\n * 继承空方法\n * @param time\n */\n public setEarthTime(time: number) {\n console.warn('empty fn');\n }\n\n protected getConfigSchema() {\n throw new Error('Method not implemented.');\n }\n\n protected getModelType(): unknown {\n throw new Error('Method not implemented.');\n }\n protected getDefaultConfig() {\n return {};\n }\n\n private sourceEvent = () => {\n this.dataState.dataSourceNeedUpdate = true;\n const layerConfig = this.getLayerConfig();\n if (layerConfig && layerConfig.autoFit) {\n this.fitBounds(layerConfig.fitBoundsOptions);\n }\n // 对外暴露事件 迁移到 DataMappingPlugin generateMapping,保证在重新重新映射后触发\n // this.emit('dataUpdate');\n this.reRender();\n };\n\n private reRender() {\n if (this.inited) {\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n }\n }\n private splitValuesAndCallbackInAttribute(\n valuesOrCallback?: unknown[],\n defaultValues?: unknown[],\n ) {\n return {\n values: isFunction(valuesOrCallback)\n ? undefined\n : valuesOrCallback || defaultValues,\n callback: isFunction(valuesOrCallback) ? valuesOrCallback : undefined,\n };\n }\n}\n"],"file":"BaseLayer.js"}
@@ -1 +0,0 @@
1
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{\n BlendType,\n gl,\n IAnimateOption,\n IAttribute,\n IBlendOptions,\n ICameraService,\n IElements,\n IEncodeFeature,\n IFontService,\n IGlobalConfigService,\n IIconService,\n ILayer,\n ILayerConfig,\n ILayerModel,\n ILayerService,\n IMapService,\n IModel,\n IModelUniform,\n IPickingService,\n IRendererService,\n IShaderModuleService,\n IStyleAttributeService,\n ITexture2D,\n ITexture2DInitializationOptions,\n lazyInject,\n Triangulation,\n TYPES,\n} from '@antv/l7-core';\nimport { rgb2arr } from '@antv/l7-utils';\nimport { color } from 'd3-color';\nimport { isEqual, isFunction, isNumber, isString } from 'lodash';\nimport { BlendTypes } from '../utils/blend';\n\nexport type styleSingle =\n | number\n | string\n | [string, (single: any) => number]\n | [string, [number, number]];\nexport type styleOffset =\n | string\n | [number, number]\n | [string, (single: any) => number];\nexport type styleColor =\n | string\n | [string, (single: any) => string]\n | [string, [string, string]];\nexport interface IDataTextureFrame {\n data: number[];\n width: number;\n height: number;\n}\n\nexport interface ICellProperty {\n attr: string;\n count: number;\n}\n\nexport default class BaseModel<ChildLayerStyleOptions = {}>\n implements ILayerModel {\n public triangulation: Triangulation;\n\n // style texture data mapping\n public createTexture2D: (\n options: ITexture2DInitializationOptions,\n ) => ITexture2D;\n\n protected layer: ILayer;\n protected dataTexture: ITexture2D; // 用于数据传递的数据纹理\n protected DATA_TEXTURE_WIDTH: number; // 默认有多少列(宽度)\n protected rowCount: number; // 计算得到的当前数据纹理有多少行(高度)\n protected cacheStyleProperties: {\n // 记录存储上一次样式字段的值\n thetaOffset: styleSingle | undefined;\n opacity: styleSingle | undefined;\n strokeOpacity: styleSingle | undefined;\n strokeWidth: styleSingle | undefined;\n stroke: styleColor | undefined;\n offsets: styleOffset | undefined;\n };\n protected cellLength: number; // 单个 cell 的长度\n protected cellProperties: ICellProperty[]; // 需要进行数据映射的属性集合\n protected cellTypeLayout: number[];\n protected stylePropertyesExist: {\n // 记录 style 属性是否存在的中间变量\n hasThetaOffset: number;\n hasOpacity: number;\n hasStrokeOpacity: number;\n hasStrokeWidth: number;\n hasStroke: number;\n hasOffsets: number;\n };\n protected dataTextureTest: boolean;\n\n @lazyInject(TYPES.IGlobalConfigService)\n protected readonly configService: IGlobalConfigService;\n\n // @lazyInject(TYPES.IIconService)\n // protected readonly iconService: IIconService;\n\n // @lazyInject(TYPES.IFontService)\n // protected readonly fontService: IFontService;\n\n // @lazyInject(TYPES.IShaderModuleService)\n protected shaderModuleService: IShaderModuleService;\n\n protected rendererService: IRendererService;\n protected iconService: IIconService;\n protected fontService: IFontService;\n protected styleAttributeService: IStyleAttributeService;\n protected mapService: IMapService;\n protected cameraService: ICameraService;\n protected layerService: ILayerService;\n protected pickingService: IPickingService;\n\n // style texture data mapping\n\n constructor(layer: ILayer) {\n this.layer = layer;\n this.rendererService = layer\n .getContainer()\n .get<IRendererService>(TYPES.IRendererService);\n this.pickingService = layer\n .getContainer()\n .get<IPickingService>(TYPES.IPickingService);\n\n this.shaderModuleService = layer\n .getContainer()\n .get<IShaderModuleService>(TYPES.IShaderModuleService);\n\n this.styleAttributeService = layer\n .getContainer()\n .get<IStyleAttributeService>(TYPES.IStyleAttributeService);\n this.mapService = layer.getContainer().get<IMapService>(TYPES.IMapService);\n this.iconService = layer\n .getContainer()\n .get<IIconService>(TYPES.IIconService);\n this.fontService = layer\n .getContainer()\n .get<IFontService>(TYPES.IFontService);\n this.cameraService = layer\n .getContainer()\n .get<ICameraService>(TYPES.ICameraService);\n this.layerService = layer\n .getContainer()\n .get<ILayerService>(TYPES.ILayerService);\n\n // 注册 Attribute\n this.registerBuiltinAttributes();\n // 开启动画\n this.startModelAnimate();\n\n const { createTexture2D } = this.rendererService;\n this.createTexture2D = createTexture2D;\n this.DATA_TEXTURE_WIDTH = 1024; // 数据纹理固定宽度\n this.rowCount = 1;\n this.cellLength = 0;\n this.cellProperties = [];\n this.cacheStyleProperties = {\n thetaOffset: undefined,\n opacity: undefined,\n strokeOpacity: undefined,\n strokeWidth: undefined,\n stroke: undefined,\n offsets: undefined,\n };\n this.stylePropertyesExist = {\n hasThetaOffset: 0,\n hasOpacity: 0,\n hasStrokeOpacity: 0,\n hasStrokeWidth: 0,\n hasStroke: 0,\n hasOffsets: 0,\n };\n this.dataTextureTest = this.layerService.getOESTextureFloat();\n // 只有在不支持数据纹理的情况下进行赋值\n if (!this.dataTextureTest) {\n this.dataTexture = this.createTexture2D({\n // data: new Uint8ClampedArray(4),\n // 使用 Uint8ClampedArray 在 支付宝 环境中可能存在问题 UC 内核对格式有要求 L7 v2.7.18 版本发现\n // Uint8ClampedArray 和 Uint8Array 没有实质性的区别\n data: new Uint8Array(4),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n width: 1,\n height: 1,\n });\n }\n }\n\n // style datatexture mapping\n\n /**\n * 清除上一次的计算结果 - 全量清除\n */\n public clearLastCalRes() {\n this.cellProperties = []; // 清空上一次计算的需要进行数据映射的属性集合\n this.cellLength = 0; // 清空上一次计算的 cell 的长度\n this.stylePropertyesExist = {\n // 全量清空上一次是否需要对 style 属性进行数据映射的判断\n hasThetaOffset: 0,\n hasOpacity: 0,\n hasStrokeOpacity: 0,\n hasStrokeWidth: 0,\n hasStroke: 0,\n hasOffsets: 0,\n };\n }\n\n public getCellTypeLayout() {\n if (this.dataTextureTest) {\n return [\n // 0\n this.rowCount, // 数据纹理有几行\n this.DATA_TEXTURE_WIDTH, // 数据纹理有几列\n 0.0,\n 0.0,\n // 1\n this.stylePropertyesExist.hasOpacity, // cell 中是否存在 opacity\n this.stylePropertyesExist.hasStrokeOpacity, // cell 中是否存在 strokeOpacity\n this.stylePropertyesExist.hasStrokeWidth, // cell 中是否存在 strokeWidth\n this.stylePropertyesExist.hasStroke, // cell 中是否存在 stroke\n // 2\n this.stylePropertyesExist.hasOffsets, // cell 中是否存在 offsets\n this.stylePropertyesExist.hasThetaOffset, // cell 中是否存在 thetaOffset\n 0.0,\n 0.0,\n // 3\n 0.0,\n 0.0,\n 0.0,\n 1.0,\n ];\n } else {\n return [\n 1.0, // 数据纹理有几行\n 1.0, // 数据纹理有几列\n 0.0,\n 0.0,\n 0.0, // cell 中是否存在 opacity\n 0.0, // cell 中是否存在 strokeOpacity\n 0.0, // cell 中是否存在 strokeWidth\n 0.0, // cell 中是否存在 stroke\n 0.0, // cell 中是否存在 offsets\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n 0.0,\n -1.0,\n ];\n }\n }\n\n /**\n * 判断数据纹理是否需要重新计算 - 根据传入的值进行判断\n * @param options\n * @returns\n */\n public dataTextureNeedUpdate(options: {\n // TODO: thetaOffset 目前只有 lineLayer/arc 使用\n thetaOffset?: styleSingle;\n opacity?: styleSingle;\n strokeOpacity?: styleSingle;\n strokeWidth?: styleSingle;\n stroke?: styleColor;\n offsets?: styleOffset;\n textOffset?: styleOffset;\n }): boolean {\n let isUpdate = false;\n if (!isEqual(options.thetaOffset, this.cacheStyleProperties.thetaOffset)) {\n isUpdate = true;\n this.cacheStyleProperties.thetaOffset = options.thetaOffset;\n }\n if (!isEqual(options.opacity, this.cacheStyleProperties.opacity)) {\n isUpdate = true;\n this.cacheStyleProperties.opacity = options.opacity;\n }\n if (\n !isEqual(options.strokeOpacity, this.cacheStyleProperties.strokeOpacity)\n ) {\n isUpdate = true;\n this.cacheStyleProperties.strokeOpacity = options.strokeOpacity;\n }\n if (!isEqual(options.strokeWidth, this.cacheStyleProperties.strokeWidth)) {\n isUpdate = true;\n this.cacheStyleProperties.strokeWidth = options.strokeWidth;\n }\n if (!isEqual(options.stroke, this.cacheStyleProperties.stroke)) {\n isUpdate = true;\n this.cacheStyleProperties.stroke = options.stroke;\n }\n if (!isEqual(options.offsets, this.cacheStyleProperties.offsets)) {\n isUpdate = true;\n this.cacheStyleProperties.offsets = options.offsets;\n }\n if (this.dataTexture === undefined) {\n isUpdate = true;\n }\n return isUpdate;\n }\n /**\n * 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量\n * @param options\n */\n public judgeStyleAttributes(options: {\n // TODO: 目前 thetaOffset 只有 lineLayer/arc 使用\n thetaOffset?: styleSingle;\n opacity?: styleSingle;\n strokeOpacity?: styleSingle;\n strokeWidth?: styleSingle;\n stroke?: styleColor;\n offsets?: styleOffset;\n }) {\n this.clearLastCalRes(); // 清除上一次的计算结果 - 全量清除\n\n if (options.opacity !== undefined && !isNumber(options.opacity)) {\n // 数据映射\n this.cellProperties.push({ attr: 'opacity', count: 1 });\n this.stylePropertyesExist.hasOpacity = 1;\n this.cellLength += 1;\n }\n\n if (\n options.strokeOpacity !== undefined &&\n !isNumber(options.strokeOpacity)\n ) {\n // 数据映射\n this.cellProperties.push({ attr: 'strokeOpacity', count: 1 });\n this.stylePropertyesExist.hasStrokeOpacity = 1;\n this.cellLength += 1;\n }\n\n if (options.strokeWidth !== undefined && !isNumber(options.strokeWidth)) {\n // 数据映射\n this.cellProperties.push({ attr: 'strokeWidth', count: 1 });\n this.stylePropertyesExist.hasStrokeWidth = 1;\n this.cellLength += 1;\n }\n\n if (options.stroke !== undefined && !this.isStaticColor(options.stroke)) {\n // 数据映射\n this.cellProperties.push({ attr: 'stroke', count: 4 });\n this.stylePropertyesExist.hasStroke = 1;\n this.cellLength += 4;\n }\n\n if (\n options.offsets !== undefined &&\n !this.isOffsetStatic(options.offsets)\n ) {\n // 数据映射\n this.cellProperties.push({ attr: 'offsets', count: 2 });\n this.stylePropertyesExist.hasOffsets = 1;\n this.cellLength += 2;\n }\n\n if (options.thetaOffset !== undefined && !isNumber(options.thetaOffset)) {\n // 数据映射\n this.cellProperties.push({ attr: 'thetaOffset', count: 1 });\n this.stylePropertyesExist.hasThetaOffset = 1;\n this.cellLength += 1;\n }\n // console.log('this.cellLength', this.cellLength)\n }\n\n /**\n * 判断变量 stroke 是否是常量值\n * @param stroke\n * @returns\n */\n public isStaticColor(stroke: styleColor): boolean {\n if (isString(stroke)) {\n if (color(stroke)) {\n return true;\n } else {\n return false;\n }\n }\n return false;\n }\n /**\n * 获取 stroke 颜色并做兼容处理\n * @param stroke\n * @returns\n */\n public getStrokeColor(stroke: styleColor) {\n if (this.isStaticColor(stroke)) {\n const strokeColor = rgb2arr(stroke as string);\n strokeColor[0] = strokeColor[0] ? strokeColor[0] : 0;\n strokeColor[1] = strokeColor[1] ? strokeColor[1] : 0;\n strokeColor[2] = strokeColor[2] ? strokeColor[2] : 0;\n strokeColor[3] = strokeColor[3] ? strokeColor[3] : 0;\n return strokeColor;\n } else {\n return [0, 0, 0, 0];\n }\n }\n\n /**\n * 判断 offsets 是否是常量\n * @param offsets\n * @returns\n */\n public isOffsetStatic(offsets: styleOffset) {\n if (\n Array.isArray(offsets) &&\n offsets.length === 2 &&\n isNumber(offsets[0]) &&\n isNumber(offsets[1])\n ) {\n return true;\n } else {\n return false;\n }\n }\n\n /**\n * 补空位\n * @param d\n * @param count\n */\n public patchMod(d: number[], count: number) {\n for (let i = 0; i < count; i++) {\n d.push(-1);\n }\n }\n\n /**\n * 根据映射的数据字段往推入数据\n * @param d\n * @param cellData\n * @param cellPropertiesLayouts\n */\n public patchData(\n d: number[],\n cellData: IEncodeFeature,\n cellPropertiesLayouts: ICellProperty[],\n ) {\n for (const layout of cellPropertiesLayouts) {\n const { attr, count } = layout;\n\n const value = cellData[attr];\n if (value !== undefined) {\n // 数据中存在该属性\n if (attr === 'stroke') {\n d.push(...rgb2arr(value));\n } else if (attr === 'offsets') {\n if (this.isOffsetStatic(value)) {\n d.push(-value[0], value[1]);\n } else {\n d.push(0, 0);\n }\n } else {\n d.push(isNumber(value) ? value : 1.0);\n }\n } else {\n // 若不存在时则补位\n this.patchMod(d, count);\n }\n }\n }\n\n /**\n * 计算推入数据纹理的数据\n * @param cellLength\n * @param encodeData\n * @param cellPropertiesLayouts\n * @returns\n */\n public calDataFrame(\n cellLength: number,\n encodeData: IEncodeFeature[],\n cellPropertiesLayouts: ICellProperty[],\n ): IDataTextureFrame {\n const encodeDatalength = encodeData.length;\n const rowCount = Math.ceil(\n (encodeDatalength * cellLength) / this.DATA_TEXTURE_WIDTH,\n ); // 有多少行\n\n const totalLength = rowCount * this.DATA_TEXTURE_WIDTH;\n const d: number[] = [];\n for (let i = 0; i < encodeDatalength; i++) {\n // 根据 encodeData 数据推入数据\n const cellData = encodeData[i];\n this.patchData(d, cellData, cellPropertiesLayouts);\n }\n for (let i = d.length; i < totalLength; i++) {\n // 每行不足的部分用 -1 补足(数据纹理时 width * height 的矩形数据集合)\n d.push(-1);\n }\n // console.log('data', d)\n return { data: d, width: this.DATA_TEXTURE_WIDTH, height: rowCount };\n }\n\n // style datatexture mapping\n\n public getBlend(): IBlendOptions {\n const { blend = 'normal' } = this.layer.getLayerConfig();\n return BlendTypes[BlendType[blend]] as IBlendOptions;\n }\n public getDefaultStyle(): unknown {\n return {};\n }\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public getAnimateUniforms(): IModelUniform {\n return {};\n }\n\n public needUpdate(): boolean {\n return false;\n }\n public buildModels(callbackModel: (models: IModel[]) => void): void {\n throw new Error('Method not implemented.');\n }\n public initModels(callbackModel: (models: IModel[]) => void): void {\n throw new Error('Method not implemented.');\n }\n public clearModels() {\n return;\n }\n public getAttribute(): {\n attributes: {\n [attributeName: string]: IAttribute;\n };\n elements: IElements;\n } {\n throw new Error('Method not implemented.');\n }\n public render() {\n throw new Error('Method not implemented.');\n }\n protected registerBuiltinAttributes() {\n throw new Error('Method not implemented.');\n }\n protected animateOption2Array(option: IAnimateOption): number[] {\n return [\n option.enable ? 0 : 1.0,\n option.duration || 4.0,\n option.interval || 0.2,\n option.trailLength || 0.1,\n ];\n }\n protected startModelAnimate() {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n if (animateOption.enable) {\n this.layer.setAnimateStartTime();\n }\n }\n}\n"],"file":"BaseModel.js"}
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType","CanvasUpdateType"],"mappings":"AAIA,WAAYA,aAAZ;;WAAYA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,KAAAA,a;;AA2NZ,WAAYC,gBAAZ;;WAAYA,gB;AAAAA,EAAAA,gB;AAAAA,EAAAA,gB;GAAAA,gB,KAAAA,gB","sourcesContent":["import { IAnimateOption, IMapService } from '@antv/l7-core';\nimport { IColorRamp, IImagedata } 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 tileOrigin?: number[];\n coord?: string;\n\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 featureId?: string;\n sourceLayer?: string;\n enablePicking?: boolean;\n workerEnabled?: boolean;\n}\n\nexport interface IPointLayerStyleOptions {\n tileOrigin?: number[];\n coord?: string;\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 featureId?: string;\n sourceLayer?: string;\n}\n\nexport interface IPolygonLayerStyleOptions {\n tileOrigin?: number[];\n coord?: string;\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 featureId?: string;\n sourceLayer?: 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 mask?: boolean;\n maskInside?: boolean;\n}\n\nexport interface IImageLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n\n domain?: [number, number];\n noDataValue?: number;\n clampLow?: boolean;\n clampHigh?: boolean;\n rampColors?: IColorRamp;\n rampColorsData?: ImageData | IImagedata;\n pixelConstant?: number;\n pixelConstantR?: number;\n pixelConstantG?: number;\n pixelConstantB?: number;\n pixelConstantRGB?: number;\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 rampColorsData?: ImageData | IImagedata;\n}\n"],"file":"interface.js"}
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../../src/core/schema.ts"],"names":["properties","enablePicking","type","enableHighlight","highlightColor","oneOf","items","minimum","maximum"],"mappings":"AAGA,eAAe;AACbA,EAAAA,UAAU,EAAE;AACVC,IAAAA,aAAa,EAAE;AACbC,MAAAA,IAAI,EAAE;AADO,KADL;AAIVC,IAAAA,eAAe,EAAE;AACfD,MAAAA,IAAI,EAAE;AADS,KAJP;AAOVE,IAAAA,cAAc,EAAE;AACdC,MAAAA,KAAK,EAAE,CACL;AACEH,QAAAA,IAAI,EAAE,OADR;AAEEI,QAAAA,KAAK,EAAE;AACLJ,UAAAA,IAAI,EAAE,QADD;AAELK,UAAAA,OAAO,EAAE,CAFJ;AAGLC,UAAAA,OAAO,EAAE;AAHJ;AAFT,OADK,EASL;AACEN,QAAAA,IAAI,EAAE;AADR,OATK;AADO;AAPN;AADC,CAAf","sourcesContent":["/**\n * BaseLayer Schema\n */\nexport default {\n properties: {\n enablePicking: {\n type: 'boolean',\n },\n enableHighlight: {\n type: 'boolean',\n },\n highlightColor: {\n oneOf: [\n {\n type: 'array',\n items: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n {\n type: 'string',\n },\n ],\n },\n },\n};\n"],"file":"schema.js"}
@@ -1 +0,0 @@
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index: triangles,\n };\n}\n\nexport function extrude_PolygonNormal(\n path: IPath[],\n needFlat = false, // 是否需要转成平面坐标\n): IExtrudeGeomety {\n const p1 = path[0][0];\n const p2 = path[0][path[0].length - 1];\n if (p1[0] === p2[0] && p1[1] === p2[1]) {\n path[0] = path[0].slice(0, path[0].length - 1);\n }\n const n = path[0].length;\n const flattengeo = earcut.flatten(path);\n const { vertices, dimensions } = flattengeo;\n const positions = [];\n const indexArray = [];\n const normals = [];\n // 设置顶部z值 position uv\n for (let j = 0; j < vertices.length / dimensions; j++) {\n if (dimensions === 2) {\n positions.push(vertices[j * 2], vertices[j * 2 + 1], 1, -1, -1);\n } else {\n positions.push(vertices[j * 3], vertices[j * 3 + 1], 1, -1, -1);\n }\n normals.push(0, 0, 1);\n }\n const triangles = earcut(\n flattengeo.vertices,\n flattengeo.holes,\n flattengeo.dimensions,\n );\n indexArray.push(...triangles);\n for (let i = 0; i < n; i++) {\n const prePoint = flattengeo.vertices.slice(\n i * dimensions,\n (i + 1) * dimensions,\n );\n let nextPoint = flattengeo.vertices.slice(\n (i + 1) * dimensions,\n (i + 2) * dimensions,\n );\n if (nextPoint.length === 0) {\n nextPoint = flattengeo.vertices.slice(0, dimensions);\n }\n const indexOffset = positions.length / 5;\n positions.push(\n prePoint[0],\n prePoint[1],\n 1,\n 0,\n 0,\n nextPoint[0],\n nextPoint[1],\n 1,\n 0.1,\n 0,\n prePoint[0],\n prePoint[1],\n 0,\n 0,\n 0.8,\n nextPoint[0],\n nextPoint[1],\n 0,\n 0.1,\n 0.8,\n );\n const normal = computeVertexNormals(\n [nextPoint[0], nextPoint[1], 1],\n [prePoint[0], prePoint[1], 0],\n [prePoint[0], prePoint[1], 1],\n needFlat,\n );\n normals.push(...normal, ...normal, ...normal, ...normal);\n indexArray.push(...[1, 2, 0, 3, 2, 1].map((v) => v + indexOffset));\n }\n return {\n positions,\n index: indexArray,\n normals,\n };\n}\nfunction computeVertexNormals(\n p1: [number, number, number],\n p2: [number, number, number],\n p3: [number, number, number],\n needFlat: boolean = false,\n) {\n const cb = vec3.create();\n const ab = vec3.create();\n const normal = vec3.create();\n\n if (needFlat) {\n p1 = lngLatToMeters(p1) as [number, number, number];\n p2 = lngLatToMeters(p2) as [number, number, number];\n p3 = lngLatToMeters(p3) as [number, number, number];\n }\n const pA = vec3.fromValues(...p1);\n const pB = vec3.fromValues(...p2);\n const pC = vec3.fromValues(...p3);\n vec3.sub(cb, pC, pB);\n vec3.sub(ab, pA, pB);\n vec3.cross(normal, cb, ab);\n const newNormal = vec3.create();\n vec3.normalize(newNormal, normal);\n\n return newNormal;\n}\n"],"file":"extrude.js"}
@@ -1 +0,0 @@
1
- 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{ IEncodeFeature } from '@antv/l7-core';\nimport {\n aProjectFlat,\n calculateCentroid,\n calculatePointsCenterAndRadius,\n lngLatToMeters,\n} from '@antv/l7-utils';\nimport earcut from 'earcut';\n// @ts-ignore\nimport { mat4, vec3 } from 'gl-matrix';\nimport {\n EARTH_RADIUS,\n EARTH_RADIUS_OUTER,\n EARTH_SEGMENTS,\n lglt2xyz,\n primitiveSphere,\n} from '../earth/utils';\nimport ExtrudePolyline from '../utils/extrude_polyline';\nimport SimpleLine from '../utils/simpleLine';\nimport extrudePolygon, {\n extrude_PolygonNormal,\n fillPolygon,\n IExtrudeGeomety,\n} from './shape/extrude';\nimport {\n geometryShape,\n IPosition,\n ShapeType2D,\n ShapeType3D,\n} from './shape/Path';\ntype IShape = ShapeType2D & ShapeType3D;\ninterface IGeometryCache {\n [key: string]: IExtrudeGeomety;\n}\nconst GeometryCache: IGeometryCache = {};\n\n/**\n * 计算2D 填充点图顶点\n * @param feature 映射feature\n */\n\nexport function PointFillTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates, ...coordinates, ...coordinates, ...coordinates],\n indices: [0, 1, 2, 2, 3, 0],\n size: coordinates.length,\n };\n}\n/**\n * 计算2D 填充点图顶点 (地球模式)\n * @param feature 映射feature\n */\nexport function GlobelPointFillTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n const xyz = lglt2xyz(coordinates as [number, number]);\n return {\n vertices: [...xyz, ...xyz, ...xyz, ...xyz],\n indices: [0, 1, 2, 2, 3, 0],\n size: xyz.length,\n };\n}\n\n/**\n * 计算3D 拉伸点图\n * @param feature 映射feature\n */\nexport function PointExtrudeTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n const { positions, index, normals } = getGeometry(\n shape as ShapeType3D,\n false,\n );\n return {\n vertices: positions,\n indices: index,\n normals,\n size: 5,\n };\n}\n\n/**\n * 计算图片标注\n * @param feature 映射feature\n */\nexport function PointImageTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates],\n indices: [0],\n size: coordinates.length,\n };\n}\n\n/**\n * 线三角化\n * @param feature 映射feature\n */\nexport function LineTriangulation(feature: IEncodeFeature) {\n const { coordinates, originCoordinates, version } = feature;\n // let path = coordinates as number[][][] | number[][];\n // if (!Array.isArray(path[0][0])) {\n // path = [coordinates] as number[][][];\n // }\n\n const line = new ExtrudePolyline({\n dash: true,\n join: 'bevel',\n });\n\n if (version === 'GAODE2.x') {\n // 处理高德2.0几何体构建\n let path1 = coordinates as number[][][] | number[][]; // 计算位置\n if (!Array.isArray(path1[0][0])) {\n path1 = [coordinates] as number[][][];\n }\n let path2 = originCoordinates as number[][][] | number[][]; // 计算法线\n if (!Array.isArray(path2[0][0])) {\n path2 = [originCoordinates] as number[][][];\n }\n\n for (let i = 0; i < path1.length; i++) {\n // 高德2.0在计算线时,需要使用经纬度计算发现,使用 customCoords.lnglatToCoords 计算的数据来计算顶点的位置\n const item1 = path1[i];\n const item2 = path2[i];\n line.extrude_gaode2(item1 as number[][], item2 as number[][]);\n }\n } else {\n // 处理非高德2.0的几何体构建\n let path = coordinates as number[][][] | number[][];\n if (path[0] && !Array.isArray(path[0][0])) {\n path = [coordinates] as number[][][];\n }\n path.forEach((item: any) => {\n line.extrude(item as number[][]);\n });\n }\n\n const linebuffer = line.complex;\n return {\n vertices: linebuffer.positions, // [ x,y,z, distance, miter,total ]\n indices: linebuffer.indices,\n normals: linebuffer.normals,\n indexes: linebuffer.indexes,\n size: 6,\n };\n}\n\nexport function SimpleLineTriangulation(feature: IEncodeFeature) {\n const { coordinates, originCoordinates, version } = feature;\n\n const line = new ExtrudePolyline({\n dash: true,\n join: 'bevel',\n });\n\n if (version === 'GAODE2.x') {\n // 处理高德2.0几何体构建\n let path1 = coordinates as number[][][] | number[][]; // 计算位置\n if (!Array.isArray(path1[0][0])) {\n path1 = [coordinates] as number[][][];\n }\n let path2 = originCoordinates as number[][][] | number[][]; // 计算法线\n if (!Array.isArray(path2[0][0])) {\n path2 = [originCoordinates] as number[][][];\n }\n for (let i = 0; i < path1.length; i++) {\n // 高德2.0在计算线时,需要使用经纬度计算发现,使用 customCoords.lnglatToCoords 计算的数据来计算顶点的位置\n const item1 = path1[i];\n const item2 = path2[i];\n line.simpleExtrude_gaode2(item1 as number[][], item2 as number[][]);\n }\n } else {\n // 处理非高德2.0的几何体构建\n let path = coordinates as number[][][] | number[][];\n if (path[0] && !Array.isArray(path[0][0])) {\n path = [coordinates] as number[][][];\n }\n path.forEach((item: any) => {\n line.simpleExtrude(item as number[][]);\n });\n }\n\n const linebuffer = line.complex;\n return {\n vertices: linebuffer.positions, // [ x,y,z, distance, miter, total ]\n indices: linebuffer.indices,\n normals: linebuffer.normals,\n size: 6,\n };\n}\n\nexport function polygonTriangulation(feature: IEncodeFeature) {\n const { coordinates } = feature;\n const flattengeo = earcut.flatten(coordinates as number[][][]);\n const { vertices, dimensions, holes } = flattengeo;\n return {\n indices: earcut(vertices, holes, dimensions),\n vertices,\n size: dimensions,\n };\n}\n\n// TODO:构建几何图形(带有中心点和大小)\nexport function polygonTriangulationWithCenter(feature: IEncodeFeature) {\n const { coordinates } = feature;\n const flattengeo = earcut.flatten(coordinates as number[][][]);\n const { vertices, dimensions, holes } = flattengeo;\n\n return {\n indices: earcut(vertices, holes, dimensions),\n vertices: getVerticesWithCenter(vertices),\n size: dimensions + 4,\n };\n}\n\nfunction getVerticesWithCenter(vertices: number[]) {\n const verticesWithCenter = [];\n const { center, radius } = calculatePointsCenterAndRadius(vertices);\n for (let i = 0; i < vertices.length; i += 2) {\n const lng = vertices[i];\n const lat = vertices[i + 1];\n verticesWithCenter.push(lng, lat, 0, ...center, radius);\n }\n return verticesWithCenter;\n}\n\nexport function PolygonExtrudeTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[][];\n const { positions, index, normals } = extrude_PolygonNormal(\n coordinates,\n true,\n );\n return {\n vertices: positions, // [ x, y, z, uv.x,uv.y ]\n indices: index,\n normals,\n size: 5,\n };\n}\n\nexport function HeatmapGridTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n const { positions, index } = getHeatmapGeometry(shape as IShape);\n return {\n vertices: positions, // [ x, y, z ] 多边形顶点\n indices: index,\n size: 3,\n };\n}\n\n/**\n * 图片图层顶点构造\n * @param feature 数据\n */\nexport function RasterImageTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[];\n // [ x, y, z. uv.x, uv.y]\n const positions: number[] = [\n ...coordinates[0],\n 0,\n 0,\n 1,\n coordinates[1][0],\n coordinates[0][1],\n 0,\n 1,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n ...coordinates[0],\n 0,\n 0,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n coordinates[0][0],\n coordinates[1][1],\n 0,\n 0,\n 0,\n ];\n const indexs = [0, 1, 2, 3, 4, 5];\n return {\n vertices: positions,\n indices: indexs,\n size: 5,\n };\n}\n\n/**\n * 计算3D弧线顶点\n * @param feature 映射数据\n * @param segNum 弧线线段数\n */\nexport function LineArcTriangulation(\n feature: IEncodeFeature,\n segmentNumber?: number,\n) {\n const segNum = segmentNumber ? segmentNumber : 30;\n const coordinates = feature.coordinates as IPosition[];\n const positions = [];\n const indexArray = [];\n for (let i = 0; i < segNum; i++) {\n // 上线两个顶点\n // [ x, y, z, sx,sy, tx,ty]\n positions.push(\n i,\n 1,\n i,\n coordinates[0][0],\n coordinates[0][1],\n coordinates[1][0],\n coordinates[1][1],\n i,\n -1,\n i,\n coordinates[0][0],\n coordinates[0][1],\n coordinates[1][0],\n coordinates[1][1],\n );\n\n if (i !== segNum - 1) {\n indexArray.push(\n ...[0, 1, 2, 1, 3, 2].map((v) => {\n return i * 2 + v;\n }),\n );\n }\n }\n return {\n vertices: positions,\n indices: indexArray,\n size: 7,\n };\n}\n\n/**\n * 构建热力图密度图的顶点\n * @param feature\n * @returns\n */\nexport function HeatmapTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as number[];\n if (coordinates.length === 2) {\n coordinates.push(0);\n }\n const size = feature.size as number;\n const dir = addDir(-1, 1);\n const dir1 = addDir(1, 1);\n const dir2 = addDir(-1, -1);\n const dir3 = addDir(1, -1);\n // [x,y,z, dirx ,diry, weight]\n const positions = [\n ...coordinates,\n ...dir,\n ...coordinates,\n ...dir2,\n ...coordinates,\n ...dir3,\n ...coordinates,\n ...dir1,\n ];\n const indexArray = [0, 1, 2, 3, 0, 2];\n return {\n vertices: positions,\n indices: indexArray,\n size: 5,\n };\n}\n\n/**\n * 点图层3d geomerty\n * @param shape 3D形状\n */\nfunction getGeometry(shape: ShapeType3D, needFlat = false): IExtrudeGeomety {\n if (GeometryCache && GeometryCache[shape]) {\n return GeometryCache[shape];\n }\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.cylinder();\n const geometry = extrude_PolygonNormal([path], needFlat);\n GeometryCache[shape] = geometry;\n return geometry;\n}\n\nfunction computeVertexNormals(\n positions: number[],\n indexArray: number[],\n dim: number = 3,\n needFlat: boolean = false,\n) {\n const normals = new Float32Array((positions.length / dim) * 3);\n let vA: number;\n let vB: number;\n let vC: number;\n const cb = vec3.create();\n const ab = vec3.create();\n const normal = vec3.create();\n for (let i = 0, li = indexArray.length; i < li; i += 3) {\n vA = indexArray[i + 0] * 3;\n vB = indexArray[i + 1] * 3;\n vC = indexArray[i + 2] * 3;\n let p1 = [positions[vA], positions[vA + 1]];\n let p2 = [positions[vB], positions[vB + 1]];\n let p3 = [positions[vC], positions[vC + 1]];\n if (needFlat) {\n p1 = lngLatToMeters(p1);\n p2 = lngLatToMeters(p2);\n p3 = lngLatToMeters(p3);\n }\n const [ax, ay] = p1;\n const pA = vec3.fromValues(ax, ay, positions[vA + 2]);\n const [bx, by] = p2;\n const pB = vec3.fromValues(bx, by, positions[vB + 2]);\n const [cx, cy] = p3;\n const pC = vec3.fromValues(cx, cy, positions[vC + 2]);\n vec3.sub(cb, pC, pB);\n vec3.sub(ab, pA, pB);\n vec3.cross(normal, cb, ab);\n normals[vA] += cb[0];\n normals[vA + 1] += cb[1];\n normals[vA + 2] += cb[2];\n normals[vB] += cb[0];\n normals[vB + 1] += cb[1];\n normals[vB + 2] += cb[2];\n normals[vC] += cb[0];\n normals[vC + 1] += cb[1];\n normals[vC + 2] += cb[2];\n }\n normalizeNormals(normals);\n return normals;\n}\n\nfunction normalizeNormals(normals: Float32Array) {\n for (let i = 0, li = normals.length; i < li; i += 3) {\n const normal = vec3.fromValues(normals[i], normals[i + 1], normals[i + 2]);\n const newNormal = vec3.create();\n vec3.normalize(newNormal, normal);\n normals.set(newNormal, i);\n }\n}\n\nfunction checkIsClosed(points: number[][][]) {\n const p1 = points[0][0];\n const p2 = points[0][points[0].length - 1];\n return p1[0] === p2[0] && p1[1] === p2[1];\n}\n\nfunction getHeatmapGeometry(shape: ShapeType2D | ShapeType3D): IExtrudeGeomety {\n const shape3d = [\n 'cylinder',\n 'triangleColumn',\n 'hexagonColumn',\n 'squareColumn',\n ];\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.circle();\n const geometry =\n shape3d.indexOf(shape) === -1\n ? fillPolygon([path])\n : extrudePolygon([path]);\n // const geometry = fillPolygon([path]);\n return geometry;\n}\n// 热力图计算范围\nfunction addDir(dirX: number, dirY: number) {\n const x = (dirX + 1) / 2;\n const y = (dirY + 1) / 2;\n return [x, y];\n}\n\n/**\n * 构建地球三角网格\n * @returns\n */\nexport function earthTriangulation() {\n const earthmesh = primitiveSphere(EARTH_RADIUS, { segments: EARTH_SEGMENTS });\n const { positionsArr, indicesArr, normalArr } = earthmesh;\n return {\n vertices: positionsArr,\n indices: indicesArr,\n size: 5,\n normals: normalArr,\n };\n}\n\nexport function earthOuterTriangulation() {\n const earthmesh = 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