@maptalks/vt 0.92.1 → 0.92.2

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.
@@ -1,5 +1,5 @@
1
1
  /*!
2
- * @maptalks/vt v0.92.1
2
+ * @maptalks/vt v0.92.2
3
3
  * LICENSE : undefined
4
4
  * (c) 2016-2024 maptalks.org
5
5
  */
@@ -3244,7 +3244,8 @@ class Le extends t.renderer.CanvasRenderer {
3244
3244
  });
3245
3245
  }
3246
3246
  cn() {
3247
- if (this.ln && (this.On(this.ln[0], this.Xe), this.On(this.ln[1], this.Ye)), this.hn) for (let t = 0; t < this.hn.length; t++) this.On(this.hn[t], this.$e);
3247
+ if (this.ln && (this.On(this.ln[0], this.Xe), this.On(this.ln[1], this.Ye), this.ln[0] && this.Ze.prepareCollideIndex(this.ln[0].geometry),
3248
+ this.ln[1] && this.Ze.prepareCollideIndex(this.ln[1].geometry)), this.hn) for (let t = 0; t < this.hn.length; t++) this.On(this.hn[t], this.$e);
3248
3249
  if (this.meshes) for (let t = 0; t < this.meshes.length; t++) this.On(this.meshes[t], this.Ge);
3249
3250
  }
3250
3251
  On(t, e) {
@@ -6521,6 +6522,10 @@ class nr extends Bi {
6521
6522
  paint(t) {
6522
6523
  this.isShadowIncludeChanged(t) && (this.shader.dispose(), this.br(t)), super.paint(t);
6523
6524
  }
6525
+ isEnableStencil(t) {
6526
+ const e = this.layer.getRenderer();
6527
+ return !(!!(t && t.isRenderingTerrain && this.isTerrainSkin()) || !e.isEnableTileStencil || !e.isEnableTileStencil()) && "VectorTileLayer" === this.layer.getJSONType();
6528
+ }
6524
6529
  init(t) {
6525
6530
  const e = this.regl, i = this.canvas, s = {
6526
6531
  x: (t, e) => e.viewport ? e.viewport.x : 0,
@@ -6529,18 +6534,18 @@ class nr extends Bi {
6529
6534
  height: (t, e) => e.viewport ? e.viewport.height : i ? i.height : 1
6530
6535
  };
6531
6536
  this.renderer = new n.Renderer(e);
6532
- const o = !!(t && t.isRenderingTerrain && this.isTerrainSkin()), a = this.layer.getRenderer(), l = {
6537
+ const o = this.layer.getRenderer(), a = {
6533
6538
  viewport: s,
6534
6539
  stencil: {
6535
- enable: () => !(o || !a.isEnableTileStencil || !a.isEnableTileStencil()),
6540
+ enable: () => this.isEnableStencil(t),
6536
6541
  func: {
6537
- cmp: () => a.isEnableTileStencil && a.isEnableTileStencil() ? "=" : "<=",
6538
- ref: (t, e) => a.isEnableTileStencil && a.isEnableTileStencil() ? e.stencilRef : e.level
6542
+ cmp: () => o.isEnableTileStencil && o.isEnableTileStencil() ? "=" : "<=",
6543
+ ref: (t, e) => o.isEnableTileStencil && o.isEnableTileStencil() ? e.stencilRef : e.level
6539
6544
  },
6540
6545
  op: {
6541
6546
  fail: "keep",
6542
6547
  zfail: "keep",
6543
- zpass: () => a.isEnableTileStencil && a.isEnableTileStencil() ? "zero" : "replace"
6548
+ zpass: () => o.isEnableTileStencil && o.isEnableTileStencil() ? "zero" : "replace"
6544
6549
  }
6545
6550
  },
6546
6551
  depth: {
@@ -6565,7 +6570,7 @@ class nr extends Bi {
6565
6570
  offset: this.getPolygonOffset()
6566
6571
  }
6567
6572
  };
6568
- if (this.br(t, l), this.pickingFBO) {
6573
+ if (this.br(t, a), this.pickingFBO) {
6569
6574
  const t = [];
6570
6575
  this.picking = [ new n.FBORayPicking(this.renderer, {
6571
6576
  vert: Gi,
@@ -6576,7 +6581,7 @@ class nr extends Bi {
6576
6581
  return r.multiply(t, n.projViewMatrix, n.modelMatrix), t;
6577
6582
  }
6578
6583
  } ],
6579
- extraCommandProps: l
6584
+ extraCommandProps: a
6580
6585
  }, this.pickingFBO, this.getMap()) ];
6581
6586
  }
6582
6587
  }
@@ -8418,7 +8423,7 @@ class Cs extends br {
8418
8423
  }
8419
8424
  }
8420
8425
  }
8421
- Ns(t) {
8426
+ prepareCollideIndex(t) {
8422
8427
  const {collideIds: e, elements: n, aCount: i} = t.properties;
8423
8428
  if (!e) return;
8424
8429
  const r = e, s = {};
@@ -8484,10 +8489,10 @@ class Cs extends br {
8484
8489
  t.positionMatrix = this.getAltitudeOffsetMatrix(), delete t.geometry.properties.iconAtlas;
8485
8490
  }), f.push(...t));
8486
8491
  }
8487
- return "line" === a.properties.markerPlacement && this.Hs(a, r), "line" === a.properties.markerPlacement && f.forEach(t => t.properties.isLinePlacement = !0),
8488
- this.Ns(a), f;
8492
+ return "line" === a.properties.markerPlacement && this.Ns(a, r), "line" === a.properties.markerPlacement && f.forEach(t => t.properties.isLinePlacement = !0),
8493
+ this.prepareCollideIndex(a), f;
8489
8494
  }
8490
- Hs(t, e) {
8495
+ Ns(t, e) {
8491
8496
  const {collideIds: n} = t.properties, i = new Uint16Array(n.length);
8492
8497
  if (this.Rs(t)) {
8493
8498
  let r = 0;
@@ -8546,31 +8551,31 @@ class Cs extends br {
8546
8551
  if (!this.isEnableCollision()) return;
8547
8552
  super.updateCollision(t);
8548
8553
  const e = this.scene.getMeshes();
8549
- e && e.length ? (this.zs(t.timestamp), this.Es = [], this.zr()) : this.zr();
8554
+ e && e.length ? (this.Hs(t.timestamp), this.Es = [], this.zr()) : this.zr();
8550
8555
  }
8551
8556
  callCurrentTileShader(t, e) {
8552
8557
  this.shader.filter = e.sceneFilter ? [ this.Os, e.sceneFilter ] : this.Os, this.callRenderer(this.shader, t, e),
8553
- this.Vs.filter = e.sceneFilter ? [ this.Fs, e.sceneFilter ] : this.Fs, this.callRenderer(this.Vs, t, e);
8558
+ this.zs.filter = e.sceneFilter ? [ this.Fs, e.sceneFilter ] : this.Fs, this.callRenderer(this.zs, t, e);
8554
8559
  }
8555
8560
  callBackgroundTileShader(t, e) {
8556
8561
  this.shader.filter = e.sceneFilter ? [ this.Is, e.sceneFilter ] : this.Is, this.callRenderer(this.shader, t, e),
8557
- this.Vs.filter = e.sceneFilter ? [ this.Cs, e.sceneFilter ] : this.Cs, this.callRenderer(this.Vs, t, e);
8562
+ this.zs.filter = e.sceneFilter ? [ this.Cs, e.sceneFilter ] : this.Cs, this.callRenderer(this.zs, t, e);
8558
8563
  }
8559
8564
  isMeshIterable(t) {
8560
8565
  return t && t.geometry && !t.geometry.properties.isEmpty && t.material && !t.material.get("isHalo") && this.isMeshVisible(t) && !(this.shouldIgnoreBackground() && !this.layer.getRenderer().isForeground(t));
8561
8566
  }
8562
- zs() {
8567
+ Hs() {
8563
8568
  if (!this.isEnableCollision()) return;
8564
8569
  let t = this.Es;
8565
- t && t.length && this.Us(t);
8570
+ t && t.length && this.Vs(t);
8566
8571
  }
8567
- js(t, e, n, i) {
8572
+ Us(t, e, n, i) {
8568
8573
  return this.updateBoxCollisionFading(!0, t, e, n, i);
8569
8574
  }
8570
8575
  isEnableUniquePlacement() {
8571
8576
  return this.isEnableCollision() && !0 === this.sceneConfig.uniquePlacement;
8572
8577
  }
8573
- Us(t) {
8578
+ Vs(t) {
8574
8579
  const e = this.layer.getRenderer();
8575
8580
  t = t.sort(Es);
8576
8581
  for (let n = 0; n < t.length; n++) {
@@ -8585,12 +8590,12 @@ class Cs extends br {
8585
8590
  const s = e.isForeground(i.meshes[0]);
8586
8591
  if (this.shouldIgnoreBackground() && !s) continue;
8587
8592
  const o = i.properties.meshKey;
8588
- this.startMeshCollision(i), this.Bs(i), this.forEachBox(i, this.js), this.Gs(i),
8593
+ this.startMeshCollision(i), this.js(i), this.forEachBox(i, this.Us), this.Bs(i),
8589
8594
  this.endMeshCollision(o);
8590
- for (let t = 0; t < i.meshes.length; t++) this.Ws(i.meshes[t]);
8595
+ for (let t = 0; t < i.meshes.length; t++) this.Gs(i.meshes[t]);
8591
8596
  }
8592
8597
  }
8593
- Ws(t) {
8598
+ Gs(t) {
8594
8599
  const e = t && t.geometry && t.geometry.properties.aOpacity;
8595
8600
  e && e.dirty && (t.geometry.updateData("aOpacity", e), e.dirty = !1);
8596
8601
  }
@@ -8600,9 +8605,9 @@ class Cs extends br {
8600
8605
  const i = {
8601
8606
  boxIndex: 0
8602
8607
  }, r = n.length;
8603
- for (let s = 0; s < r; s++) this.Xs(t, n[s], e, i);
8608
+ for (let s = 0; s < r; s++) this.Ws(t, n[s], e, i);
8604
8609
  }
8605
- Xs(t, e, n, i) {
8610
+ Ws(t, e, n, i) {
8606
8611
  const s = this.getMap(), {collideBoxIndex: o} = t.meshes[0].geometry.properties;
8607
8612
  if (!(o && o[e])) return !1;
8608
8613
  const a = r.multiply(Ts, s.projViewMatrix, t.meshes[0].localTransform);
@@ -8631,16 +8636,16 @@ class Cs extends br {
8631
8636
  l[f].allElements = r, f++;
8632
8637
  }
8633
8638
  if (!h) return !1;
8634
- return n.call(this, t, l, a, i.boxIndex++) && this.Ys(t, e), !0;
8639
+ return n.call(this, t, l, a, i.boxIndex++) && this.Xs(t, e), !0;
8635
8640
  }
8636
- Bs(t) {
8641
+ js(t) {
8637
8642
  const e = t.meshes;
8638
8643
  for (let t = 0; t < e.length; t++) {
8639
8644
  const n = e[t], i = n && n.geometry;
8640
8645
  i && (i.properties.visElemts.count = 0);
8641
8646
  }
8642
8647
  }
8643
- Ys(t, e) {
8648
+ Xs(t, e) {
8644
8649
  const n = t.meshes;
8645
8650
  for (let t = 0; t < n.length; t++) {
8646
8651
  const i = n[t];
@@ -8655,7 +8660,7 @@ class Cs extends br {
8655
8660
  a.count = c;
8656
8661
  }
8657
8662
  }
8658
- Gs(t) {
8663
+ Bs(t) {
8659
8664
  const e = t.meshes;
8660
8665
  for (let t = 0; t < e.length; t++) {
8661
8666
  const n = e[t], i = n && n.geometry;
@@ -8738,7 +8743,7 @@ class Cs extends br {
8738
8743
  extraCommandProps: i
8739
8744
  }), this.shader.version = 300;
8740
8745
  const {uniforms: s, extraCommandProps: o} = is.call(this, e, this.sceneConfig), a = this.Ds || {};
8741
- if (this.Vs = new n.MeshShader({
8746
+ if (this.zs = new n.MeshShader({
8742
8747
  vert: ds,
8743
8748
  frag: ps,
8744
8749
  uniforms: s,
@@ -8878,8 +8883,8 @@ class vo extends br {
8878
8883
  }
8879
8884
  constructor(t, e, n, i, r, s) {
8880
8885
  super(t, e, n, i, r, s), this.propAllowOverlap = "textAllowOverlap", this.propIgnorePlacement = "textIgnorePlacement",
8881
- this.colorCache = {}, this.$s = js.bind(this), this.qs = Bs.bind(this), this.Js = Gs.bind(this),
8882
- this.Ks = Ws.bind(this), this.isLabelCollides = hs.bind(this), this.Zs();
8886
+ this.colorCache = {}, this.Ys = js.bind(this), this.$s = Bs.bind(this), this.qs = Gs.bind(this),
8887
+ this.Js = Ws.bind(this), this.isLabelCollides = hs.bind(this), this.Ks();
8883
8888
  }
8884
8889
  prepareRender(...t) {
8885
8890
  super.prepareRender(...t);
@@ -8891,34 +8896,34 @@ class vo extends br {
8891
8896
  }
8892
8897
  }
8893
8898
  updateSymbol(...t) {
8894
- this.Qs = void 0, this.to = void 0;
8899
+ this.Zs = void 0, this.Qs = void 0;
8895
8900
  const e = super.updateSymbol(...t);
8896
- return this.Zs(), e;
8901
+ return this.Ks(), e;
8897
8902
  }
8898
8903
  isTerrainVector() {
8899
8904
  if (!super.isTerrainSkin()) return !1;
8900
- if (void 0 !== this.Qs) return this.Qs;
8905
+ if (void 0 !== this.Zs) return this.Zs;
8901
8906
  for (let t = 0; t < this.symbolDef.length; t++) {
8902
- if ("map" !== this.symbolDef[t].textPitchAlignment) return this.Qs = !0, !0;
8907
+ if ("map" !== this.symbolDef[t].textPitchAlignment) return this.Zs = !0, !0;
8903
8908
  }
8904
- return this.Qs = !1, !1;
8909
+ return this.Zs = !1, !1;
8905
8910
  }
8906
8911
  isTerrainSkin() {
8907
8912
  if (!super.isTerrainSkin()) return !1;
8908
- if (void 0 !== this.to) return this.to;
8913
+ if (void 0 !== this.Qs) return this.Qs;
8909
8914
  for (let t = 0; t < this.symbolDef.length; t++) {
8910
8915
  const e = this.symbolDef[t].textPitchAlignment;
8911
- if ("map" === e || p(e) || b.isExpression(e)) return this.to = !0, !0;
8916
+ if ("map" === e || p(e) || b.isExpression(e)) return this.Qs = !0, !0;
8912
8917
  }
8913
- return this.to = !1, !1;
8918
+ return this.Qs = !1, !1;
8914
8919
  }
8915
- Zs() {
8916
- this.eo = [];
8920
+ Ks() {
8921
+ this.to = [];
8917
8922
  for (let t = 0; t < this.symbolDef.length; t++) {
8918
8923
  const e = this.symbolDef[t];
8919
8924
  if (b.isExpression(e.textName)) {
8920
8925
  const n = b.createExpression(e.textName, "string");
8921
- this.eo[t] = (t, e) => {
8926
+ this.to[t] = (t, e) => {
8922
8927
  let i;
8923
8928
  uo.zoom = t, co.properties = e;
8924
8929
  try {
@@ -8928,7 +8933,7 @@ class vo extends br {
8928
8933
  }
8929
8934
  return i;
8930
8935
  };
8931
- } else p(e.textName) && (this.eo[t] = g(e.textName));
8936
+ } else p(e.textName) && (this.to[t] = g(e.textName));
8932
8937
  }
8933
8938
  }
8934
8939
  shouldDeleteMeshOnUpdateSymbol(t) {
@@ -8957,7 +8962,7 @@ class vo extends br {
8957
8962
  s.properties.symbolIndex = o;
8958
8963
  const a = this.getSymbol(o), l = this.getSymbolDef(o), h = this.getFnTypeConfig(o), u = ts.call(this, this.regl, s, e, l, a, h, this.layer.options.collision, !i, r);
8959
8964
  if (u.length) {
8960
- "line" === s.properties.textPlacement ? this.no = !0 : this.io = !0;
8965
+ "line" === s.properties.textPlacement ? this.eo = !0 : this.no = !0;
8961
8966
  }
8962
8967
  return u.forEach(t => {
8963
8968
  t.positionMatrix = this.getAltitudeOffsetMatrix(), t.properties.tileVectorTransform = n;
@@ -8966,21 +8971,21 @@ class vo extends br {
8966
8971
  updateCollision(t) {
8967
8972
  super.updateCollision(t);
8968
8973
  const e = this.scene.getMeshes();
8969
- e && e.length ? (this.ro = {}, this.so(t.timestamp), this.zr()) : this.zr();
8974
+ e && e.length ? (this.io = {}, this.ro(t.timestamp), this.zr()) : this.zr();
8970
8975
  }
8971
8976
  callCurrentTileShader(t, e) {
8972
- this.shader.filter = e.sceneFilter ? [ this.$s, e.sceneFilter ] : this.$s, this.callRenderer(this.shader, t, e),
8973
- this.oo.filter = e.sceneFilter ? [ this.Js, e.sceneFilter ] : this.Js, this.callRenderer(this.oo, t, e);
8977
+ this.shader.filter = e.sceneFilter ? [ this.Ys, e.sceneFilter ] : this.Ys, this.callRenderer(this.shader, t, e),
8978
+ this.so.filter = e.sceneFilter ? [ this.qs, e.sceneFilter ] : this.qs, this.callRenderer(this.so, t, e);
8974
8979
  }
8975
8980
  callBackgroundTileShader(t, e) {
8976
- this.shader.filter = e.sceneFilter ? [ this.qs, e.sceneFilter ] : this.qs, this.callRenderer(this.shader, t, e),
8977
- this.oo.filter = e.sceneFilter ? [ this.Ks, e.sceneFilter ] : this.Ks, this.callRenderer(this.oo, t, e);
8981
+ this.shader.filter = e.sceneFilter ? [ this.$s, e.sceneFilter ] : this.$s, this.callRenderer(this.shader, t, e),
8982
+ this.so.filter = e.sceneFilter ? [ this.Js, e.sceneFilter ] : this.Js, this.callRenderer(this.so, t, e);
8978
8983
  }
8979
8984
  callRenderer(t, e, n) {
8980
8985
  n && n.isRenderingTerrain && p(this.symbolDef.textPitchAlignment) && (n.isRenderingTerrainSkin ? e.textPitchFilter = 1 : e.textPitchFilter = 2),
8981
8986
  super.callRenderer(t, e, n);
8982
8987
  }
8983
- so() {
8988
+ ro() {
8984
8989
  let t = this.scene.getMeshes();
8985
8990
  if (!t || !t.length) return;
8986
8991
  const e = -this.getMap().getBearing() * Math.PI / 180, n = u.fromRotation(qs, e), i = (t, e, n, i) => {
@@ -9005,7 +9010,7 @@ class vo extends br {
9005
9010
  const h = o.properties.meshKey;
9006
9011
  if ("line" === a.properties.textPlacement) {
9007
9012
  if (!a.properties.line) continue;
9008
- r && this.startMeshCollision(o), this.ao(o, n);
9013
+ r && this.startMeshCollision(o), this.oo(o, n);
9009
9014
  const {aOffset: t, aOpacity: e} = a.properties;
9010
9015
  t.dirty && (a.updateData("aOffset", t), t.dirty = !1), e && e.dirty && (a.updateData("aOpacity", e),
9011
9016
  e.dirty = !1), r && this.endMeshCollision(h);
@@ -9030,7 +9035,7 @@ class vo extends br {
9030
9035
  getUniqueEntryKey(t, e) {
9031
9036
  return us(t, e);
9032
9037
  }
9033
- ao(t, e) {
9038
+ oo(t, e) {
9034
9039
  const n = this.getMap(), i = t.geometry, s = i.properties;
9035
9040
  let o = s.line;
9036
9041
  if (!o) return;
@@ -9038,8 +9043,8 @@ class vo extends br {
9038
9043
  if (!c) {
9039
9044
  const e = r.multiply(Ys, n.projViewMatrix, t.localTransform), i = o.id + "-" + e.join();
9040
9045
  let a;
9041
- this.ro[i] ? o = this.ro[i] : (a = s.projectedLine = s.projectedLine || new Array(o.length),
9042
- o = this.lo(a, o, e, n.width, n.height), this.ro[i] = a);
9046
+ this.io[i] ? o = this.io[i] : (a = s.projectedLine = s.projectedLine || new Array(o.length),
9047
+ o = this.ao(a, o, e, n.width, n.height), this.io[i] = a);
9043
9048
  }
9044
9049
  const d = this.isEnableCollision(), p = i.properties.visElemts = i.properties.visElemts || new f.constructor(f.length), m = i.properties.visCache = i.properties.visCache || [];
9045
9050
  d && (p.count = 0);
@@ -9047,7 +9052,7 @@ class vo extends br {
9047
9052
  this.forEachBox(t, (t, n, i, r) => {
9048
9053
  const {start: s, end: a} = n[0];
9049
9054
  let l = m[r];
9050
- if ((void 0 === l || y) && (l = this.ho(t, f, s, a, o, i, c ? e : null, r)), m[r] = l,
9055
+ if ((void 0 === l || y) && (l = this.lo(t, f, s, a, o, i, c ? e : null, r)), m[r] = l,
9051
9056
  d && (l = this.updateBoxCollisionFading(l, t, n, i, r), l)) {
9052
9057
  let t = p.count;
9053
9058
  for (let e = s; e < a; e++) p[t++] = f[e];
@@ -9057,7 +9062,7 @@ class vo extends br {
9057
9062
  const g = t.geometry.properties.aAltitude;
9058
9063
  g && g.dirty && (i.updateData("aAltitude", g), g.dirty = !1), !d || p.count === f.length && i.count === p.count || i.setElements(p, p.count);
9059
9064
  }
9060
- lo(t, e, n, i, r) {
9065
+ ao(t, e, n, i, r) {
9061
9066
  return function(t, e, n, i, r) {
9062
9067
  for (let s = 0; s < e.length; s += 3) a.set(xi, e[s], e[s + 1], e[s + 2], 1), bi(xi, xi, n, i, r),
9063
9068
  t[s] = xi[0], t[s + 1] = xi[1], t[s + 2] = e[s + 2];
@@ -9073,7 +9078,7 @@ class vo extends br {
9073
9078
  for (let n = 0; n <= l.length; n += 6) if (d = l[n], h[d] !== m || n === l.length) {
9074
9079
  const r = a[m] && a[m].feature;
9075
9080
  if (u && this.isMeshUniquePlaced(t) && r && !r.label) {
9076
- const e = r.properties || {}, {symbolIndex: n} = t.properties, i = n && this.eo[n.index] ? this.eo[n.index](t.properties.z, e) : this.getSymbol(t.properties.symbolIndex).textName, s = R.resolveText(i, e);
9081
+ const e = r.properties || {}, {symbolIndex: n} = t.properties, i = n && this.to[n.index] ? this.to[n.index](t.properties.z, e) : this.getSymbol(t.properties.symbolIndex).textName, s = R.resolveText(i, e);
9077
9082
  r.label = s;
9078
9083
  }
9079
9084
  const s = n, y = o[l[p]];
@@ -9082,7 +9087,7 @@ class vo extends br {
9082
9087
  m = h[d], p = n;
9083
9088
  }
9084
9089
  }
9085
- ho(t, e, n, s, o, l, u) {
9090
+ lo(t, e, n, s, o, l, u) {
9086
9091
  const f = this.layer.getRenderer(), d = t.material.uniforms, p = 1 === d.pitchWithMap, m = !p && f.getTerrainHelper && f.getTerrainHelper(), y = this.isEnableCollision(), g = this.getMap(), v = t.geometry, x = v.desc.positionSize, {aShape: b, aOffset: w, aAnchor: _, aAltitude: S, aPitchRotation: M} = v.properties;
9087
9092
  let {aProjectedAnchor: P} = v.properties;
9088
9093
  P || (P = v.properties.aProjectedAnchor = new Array(_.length / x * 3));
@@ -9103,7 +9108,7 @@ class vo extends br {
9103
9108
  k && (F = C), P[3 * O] = D[0], P[3 * O + 1] = D[1], P[3 * O + 2] = D[2];
9104
9109
  const L = k ? 1 : v.properties.tileExtent / this.layer.getTileSize().width;
9105
9110
  let N = !0;
9106
- const H = e[n], z = e[s - 1], V = T ? T[H] : t.properties.textSize, U = this.uo(t, V, o, H, z, F, Js, L, u);
9111
+ const H = e[n], z = e[s - 1], V = T ? T[H] : t.properties.textSize, U = this.ho(t, V, o, H, z, F, Js, L, u);
9107
9112
  if (null === U) return xo(w, e, n, s), !1;
9108
9113
  const j = z - H <= 3, B = Math.floor(U / 2), G = U % 2;
9109
9114
  for (let a = n; a < s; a += 6) {
@@ -9138,7 +9143,7 @@ class vo extends br {
9138
9143
  }
9139
9144
  return N;
9140
9145
  }
9141
- uo(t, e, n, i, r, s, o, a, l) {
9146
+ ho(t, e, n, i, r, s, o, a, l) {
9142
9147
  const h = r - i <= 3, u = this.getMap();
9143
9148
  return h ? 0 : Vs.call(this, lo, ho, t, e, n, i, r, s, o, a, u.width / u.height, l);
9144
9149
  }
@@ -9151,7 +9156,7 @@ class vo extends br {
9151
9156
  }) : t.material && delete t.material.uniforms.texture), super.deleteMesh(t, e));
9152
9157
  }
9153
9158
  delete() {
9154
- super.delete(), this.oo.dispose(), delete this.ro, this.co && this.co.dispose();
9159
+ super.delete(), this.so.dispose(), delete this.io, this.uo && this.uo.dispose();
9155
9160
  }
9156
9161
  needClearStencil() {
9157
9162
  return !0;
@@ -9173,7 +9178,7 @@ class vo extends br {
9173
9178
  });
9174
9179
  let o = i;
9175
9180
  if (this.layer.getRenderer().isEnableWorkAround("win-intel-gpu-crash") && (o = Tt({}, i),
9176
- o.stencil = Tt({}, i.stencil), o.stencil.enable = !0), this.oo = new n.MeshShader({
9181
+ o.stencil = Tt({}, i.stencil), o.stencil.enable = !0), this.so = new n.MeshShader({
9177
9182
  vert: Us,
9178
9183
  frag: ps,
9179
9184
  uniforms: e,
@@ -9540,7 +9545,7 @@ class No extends Vi {
9540
9545
  Object.defineProperty(u.uniforms, "uvOrigin", {
9541
9546
  enumerable: !0,
9542
9547
  get: () => {
9543
- const t = this.fo(_, a, s, g, A, l);
9548
+ const t = this.co(_, a, s, g, A, l);
9544
9549
  return h.set(w, t[0] - t[0] % 1, t[1] - t[1] % 1);
9545
9550
  }
9546
9551
  });
@@ -9548,7 +9553,7 @@ class No extends Vi {
9548
9553
  Object.defineProperty(u.uniforms, "uvOffset", {
9549
9554
  enumerable: !0,
9550
9555
  get: () => {
9551
- const t = this.fo(_, a, s, g, A, l);
9556
+ const t = this.co(_, a, s, g, A, l);
9552
9557
  return h.set(w, t[0] % 1, t[1] % 1);
9553
9558
  }
9554
9559
  }), Object.defineProperty(u.uniforms, "hasAlpha", {
@@ -9564,7 +9569,7 @@ class No extends Vi {
9564
9569
  get: () => x.isForeground(u) ? 0 : S - u.properties.tile.z
9565
9570
  }), u.properties.symbolIndex = a, u;
9566
9571
  }
9567
- fo(t, e, n, i, r, s) {
9572
+ co(t, e, n, i, r, s) {
9568
9573
  if (1 === this.dataConfig.topUVMode) return To;
9569
9574
  const o = this.getMap(), a = this.getSymbol(e).material;
9570
9575
  let l = n;
@@ -9605,10 +9610,10 @@ class No extends Vi {
9605
9610
  return s[0] = r * t[0], s[1] = r * t[0], i || (s[0] %= 1, s[1] %= 1), s;
9606
9611
  }
9607
9612
  needPolygonOffset() {
9608
- return this.do;
9613
+ return this.fo;
9609
9614
  }
9610
9615
  startFrame(...t) {
9611
- return delete this.do, super.startFrame(...t);
9616
+ return delete this.fo, super.startFrame(...t);
9612
9617
  }
9613
9618
  addMesh(t, e) {
9614
9619
  t.forEach(t => {
@@ -9621,7 +9626,7 @@ class No extends Vi {
9621
9626
  0 === e && (e = .01), ko[2] = e, r.fromScaling(n, ko), r.multiply(n, t.properties.tileTransform, n),
9622
9627
  t.setLocalTransform(n);
9623
9628
  } else t.setLocalTransform(t.properties.tileTransform);
9624
- t.material !== this.material && t.setMaterial(this.material), t.geometry.properties.maxAltitude <= 0 && (this.do = !0),
9629
+ t.material !== this.material && t.setMaterial(this.material), t.geometry.properties.maxAltitude <= 0 && (this.fo = !0),
9625
9630
  this.getSymbol(t.properties.symbolIndex).ssr ? t.ssr = 1 : t.ssr = 0;
9626
9631
  }
9627
9632
  deleteMaterial() {
@@ -9724,10 +9729,10 @@ class Vo extends No {
9724
9729
  return this.shader;
9725
9730
  }
9726
9731
  delete(t) {
9727
- this.getMap().off("updatelights", this.po, this), super.delete(t), this.material.dispose();
9732
+ this.getMap().off("updatelights", this.do, this), super.delete(t), this.material.dispose();
9728
9733
  }
9729
9734
  init() {
9730
- this.getMap().on("updatelights", this.po, this);
9735
+ this.getMap().on("updatelights", this.do, this);
9731
9736
  const t = this.regl;
9732
9737
  this.renderer = new n.Renderer(t);
9733
9738
  const e = this.getShaderConfig();
@@ -9747,7 +9752,7 @@ class Vo extends No {
9747
9752
  };
9748
9753
  this.picking = [ new n.FBORayPicking(this.renderer, i, this.layer.getRenderer().pickingFBO, this.getMap()) ];
9749
9754
  }
9750
- po() {
9755
+ do() {
9751
9756
  this.setToRedraw();
9752
9757
  }
9753
9758
  getShaderConfig() {
@@ -9803,7 +9808,7 @@ class Vo extends No {
9803
9808
  this.material = new n.PhongMaterial(e);
9804
9809
  }
9805
9810
  getUniformValues(t, e) {
9806
- const n = t.viewMatrix, i = t.projMatrix, r = t.cameraPosition, s = this.mo(), o = Tt({
9811
+ const n = t.viewMatrix, i = t.projMatrix, r = t.cameraPosition, s = this.po(), o = Tt({
9807
9812
  viewMatrix: n,
9808
9813
  projMatrix: i,
9809
9814
  cameraPosition: r,
@@ -9816,7 +9821,7 @@ class Vo extends No {
9816
9821
  getPickingVert() {
9817
9822
  return "\n attribute vec3 aPosition;\n uniform mat4 projViewModelMatrix;\n uniform mat4 modelMatrix;\n uniform mat4 positionMatrix;\n //引入fbo picking的vert相关函数\n #include <fbo_picking_vert>\n #include <get_output>\n void main()\n {\n mat4 localPositionMatrix = getPositionMatrix();\n vec4 localPosition = getPosition(aPosition);\n\n gl_Position = projViewModelMatrix * localPositionMatrix * localPosition;\n //传入gl_Position的depth值\n fbo_picking_setData(gl_Position.w, true);\n }\n ";
9818
9823
  }
9819
- mo() {
9824
+ po() {
9820
9825
  const t = this.getMap().getLightManager(), e = t && t.getAmbientLight() || {}, n = t && t.getDirectionalLight() || {};
9821
9826
  return {
9822
9827
  ambientColor: e.color || [ .2, .2, .2 ],
@@ -9916,20 +9921,20 @@ const {getPBRUniforms: Bo} = n.pbr.PBRUtils;
9916
9921
 
9917
9922
  class Go extends No {
9918
9923
  constructor(...t) {
9919
- super(...t), this.yo = new n.ResourceLoader, this.scene.sortFunction = this.sortByCommandKey;
9924
+ super(...t), this.mo = new n.ResourceLoader, this.scene.sortFunction = this.sortByCommandKey;
9920
9925
  }
9921
9926
  supportRenderMode(t) {
9922
9927
  return this.getSymbols()[0].ssr ? "fxaa" === t || "fxaaAfterTaa" === t : super.supportRenderMode(t);
9923
9928
  }
9924
9929
  isAnimating() {
9925
- const t = this.vo();
9930
+ const t = this.yo();
9926
9931
  if (t && (t[0] || t[1])) return !0;
9927
9932
  }
9928
9933
  needToRedraw() {
9929
- const t = this.vo();
9934
+ const t = this.yo();
9930
9935
  return !(!t || !t[0] && !t[1]) || super.needToRedraw();
9931
9936
  }
9932
- vo() {
9937
+ yo() {
9933
9938
  const t = this.getSymbols()[0];
9934
9939
  return t.material && t.material.uvOffsetAnim;
9935
9940
  }
@@ -9952,32 +9957,32 @@ class Go extends No {
9952
9957
  paint(t) {
9953
9958
  const e = !!t.shadow;
9954
9959
  t.states && t.states.includesChanged && (this.shader.dispose(), delete this.shader,
9955
- this.xo.dispose(), delete this.xo, this.br(t));
9960
+ this.vo.dispose(), delete this.vo, this.br(t));
9956
9961
  let n = !!t.ssr && this.getSymbols()[0].ssr;
9957
9962
  const i = this.shader, r = i.shaderDefines;
9958
9963
  if (n) {
9959
9964
  const e = Tt({}, r, t.ssr.defines);
9960
9965
  i.shaderDefines = e;
9961
9966
  }
9962
- if (t.onlyUpdateDepthInTaa && (this.shader = this.xo, !n && this.bo && (this.shader = i,
9967
+ if (t.onlyUpdateDepthInTaa && (this.shader = this.vo, !n && this.xo && (this.shader = i,
9963
9968
  this.setToRedraw(!0))), this.updateIBLDefines(i), super.paint(t), void 0 !== this.shadowCount && e) {
9964
9969
  const t = this.scene.getMeshes().length;
9965
9970
  this.shadowCount !== t && this.setToRedraw();
9966
9971
  }
9967
- this.shader = i, n && (i.shaderDefines = r), delete this.shadowCount, this.bo = n;
9972
+ this.shader = i, n && (i.shaderDefines = r), delete this.shadowCount, this.xo = n;
9968
9973
  }
9969
9974
  updateSceneConfig(t) {
9970
9975
  Tt(this.sceneConfig, t), this.setToRedraw();
9971
9976
  }
9972
9977
  delete() {
9973
- super.delete(), this.disposeIBLTextures(), this.material.dispose(), this.xo && (this.xo.dispose(),
9974
- delete this.xo);
9978
+ super.delete(), this.disposeIBLTextures(), this.material.dispose(), this.vo && (this.vo.dispose(),
9979
+ delete this.vo);
9975
9980
  }
9976
9981
  init(t) {
9977
- this.getMap().on("updatelights", this.Ao, this), this.createIBLTextures(), this.Sr = this.Sr || t;
9982
+ this.getMap().on("updatelights", this.bo, this), this.createIBLTextures(), this.Sr = this.Sr || t;
9978
9983
  const e = this.regl;
9979
- this.renderer = new n.Renderer(e), this.wo = this._o.bind(this), this.So = this.disposeCachedTexture.bind(this),
9980
- this.Mo = this.Po.bind(this), this.ri(), this.br(t);
9984
+ this.renderer = new n.Renderer(e), this.Ao = this.wo.bind(this), this._o = this.disposeCachedTexture.bind(this),
9985
+ this.So = this.Mo.bind(this), this.ri(), this.br(t);
9981
9986
  const i = {
9982
9987
  vert: "\n #include <gl2_vert>\n attribute vec3 aPosition;\n uniform mat4 projViewModelMatrix;\n uniform mat4 positionMatrix;\n //引入fbo picking的vert相关函数\n #include <line_extrusion_vert>\n #include <get_output>\n #include <fbo_picking_vert>\n void main() {\n mat4 localPositionMatrix = getPositionMatrix();\n #ifdef IS_LINE_EXTRUSION\n vec3 linePosition = getLineExtrudePosition(aPosition);\n vec4 localVertex = getPosition(linePosition);\n #else\n vec4 localVertex = getPosition(aPosition);\n #endif\n\n gl_Position = projViewModelMatrix * localPositionMatrix * localVertex;\n fbo_picking_setData(gl_Position.w, true);\n }\n ",
9983
9988
  uniforms: [ {
@@ -10039,17 +10044,17 @@ class Go extends No {
10039
10044
  }
10040
10045
  }, o = {
10041
10046
  uniforms: r,
10042
- defines: this.To(i),
10047
+ defines: this.Po(i),
10043
10048
  extraCommandProps: s
10044
10049
  };
10045
10050
  this.shader = new n.pbr.StandardShader(o), o.frag = "\n precision mediump float;\n #include <gl2_frag>\n void main() {\n glFragColor = vec4(0.0);\n #if __VERSION__ == 100\n gl_FragColor = glFragColor;\n #endif\n }\n ",
10046
- this.xo = new n.pbr.StandardShader(o);
10051
+ this.vo = new n.pbr.StandardShader(o);
10047
10052
  }
10048
- _o({resources: t}) {
10053
+ wo({resources: t}) {
10049
10054
  for (let e = 0; e < t.length; e++) this.addCachedTexture(t[e].url, t[e].data);
10050
10055
  this.setToRedraw(!0);
10051
10056
  }
10052
- Po() {
10057
+ Mo() {
10053
10058
  this.setToRedraw(!0);
10054
10059
  }
10055
10060
  ri(t) {
@@ -10076,14 +10081,14 @@ class Go extends No {
10076
10081
  url: a,
10077
10082
  wrap: "repeat"
10078
10083
  }), o.flipY = !e.upsideUpTexture, o.min = "linear mipmap linear", o.mag = "linear",
10079
- r[t] = new n.Texture2D(o, this.yo), r[t].once("complete", this.wo), r[t].once("disposed", this.So),
10084
+ r[t] = new n.Texture2D(o, this.mo), r[t].once("complete", this.Ao), r[t].once("disposed", this._o),
10080
10085
  r[t].promise && this.addCachedTexture(a, r[t].promise), s = !0;
10081
10086
  } else r[t] = i[t];
10082
10087
  if (void 0 === r.alphaTest && this.getMaterialClazz && (r.alphaTest = .05), this.material) {
10083
10088
  for (let t in r) this.material.set(t, r[t]);
10084
10089
  this.setToRedraw(!0);
10085
- } else this.material = new n.pbr.StandardMaterial(r), this.material.once("complete", this.Mo);
10086
- s || this.Po();
10090
+ } else this.material = new n.pbr.StandardMaterial(r), this.material.once("complete", this.So);
10091
+ s || this.Mo();
10087
10092
  }
10088
10093
  getShader() {
10089
10094
  return this.shader;
@@ -10092,13 +10097,13 @@ class Go extends No {
10092
10097
  const {iblTexes: n, dfgLUT: i} = this.getIBLRes(), r = Bo(t, n, i, e && e.ssr, e && e.jitter);
10093
10098
  return this.setIncludeUniformValues(r, e), r;
10094
10099
  }
10095
- To(t) {
10100
+ Po(t) {
10096
10101
  return this.hasIBL() ? t.HAS_IBL_LIGHTING = 1 : delete t.HAS_IBL_LIGHTING, t;
10097
10102
  }
10098
- Ao() {
10103
+ bo() {
10099
10104
  if (!this.shader) return;
10100
10105
  const t = this.shader.shaderDefines;
10101
- this.To(t), this.shader.shaderDefines = t;
10106
+ this.Po(t), this.shader.shaderDefines = t;
10102
10107
  }
10103
10108
  }
10104
10109
 
@@ -10172,7 +10177,7 @@ class Yo extends Bi {
10172
10177
  super.paint(t);
10173
10178
  }
10174
10179
  init(t) {
10175
- this.getMap().on("updatelights", this.Ao, this), this.createIBLTextures();
10180
+ this.getMap().on("updatelights", this.bo, this), this.createIBLTextures();
10176
10181
  const e = this.regl;
10177
10182
  if (this.renderer = new n.Renderer(e), this.createShader(t), this.pickingFBO) {
10178
10183
  const t = [];
@@ -10207,7 +10212,7 @@ class Yo extends Bi {
10207
10212
  }), this.shader = new n.pbr.StandardShader({
10208
10213
  vert: Wo,
10209
10214
  uniforms: e,
10210
- defines: this.To(i),
10215
+ defines: this.Po(i),
10211
10216
  extraCommandProps: this.getExtraCommandProps()
10212
10217
  });
10213
10218
  }
@@ -10322,13 +10327,13 @@ class Yo extends Bi {
10322
10327
  }
10323
10328
  } ];
10324
10329
  }
10325
- To(t) {
10330
+ Po(t) {
10326
10331
  return this.hasIBL() ? t.HAS_IBL_LIGHTING = 1 : delete t.HAS_IBL_LIGHTING, t;
10327
10332
  }
10328
- Ao() {
10333
+ bo() {
10329
10334
  if (!this.shader) return;
10330
10335
  const t = this.shader.shaderDefines;
10331
- this.To(t), this.shader.shaderDefines = t;
10336
+ this.Po(t), this.shader.shaderDefines = t;
10332
10337
  }
10333
10338
  delete() {
10334
10339
  super.delete(), this.disposeIBLTextures(), this.shader && (this.shader.dispose(),
@@ -10338,13 +10343,13 @@ class Yo extends Bi {
10338
10343
 
10339
10344
  const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0, 0 ], ea = [ 1, 1, 1 ], na = [], ia = [ 1, 1, 1, 1 ], ra = [], sa = [ 1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1 ], oa = t => class extends t {
10340
10345
  constructor(t, e, i, r, s, o) {
10341
- super(t, e, i, r, s, o), this.ko = !1, this.scene.sortFunction = this.sortByCommandKey,
10342
- this.Oo = new n.GLTFManager(t), this.Io(), this.Fo();
10346
+ super(t, e, i, r, s, o), this.To = !1, this.scene.sortFunction = this.sortByCommandKey,
10347
+ this.ko = new n.GLTFManager(t), this.Oo(), this.Io();
10343
10348
  }
10344
10349
  isAnimating() {
10345
10350
  const t = this.getSymbols();
10346
10351
  for (let e = 0; e < t.length; e++) {
10347
- if (t[e] && this.Co[e] && this.Eo(e)) return !0;
10352
+ if (t[e] && this.Fo[e] && this.Co(e)) return !0;
10348
10353
  }
10349
10354
  return !1;
10350
10355
  }
@@ -10364,7 +10369,7 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10364
10369
  return na;
10365
10370
  }
10366
10371
  createMesh(t, e, {tileTranslationMatrix: s, tileExtent: o}, {timestamp: a}) {
10367
- if (!this.ko) return null;
10372
+ if (!this.To) return null;
10368
10373
  const l = this.getMap(), {geometry: h} = t, {positionSize: u, features: c} = h, {aPosition: f, aPickingId: d, aXYRotation: p, aZRotation: m, aAltitude: y} = h.data, g = f.length / u;
10369
10374
  if (0 === g) return null;
10370
10375
  const v = {
@@ -10372,7 +10377,7 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10372
10377
  instance_vectorB: new Float32Array(4 * g),
10373
10378
  instance_vectorC: new Float32Array(4 * g),
10374
10379
  aPickingId: []
10375
- }, x = this.Do(v, s, o, h.properties.z, f, y, p, m, u, d, c);
10380
+ }, x = this.Eo(v, s, o, h.properties.z, f, y, p, m, u, d, c);
10376
10381
  h.data.aTerrainAltitude && (v.aTerrainAltitude = h.data.aTerrainAltitude);
10377
10382
  const b = {};
10378
10383
  for (const t in v) b[t] = {
@@ -10382,22 +10387,22 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10382
10387
  }),
10383
10388
  divisor: 1
10384
10389
  };
10385
- const A = this.Ro(), w = this.Lo(), _ = r.identity([]);
10390
+ const A = this.Do(), w = this.Ro(), _ = r.identity([]);
10386
10391
  r.scale(_, _, [ w, w, w ]);
10387
10392
  const S = [], M = this.getSymbols();
10388
10393
  for (let t = 0; t < M.length; t++) {
10389
- const e = M[t], o = this.No[t];
10394
+ const e = M[t], o = this.Lo[t];
10390
10395
  if (!o) continue;
10391
- const u = this.Co[t][0], {fixSizeOnZoom: c} = e;
10396
+ const u = this.Fo[t][0], {fixSizeOnZoom: c} = e;
10392
10397
  let f = r.identity([]);
10393
- A || (f = this.Ho(f));
10398
+ A || (f = this.No(f));
10394
10399
  let d = 0;
10395
10400
  o.forEach(t => {
10396
10401
  const {geometry: n, nodeMatrix: i} = t;
10397
10402
  r.multiply(ra, sa, i), r.multiply(ra, f, ra);
10398
10403
  const s = r.multiply(ra, _, ra), o = n.boundingBox.copy();
10399
10404
  o.transform(s);
10400
- const a = this.zo(o, e);
10405
+ const a = this.Ho(o, e);
10401
10406
  Math.abs(a) > Math.abs(d) && (d = a);
10402
10407
  });
10403
10408
  const p = [ 0, 0, d ], m = o.map((o, m) => {
@@ -10408,17 +10413,17 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10408
10413
  picking: !0
10409
10414
  });
10410
10415
  if (u.hasSkinAnimation()) {
10411
- const e = this.Vo(k, t, 0)[M];
10416
+ const e = this.zo(k, t, 0)[M];
10412
10417
  k.setUniform("jointTexture", e.jointTexture), k.setUniform("jointTextureSize", e.jointTextureSize),
10413
- k.setUniform("numJoints", e.numJoints), k.setUniform("skinAnimation", +this.Eo(t)),
10418
+ k.setUniform("numJoints", e.numJoints), k.setUniform("skinAnimation", +this.Co(t)),
10414
10419
  k.properties.startTime = a, T.HAS_SKIN = 1;
10415
10420
  }
10416
10421
  w && (k.setUniform("morphWeights", w), T.HAS_MORPH = 1), k.setUniform("hasAlpha", S.alphaMode && "BLEND" === S.alphaMode.toUpperCase()),
10417
10422
  Ct(k.uniforms, "polygonFill", e, "markerFill", ia, Rt(this.colorCache)), Ct(k.uniforms, "polygonOpacity", e, "markerOpacity", 1);
10418
10423
  const O = [];
10419
10424
  k.setPositionMatrix(() => {
10420
- const e = this.Uo(t, m, M);
10421
- r.multiply(O, sa, e), this.Ho(f), r.multiply(O, f, O), r.multiply(O, _, O);
10425
+ const e = this.Vo(t, m, M);
10426
+ r.multiply(O, sa, e), this.No(f), r.multiply(O, f, O), r.multiply(O, _, O);
10422
10427
  const n = r.identity(ra);
10423
10428
  if (0 !== d && (r.fromTranslation(n, p), r.multiply(O, n, O)), Ht(c)) {
10424
10429
  const t = l.getGLScale() / l.getGLScale(c);
@@ -10448,19 +10453,19 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10448
10453
  positionSize: u
10449
10454
  }, S;
10450
10455
  }
10451
- Uo(t, e, n) {
10452
- const i = t, r = this.No[i][e];
10453
- return this.Eo(t) && this.jo && this.jo[n] || r.nodeMatrix;
10454
- }
10455
10456
  Vo(t, e, n) {
10456
- if (!this.Co) return;
10457
- const i = this.Co[e][0];
10458
- this.Bo || (this.Bo = {}), this.jo = {}, this.Bo[t.uuid] || (this.Bo[t.uuid] = {});
10459
- const r = this.getSymbols()[e], s = this.Go[e], {loop: o, speed: a, animationName: l} = r, h = l || s.animations[0].name;
10460
- return i.updateAnimation(n, o || !1, a || 1, h, t.properties.startTime || 0, this.jo, this.Bo[t.uuid]),
10461
- this.Bo[t.uuid];
10462
- }
10463
- zo(t, e) {
10457
+ const i = t, r = this.Lo[i][e];
10458
+ return this.Co(t) && this.Uo && this.Uo[n] || r.nodeMatrix;
10459
+ }
10460
+ zo(t, e, n) {
10461
+ if (!this.Fo) return;
10462
+ const i = this.Fo[e][0];
10463
+ this.jo || (this.jo = {}), this.Uo = {}, this.jo[t.uuid] || (this.jo[t.uuid] = {});
10464
+ const r = this.getSymbols()[e], s = this.Bo[e], {loop: o, speed: a, animationName: l} = r, h = l || s.animations[0].name;
10465
+ return i.updateAnimation(n, o || !1, a || 1, h, t.properties.startTime || 0, this.Uo, this.jo[t.uuid]),
10466
+ this.jo[t.uuid];
10467
+ }
10468
+ Ho(t, e) {
10464
10469
  const n = e.anchorZ || "center";
10465
10470
  let i = 0;
10466
10471
  const r = t.max[2] - t.min[2];
@@ -10473,8 +10478,8 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10473
10478
  for (let e = 0; e < t.length; e++) {
10474
10479
  if (!t[e] || !t[e].geometry) continue;
10475
10480
  t[e].instancedData.aTerrainAltitude && this.ji(t[e], t[e].instancedData, t[e].properties, 3, n);
10476
- const r = t[e].properties.symbolIndex.index, s = this.Eo(r);
10477
- s && this.Vo(t[e], r, i), t[e].setUniform("skinAnimation", +s);
10481
+ const r = t[e].properties.symbolIndex.index, s = this.Co(r);
10482
+ s && this.zo(t[e], r, i), t[e].setUniform("skinAnimation", +s);
10478
10483
  }
10479
10484
  return this.scene.addMesh(t), this;
10480
10485
  }
@@ -10485,8 +10490,8 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10485
10490
  const e = this.getSymbols();
10486
10491
  let n = !1;
10487
10492
  for (let t = 0; t < e.length; t++) {
10488
- if (!e[t] || !this.Co[t]) continue;
10489
- if (this.Eo(t) && this.Co[t] && !n) {
10493
+ if (!e[t] || !this.Fo[t]) continue;
10494
+ if (this.Co(t) && this.Fo[t] && !n) {
10490
10495
  n = !0;
10491
10496
  break;
10492
10497
  }
@@ -10498,11 +10503,11 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10498
10503
  this.shadowCount = this.scene.getMeshes().length;
10499
10504
  return this.scene.getMeshes().filter(t => 0 === t.properties.level);
10500
10505
  }
10501
- Eo(t) {
10506
+ Co(t) {
10502
10507
  const e = this.getSymbols()[t];
10503
- return !!(e && e.animation && this.Co[t] && this.Co[t][0] && this.Co[t][0].hasSkinAnimation());
10508
+ return !!(e && e.animation && this.Fo[t] && this.Fo[t][0] && this.Fo[t][0].hasSkinAnimation());
10504
10509
  }
10505
- Do(t, e, n, s, o, a, l, h, u, c, f) {
10510
+ Eo(t, e, n, s, o, a, l, h, u, c, f) {
10506
10511
  function d(e, n, i, r) {
10507
10512
  t[e][4 * n] = i[r], t[e][4 * n + 1] = i[r + 4], t[e][4 * n + 2] = i[r + 8], t[e][4 * n + 3] = i[r + 12];
10508
10513
  }
@@ -10515,7 +10520,7 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10515
10520
  e[0] < v && (v = e[0]), e[0] > w && (w = e[0]), e[1] < x && (x = e[1]), e[1] > _ && (_ = e[1]),
10516
10521
  e[2] < b && (b = e[2]), e[2] > S && (S = e[2]);
10517
10522
  }
10518
- const T = (v + w) / 2, k = (x + _) / 2, O = (b + S) / 2, I = [], F = this.Ro(), C = [ 0, 0, 1 ];
10523
+ const T = (v + w) / 2, k = (x + _) / 2, O = (b + S) / 2, I = [], F = this.Do(), C = [ 0, 0, 1 ];
10519
10524
  for (let e = 0; e < p; e++) {
10520
10525
  a ? i.set(P, o[e * u], o[e * u + 1], a[e]) : A.unpackPosition(P, o[e * u], o[e * u + 1], o[e * u + 2]);
10521
10526
  const n = P[0], s = P[1], p = i.set(M, n * m - T, -s * m - k, (P[2] + g) * y - O), v = l && l[e] || 0, x = h && h[e] || 0;
@@ -10527,7 +10532,7 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10527
10532
  r.multiply(I, o, I);
10528
10533
  } else r.fromTranslation(I, p);
10529
10534
  if (F) {
10530
- const t = this.Ho(ra, f, c, e);
10535
+ const t = this.No(ra, f, c, e);
10531
10536
  r.multiply(I, I, t);
10532
10537
  }
10533
10538
  d("instance_vectorA", e, I, 0), d("instance_vectorB", e, I, 1), d("instance_vectorC", e, I, 2),
@@ -10535,30 +10540,30 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10535
10540
  }
10536
10541
  return i.set(M, T, k, O), M;
10537
10542
  }
10538
- Lo() {
10539
- if (!this.Wo) {
10543
+ Ro() {
10544
+ if (!this.Go) {
10540
10545
  const t = this.getMap();
10541
- this.Wo = 100 * lt(t.getGLRes(), t);
10546
+ this.Go = 100 * lt(t.getGLRes(), t);
10542
10547
  }
10543
- return this.Wo;
10548
+ return this.Go;
10544
10549
  }
10545
- Ho(t, e, n, r) {
10546
- const s = this.getMap(), o = this.symbolDef[0], a = this.Lo();
10550
+ No(t, e, n, r) {
10551
+ const s = this.getMap(), o = this.symbolDef[0], a = this.Ro();
10547
10552
  let l = o.translationX || 0, h = o.translationY || 0, u = o.translationZ || 0, c = o.rotationX || 0, f = o.rotationY || 0, d = o.rotationZ || 0, p = o.scaleX || 1, m = o.scaleY || 1, y = o.scaleZ || 1;
10548
- const g = n && n[r], v = e && e[g], x = s.getZoom(), b = v && v.feature && v.feature.properties, A = this.Xo(x, b);
10549
- this.Yo && (l = this.Yo(x, b)), this.$o && (h = this.$o(x, b)), this.qo && (u = this.qo(x, b));
10553
+ const g = n && n[r], v = e && e[g], x = s.getZoom(), b = v && v.feature && v.feature.properties, A = this.Wo(x, b);
10554
+ this.Xo && (l = this.Xo(x, b)), this.Yo && (h = this.Yo(x, b)), this.$o && (u = this.$o(x, b));
10550
10555
  const w = i.set(qo, l * a, h * a, u * a);
10551
- this.Jo && (c = this.Jo(x, b)), this.Ko && (f = this.Ko(x, b)), this.Zo && (d = this.Zo(x, b));
10556
+ this.qo && (c = this.qo(x, b)), this.Jo && (f = this.Jo(x, b)), this.Ko && (d = this.Ko(x, b));
10552
10557
  const _ = i.set(Jo, c, f, d);
10553
- this.Qo && (p = this.Qo(x, b)), this.ta && (m = this.ta(x, b)), this.ea && (y = this.ea(x, b));
10558
+ this.Zo && (p = this.Zo(x, b)), this.Qo && (m = this.Qo(x, b)), this.ta && (y = this.ta(x, b));
10554
10559
  const S = i.set(Ko, p * A, m * A, y * A);
10555
- return this.na(t, w, _, S);
10560
+ return this.ea(t, w, _, S);
10556
10561
  }
10557
- Xo(t, e) {
10562
+ Wo(t, e) {
10558
10563
  const n = this.symbolDef[0];
10559
- let i = this.ia ? this.ia(t, e) : n.modelHeight;
10564
+ let i = this.na ? this.na(t, e) : n.modelHeight;
10560
10565
  if (rt(i)) return 1;
10561
- const r = this.ra[0];
10566
+ const r = this.ia[0];
10562
10567
  return i / Math.abs(r.max[1] - r.min[1]);
10563
10568
  }
10564
10569
  getShaderConfig() {
@@ -10566,40 +10571,40 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10566
10571
  return t.positionAttribute = "POSITION", t.normalAttribute = "NORMAL", t;
10567
10572
  }
10568
10573
  init(t) {
10569
- super.init(t), this.Fo();
10574
+ super.init(t), this.Io();
10570
10575
  }
10571
- Io() {
10576
+ Oo() {
10572
10577
  const t = this.symbolDef[0];
10573
- p(t.modelHeight) && (this.ia = g(t.modelHeight)), p(t.translationX) && (this.Yo = g(t.translationX)),
10574
- p(t.translationY) && (this.$o = g(t.translationY)), p(t.translationZ) && (this.qo = g(t.translationZ)),
10575
- p(t.rotationX) && (this.Jo = g(t.rotationX)), p(t.rotationY) && (this.Ko = g(t.rotationY)),
10576
- p(t.rotationZ) && (this.Zo = g(t.rotationZ)), p(t.scaleX) && (this.Qo = g(t.scaleX)),
10577
- p(t.scaleY) && (this.ta = g(t.scaleY)), p(t.scaleZ) && (this.ea = g(t.scaleZ));
10578
+ p(t.modelHeight) && (this.na = g(t.modelHeight)), p(t.translationX) && (this.Xo = g(t.translationX)),
10579
+ p(t.translationY) && (this.Yo = g(t.translationY)), p(t.translationZ) && (this.$o = g(t.translationZ)),
10580
+ p(t.rotationX) && (this.qo = g(t.rotationX)), p(t.rotationY) && (this.Jo = g(t.rotationY)),
10581
+ p(t.rotationZ) && (this.Ko = g(t.rotationZ)), p(t.scaleX) && (this.Zo = g(t.scaleX)),
10582
+ p(t.scaleY) && (this.Qo = g(t.scaleY)), p(t.scaleZ) && (this.ta = g(t.scaleZ));
10578
10583
  }
10579
- Ro() {
10580
- return !!(this.ia && !this.ia.isFeatureConstant || this.Yo && !this.Yo.isFeatureConstant || this.$o && !this.$o.isFeatureConstant || this.qo && !this.qo.isFeatureConstant || this.Jo && !this.Jo.isFeatureConstant || this.Ko && !this.Ko.isFeatureConstant || this.Zo && !this.Zo.isFeatureConstant || this.Qo && !this.Qo.isFeatureConstant || this.ta && !this.ta.isFeatureConstant || this.ea && !this.ea.isFeatureConstant);
10584
+ Do() {
10585
+ return !!(this.na && !this.na.isFeatureConstant || this.Xo && !this.Xo.isFeatureConstant || this.Yo && !this.Yo.isFeatureConstant || this.$o && !this.$o.isFeatureConstant || this.qo && !this.qo.isFeatureConstant || this.Jo && !this.Jo.isFeatureConstant || this.Ko && !this.Ko.isFeatureConstant || this.Zo && !this.Zo.isFeatureConstant || this.Qo && !this.Qo.isFeatureConstant || this.ta && !this.ta.isFeatureConstant);
10581
10586
  }
10582
- Fo() {
10583
- if (this.Co) return;
10584
- this.Co = [], this.Go = [], this.ra = [], this.No = [];
10587
+ Io() {
10588
+ if (this.Fo) return;
10589
+ this.Fo = [], this.Bo = [], this.ia = [], this.Lo = [];
10585
10590
  const t = this.getSymbols();
10586
- this.sa = 0;
10591
+ this.ra = 0;
10587
10592
  for (let e = 0; e < t.length; e++) {
10588
10593
  const n = t[e].url || "pyramid";
10589
- this.Oo.loginGLTF(n);
10590
- const i = this.Oo.getGLTF(n);
10594
+ this.ko.loginGLTF(n);
10595
+ const i = this.ko.getGLTF(n);
10591
10596
  if (i.then) i.then(n => {
10592
- if (!n.gltfPack) return this.sa++, void (this.sa >= t.length && (this.ko = !0, this.setToRedraw(!0)));
10597
+ if (!n.gltfPack) return this.ra++, void (this.ra >= t.length && (this.To = !0, this.setToRedraw(!0)));
10593
10598
  const {gltfPack: i, json: r, bbox: s} = n;
10594
- this.Co[e] = [ i ], this.No[e] = i.getMeshesInfo(), this.Go[e] = r, this.ra[e] = s,
10595
- this.sa++, this.sa >= t.length && (this.ko = !0), this.setToRedraw(!0);
10599
+ this.Fo[e] = [ i ], this.Lo[e] = i.getMeshesInfo(), this.Bo[e] = r, this.ia[e] = s,
10600
+ this.ra++, this.ra >= t.length && (this.To = !0), this.setToRedraw(!0);
10596
10601
  }); else {
10597
10602
  const {gltfPack: t, json: n, bbox: r} = i;
10598
- t && (this.Co[e] = [ t ], this.No[e] = t.getMeshesInfo(), this.Go[e] = n, this.ra[e] = r,
10599
- this.sa++);
10603
+ t && (this.Fo[e] = [ t ], this.Lo[e] = t.getMeshesInfo(), this.Bo[e] = n, this.ia[e] = r,
10604
+ this.ra++);
10600
10605
  }
10601
10606
  }
10602
- this.sa >= t.length && (this.ko = !0);
10607
+ this.ra >= t.length && (this.To = !0);
10603
10608
  }
10604
10609
  getPickingVert() {
10605
10610
  return "\n attribute vec3 aPosition;\n uniform mat4 projViewModelMatrix;\n uniform mat4 modelMatrix;\n uniform mat4 positionMatrix;\n //引入fbo picking的vert相关函数\n #include <fbo_picking_vert>\n #include <get_output>\n void main()\n {\n mat4 localPositionMatrix = getPositionMatrix();\n vec4 localPosition = getPosition(aPosition);\n\n gl_Position = projViewModelMatrix * localPositionMatrix * localPosition;\n //传入gl_Position的depth值\n fbo_picking_setData(gl_Position.w, true);\n }";
@@ -10608,10 +10613,10 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10608
10613
  if (t) {
10609
10614
  this.scene.removeMesh(t);
10610
10615
  for (let e = 0; e < t.length; e++) {
10611
- const n = this.Bo && this.Bo[t[e].uuid];
10616
+ const n = this.jo && this.jo[t[e].uuid];
10612
10617
  if (n) {
10613
10618
  for (const t in n) n[t].jointTexture && n[t].jointTexture.destroy();
10614
- delete this.Bo[t[e].uuid];
10619
+ delete this.jo[t[e].uuid];
10615
10620
  }
10616
10621
  t[e].disposeInstanceData(), t[e].dispose();
10617
10622
  }
@@ -10622,18 +10627,18 @@ const $o = [], qo = [], Jo = [], Ko = [], Zo = [], Qo = [ 0, 0, 0 ], ta = [ 0, 0
10622
10627
  const t = this.getSymbols();
10623
10628
  for (let e = 0; e < t.length; e++) {
10624
10629
  const n = t[e].url || "pyramid";
10625
- this.Oo.logoutGLTF(n);
10630
+ this.ko.logoutGLTF(n);
10626
10631
  }
10627
- if (this.Bo) {
10628
- for (const t in this.Bo) {
10629
- const e = this.Bo[t];
10632
+ if (this.jo) {
10633
+ for (const t in this.jo) {
10634
+ const e = this.jo[t];
10630
10635
  for (const t in e) e[t].jointTexture && e[t].jointTexture.destroy();
10631
10636
  }
10632
- delete this.Bo;
10637
+ delete this.jo;
10633
10638
  }
10634
- delete this.jo;
10639
+ delete this.Uo;
10635
10640
  }
10636
- na(t, e, n, s) {
10641
+ ea(t, e, n, s) {
10637
10642
  const o = i.set($o, ...e || Qo), a = n || ta, l = s || ea, h = c.fromEuler(Zo, a[0], a[1], a[2]);
10638
10643
  return r.fromRotationTranslationScale(t, h, o, l);
10639
10644
  }
@@ -10686,8 +10691,8 @@ class pa extends Bi {
10686
10691
  }
10687
10692
  callShader(t, e) {
10688
10693
  super.callShader(t, e), this.transformWater();
10689
- const n = this.oa(this.getMap(), e);
10690
- this.Gi += this.renderer.render(this.aa, n, this.la, this.getRenderFBO(e));
10694
+ const n = this.sa(this.getMap(), e);
10695
+ this.Gi += this.renderer.render(this.oa, n, this.aa, this.getRenderFBO(e));
10691
10696
  }
10692
10697
  addMesh(t, e) {
10693
10698
  this._r(t, e), super.addMesh(...arguments);
@@ -10697,14 +10702,14 @@ class pa extends Bi {
10697
10702
  for (let n = 0; n < t.length; n++) t[n].ssr = e ? 1 : 0;
10698
10703
  }
10699
10704
  paint(t) {
10700
- t.states && t.states.includesChanged && (this.shader.dispose(), this.aa.dispose(),
10705
+ t.states && t.states.includesChanged && (this.shader.dispose(), this.oa.dispose(),
10701
10706
  this.br(t));
10702
- const e = !!t.ssr && this.getSymbol(ca).ssr, n = this.aa, i = n.shaderDefines;
10707
+ const e = !!t.ssr && this.getSymbol(ca).ssr, n = this.oa, i = n.shaderDefines;
10703
10708
  if (e) {
10704
10709
  const e = Tt({}, i, t.ssr.defines);
10705
10710
  n.shaderDefines = e;
10706
10711
  }
10707
- this.updateIBLDefines(n), this.ha.ssr = e ? 1 : 0, super.paint(t), e && (n.shaderDefines = i);
10712
+ this.updateIBLDefines(n), this.la.ssr = e ? 1 : 0, super.paint(t), e && (n.shaderDefines = i);
10708
10713
  }
10709
10714
  init(t) {
10710
10715
  this.createIBLTextures();
@@ -10722,38 +10727,38 @@ class pa extends Bi {
10722
10727
  extraCommandProps: {
10723
10728
  viewport: this.pickingViewport
10724
10729
  }
10725
- }, this.pickingFBO, this.getMap()) ]), this.ua();
10730
+ }, this.pickingFBO, this.getMap()) ]), this.ha();
10726
10731
  }
10727
- ua() {
10732
+ ha() {
10728
10733
  const t = this.regl;
10729
- this.ca || (this.ca = t.texture(2));
10734
+ this.ua || (this.ua = t.texture(2));
10730
10735
  const e = this.getSymbol({
10731
10736
  index: 0
10732
10737
  }), n = e.texWaveNormal, i = this.getCachedTexture(n), r = this;
10733
- if (i) this.fa || (i.isLoading ? setTimeout(() => {
10734
- this.shader && this.ua();
10735
- }, 20) : this.fa = this.da(t, i)); else {
10738
+ if (i) this.ca || (i.isLoading ? setTimeout(() => {
10739
+ this.shader && this.ha();
10740
+ }, 20) : this.ca = this.fa(t, i)); else {
10736
10741
  const e = new Image;
10737
10742
  e.isLoading = !0, e.onload = function() {
10738
- delete this.isLoading, r.fa = r.da(t, this), r.setToRedraw();
10743
+ delete this.isLoading, r.ca = r.fa(t, this), r.setToRedraw();
10739
10744
  }, e.onerror = () => {
10740
10745
  console.error("invalid water wave normal texture:" + n);
10741
10746
  }, this.addCachedTexture(n, e), e.src = n;
10742
10747
  }
10743
10748
  const s = e.texWavePerturbation, o = this.getCachedTexture(s);
10744
- if (o) this.pa || (o.isLoading ? setTimeout(() => {
10745
- this.ua(), this.shader;
10746
- }, 20) : this.pa = this.da(t, o)); else {
10749
+ if (o) this.da || (o.isLoading ? setTimeout(() => {
10750
+ this.ha(), this.shader;
10751
+ }, 20) : this.da = this.fa(t, o)); else {
10747
10752
  const e = new Image;
10748
10753
  e.isLoading = !0, e.onload = function() {
10749
- delete this.isLoading, r.pa = r.da(t, this), r.setToRedraw();
10754
+ delete this.isLoading, r.da = r.fa(t, this), r.setToRedraw();
10750
10755
  }, e.onerror = () => {
10751
10756
  console.error("invalid water wave perturbation texture:" + s);
10752
10757
  }, this.addCachedTexture(s, e), e.src = s;
10753
10758
  }
10754
10759
  }
10755
- da(t, e) {
10756
- return this.ca ? t.texture({
10760
+ fa(t, e) {
10761
+ return this.ua ? t.texture({
10757
10762
  width: e.width,
10758
10763
  height: e.height,
10759
10764
  mag: "linear",
@@ -10859,7 +10864,7 @@ class pa extends Bi {
10859
10864
  enable: !1
10860
10865
  }
10861
10866
  };
10862
- s.push(...n.SsrPass.getUniformDeclares()), this.aa = new n.MeshShader({
10867
+ s.push(...n.SsrPass.getUniformDeclares()), this.oa = new n.MeshShader({
10863
10868
  vert: "#define SHADER_NAME WATER\nuniform mat4 modelMatrix;\nuniform mat4 projViewModelMatrix;\nattribute vec3 aPosition;\nattribute vec2 aTexCoord;\nuniform vec2 uvOffset;\nuniform vec2 noiseUvOffset;\nuniform vec2 uvScale;\nvarying vec2 vUv;\nvarying vec2 vNoiseUv;\nvarying vec3 vPos;\nvarying mat3 vTbnMatrix;\n#ifdef HAS_SSR\nuniform mat4 modelViewMatrix;\nvarying vec4 vViewVertex;\n#endif\n#include <highlight_vert>\nmat3 c(in vec3 d) {\n vec3 t = normalize(cross(d, vec3(.0, 1., .0)));\n vec3 e = normalize(cross(d, t));\n return mat3(t, e, d);\n}\n#if defined(HAS_SHADOWING)\n#include <vsm_shadow_vert>\n#endif\nconst vec3 f = vec3(0., 0., 1.);\nvoid main(void) {\n vec4 h = vec4(aPosition, 1.);\n vec4 i = modelMatrix * h;\n vPos = i.xyz;\n vTbnMatrix = c(f);\n gl_Position = projViewModelMatrix * h;\n vUv = aTexCoord * uvScale + uvOffset;\n vNoiseUv = aTexCoord * uvScale * TIME_NOISE_TEXTURE_REPEAT + noiseUvOffset;\n#ifdef HAS_SSR\nvec4 j = modelViewMatrix * h;\n vViewVertex = j;\n#endif\n#if defined(HAS_SHADOWING)\nshadow_computeShadowPars(h);\n#endif\nhighlight_setVarying();\n}",
10864
10869
  frag: "#define SHADER_NAME WATER\nprecision highp float;\nprecision highp sampler2D;\n#include <hsv_frag>\nuniform vec3 hsv;\nuniform float contrast;\nuniform float layerOpacity;\n#if defined(HAS_SHADOWING)\n#include <vsm_shadow_frag>\n#endif\n#include <highlight_frag>\n#if defined(HAS_IBL_LIGHTING)\nuniform vec3 hdrHSV;\nuniform samplerCube prefilterMap;\nuniform sampler2D brdfLUT;\nuniform float rgbmRange;\nuniform mat3 uEnvironmentTransform;\nuniform vec3 diffuseSPH[9];\nvec3 c(const in vec3 d) {\n vec3 e = uEnvironmentTransform * d;\n float x = e.x;\n float y = e.y;\n float z = e.z;\n vec3 f = (diffuseSPH[0] + diffuseSPH[1] * x + diffuseSPH[2] * y + diffuseSPH[3] * z + diffuseSPH[4] * z * x + diffuseSPH[5] * y * z + diffuseSPH[6] * y * x + diffuseSPH[7] * (3. * z * z - 1.) + diffuseSPH[8] * (x * x - y * y));\n if(length(hdrHSV) > .0) {\n f = hsv_apply(f, hdrHSV);\n }\n return max(f, vec3(.0));\n}\nvec3 h(const in vec3 i, const in float j, const in float k, const in float l) {\n vec4 rgba = texture2D(brdfLUT, vec2(k, j));\n float b = (rgba[3] * 65280.0 + rgba[2] * 255.);\n float a = (rgba[1] * 65280.0 + rgba[0] * 255.);\n const float m = 1. / 65535.;\n return (i * a + b * l) * m;\n}\n#else\nuniform vec3 ambientColor;\n#endif\nstruct PBRShadingWater {\n float NdotL;\n float NdotV;\n float NdotH;\n float VdotH;\n float LdotH;\n float VdotN;\n};\nvec3 o(const in vec4 u, const in float v) {\n if(v <= .0)\n return u.rgb;\n return v * u.rgb * u.a;\n}\n#ifdef HAS_SSR\nvarying vec4 vViewVertex;\nuniform mat3 modelViewNormalMatrix;\nuniform sampler2D TextureDepth;\nuniform highp vec2 outSize;\nuniform float ssrFactor;\nuniform float ssrQuality;\nuniform sampler2D TextureReflected;\nuniform highp mat4 projMatrix;\nuniform mat4 invProjMatrix;\nuniform vec4 outputFovInfo[2];\nuniform mat4 reprojViewProjMatrix;\nuniform vec2 cameraNearFar;\nfloat A(const in vec4 B) {\n return B.r + B.g / 255.;\n}\nfloat C(const in vec2 D, const in float E) {\n vec3 F = vec3(.06711056, .00583715, 52.9829189);\n return fract(F.z * fract(dot(D.xy + E * vec2(47., 17.) * .695, F.xy))) * .5;\n}\nvec3 G(const in float H, const in float I, const in vec2 J) {\n float K = min(I - .01, H);\n float L = floor(K);\n float M = min(I, L + 1.);\n float N = pow(2., M);\n vec2 O = 2. * N / J;\n if(K - L > .5)\n N *= 2.;\n return vec3(O, N);\n}\nvec2 P(const in vec2 Q, const in vec3 R) {\n vec2 S = max(R.xy, min(1. - R.xy, Q));\n return vec2(2. * S.x, R.z - 1. - S.y) / R.z;\n}\nvec3 T(const in mat4 U, const in vec3 V) {\n vec4 W = U * vec4(V, 1.);\n return vec3(.5 + .5 * W.xy / W.w, W.w);\n}\nvec3 X(const in float Y, const in vec2 S) {\n return texture2D(TextureReflected, S).rgb;\n}\nfloat Z(float ba) {\n highp mat4 U = projMatrix;\n highp float z = ba * 2. - 1.;\n return -U[3].z / (z + U[2].z);\n}\nfloat bb(const vec2 S) {\n float ba = A(texture2D(TextureDepth, S));\n return ba;\n}\nvec3 bc(const in float E, const in vec3 bd, const in vec3 be, const in vec3 bf, const in vec3 bg, const in float bh) {\n vec2 bi;\n bi.x = C(gl_FragCoord.yx, E);\n bi.y = fract(bi.x * 52.9829189);\n bi.y = mix(bi.y, 1., .7);\n float bj = 2. * 3.14159 * bi.x;\n float bk = pow(max(bi.y, .000001), bh / (2. - bh));\n float bl = sqrt(1. - bk * bk);\n vec3 bm = vec3(bl * cos(bj), bl * sin(bj), bk);\n bm = bm.x * bd + bm.y * be + bm.z * bf;\n return normalize((2. * dot(bg, bm)) * bm - bg);\n}\nfloat bn(const in float E) {\n return (C(gl_FragCoord.xy, E) - .5);\n}\nvec3 bo(const in vec3 bp, const in float bq, const in vec3 br) {\n vec3 bs = T(projMatrix, vViewVertex.xyz + br * bq);\n bs.z = 1. / bs.z;\n bs -= bp;\n float bt = min(1., .99 * (1. - bp.x) / max(1e-5, bs.x));\n float bu = min(1., .99 * (1. - bp.y) / max(1e-5, bs.y));\n float bv = min(1., .99 * bp.x / max(1e-5, -bs.x));\n float bw = min(1., .99 * bp.y / max(1e-5, -bs.y));\n return bs * min(bt, bu) * min(bv, bw);\n}\nfloat bx(const in vec3 bp, const in vec3 bs, inout float by, inout float bz) {\n float bA = (bz + by) * .5;\n vec3 bB = bp + bs * bA;\n float z = bb(bB.xy);\n float ba = Z(z);\n float bC = -1. / bB.z;\n by = ba > bC ? by : bA;\n bz = ba > bC ? bA : bz;\n return bA;\n}\nvec4 bD(const in vec3 bp, const in float bq, in float bE, const in vec3 br, const in float j, const in float E) {\n const int bF = 20;\n float bG = 1. / float(bF);\n bE *= bG;\n vec3 bs = bo(bp, bq, br);\n float bH = bG;\n vec3 bI = vec3(.0, bH, 1.);\n vec3 bB;\n float z, ba, bC, bJ, bK, bL;\n bool bM;\n float bN = 1.;\n float bA;\n for(int bO = 0; bO < bF; bO++) {\n bB = bp + bs * bI.y;\n z = bb(bB.xy);\n ba = Z(z);\n bC = -1. / bB.z;\n bJ = bC - ba;\n bJ *= clamp(sign(abs(bJ) - bq * bG * bG), .0, 1.);\n bM = abs(bJ + bE) < bE;\n bK = clamp(bI.x / (bI.x - bJ), .0, 1.);\n bL = bM ? bI.y + bK * bG - bG : 1.;\n bI.z = min(bI.z, bL);\n bI.x = bJ;\n if(bM) {\n float by = bI.y - bG;\n float bz = bI.y;\n bA = bx(bp, bs, by, bz);\n bA = bx(bp, bs, by, bz);\n bA = bx(bp, bs, by, bz);\n bN = bA;\n break;\n }\n bI.y += bG;\n }\n return vec4(bp + bs * bN, 1. - bN);\n}\nvec3 bP(in vec4 bQ, const in float bR, const in vec3 bS, const in vec3 bT, const in float j) {\n vec4 bU = mix(outputFovInfo[0], outputFovInfo[1], bQ.x);\n bQ.xyz = vec3(mix(bU.xy, bU.zw, bQ.y), 1.) * -1. / bQ.z;\n bQ.xyz = (reprojViewProjMatrix * vec4(bQ.xyz, 1.)).xyw;\n bQ.xy /= bQ.z;\n float bV = clamp(6. - 6. * max(abs(bQ.x), abs(bQ.y)), .0, 1.);\n bQ.xy = .5 + .5 * bQ.xy;\n return vec3(bQ.xy, 1.);\n}\nvec3 ssr(const in vec3 bS, const in vec3 bT, const in float j, const in vec3 d, const in vec3 bg) {\n float bW = .0;\n vec4 f = vec4(.0);\n float bh = j * j;\n bh = bh * bh;\n vec3 bX = abs(d.z) < .999 ? vec3(.0, .0, 1.) : vec3(1., .0, .0);\n vec3 bd = normalize(cross(bX, d));\n vec3 be = cross(d, bd);\n float bR = ssrFactor * clamp(-4. * dot(bg, d) + 3.8, .0, 1.);\n bR *= clamp(4.7 - j * 5., .0, 1.);\n vec3 bp = T(projMatrix, vViewVertex.xyz);\n bp.z = 1. / bp.z;\n vec3 br = bc(bW, bd, be, d, bg, bh);\n float bq = mix(cameraNearFar.y + vViewVertex.z, -vViewVertex.z - cameraNearFar.x, br.z * .5 + .5);\n float bE = .5 * bq;\n vec4 bQ;\n if(dot(br, d) > .001 && bR > .0) {\n bQ = bD(bp, bq, bE, br, j, bW);\n if(bQ.w > .0)\n return bP(bQ, bR, bS, bT, j);\n \n }\n return vec3(.0);\n}\n#endif\nconst vec3 bY = vec3(0., 0., 1.);\nuniform mat4 viewMatrix;\nuniform sampler2D normalTexture;\nuniform sampler2D heightTexture;\nuniform vec4 waveParams;\nuniform vec2 waterDir;\nuniform vec4 waterBaseColor;\nuniform vec3 lightDirection;\nuniform vec3 lightColor;\nuniform vec3 camPos;\nuniform float timeElapsed;\nvarying vec2 vUv;\nvarying vec2 vNoiseUv;\nvarying vec3 vPos;\nvarying mat3 vTbnMatrix;\nfloat bZ(vec3 e, float ca) {\n float cb = max(.015, ca);\n return max((e.x + e.y) * .3303545 / cb + .3303545, .0);\n}\nconst vec2 cc = vec2(6. / 25., 5. / 24.);\nvec2 cd(sampler2D ce, vec2 S) {\n return 2. * texture2D(ce, S).rg - 1.;\n}\nfloat cf(vec2 S) {\n return texture2D(heightTexture, S).b;\n}\nvec3 cg(sampler2D ce, vec2 S) {\n return 2. * texture2D(ce, S).rgb - 1.;\n}\nfloat ch(vec2 S, float ci) {\n return fract(ci);\n}\nfloat cj(vec2 S, float ci) {\n float ck = ch(S, ci);\n return 1. - abs(1. - 2. * ck);\n}\nvec3 cl(sampler2D cm, vec2 S, float ci, float cn) {\n float co = waveParams[2];\n float cp = waveParams[3];\n vec2 cq = cd(cm, S) * co;\n float ck = ch(S, ci + cn);\n float cr = cj(S, ci + cn);\n vec2 f = S;\n f -= cq * (ck + cp);\n f += cn;\n f += (ci - ck) * cc;\n return vec3(f, cr);\n}\nconst float cs = 7.77;\nvec3 ct(sampler2D cu, sampler2D cv, vec2 cw, vec2 cx, float ci) {\n float ca = waveParams[0];\n vec2 cy = ci * -cx;\n float cz = cf(vNoiseUv) * cs;\n vec3 cA = cl(cv, cw + cy, ci + cz, .0);\n vec3 cB = cl(cv, cw + cy, ci + cz, .5);\n vec3 cC = cg(cu, cA.xy) * cA.z;\n vec3 cD = cg(cu, cB.xy) * cB.z;\n vec3 cE = normalize(cC + cD);\n cE.xy *= ca;\n cE.z = sqrt(1. - dot(cE.xy, cE.xy));\n return cE;\n}\nvec4 cF(vec2 cw, float cG) {\n float cH = waveParams[1];\n vec3 d = ct(normalTexture, heightTexture, cw * cH, waterDir, cG);\n float cI = bZ(d, waveParams[0]);\n return vec4(d, cI);\n}\nconst float cJ = 3.141592653589793;\nconst float cK = 1. / cJ;\nconst float cL = .3183098861837907;\nconst float cM = 1.570796326794897;\nconst float cN = .4;\nfloat cO = 2.2;\nvec3 cP(float cQ, vec3 cR, float l) {\n return cR + (l - cR) * pow(1. - cQ, 5.);\n}\nfloat cS(float cT, float j) {\n float cU = j * j;\n float cV = cT * cT;\n float cW = pow((cV * (cU - 1.) + 1.), cO) * cJ;\n return cU / cW;\n}\nfloat cX(float cY) {\n return .25 / (cY * cY);\n}\nvec3 cZ(const vec3 x) {\n return (x * (2.51 * x + .03)) / (x * (2.43 * x + .59) + .14);\n}\nconst float da = 2.2;\nconst float db = .4545454545;\nvec4 dc(vec4 u) {\n return vec4(pow(u.rgb, vec3(db)), u.w);\n}\nvec3 dd(vec3 u) {\n return pow(u, vec3(da));\n}\nconst vec3 de = vec3(.02, 1., 5.);\nconst vec2 df = vec2(.02, .1);\nconst float j = .06;\nconst float dg = 1.7;\nconst vec3 dh = vec3(0, .6, .9);\nconst vec3 di = vec3(.72, .92, 1.);\nconst float dj = .65;\nconst float dk = 300000.0;\nconst float dl = 500000.0;\nconst float dm = .775;\nconst float dn = .8;\nPBRShadingWater dp;\nvec3 dq(in PBRShadingWater dr, float j, vec3 ds, float dt) {\n vec3 du = cP(dr.VdotH, ds, dt);\n float dv = cS(dr.NdotH, j);\n float dw = cX(dr.LdotH);\n float dx = mix(j + .045, j + .385, 1. - dr.VdotH);\n float dy = 1.2;\n float dz = cS(dr.NdotH, dx) * dy;\n return ((dv + dz) * dw) * du;\n}\nvec3 dA(float dg, float dB, vec3 dh, float dC) {\n return dg * (.075 * dh * pow(dB, 4.) + 50. * pow(dB, 23.)) * dC;\n}\nvec3 dD(in float bk, in vec3 dE, in vec3 dF) {\n float dG = pow((1. - bk), de[2]);\n return mix(dF, dE, dG);\n}\nvec3 dH(in vec3 e, in vec3 dI, in float dJ, in float j) {\n \n#ifdef HAS_IBL_LIGHTING\nvec3 dK = reflect(-dI, e);\n vec4 dL = textureCube(prefilterMap, uEnvironmentTransform * dK);\n float dM = clamp(1. + dot(dK, e), .0, 1.);\n dL *= dM * dM;\n vec3 i = o(dL, rgbmRange);\n vec3 dN = c(e);\n float l = clamp(50.0 * waterBaseColor.g, .0, 1.);\n vec3 dO = h(waterBaseColor.rgb, j, dot(e, dI), l);\n return i * dO + dN;\n#else\nvec3 dP = dd(di);\n vec3 dQ = dd(dh);\n vec3 di = dD(dJ, dP, dQ);\n return di;\n#endif\n}\nvec3 dR(in vec3 e, in vec3 dI, in vec3 dS, vec3 u, in vec3 dT, in vec3 dU, in float dV, float dW, vec3 dX) {\n float dY = 0.;\n vec3 dZ = dd(u);\n vec3 bm = normalize(dS + dI);\n dp.NdotL = clamp(dot(e, dS), .0, 1.);\n dp.NdotV = clamp(dot(e, dI), .001, 1.);\n dp.VdotN = clamp(dot(dI, e), .001, 1.);\n dp.NdotH = clamp(dot(e, bm), .0, 1.);\n dp.VdotH = clamp(dot(dI, bm), .0, 1.);\n dp.LdotH = clamp(dot(dS, bm), .0, 1.);\n float dJ = max(dot(dU, dI), .0);\n vec3 di = dH(e, dI, dJ, j);\n float ea = max(dot(dU, dS), .0);\n float eb = .1 + ea * .9;\n di *= eb;\n float ec = clamp(dV, .8, 1.);\n vec3 ed = cP(dp.VdotN, vec3(de[0]), de[1]);\n vec3 ee = ed * di * ec;\n vec3 ef = dZ * mix(di, ea * dT * cK, 2. / 3.) * ec;\n vec3 i = vec3(.0);\n if(dJ > .0 && ea > .0) {\n vec3 eg = dq(dp, j, vec3(df[0]), df[1]);\n vec3 eh = dT * cK * dV;\n i = dp.NdotL * eh * eg;\n }\n vec3 cI = vec3(.0);\n if(dJ > .0) {\n cI = dA(dg, dW, dh, eb);\n }\n vec3 ei = vec3(.0);\n#ifdef HAS_SSR\nfloat ej = smoothstep(dl, dk, -dX.z);\n mat4 ek = viewMatrix;\n vec4 el = vec4(dX.xyz, 1.);\n vec3 em = normalize(el.xyz);\n vec4 en = ek * vec4(e, .0);\n vec3 eo = normalize(en.xyz);\n vec4 ep = ek * vec4(dU, .0);\n float eq = pow(max(dot(-em, ep.xyz), .0), cN);\n vec3 er = mix(ep.xyz, eo, eq);\n vec3 es = ssr(vec3(.0), vec3(1.), j, normalize(er), -normalize(vViewVertex.xyz));\n if(es.z > .0) {\n vec2 et = smoothstep(.3, .6, abs(vec2(.5) - es.xy));\n dY = dm * clamp(1. - 1.3 * et.y, .0, 1.) * ej;\n vec3 eu = X(.0, es.xy);\n ei = dd(eu) * dY * ed.y * dj;\n }\n#endif\nfloat ev = mix(dn, dn * .5, dY);\n return cZ((1. - dY) * ee + ei + ef * ev + i + cI);\n}\nvoid main() {\n vec3 dU = bY;\n vec4 ew = cF(vUv, timeElapsed);\n vec3 e = normalize(vTbnMatrix * ew.xyz);\n vec3 dI = -normalize(vPos - camPos);\n vec3 dS = normalize(-lightDirection);\n#if defined(HAS_SHADOWING)\nfloat dV = shadow_computeShadow();\n#else\nfloat dV = 1.;\n#endif\nvec4 ex = viewMatrix * vec4(vPos, 1.);\n vec4 ey = vec4(dR(e, dI, dS, waterBaseColor.rgb, lightColor, dU, dV, ew.w, ex.xyz), waterBaseColor.a);\n gl_FragColor = dc(ey);\n if(contrast != 1.) {\n gl_FragColor = contrastMatrix(contrast) * gl_FragColor;\n }\n if(length(hsv) > .0) {\n gl_FragColor = hsv_apply(gl_FragColor, hsv);\n }\n gl_FragColor = highlight_blendColor(gl_FragColor) * layerOpacity;\n}",
10865
10870
  defines: o,
@@ -10875,10 +10880,10 @@ class pa extends Bi {
10875
10880
  projViewMatrix: t.projViewMatrix
10876
10881
  };
10877
10882
  }
10878
- oa(t, e) {
10883
+ sa(t, e) {
10879
10884
  const {iblTexes: n, dfgLUT: i} = this.getIBLRes(), r = ha(t, n, i, e && e.ssr, e && e.jitter), s = t.getLightManager();
10880
10885
  let o = s && s.getDirectionalLight() || {};
10881
- const l = s && s.getAmbientLight() || {}, h = this.getSymbol(ca), u = this.ma = this.ma || [], c = this.ya = this.ya || [];
10886
+ const l = s && s.getAmbientLight() || {}, h = this.getSymbol(ca), u = this.pa = this.pa || [], c = this.ma = this.ma || [];
10882
10887
  a.set(c, .09, h.uvScale || 3, .03, -.5);
10883
10888
  Tt(r, {
10884
10889
  ambientColor: l.color || [ .2, .2, .2 ],
@@ -10887,8 +10892,8 @@ class pa extends Bi {
10887
10892
  lightColor: o.color || ua.color,
10888
10893
  camPos: t.cameraPosition,
10889
10894
  timeElapsed: h.animation ? (this.layer.getRenderer().getFrameTimestamp() || 0) / (1 / (h.waterSpeed || 1) * 1e4) : 0,
10890
- normalTexture: this.fa || this.ca,
10891
- heightTexture: this.pa || this.ca,
10895
+ normalTexture: this.ca || this.ua,
10896
+ heightTexture: this.da || this.ua,
10892
10897
  waveParams: c,
10893
10898
  waterDir: ma(u, h.waterDirection || 0),
10894
10899
  waterBaseColor: h.waterBaseColor || [ .1451, .2588, .4863, 1 ],
@@ -10900,24 +10905,24 @@ class pa extends Bi {
10900
10905
  r;
10901
10906
  }
10902
10907
  delete() {
10903
- super.delete(), this.ca && (this.ca.destroy(), delete this.ca), this.fa && this.fa.destroy(),
10904
- this.pa && this.pa.destroy(), this.shader && (this.shader.dispose(), delete this.shader),
10905
- this.aa && this.aa.dispose(), this.ha && (this.ha.geometry.dispose(), this.ha.material && this.ha.material.dispose(),
10906
- this.ha.dispose(), delete this.ha), this.disposeIBLTextures();
10908
+ super.delete(), this.ua && (this.ua.destroy(), delete this.ua), this.ca && this.ca.destroy(),
10909
+ this.da && this.da.destroy(), this.shader && (this.shader.dispose(), delete this.shader),
10910
+ this.oa && this.oa.dispose(), this.la && (this.la.geometry.dispose(), this.la.material && this.la.material.dispose(),
10911
+ this.la.dispose(), delete this.la), this.disposeIBLTextures();
10907
10912
  }
10908
10913
  createGround() {
10909
10914
  const t = new n.Plane;
10910
10915
  t.data.aTexCoord = new Uint8Array([ 0, 1, 1, 1, 0, 0, 1, 0 ]), t.generateBuffers(this.renderer.regl),
10911
- this.ha = new n.Mesh(t, null, {
10916
+ this.la = new n.Mesh(t, null, {
10912
10917
  castShadow: !1
10913
- }), this.la = new n.Scene([ this.ha ]);
10918
+ }), this.aa = new n.Scene([ this.la ]);
10914
10919
  }
10915
10920
  transformWater() {
10916
- const t = this.getMap(), e = s.getGroundTransform(this.ha.localTransform, t);
10917
- this.ha.setLocalTransform(e);
10921
+ const t = this.getMap(), e = s.getGroundTransform(this.la.localTransform, t);
10922
+ this.la.setLocalTransform(e);
10918
10923
  const n = t._get2DExtentAtRes(t.getGLRes()), i = n.getWidth(), r = n.getHeight(), o = t.cameraLookAt, a = o[0] - i, l = o[1] + r, h = a / da[0], u = l / da[1], c = h % 1, f = u % 1, d = .3737 * h % 1, p = .3737 * u % 1, m = i / da[0] * 2, y = r / da[1] * 2;
10919
- this.ha.setUniform("uvOffset", [ c, f ]), this.ha.setUniform("noiseUvOffset", [ d, p ]),
10920
- this.ha.setUniform("uvScale", [ m, -y ]);
10924
+ this.la.setUniform("uvOffset", [ c, f ]), this.la.setUniform("noiseUvOffset", [ d, p ]),
10925
+ this.la.setUniform("uvScale", [ m, -y ]);
10921
10926
  }
10922
10927
  }
10923
10928
 
@@ -11013,7 +11018,7 @@ const ka = ei("heatmap", class extends Bi {
11013
11018
  }
11014
11019
  callRenderer(t, e, n) {
11015
11020
  const i = this.getRenderFBO(n);
11016
- this.Gi += this.ga.render(this.scene, e, i);
11021
+ this.Gi += this.ya.render(this.scene, e, i);
11017
11022
  }
11018
11023
  getUniformValues(t) {
11019
11024
  const e = this.getSymbol({
@@ -11030,13 +11035,13 @@ const ka = ei("heatmap", class extends Bi {
11030
11035
  return this.scene.getMeshes();
11031
11036
  }
11032
11037
  delete() {
11033
- super.delete(...arguments), this.ga.dispose(), delete this.ga;
11038
+ super.delete(...arguments), this.ya.dispose(), delete this.ya;
11034
11039
  }
11035
11040
  init() {
11036
11041
  const t = this.regl;
11037
11042
  this.renderer = new n.Renderer(t);
11038
11043
  const e = this.getPolygonOffset(), i = this.getSymbols()[0];
11039
- this.ga = new d(this.regl, this.sceneConfig, this.layer, i.heatmapColor, null, e);
11044
+ this.ya = new d(this.regl, this.sceneConfig, this.layer, i.heatmapColor, null, e);
11040
11045
  }
11041
11046
  });
11042
11047
 
@@ -11047,7 +11052,7 @@ const Oa = ei("water", pa);
11047
11052
  Oa.registerAt(he), we.registerPainter("lit", Go), we.registerPainter("icon", Cs),
11048
11053
  we.registerPainter("fill", nr), we.registerPainter("line", or), we.registerPainter("line-gradient", ar),
11049
11054
  we.registerPainter("water", pa), we.registerPainter("tube", Yo), n.ShaderLib.register("vt_position_vert", "#ifdef HAS_TERRAIN_ALTITUDE\n attribute float aTerrainAltitude;\n#endif\nuniform float minAltitude;\n#ifdef HAS_ALTITUDE\n vec3 unpackVTPosition() {\n float altitude = aAltitude;\n #ifdef HAS_TERRAIN_ALTITUDE\n altitude += aTerrainAltitude * 100.0;\n #endif\n altitude += minAltitude * 100.0;\n return vec3(aPosition, altitude);\n }\n#else\n float position_modValue = 16384.0;\n float position_delta = 0.00001;\n vec3 unpackVTPosition() {\n float z = aPosition.z;\n vec2 pos = sign(aPosition.xy + position_delta) * mod(abs(aPosition.xy), position_modValue);\n vec2 highs = floor(abs(aPosition.xy) / position_modValue);\n float altitude = sign(z + position_delta) * (highs.x * 2.0 + highs.y) * pow(2.0, 15.0) + z;\n #ifdef HAS_TERRAIN_ALTITUDE\n altitude += aTerrainAltitude * 100.0;\n #endif\n altitude += minAltitude * 100.0;\n return vec3(pos, altitude);\n }\n#endif"),
11050
- he.VERSION = "0.92.1", we.VERSION = "0.92.1";
11055
+ he.VERSION = "0.92.2", we.VERSION = "0.92.2";
11051
11056
 
11052
11057
  if (e.mat4.create(), e.transcoders) {
11053
11058
  const n = t.Map.VERSION;
@@ -11061,4 +11066,4 @@ if (e.mat4.create(), e.transcoders) {
11061
11066
 
11062
11067
  export { $n as ExtrudePolygonLayer, nr as FillPainter, ya as FillPlugin, Pa as GLTFPhongPlugin, Ta as GLTFStandardPlugin, ve as GeoJSONVectorTileLayer, ka as HeatmapPlugin, Cs as IconPainter, xa as IconPlugin, va as LineGradientPlugin, or as LinePainter, ga as LinePlugin, $e as LineStringLayer, Sa as LitPlugin, ye as MapboxVectorTileLayer, Po as NativeLinePainter, Aa as NativeLinePlugin, _o as NativePointPainter, Vo as PhongPainter, wa as PhongPlugin, Ye as PointLayer, Je as PolygonLayer, vo as TextPainter, ba as TextPlugin, Ma as TubePlugin, we as Vector3DLayer, he as VectorTileLayer, Jt as VectorTileLayerRenderer, Oa as WaterPlugin, jo as WireframePainter, _a as WireframePlugin };
11063
11068
 
11064
- "undefined" != typeof console && console.log("@maptalks/vt v0.92.1");
11069
+ "undefined" != typeof console && console.log("@maptalks/vt v0.92.2");