react-map4d-map 1.2.5 → 1.2.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/engine/Color.d.ts +34 -0
- package/dist/engine/Framebuffer.d.ts +16 -0
- package/dist/engine/MathUtils.d.ts +8 -0
- package/dist/engine/Matrix.d.ts +115 -0
- package/dist/engine/Model.d.ts +77 -0
- package/dist/engine/ResourceReference.d.ts +8 -0
- package/dist/engine/Shader.d.ts +118 -0
- package/dist/engine/ShaderSource.d.ts +42 -0
- package/dist/engine/Texture.d.ts +51 -0
- package/dist/engine/Vector2.d.ts +82 -0
- package/dist/engine/Vector3.d.ts +84 -0
- package/dist/engine/Vertex.d.ts +2 -0
- package/dist/index.d.ts +3 -1
- package/dist/index.js +1244 -0
- package/dist/index.js.map +1 -1
- package/dist/index.modern.js +1243 -1
- package/dist/index.modern.js.map +1 -1
- package/dist/map/ProjectionMercator.d.ts +26 -0
- package/dist/models/LatLng.d.ts +37 -0
- package/dist/models/Map4dObject.d.ts +32 -0
- package/dist/models/MapConstants.d.ts +165 -0
- package/dist/ultils/CoordinateTransformer.d.ts +11 -0
- package/package.json +1 -1
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import { Vector3 } from "./Vector3";
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export declare class Color {
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alpha: number;
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private _buffer;
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/**
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* create a color
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*/
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constructor(red?: number, green?: number, blue?: number, alpha?: number);
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/**
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* get the buffer
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*/
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rgbBuffer(): Float32Array;
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/**
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* get the buffer
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*/
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buffer(): Float32Array;
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get red(): number;
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get green(): number;
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get blue(): number;
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/**
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* string style for canvas
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* @return {string}
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*/
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get rgba(): string;
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/**
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* create color from hex string
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*/
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static fromHex(hexString?: string): Color;
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static fromInt(colorCode?: number): Color;
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static fromVec3(color: Vector3): Color;
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static mix(a: Color, b: Color, factor: number): Color;
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get code(): string;
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static isValid(colorString: string): boolean;
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}
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import { Texture } from "./Texture";
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export declare class FrameBuffer {
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private gl;
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private width;
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private height;
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frameBufferId: WebGLFramebuffer;
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colorTexture: Texture;
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depthBuffer: WebGLRenderbuffer;
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private isReady;
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constructor(gl: WebGLRenderingContext, width: number, height: number);
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init(): boolean;
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bind(): void;
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unbind(): void;
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drawDebug(): void;
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destroy(): void;
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}
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import { Vector2 } from "./Vector2";
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export declare class MathUtils {
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static clamp(value: number, min: number, max: number): number;
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static toRadians(angleDegrees: number): number;
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static distance(p1: Vector2, p2: Vector2): number;
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static findNextPowerOf2(n: number): number;
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static findPreviousPowerOf2(n: number): number;
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}
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/**
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* the matrix class
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*/
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import { Vector3 } from "./Vector3";
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export declare class Matrix4 {
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data: Float32Array;
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/**
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* create an eye 4x4 matrix
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* @param data
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*/
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constructor(data?: Float32Array);
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setIdentity(x?: number, y?: number, z?: number): this;
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copy(other: Matrix4): this;
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/**
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* get a translation matrix
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* @param x
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* @param y
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* @param z
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* @returns {Matrix4}
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*/
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static translate(x: number, y: number, z?: number): Matrix4;
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translate(x: number, y: number, z?: number): this;
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get position(): Vector3;
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/**
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* get a rotation matrix around x-axis
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* @param alpha
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* @returns {Matrix4}
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*/
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static rotateX(alpha: number): Matrix4;
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setRotationX(alpha: number): this;
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rotateX(alpha: number): this;
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/**
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* get a rotation matrix around y-axis
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* @param alpha
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* @returns {Matrix4}
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*/
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static rotateY(alpha: number): Matrix4;
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setRotationY(alpha: number): this;
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rotateY(alpha: number): this;
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/**
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* get a rotation matrix around z-axis
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* @param alpha
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* @returns {Matrix4}
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*/
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static rotateZ(alpha: number): Matrix4;
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setRotationZ(alpha: number): this;
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rotateZ(alpha: number): this;
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/**
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* get a scale matrix
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* @param x
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* @param y
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* @param z
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* @returns {Matrix4}
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*/
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/**
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* concatenate with other transformation matrix
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* @param matrix
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* @returns {Matrix4}
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*/
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multiply(matrix: Matrix4): Matrix4;
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/**
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*
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* @param left
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* @param right
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* @param bottom
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* @param top
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* @param near
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* @param far
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* @returns {Matrix4}
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*/
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static ortho(left: number, right: number, bottom: number, top: number, near?: number, far?: number): Matrix4;
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setOrtho(left: number, right: number, bottom: number, top: number, near?: number, far?: number): this;
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/**
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* create a perspective matrix
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* @param fov
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* @param aspect
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* @param near
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* @param far
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* @returns {Matrix4}
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*/
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static perspective(fov: number, aspect: number, near: number, far: number): Matrix4;
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setPerspective(fov: number, aspect: number, near: number, far: number): void;
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/**
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*
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* @param left
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* @param right
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* @param bottom
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* @param top
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* @param near
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* @param far
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* @returns {Matrix4}
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*/
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static frustum(left: number, right: number, bottom: number, top: number, near?: number, far?: number): Matrix4;
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setFrustum(left: number, right: number, bottom: number, top: number, near?: number, far?: number): void;
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/**
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* transform a vector
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* @param vector
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* @param w include transformation
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*/
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transform(vector: Vector3, w?: number): Vector3;
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/**
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* get the matrix buffer
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* @returns {number[]}
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*/
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buffer(): Float32Array;
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/**
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* return look at matrix
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* @param eye
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* @param target
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* @param scale
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* @param up
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* @returns {Matrix4}
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*/
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inverse(): Matrix4;
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}
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import { AttributeInfo } from "./Shader";
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import { ResourceReference } from "./ResourceReference";
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import { Vector3 } from "./Vector3";
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import { Point } from "../public/Point";
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export declare class Model extends ResourceReference {
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private gl;
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/**
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*
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* @type {Array}
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*/
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attributeInfos: AttributeInfo[];
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/**
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* the vertices buffer
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*/
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arrayBuffer: WebGLBuffer;
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/**
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* the index buffer
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*/
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indexBuffer: WebGLBuffer;
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/**
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* Number of vertices
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*/
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numOfVertices: number;
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highestModelPosition: Vector3;
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private _points;
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private _minX;
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private _maxX;
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private _minY;
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private _maxY;
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private _minZ;
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private _maxZ;
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/**
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* create an model with
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* @param gl
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* @param type the item type
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* @param data
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* @param properties
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* @param attributes
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* @param indices the indices
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*/
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constructor(gl: WebGLRenderingContext, data?: any[], properties?: string[], attributes?: string[], indices?: number[]);
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init(data?: any, attributeInfos?: AttributeInfo[], indices?: number[]): void;
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init3dObjectFormArrayBuffer(vertices?: ArrayBuffer): void;
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init3dObject(data?: number[], indices?: number[]): void;
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/**
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* set indices
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* @param indices
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*/
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setIndices(indices: number[]): void;
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bind(): void;
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unbind(): void;
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/**
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* render this model
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*/
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render(type: number): void;
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renderPartial(type: number, first: number, count: number): void;
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/**
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* destroy the model to save memory
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*/
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destroy(): void;
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setHighestModelPosition(highestModelPosition: Vector3): void;
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getHighestModelPosition(): Vector3;
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get points(): Point[];
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set points(value: Point[]);
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get maxX(): number;
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set maxX(value: number);
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get maxY(): number;
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set maxY(value: number);
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get maxZ(): number;
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set maxZ(value: number);
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get minX(): number;
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set minX(value: number);
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get minY(): number;
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set minY(value: number);
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get minZ(): number;
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set minZ(value: number);
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}
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/**
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* attribute information to store
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* data for webgl attribute
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*/
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export declare class AttributeInfo {
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name: string;
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size: number;
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offset: number;
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stride: number;
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/**
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* create an attribute information
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* @param name
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* @param size
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* @param offset
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* @param stride
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*/
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constructor(name: string, size: number, offset?: number, stride?: number);
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}
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/**
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* the shader class - for managing shader
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*/
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export declare class Shader {
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private gl;
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/**
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* the program to user
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*/
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program: WebGLProgram;
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fragmentShader: WebGLShader;
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vertexShader: WebGLShader;
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/**
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* current texture unit
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* @type {number}
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*/
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textureUnit: number;
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readonly mvpMatrixUniform: WebGLUniformLocation;
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readonly timeUniform: WebGLUniformLocation;
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readonly enableWaterUniform: WebGLUniformLocation;
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readonly textureUniform: WebGLUniformLocation;
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readonly waterDisplacementUniform: WebGLUniformLocation;
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readonly waterColorUniform: WebGLUniformLocation;
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readonly opacityUniform: WebGLUniformLocation;
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readonly lightColorUniform: WebGLUniformLocation;
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readonly lightPositionUniform: WebGLUniformLocation;
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readonly fogStartUniform: WebGLUniformLocation;
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readonly fogRangeUniform: WebGLUniformLocation;
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readonly fogColorUniform: WebGLUniformLocation;
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readonly shadowMvpMatrixUniform: WebGLUniformLocation;
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readonly shadowMapUniform: WebGLUniformLocation;
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readonly lineWidthUniform: WebGLUniformLocation;
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readonly colorUniform: WebGLUniformLocation;
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readonly textureScaleUniform: WebGLUniformLocation;
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readonly useStrokePatternUniform: WebGLUniformLocation;
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readonly useIconUniform: WebGLUniformLocation;
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readonly radiusUniform: WebGLUniformLocation;
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readonly strokeColorUniform: WebGLUniformLocation;
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readonly outerRadiusUniform: WebGLUniformLocation;
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readonly innerRadiusUniform: WebGLUniformLocation;
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readonly modelMatrixUniform: WebGLUniformLocation;
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readonly cameraDirectionUniform: WebGLUniformLocation;
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readonly lowerLimitUniform: WebGLUniformLocation;
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readonly upperLimitUniform: WebGLUniformLocation;
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readonly skyColorUniform: WebGLUniformLocation;
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readonly texsizeUniform: WebGLUniformLocation;
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readonly pixelScaleUniform: WebGLUniformLocation;
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readonly gammaScaleUniform: WebGLUniformLocation;
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readonly isHaloUniform: WebGLUniformLocation;
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readonly textSizeUniform: WebGLUniformLocation;
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readonly useMaskTextureUniform: WebGLUniformLocation;
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readonly spriteInfoUniform: WebGLUniformLocation;
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readonly paddingUniform: WebGLUniformLocation;
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/**
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* dictionary that stores all attributes
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* @type {{}}
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*/
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attributes: {
|
|
76
|
+
[key: string]: number;
|
|
77
|
+
};
|
|
78
|
+
/**
|
|
79
|
+
* create a shader with sources
|
|
80
|
+
* @param gl
|
|
81
|
+
* @param vertexSource
|
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|
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* @param fragmentSource
|
|
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+
*/
|
|
84
|
+
constructor(gl: WebGLRenderingContext, vertexSource: string, fragmentSource: string);
|
|
85
|
+
/**
|
|
86
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+
* load all attributes of this shader
|
|
87
|
+
*/
|
|
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|
+
loadAttributes(): void;
|
|
89
|
+
/**
|
|
90
|
+
* load a shader with source
|
|
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* @param type type of the shader | either VERTEX_SHADER or FRAGMENT_SHADER
|
|
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|
+
* @param source
|
|
93
|
+
* @returns {WebGLShader}
|
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|
+
*/
|
|
95
|
+
loadShader(type: number, source: string): WebGLShader;
|
|
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|
+
/**
|
|
97
|
+
* Bind the shader to use
|
|
98
|
+
*/
|
|
99
|
+
bind(): void;
|
|
100
|
+
/**
|
|
101
|
+
* Reset texture unit
|
|
102
|
+
*/
|
|
103
|
+
resetTextureUnit(): void;
|
|
104
|
+
/**
|
|
105
|
+
* Set attributes
|
|
106
|
+
* @param attributeInfos
|
|
107
|
+
*/
|
|
108
|
+
setAttributes(attributeInfos: AttributeInfo[]): void;
|
|
109
|
+
setTexture(location: WebGLUniformLocation, textureId: WebGLTexture): void;
|
|
110
|
+
/**
|
|
111
|
+
* disable all attributes
|
|
112
|
+
*/
|
|
113
|
+
disableAttributes(): void;
|
|
114
|
+
/**
|
|
115
|
+
* destroy this shader to release memory
|
|
116
|
+
*/
|
|
117
|
+
destroy(): void;
|
|
118
|
+
}
|
|
@@ -0,0 +1,42 @@
|
|
|
1
|
+
export declare class ShaderSource {
|
|
2
|
+
static lightEffect: string;
|
|
3
|
+
static waterFragment: string;
|
|
4
|
+
static basicVS: string;
|
|
5
|
+
static basicFS: string;
|
|
6
|
+
static rasterFogVS: string;
|
|
7
|
+
static rasterFogFS: string;
|
|
8
|
+
static polylineVS: string;
|
|
9
|
+
static polylineFS: string;
|
|
10
|
+
static fillVS: string;
|
|
11
|
+
static fillFS: string;
|
|
12
|
+
static geoJsonVS: string;
|
|
13
|
+
static geoJsonFS: string;
|
|
14
|
+
static circleVS: string;
|
|
15
|
+
static circleFS: string;
|
|
16
|
+
static markerVS: string;
|
|
17
|
+
static markerFS: string;
|
|
18
|
+
static buildingVS: string;
|
|
19
|
+
static buildingFS: string;
|
|
20
|
+
static buildingSelectionVS: string;
|
|
21
|
+
static buildingSelectionFS: string;
|
|
22
|
+
static debugSelectionVS: string;
|
|
23
|
+
static debugSelectionFS: string;
|
|
24
|
+
static skyVS: string;
|
|
25
|
+
static skyFS: string;
|
|
26
|
+
static shadowMappingVS: string;
|
|
27
|
+
static shadowMappingFS: string;
|
|
28
|
+
static shadowFS: string;
|
|
29
|
+
static raster3DWithShadowVS: string;
|
|
30
|
+
static raster3DWithShadowFS: string;
|
|
31
|
+
static rasterWithShadowVS: string;
|
|
32
|
+
static rasterWithShadowFS: string;
|
|
33
|
+
static buildingWithShadowVS: string;
|
|
34
|
+
static buildingWithShadowFS: string;
|
|
35
|
+
static buildingOutliningFS: string;
|
|
36
|
+
static textLabelVS: string;
|
|
37
|
+
static textLabelFS: string;
|
|
38
|
+
static tileDebugVS: string;
|
|
39
|
+
static tileDebugFS: string;
|
|
40
|
+
static collisionDebugVS: string;
|
|
41
|
+
static collisionDebugFS: string;
|
|
42
|
+
}
|
|
@@ -0,0 +1,51 @@
|
|
|
1
|
+
import { ResourceReference } from "./ResourceReference";
|
|
2
|
+
import { Color } from "./Color";
|
|
3
|
+
export declare class TextureFiltering {
|
|
4
|
+
min?: number;
|
|
5
|
+
mag?: number;
|
|
6
|
+
constructor(min: number, mag: number);
|
|
7
|
+
}
|
|
8
|
+
export declare class TextureWrapping {
|
|
9
|
+
wraps: number;
|
|
10
|
+
wrapt: number;
|
|
11
|
+
constructor(wraps: number, wrapt: number);
|
|
12
|
+
}
|
|
13
|
+
export declare class TextureOptions {
|
|
14
|
+
target: number;
|
|
15
|
+
internalFormat: number;
|
|
16
|
+
format: number;
|
|
17
|
+
type: number;
|
|
18
|
+
filtering: TextureFiltering;
|
|
19
|
+
wrapping: TextureWrapping;
|
|
20
|
+
constructor(target: number, internalFormat: number, format: number, type: number, filtering: TextureFiltering, wrapping: TextureWrapping);
|
|
21
|
+
}
|
|
22
|
+
/**
|
|
23
|
+
* class for managing texture 2d
|
|
24
|
+
*/
|
|
25
|
+
export declare class Texture extends ResourceReference {
|
|
26
|
+
private gl;
|
|
27
|
+
/**
|
|
28
|
+
* the texture Id
|
|
29
|
+
*/
|
|
30
|
+
textureId: WebGLTexture;
|
|
31
|
+
options: TextureOptions;
|
|
32
|
+
width: number;
|
|
33
|
+
height: number;
|
|
34
|
+
isLoaded: boolean;
|
|
35
|
+
constructor(gl: WebGLRenderingContext, options?: TextureOptions);
|
|
36
|
+
private initDefaultTextureOptions;
|
|
37
|
+
private init;
|
|
38
|
+
bind(): void;
|
|
39
|
+
unbind(): void;
|
|
40
|
+
loadColor(color: Color): void;
|
|
41
|
+
loadImageFromArrayBuffer(data: ArrayBuffer, width: number, height: number, flip?: boolean, onLoad?: Function): void;
|
|
42
|
+
loadImage(url: string, onLoad?: Function, flip?: boolean): void;
|
|
43
|
+
loadImageDataArray(data: Uint8Array, width: number, height: number, filterParam: number, onLoad?: Function): void;
|
|
44
|
+
/**
|
|
45
|
+
* destroy the map texture
|
|
46
|
+
*/
|
|
47
|
+
destroy(): void;
|
|
48
|
+
applyFilter(isGenerateMipmap?: boolean): void;
|
|
49
|
+
initFrameBufferTexture(width: number, height: number): void;
|
|
50
|
+
isPowerOf2(value: any): boolean;
|
|
51
|
+
}
|
|
@@ -0,0 +1,82 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* class vector 2
|
|
3
|
+
*/
|
|
4
|
+
export declare class Vector2 {
|
|
5
|
+
x: number;
|
|
6
|
+
y: number;
|
|
7
|
+
/**
|
|
8
|
+
* create a vector 2 class
|
|
9
|
+
* @param x
|
|
10
|
+
* @param y
|
|
11
|
+
*/
|
|
12
|
+
constructor(x?: number, y?: number);
|
|
13
|
+
clone(): Vector2;
|
|
14
|
+
/**
|
|
15
|
+
* get the length of the vector
|
|
16
|
+
* @returns {number}
|
|
17
|
+
*/
|
|
18
|
+
get length(): number;
|
|
19
|
+
/**
|
|
20
|
+
* @return {number}
|
|
21
|
+
*/
|
|
22
|
+
get lengthSq(): number;
|
|
23
|
+
/**
|
|
24
|
+
* normalize the vector
|
|
25
|
+
* @returns {Vector2}
|
|
26
|
+
*/
|
|
27
|
+
normalize(): Vector2;
|
|
28
|
+
/**
|
|
29
|
+
* set value of the vector
|
|
30
|
+
* @param a
|
|
31
|
+
*/
|
|
32
|
+
set(a: Vector2): void;
|
|
33
|
+
/**
|
|
34
|
+
* invert the vector direction
|
|
35
|
+
* @returns {Vector2}
|
|
36
|
+
*/
|
|
37
|
+
invert(): Vector2;
|
|
38
|
+
/**
|
|
39
|
+
* rotate 90
|
|
40
|
+
* @returns {Vector2}
|
|
41
|
+
*/
|
|
42
|
+
rotate90(): Vector2;
|
|
43
|
+
/**
|
|
44
|
+
* add to another vector
|
|
45
|
+
* @param a
|
|
46
|
+
* @returns {Vector2}
|
|
47
|
+
*/
|
|
48
|
+
add(a: Vector2): Vector2;
|
|
49
|
+
/**
|
|
50
|
+
* subtract with another vector
|
|
51
|
+
* @param a
|
|
52
|
+
* @returns {Vector2}
|
|
53
|
+
*/
|
|
54
|
+
subtract(a: Vector2): Vector2;
|
|
55
|
+
/**
|
|
56
|
+
* multiply by a number
|
|
57
|
+
* @param a
|
|
58
|
+
* @returns {Vector2}
|
|
59
|
+
*/
|
|
60
|
+
multiply(a: number): Vector2;
|
|
61
|
+
/**
|
|
62
|
+
* rotate by an angle
|
|
63
|
+
* @param a
|
|
64
|
+
* @returns {Vector2}
|
|
65
|
+
*/
|
|
66
|
+
rotateBy(a: number): Vector2;
|
|
67
|
+
rotateByRadian(a: number): Vector2;
|
|
68
|
+
/**
|
|
69
|
+
* multiply by a vector
|
|
70
|
+
* @param a
|
|
71
|
+
* @returns {Vector2}
|
|
72
|
+
*/
|
|
73
|
+
cross(a: Vector2): number;
|
|
74
|
+
/**
|
|
75
|
+
* dot a vector
|
|
76
|
+
* @param a
|
|
77
|
+
* @returns {number}
|
|
78
|
+
*/
|
|
79
|
+
dot(a: Vector2): number;
|
|
80
|
+
static perp(v1: number[], v2: number[]): Vector2;
|
|
81
|
+
static neg(v: Vector2): Vector2;
|
|
82
|
+
}
|
|
@@ -0,0 +1,84 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* class vector 3
|
|
3
|
+
*/
|
|
4
|
+
export declare class Vector3 {
|
|
5
|
+
x: number;
|
|
6
|
+
y: number;
|
|
7
|
+
z: number;
|
|
8
|
+
/**
|
|
9
|
+
* create a vector 3 class
|
|
10
|
+
* @param x
|
|
11
|
+
* @param y
|
|
12
|
+
* @param z
|
|
13
|
+
*/
|
|
14
|
+
constructor(x?: number, y?: number, z?: number);
|
|
15
|
+
clone(): Vector3;
|
|
16
|
+
buffer(): Float32Array;
|
|
17
|
+
/**
|
|
18
|
+
* get the length of the vector
|
|
19
|
+
* @returns {number}
|
|
20
|
+
*/
|
|
21
|
+
get length(): number;
|
|
22
|
+
/**
|
|
23
|
+
* @return {number}
|
|
24
|
+
*/
|
|
25
|
+
get lengthSq(): number;
|
|
26
|
+
/**
|
|
27
|
+
* normalize the vector
|
|
28
|
+
* @returns {Vector3}
|
|
29
|
+
*/
|
|
30
|
+
normalize(): Vector3;
|
|
31
|
+
/**
|
|
32
|
+
* set value of the vector
|
|
33
|
+
* @param a
|
|
34
|
+
*/
|
|
35
|
+
set(a: Vector3): void;
|
|
36
|
+
/**
|
|
37
|
+
* invert the vector direction
|
|
38
|
+
* @returns {Vector3}
|
|
39
|
+
*/
|
|
40
|
+
invert(): Vector3;
|
|
41
|
+
/**
|
|
42
|
+
* rotate 90
|
|
43
|
+
* @returns {Vector3}
|
|
44
|
+
*/
|
|
45
|
+
rotate90(): Vector3;
|
|
46
|
+
/**
|
|
47
|
+
* add to another vector
|
|
48
|
+
* @param a
|
|
49
|
+
* @returns {Vector3}
|
|
50
|
+
*/
|
|
51
|
+
add(a: Vector3): Vector3;
|
|
52
|
+
/**
|
|
53
|
+
* subtract with another vector
|
|
54
|
+
* @param a
|
|
55
|
+
* @returns {Vector3}
|
|
56
|
+
*/
|
|
57
|
+
subtract(a: Vector3): Vector3;
|
|
58
|
+
/**
|
|
59
|
+
* multiply by a number
|
|
60
|
+
* @param a
|
|
61
|
+
* @returns {Vector3}
|
|
62
|
+
*/
|
|
63
|
+
multiply(a: number): Vector3;
|
|
64
|
+
/**
|
|
65
|
+
* rotate by an angle
|
|
66
|
+
* @param a
|
|
67
|
+
* @returns {Vector3}
|
|
68
|
+
*/
|
|
69
|
+
rotateBy(a: number): Vector3;
|
|
70
|
+
/**
|
|
71
|
+
* multiply by a vector
|
|
72
|
+
* @param a
|
|
73
|
+
* @returns {Vector3}
|
|
74
|
+
*/
|
|
75
|
+
cross(a: Vector3): Vector3;
|
|
76
|
+
/**
|
|
77
|
+
* dot a vector
|
|
78
|
+
* @param a
|
|
79
|
+
* @returns {number}
|
|
80
|
+
*/
|
|
81
|
+
dot(a: Vector3): number;
|
|
82
|
+
static perp(v1: number[], v2: number[]): Vector3;
|
|
83
|
+
static neg(v: Vector3): Vector3;
|
|
84
|
+
}
|
package/dist/index.d.ts
CHANGED
|
@@ -13,4 +13,6 @@ import MFPOIOverlay from './components/MFPOIOverlay';
|
|
|
13
13
|
import MFPolygon from './components/MFPolygon';
|
|
14
14
|
import MFPolyline from './components/MFPolyline';
|
|
15
15
|
import MFTileOverlay from './components/MFTileOverlay';
|
|
16
|
-
|
|
16
|
+
import { CoordinateTransformer } from './ultils/CoordinateTransformer';
|
|
17
|
+
import { LatLng } from './models/LatLng';
|
|
18
|
+
export { MFBuilding, MFBuildingOverlay, MFCircle, MFDataLayer, MFDirectionsRenderer, MFGroundOverlay, MFImageOverlay, MFMap, MFMarker, MFMarkerCluster, MFPOI, MFPOIOverlay, MFPolygon, MFPolyline, MFTileOverlay, CoordinateTransformer, LatLng };
|