vis-core 0.30.0-beta.2 → 0.30.0-beta.4
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/index.d.ts +1 -1
- package/dist/index.js +8 -8
- package/dist/index.module.js +46 -13
- package/dist/version.d.ts +1 -1
- package/dist/vis/earth/index.d.ts +11 -3
- package/dist/vis/map/index.d.ts +7 -0
- package/package.json +1 -1
package/dist/index.module.js
CHANGED
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@@ -4,7 +4,7 @@ var Yn = Object.getOwnPropertyDescriptors;
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var In = Object.getOwnPropertySymbols, Hn = Object.getPrototypeOf, Un = Object.prototype.hasOwnProperty, Bn = Object.prototype.propertyIsEnumerable, On = Reflect.get;
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var Cn = (o, e) => (e = Symbol[o]) ? e : Symbol.for("Symbol." + o), Dn = (o) => {
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throw TypeError(o);
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7
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-
},
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}, fn = Math.pow, En = (o, e, n) => e in o ? kn(o, e, { enumerable: !0, configurable: !0, writable: !0, value: n }) : o[e] = n, q0 = (o, e) => {
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for (var n in e || (e = {}))
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Un.call(e, n) && En(o, n, e[n]);
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if (In)
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@@ -63,7 +63,7 @@ import { continentsCountriesIso2 } from "geojson-cn";
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Array.prototype.at || (Array.prototype.at = function(o) {
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return o < 0 && (o = this.length + o), this[o];
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});
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-
const version = "0.30.0-beta.
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66
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+
const version = "0.30.0-beta.4", publicKeyPEM = "LS0tLS1CRUdJTiBQVUJMSUMgS0VZLS0tLS0KTUlJQklqQU5CZ2txaGtpRzl3MEJBUUVGQUFPQ0FROEFNSUlCQ2dLQ0FRRUEyTG1aVVQzVG9LZEVRRUdrdUU1QQo3dnlYTzRMM1Z6NDA5RFF2a2xzRHZ2SytNM2M2OGl4ZEVhZDZFcnZGS2FKQ1QrNTZNdU1XSXhUTnlDZDVQSkFGCjVYdzI4cW1iVkVCR3FGdXVIZTltSm5GUmRXN1NpK1Z1cTZvRWxwQkRkeEFIQ0dsWVVpU1R3WmhBbjJaVXJLSUYKd1J2c1k1bi9uWWNhZnl5QW9tRjhmNVRsTkpwS1JtbDU3WlRSWjBMdzdQRDFSeHFIbmJ0YWFETkpiSDV5eFd6cQpaVTBwQWhxMFNkNHdlOW1DUTJWWXc5czhtUERLbW4rU083eGovSUsrR1ZEaEJNOUpaZ3VIcGFZUGt3bWd5UkdwCkx6V0tHMkZULzJRalZUT1dRT09mRFVtVitDSVlsN1hVVlh1Q0toYWFNQ0ZVa1JQOHg4aEZucmNFeklHQ1JpM3IKK3dJREFRQUIKLS0tLS1FTkQgUFVCTElDIEtFWS0tLS0t", accessToken = {
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token: void 0,
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getInfo() {
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if (!this.token)
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@@ -9120,7 +9120,7 @@ class Mesh extends Object3D {
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*/
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raycast(e, n) {
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const r = this.geometry, w = this.material, E = this.matrixWorld;
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-
w !== void 0 && (r.boundingSphere === null && r.computeBoundingSphere(), _sphere$6.copy(r.boundingSphere), _sphere$6.applyMatrix4(E), _ray$3.copy(e.ray).recast(e.near), !(_sphere$6.containsPoint(_ray$3.origin) === !1 && (_ray$3.intersectSphere(_sphere$6, _sphereHitAt) === null || _ray$3.origin.distanceToSquared(_sphereHitAt) >
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w !== void 0 && (r.boundingSphere === null && r.computeBoundingSphere(), _sphere$6.copy(r.boundingSphere), _sphere$6.applyMatrix4(E), _ray$3.copy(e.ray).recast(e.near), !(_sphere$6.containsPoint(_ray$3.origin) === !1 && (_ray$3.intersectSphere(_sphere$6, _sphereHitAt) === null || _ray$3.origin.distanceToSquared(_sphereHitAt) > fn(e.far - e.near, 2))) && (_inverseMatrix$3.copy(E).invert(), _ray$3.copy(e.ray).applyMatrix4(_inverseMatrix$3), !(r.boundingBox !== null && _ray$3.intersectsBox(r.boundingBox) === !1) && this._computeIntersections(e, n, _ray$3)));
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}
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_computeIntersections(e, n, r) {
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let w;
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@@ -34280,8 +34280,8 @@ class WebGLRenderer {
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if ((cn.position !== void 0 || cn.normal !== void 0 || cn.color !== void 0) && Ai.update(c0, m0, ji), (Ji || Ei.receiveShadow !== c0.receiveShadow) && (Ei.receiveShadow = c0.receiveShadow, Ui.setValue(o0, "receiveShadow", c0.receiveShadow)), a0.isMeshGouraudMaterial && a0.envMap !== null && (on.envMap.value = N0, on.flipEnvMap.value = N0.isCubeTexture && N0.isRenderTargetTexture === !1 ? -1 : 1), a0.isMeshStandardMaterial && a0.envMap === null && l0.environment !== null && (on.envMapIntensity.value = l0.environmentIntensity), on.dfgLUT !== void 0 && (on.dfgLUT.value = getDFGLUT()), Ji && (Ui.setValue(o0, "toneMappingExposure", wt.toneMappingExposure), Ei.needsLights && mn(on, Di), S0 && a0.fog === !0 && Ti.refreshFogUniforms(on, S0), Ti.refreshMaterialUniforms(on, a0, h0, e0, bt.state.transmissionRenderTarget[jt.id]), WebGLUniforms.upload(o0, Ln(Ei), on, F0)), a0.isShaderMaterial && a0.uniformsNeedUpdate === !0 && (WebGLUniforms.upload(o0, Ln(Ei), on, F0), a0.uniformsNeedUpdate = !1), a0.isSpriteMaterial && Ui.setValue(o0, "center", c0.center), Ui.setValue(o0, "modelViewMatrix", c0.modelViewMatrix), Ui.setValue(o0, "normalMatrix", c0.normalMatrix), Ui.setValue(o0, "modelMatrix", c0.matrixWorld), a0.isShaderMaterial || a0.isRawShaderMaterial) {
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const qi = a0.uniformsGroups;
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for (let ln = 0, Pn = qi.length; ln < Pn; ln++) {
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const
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Ri.update(
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const bn = qi[ln];
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Ri.update(bn, ji), Ri.bind(bn, ji);
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}
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}
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return ji;
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@@ -34416,8 +34416,8 @@ class WebGLRenderer {
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if (jt.isDepthTexture) {
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const cn = C0.get(jt), qi = C0.get(l0), ln = C0.get(cn.__renderTarget), Pn = C0.get(qi.__renderTarget);
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G0.bindFramebuffer(o0.READ_FRAMEBUFFER, ln.__webglFramebuffer), G0.bindFramebuffer(o0.DRAW_FRAMEBUFFER, Pn.__webglFramebuffer);
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-
for (let
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Ui && (o0.framebufferTextureLayer(o0.READ_FRAMEBUFFER, o0.COLOR_ATTACHMENT0, C0.get(jt).__webglTexture, c0, $0 +
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for (let bn = 0; bn < N0; bn++)
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Ui && (o0.framebufferTextureLayer(o0.READ_FRAMEBUFFER, o0.COLOR_ATTACHMENT0, C0.get(jt).__webglTexture, c0, $0 + bn), o0.framebufferTextureLayer(o0.DRAW_FRAMEBUFFER, o0.COLOR_ATTACHMENT0, C0.get(l0).__webglTexture, S0, Pi + bn)), o0.blitFramebuffer(k0, B0, M0, R0, bi, Si, M0, R0, o0.DEPTH_BUFFER_BIT, o0.NEAREST);
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G0.bindFramebuffer(o0.READ_FRAMEBUFFER, null), G0.bindFramebuffer(o0.DRAW_FRAMEBUFFER, null);
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} else if (c0 !== 0 || jt.isRenderTargetTexture || C0.has(jt)) {
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const cn = C0.get(jt), qi = C0.get(l0);
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@@ -37962,7 +37962,7 @@ function geo_delaunay_from(o) {
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const w = [];
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let E = 1;
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for (let ze = 0, Fe = o.length; ze < Fe; ze++) {
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let ke =
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let ke = fn(o[ze][0], 2) + fn(o[ze][1], 2);
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!isFinite(ke) || ke > 1e32 ? w.push(ze) : ke > E && (E = ke);
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}
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const O = 1e6 * sqrt(E);
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@@ -40411,7 +40411,7 @@ function _populateBuffer(o, e) {
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}
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}
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function generateIndirectBuffer(o, e) {
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const n = (o.index ? o.index.count : o.attributes.position.count) / 3, r = n >
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const n = (o.index ? o.index.count : o.attributes.position.count) / 3, r = n > fn(2, 16), w = r ? 4 : 2, E = e ? new SharedArrayBuffer(n * w) : new ArrayBuffer(n * w), O = r ? new Uint32Array(E) : new Uint16Array(E);
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for (let j = 0, le = O.length; j < le; j++)
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O[j] = j;
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return O;
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@@ -60056,7 +60056,7 @@ const l = {
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let w = o.clone().add(e);
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w = w.normalize().multiplyScalar(n);
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let E;
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r <= 1 ? E = n / 5 * r : r > 1 && r < 2 ? E = n / 5 *
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r <= 1 ? E = n / 5 * r : r > 1 && r < 2 ? E = n / 5 * fn(r, 2) : E = n / 5 * fn(r, 1.5);
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const O = o.clone().add(w).normalize().multiplyScalar(n + E), j = e.clone().add(w).normalize().multiplyScalar(n + E);
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return new CubicBezierCurve3(o, O, j, e);
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}, createFlyPath2 = (o, e, n = 40) => {
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@@ -144677,15 +144677,38 @@ const objs$1 = Bi(q0({}, objs$3), {
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const le = n();
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if (!le.length) return;
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this.pencil.controls.getPosition(E, !1);
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const fe = w.clone().sub(E), Se = Math.sqrt(
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Math.pow(fe.length(), 2) - Math.pow(O, 2)
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-
), ze = le.map((Fe) => Fe.position.clone().sub(E).length() > Se);
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const fe = w.clone().sub(E), Se = Math.sqrt(fn(fe.length(), 2) - fn(O, 2)), ze = le.map((Fe) => Fe.position.clone().sub(E).length() > Se);
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r(le, ze);
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};
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j(), this.pencil.controls.addEventListener("update", () => {
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j();
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});
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}
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/**
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* 设置物体在球面上的位置和旋转,使其垂直于球面
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* @param object - 要设置的物体
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* @param location - 经纬度 [经度, 纬度]
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* @param height - 距离球面的高度,默认为0
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* @param upAxis - 物体的up轴方向,默认为Y轴 [0, 1, 0]
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*/
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setObjectOnSphere(n, r, w = 0, E = [0, 1, 0]) {
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if (n.objectType === "Plane") {
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const O = this.getLocationPosition(r, w);
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n.position.set(...O);
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const j = n.object3d.material;
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j && (j.side = DoubleSide), n.object3d.lookAt(0, 0, 0);
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} else {
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const O = n.rotation.clone(), j = this.getLocationPosition(r, w);
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n.position.set(...j);
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const le = new Vector3(...j).normalize(), fe = new Vector3(...E);
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fe.applyEuler(O);
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const Se = new Quaternion().setFromUnitVectors(
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fe,
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le
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);
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n.object3d.applyQuaternion(Se);
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}
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}
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};
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v0(wn, "VisName", "earth");
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let index$1 = wn;
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@@ -145993,6 +146016,16 @@ const getLabelElement = (o) => {
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const [r, w] = n, [E, O] = this.projection([r, w]);
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return [E, -O, this.mapObj ? this.mapObj.z + this.mapObj.depth : 0];
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}
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/**
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* 设置物体在平面地图上的位置
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* @param object - 要设置的物体
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* @param location - 经纬度 [经度, 纬度]
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* @param height - 距离地图平面的高度,默认为0
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*/
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setObjectOnMap(n, r, w = 0) {
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const E = this.getLocationPosition(r);
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n.position.set(E[0], E[1], E[2] + w);
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}
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getAdcodeScreenPosition(n) {
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const r = this.geAdcodePosition(n);
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if (r) {
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package/dist/version.d.ts
CHANGED
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@@ -1,2 +1,2 @@
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1
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-
declare const _default: "0.30.0-beta.
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1
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declare const _default: "0.30.0-beta.4";
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export default _default;
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@@ -1,9 +1,9 @@
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1
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-
import Base, { BaseOptions } from "../base";
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+
import Base, { type BaseOptions } from "../base";
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import leadObjs from "./objects";
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-
import { BaseObject, Lead } from 'gl-draw';
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import type { BaseObject, Lead } from 'gl-draw';
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import { MeshLineMaterial } from 'gl-draw/dist/objects';
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import * as THREE from 'three';
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6
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-
import PlaneMap from '../map/objects/PlaneMap';
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import type PlaneMap from '../map/objects/PlaneMap';
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interface EarthOptions extends BaseOptions {
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mapDepth?: number;
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otherMapDepth?: number;
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@@ -74,5 +74,13 @@ export default class extends Base {
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}): Promise<PlaneMap | undefined>;
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getRadius(): number;
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checkBehindEarth(objArr: () => BaseObject[], cb: (obj: BaseObject[], res: boolean[]) => any): void;
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+
/**
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* 设置物体在球面上的位置和旋转,使其垂直于球面
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* @param object - 要设置的物体
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* @param location - 经纬度 [经度, 纬度]
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* @param height - 距离球面的高度,默认为0
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* @param upAxis - 物体的up轴方向,默认为Y轴 [0, 1, 0]
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*/
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setObjectOnSphere(baseObject: BaseObject, location: [number, number], height?: number, upAxis?: [number, number, number]): void;
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}
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export {};
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package/dist/vis/map/index.d.ts
CHANGED
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@@ -219,6 +219,13 @@ export default class extends Base {
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eraseLabels(): void;
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geAdcodePosition(adcode: number): [number, number, number] | undefined;
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getLocationPosition(location: [number, number]): [number, number, number];
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/**
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* 设置物体在平面地图上的位置
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* @param object - 要设置的物体
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* @param location - 经纬度 [经度, 纬度]
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* @param height - 距离地图平面的高度,默认为0
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*/
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setObjectOnMap(object: BaseObject, location: [number, number], height?: number): void;
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getAdcodeScreenPosition(adcode: number): {
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x: number;
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y: number;
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