vislite 0.3.1 → 0.4.0

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Files changed (128) hide show
  1. package/AUTHORS.txt +6 -6
  2. package/CHANGELOG +7 -1
  3. package/LICENSE +20 -20
  4. package/README.md +53 -53
  5. package/lib/Buffer/index.umd.js +2 -2
  6. package/lib/Buffer/index.umd.min.js +2 -2
  7. package/lib/Canvas/index.umd.js +9 -2
  8. package/lib/Canvas/index.umd.min.js +3 -3
  9. package/lib/Cardinal/index.umd.js +2 -2
  10. package/lib/Cardinal/index.umd.min.js +2 -2
  11. package/lib/Eoap/index.umd.js +2 -2
  12. package/lib/Eoap/index.umd.min.js +2 -2
  13. package/lib/Hermite/index.umd.js +2 -2
  14. package/lib/Hermite/index.umd.min.js +2 -2
  15. package/lib/Matrix4/index.umd.js +2 -2
  16. package/lib/Matrix4/index.umd.min.js +2 -2
  17. package/lib/Mercator/index.umd.js +2 -2
  18. package/lib/Mercator/index.umd.min.js +2 -2
  19. package/lib/OralCanvas/index.es.js +9 -2
  20. package/lib/OralCanvas/index.es.min.js +3 -3
  21. package/lib/OralWebGL/index.es.js +2 -2
  22. package/lib/OralWebGL/index.es.min.js +2 -2
  23. package/lib/SVG/index.umd.js +2 -2
  24. package/lib/SVG/index.umd.min.js +2 -2
  25. package/lib/Shader/index.umd.js +2 -2
  26. package/lib/Shader/index.umd.min.js +2 -2
  27. package/lib/Texture/index.umd.js +2 -2
  28. package/lib/Texture/index.umd.min.js +2 -2
  29. package/lib/WebGL/index.umd.js +2 -2
  30. package/lib/WebGL/index.umd.min.js +2 -2
  31. package/lib/animation/index.umd.js +2 -2
  32. package/lib/animation/index.umd.min.js +2 -2
  33. package/lib/getLoopColors/index.umd.js +2 -2
  34. package/lib/getLoopColors/index.umd.min.js +2 -2
  35. package/lib/getWebGLContext/index.umd.js +2 -2
  36. package/lib/getWebGLContext/index.umd.min.js +2 -2
  37. package/lib/index.umd.js +9 -2
  38. package/lib/index.umd.min.js +3 -3
  39. package/lib/rotate/index.umd.js +2 -2
  40. package/lib/rotate/index.umd.min.js +2 -2
  41. package/lib/ruler/index.umd.js +2 -2
  42. package/lib/ruler/index.umd.min.js +2 -2
  43. package/lib/viewHandler/index.umd.js +2 -2
  44. package/lib/viewHandler/index.umd.min.js +2 -2
  45. package/miniprogram/ui-canvas/index.js +99 -99
  46. package/miniprogram/ui-canvas/index.json +4 -4
  47. package/miniprogram/ui-canvas/index.wxml +4 -4
  48. package/miniprogram/ui-canvas/index.wxss +5 -5
  49. package/package/Buffer/index.ts +1 -1
  50. package/package/Canvas/index.ts +1 -1
  51. package/package/Cardinal/index.ts +2 -2
  52. package/package/Eoap/index.ts +2 -2
  53. package/package/Hermite/index.ts +2 -2
  54. package/package/Matrix4/index.ts +2 -2
  55. package/package/Mercator/index.ts +2 -2
  56. package/package/OralCanvas/index.ts +1 -1
  57. package/package/OralWebGL/index.ts +1 -1
  58. package/package/SVG/index.ts +2 -2
  59. package/package/Shader/index.ts +1 -1
  60. package/package/Texture/index.ts +1 -1
  61. package/package/WebGL/index.ts +1 -1
  62. package/package/animation/index.ts +2 -2
  63. package/package/getLoopColors/index.ts +2 -2
  64. package/package/getWebGLContext/index.ts +39 -39
  65. package/package/index.ts +56 -56
  66. package/package/rotate/index.ts +2 -2
  67. package/package/ruler/index.ts +2 -2
  68. package/package/viewHandler/index.ts +2 -2
  69. package/package.json +2 -2
  70. package/src/Canvas.ts +56 -56
  71. package/src/Eoap.ts +66 -66
  72. package/src/Matrix4/index.ts +76 -76
  73. package/src/Matrix4/move.ts +12 -12
  74. package/src/Matrix4/rotate.ts +15 -15
  75. package/src/Matrix4/scale.ts +11 -11
  76. package/src/Matrix4/transform.ts +64 -64
  77. package/src/Mercator.ts +26 -26
  78. package/src/SVG.ts +23 -23
  79. package/src/WebGL.ts +52 -52
  80. package/src/animation.ts +99 -99
  81. package/src/common/canvas/arc.ts +50 -50
  82. package/src/common/canvas/config.ts +157 -157
  83. package/src/common/canvas/gradient.ts +29 -29
  84. package/src/common/canvas/index.ts +14 -0
  85. package/src/common/canvas/painter.ts +355 -355
  86. package/src/common/canvas/texts.ts +18 -18
  87. package/src/common/setStyle.ts +5 -5
  88. package/src/common/svg/config.ts +173 -173
  89. package/src/common/svg/index.ts +334 -334
  90. package/src/common/svg/tool.ts +43 -43
  91. package/src/common/webgl/buffer.ts +79 -79
  92. package/src/common/webgl/doDraw.ts +106 -106
  93. package/src/common/webgl/getColorFactory.ts +26 -26
  94. package/src/common/webgl/getShader.ts +75 -75
  95. package/src/common/webgl/getTexture.ts +11 -11
  96. package/src/common/webgl/getWebGLContext.ts +27 -27
  97. package/src/common/webgl/index.ts +216 -216
  98. package/src/common/webgl/shader.ts +75 -75
  99. package/src/common/webgl/texture.ts +99 -99
  100. package/src/getLoopColors.ts +42 -42
  101. package/src/interpolation/Cardinal.ts +109 -109
  102. package/src/interpolation/Hermite.ts +65 -65
  103. package/src/rotate.ts +7 -7
  104. package/src/ruler.ts +99 -99
  105. package/src/viewHandler.ts +139 -139
  106. package/types/Buffer.d.ts +23 -23
  107. package/types/Canvas.d.ts +288 -282
  108. package/types/CanvasConfig.d.ts +80 -80
  109. package/types/Cardinal.d.ts +13 -13
  110. package/types/Gradient.d.ts +14 -14
  111. package/types/Hermite.d.ts +18 -18
  112. package/types/Map.d.ts +9 -9
  113. package/types/Matrix4.d.ts +42 -42
  114. package/types/Object3D.d.ts +113 -113
  115. package/types/SVG.d.ts +210 -210
  116. package/types/SVGConfig.d.ts +58 -58
  117. package/types/Scene3D.d.ts +6 -6
  118. package/types/Shader.d.ts +15 -15
  119. package/types/Texture.d.ts +16 -16
  120. package/types/WebGL.d.ts +38 -38
  121. package/types/animation.d.ts +6 -6
  122. package/types/getLoopColors.d.ts +2 -2
  123. package/types/getWebGLContext.d.ts +2 -2
  124. package/types/index.d.ts +129 -129
  125. package/types/rotate.d.ts +2 -2
  126. package/types/ruler.d.ts +2 -2
  127. package/types/viewHandler.d.ts +12 -12
  128. package/uni-app/ui-canvas.vue +212 -212
package/src/Canvas.ts CHANGED
@@ -1,57 +1,57 @@
1
- import CanvasType from '../types/Canvas'
2
- import OralCanvas from './common/canvas/index'
3
-
4
- class Canvas extends OralCanvas implements CanvasType {
5
- private __canvas: HTMLCanvasElement
6
- constructor(el: HTMLElement | null) {
7
- if (!el) {
8
- throw new Error("VISLite Canvas:The mount point requires an HTMLElement type but encountered null.")
9
- }
10
-
11
- let width = el.clientWidth, height = el.clientHeight
12
-
13
- let ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement
14
-
15
- let _el = el as any
16
-
17
- // 如果已经初始化过了
18
- if (_el._vislite_canvas_) {
19
- ViewCanvas = _el._vislite_canvas_[0]
20
- RegionCanvas = _el._vislite_canvas_[1]
21
- }
22
-
23
- // 否则就初始化
24
- else {
25
- ViewCanvas = document.createElement('canvas')
26
- el.appendChild(ViewCanvas)
27
-
28
- RegionCanvas = document.createElement('canvas')
29
-
30
- _el._vislite_canvas_ = [ViewCanvas, RegionCanvas]
31
-
32
- el.setAttribute('vislite', 'Canvas')
33
- }
34
-
35
- // 设置画布大小
36
- for (let canvas of [ViewCanvas, RegionCanvas]) {
37
-
38
- canvas.style.width = width + "px"
39
- canvas.setAttribute('width', width + "")
40
-
41
- canvas.style.height = height + "px"
42
- canvas.setAttribute('height', height + "")
43
- }
44
-
45
- super(ViewCanvas, RegionCanvas)
46
-
47
- this.__canvas = ViewCanvas
48
- }
49
-
50
- toDataURL(): Promise<string> {
51
- return new Promise(resolve => {
52
- resolve(this.__canvas.toDataURL())
53
- })
54
- }
55
- }
56
-
1
+ import CanvasType from '../types/Canvas'
2
+ import OralCanvas from './common/canvas/index'
3
+
4
+ class Canvas extends OralCanvas implements CanvasType {
5
+ private __canvas: HTMLCanvasElement
6
+ constructor(el: HTMLElement | null) {
7
+ if (!el) {
8
+ throw new Error("VISLite Canvas:The mount point requires an HTMLElement type but encountered null.")
9
+ }
10
+
11
+ let width = el.clientWidth, height = el.clientHeight
12
+
13
+ let ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement
14
+
15
+ let _el = el as any
16
+
17
+ // 如果已经初始化过了
18
+ if (_el._vislite_canvas_) {
19
+ ViewCanvas = _el._vislite_canvas_[0]
20
+ RegionCanvas = _el._vislite_canvas_[1]
21
+ }
22
+
23
+ // 否则就初始化
24
+ else {
25
+ ViewCanvas = document.createElement('canvas')
26
+ el.appendChild(ViewCanvas)
27
+
28
+ RegionCanvas = document.createElement('canvas')
29
+
30
+ _el._vislite_canvas_ = [ViewCanvas, RegionCanvas]
31
+
32
+ el.setAttribute('vislite', 'Canvas')
33
+ }
34
+
35
+ // 设置画布大小
36
+ for (let canvas of [ViewCanvas, RegionCanvas]) {
37
+
38
+ canvas.style.width = width + "px"
39
+ canvas.setAttribute('width', width + "")
40
+
41
+ canvas.style.height = height + "px"
42
+ canvas.setAttribute('height', height + "")
43
+ }
44
+
45
+ super(ViewCanvas, RegionCanvas)
46
+
47
+ this.__canvas = ViewCanvas
48
+ }
49
+
50
+ toDataURL(): Promise<string> {
51
+ return new Promise(resolve => {
52
+ resolve(this.__canvas.toDataURL())
53
+ })
54
+ }
55
+ }
56
+
57
57
  export default Canvas
package/src/Eoap.ts CHANGED
@@ -1,66 +1,66 @@
1
- import MapType from '../types/Map'
2
-
3
- // 围绕X轴旋转
4
- let rotateX = function (deg: number, x: number, y: number, z: number) {
5
- let cos = Math.cos(deg), sin = Math.sin(deg)
6
- return [x, y * cos - z * sin, y * sin + z * cos]
7
- }
8
-
9
- // 围绕Y轴旋转
10
- let rotateY = function (deg: number, x: number, y: number, z: number) {
11
- let cos = Math.cos(deg), sin = Math.sin(deg)
12
- return [z * sin + x * cos, y, z * cos - x * sin]
13
- }
14
-
15
- // 围绕Z轴旋转
16
- let rotateZ = function (deg: number, x: number, y: number, z: number) {
17
- let cos = Math.cos(deg), sin = Math.sin(deg)
18
- return [x * cos - y * sin, x * sin + y * cos, z]
19
- }
20
-
21
- /* 等角斜方位投影 */
22
- class Eoap implements MapType {
23
- readonly name: string = 'Eoap'
24
-
25
- private __scale: number // 缩放比例
26
- private __center: number[] // 投影中心经纬度
27
-
28
- constructor(scale: number = 7, center: number[] = [107, 36]) {
29
- this.__scale = scale
30
- this.__center = center
31
- }
32
-
33
- use(λ: number, φ: number) {
34
- /**
35
- * 通过旋转的方法
36
- * 先旋转出点的位置
37
- * 然后根据把地心到旋转中心的这条射线变成OZ这条射线的变换应用到初始化点上
38
- * 这样求的的点的x,y就是最终结果
39
- *
40
- * 计算过程:
41
- * 1.初始化点的位置是p(x,0,0),其中x的值是地球半径除以缩放倍速
42
- * 2.根据点的纬度对p进行旋转,旋转后得到的p的坐标纬度就是目标纬度
43
- * 3.同样的对此刻的p进行经度的旋转,这样就获取了极点作为中心点的坐标
44
- * 4.接着想象一下为了让旋转中心移动到极点需要进行旋转的经纬度是多少,记为lo和la
45
- * 5.然后再对p进行经度度旋转lo获得新的p
46
- * 6.然后再对p进行纬度旋转la获得新的p
47
- * 7.旋转结束
48
- *
49
- * 特别注意:第5和第6步顺序一定不可以调换,原因来自经纬度定义上
50
- * 【除了经度为0的位置,不然纬度的旋转会改变原来的经度值,反过来不会】
51
- *
52
- */
53
- let p = rotateY((360 - φ) / 180 * Math.PI, 100 * this.__scale, 0, 0)
54
- p = rotateZ(λ / 180 * Math.PI, p[0], p[1], p[2])
55
- p = rotateZ((90 - this.__center[0]) / 180 * Math.PI, p[0], p[1], p[2])
56
- p = rotateX((90 - this.__center[1]) / 180 * Math.PI, p[0], p[1], p[2])
57
-
58
- return [
59
- -p[0], // 加-号是因为浏览器坐标和地图不一样
60
- p[1],
61
- p[2]
62
- ]
63
- }
64
- }
65
-
66
- export default Eoap
1
+ import MapType from '../types/Map'
2
+
3
+ // 围绕X轴旋转
4
+ let rotateX = function (deg: number, x: number, y: number, z: number) {
5
+ let cos = Math.cos(deg), sin = Math.sin(deg)
6
+ return [x, y * cos - z * sin, y * sin + z * cos]
7
+ }
8
+
9
+ // 围绕Y轴旋转
10
+ let rotateY = function (deg: number, x: number, y: number, z: number) {
11
+ let cos = Math.cos(deg), sin = Math.sin(deg)
12
+ return [z * sin + x * cos, y, z * cos - x * sin]
13
+ }
14
+
15
+ // 围绕Z轴旋转
16
+ let rotateZ = function (deg: number, x: number, y: number, z: number) {
17
+ let cos = Math.cos(deg), sin = Math.sin(deg)
18
+ return [x * cos - y * sin, x * sin + y * cos, z]
19
+ }
20
+
21
+ /* 等角斜方位投影 */
22
+ class Eoap implements MapType {
23
+ readonly name: string = 'Eoap'
24
+
25
+ private __scale: number // 缩放比例
26
+ private __center: number[] // 投影中心经纬度
27
+
28
+ constructor(scale: number = 7, center: number[] = [107, 36]) {
29
+ this.__scale = scale
30
+ this.__center = center
31
+ }
32
+
33
+ use(λ: number, φ: number) {
34
+ /**
35
+ * 通过旋转的方法
36
+ * 先旋转出点的位置
37
+ * 然后根据把地心到旋转中心的这条射线变成OZ这条射线的变换应用到初始化点上
38
+ * 这样求的的点的x,y就是最终结果
39
+ *
40
+ * 计算过程:
41
+ * 1.初始化点的位置是p(x,0,0),其中x的值是地球半径除以缩放倍速
42
+ * 2.根据点的纬度对p进行旋转,旋转后得到的p的坐标纬度就是目标纬度
43
+ * 3.同样的对此刻的p进行经度的旋转,这样就获取了极点作为中心点的坐标
44
+ * 4.接着想象一下为了让旋转中心移动到极点需要进行旋转的经纬度是多少,记为lo和la
45
+ * 5.然后再对p进行经度度旋转lo获得新的p
46
+ * 6.然后再对p进行纬度旋转la获得新的p
47
+ * 7.旋转结束
48
+ *
49
+ * 特别注意:第5和第6步顺序一定不可以调换,原因来自经纬度定义上
50
+ * 【除了经度为0的位置,不然纬度的旋转会改变原来的经度值,反过来不会】
51
+ *
52
+ */
53
+ let p = rotateY((360 - φ) / 180 * Math.PI, 100 * this.__scale, 0, 0)
54
+ p = rotateZ(λ / 180 * Math.PI, p[0], p[1], p[2])
55
+ p = rotateZ((90 - this.__center[0]) / 180 * Math.PI, p[0], p[1], p[2])
56
+ p = rotateX((90 - this.__center[1]) / 180 * Math.PI, p[0], p[1], p[2])
57
+
58
+ return [
59
+ -p[0], // 加-号是因为浏览器坐标和地图不一样
60
+ p[1],
61
+ p[2]
62
+ ]
63
+ }
64
+ }
65
+
66
+ export default Eoap
@@ -1,77 +1,77 @@
1
- import Matrix4Type from '../../types/Matrix4'
2
-
3
- // 两个4x4矩阵相乘
4
- // 或矩阵和齐次坐标相乘
5
- let _multiply = function (matrix4: number[], param: number[]) {
6
- let newParam: number[] = []
7
- for (let i = 0; i < 4; i++)
8
- for (let j = 0; j < param.length / 4; j++)
9
- newParam[j * 4 + i] =
10
- matrix4[i] * param[j * 4] +
11
- matrix4[i + 4] * param[j * 4 + 1] +
12
- matrix4[i + 8] * param[j * 4 + 2] +
13
- matrix4[i + 12] * param[j * 4 + 3]
14
- return newParam
15
- }
16
-
17
- import _move from './move'
18
- import _rotate from './rotate'
19
- import _scale from './scale'
20
- import _transform from './transform'
21
-
22
- // 列主序存储的4x4矩阵
23
-
24
- class Matrix4 implements Matrix4Type {
25
- readonly name: string = 'Matrix4'
26
-
27
- private __matrix4: number[]
28
-
29
- constructor(initMatrix4: number[] = [
30
- 1, 0, 0, 0,
31
- 0, 1, 0, 0,
32
- 0, 0, 1, 0,
33
- 0, 0, 0, 1
34
- ]) {
35
- this.__matrix4 = initMatrix4
36
- }
37
-
38
- // 移动
39
- move(dis: number, a: number, b: number, c: number = 0) {
40
- this.__matrix4 = _multiply(_move(dis, a, b, c), this.__matrix4)
41
- return this
42
- }
43
-
44
- // 旋转
45
- rotate(deg: number, a1: number, b1: number, c1?: number, a2?: number, b2?: number, c2?: number) {
46
- let matrix4s = _transform(a1, b1, c1, a2, b2, c2)
47
- this.__matrix4 = _multiply(_multiply(_multiply(matrix4s[1], _rotate(deg)), matrix4s[0]), this.__matrix4)
48
- return this
49
- }
50
-
51
- // 缩放
52
- scale(xTimes: number, yTimes: number, zTimes: number, cx: number = 0, cy: number = 0, cz: number = 0) {
53
- this.__matrix4 = _multiply(_scale(xTimes, yTimes, zTimes, cx, cy, cz), this.__matrix4)
54
- return this
55
- }
56
-
57
- // 乘法
58
- // 可以传入一个矩阵(matrix4,flag)
59
- multiply(newMatrix4: number[], flag: boolean = false) {
60
- this.__matrix4 = flag ? _multiply(this.__matrix4, newMatrix4) : _multiply(newMatrix4, this.__matrix4)
61
- return this
62
- }
63
-
64
- // 对一个坐标应用变换
65
- // 齐次坐标(x,y,z,w)
66
- use(x: number, y: number, z: number = 0, w: number = 1) {
67
- // w为0表示点位于无穷远处,忽略
68
- return _multiply(this.__matrix4, [x, y, z, w])
69
- }
70
-
71
- // 矩阵的值
72
- value() {
73
- return this.__matrix4
74
- }
75
- }
76
-
1
+ import Matrix4Type from '../../types/Matrix4'
2
+
3
+ // 两个4x4矩阵相乘
4
+ // 或矩阵和齐次坐标相乘
5
+ let _multiply = function (matrix4: number[], param: number[]) {
6
+ let newParam: number[] = []
7
+ for (let i = 0; i < 4; i++)
8
+ for (let j = 0; j < param.length / 4; j++)
9
+ newParam[j * 4 + i] =
10
+ matrix4[i] * param[j * 4] +
11
+ matrix4[i + 4] * param[j * 4 + 1] +
12
+ matrix4[i + 8] * param[j * 4 + 2] +
13
+ matrix4[i + 12] * param[j * 4 + 3]
14
+ return newParam
15
+ }
16
+
17
+ import _move from './move'
18
+ import _rotate from './rotate'
19
+ import _scale from './scale'
20
+ import _transform from './transform'
21
+
22
+ // 列主序存储的4x4矩阵
23
+
24
+ class Matrix4 implements Matrix4Type {
25
+ readonly name: string = 'Matrix4'
26
+
27
+ private __matrix4: number[]
28
+
29
+ constructor(initMatrix4: number[] = [
30
+ 1, 0, 0, 0,
31
+ 0, 1, 0, 0,
32
+ 0, 0, 1, 0,
33
+ 0, 0, 0, 1
34
+ ]) {
35
+ this.__matrix4 = initMatrix4
36
+ }
37
+
38
+ // 移动
39
+ move(dis: number, a: number, b: number, c: number = 0) {
40
+ this.__matrix4 = _multiply(_move(dis, a, b, c), this.__matrix4)
41
+ return this
42
+ }
43
+
44
+ // 旋转
45
+ rotate(deg: number, a1: number, b1: number, c1?: number, a2?: number, b2?: number, c2?: number) {
46
+ let matrix4s = _transform(a1, b1, c1, a2, b2, c2)
47
+ this.__matrix4 = _multiply(_multiply(_multiply(matrix4s[1], _rotate(deg)), matrix4s[0]), this.__matrix4)
48
+ return this
49
+ }
50
+
51
+ // 缩放
52
+ scale(xTimes: number, yTimes: number, zTimes: number, cx: number = 0, cy: number = 0, cz: number = 0) {
53
+ this.__matrix4 = _multiply(_scale(xTimes, yTimes, zTimes, cx, cy, cz), this.__matrix4)
54
+ return this
55
+ }
56
+
57
+ // 乘法
58
+ // 可以传入一个矩阵(matrix4,flag)
59
+ multiply(newMatrix4: number[], flag: boolean = false) {
60
+ this.__matrix4 = flag ? _multiply(this.__matrix4, newMatrix4) : _multiply(newMatrix4, this.__matrix4)
61
+ return this
62
+ }
63
+
64
+ // 对一个坐标应用变换
65
+ // 齐次坐标(x,y,z,w)
66
+ use(x: number, y: number, z: number = 0, w: number = 1) {
67
+ // w为0表示点位于无穷远处,忽略
68
+ return _multiply(this.__matrix4, [x, y, z, w])
69
+ }
70
+
71
+ // 矩阵的值
72
+ value() {
73
+ return this.__matrix4
74
+ }
75
+ }
76
+
77
77
  export default Matrix4
@@ -1,12 +1,12 @@
1
- /**
2
- * 在(a,b,c)方向位移d
3
- */
4
- export default function (d: number, a: number, b: number, c: number = 0) {
5
- let sqrt = Math.sqrt(a * a + b * b + c * c)
6
- return [
7
- 1, 0, 0, 0,
8
- 0, 1, 0, 0,
9
- 0, 0, 1, 0,
10
- a * d / sqrt, b * d / sqrt, c * d / sqrt, 1
11
- ]
12
- }
1
+ /**
2
+ * 在(a,b,c)方向位移d
3
+ */
4
+ export default function (d: number, a: number, b: number, c: number = 0) {
5
+ let sqrt = Math.sqrt(a * a + b * b + c * c)
6
+ return [
7
+ 1, 0, 0, 0,
8
+ 0, 1, 0, 0,
9
+ 0, 0, 1, 0,
10
+ a * d / sqrt, b * d / sqrt, c * d / sqrt, 1
11
+ ]
12
+ }
@@ -1,15 +1,15 @@
1
- /**
2
- * 围绕0Z轴旋转
3
- * 其它的旋转可以借助transform实现
4
- * 旋转角度单位采用弧度制
5
- */
6
- export default function (deg: number) {
7
- let sin = Math.sin(deg),
8
- cos = Math.cos(deg)
9
- return [
10
- cos, sin, 0, 0,
11
- -sin, cos, 0, 0,
12
- 0, 0, 1, 0,
13
- 0, 0, 0, 1
14
- ]
15
- }
1
+ /**
2
+ * 围绕0Z轴旋转
3
+ * 其它的旋转可以借助transform实现
4
+ * 旋转角度单位采用弧度制
5
+ */
6
+ export default function (deg: number) {
7
+ let sin = Math.sin(deg),
8
+ cos = Math.cos(deg)
9
+ return [
10
+ cos, sin, 0, 0,
11
+ -sin, cos, 0, 0,
12
+ 0, 0, 1, 0,
13
+ 0, 0, 0, 1
14
+ ]
15
+ }
@@ -1,11 +1,11 @@
1
- /**
2
- * 围绕圆心x、y和z分别缩放xTimes, yTimes和zTimes倍
3
- */
4
- export default function (xTimes: number, yTimes: number, zTimes: number, cx: number = 0, cy: number = 0, cz: number = 0) {
5
- return [
6
- xTimes, 0, 0, 0,
7
- 0, yTimes, 0, 0,
8
- 0, 0, zTimes, 0,
9
- cx - cx * xTimes, cy - cy * yTimes, cz - cz * zTimes, 1
10
- ]
11
- }
1
+ /**
2
+ * 围绕圆心x、y和z分别缩放xTimes, yTimes和zTimes倍
3
+ */
4
+ export default function (xTimes: number, yTimes: number, zTimes: number, cx: number = 0, cy: number = 0, cz: number = 0) {
5
+ return [
6
+ xTimes, 0, 0, 0,
7
+ 0, yTimes, 0, 0,
8
+ 0, 0, zTimes, 0,
9
+ cx - cx * xTimes, cy - cy * yTimes, cz - cz * zTimes, 1
10
+ ]
11
+ }
@@ -1,64 +1,64 @@
1
- /**
2
- * 针对任意射线(a1,b1,c1)->(a2,b2,c2)
3
- * 计算出两个变换矩阵
4
- * 分别为:任意射线变成OZ轴变换矩阵 + OZ轴变回原来的射线的变换矩阵
5
- */
6
- export default function (a1: number, b1: number, c1: number, a2: number, b2: number, c2: number) {
7
-
8
- if (typeof a1 === 'number' && typeof b1 === 'number') {
9
-
10
- // 如果设置两个点
11
- // 表示二维上围绕某个点旋转
12
- if (typeof c1 !== 'number') {
13
- c1 = 0
14
- a2 = a1
15
- b2 = b1
16
- c2 = 1
17
- }
18
- // 只设置三个点(设置不足六个点都认为只设置了三个点)
19
- // 表示围绕从原点出发的射线旋转
20
- else if (typeof a2 !== 'number' || typeof b2 !== 'number' || typeof c2 !== 'number') {
21
- a2 = a1
22
- b2 = b1
23
- c2 = c1
24
- a1 = 0
25
- b1 = 0
26
- c1 = 0
27
- }
28
-
29
- if (a1 == a2 && b1 == b2 && c1 == c2) throw new Error('It\'s not a legitimate ray!')
30
-
31
- let sqrt1 = Math.sqrt((a2 - a1) * (a2 - a1) + (b2 - b1) * (b2 - b1)),
32
- cos1 = sqrt1 != 0 ? (b2 - b1) / sqrt1 : 1,
33
- sin1 = sqrt1 != 0 ? (a2 - a1) / sqrt1 : 0,
34
-
35
- b = (a2 - a1) * sin1 + (b2 - b1) * cos1,
36
- c = c2 - c1,
37
-
38
- sqrt2 = Math.sqrt(b * b + c * c),
39
- cos2 = sqrt2 != 0 ? c / sqrt2 : 1,
40
- sin2 = sqrt2 != 0 ? b / sqrt2 : 0
41
-
42
- return [
43
-
44
- // 任意射线变成OZ轴变换矩阵
45
- [
46
- cos1, cos2 * sin1, sin1 * sin2, 0,
47
- -sin1, cos1 * cos2, cos1 * sin2, 0,
48
- 0, -sin2, cos2, 0,
49
- b1 * sin1 - a1 * cos1, c1 * sin2 - a1 * sin1 * cos2 - b1 * cos1 * cos2, -a1 * sin1 * sin2 - b1 * cos1 * sin2 - c1 * cos2, 1
50
- ],
51
-
52
- // OZ轴变回原来的射线的变换矩阵
53
- [
54
- cos1, -sin1, 0, 0,
55
- cos2 * sin1, cos2 * cos1, -sin2, 0,
56
- sin1 * sin2, cos1 * sin2, cos2, 0,
57
- a1, b1, c1, 1
58
- ]
59
-
60
- ]
61
- } else {
62
- throw new Error('a1 and b1 is required!')
63
- }
64
- }
1
+ /**
2
+ * 针对任意射线(a1,b1,c1)->(a2,b2,c2)
3
+ * 计算出两个变换矩阵
4
+ * 分别为:任意射线变成OZ轴变换矩阵 + OZ轴变回原来的射线的变换矩阵
5
+ */
6
+ export default function (a1: number, b1: number, c1: number, a2: number, b2: number, c2: number) {
7
+
8
+ if (typeof a1 === 'number' && typeof b1 === 'number') {
9
+
10
+ // 如果设置两个点
11
+ // 表示二维上围绕某个点旋转
12
+ if (typeof c1 !== 'number') {
13
+ c1 = 0
14
+ a2 = a1
15
+ b2 = b1
16
+ c2 = 1
17
+ }
18
+ // 只设置三个点(设置不足六个点都认为只设置了三个点)
19
+ // 表示围绕从原点出发的射线旋转
20
+ else if (typeof a2 !== 'number' || typeof b2 !== 'number' || typeof c2 !== 'number') {
21
+ a2 = a1
22
+ b2 = b1
23
+ c2 = c1
24
+ a1 = 0
25
+ b1 = 0
26
+ c1 = 0
27
+ }
28
+
29
+ if (a1 == a2 && b1 == b2 && c1 == c2) throw new Error('It\'s not a legitimate ray!')
30
+
31
+ let sqrt1 = Math.sqrt((a2 - a1) * (a2 - a1) + (b2 - b1) * (b2 - b1)),
32
+ cos1 = sqrt1 != 0 ? (b2 - b1) / sqrt1 : 1,
33
+ sin1 = sqrt1 != 0 ? (a2 - a1) / sqrt1 : 0,
34
+
35
+ b = (a2 - a1) * sin1 + (b2 - b1) * cos1,
36
+ c = c2 - c1,
37
+
38
+ sqrt2 = Math.sqrt(b * b + c * c),
39
+ cos2 = sqrt2 != 0 ? c / sqrt2 : 1,
40
+ sin2 = sqrt2 != 0 ? b / sqrt2 : 0
41
+
42
+ return [
43
+
44
+ // 任意射线变成OZ轴变换矩阵
45
+ [
46
+ cos1, cos2 * sin1, sin1 * sin2, 0,
47
+ -sin1, cos1 * cos2, cos1 * sin2, 0,
48
+ 0, -sin2, cos2, 0,
49
+ b1 * sin1 - a1 * cos1, c1 * sin2 - a1 * sin1 * cos2 - b1 * cos1 * cos2, -a1 * sin1 * sin2 - b1 * cos1 * sin2 - c1 * cos2, 1
50
+ ],
51
+
52
+ // OZ轴变回原来的射线的变换矩阵
53
+ [
54
+ cos1, -sin1, 0, 0,
55
+ cos2 * sin1, cos2 * cos1, -sin2, 0,
56
+ sin1 * sin2, cos1 * sin2, cos2, 0,
57
+ a1, b1, c1, 1
58
+ ]
59
+
60
+ ]
61
+ } else {
62
+ throw new Error('a1 and b1 is required!')
63
+ }
64
+ }
package/src/Mercator.ts CHANGED
@@ -1,27 +1,27 @@
1
- import MapType from '../types/Map'
2
-
3
- /* 墨卡托投影 */
4
- class Mercator implements MapType {
5
- readonly name: string = 'Mercator'
6
-
7
- use: (λ: number, φ: number) => number[]
8
- constructor(scale: number = 7, center: number[] = [107, 36]) {
9
-
10
- let perimeter = 100 * scale * Math.PI // 半周长
11
-
12
- let help = perimeter / 180
13
-
14
- let cx = help * center[0] // 中心横坐标
15
- let cy = -1 * help * center[1] // 中心纵坐标
16
-
17
- this.use = (λ: number, φ: number) => {
18
- return [
19
- (help * λ - cx) * 0.8,
20
- -1 * help * φ - cy
21
- ]
22
- }
23
- }
24
-
25
- }
26
-
1
+ import MapType from '../types/Map'
2
+
3
+ /* 墨卡托投影 */
4
+ class Mercator implements MapType {
5
+ readonly name: string = 'Mercator'
6
+
7
+ use: (λ: number, φ: number) => number[]
8
+ constructor(scale: number = 7, center: number[] = [107, 36]) {
9
+
10
+ let perimeter = 100 * scale * Math.PI // 半周长
11
+
12
+ let help = perimeter / 180
13
+
14
+ let cx = help * center[0] // 中心横坐标
15
+ let cy = -1 * help * center[1] // 中心纵坐标
16
+
17
+ this.use = (λ: number, φ: number) => {
18
+ return [
19
+ (help * λ - cx) * 0.8,
20
+ -1 * help * φ - cy
21
+ ]
22
+ }
23
+ }
24
+
25
+ }
26
+
27
27
  export default Mercator