vislite 1.6.0-alpha.1 → 1.6.0
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/CHANGELOG +1 -1
- package/README.md +284 -284
- package/lib/BarLayout/index.es.js +1 -1
- package/lib/BarLayout/index.es.min.js +1 -1
- package/lib/Buffer/index.es.js +1 -1
- package/lib/Buffer/index.es.min.js +1 -1
- package/lib/Canvas/index.es.js +1 -1
- package/lib/Canvas/index.es.min.js +1 -1
- package/lib/Cardinal/index.es.js +1 -1
- package/lib/Cardinal/index.es.min.js +1 -1
- package/lib/Eoap/index.es.js +1 -1
- package/lib/Eoap/index.es.min.js +1 -1
- package/lib/Hermite/index.es.js +1 -1
- package/lib/Hermite/index.es.min.js +1 -1
- package/lib/MapCoordinate/index.es.js +1 -1
- package/lib/MapCoordinate/index.es.min.js +1 -1
- package/lib/Matrix4/index.es.js +1 -1
- package/lib/Matrix4/index.es.min.js +1 -1
- package/lib/Mercator/index.es.js +1 -1
- package/lib/Mercator/index.es.min.js +1 -1
- package/lib/PieLayout/index.es.js +1 -1
- package/lib/PieLayout/index.es.min.js +1 -1
- package/lib/RawCanvas/index.es.js +1 -1
- package/lib/RawCanvas/index.es.min.js +1 -1
- package/lib/SVG/index.es.js +1 -1
- package/lib/SVG/index.es.min.js +1 -1
- package/lib/Shader/index.es.js +1 -1
- package/lib/Shader/index.es.min.js +1 -1
- package/lib/Texture/index.es.js +1 -1
- package/lib/Texture/index.es.min.js +1 -1
- package/lib/TreeLayout/index.es.js +2 -1
- package/lib/TreeLayout/index.es.min.js +3 -3
- package/lib/animation/index.es.js +1 -1
- package/lib/animation/index.es.min.js +1 -1
- package/lib/assemble/index.es.js +1 -1
- package/lib/assemble/index.es.min.js +1 -1
- package/lib/getLoopColors/index.es.js +1 -1
- package/lib/getLoopColors/index.es.min.js +1 -1
- package/lib/getWebGLContext/index.es.js +1 -1
- package/lib/getWebGLContext/index.es.min.js +1 -1
- package/lib/index.umd.js +2 -1
- package/lib/index.umd.min.js +2 -2
- package/lib/initOption/index.es.js +1 -1
- package/lib/initOption/index.es.min.js +1 -1
- package/lib/mergeOption/index.es.js +1 -1
- package/lib/mergeOption/index.es.min.js +1 -1
- package/lib/move/index.es.js +1 -1
- package/lib/move/index.es.min.js +1 -1
- package/lib/rotate/index.es.js +1 -1
- package/lib/rotate/index.es.min.js +1 -1
- package/lib/ruler/index.es.js +1 -1
- package/lib/ruler/index.es.min.js +1 -1
- package/lib/scale/index.es.js +1 -1
- package/lib/scale/index.es.min.js +1 -1
- package/lib/throttle/index.es.js +1 -1
- package/lib/throttle/index.es.min.js +1 -1
- package/package.json +1 -1
- package/src/SVG.ts +55 -55
- package/src/common/tree/toPlainTree.ts +135 -135
- package/src/common/webgl/texture.ts +98 -98
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@@ -1,136 +1,136 @@
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import type TreeConfigType from '../../../types/TreeConfig'
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import toInnerTree from './toInnerTree'
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// 可以传递任意格式的树原始数据
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// 只要配置对应的解析方法即可
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export default function (initTree: any, config: TreeConfigType, noOpens: {}) {
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const treeData = toInnerTree(initTree, config)
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const alltreedata = treeData.value // 维护的树
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const rootid = treeData.rid // 根结点ID
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if (treeData.num == 1) {
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alltreedata[rootid].left = 0.5
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alltreedata[rootid].top = 0.5
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alltreedata[rootid].show = true
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return {
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deep: 1,
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node: alltreedata,
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root: rootid,
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size: 1
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}
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} else {
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const beforeDis: Array<number> = []
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let size = 0, maxDeep = 0
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//
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if (noOpens[rootid]) {
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alltreedata[rootid].left = 0.5
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alltreedata[rootid].top = 0.5
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alltreedata[rootid].show = true
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size = 1
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} else {
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; (function positionCalc(pNode, deep) {
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if (deep > maxDeep) maxDeep = deep
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let flag: number = 0
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//
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if (!noOpens[pNode.id]) {
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for (flag = 0; flag < pNode.children.length; flag++)
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// 因为全部的子结点的位置确定了,父结点的y位置就是子结点的中间位置
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// 因此有子结点的,先计算子结点
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positionCalc(alltreedata[pNode.children[flag]], deep + 1)
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}
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// left的位置比较简单,deep从0开始编号
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// 比如deep=0,第一层,left=0+0.5=0.5,也就是根结点
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alltreedata[pNode.id].left = deep + 0.5
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if (flag == 0) {
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// beforeDis是一个数组,用以记录每一层此刻top下边缘(每一层是从上到下)
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// 比如一层的第一个,top值最小可以取top=0.5
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// 为了方便计算,beforeDis[deep] == undefined的时候表示现在准备计算的是这层的第一个结点
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// 因此设置最低上边缘为-0.5
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if (beforeDis[deep] == void 0) beforeDis[deep] = -0.5
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// 父边缘同意的进行初始化
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if (beforeDis[deep - 1] == void 0) beforeDis[deep - 1] = -0.5
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// 添加的新结点top值第一种求法:本层上边缘+1(比如上边缘是-0.5,那么top最小是top=-0.5+1=0.5)
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alltreedata[pNode.id].top = beforeDis[deep] + 1
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const pTop = beforeDis[deep] + 1 + (alltreedata[pNode.pid].children.length - 1) * 0.5
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// 计算的原则是:如果第一种可行,选择第一种,否则必须选择第二种
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// 判断第一种是否可行的方法就是:如果第一种计算后确定的孩子上边缘不对导致孩子和孩子的前兄弟重合就是可行的
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if (pTop - 1 < beforeDis[deep - 1])
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// 必须保证父亲结点和父亲的前一个兄弟保存1的距离,至少
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// 添加的新结点top值的第二种求法:根据孩子取孩子结点的中心top
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alltreedata[pNode.id].top = beforeDis[deep - 1] + 1 - (alltreedata[pNode.pid].children.length - 1) * 0.5
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} else {
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// 此刻flag!=0
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// 意味着结点有孩子,那么问题就解决了,直接取孩子的中间即可
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// 其实,flag==0的分支计算的就是孩子,是没有孩子的叶结点,那是关键
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alltreedata[pNode.id].top = (alltreedata[pNode.children[0]].top + alltreedata[pNode.children[flag - 1]].top) * 0.5
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}
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// 因为计算孩子的时候
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// 无法掌握父辈兄弟的情况
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// 可能会出现父亲和兄弟重叠问题
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if (alltreedata[pNode.id].top <= beforeDis[deep]) {
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const needUp = beforeDis[deep] + 1 - alltreedata[pNode.id].top
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(function doUp(_pid: number | string, _deep: number) {
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alltreedata[_pid].top += needUp;
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if (beforeDis[_deep] < alltreedata[_pid].top) beforeDis[_deep] = alltreedata[_pid].top
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for (let _flag = 0; _flag < alltreedata[_pid].children.length; _flag++) {
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doUp(alltreedata[_pid].children[_flag], _deep + 1)
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}
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})(pNode.id, deep)
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}
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// 计算好一个结点后,需要更新此刻该层的上边缘
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beforeDis[deep] = alltreedata[pNode.id].top
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// size在每次计算一个结点后更新,是为了最终绘图的时候知道树有多宽(此处应该叫高)
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if (alltreedata[pNode.id].top + 0.5 > size) size = alltreedata[pNode.id].top + 0.5
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})(alltreedata[rootid], 0)
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}
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// 对于不显示的,需要标记一下
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for (const key in noOpens) {
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// @ts-
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if (noOpens[key]) {
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alltreedata[key].isOpen = false
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; (function updateHidden(pid, left, top) {
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for (let index = 0; index < alltreedata[pid].children.length; index++) {
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alltreedata[alltreedata[pid].children[index]].left = left
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alltreedata[alltreedata[pid].children[index]].top = top
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alltreedata[alltreedata[pid].children[index]].show = false
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updateHidden(alltreedata[pid].children[index], left, top)
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}
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})(key, alltreedata[key].left, alltreedata[key].top)
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}
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}
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// 传递的参数分别表示:记录了位置信息的树结点集合、根结点ID和树的宽
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return {
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"node": alltreedata,
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"root": rootid,
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"size": size,
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"deep": maxDeep + 1
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}
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}
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import type TreeConfigType from '../../../types/TreeConfig'
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import toInnerTree from './toInnerTree'
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// 可以传递任意格式的树原始数据
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// 只要配置对应的解析方法即可
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export default function (initTree: any, config: TreeConfigType, noOpens: any = {}) {
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const treeData = toInnerTree(initTree, config)
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const alltreedata = treeData.value // 维护的树
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const rootid = treeData.rid // 根结点ID
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if (treeData.num == 1) {
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alltreedata[rootid].left = 0.5
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alltreedata[rootid].top = 0.5
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alltreedata[rootid].show = true
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return {
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deep: 1,
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node: alltreedata,
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root: rootid,
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size: 1
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}
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} else {
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const beforeDis: Array<number> = []
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let size = 0, maxDeep = 0
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// @typescript-eslint/ban-ts-comment
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if (noOpens[rootid]) {
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alltreedata[rootid].left = 0.5
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alltreedata[rootid].top = 0.5
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alltreedata[rootid].show = true
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size = 1
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} else {
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; (function positionCalc(pNode, deep) {
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if (deep > maxDeep) maxDeep = deep
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let flag: number = 0
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// @typescript-eslint/ban-ts-comment
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if (!noOpens[pNode.id]) {
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for (flag = 0; flag < pNode.children.length; flag++)
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// 因为全部的子结点的位置确定了,父结点的y位置就是子结点的中间位置
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// 因此有子结点的,先计算子结点
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positionCalc(alltreedata[pNode.children[flag]], deep + 1)
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}
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// left的位置比较简单,deep从0开始编号
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// 比如deep=0,第一层,left=0+0.5=0.5,也就是根结点
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alltreedata[pNode.id].left = deep + 0.5
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if (flag == 0) {
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// beforeDis是一个数组,用以记录每一层此刻top下边缘(每一层是从上到下)
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// 比如一层的第一个,top值最小可以取top=0.5
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// 为了方便计算,beforeDis[deep] == undefined的时候表示现在准备计算的是这层的第一个结点
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// 因此设置最低上边缘为-0.5
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if (beforeDis[deep] == void 0) beforeDis[deep] = -0.5
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// 父边缘同意的进行初始化
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if (beforeDis[deep - 1] == void 0) beforeDis[deep - 1] = -0.5
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// 添加的新结点top值第一种求法:本层上边缘+1(比如上边缘是-0.5,那么top最小是top=-0.5+1=0.5)
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alltreedata[pNode.id].top = beforeDis[deep] + 1
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const pTop = beforeDis[deep] + 1 + (alltreedata[pNode.pid].children.length - 1) * 0.5
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// 计算的原则是:如果第一种可行,选择第一种,否则必须选择第二种
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// 判断第一种是否可行的方法就是:如果第一种计算后确定的孩子上边缘不对导致孩子和孩子的前兄弟重合就是可行的
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if (pTop - 1 < beforeDis[deep - 1])
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// 必须保证父亲结点和父亲的前一个兄弟保存1的距离,至少
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// 添加的新结点top值的第二种求法:根据孩子取孩子结点的中心top
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alltreedata[pNode.id].top = beforeDis[deep - 1] + 1 - (alltreedata[pNode.pid].children.length - 1) * 0.5
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} else {
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// 此刻flag!=0
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// 意味着结点有孩子,那么问题就解决了,直接取孩子的中间即可
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80
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// 其实,flag==0的分支计算的就是孩子,是没有孩子的叶结点,那是关键
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alltreedata[pNode.id].top = (alltreedata[pNode.children[0]].top + alltreedata[pNode.children[flag - 1]].top) * 0.5
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}
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// 因为计算孩子的时候
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// 无法掌握父辈兄弟的情况
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// 可能会出现父亲和兄弟重叠问题
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if (alltreedata[pNode.id].top <= beforeDis[deep]) {
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const needUp = beforeDis[deep] + 1 - alltreedata[pNode.id].top
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(function doUp(_pid: number | string, _deep: number) {
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alltreedata[_pid].top += needUp;
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if (beforeDis[_deep] < alltreedata[_pid].top) beforeDis[_deep] = alltreedata[_pid].top
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for (let _flag = 0; _flag < alltreedata[_pid].children.length; _flag++) {
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doUp(alltreedata[_pid].children[_flag], _deep + 1)
|
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+
}
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96
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+
})(pNode.id, deep)
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+
}
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+
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99
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+
// 计算好一个结点后,需要更新此刻该层的上边缘
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+
beforeDis[deep] = alltreedata[pNode.id].top
|
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+
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// size在每次计算一个结点后更新,是为了最终绘图的时候知道树有多宽(此处应该叫高)
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+
if (alltreedata[pNode.id].top + 0.5 > size) size = alltreedata[pNode.id].top + 0.5
|
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+
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105
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+
})(alltreedata[rootid], 0)
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|
+
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107
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+
}
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108
|
+
// 对于不显示的,需要标记一下
|
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109
|
+
for (const key in noOpens) {
|
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110
|
+
// @typescript-eslint/ban-ts-comment
|
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|
+
if (noOpens[key]) {
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+
alltreedata[key].isOpen = false
|
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113
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+
; (function updateHidden(pid, left, top) {
|
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+
for (let index = 0; index < alltreedata[pid].children.length; index++) {
|
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+
alltreedata[alltreedata[pid].children[index]].left = left
|
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+
alltreedata[alltreedata[pid].children[index]].top = top
|
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+
alltreedata[alltreedata[pid].children[index]].show = false
|
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+
|
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+
updateHidden(alltreedata[pid].children[index], left, top)
|
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+
}
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121
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+
})(key, alltreedata[key].left, alltreedata[key].top)
|
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|
+
}
|
|
123
|
+
}
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+
|
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125
|
+
// 传递的参数分别表示:记录了位置信息的树结点集合、根结点ID和树的宽
|
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|
+
return {
|
|
127
|
+
"node": alltreedata,
|
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128
|
+
"root": rootid,
|
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129
|
+
"size": size,
|
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|
+
"deep": maxDeep + 1
|
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|
+
}
|
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132
|
+
|
|
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|
+
}
|
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+
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|
+
|
|
136
136
|
}
|
|
@@ -1,99 +1,99 @@
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1
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-
// 初始化一个纹理对象
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2
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-
// type = gl.TEXTURE_2D 二维纹理
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3
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-
// type = gl.TEXTURE_CUBE_MAP 立方体纹理
|
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4
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-
// unit表示开启的纹理单元编号
|
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5
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const initTexture = (painter: WebGLRenderingContext, type: number, unit: number) => {
|
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6
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-
|
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7
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// 创建纹理对象
|
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8
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-
const texture = painter.createTexture()
|
|
9
|
-
|
|
10
|
-
// 开启纹理单元,unit表示开启的编号
|
|
11
|
-
// @ts-
|
|
12
|
-
painter.activeTexture(painter['TEXTURE' + unit])
|
|
13
|
-
|
|
14
|
-
// 绑定纹理对象到目标上
|
|
15
|
-
painter.bindTexture(type, texture)
|
|
16
|
-
|
|
17
|
-
return texture
|
|
18
|
-
}
|
|
19
|
-
|
|
20
|
-
// 链接资源图片
|
|
21
|
-
// level默认传入0即可,和金字塔纹理有关
|
|
22
|
-
// format表示图像的内部格式:
|
|
23
|
-
// gl.RGB(红绿蓝)
|
|
24
|
-
// gl.RGBA(红绿蓝透明度)
|
|
25
|
-
// gl.ALPHA(0.0,0.0,0.0,透明度)
|
|
26
|
-
// gl.LUMINANCE(L、L、L、1L:流明)
|
|
27
|
-
// gl.LUMINANCE_ALPHA(L、L、L,透明度)
|
|
28
|
-
// textureType表示纹理数据的格式:
|
|
29
|
-
// gl.UNSIGNED_BYTE: 表示无符号整形,每一个颜色分量占据1字节
|
|
30
|
-
// gl.UNSIGNED_SHORT_5_6_5: 表示RGB,每一个分量分别占据占据5, 6, 5比特
|
|
31
|
-
// gl.UNSIGNED_SHORT_4_4_4_4: 表示RGBA,每一个分量分别占据占据4, 4, 4, 4比特
|
|
32
|
-
// gl.UNSIGNED_SHORT_5_5_5_1: 表示RGBA,每一个分量分别占据占据5比特,A分量占据1比特
|
|
33
|
-
const linkImage = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, image: TexImageSource) => {
|
|
34
|
-
painter.texImage2D(type, level, format, format, textureType, image)
|
|
35
|
-
}
|
|
36
|
-
|
|
37
|
-
const linkCube = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, images: TexImageSource[], width: number, height: number, texture: WebGLTexture) => {
|
|
38
|
-
|
|
39
|
-
const types = [
|
|
40
|
-
painter.TEXTURE_CUBE_MAP_POSITIVE_X, // 右
|
|
41
|
-
painter.TEXTURE_CUBE_MAP_NEGATIVE_X, // 左
|
|
42
|
-
painter.TEXTURE_CUBE_MAP_POSITIVE_Y, // 上
|
|
43
|
-
painter.TEXTURE_CUBE_MAP_NEGATIVE_Y, // 下
|
|
44
|
-
painter.TEXTURE_CUBE_MAP_POSITIVE_Z, // 后
|
|
45
|
-
painter.TEXTURE_CUBE_MAP_NEGATIVE_Z // 前
|
|
46
|
-
]
|
|
47
|
-
let target: number
|
|
48
|
-
|
|
49
|
-
for (let i = 0; i < types.length; i++) {
|
|
50
|
-
if (images[i]) {
|
|
51
|
-
target = types[i]
|
|
52
|
-
painter.texImage2D(target, level, format, width, height, 0, format, textureType, null)
|
|
53
|
-
painter.bindTexture(type, texture)
|
|
54
|
-
painter.texImage2D(target, level, format, format, textureType, images[i])
|
|
55
|
-
}
|
|
56
|
-
}
|
|
57
|
-
|
|
58
|
-
painter.generateMipmap(type)
|
|
59
|
-
}
|
|
60
|
-
|
|
61
|
-
class TextureObject {
|
|
62
|
-
|
|
63
|
-
private __painter: WebGLRenderingContext
|
|
64
|
-
private __type: number
|
|
65
|
-
|
|
66
|
-
private __texture: WebGLTexture
|
|
67
|
-
|
|
68
|
-
constructor(painter: WebGLRenderingContext, type: string, unit = 0) {
|
|
69
|
-
this.__painter = painter
|
|
70
|
-
this.__type = {
|
|
71
|
-
"2d": painter.TEXTURE_2D,
|
|
72
|
-
"cube": painter.TEXTURE_CUBE_MAP
|
|
73
|
-
}[type] as number
|
|
74
|
-
|
|
75
|
-
// 创建纹理
|
|
76
|
-
this.__texture = initTexture(painter, this.__type, unit) as WebGLTexture
|
|
77
|
-
|
|
78
|
-
// 配置纹理
|
|
79
|
-
painter.texParameteri(this.__type, painter.TEXTURE_MIN_FILTER, painter.NEAREST)
|
|
80
|
-
painter.texParameteri(this.__type, painter.TEXTURE_MAG_FILTER, painter.NEAREST)
|
|
81
|
-
painter.texParameteri(this.__type, painter.TEXTURE_WRAP_S, painter.CLAMP_TO_EDGE)
|
|
82
|
-
painter.texParameteri(this.__type, painter.TEXTURE_WRAP_T, painter.CLAMP_TO_EDGE)
|
|
83
|
-
}
|
|
84
|
-
|
|
85
|
-
// 链接图片资源(单一)
|
|
86
|
-
useImage(image: TexImageSource) {
|
|
87
|
-
linkImage(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, image)
|
|
88
|
-
return this
|
|
89
|
-
}
|
|
90
|
-
|
|
91
|
-
// 链接图片资源(多张)
|
|
92
|
-
useCube(images: TexImageSource[], width: number, height: number) {
|
|
93
|
-
linkCube(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, images, width, height, this.__texture)
|
|
94
|
-
return this
|
|
95
|
-
}
|
|
96
|
-
|
|
97
|
-
}
|
|
98
|
-
|
|
1
|
+
// 初始化一个纹理对象
|
|
2
|
+
// type = gl.TEXTURE_2D 二维纹理
|
|
3
|
+
// type = gl.TEXTURE_CUBE_MAP 立方体纹理
|
|
4
|
+
// unit表示开启的纹理单元编号
|
|
5
|
+
const initTexture = (painter: WebGLRenderingContext, type: number, unit: number) => {
|
|
6
|
+
|
|
7
|
+
// 创建纹理对象
|
|
8
|
+
const texture = painter.createTexture()
|
|
9
|
+
|
|
10
|
+
// 开启纹理单元,unit表示开启的编号
|
|
11
|
+
// @typescript-eslint/ban-ts-comment
|
|
12
|
+
painter.activeTexture((painter as any)['TEXTURE' + unit])
|
|
13
|
+
|
|
14
|
+
// 绑定纹理对象到目标上
|
|
15
|
+
painter.bindTexture(type, texture)
|
|
16
|
+
|
|
17
|
+
return texture
|
|
18
|
+
}
|
|
19
|
+
|
|
20
|
+
// 链接资源图片
|
|
21
|
+
// level默认传入0即可,和金字塔纹理有关
|
|
22
|
+
// format表示图像的内部格式:
|
|
23
|
+
// gl.RGB(红绿蓝)
|
|
24
|
+
// gl.RGBA(红绿蓝透明度)
|
|
25
|
+
// gl.ALPHA(0.0,0.0,0.0,透明度)
|
|
26
|
+
// gl.LUMINANCE(L、L、L、1L:流明)
|
|
27
|
+
// gl.LUMINANCE_ALPHA(L、L、L,透明度)
|
|
28
|
+
// textureType表示纹理数据的格式:
|
|
29
|
+
// gl.UNSIGNED_BYTE: 表示无符号整形,每一个颜色分量占据1字节
|
|
30
|
+
// gl.UNSIGNED_SHORT_5_6_5: 表示RGB,每一个分量分别占据占据5, 6, 5比特
|
|
31
|
+
// gl.UNSIGNED_SHORT_4_4_4_4: 表示RGBA,每一个分量分别占据占据4, 4, 4, 4比特
|
|
32
|
+
// gl.UNSIGNED_SHORT_5_5_5_1: 表示RGBA,每一个分量分别占据占据5比特,A分量占据1比特
|
|
33
|
+
const linkImage = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, image: TexImageSource) => {
|
|
34
|
+
painter.texImage2D(type, level, format, format, textureType, image)
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
const linkCube = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, images: TexImageSource[], width: number, height: number, texture: WebGLTexture) => {
|
|
38
|
+
|
|
39
|
+
const types = [
|
|
40
|
+
painter.TEXTURE_CUBE_MAP_POSITIVE_X, // 右
|
|
41
|
+
painter.TEXTURE_CUBE_MAP_NEGATIVE_X, // 左
|
|
42
|
+
painter.TEXTURE_CUBE_MAP_POSITIVE_Y, // 上
|
|
43
|
+
painter.TEXTURE_CUBE_MAP_NEGATIVE_Y, // 下
|
|
44
|
+
painter.TEXTURE_CUBE_MAP_POSITIVE_Z, // 后
|
|
45
|
+
painter.TEXTURE_CUBE_MAP_NEGATIVE_Z // 前
|
|
46
|
+
]
|
|
47
|
+
let target: number
|
|
48
|
+
|
|
49
|
+
for (let i = 0; i < types.length; i++) {
|
|
50
|
+
if (images[i]) {
|
|
51
|
+
target = types[i]
|
|
52
|
+
painter.texImage2D(target, level, format, width, height, 0, format, textureType, null)
|
|
53
|
+
painter.bindTexture(type, texture)
|
|
54
|
+
painter.texImage2D(target, level, format, format, textureType, images[i])
|
|
55
|
+
}
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
painter.generateMipmap(type)
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
class TextureObject {
|
|
62
|
+
|
|
63
|
+
private __painter: WebGLRenderingContext
|
|
64
|
+
private __type: number
|
|
65
|
+
|
|
66
|
+
private __texture: WebGLTexture
|
|
67
|
+
|
|
68
|
+
constructor(painter: WebGLRenderingContext, type: string, unit = 0) {
|
|
69
|
+
this.__painter = painter
|
|
70
|
+
this.__type = {
|
|
71
|
+
"2d": painter.TEXTURE_2D,
|
|
72
|
+
"cube": painter.TEXTURE_CUBE_MAP
|
|
73
|
+
}[type] as number
|
|
74
|
+
|
|
75
|
+
// 创建纹理
|
|
76
|
+
this.__texture = initTexture(painter, this.__type, unit) as WebGLTexture
|
|
77
|
+
|
|
78
|
+
// 配置纹理
|
|
79
|
+
painter.texParameteri(this.__type, painter.TEXTURE_MIN_FILTER, painter.NEAREST)
|
|
80
|
+
painter.texParameteri(this.__type, painter.TEXTURE_MAG_FILTER, painter.NEAREST)
|
|
81
|
+
painter.texParameteri(this.__type, painter.TEXTURE_WRAP_S, painter.CLAMP_TO_EDGE)
|
|
82
|
+
painter.texParameteri(this.__type, painter.TEXTURE_WRAP_T, painter.CLAMP_TO_EDGE)
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
// 链接图片资源(单一)
|
|
86
|
+
useImage(image: TexImageSource) {
|
|
87
|
+
linkImage(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, image)
|
|
88
|
+
return this
|
|
89
|
+
}
|
|
90
|
+
|
|
91
|
+
// 链接图片资源(多张)
|
|
92
|
+
useCube(images: TexImageSource[], width: number, height: number) {
|
|
93
|
+
linkCube(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, images, width, height, this.__texture)
|
|
94
|
+
return this
|
|
95
|
+
}
|
|
96
|
+
|
|
97
|
+
}
|
|
98
|
+
|
|
99
99
|
export default TextureObject
|