antv-l7/dev-demos/features/threejs/amap1.md

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feat: 瓦片图层、地图图层渲染性能/体验优化 (#1329) * fix: 修复 featureScale 错误 * style: lint style * fix: remove featureScalePlugin async * feat: 优化简单矢量线瓦片的计算 * feat: 优化简单线图层的网格计算构建 * style: lint style * style: lint style * feat: 矢量瓦片更新渲染优化 * fix: 修复 tileLayer 重复创建导致的瓦片更新错误 * feat: 优化矢量瓦片图层本身的性能 * style: lint style * feat: 优化 reRender 的调用 * feat: 合并瓦片销毁时的重绘 * feat: 去除矢量文本图层的 remapping 映射 * feat: 网格构建异步改造修复 * feat: 瓦片渲染流程优化 * feat: 通用瓦片流程的优化(主线程阻塞优化) * feat: 补全瓦片更新触发 * feat: 默认顶点属性构建的优化 * style: lint style * feat: 调整矢量点 uniform 参数 * chore: 去除矢量图层对偏移坐标的支持(不统一) * style: lint style * feat: 合并不同瓦片图层触发的重绘 * style: lint style * chore: 调整瓦片代码结构 * feat: 矢量图层初始化优化 * chore: code clean * feat: 矢量图层地图绘制数据属性映射优化 * chore: lint style * feat: 矢量图层地图绘制初始化优化 * feat: maskLayer 初始化优化、debugtestLayer 默认为 basemap 模式 * chore: style * feat: 绘制指令优化 - picking drawCommand * style: lint style * feat: 优化矢量图层初始化资源的创建 * feat: 简化矢量瓦片图层加载完成触发的重绘 * chore: 统一地图图层的样式写法 color、size * style: lint style * style: lint style * style: lint style * feat: 瓦片渲染执行优化 Please enter the commit message for your changes. Lines starting * feat: 优化拾取渲染 * style: lint style * chore: style change * style: lint style * feat: layer plugin list clean * style: lint style * feat: 合并shader 使用 * style: lint style * feat: 优化 source 计算 * feat: 去除 source 中对创建 tileset 的多余判断 * chore: 优化代码写法 * feat: 地图瓦片图层类型定义优化 * chore: data clean * style: lint style * style: lint style * feat: debugLayer add basemap attr * chore: demo 调整 * feat: 优化瓦片图层的渲染 * feat: 修改瓦片显示更新 * fix: 修复动画模式传值导致的显示效果问题 * fix: 修复 mapbox version 设置错误的问题 * fix: 修复 CanvasLayer render * style: lint style * chore: clean citybuilding demo * style: lint style * chore: clean point simple code * chore: clean point text iconfont * chore: clean polygon fill code * style: lint style * chore: clean billboard demo * chore: clean polygon water/ocean demos * chore: clean point radar demos * chore: clean point normal demos * chore: clean wind layer demos * chore: clean demos * feat: clean demos & fix half line insert attri * style: lint style * chore: clean mask demo * chore: adjust website demo * style: lint style * chore: clean worker demos * style: lint style * fix: 修复箭头顶点重复插入的问题 * fix: 修复线图层弧线的纹理分布 * chore: website demos code clean * chore: layerService/renderlayers move clear place * feat: 优化图片瓦片的颜色映射 * style: lint style Co-authored-by: shihui <yiqianyao.yqy@alibaba-inc.com>
2022-09-19 16:03:18 +08:00
### threejs - amap1
```tsx
import { Scene } from '@antv/l7';
import { GaodeMap } from '@antv/l7-maps';
import React, { useEffect } from 'react';
import { ThreeLayer, ThreeRender } from '@antv/l7-three';
import * as THREE from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
import { animate, easeInOut } from 'popmotion';
export default () => {
useEffect(() => {
const scene = new Scene({
id: 'map',
map: new GaodeMap({
center: [111.4453125, 32.84267363195431],
pitch: 45,
rotation: 30,
zoom: 10,
}),
});
scene.registerRenderService(ThreeRender);
scene.on('loaded', () => {
const threeJSLayer = new ThreeLayer({
enableMultiPassRenderer: false,
// @ts-ignore
onAddMeshes: (threeScene: THREE.Scene, layer: ThreeLayer) => {
threeScene.add(new THREE.AmbientLight(0xffffff));
const sunlight = new THREE.DirectionalLight(0xffffff, 0.25);
sunlight.position.set(0, 80000000, 100000000);
sunlight.matrixWorldNeedsUpdate = true;
threeScene.add(sunlight);
let center = scene.getCenter();
let cubeGeometry = new THREE.BoxBufferGeometry(10000, 10000, 10000);
let cubeMaterial = new THREE.MeshNormalMaterial();
let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
layer.setObjectLngLat(cube, [center.lng + 0.05, center.lat], 0);
threeScene.add(cube);
// 使用 Three.js glTFLoader 加载模型
const loader = new GLTFLoader();
loader.load(
'https://gw.alipayobjects.com/os/bmw-prod/3ca0a546-92d8-4ba0-a89c-017c218d5bea.gltf',
(gltf) => {
// 根据 GeoJSON 数据放置模型
const gltfScene = gltf.scene;
layer.adjustMeshToMap(gltfScene);
layer.setMeshScale(gltfScene, 1000, 1000, 1000);
layer.setObjectLngLat(
gltfScene,
[ center.lng, center.lat ],
0,
);
const animations = gltf.animations;
if (animations && animations.length) {
const mixer = new THREE.AnimationMixer(gltfScene);
const animation = animations[2];
const action = mixer.clipAction(animation);
action.play();
layer.addAnimateMixer(mixer);
}
// 向场景中添加模型
threeScene.add(gltfScene);
// 重绘图层
layer.render();
},
);
},
})
.animate(true);
scene.addLayer(threeJSLayer);
});
}, [])
return (
<div
id="map"
style={{
height:'500px',
position: 'relative'
}}
/>
);
}
```