mirror of https://gitee.com/antv-l7/antv-l7
Merge branch 'master' of https://github.com/antvis/L7
This commit is contained in:
commit
0239894f2f
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@ -171,8 +171,8 @@ export default class PickingService implements IPickingService {
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}
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this.alreadyInPicking = true;
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const t = new Date().getTime();
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// @ts-ignore
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if (t - this.lastPickTime > 10) {
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// TODO: 优化拾取操作 在右键时 mousedown 和 contextmenu 几乎同时触发,所以不能舍去这一次的触发
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if (t - this.lastPickTime > 10 || target.type === 'contextmenu') {
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await this.pickingLayers(target);
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}
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// await this.pickingLayers(target);
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@ -206,8 +206,6 @@ export default class PickingService implements IPickingService {
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getContainer,
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} = this.rendererService;
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this.resizePickingFBO();
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useFramebuffer(this.pickingFBO, () => {
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const layers = this.layerService.getRenderList();
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layers
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@ -11,7 +11,7 @@ uniform float u_shaderPick;
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/*
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* Returns highlight color if this item is selected.
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*/
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vec4 filterHighlightColor(vec4 color, float lightWeight) {
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vec4 filterHighlightColor(vec4 color, float weight) {
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bool selected = bool(v_PickingResult.a);
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if (selected) {
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@ -21,7 +21,7 @@ vec4 filterHighlightColor(vec4 color, float lightWeight) {
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float highLightRatio = highLightAlpha / (highLightAlpha + color.a * (1.0 - highLightAlpha));
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vec3 resultRGB = mix(color.rgb, highLightColor.rgb, highLightRatio);
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return vec4(resultRGB * lightWeight, color.a);
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return vec4(resultRGB * weight, color.a);
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} else {
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return color;
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}
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@ -53,6 +53,16 @@ vec4 filterColor(vec4 color) {
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}
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// TODO: 优化水波点 blend additive 模式下有的拾取效果
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vec4 filterColorAnimate(vec4 color) {
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// TODO: 过滤多余的 shader 计算
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if(u_shaderPick < 0.5) {
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return color; // 暂时去除 直接取消计算在选中时拖拽地图会有问题
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} else {
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return filterPickingColor(filterHighlightColor(color, color.a));
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}
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}
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vec4 filterColorWithLight(vec4 color, float lightWeight) {
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// TODO: 过滤多余的 shader 计算
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// return color;
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@ -31,6 +31,7 @@ interface IPointLayerStyleOptions {
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stroke: styleColor;
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strokeOpacity: styleSingle;
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offsets: styleOffset;
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blend: string;
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}
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// 判断当前使用的 style 中的变量属性是否需要进行数据映射
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export default class FillModel extends BaseModel {
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@ -41,6 +42,7 @@ export default class FillModel extends BaseModel {
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strokeWidth = 0,
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stroke = 'rgba(0,0,0,0)',
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offsets = [0, 0],
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blend,
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} = this.layer.getLayerConfig() as IPointLayerStyleOptions;
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if (
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@ -90,6 +92,7 @@ export default class FillModel extends BaseModel {
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});
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}
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return {
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u_additive: blend === 'additive' ? 1.0 : 0.0,
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u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,
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u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]
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u_cellTypeLayout: this.getCellTypeLayout(),
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@ -1,8 +1,7 @@
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#define Animate 0.0
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uniform float u_globel;
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uniform float u_blur : 0;
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// uniform float u_stroke_width : 1;
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uniform float u_additive;
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varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
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@ -33,8 +32,6 @@ void main() {
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vec4 strokeColor = textrueStroke == vec4(0) ? v_color : textrueStroke;
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lowp float antialiasblur = v_data.z;
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float antialiased_blur = -max(u_blur, antialiasblur);
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// float r = v_radius / (v_radius + u_stroke_width);
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float r = v_radius / (v_radius + strokeWidth);
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float outer_df;
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@ -72,18 +69,12 @@ void main() {
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if(u_globel > 0.0) {
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// TODO: 地球模式下避免多余片元绘制,同时也能避免有用片元在透明且重叠的情况下无法写入
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// 付出的代价是边缘会有一些锯齿
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if(outer_df > antialiased_blur + 0.018) discard;
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if(outer_df > antialiasblur + 0.018) discard;
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}
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float opacity_t = smoothstep(0.0, antialiased_blur, outer_df);
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// float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(
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// antialiased_blur,
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// 0.0,
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// inner_df
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// );
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float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(
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antialiased_blur,
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float opacity_t = smoothstep(0.0, antialiasblur, outer_df);
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float color_t = strokeWidth < 0.01 ? 0.0 : smoothstep(
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antialiasblur,
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0.0,
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inner_df
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);
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@ -93,21 +84,26 @@ void main() {
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gl_FragColor = mix(vec4(v_color.rgb, v_color.a * opacity), strokeColor * stroke_opacity, color_t);
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gl_FragColor.a = gl_FragColor.a * opacity_t;
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if(u_aimate.x == Animate) {
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float d = length(v_data.xy);
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float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);
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gl_FragColor = vec4(gl_FragColor.xyz, intensity);
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// TODO: 根据叠加模式选择效果
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if(u_additive > 0.0) {
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gl_FragColor *= intensity;
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} else {
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gl_FragColor = vec4(gl_FragColor.xyz, intensity);
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}
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// TODO: 优化在水波纹情况下的拾取(a == 0 时无法拾取)
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if(d < 0.7) {
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gl_FragColor.a = max(gl_FragColor.a, 0.001);
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}
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gl_FragColor = u_additive > 0.0 ?filterColorAnimate(gl_FragColor) : filterColor(gl_FragColor);
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} else {
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gl_FragColor = filterColor(gl_FragColor);
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}
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gl_FragColor = filterColor(gl_FragColor);
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if(gl_FragColor.a == 0.00) {
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gl_FragColor.rgb *= gl_FragColor.a;
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}
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// gl_FragColor.rgb *= gl_FragColor.a;
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gl_FragColor *= opacity_t;
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}
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@ -20,6 +20,8 @@ uniform float u_stroke_width : 2;
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uniform vec4 u_stroke_color : [0.0, 0.0, 0.0, 0.0];
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uniform vec2 u_offsets;
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uniform float u_blur : 0.0;
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#pragma include "styleMapping"
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#pragma include "styleMappingCalOpacity"
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#pragma include "styleMappingCalStrokeOpacity"
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@ -121,7 +123,8 @@ void main() {
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// TODO: billboard
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// anti-alias
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float antialiasblur = 1.0 / u_DevicePixelRatio / (newSize + u_stroke_width);
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// float antialiased_blur = -max(u_blur, antialiasblur);
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float antialiasblur = -max(1.0 / u_DevicePixelRatio / (newSize + u_stroke_width), u_blur);
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// construct point coords
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// TODP: /abs(extrude.x) 是为了兼容地球模式
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@ -122,7 +122,8 @@ export class Map extends Camera {
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const height = dimensions[1];
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this.transform.resize(width, height);
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if (!isMini) {
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// TODO: 小程序环境不需要执行后续动作
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if (isMini) {
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return this;
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}
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const fireMoving = !this.moving;
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@ -28,7 +28,9 @@ export default class GaodeMapComponent extends React.Component {
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// min = 'min',
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// max = 'max',
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// none = 'none',
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const layer = new PointLayer({ zIndex: 2, blend: 'additive' }) //
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// blend: 'additive'
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let layer = new PointLayer({ zIndex: 2, blend: 'additive' })
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.source(
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[
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{
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@ -49,48 +51,26 @@ export default class GaodeMapComponent extends React.Component {
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},
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)
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.shape('circle')
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// .shape('normal')
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.color('#1990FF')
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.size(20)
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.size(40)
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.style({
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stroke: '#fff',
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storkeWidth: 2,
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});
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stroke: '#f00',
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strokeWidth: 3,
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strokeOpacity: 1,
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})
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.animate(true)
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.active({ color: '#ff0' });
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this.scene = scene;
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const linelayer = new LineLayer({ blend: 'additive' })
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.source({
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type: 'FeatureCollection',
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features: [
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{
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type: 'Feature',
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properties: {},
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geometry: {
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type: 'MultiLineString',
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coordinates: [
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[
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[121.107846, 30.267069],
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[121.107, 30.267069],
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],
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],
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},
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},
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],
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})
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.shape('line')
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.color('#78FFFF')
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.size(10);
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scene.on('loaded', () => {
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// scene.addLayer(linelayer);
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scene.addLayer(layer);
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});
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layer.on('click', () => console.log('point click'));
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layer.on('mousemove', (e) => {
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console.log(e.feature);
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});
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linelayer.on('click', () => console.log('line click'));
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layer.on('contextmenu', () => console.log('contextmenu'));
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// layer.on('mousemove', (e) => {
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// console.log(e.feature);
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// });
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}
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public render() {
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@ -1,3 +1,4 @@
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// @ts-nocheck
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import { Scene, PolygonLayer, PointLayer, Map } from '@antv/l7-mini';
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// import { Scene } from '@antv/l7';
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// import { PolygonLayer, PointLayer } from '@antv/l7-layers';
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@ -8,68 +9,61 @@ export default class ScaleComponent extends React.Component {
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public async componentDidMount() {
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const scene = new Scene({
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id: 'map',
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map: new GaodeMap({
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map: new Map({
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center: [105, 32],
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pitch: 0,
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zoom: 3,
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}),
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});
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// scene.setBgColor('#000');
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scene.on('loaded', () => {
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fetch(
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'https://gw.alipayobjects.com/os/basement_prod/d2e0e930-fd44-4fca-8872-c1037b0fee7b.json',
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)
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.then((res) => res.json())
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.then((data) => {
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let layer = new PolygonLayer({ blend: 'normal' }) // autoFit: true
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.source(data)
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.size('name', [0, 10000, 50000, 30000, 100000])
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.color('name', [
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'#2E8AE6',
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'#69D1AB',
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'#DAF291',
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'#FFD591',
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'#FF7A45',
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'#CF1D49',
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])
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.shape('fill')
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.select(true)
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.style({
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opacity: 0.8,
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opacityLinear: {
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enable: true,
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dir: 'in', // in - out
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},
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});
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fetch(
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'https://gw.alipayobjects.com/os/basement_prod/d2e0e930-fd44-4fca-8872-c1037b0fee7b.json',
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)
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.then((res) => res.json())
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.then((data) => {
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const layer = new PolygonLayer({ blend: 'normal' }) // autoFit: true
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.source(data)
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.size('name', [0, 10000, 50000, 30000, 100000])
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.color('name', [
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'#2E8AE6',
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'#69D1AB',
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'#DAF291',
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'#FFD591',
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'#FF7A45',
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'#CF1D49',
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])
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.shape('fill')
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.select(true)
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.style({
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opacity: 0.8,
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opacityLinear: {
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enable: true,
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dir: 'in', // in - out
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},
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});
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let layer2 = new PolygonLayer({ blend: 'normal' })
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.source(data)
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.size(1)
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.color('name', [
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'#2E8AE6',
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'#69D1AB',
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'#DAF291',
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'#FFD591',
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'#FF7A45',
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'#CF1D49',
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])
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.shape('line')
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.select(true)
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.style({
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opacity: 1.0,
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});
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const layer2 = new PolygonLayer({ blend: 'normal' })
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.source(data)
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.size(1)
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.color('name', [
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'#2E8AE6',
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'#69D1AB',
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'#DAF291',
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'#FFD591',
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'#FF7A45',
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'#CF1D49',
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])
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.shape('line')
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.select(true)
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.style({
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opacity: 1.0,
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});
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scene.on('loaded', () => {
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scene.addLayer(layer);
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scene.addLayer(layer2);
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scene.fitBounds([
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[48.073279, 3.067261],
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[160.573279, 54.003394],
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]);
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console.log('getBounds', scene.getBounds());
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});
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});
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});
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}
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public render() {
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||||
|
|
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