mirror of https://gitee.com/antv-l7/antv-l7
Shihui (#987)
* feat: 增加 bloomPass1.0、修改渲染流程,让 multiPass 有正确的渲染顺序 * style: lint style * feat: 取消 bloom 在 postprocessor 中的多次渲染(没有明显优化) * feat: polygon extrude 模式支持配置固定高度 * style: lint style * feat: 优化后处理 bloom 的效果 * feat: 修改交替绘制 bloom 的写法 * style: lint style * feat: 完善 iconService 加载渲染和销毁 * style: lint style * feat: 补全 mapbox 模式下等面积点 * style: lint style * fix: 修复 pointLayer animate 模式 opacity 失效 * style: lint style * feat: 拆分 pointLayer 的 shader * style: lint sytle * feat: 拆分 lineLayer 的 linear 模式 * style: lint style * feat: 优化点击的拾取判断 * style: lint style * feat: 取消圆柱 shader 中的三元表达式、增强健壮性 * feat: 点图层圆柱体支持固定高度配置 heightfixed * feat: 点图层圆柱体支持拾取高亮颜色的光照计算 * style: lint style * style: lint style * feat: 拆分 lintLayer line 模式下的 dash line * style: lint style * feat: lineLayer simpleline 的 linear shader 代码拆分 * style: lint style * feat: 拆分 lineLayer arcLine linear shader 代码 * style: line style * feat: lineLayer arc line 在 shader 中移除 linear 部分计算 * feat: 拆分 lineLayer arc dash 虚线的 shader 代码 * style: lint style * feat: 拆分 lineLayer arc3d linear 部分的 shader 代码 * style: lint style * style: lint style * feat: 完善 isMiniAli 的判断,兼容 smallfish H5+ 的模式 * style: lint style * style: adjust mulpass demo * feat: 提供 getScale 方法 * style: lint style * feat: 修复支付宝小程序h5+开发模式下引入l7样式失效问题 * feat: 修改 l7hammerjs 的导入 * fix: 恢复原有的 picking shader 代码,解决移动端高亮存在冲突破面的情况 * feat: 重新设置 l7hammerjs 的导入方式 * fix: 修复 createTexture 的数据类型在 支付宝 环境中使用 Uint8ClampedArray 存在数据类型不兼容的现象 * style: lint style * feat: 兼容高德地图 2.x 在部分安卓手机上点击拾取失效的情况 * style: lint style * feat: 优化经典热力图显示效果 * style: lint style * feat: 修改 setBlend 方法、返回当前的 layer 对象 * feat: 完善在点图层未传入数据的情况下判断 shape 类型 * style: lint style * feat: 修复 MultiPassRender 在高德1.x 底图下,缩放地图时存在可视化层不同步的现象 * fix: 修复 getModelTypeWillEmptyData 的 bug * feat: 提供图层空数据的情况下提前指定 layer 类型的参数方法(暂时只在 pointlayer) * style: lint style * fix: 修复 l7-component Supercluster 依赖的缺失 * feat: 新增大小不受限制的点图层贴图类型 fillimage * style: lint style
This commit is contained in:
parent
a10d0b6aad
commit
d0476b7484
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@ -343,6 +343,7 @@ export interface ILayerConfig {
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enableMultiPassRenderer: boolean;
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passes: Array<string | [string, { [key: string]: unknown }]>;
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// layerType 指定 shape 的类型
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layerType?: string | undefined;
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forward: boolean; // 正方向
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@ -53,6 +53,7 @@ export default class PointLayer extends BaseLayer<IPointLayerStyleOptions> {
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protected getDefaultConfig() {
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const type = this.getModelType();
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const defaultConfig = {
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fillImage: {},
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normal: {
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blend: 'additive',
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},
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@ -70,6 +71,7 @@ export default class PointLayer extends BaseLayer<IPointLayerStyleOptions> {
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protected getModelType(): PointType {
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const PointTypes = [
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'fillImage',
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'fill',
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'image',
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'normal',
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@ -100,6 +102,9 @@ export default class PointLayer extends BaseLayer<IPointLayerStyleOptions> {
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if (shape === 'simple') {
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return 'simplePoint';
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}
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if (shape === 'fillImage') {
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return 'fillImage';
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}
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if (shape2d?.indexOf(shape as string) !== -1) {
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return 'fill';
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}
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@ -0,0 +1,323 @@
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import {
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AttributeType,
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gl,
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IAttribute,
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IElements,
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IEncodeFeature,
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IModel,
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IModelUniform,
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ITexture2D,
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} from '@antv/l7-core';
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import { getMask } from '@antv/l7-utils';
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import BaseModel from '../../core/BaseModel';
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import { IPointLayerStyleOptions } from '../../core/interface';
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import { PointFillTriangulation } from '../../core/triangulation';
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// static pointLayer shader - not support animate
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import pointFillFrag from '../shaders/image/fillImage_frag.glsl';
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import pointFillVert from '../shaders/image/fillImage_vert.glsl';
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import { isNumber } from 'lodash';
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import { Version } from '@antv/l7-maps';
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export default class FillImageModel extends BaseModel {
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public meter2coord: number = 1;
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private texture: ITexture2D;
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private isMeter: boolean = false;
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public getUninforms(): IModelUniform {
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const {
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opacity = 1,
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strokeOpacity = 1,
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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 (this.rendererService.getDirty()) {
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this.texture.bind();
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}
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if (
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this.dataTextureTest &&
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this.dataTextureNeedUpdate({
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opacity,
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strokeOpacity,
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strokeWidth,
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stroke,
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offsets,
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})
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) {
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// 判断当前的样式中哪些是需要进行数据映射的,哪些是常量,同时计算用于构建数据纹理的一些中间变量
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this.judgeStyleAttributes({
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opacity,
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strokeOpacity,
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strokeWidth,
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stroke,
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offsets,
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});
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const encodeData = this.layer.getEncodedData();
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const { data, width, height } = this.calDataFrame(
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this.cellLength,
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encodeData,
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this.cellProperties,
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);
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this.rowCount = height; // 当前数据纹理有多少行
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this.dataTexture =
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this.cellLength > 0 && data.length > 0
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? this.createTexture2D({
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flipY: true,
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data,
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format: gl.LUMINANCE,
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type: gl.FLOAT,
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width,
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height,
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})
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: this.createTexture2D({
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flipY: true,
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data: [1],
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format: gl.LUMINANCE,
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type: gl.FLOAT,
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width: 1,
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height: 1,
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});
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}
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return {
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u_isMeter: Number(this.isMeter),
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u_additive: blend === 'additive' ? 1.0 : 0.0,
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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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u_texture: this.texture,
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u_textSize: [1024, this.iconService.canvasHeight || 128],
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u_opacity: isNumber(opacity) ? opacity : 1.0,
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u_offsets: this.isOffsetStatic(offsets)
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? (offsets as [number, number])
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: [0, 0],
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};
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}
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public getAttribute(): {
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attributes: {
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[attributeName: string]: IAttribute;
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};
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elements: IElements;
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} {
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return this.styleAttributeService.createAttributesAndIndices(
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this.layer.getEncodedData(),
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PointFillTriangulation,
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);
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}
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public initModels(): IModel[] {
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this.updateTexture();
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this.iconService.on('imageUpdate', this.updateTexture);
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const {
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unit = 'l7size',
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} = this.layer.getLayerConfig() as IPointLayerStyleOptions;
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const { version } = this.mapService;
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if (
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unit === 'meter' &&
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version !== Version.L7MAP &&
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version !== Version.GLOBEL
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) {
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this.isMeter = true;
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this.calMeter2Coord();
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}
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return this.buildModels();
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}
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/**
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* 计算等面积点图层(unit meter)笛卡尔坐标标度与世界坐标标度的比例
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* @returns
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*/
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public calMeter2Coord() {
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// @ts-ignore
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const [minLng, minLat, maxLng, maxLat] = this.layer.getSource().extent;
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const center = [(minLng + maxLng) / 2, (minLat + maxLat) / 2];
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const { version } = this.mapService;
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if (version === Version.MAPBOX && window.mapboxgl.MercatorCoordinate) {
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const coord = window.mapboxgl.MercatorCoordinate.fromLngLat(
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{ lng: center[0], lat: center[1] },
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0,
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);
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const offsetInMeters = 1;
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const offsetInMercatorCoordinateUnits =
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offsetInMeters * coord.meterInMercatorCoordinateUnits();
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const westCoord = new window.mapboxgl.MercatorCoordinate(
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coord.x - offsetInMercatorCoordinateUnits,
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coord.y,
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coord.z,
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);
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const westLnglat = westCoord.toLngLat();
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this.meter2coord = center[0] - westLnglat.lng;
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return;
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}
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// @ts-ignore
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const m1 = this.mapService.meterToCoord(center, [minLng, minLat]);
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// @ts-ignore
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const m2 = this.mapService.meterToCoord(center, [
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maxLng === minLng ? maxLng + 0.1 : maxLng,
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maxLat === minLat ? minLat + 0.1 : maxLat,
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]);
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this.meter2coord = (m1 + m2) / 2;
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if (!Boolean(this.meter2coord)) {
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// Tip: 兼容单个数据导致的 m1、m2 为 NaN
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this.meter2coord = 7.70681090738883;
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}
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}
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public buildModels(): IModel[] {
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const {
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mask = false,
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maskInside = true,
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} = this.layer.getLayerConfig() as IPointLayerStyleOptions;
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const { frag, vert, type } = this.getShaders();
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return [
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this.layer.buildLayerModel({
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moduleName: 'pointfill-' + type,
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vertexShader: vert,
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fragmentShader: frag,
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triangulation: PointFillTriangulation,
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depth: { enable: false },
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blend: this.getBlend(),
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stencil: getMask(mask, maskInside),
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}),
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];
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}
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public getShaders(): { frag: string; vert: string; type: string } {
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return {
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frag: pointFillFrag,
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vert: pointFillVert,
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type: 'normal',
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};
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}
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public clearModels() {
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this.dataTexture?.destroy();
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}
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// overwrite baseModel func
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protected registerBuiltinAttributes() {
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this.styleAttributeService.registerStyleAttribute({
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name: 'uv',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Uv',
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buffer: {
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// give the WebGL driver a hint that this buffer may change
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usage: gl.DYNAMIC_DRAW,
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data: [],
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type: gl.FLOAT,
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},
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size: 2,
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update: (
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feature: IEncodeFeature,
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featureIdx: number,
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vertex: number[],
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attributeIdx: number,
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) => {
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const iconMap = this.iconService.getIconMap();
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const { shape } = feature;
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const { x, y } = iconMap[shape as string] || { x: 0, y: 0 };
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return [x, y];
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},
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},
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});
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this.styleAttributeService.registerStyleAttribute({
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name: 'extrude',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Extrude',
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buffer: {
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// give the WebGL driver a hint that this buffer may change
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usage: gl.DYNAMIC_DRAW,
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data: [],
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type: gl.FLOAT,
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},
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size: 3,
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update: (
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feature: IEncodeFeature,
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featureIdx: number,
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vertex: number[],
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attributeIdx: number,
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) => {
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const extrude = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0];
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const extrudeIndex = (attributeIdx % 4) * 3;
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return [
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extrude[extrudeIndex],
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extrude[extrudeIndex + 1],
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extrude[extrudeIndex + 2],
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];
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},
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},
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});
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// point layer size;
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this.styleAttributeService.registerStyleAttribute({
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name: 'size',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Size',
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buffer: {
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// give the WebGL driver a hint that this buffer may change
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usage: gl.DYNAMIC_DRAW,
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data: [],
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type: gl.FLOAT,
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},
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size: 1,
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update: (
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feature: IEncodeFeature,
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featureIdx: number,
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vertex: number[],
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attributeIdx: number,
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) => {
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const { size = 5 } = feature;
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// console.log('featureIdx', featureIdx, feature)
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return Array.isArray(size)
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? [size[0] * this.meter2coord]
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: [(size as number) * this.meter2coord];
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},
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},
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});
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}
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private updateTexture = () => {
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const { createTexture2D } = this.rendererService;
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if (this.texture) {
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this.texture.update({
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data: this.iconService.getCanvas(),
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mag: 'linear',
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min: 'linear mipmap nearest',
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mipmap: true,
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});
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// this.layer.render();
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// TODO: 更新完纹理后在更新的图层的时候需要更新所有的图层
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this.layer.renderLayers();
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return;
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}
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this.texture = createTexture2D({
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data: this.iconService.getCanvas(),
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mag: gl.LINEAR,
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// min: gl.LINEAR,
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min: gl.LINEAR_MIPMAP_LINEAR,
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premultiplyAlpha: false,
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width: 1024,
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height: this.iconService.canvasHeight || 128,
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mipmap: true,
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});
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};
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}
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@ -1,5 +1,6 @@
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import ExtrudeModel from './extrude';
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import FillModel from './fill';
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import FillImageModel from './fillmage';
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import IconModel from './icon-font';
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import IMageModel from './image';
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import NormalModel from './normal';
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@ -7,6 +8,7 @@ import SimplePopint from './simplePoint';
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import TextModel from './text';
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export type PointType =
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| 'fillImage'
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| 'fill'
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| 'image'
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| 'normal'
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@ -16,6 +18,7 @@ export type PointType =
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| 'icon';
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const PointModels: { [key in PointType]: any } = {
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fillImage: FillImageModel,
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fill: FillModel,
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image: IMageModel,
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normal: NormalModel,
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@ -0,0 +1,24 @@
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uniform sampler2D u_texture;
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uniform vec2 u_textSize;
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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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varying float v_radius;
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#pragma include "sdf_2d"
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#pragma include "picking"
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varying vec2 v_uv; // 本身的 uv 坐标
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varying vec2 v_Iconuv;
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void main() {
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float opacity = styleMappingMat[0][0];
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vec2 pos = v_Iconuv / u_textSize + v_uv / u_textSize * 64.;
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gl_FragColor = texture2D(u_texture, pos);
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gl_FragColor.a *= opacity;
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gl_FragColor = filterColor(gl_FragColor);
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}
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@ -0,0 +1,110 @@
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attribute vec4 a_Color;
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attribute vec3 a_Position;
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attribute vec3 a_Extrude;
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attribute float a_Size;
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attribute vec2 a_Uv;
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varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
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uniform mat4 u_ModelMatrix;
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uniform mat4 u_Mvp;
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uniform float u_isMeter;
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varying float v_radius;
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varying vec2 v_uv; // 本身的 uv 坐标
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varying vec2 v_Iconuv; // icon 贴图的 uv 坐标
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uniform float u_opacity : 1;
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uniform vec2 u_offsets;
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#pragma include "styleMapping"
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#pragma include "styleMappingCalOpacity"
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#pragma include "projection"
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#pragma include "picking"
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void main() {
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vec3 extrude = a_Extrude;
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v_uv = (a_Extrude.xy + 1.0)/2.0;
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v_uv.y = 1.0 - v_uv.y;
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v_Iconuv = a_Uv;
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// cal style mapping - 数据纹理映射部分的计算
|
||||
styleMappingMat = mat4(
|
||||
0.0, 0.0, 0.0, 0.0, // opacity - empty - empty - empty
|
||||
0.0, 0.0, 0.0, 0.0, // empty - empty - empty - empty
|
||||
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
||||
0.0, 0.0, 0.0, 0.0
|
||||
);
|
||||
|
||||
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
||||
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
||||
float columnWidth = 1.0/columnCount; // 列宽
|
||||
float rowHeight = 1.0/rowCount; // 行高
|
||||
float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
|
||||
float id = a_vertexId; // 第n个顶点
|
||||
float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
|
||||
float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
|
||||
|
||||
// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
|
||||
// 按顺序从 cell 中取值、若没有则自动往下取值
|
||||
float textureOffset = 0.0; // 在 cell 中取值的偏移量
|
||||
|
||||
vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
||||
styleMappingMat[0][0] = opacityAndOffset.r;
|
||||
textureOffset = opacityAndOffset.g;
|
||||
|
||||
vec2 textrueOffsets = vec2(0.0, 0.0);
|
||||
if(hasOffsets()) {
|
||||
vec2 valueXPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
|
||||
textrueOffsets.r = pos2value(valueXPos, columnWidth, rowHeight); // x
|
||||
textureOffset += 1.0;
|
||||
|
||||
vec2 valueYPos = nextPos(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset);
|
||||
textrueOffsets.g = pos2value(valueYPos, columnWidth, rowHeight); // x
|
||||
textureOffset += 1.0;
|
||||
} else {
|
||||
textrueOffsets = u_offsets;
|
||||
}
|
||||
|
||||
// cal style mapping
|
||||
|
||||
// radius(16-bit)
|
||||
v_radius = a_Size;
|
||||
|
||||
// TODO: billboard
|
||||
// anti-alias
|
||||
|
||||
|
||||
vec2 offset = (extrude.xy * (a_Size) + textrueOffsets);
|
||||
vec3 aPosition = a_Position;
|
||||
if(u_isMeter < 1.0) {
|
||||
// 不以米为实际单位
|
||||
offset = project_pixel(offset);
|
||||
} else {
|
||||
// 以米为实际单位
|
||||
|
||||
if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
|
||||
aPosition.xy += offset;
|
||||
offset.x = 0.0;
|
||||
offset.y = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));
|
||||
vec4 project_pos = project_position(vec4(aPosition.xy, 0.0, 1.0));
|
||||
// gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
|
||||
|
||||
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
||||
gl_Position = u_Mvp * vec4(project_pos.xy + offset, 0.0, 1.0);
|
||||
} else {
|
||||
gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, project_pixel(setPickingOrder(0.0)), 1.0));
|
||||
}
|
||||
|
||||
// gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));
|
||||
|
||||
setPickingColor(a_PickingColor);
|
||||
}
|
|
@ -129,77 +129,19 @@ export default class Amap2demo extends React.Component {
|
|||
);
|
||||
|
||||
scene.on('loaded', () => {
|
||||
// fetch(
|
||||
// 'https://gw.alipayobjects.com/os/basement_prod/893d1d5f-11d9-45f3-8322-ee9140d288ae.json',
|
||||
// )
|
||||
// .then((res) => res.json())
|
||||
// .then((data) => {
|
||||
// const imageLayer = new PointLayer()
|
||||
// .source(data, {
|
||||
// parser: {
|
||||
// type: 'json',
|
||||
// x: 'longitude',
|
||||
// y: 'latitude',
|
||||
// },
|
||||
// })
|
||||
// .shape('name', ['00'])
|
||||
// .size(10);
|
||||
|
||||
// let d = {
|
||||
// coordinates: (2)[(121.4318415, 31.25682515)],
|
||||
// count: 2,
|
||||
// id: '5011000005647',
|
||||
// latitude: 31.25682515,
|
||||
// longitude: 121.4318415,
|
||||
// name: '石泉路140弄',
|
||||
// unit_price: 52256.3,
|
||||
// };
|
||||
// const imageLayer1 = new PointLayer()
|
||||
// .source([], {
|
||||
// parser: {
|
||||
// type: 'json',
|
||||
// x: 'longitude',
|
||||
// y: 'latitude',
|
||||
// },
|
||||
// })
|
||||
// .shape('name', ['00'])
|
||||
// .size(25);
|
||||
|
||||
// scene.addLayer(imageLayer);
|
||||
// scene.addLayer(imageLayer1);
|
||||
|
||||
// imageLayer.on('click', (e) => {
|
||||
// // console.log(e);
|
||||
// // imageLayer1.setBlend('normal')
|
||||
// imageLayer1.setData([e.feature]);
|
||||
// });
|
||||
// });
|
||||
|
||||
const imageLayer = new PointLayer()
|
||||
const imageLayer = new PointLayer({ layerType: 'fillImage' })
|
||||
.source(data)
|
||||
// .shape('fillImage', s => s)
|
||||
.shape('s', (s) => s)
|
||||
.size(10)
|
||||
// .color('#f00')
|
||||
.size(100)
|
||||
.active({
|
||||
color: '#f00',
|
||||
mix: 0.5,
|
||||
})
|
||||
.fitBounds();
|
||||
|
||||
const imageLayer1 = new PointLayer({ layerType: 'image' })
|
||||
.source({
|
||||
features: [],
|
||||
type: 'FeatureCollection',
|
||||
})
|
||||
.shape('s', (s) => s)
|
||||
.size(20);
|
||||
|
||||
scene.addLayer(imageLayer);
|
||||
scene.addLayer(imageLayer1);
|
||||
|
||||
imageLayer.on('click', (e) => {
|
||||
console.log(e.feature);
|
||||
|
||||
imageLayer1.setData({
|
||||
features: [e.feature],
|
||||
type: 'FeatureCollection',
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue