mirror of https://gitee.com/antv-l7/antv-l7
feat(mapbox): add mapbox
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import Base from '../core/base';
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import Util from '../util';
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import { scene } from '../global';
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import * as THREE from '../core/three';
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const WORLD_SIZE = 512;
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export class MapBoxProvider extends Base {
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getDefaultCfg() {
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return Util.assign(scene, {
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resizeEnable: true,
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viewMode: '3D'
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});
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}
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constructor(container, cfg, engine) {
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super(cfg);
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this.container = container;
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this.engine = engine;
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const scene = engine._scene;
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this.initMap();
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this.addOverLayer();
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scene.position.x = scene.position.y = WORLD_SIZE / 2;
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scene.matrixAutoUpdate = false;
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setTimeout(() => {
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this.emit('mapLoad');
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}, 100);
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}
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initMap() {
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mapboxgl.accessToken = 'pk.eyJ1IjoibHp4dWUiLCJhIjoiYnhfTURyRSJ9.Ugm314vAKPHBzcPmY1p4KQ';
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this.map = new mapboxgl.Map(this._attrs);
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this.map.on('move', () => {
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this.updateCamera();
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});
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this.updateCamera();
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}
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asyncCamera() {
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const engine = this.engine;
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const camera = engine._camera;
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const scene = engine._scene;
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// Build a projection matrix, paralleling the code found in Mapbox GL JS
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const fov = 0.6435011087932844;
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const cameraToCenterDistance = 0.5 / Math.tan(fov / 2) * this.map.transform.height;
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const halfFov = fov / 2;
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const groundAngle = Math.PI / 2 + this.map.transform._pitch;
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const topHalfSurfaceDistance = Math.sin(halfFov) * cameraToCenterDistance / Math.sin(Math.PI - groundAngle - halfFov);
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// Calculate z distance of the farthest fragment that should be rendered.
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const furthestDistance = Math.cos(Math.PI / 2 - this.map.transform._pitch) * topHalfSurfaceDistance + cameraToCenterDistance;
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// Add a bit extra to avoid precision problems when a fragment's distance is exactly `furthestDistance`
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const farZ = furthestDistance * 1.01;
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camera.projectionMatrix = this.makePerspectiveMatrix(fov, this.map.transform.width / this.map.transform.height, 1, farZ);
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const cameraWorldMatrix = new THREE.Matrix4();
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const cameraTranslateZ = new THREE.Matrix4().makeTranslation(0, 0, cameraToCenterDistance);
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const cameraRotateX = new THREE.Matrix4().makeRotationX(this.map.transform._pitch);
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const cameraRotateZ = new THREE.Matrix4().makeRotationZ(this.map.transform.angle);
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// Unlike the Mapbox GL JS camera, separate camera translation and rotation out into its world matrix
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// If this is applied directly to the projection matrix, it will work OK but break raycasting
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cameraWorldMatrix
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.premultiply(cameraTranslateZ)
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.premultiply(cameraRotateX)
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.premultiply(cameraRotateZ);
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camera.matrixWorld.copy(cameraWorldMatrix);
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const zoomPow = this.map.transform.scale;
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// Handle scaling and translation of objects in the map in the world's matrix transform, not the camera
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const scale = new THREE.Matrix4();
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const translateCenter = new THREE.Matrix4();
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const translateMap = new THREE.Matrix4();
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const rotateMap = new THREE.Matrix4();
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scale
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.makeScale(zoomPow, zoomPow, zoomPow);
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translateCenter
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.makeTranslation(WORLD_SIZE / 2, -WORLD_SIZE / 2, 0);
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translateMap
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.makeTranslation(-this.map.transform.x, this.map.transform.y, 0);
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rotateMap
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.makeRotationZ(Math.PI);
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scene.matrix = new THREE.Matrix4();
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scene.matrix
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.premultiply(rotateMap)
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.premultiply(translateCenter)
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.premultiply(scale)
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.premultiply(translateMap);
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}
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makePerspectiveMatrix(fovy, aspect, near, far) {
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const out = new THREE.Matrix4();
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const f = 1.0 / Math.tan(fovy / 2),
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nf = 1 / (near - far);
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const newMatrix = [
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f / aspect, 0, 0, 0,
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0, f, 0, 0,
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0, 0, (far + near) * nf, -1,
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0, 0, (2 * far * near) * nf, 0
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];
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out.elements = newMatrix;
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return out;
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}
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projectFlat(lnglat) {
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return this.map.lngLatToGeodeticCoord(lnglat);
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}
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getCenter() {
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return this.map.getCenter();
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}
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getCenterFlat() {
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return this.projectFlat(this.getCenter());
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}
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addOverLayer() {
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const canvasContainer = document.getElementById(this.container);
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this.canvasContainer = canvasContainer;
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this.renderDom = document.createElement('div');
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this.renderDom.style.cssText += 'position: absolute;top: 0; z-index:1;height: 100%;width: 100%;pointer-events: none;';
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this.renderDom.id = 'l7_canvaslayer';
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canvasContainer.appendChild(this.renderDom);
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}
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}
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