mirror of https://gitee.com/antv-l7/antv-l7
Merge branch 'master' of https://github.com/antvis/L7
This commit is contained in:
commit
fdcb6070cc
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@ -11,6 +11,17 @@ L7Earth 相较于高德地图、mapbox 地图,是完全不同的一种表现
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✨ 为了区别普通的地图,L7Earth 提供了全新的 Earth 地图类型以及对应的 EarthLayer 图层
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## 目前在地球模式下支持的图层类型
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### 点图层
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- 平面点
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- 圆柱点
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### 线图层
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- 3D 弧线
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## 使用
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```javascript
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@ -66,6 +66,7 @@ export interface IRendererService {
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getGLContext(): WebGLRenderingContext;
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viewport(size: { x: number; y: number; width: number; height: number }): void;
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readPixels(options: IReadPixelsOptions): Uint8Array;
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setState(): void;
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setBaseState(): void;
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setCustomLayerDefaults(): void;
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setDirty(flag: boolean): void;
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@ -201,6 +201,27 @@ export default class ReglRendererService implements IRendererService {
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return this.gl._gl;
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};
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// TODO: 临时方法
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public setState() {
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this.gl({
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cull: {
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enable: false,
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face: 'back',
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},
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viewport: {
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x: 0,
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y: 0,
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height: this.width,
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width: this.height,
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},
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blend: {
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enable: true,
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equation: 'add',
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},
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framebuffer: null,
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});
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}
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public setBaseState() {
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this.gl({
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cull: {
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@ -171,11 +171,12 @@ export default class ThreeJSLayer
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renderer.render(this.scene, camera);
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this.rendererService.setBaseState();
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this.rendererService.setState();
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this.animateMixer.forEach((mixer: AnimationMixer) => {
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mixer.update(this.getTime());
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});
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this.rendererService.setBaseState();
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this.rendererService.setState();
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this.rendererService.setDirty(true);
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return this;
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}
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@ -0,0 +1,187 @@
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// @ts-ignore
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import { Scene } from '@antv/l7';
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import { GaodeMap, Mapbox } from '@antv/l7-maps';
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import { ThreeLayer, ThreeRender } from '@antv/l7-three';
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import * as React from 'react';
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// import { DirectionalLight, Scene as ThreeScene } from 'three';
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import * as THREE from 'three';
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export default class Threemap extends React.Component {
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// @ts-ignore
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private scene: Scene;
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public componentWillUnmount() {
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this.scene.destroy();
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}
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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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center: [120, 25],
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pitch: 65,
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rotation: 30,
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zoom: 8,
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}),
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});
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this.scene = scene;
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scene.registerRenderService(ThreeRender);
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scene.on('loaded', () => {
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const threeJSLayer = new ThreeLayer({
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enableMultiPassRenderer: false,
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// @ts-ignore
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onAddMeshes: (threeScene: THREE.Scene, layer: ThreeLayer) => {
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threeScene.add(new THREE.AmbientLight(0xffffff));
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const sunlight = new THREE.DirectionalLight(0xffffff, 0.25);
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sunlight.position.set(0, 80000000, 100000000);
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sunlight.matrixWorldNeedsUpdate = true;
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threeScene.add(sunlight);
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let points = [
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[120.44353624, 22.44126139],
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[120.64050836, 22.24136664],
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[120.70155111, 21.92708306],
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[120.87288601, 21.89738661],
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[120.91492974, 22.30271186],
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[121.03327772, 22.65070394],
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[121.32468397, 22.94568359],
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[121.47954183, 23.3223055],
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[121.64384793, 24.09772976],
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[121.80915717, 24.33907227],
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[121.89250353, 24.6179267],
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[121.84504259, 24.83625488],
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[122.01220106, 25.00145101],
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[121.91709391, 25.13789361],
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[121.62302734, 25.29467556],
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[121.02468424, 25.04048774],
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[120.82376736, 24.68830973],
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[120.68867757, 24.60069417],
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[120.24576172, 23.84053168],
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[120.10276177, 23.70096951],
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[120.10784668, 23.34126356],
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[120.02320774, 23.10765544],
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[120.13473334, 22.99400635],
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[120.29720052, 22.53133111],
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[120.44353624, 22.44126139],
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];
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// @ts-ignore
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let lnglatPoints = points.map((p) => layer.lnglatToCoord(p));
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// console.log(lnglatPoints)
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const shape = new THREE.Shape();
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// shape.moveTo( 0,0 );
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// shape.lineTo( 0, 100000 );
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// shape.lineTo( 100000, 10000 );
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// shape.lineTo( 10000, 0 );
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// shape.lineTo( 0, 0 );
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shape.moveTo(lnglatPoints[0][0], lnglatPoints[0][1]);
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for (let i = 1; i < lnglatPoints.length; i++) {
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shape.lineTo(lnglatPoints[i][0], lnglatPoints[i][1]);
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}
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shape.lineTo(lnglatPoints[0][0], lnglatPoints[0][1]);
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const h = 100000;
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const extrudeSettings = {
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steps: 2,
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depth: h,
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bevelEnabled: true,
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bevelThickness: 1,
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bevelSize: 1,
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bevelOffset: 0,
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bevelSegments: 1,
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};
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const v0 = `
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}`;
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const f0 = `
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void main() {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}`;
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const v = `
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varying vec2 vUv;
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varying float h;
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void main() {
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vUv = uv;
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h = position.z;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}`;
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const f = `
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varying vec2 vUv;
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// uniform vec3 color;
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varying float h;
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void main() {
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0 - h/${h}.0);
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}`;
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const material = new THREE.ShaderMaterial({
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transparent: true,
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opacity: 0,
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depthWrite: false,
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vertexShader: v0,
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fragmentShader: f0,
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});
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const shader_material = new THREE.ShaderMaterial({
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uniforms: {
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// texture: {
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// // 加载纹理贴图返回Texture对象作为texture的值
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// // Texture对象对应着色器中sampler2D数据类型变量
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// value: new THREE.TextureLoader().load('./Earth.png')
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// },
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},
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depthTest: false,
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// depthWrite: false,
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// blending: '',
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transparent: true,
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vertexShader: v,
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fragmentShader: f,
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side: THREE.DoubleSide, // 双面可见
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});
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const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
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const mesh = new THREE.Mesh(geometry, [material, shader_material]);
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threeScene.add(mesh);
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},
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})
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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: 'Point',
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coordinates: [111.4453125, 32.84267363195431],
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},
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},
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],
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})
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.animate(true);
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scene.addLayer(threeJSLayer);
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});
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}
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public render() {
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return (
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<div
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id="map"
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style={{
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position: 'absolute',
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top: 0,
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left: 0,
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right: 0,
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bottom: 0,
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}}
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/>
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);
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}
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}
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@ -4,7 +4,7 @@ import AMapModel from './Components/amap_three';
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import AMap2Model from './Components/amap2_three';
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import MapboxModel from './Components/mapbox_three';
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import ThreeRender from './Components/threeRender';
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import Threemap from './Components/threejsmap';
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import Aspace from './Components/aspace';
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storiesOf('3D 模型', module)
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.add('高德模型1.x', () => <AMapModel />, {})
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.add('高德模型2.x', () => <AMap2Model />, {})
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.add('Mapbox模型', () => <MapboxModel />, {})
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.add('Aspace', () => <Aspace />, {});
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.add('Aspace', () => <Aspace />, {})
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.add('Threemap', () => <Threemap />, {});
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