@maptalks/gl
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WebGL infrastrcture for maptalks
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TypeScript
/// <reference types="gl-matrix/index.js" />
/*!
* @maptalks/gl v0.108.4
* LICENSE : UNLICENSED
* (c) 2016-2025 maptalks.com
*/
import * as _maptalks_regl from '@maptalks/regl';
export { default as createREGL } from '@maptalks/regl';
import * as reshader from '@maptalks/reshader.gl';
import { mat4, vec3 } from '@maptalks/reshader.gl';
export { reshader };
export { earcut, glMatrix, mat2, mat2d, mat3, mat4, quat, quat2, vec2, vec3, vec4 } from '@maptalks/reshader.gl';
import * as maptalks from 'maptalks';
import { Polygon, LayerJSONType, MixinConstructor, Extent } from 'maptalks';
import * as gl_matrix from 'gl-matrix';
export { GLContext } from '@maptalks/fusiongl';
export { default as color } from 'color';
declare const TerrainLayer_base: {
new (...args: any[]): {
_maskProjViewMatrix: gl_matrix.mat4;
_maskExtentInWorld: [number, number, number, number];
removeMask(masks: any): any;
setMask(masks: any): any;
onAdd(): void;
getMasks(): any;
onGeometryEvent(param: any): void;
identifyMask(point: any, options: any): any[];
remove(): void;
updateMask(extent: any): {
projViewMatrix: gl_matrix.mat4;
extentInWorld: [number, number, number, number];
};
getProjViewMatrixInOrtho(extent: any): {
mapExtent: any;
projViewMatrix: gl_matrix.mat4;
};
updateMaskExtent(): void;
getMaskExtent(): {
extent: maptalks.Extent;
ratio: number;
minHeight: any;
};
};
} & typeof maptalks.TileLayer;
declare class TerrainLayer extends TerrainLayer_base {
constructor(id: any, options: any);
onAdd(): void;
getTileUrl(x: any, y: any, z: any): string;
_skuToken: string;
_createSkuToken(): string;
_getExaggeration(): any;
setSkinLayers(skinLayers: any): void;
_skinLayers: any;
getSkinTiles(layer: any): {
tileGrids: any[];
count: number;
};
getSkinLayer(index: any): any;
getSkinLayers(): any;
getSkinCount(): any;
queryTerrainByProjCoord(prjCoord: any, out: any): any;
queryTileTerrainByProjCoord(prjCoord: any, tileId: any, tileIndex: any, out: any): any;
queryTileTerrainByPointAtRes(point: any, res: any, tileId: any, tileIndex: any, out: any): any;
queryTerrain(coordinate: any, out: any): any;
queryTileMesh(tile: any, cb: any): void;
getTerrainTiles(layer: any, tileInfo: any): any;
isTerrainTileLoaded(tileId: any): boolean;
updateMaterial(mat: any): void;
setMaterial(mat: any): void;
_createTileNode(x: any, y: any, z: any, idx: any, idy: any, res: any, error: any, parentId: any, extent2d: any, tileId: any): {
parent: any;
layer: string;
x: any;
y: any;
z: any;
idx: any;
idy: any;
res: any;
extent2d: any;
id: any;
url: string;
offset: any;
error: any;
children: any[];
};
}
declare class Mask extends Polygon {
getMode(): any;
remove(): this;
getMesh(regl: any, ratio: any, minHeight: any): any;
_mesh: any;
setCoordinates(coordinates: any): this;
_createGeometry(regl: any): reshader.Geometry | {
geometry: reshader.Geometry;
copyGeometry: reshader.Geometry;
};
_createPOSITION(data: any, hasHeight: any): {
positions: number[];
uvs: number[];
triangles: any;
};
_createTexcoords(vertices: any, dimension: any): number[];
_createBilinearPOSITON(data: any): {
positions: number[];
uvs: number[];
triangles: number[];
};
_positions: any[];
clearMesh(): void;
maskGeoJSON: any;
_getMaskMode(): any;
_getMaskColor(): any;
_altitudeToPoint(altitude?: number): number;
_setLocalTransform(mesh: any): void;
_dispose(): void;
containsPoint(coordinate: any): boolean;
_contains(coordinates: any, coordinate: any): boolean;
_calArea(coordinates: any): number;
}
declare class GroupGLLayer extends maptalks.Layer {
/**
* Reproduce a GroupGLLayer from layer's profile JSON.
* @param {Object} layerJSON - layer's profile JSON
* @return {GroupGLLayer}
* @static
* @private
* @function
*/
static fromJSON(layerJSON: object): GroupGLLayer;
options: GroupGLLayerOptions;
layers: maptalks.Layer[];
/**
* @param id - layer's id
* @param layers - layers to add
* @param [options=null] - construct options
*/
constructor(id: string, layers: maptalks.Layer[], options: GroupGLLayerOptions);
sortLayersByZIndex(): void;
setSceneConfig(sceneConfig: GroupGLLayerSceneConfig): this;
getSceneConfig(): GroupGLLayerSceneConfig;
getGroundConfig(): SceneGround;
getWeatherConfig(): SceneWeather;
getScanEffectConfig(): scanEffect;
/**
* Add a new Layer.
* @param layer - new layer
* @param index - index to insert
* @returns {GroupGLLayer} this
*/
addLayer(layer: maptalks.Layer, index?: number): this;
removeLayer(layer: maptalks.Layer): this;
clearLayers(): this;
getPolygonOffsetCount(): number;
/**
* Get children TileLayer
* @returns {TileLayer[]}
*/
getLayers(): maptalks.Layer[];
/**
* 导出GroupGLLayer的序列化JSON对象,可以用于反序列化为一个GroupGLLayer对象。
* @english
* Export the GroupGLLayer's profile json. <br>
* Layer's profile is a snapshot of the layer in JSON format. <br>
* It can be used to reproduce the instance by [fromJSON]{@link Layer#fromJSON} method
* @return layer's profile JSON
*/
toJSON(): LayerJSONType;
onLoadEnd(): void;
onRemove(): void;
getChildLayer(id: string): maptalks.Layer | null;
getLayer(id: string): maptalks.Layer | null;
addAnalysis(analysis: Analysis): void;
removeAnalysis(analysis: Analysis): void;
clearAnalysis(): void;
/**
* 查询给定坐标上的数据要素
*
* @english
* Identify the geometries on the given coordinate
* @param coordinate - coordinate to identify
* @param options - options
* @return
*/
identify(coordinate: maptalks.Coordinate, options: object): any[];
/**
* 查询给定容器坐标(containerPoint)上的数据要素
* @english
* Identify the data at the given point
* @param point - container point to identify
* @param options - the identify options
**/
identifyAtPoint(point: maptalks.Point, options?: any): any[];
getTerrain(): TerrainOptions | undefined | null;
setTerrain(info: TerrainOptions | null): this;
removeTerrain(): this;
updateTerrainMaterial(mat: object): void;
queryTerrain(coord: maptalks.Coordinate, out: QueryHitResult): QueryHitResult;
queryTerrainAtPoint(containerPoint: maptalks.Point): any;
query3DTilesAtPoint(containerPoint: maptalks.Point): maptalks.Coordinate;
_queryRayCast(containerPoint: maptalks.Point, meshes: any[]): any;
queryTerrainByProjCoord(projCoord: maptalks.Coordinate, out: QueryHitResult): QueryHitResult;
getTerrainLayer(): TerrainLayer | undefined;
fire(...args: any[]): void;
}
type TerrainOptions = {
type: 'mapbox' | 'tianditu' | 'cesium' | 'cesium-ion';
urlTemplate: string;
spatialReference?: string;
shader?: 'lit' | 'default';
subdomains?: string[];
tileSystem?: number[];
tileSize?: number;
zoomOffset?: number;
requireSkuToken?: boolean;
depthMask?: boolean;
depthFunc?: ComparisonOperatorType;
blendSrc?: BlendingFunction;
blendDst?: BlendingFunction;
material?: object;
masks?: Mask[];
};
type QueryHitResult = [number | null, 0 | 1];
type GroupGLLayerOptions = {
renderer?: 'gl';
antialias?: true;
extensions?: string[];
single?: boolean;
onlyWebGL1?: boolean;
optionalExtensions?: string[];
forceRenderOnZooming?: true;
forceRenderOnMoving?: true;
forceRenderOnRotating?: true;
viewMoveThreshold?: number;
geometryEvents?: boolean;
multiSamples?: number;
forceRedrawPerFrame?: boolean;
sceneConfig?: GroupGLLayerSceneConfig;
terrain?: TerrainOptions;
};
declare enum SkyboxMode {
AMBIENT = 0,
REALISTIC = 1
}
type SceneEnvironment = {
enable: boolean;
mode?: SkyboxMode;
level?: 0 | 1 | 2 | 3;
brightness?: number;
};
type SceneGround = {
enable?: boolean;
renderPlugin: {
type: 'lit' | 'fill';
};
symbol: {
ssr?: true;
material?: any;
polygonFill?: number[];
polygonOpacity?: number;
};
};
type SceneWeather = {
enable?: boolean;
fog?: {
enable?: boolean;
start?: number;
end?: number;
color?: number[];
};
rain?: {
enable?: boolean;
density?: number;
windDirectionX?: number;
windDirectionY?: number;
rainTexture: string;
};
snow?: {
enable?: boolean;
};
};
type scanEffectItem = {
center: maptalks.Coordinate;
radius: number;
speed: number;
color: number[];
};
type scanEffect = {
enable?: boolean;
effects: scanEffectItem[];
};
type SceneShadow = {
enable?: boolean;
type?: 'esm';
quality?: 'low' | 'medium' | 'high';
opacity?: number;
color?: number[];
blurOffset?: number;
};
type ScenePostProcess = {
enable?: boolean;
antialias?: {
enable?: boolean;
};
ssr?: {
enable?: boolean;
};
sharpen?: {
enable?: boolean;
factor?: number;
};
bloom?: {
enable?: boolean;
factor?: number;
threshold?: number;
radius?: number;
};
outline: {
enable?: boolean;
highlightFactor?: number;
outlineFactor?: number;
outlineWidth?: number;
outlineColor?: number[];
};
scanEffect?: scanEffect;
};
type GroupGLLayerSceneConfig = {
environment?: SceneEnvironment;
shadow?: SceneShadow;
ground?: SceneGround;
weather?: SceneWeather;
postProcess?: ScenePostProcess;
};
declare class GroundPainter {
static getGroundTransform(out: any, map: any): any;
constructor(regl: any, layer: any);
_regl: any;
renderer: reshader.Renderer;
_layer: any;
_loader: reshader.ResourceLoader;
_bindOnMaterialComplete: (...args: any[]) => any;
needToRedraw(): any;
getMap(): any;
getSymbol(): any;
isEnable(): any;
paint(context: any): boolean;
_isInSSRPhase(context: any): boolean;
update(): void;
_polygonFill: any;
_polygonOpacity: any;
_polygonPatternFile: any;
setToRedraw(): void;
dispose(): void;
_getShader(): reshader.MeshShader;
_getUniformValues(context: any): any;
_getCommonUniforms(context: any): any;
_setIncludeUniformValues(uniforms: any, context: any): void;
_disposeIblTextures(): void;
_init(): void;
_fillShader: reshader.MeshShader;
_standardShader: {
version: number;
getGeometryDefines(geometry: any): {
HAS_TANGENT: number;
HAS_NORMAL: number;
HAS_COLOR: number;
HAS_COLOR0: number;
COLOR0_SIZE: any;
};
draw(regl: any, meshes: any): number;
_ensureContextDefines(v: any): void;
_runFilter(m: any): any;
getMeshCommand(regl: any, mesh: any): any;
_cmdKeys: {};
vert: any;
frag: any;
shaderDefines: any;
uniforms: any;
contextDesc: {};
extraCommandProps: any;
commands: {};
_shaderDefines: any;
dkey: string;
setDefines(defines: any): void;
setFramebuffer(framebuffer: any): any;
appendDescUniforms(regl: any, meshProps: any): any;
setUniforms(uniforms: any): any;
contextKeys: string;
context: any;
getVersion(regl: any, source: any): "" | "#version 300 es\n" | "#version 100\n";
getActiveVars(regl: any, vert: any, frag: any, hash: any): any;
createREGLCommand(regl: any, materialDefines: any, elements: any, isInstanced: any, disableVAO: any, commandProps?: {}): any;
dispose(): void;
_insertDefines(source: any, defines: any): string;
_compileSource(): void;
};
_getExtraCommandProps(): {
viewport: {
x: number;
y: number;
width: () => any;
height: () => any;
};
cull: {
enable: boolean;
};
depth: {
enable: boolean;
mask: () => any;
range: () => any;
func: string;
};
blend: {
enable: boolean;
func: {
src: string;
dst: string;
};
equation: string;
};
polygonOffset: {
enable: boolean;
offset: {
factor: (context: any, props: any) => any;
units: (context: any, props: any) => any;
};
};
};
_hasIBL(): boolean;
_createGround(): void;
_ground: reshader.Mesh;
_groundScene: reshader.Scene;
_transformGround(): void;
_getGroundDefines(context: any): {
[_: string]: string | number;
};
_updateMaterial(): void;
material: {
appendDefines(defines: {
[_: string]: string | number;
}, geometry: reshader.Geometry): {
[_: string]: string | number;
};
uniforms: {
meshConfig?: {
transparent?: boolean;
bloom?: boolean;
ssr?: boolean;
castShadow?: boolean;
picking?: boolean;
disableVAO?: boolean;
};
primitive?: _maptalks_regl.PrimitiveType;
} & {
[_: string]: string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture;
};
refCount: number;
unlit: boolean;
version: number;
readonly propVersion: number;
doubleSided: boolean;
isReady(): boolean;
set(k: string, v: string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture): any;
setFunctionUniform(k: string, fn: () => string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture): any;
hasFunctionUniform(k: string): boolean;
get(k: string): string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture;
isDirty(): boolean;
hasSkinAnimation(): boolean;
getUniforms(regl: _maptalks_regl.Regl): {
meshConfig?: {
transparent?: boolean;
bloom?: boolean;
ssr?: boolean;
castShadow?: boolean;
picking?: boolean;
disableVAO?: boolean;
};
primitive?: _maptalks_regl.PrimitiveType;
} & {
[_: string]: string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture;
};
isTexture(k: string): boolean;
dispose(): void;
isDisposed(): boolean;
getUniformKeys(): string;
getMemorySize(): number;
_events: Record<string, {
[propName: string]: any;
type?: string;
target?: any;
}>;
on(type: string, handler: (result?: {
[propName: string]: any;
type: string;
target: any;
}) => boolean | void): any;
once(type: string, handler: (result?: {
[propName: string]: any;
type: string;
target: any;
}) => boolean | void): any;
off(type: string, handler: (result?: {
[propName: string]: any;
type: string;
target: any;
}) => boolean | void): any;
fire(type: string, params?: {
[propName: string]: any;
type?: string;
target?: any;
}): any;
_wrapOnce(type: string, handler: (result?: {
[propName: string]: any;
type: string;
target: any;
}) => boolean | void): (params: any) => void;
};
_loadingMaterial: {
appendDefines(defines: {
[_: string]: string | number;
}, geometry: reshader.Geometry): {
[_: string]: string | number;
};
uniforms: {
meshConfig?: {
transparent?: boolean;
bloom?: boolean;
ssr?: boolean;
castShadow?: boolean;
picking?: boolean;
disableVAO?: boolean;
};
primitive?: _maptalks_regl.PrimitiveType;
} & {
[_: string]: string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture;
};
refCount: number;
unlit: boolean;
version: number;
readonly propVersion: number;
doubleSided: boolean;
isReady(): boolean;
set(k: string, v: string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture): any;
setFunctionUniform(k: string, fn: () => string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture): any;
hasFunctionUniform(k: string): boolean;
get(k: string): string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture;
isDirty(): boolean;
hasSkinAnimation(): boolean;
getUniforms(regl: _maptalks_regl.Regl): {
meshConfig?: {
transparent?: boolean;
bloom?: boolean;
ssr?: boolean;
castShadow?: boolean;
picking?: boolean;
disableVAO?: boolean;
};
primitive?: _maptalks_regl.PrimitiveType;
} & {
[_: string]: string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture;
};
isTexture(k: string): boolean;
dispose(): void;
isDisposed(): boolean;
getUniformKeys(): string;
getMemorySize(): number;
_events: Record<string, {
[propName: string]: any;
type?: string;
target?: any;
}>;
on(type: string, handler: (result?: {
[propName: string]: any;
type: string;
target: any;
}) => boolean | void): any;
once(type: string, handler: (result?: {
[propName: string]: any;
type: string;
target: any;
}) => boolean | void): any;
off(type: string, handler: (result?: {
[propName: string]: any;
type: string;
target: any;
}) => boolean | void): any;
fire(type: string, params?: {
[propName: string]: any;
type?: string;
target?: any;
}): any;
_wrapOnce(type: string, handler: (result?: {
[propName: string]: any;
type: string;
target: any;
}) => boolean | void): (params: any) => void;
};
_onMaterialComplete(): void;
_createPatternTexture(image: any): any;
_parseColor(c: any): any;
_getUVOffsetAnim(): string | number | boolean | (number[] | (Float32Array | Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array)) | reshader.AbstractTexture | _maptalks_regl.Texture;
getRenderMeshes(): reshader.Mesh[];
}
//# sourceMappingURL=GroundPainter.d.ts.map
declare function clearShowOnly(mesh: any): void;
declare function showOnly(regl: any, mesh: any, items: any, timestamp: any, feaIdIndiceMap: any): void;
declare function clearHighlight(mesh: any): void;
declare function highlightMesh(regl: any, mesh: any, highlighted: any, timestamp: any, feaIdIndiceMap: any): void;
declare function deleteHighlightBloomMesh(mesh: any): void;
declare const highlight_d_clearHighlight: typeof clearHighlight;
declare const highlight_d_clearShowOnly: typeof clearShowOnly;
declare const highlight_d_deleteHighlightBloomMesh: typeof deleteHighlightBloomMesh;
declare const highlight_d_highlightMesh: typeof highlightMesh;
declare const highlight_d_showOnly: typeof showOnly;
declare namespace highlight_d {
export { highlight_d_clearHighlight as clearHighlight, highlight_d_clearShowOnly as clearShowOnly, highlight_d_deleteHighlightBloomMesh as deleteHighlightBloomMesh, highlight_d_highlightMesh as highlightMesh, highlight_d_showOnly as showOnly };
}
declare function fillIncludes(defines: any, uniformDeclares: any, context: any): void;
declare function setIncludeUniformValues(uniforms: any, context: any): void;
declare const context_d_fillIncludes: typeof fillIncludes;
declare const context_d_setIncludeUniformValues: typeof setIncludeUniformValues;
declare namespace context_d {
export { context_d_fillIncludes as fillIncludes, context_d_setIncludeUniformValues as setIncludeUniformValues };
}
declare class HeatmapProcess {
constructor(regl: any, sceneConfig: any, layer: any, colorStops: any, stencil: any, polygonOffset: any);
renderer: reshader.Renderer;
sceneConfig: any;
_layer: any;
_colorStops: any;
_stencil: any;
_polygonOffset: any;
_outputSize: any[];
render(scene: any, uniforms: any, fbo: any): number;
dispose(): void;
_createColorRamp(): void;
_rampCanvas: HTMLCanvasElement;
_rampCtx: CanvasRenderingContext2D;
_colorRampTex: _maptalks_regl.Texture2D;
_check(): void;
_init(): void;
_createGround(): void;
_ground: reshader.Mesh;
_groundScene: reshader.Scene;
_transformGround(): void;
_createHeatmapTex(): void;
_heatmapFBO: _maptalks_regl.Framebuffer2D;
_createShader(): void;
_heatmapShader: reshader.HeatmapShader;
_displayShader: reshader.HeatmapDisplayShader;
}
declare function export_default<T extends MixinConstructor>(Base: T): {
new (...args: any[]): {
_maskProjViewMatrix: mat4;
_maskExtentInWorld: [number, number, number, number];
removeMask(masks: undefined | null | any): any;
setMask(masks: any): any;
onAdd(): void;
getMasks(): any;
onGeometryEvent(param: any): void;
identifyMask(point: any, options: any): any[];
remove(): void;
updateMask(extent: any): {
projViewMatrix: mat4;
extentInWorld: [number, number, number, number];
};
getProjViewMatrixInOrtho(extent: any): {
mapExtent: any;
projViewMatrix: mat4;
};
updateMaskExtent(): void;
getMaskExtent(): {
extent: Extent;
ratio: number;
minHeight: any;
};
};
} & T;
declare function _default(Base: any): {
new (): {
[x: string]: any;
setMask(extent: any, projViewMatrix: any, ratio: any, minHeight: any): void;
viewport: {
x: number;
y: number;
width: () => any;
height: () => any;
};
_extentPass: reshader.ExtentPass;
needToRedraw(): boolean;
getMaskUniforms(): any;
getMaskDefines(): {};
_maskDefines: {};
updateMaskDefines(mesh: any): void;
_clearMask(): void;
_deleteMaskUniforms(): void;
};
[x: string]: any;
};
declare class ClipMask extends Mask {
constructor(coordinates: any, options: any);
_createMesh(regl: any): reshader.Mesh;
_updateUniforms(mesh: any, ratio: any, minHeight: any): void;
setHeightRange(heightRange: any): void;
getHeightRange(): any;
_getHeightRange(): number[];
_setDefines(mesh: any): void;
}
declare class ClipInsideMask extends ClipMask {
_mode: string;
}
declare class ClipOutsideMask extends ClipMask {
_mode: string;
}
declare class FlatMask extends Mask {
constructor(coordinates: any, options: any);
setFlatheight(flatHeight: any): void;
_createMesh(regl: any): reshader.Mesh;
_updateUniforms(mesh: any): void;
_setDefines(mesh: any): void;
_getHeightRange(): any[];
}
declare class FlatInsideMask$1 extends FlatMask {
_mode: string;
}
declare class FlatInsideMask extends FlatMask {
_mode: string;
}
declare class ColorMask extends Mask {
constructor(coordinates: any, options: any);
_mode: string;
setHeightRange(heightRange: any): void;
_createMesh(regl: any): reshader.Mesh;
_updateUniforms(mesh: any, ratio: any, minHeight: any): void;
_setDefines(mesh: any): void;
_getHeightRange(): number[];
}
declare class VideoMask extends Mask {
constructor(coordinates: any, options: any);
_mode: string;
play(): void;
pause(): void;
setAudio(audio: any): void;
setUrl(url: any): void;
getState(): string;
_createMesh(regl: any): reshader.Mesh;
_copyMesh: reshader.Mesh;
_updateUniforms(mesh: any): void;
_setDefines(mesh: any): void;
_createVideoTexture(regl: any): any;
_createVideo(): void;
_videoState: string;
_video: HTMLElement;
_update(): void;
_needUpdate(): boolean;
}
declare class ImageMask extends Mask {
/**
* @param {Object} options.url image resource url
*/
constructor(coordinates: any, options: any);
_mode: string;
setUrl(url: any): void;
_createMesh(regl: any): reshader.Mesh;
_copyMesh: reshader.Mesh;
_updateUniforms(mesh: any): void;
_setDefines(mesh: any): void;
_createTexture(imageTexture: any): void;
getBBox(): [reshader.vec3, reshader.vec3];
}
declare class ElevateMask extends FlatMask {
_mode: string;
setElevation(elevation: any): void;
}
declare class BoxClipMask extends ClipMask {
_position: any;
setPosition(position: any): void;
getPosition(): any;
setWidth(width: any): void;
setLength(length: any): void;
setHeight(height: any): void;
setRotation(rotation: any): void;
_updateCoordinates(): void;
_generateCoordinates(map: any, center: any, length: any, width: any, height: any, rotation: any): {
coordinates: any[][];
heightRange: any[];
};
_rotatePoint(points: any, center: any, rotation: any): any;
}
declare class BoxInsideClipper extends BoxClipMask {
_mode: string;
}
declare class BoxOutsideClipper extends BoxClipMask {
_mode: string;
}
declare class RayCaster {
constructor(from: any, to: any, isLngLat?: boolean);
_from: any;
_to: any;
_isLngLat: boolean;
setFromPoint(from: any): void;
setToPoint(to: any): void;
test(meshes: any, map: any, options?: {}): {
mesh: any;
coordinates: {
coordinate: any;
indices: any[];
normal: vec3;
}[];
}[];
_testMesh(mesh: any, ray: any, map: any, positions: any, altitudes: any, indices: any, dim: any, matrix: any, count: any): {
coordinate: any;
indices: any[];
normal: vec3;
}[];
_toWorldPosition(out: any, map: any, pos: any, altitude: any, matrix: any): any;
_testIntersection(out: any, triangle: any, ray: any): any;
_checkBBox(bbox: any, ray: any): any;
}
declare class Measure3DTool extends maptalks.DrawTool {
constructor(options: any);
_drawCoordinates: any[];
addTo(map: any): this;
_map: any;
_addHelperLayer(): void;
_afterEnable(): void;
_afterDisable(): void;
_getPickedCoordinate(e: any): any;
_msOnDrawStart(e: any): void;
_first: boolean;
_msOnDrawVertex(e: any): void;
_msOnMouseMove(e: any): void;
_msOnDrawEnd(e: any): void;
_drawEnd(): void;
_helperGeometry: any;
_label: any;
remove(): void;
clear(): void;
}
declare class Distance3DTool extends Measure3DTool {
_helperLayer: maptalks.VectorLayer;
_markerLayer: maptalks.VectorLayer;
_drawVertexMarker(): void;
_drawLabel(): void;
_getUnitContent(length: any): string;
_measure: any;
_units: string;
_addHelperGeometry(coordinate: any): void;
getMeasureResult(): any;
}
declare class Area3DTool extends Measure3DTool {
_helperLayer: maptalks.VectorLayer;
_markerLayer: maptalks.VectorLayer;
_drawVertexMarker(): void;
_getPolygonCoordinates(coordinates: any): any;
_drawLabel(): void;
_getUnitContent(area: any): string;
_measure: any;
_units: string;
_addHelperGeometry(coordinate: any): void;
_polygon: maptalks.Polygon;
getMeasureResult(): number;
}
declare class Height3DTool extends Measure3DTool {
_markerLayer: maptalks.VectorLayer;
_helperLayer: maptalks.VectorLayer;
_drawVertexMarker(): void;
_drawLabel(coordinates: any, distances: any): void;
_getUnitContent(length: any): string;
_measure: any;
_units: string;
_addHelperGeometry(coordinate: any): void;
getMeasureResult(): any;
}
export { Area3DTool, BoxInsideClipper as BoxInsideClipMask, BoxOutsideClipper as BoxOutsideClipMask, ClipInsideMask, ClipOutsideMask, ColorMask, context_d as ContextUtil, Distance3DTool, ElevateMask, FlatInsideMask$1 as FlatInsideMask, FlatInsideMask as FlatOutsideMask, GroundPainter, GroupGLLayer, HeatmapProcess, Height3DTool, highlight_d as HighlightUtil, ImageMask, export_default as MaskLayerMixin, _default as MaskRendererMixin, Measure3DTool, RayCaster, VideoMask };