bcgis-type
Version:
The SDK is based on Cesium for secondary development of 2, 3D all-in-one WebGis application framework, the framework optimizes the use of Cesium and add some additional features, designed for developers to quickly build WebGis applications.
189 lines (184 loc) • 5.31 kB
TypeScript
/*
* @Description:
* @Date: 2022-11-30 14:33:51
* @Author: GISerZ
* @LastEditor: GISerZ
* @LastEditTime: 2023-08-15 11:41:19
*/
declare namespace Cesium {
interface Cesium3DTileset {
overlayId: any;
layerId: any;
}
interface Entity {
rectangularSensor: any
}
interface Viewer {
getLayers: () => any;
viewerEvent: any;
}
interface PositionProperty {
setValue(position: Cartesian3, referenceFrame?: ReferenceFrame): void;
}
export class Matrix3 {
static multiplyByPoint: any;
static inverseTransformation: any;
static fromRotationTranslation: any;
}
export class EllipseGeometryLibrary {
static computeEllipsePositions(
arg0: {
center: Cartesian3;
semiMajorAxis: any;
semiMinorAxis: any;
rotation: number;
granularity: number;
},
arg1: boolean,
arg2: boolean
): any;
}
interface Model {
// 增加压平扩展方法
isFlattenEnabled(): boolean;
_elevationMatrix():any;
}
export class Model3DTileContent {
oldUpdate(tileset: any, frameState: any): void;
update(tileset: any, frameState: any): void;
}
export class ModelSceneGraph {
oldConfigurePipeline(frameState: any): void;
configurePipeline(frameState: any): void;
}
export enum ContextLimits {
maximumTextureSize,
}
export class Texture {
constructor(options: any);
}
export class Sampler {
static NEAREST: Readonly<Sampler>;
}
export namespace Math {
function area(position: any): number;
function bounds(positions: any): any;
function center(positions: any): any;
function distance(positions: any): any;
function heading(start: any, end: any): number;
function isBetween(value: any, min: any, max: any): boolean;
function midCartesian(start: any, end: any): Cartesian3;
function mid(start: any, end: any): any;
function midPosition(start: any, end: any): any;
function parabola(
startPosition: any,
endPosition: any,
height?: number,
count?: number
): any[];
function curve(points: any, options: any): any[];
}
export namespace Material {
let CircleBlurType: string;
let CircleDiffuseType: string;
let CircleFadeType: string;
let CircleScanType: string;
let CirclePulseType: string;
let CircleSpiralType: string;
let CircleVaryType: string;
let CircleWaveType: string;
let CircleRingType: string;
let CylinderFadeType: string;
let CylinderParticlesType: string;
let CircleRotateType: string;
let CircleRotateType: string;
let CircleRotateType: string;
let CircleRotateType: string;
let EllipsoidElectricType: string;
let EllipsoidTrailType: string;
let PolylineEmissionType: string;
let PolylineFlickerType: string;
let PolylineFlowType: string;
let PolylineImageTrailType: string;
let PolylineLightingType: string;
let PolylineLightingTrailType: string;
let PolylineTrailType: string;
let RadarLineType: string;
let RadarSweepType: string;
let RadarWaveType: string;
let WallImageTrailType: string;
let WallLineTrailType: string;
let AsphaltType: string;
let BlobType: string;
let BrickType: string;
let CementType: string;
let ErosionType: string;
let FacetType: string;
let FresnelType: string;
let ReflectionType: string;
let RefractionType: string;
let GrassType: string;
let TyeDyeType: string;
let WoodType: string;
let WallDiffuseType: string;
let WallTrailType: string;
const _materialCache = {
addMaterial(type:string, options:any)
}
}
export namespace Property {
const getValueOrDefault = (property, time, valueDefault?, result?) => any;
const getValueOrUndefined = (property, time, result?) => any;
const equals = (_speed: any, _speed: any) => boolean;
}
export const createPropertyDescriptor = (property: string) => PropertyDescriptor
export const createMaterialPropertyDescriptor = (property: string) => PropertyDescriptor
export const ShaderSource = {
_czmBuiltinsAndUniforms = {
czm_cellular,
czm_snoise
}
}
export class Framebuffer {
constructor(options: any)
}
export class PassState {
constructor(context:any)
}
export namespace VertexArray {
const fromGeometry = (options:any)=> VertexArray
}
export namespace ShaderProgram {
const fromCache = (options:any)=> ShaderProgram
}
export class RenderState{
depthTest:any;
cull:any
}
export class DrawCommand {
constructor(options:any)
}
export class ClearCommand {
constructor(options:any)
execute(context, passState)
}
export const Pass = {
ENVIRONMENT: 0,
COMPUTE: 1,
GLOBE: 2,
TERRAIN_CLASSIFICATION: 3,
CESIUM_3D_TILE: 4,
CESIUM_3D_TILE_CLASSIFICATION: 5,
CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW: 6,
OPAQUE: 7,
TRANSLUCENT: 8,
OVERLAY: 9,
NUMBER_OF_PASSES: 10,
}
export class Scene {
updateAndExecuteCommands(
passState,
backgroundColor
)
}
}