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bcgis-type

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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.

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/* * @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 ) } }