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微观选址分析和毛容量分析页面实现功能并调整样式

baiyanting 1 年之前
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8487a71dfa
共有 100 個文件被更改,包括 17848 次插入43872 次删除
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@@ -13,6 +13,7 @@
   },
   "dependencies": {
     "14": "^3.1.6",
+    "@amap/amap-jsapi-loader": "^1.0.1",
     "@antv/x6": "^1.24.4",
     "@arcgis/core": "^4.19.3",
     "@element-plus/icons-vue": "^0.2.4",
@@ -20,7 +21,7 @@
     "@vue/runtime-core": "^3.3.9",
     "animate.css": "3.5",
     "axios": "^0.21.1",
-    "cesium": "1.78.0",
+    "cesium": "^1.110.1",
     "copy-webpack-plugin": "^5.1.1",
     "core-js": "^3.6.5",
     "cross-env": "^7.0.3",

+ 2 - 0
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   <meta http-equiv="X-UA-Compatible" content="IE=edge">
   <meta name="viewport" content="width=device-width,initial-scale=1.0">
   <link rel="icon" href="<%= BASE_URL %>kb_icon.png">
+  <link rel="stylesheet" href="./static/Cesium/Widgets/widgets.css">
   <script type="text/javascript">
     window.onload = function () {
       if (!!window.ActiveXObject || "ActiveXObject" in window) {
@@ -17,6 +18,7 @@
   </script>
   <script src="./static/js/hlslib/hls.min.js"></script>
   <script src="./static/config/modeConfig.js"></script>
+  <script src="./static/Cesium/Cesium.js"></script>
   <style type="text/css">
     #ie_dialog {
       width: 350px;

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public/static/cesium/Scene/ModelExperimental/CustomShaderGuide/README.md

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-# `CustomShader` Documentation
-
-**Note**: This README is stored in `ModelExperimental/` temporarily while
-this is an experimental feature. In the future, this may move to the
-`Documentation/` directory.
-
-## Constructor
-
-```js
-var customShader = new Cesium.CustomShader({
-  // Any custom uniforms the user wants to add to the shader.
-  // these can be changed at runtime via customShader.setUniform()
-  uniforms: {
-    u_time: {
-      value: 0, // initial value
-      type: Cesium.UniformType.FLOAT
-    },
-    // Textures can be loaded from a URL, a Resource, or a TypedArray.
-    // See the Uniforms section for more detail
-    u_externalTexture: {
-      value: new Cesium.TextureUniform({
-        url: "http://example.com/image.png"
-      }),
-      type: Cesium.UniformType.SAMPLER_2D
-    }
-  }
-  // Custom varyings that will appear in the custom vertex and fragment shader
-  // text.
-  varyings: {
-    v_customTexCoords: Cesium.VaryingType.VEC2
-  },
-  // configure where in the fragment shader's materials/lighting pipeline the
-  // custom shader goes. More on this below.
-  mode: Cesium.CustomShaderMode.MODIFY_MATERIAL,
-  // either PBR (physically-based rendering) or UNLIT depending on the desired
-  // results.
-  lightingModel: Cesium.LightingModel.PBR,
-  // required when setting material.alpha in the fragment shader
-  isTranslucent: true,
-  // Custom vertex shader. This is a function from model space -> model space.
-  // VertexInput is documented below
-  vertexShaderText: `
-    void vertexMain(VertexInput vsInput, inout vec3 position) {
-        // code goes here. e.g. for a no-op:
-        return position;
-    }
-  `,
-  // Custom fragment shader.
-  // FragmentInput will be documented below
-  // Regardless of the mode, this always takes in a material and modifies it in place.
-  fragmentShaderText: `
-    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
-        // code goes here. e.g. to set the diffuse color to a translucent red:
-        material.diffuse = vec3(1.0, 0.0, 0.0);
-        material.alpha = 0.5;
-    }
-  `,
-});
-```
-
-## Applying A Custom Shader
-
-Custom shaders can be applied to either 3D Tiles or `ModelExperimental` as
-follows:
-
-```js
-var customShader = new Cesium.CustomShader(/* ... */);
-
-// Applying to all tiles in a tileset.
-var tileset = viewer.scene.primitives.add(new Cesium.Cesium3DTileset({
-  url: "http://example.com/tileset.json",
-  customShader: customShader
-}));
-
-// Applying to a model directly
-var model = Cesium.ModelExperimental.fromGltf({,
-  gltf: "http://example.com/model.gltf",
-  customShader: customShader
-});
-```
-
-**Note**: As of this writing, only tilesets that use the `3DTILES_content_gltf`
-extension will support `CustomShaders`. Future releases will add support for
-other formats such as B3DM.
-
-## Uniforms
-
-Custom Shaders currently supports the following uniform types:
-
-| UniformType  | GLSL type   | JS type          |
-| ------------ | ----------- | ---------------- |
-| `FLOAT`      | `float`     | `Number`         |
-| `VEC2`       | `vec2`      | `Cartesian2`     |
-| `VEC3`       | `vec3`      | `Cartesian3`     |
-| `VEC4`       | `vec4`      | `Cartesian4`     |
-| `INT`        | `int`       | `Number`         |
-| `INT_VEC2`   | `ivec2`     | `Cartesian2`     |
-| `INT_VEC3`   | `ivec3`     | `Cartesian3`     |
-| `INT_VEC4`   | `ivec4`     | `Cartesian4`     |
-| `BOOL`       | `bool`      | `Boolean`        |
-| `BOOL_VEC2`  | `bvec2`     | `Cartesian2`     |
-| `BOOL_VEC3`  | `bvec3`     | `Cartesian3`     |
-| `BOOL_VEC4`  | `bvec4`     | `Cartesian4`     |
-| `MAT2`       | `mat2`      | `Matrix2`        |
-| `MAT3`       | `mat3`      | `Matrix3`        |
-| `MAT4`       | `mat4`      | `Matrix4`        |
-| `SAMPLER_2D` | `sampler2D` | `TextureUniform` |
-
-### Texture Uniforms
-
-Texture uniforms have more options, which have been encapsulated in the
-`TextureUniform` class. Textures can be loaded from a URL, a `Resource` or a
-typed array. Here are some examples:
-
-```js
-var textureFromUrl = new Cesium.TextureUniform({
-  url: "https://example.com/image.png",
-});
-
-var textureFromTypedArray = new Cesium.TextureUniform({
-  typedArray: new Uint8Array([255, 0, 0, 255]),
-  width: 1,
-  height: 1,
-  pixelFormat: Cesium.PixelFormat.RGBA,
-  pixelDatatype: Cesium.PixelDatatype.UNSIGNED_BYTE,
-});
-
-// TextureUniform also provides options for controlling the sampler
-var textureWithSampler = new Cesium.TextureUniform({
-  url: "https://example.com/image.png",
-  repeat: false,
-  minificationFilter: Cesium.TextureMinificationFilter.NEAREST,
-  magnificationFilter: Cesium.TextureMagnificationFilter.NEAREST,
-});
-```
-
-## Varyings
-
-Varyings are declared in the `CustomShader` constructor. This automatically
-adds a line such as `varying float v_userDefinedVarying;` to the top of the
-GLSL shader.
-
-The user is responsible for assigning a value to this varying in
-`vertexShaderText` and using it in `fragmentShaderText`. For example:
-
-```js
-var customShader = new Cesium.CustomShader({
-  // Varying is declared here
-  varyings: {
-    v_selectedColor: VaryingType.VEC3,
-  },
-  // User assigns the varying in the vertex shader
-  vertexShaderText: `
-    void vertexMain(VertexInput vsInput, inout vec3 position) {
-        float positiveX = step(0.0, position.x);
-        v_selectedColor = mix(
-            vsInput.attributes.color_0,
-            vsInput.attributes.color_1,
-            position.x
-        );
-        return position;
-    }
-  `,
-  // User uses the varying in the fragment shader
-  fragmentShaderText: `
-    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
-        material.diffuse = v_selectedColor;
-    }
-  `,
-});
-```
-
-Custom Shaders supports the following varying types:
-
-| VaryingType | GLSL type |
-| ----------- | --------- |
-| `FLOAT`     | `float`   |
-| `VEC2`      | `vec2`    |
-| `VEC3`      | `vec3`    |
-| `VEC4`      | `vec4`    |
-| `MAT2`      | `mat2`    |
-| `MAT3`      | `mat3`    |
-| `MAT4`      | `mat4`    |
-
-## Custom Shader Modes
-
-The custom fragment shader is configurable so it can go before/after materials or lighting. here's a summary of what
-modes are available.
-
-| Mode                        | Fragment shader pipeline              | Description                                                                            |
-| --------------------------- | ------------------------------------- | -------------------------------------------------------------------------------------- |
-| `MODIFY_MATERIAL` (default) | material -> custom shader -> lighting | The custom shader modifies the results of the material stage                           |
-| `REPLACE_MATERIAL`          | custom shader -> lighting             | Don't run the material stage at all, but procedurally generate it in the custom shader |
-
-In the above, "material" does preprocessing of textures, resulting in a `czm_modelMaterial`. This is mostly relevant for PBR, but even for UNLIT, the base color texture is handled.
-
-## `VertexInput` struct
-
-An automatically-generated GLSL struct that contains attributes.
-
-```glsl
-// this struct represents the raw attribute values.
-struct Attributes {
-    // required semantics
-    vec3 position; // model space position. Always present.
-
-    // optional semantics (added if available in the 3D model file)
-    vec3 normal; // corresponds to attribute with semantic "NORMAL"
-    vec3 tangent;
-    vec2 texCoord_0;
-    // etc.
-
-    // custom attribues
-    vec3 custom_attribute; // corresponds to attribute "_CUSTOM_ATTRIBUTE"
-};
-
-struct VertexInput {
-    // raw attribute values
-    Attributes attributes;
-    // in the future we may add another struct for derived attributes (e.g. positionEC)
-};
-```
-
-## `FragmentInput` struct
-
-This struct is similar to `VertexInput`, but there are a few more automatic
-variables for positions in various coordinate spaces.
-
-```glsl
-// this struct represents the raw attributes from the 3D model file. The
-// varyings required to make this work are handled automatically.
-struct Attributes {
-    // required semantics
-    vec3 position; // Raw model space position. always present as POSITION is required
-
-    // optional semantics (added if available in the 3D model file)
-    vec3 normal; // corresponds to attribute with semantic "NORMAL"
-    vec3 tangent;
-    vec2 texCoord_0;
-    // etc.
-
-    // custom attribues
-    vec3 custom_attribute; // corresponds to attribute "_CUSTOM_ATTRIBUTE"
-};
-
-struct FragmentInput {
-    // raw attribute values interpolated (but not normalized) from varyings.
-    Attributes attributes;
-    vec3 positionMC; // model space
-    vec3 positionWC; // World coords (ECEF). Low precision.
-    vec3 positionEC; // Eye coordinates
-};
-```
-
-## `czm_modelMaterial` struct
-
-This one is a built-in, see the [documentation comment](https://github.com/CesiumGS/cesium/blob/model-experimental-custom-shaders/Source/Shaders/Builtin/Structs/modelMaterial.glsl). This is similar to `czm_material` from the old Fabric system, but slightly different fields as this one supports PBR lighting.
-
-This struct serves as the basic input/output of the fragment shader pipeline stages. For example:
-
-- the material stage produces a material
-- the lighting stage takes in a material, computes lighting, and stores the result into `material.diffuse`
-- Custom shaders (regardless of where in the pipeline it is) takes in a material (even if it's a material with default values) and modifies this.

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-.cesium-lighter .cesium-widget-errorPanel{background:rgba(255,255,255,.7)}.cesium-lighter .cesium-widget-errorPanel-content{border:1px solid #526f82;border-radius:7px;background-color:#fff;color:#000}.cesium-lighter .cesium-widget-errorPanel-header{color:#b87d00}
+.cesium-lighter .cesium-widget-errorPanel {
+  background: rgba(255, 255, 255, 0.7);
+}
+
+.cesium-lighter .cesium-widget-errorPanel-content {
+  border: 1px solid #526f82;
+  border-radius: 7px;
+  background-color: white;
+  color: black;
+}
+
+.cesium-lighter .cesium-widget-errorPanel-header {
+  color: #b87d00;
+}

+ 8 - 1
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@@ -1 +1,8 @@
-.cesium-button.cesium-fullscreenButton{display:block;width:100%;height:100%;margin:0;border-radius:0}
+/* packages/widgets/Source/FullscreenButton/FullscreenButton.css */
+.cesium-button.cesium-fullscreenButton {
+  display: block;
+  width: 100%;
+  height: 100%;
+  margin: 0;
+  border-radius: 0;
+}

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public/static/cesium/Widgets/Geocoder/lighter.css

@@ -1 +1,17 @@
-.cesium-lighter .cesium-geocoder-input{border:solid 1px #759dc0;background-color:rgba(240,240,240,.9);color:#000}.cesium-lighter .cesium-viewer-geocoderContainer:hover .cesium-geocoder-input{border-color:#aef;box-shadow:0 0 8px #fff}.cesium-lighter .cesium-geocoder-searchButton{background-color:#e2f0ff;fill:#111}.cesium-lighter .cesium-geocoder-searchButton:hover{background-color:#a6d2ff}
+/* packages/widgets/Source/Geocoder/lighter.css */
+.cesium-lighter .cesium-geocoder-input {
+  border: solid 1px #759dc0;
+  background-color: rgba(240, 240, 240, 0.9);
+  color: black;
+}
+.cesium-lighter .cesium-viewer-geocoderContainer:hover .cesium-geocoder-input {
+  border-color: #aef;
+  box-shadow: 0 0 8px #fff;
+}
+.cesium-lighter .cesium-geocoder-searchButton {
+  background-color: #e2f0ff;
+  fill: #111;
+}
+.cesium-lighter .cesium-geocoder-searchButton:hover {
+  background-color: #a6d2ff;
+}

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+ 15 - 1
public/static/cesium/Widgets/PerformanceWatchdog/PerformanceWatchdog.css

@@ -1 +1,15 @@
-.cesium-performance-watchdog-message-area{position:relative;background-color:#ff0;color:#000;padding:10px}.cesium-performance-watchdog-message{margin-right:30px}.cesium-performance-watchdog-message-dismiss{position:absolute;right:0;margin:0 10px 0 0}
+/* packages/widgets/Source/PerformanceWatchdog/PerformanceWatchdog.css */
+.cesium-performance-watchdog-message-area {
+  position: relative;
+  background-color: yellow;
+  color: black;
+  padding: 10px;
+}
+.cesium-performance-watchdog-message {
+  margin-right: 30px;
+}
+.cesium-performance-watchdog-message-dismiss {
+  position: absolute;
+  right: 0;
+  margin: 0 10px 0 0;
+}

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+ 20 - 1
public/static/cesium/Widgets/SelectionIndicator/SelectionIndicator.css

@@ -1 +1,20 @@
-.cesium-selection-wrapper{position:absolute;width:160px;height:160px;pointer-events:none;visibility:hidden;opacity:0;transition:visibility 0s .2s,opacity .2s ease-in}.cesium-selection-wrapper-visible{visibility:visible;opacity:1;transition:opacity .2s ease-out}.cesium-selection-wrapper svg{fill:#2e2;stroke:#000;stroke-width:1.1px}
+/* packages/widgets/Source/SelectionIndicator/SelectionIndicator.css */
+.cesium-selection-wrapper {
+  position: absolute;
+  width: 160px;
+  height: 160px;
+  pointer-events: none;
+  visibility: hidden;
+  opacity: 0;
+  transition: visibility 0s 0.2s, opacity 0.2s ease-in;
+}
+.cesium-selection-wrapper-visible {
+  visibility: visible;
+  opacity: 1;
+  transition: opacity 0.2s ease-out;
+}
+.cesium-selection-wrapper svg {
+  fill: #2e2;
+  stroke: #000;
+  stroke-width: 1.1px;
+}

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public/static/cesium/Widgets/Timeline/Timeline.css


+ 18 - 1
public/static/cesium/Widgets/Timeline/lighter.css

@@ -1 +1,18 @@
-.cesium-lighter .cesium-timeline-bar{background:linear-gradient(to bottom,#eee 0,#fff 50%,#fafafa 100%)}.cesium-lighter .cesium-timeline-ticLabel{color:#000}.cesium-lighter .cesium-timeline-ticMain{position:absolute;bottom:0;left:0;width:1px;height:50%;background:#000}.cesium-lighter .cesium-timeline-ticSub{background:#444}
+/* packages/widgets/Source/Timeline/lighter.css */
+.cesium-lighter .cesium-timeline-bar {
+  background: linear-gradient(to bottom, #eeeeee 0%, #ffffff 50%, #fafafa 100%);
+}
+.cesium-lighter .cesium-timeline-ticLabel {
+  color: #000;
+}
+.cesium-lighter .cesium-timeline-ticMain {
+  position: absolute;
+  bottom: 0;
+  left: 0;
+  width: 1px;
+  height: 50%;
+  background: #000;
+}
+.cesium-lighter .cesium-timeline-ticSub {
+  background: #444;
+}

+ 8 - 1
public/static/cesium/Widgets/VRButton/VRButton.css

@@ -1 +1,8 @@
-.cesium-button.cesium-vrButton{display:block;width:100%;height:100%;margin:0;border-radius:0}
+/* packages/widgets/Source/VRButton/VRButton.css */
+.cesium-button.cesium-vrButton {
+  display: block;
+  width: 100%;
+  height: 100%;
+  margin: 0;
+  border-radius: 0;
+}

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public/static/cesium/Widgets/Viewer/Viewer.css


+ 16 - 0
public/static/cesium/Widgets/VoxelInspector/VoxelInspector.css

@@ -0,0 +1,16 @@
+/* packages/widgets/Source/VoxelInspector/VoxelInspector.css */
+.cesium-VoxelInspector {
+  width: 300px;
+  pointer-events: all;
+}
+.cesium-VoxelInspector div,
+.cesium-VoxelInspector input[type=range] {
+  width: 100%;
+  box-sizing: border-box;
+}
+.cesium-VoxelInspector .cesium-cesiumInspector-section {
+  margin-top: 3px;
+}
+.cesium-VoxelInspector .cesium-cesiumInspector-sectionHeader + .cesium-cesiumInspector-show {
+  border-top: 1px solid white;
+}

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+ 0 - 1
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-define(["exports"],function(e){"use strict";var r=Object.freeze({NONE:0,GEODESIC:1,RHUMB:2});e.ArcType=r});

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+ 0 - 1
public/static/cesium/Workers/CylinderGeometryLibrary-dc0b434b.js

@@ -1 +0,0 @@
-define(["exports","./ComponentDatatype-93750d1a"],function(t,C){"use strict";var r={computePositions:function(t,r,e,a,n){for(var o=.5*t,i=-o,t=a+a,s=new Float64Array(3*(n?2*t:t)),u=0,c=0,y=n?3*t:0,f=n?3*(t+a):3*a,m=0;m<a;m++){var p=m/a*C.CesiumMath.TWO_PI,d=Math.cos(p),h=Math.sin(p),v=d*e,p=h*e,d=d*r,h=h*r;s[c+y]=v,s[c+y+1]=p,s[c+y+2]=i,s[c+f]=d,s[c+f+1]=h,s[c+f+2]=o,c+=3,n&&(s[u++]=v,s[u++]=p,s[u++]=i,s[u++]=d,s[u++]=h,s[u++]=o)}return s}};t.CylinderGeometryLibrary=r});

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public/static/cesium/Workers/GeometryAttributes-7827a6c2.js

@@ -1 +0,0 @@
-define(["exports","./when-4bbc8319"],function(t,n){"use strict";t.GeometryAttributes=function(t){t=n.defaultValue(t,n.defaultValue.EMPTY_OBJECT),this.position=t.position,this.normal=t.normal,this.st=t.st,this.bitangent=t.bitangent,this.tangent=t.tangent,this.color=t.color}});

+ 0 - 1
public/static/cesium/Workers/GeometryInstance-5f4fe82b.js

@@ -1 +0,0 @@
-define(["exports","./when-4bbc8319","./RuntimeError-346a3079","./Matrix2-ccd5b911"],function(e,t,i,r){"use strict";e.GeometryInstance=function(e){e=t.defaultValue(e,t.defaultValue.EMPTY_OBJECT),this.geometry=e.geometry,this.modelMatrix=r.Matrix4.clone(t.defaultValue(e.modelMatrix,r.Matrix4.IDENTITY)),this.id=e.id,this.pickPrimitive=e.pickPrimitive,this.attributes=t.defaultValue(e.attributes,{}),this.westHemisphereGeometry=void 0,this.eastHemisphereGeometry=void 0}});

+ 0 - 1
public/static/cesium/Workers/GeometryOffsetAttribute-1772960d.js

@@ -1 +0,0 @@
-define(["exports","./RuntimeError-346a3079","./when-4bbc8319"],function(t,e,u){"use strict";var r=Object.freeze({NONE:0,TOP:1,ALL:2});t.GeometryOffsetAttribute=r,t.arrayFill=function(t,e,r,a){if("function"==typeof t.fill)return t.fill(e,r,a);for(var f=t.length>>>0,n=(r=u.defaultValue(r,0))<0?Math.max(f+r,0):Math.min(r,f),i=(a=u.defaultValue(a,f))<0?Math.max(f+a,0):Math.min(a,f);n<i;)t[n]=e,n++;return t}});

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