@antv/l7-layers
Advanced tools
Comparing version 2.0.1 to 2.0.2
@@ -141,3 +141,4 @@ import { BlendType, IActiveOption, IAnimateOption, IDataState, IEncodeFeature, IFontService, IGlobalConfigService, IIconService, IInteractionService, ILayer, ILayerConfig, ILayerModel, ILayerModelInitializationOptions, ILayerPlugin, ILayerService, ILogService, IMapService, IModel, IModelInitializationOptions, IMultiPassRenderer, IPass, IPostProcessingPass, IRendererService, IScale, IScaleOptions, IShaderModuleService, ISourceCFG, IStyleAttributeService, IStyleAttributeUpdateOptions, ScaleTypeName, StyleAttributeField, StyleAttributeOption } from '@antv/l7-core'; | ||
protected getDefaultConfig(): {}; | ||
private reRender; | ||
private splitValuesAndCallbackInAttribute; | ||
} |
@@ -456,3 +456,3 @@ import _objectWithoutProperties from "@babel/runtime/helpers/objectWithoutProperties"; | ||
this.layerModelNeedUpdate = true; | ||
this.render(); | ||
this.reRender(); | ||
} | ||
@@ -465,2 +465,3 @@ }, { | ||
}); | ||
this.reRender(); | ||
return this; | ||
@@ -474,2 +475,3 @@ } | ||
}); | ||
this.reRender(); | ||
return this; | ||
@@ -715,2 +717,9 @@ } | ||
}, { | ||
key: "reRender", | ||
value: function reRender() { | ||
if (this.inited) { | ||
this.layerService.renderLayers(); | ||
} | ||
} | ||
}, { | ||
key: "splitValuesAndCallbackInAttribute", | ||
@@ -717,0 +726,0 @@ value: function splitValuesAndCallbackInAttribute(valuesOrCallback, defaultValues) { |
@@ -11,3 +11,3 @@ import _classCallCheck from "@babel/runtime/helpers/classCallCheck"; | ||
var pointExtrudeFrag = "varying vec4 v_color;\nuniform float u_opacity: 1.0;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a *= u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n"; | ||
var pointExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec3 a_Position;\nattribute vec3 a_Pos;\nattribute vec4 a_Color;\nattribute vec3 a_Size;\nattribute vec3 a_Normal;\n\nuniform mat4 u_ModelMatrix;\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 size = a_Size * a_Position;\n\n vec2 offset = project_pixel(size.xy);\n\n vec4 project_pos = project_position(vec4(a_Pos.xy, 0, 1.0));\n vec4 pos = vec4(project_pos.xy + offset, project_pixel(size.z), 1.0);\n\n float lightWeight = calc_lighting(pos);\n v_color =vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n gl_Position = project_common_position_to_clipspace(pos);\n setPickingColor(a_PickingColor);\n}\n"; | ||
var pointExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec3 a_Position;\nattribute vec3 a_Pos;\nattribute vec4 a_Color;\nattribute vec3 a_Size;\nattribute vec3 a_Normal;\n\nuniform mat4 u_ModelMatrix;\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 size = a_Size * a_Position;\n\n vec2 offset = project_pixel(size.xy);\n\n vec4 project_pos = project_position(vec4(a_Pos.xy, 0., 1.0));\n vec4 pos = vec4(project_pos.xy + offset, project_pixel(size.z), 1.0);\n\n float lightWeight = calc_lighting(pos);\n v_color =vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n gl_Position = project_common_position_to_clipspace(pos);\n setPickingColor(a_PickingColor);\n}\n"; | ||
@@ -14,0 +14,0 @@ var ExtrudeModel = function (_BaseModel) { |
@@ -11,3 +11,3 @@ import _classCallCheck from "@babel/runtime/helpers/classCallCheck"; | ||
var pointFillFrag = "#define Animate 0.0\n\nuniform float u_blur : 0;\nuniform float u_opacity : 1;\nuniform float u_stroke_width : 1;\nuniform vec4 u_stroke_color : [0, 0, 0, 0];\nuniform float u_stroke_opacity : 1;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n lowp float antialiasblur = v_data.z;\n float antialiased_blur = -max(u_blur, antialiasblur);\n float r = v_radius / (v_radius + u_stroke_width);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n float opacity_t = smoothstep(0.0, antialiased_blur, outer_df);\n if(u_stroke_width <0.01 ) {\n gl_FragColor = v_color * opacity_t;\n return;\n }\n float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(\n antialiased_blur,\n 0.0,\n inner_df\n );\n vec4 strokeColor = u_stroke_color == vec4(0) ? v_color : u_stroke_color;\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n // gl_FragColor = v_color * color_t;\n // gl_FragColor = mix(vec4(v_color.rgb, v_color.a * u_opacity), strokeColor * u_stroke_opacity, color_t);\n gl_FragColor = opacity_t * mix(vec4(v_color.rgb, v_color.a * u_opacity), strokeColor * u_stroke_opacity, color_t);\n\n if(u_aimate.x == Animate) {\n float d = length(v_data.xy);\n float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);\n gl_FragColor = vec4(gl_FragColor.xyz * intensity, intensity);\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n"; | ||
var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec2 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\nuniform mat4 u_ModelMatrix;\n\nuniform float u_stroke_width : 2;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // unpack color(vec2)\n v_color = a_Color;\n vec2 extrude = a_Extrude;\n\n float shape_type = a_Shape;\n\n // radius(16-bit)\n v_radius = a_Size;\n\n vec2 offset = project_pixel(extrude * (a_Size + u_stroke_width));\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n // TODO: billboard\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n // anti-alias\n float antialiasblur = 1.0 / (a_Size + u_stroke_width);\n\n // construct point coords\n v_data = vec4(extrude, antialiasblur,shape_type);\n\n setPickingColor(a_PickingColor);\n}\n"; | ||
var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec2 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\nuniform mat4 u_ModelMatrix;\n\nuniform float u_stroke_width : 2;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // unpack color(vec2)\n v_color = a_Color;\n vec2 extrude = a_Extrude;\n\n float shape_type = a_Shape;\n\n // radius(16-bit)\n v_radius = a_Size;\n\n vec2 offset = project_pixel(extrude * (a_Size + u_stroke_width));\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n // TODO: billboard\n // anti-alias\n float antialiasblur = 1.0 / (a_Size + u_stroke_width);\n\n // construct point coords\n v_data = vec4(extrude, antialiasblur,shape_type);\n\n setPickingColor(a_PickingColor);\n}\n"; | ||
@@ -14,0 +14,0 @@ var FillModel = function (_BaseModel) { |
@@ -11,3 +11,3 @@ import _classCallCheck from "@babel/runtime/helpers/classCallCheck"; | ||
var normalFrag = "\nuniform float u_opacity : 1;\nvarying vec4 v_color;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a = u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n"; | ||
var normalVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nattribute float a_Size;\nattribute vec4 a_Color;\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n gl_Position = project_common_position_to_clipspace(project_pos);\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n"; | ||
var normalVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nattribute float a_Size;\nattribute vec4 a_Color;\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n gl_Position = project_common_position_to_clipspace(project_pos);\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n"; | ||
export function PointTriangulation(feature) { | ||
@@ -14,0 +14,0 @@ var coordinates = feature.coordinates; |
@@ -478,3 +478,3 @@ "use strict"; | ||
this.layerModelNeedUpdate = true; | ||
this.render(); | ||
this.reRender(); | ||
} | ||
@@ -487,2 +487,3 @@ }, { | ||
}); | ||
this.reRender(); | ||
return this; | ||
@@ -496,2 +497,3 @@ } | ||
}); | ||
this.reRender(); | ||
return this; | ||
@@ -736,2 +738,9 @@ } | ||
}, { | ||
key: "reRender", | ||
value: function reRender() { | ||
if (this.inited) { | ||
this.layerService.renderLayers(); | ||
} | ||
} | ||
}, { | ||
key: "splitValuesAndCallbackInAttribute", | ||
@@ -738,0 +747,0 @@ value: function splitValuesAndCallbackInAttribute(valuesOrCallback, defaultValues) { |
@@ -29,3 +29,3 @@ "use strict"; | ||
var pointExtrudeFrag = "varying vec4 v_color;\nuniform float u_opacity: 1.0;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a *= u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n"; | ||
var pointExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec3 a_Position;\nattribute vec3 a_Pos;\nattribute vec4 a_Color;\nattribute vec3 a_Size;\nattribute vec3 a_Normal;\n\nuniform mat4 u_ModelMatrix;\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 size = a_Size * a_Position;\n\n vec2 offset = project_pixel(size.xy);\n\n vec4 project_pos = project_position(vec4(a_Pos.xy, 0, 1.0));\n vec4 pos = vec4(project_pos.xy + offset, project_pixel(size.z), 1.0);\n\n float lightWeight = calc_lighting(pos);\n v_color =vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n gl_Position = project_common_position_to_clipspace(pos);\n setPickingColor(a_PickingColor);\n}\n"; | ||
var pointExtrudeVert = "precision highp float;\n\n#define ambientRatio 0.5\n#define diffuseRatio 0.3\n#define specularRatio 0.2\n\nattribute vec3 a_Position;\nattribute vec3 a_Pos;\nattribute vec4 a_Color;\nattribute vec3 a_Size;\nattribute vec3 a_Normal;\n\nuniform mat4 u_ModelMatrix;\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\nvoid main() {\n vec3 size = a_Size * a_Position;\n\n vec2 offset = project_pixel(size.xy);\n\n vec4 project_pos = project_position(vec4(a_Pos.xy, 0., 1.0));\n vec4 pos = vec4(project_pos.xy + offset, project_pixel(size.z), 1.0);\n\n float lightWeight = calc_lighting(pos);\n v_color =vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n gl_Position = project_common_position_to_clipspace(pos);\n setPickingColor(a_PickingColor);\n}\n"; | ||
@@ -32,0 +32,0 @@ var ExtrudeModel = function (_BaseModel) { |
@@ -29,3 +29,3 @@ "use strict"; | ||
var pointFillFrag = "#define Animate 0.0\n\nuniform float u_blur : 0;\nuniform float u_opacity : 1;\nuniform float u_stroke_width : 1;\nuniform vec4 u_stroke_color : [0, 0, 0, 0];\nuniform float u_stroke_opacity : 1;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\n#pragma include \"sdf_2d\"\n#pragma include \"picking\"\n\nvoid main() {\n int shape = int(floor(v_data.w + 0.5));\n\n lowp float antialiasblur = v_data.z;\n float antialiased_blur = -max(u_blur, antialiasblur);\n float r = v_radius / (v_radius + u_stroke_width);\n\n float outer_df;\n float inner_df;\n // 'circle', 'triangle', 'square', 'pentagon', 'hexagon', 'octogon', 'hexagram', 'rhombus', 'vesica'\n if (shape == 0) {\n outer_df = sdCircle(v_data.xy, 1.0);\n inner_df = sdCircle(v_data.xy, r);\n } else if (shape == 1) {\n outer_df = sdEquilateralTriangle(1.1 * v_data.xy);\n inner_df = sdEquilateralTriangle(1.1 / r * v_data.xy);\n } else if (shape == 2) {\n outer_df = sdBox(v_data.xy, vec2(1.));\n inner_df = sdBox(v_data.xy, vec2(r));\n } else if (shape == 3) {\n outer_df = sdPentagon(v_data.xy, 0.8);\n inner_df = sdPentagon(v_data.xy, r * 0.8);\n } else if (shape == 4) {\n outer_df = sdHexagon(v_data.xy, 0.8);\n inner_df = sdHexagon(v_data.xy, r * 0.8);\n } else if (shape == 5) {\n outer_df = sdOctogon(v_data.xy, 1.0);\n inner_df = sdOctogon(v_data.xy, r);\n } else if (shape == 6) {\n outer_df = sdHexagram(v_data.xy, 0.52);\n inner_df = sdHexagram(v_data.xy, r * 0.52);\n } else if (shape == 7) {\n outer_df = sdRhombus(v_data.xy, vec2(1.0));\n inner_df = sdRhombus(v_data.xy, vec2(r));\n } else if (shape == 8) {\n outer_df = sdVesica(v_data.xy, 1.1, 0.8);\n inner_df = sdVesica(v_data.xy, r * 1.1, r * 0.8);\n }\n\n float opacity_t = smoothstep(0.0, antialiased_blur, outer_df);\n if(u_stroke_width <0.01 ) {\n gl_FragColor = v_color * opacity_t;\n return;\n }\n float color_t = u_stroke_width < 0.01 ? 0.0 : smoothstep(\n antialiased_blur,\n 0.0,\n inner_df\n );\n vec4 strokeColor = u_stroke_color == vec4(0) ? v_color : u_stroke_color;\n float PI = 3.14159;\n float N_RINGS = 3.0;\n float FREQ = 1.0;\n\n // gl_FragColor = v_color * color_t;\n // gl_FragColor = mix(vec4(v_color.rgb, v_color.a * u_opacity), strokeColor * u_stroke_opacity, color_t);\n gl_FragColor = opacity_t * mix(vec4(v_color.rgb, v_color.a * u_opacity), strokeColor * u_stroke_opacity, color_t);\n\n if(u_aimate.x == Animate) {\n float d = length(v_data.xy);\n float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);\n gl_FragColor = vec4(gl_FragColor.xyz * intensity, intensity);\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n"; | ||
var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec2 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\nuniform mat4 u_ModelMatrix;\n\nuniform float u_stroke_width : 2;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // unpack color(vec2)\n v_color = a_Color;\n vec2 extrude = a_Extrude;\n\n float shape_type = a_Shape;\n\n // radius(16-bit)\n v_radius = a_Size;\n\n vec2 offset = project_pixel(extrude * (a_Size + u_stroke_width));\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n // TODO: billboard\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n // anti-alias\n float antialiasblur = 1.0 / (a_Size + u_stroke_width);\n\n // construct point coords\n v_data = vec4(extrude, antialiasblur,shape_type);\n\n setPickingColor(a_PickingColor);\n}\n"; | ||
var pointFillVert = "attribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec2 a_Extrude;\nattribute float a_Size;\nattribute float a_Shape;\nuniform mat4 u_ModelMatrix;\n\nuniform float u_stroke_width : 2;\n\nvarying vec4 v_data;\nvarying vec4 v_color;\nvarying float v_radius;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n // unpack color(vec2)\n v_color = a_Color;\n vec2 extrude = a_Extrude;\n\n float shape_type = a_Shape;\n\n // radius(16-bit)\n v_radius = a_Size;\n\n vec2 offset = project_pixel(extrude * (a_Size + u_stroke_width));\n vec4 project_pos = project_position(vec4(a_Position.xy, 0.0, 1.0));\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, 0.0, 1.0));\n\n // TODO: billboard\n // anti-alias\n float antialiasblur = 1.0 / (a_Size + u_stroke_width);\n\n // construct point coords\n v_data = vec4(extrude, antialiasblur,shape_type);\n\n setPickingColor(a_PickingColor);\n}\n"; | ||
@@ -32,0 +32,0 @@ var FillModel = function (_BaseModel) { |
@@ -30,3 +30,3 @@ "use strict"; | ||
var normalFrag = "\nuniform float u_opacity : 1;\nvarying vec4 v_color;\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n gl_FragColor.a = u_opacity;\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n"; | ||
var normalVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nattribute float a_Size;\nattribute vec4 a_Color;\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0));\n gl_Position = project_common_position_to_clipspace(project_pos);\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n"; | ||
var normalVert = "\nattribute vec3 a_Position;\nuniform mat4 u_ModelMatrix;\nattribute float a_Size;\nattribute vec4 a_Color;\nvarying vec4 v_color;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvoid main() {\n v_color = a_Color;\n vec4 project_pos = project_position(vec4(a_Position, 1.0)) + vec4(a_Size / 2.,-a_Size /2.,0.,0.);\n gl_Position = project_common_position_to_clipspace(project_pos);\n gl_PointSize = a_Size * 2.0 * u_DevicePixelRatio;\n setPickingColor(a_PickingColor);\n}\n"; | ||
@@ -33,0 +33,0 @@ function PointTriangulation(feature) { |
{ | ||
"name": "@antv/l7-layers", | ||
"version": "2.0.1", | ||
"version": "2.0.2", | ||
"description": "L7's collection of built-in layers", | ||
@@ -25,4 +25,4 @@ "main": "lib/index.js", | ||
"dependencies": { | ||
"@antv/l7-core": "^2.0.1", | ||
"@antv/l7-source": "^2.0.1", | ||
"@antv/l7-core": "^2.0.2", | ||
"@antv/l7-source": "^2.0.2", | ||
"@antv/l7-utils": "^2.0.1", | ||
@@ -53,3 +53,3 @@ "@babel/runtime": "^7.7.7", | ||
}, | ||
"gitHead": "5a24eff0bcd2ae3983dac09331689fc712d73abc", | ||
"gitHead": "55dd52059e36d858cd94e64ecdf3fc9eaed95750", | ||
"publishConfig": { | ||
@@ -56,0 +56,0 @@ "access": "public" |
Sorry, the diff of this file is not supported yet
Sorry, the diff of this file is not supported yet
1429956
14287
Updated@antv/l7-core@^2.0.2
Updated@antv/l7-source@^2.0.2