JSAPI Three API Reference
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    类 Heatmap

    2D热力图,用于在地图上展示数据密度分布。支持自定义颜色渐变、透明度、半径等属性,可以高效渲染大量数据点。 主要功能:

    • 支持自定义颜色渐变配置
    • 支持数据权重设置
    • 支持保持大小(按像素为单位绘制)
    • 支持径向渐变速度调整
    const heatmap = engine.add(new mapvthree.Heatmap({
    gradient: {
    0.4: 'blue',
    0.65: 'lime',
    1: 'red'
    },
    radius: 30,
    opacity: 0.8,
    keepSize: true
    }));
    let data = mapvthree.GeoJSONDataSource.fromGeoJSON(data);
    heatmap.dataSource = data;

    层级

    • GeoMesh
      • Heatmap
    索引

    构造函数

    • 创建热力图实例

      参数

      • parameters: {
            attenuateMValueFactor?: number;
            gradient?: any;
            keepSize?: boolean;
            maxValue?: number;
            minValue?: number;
            opacity?: number;
            radius?: number;
        }

        热力图配置参数

        • 可选attenuateMValueFactor?: number

          径向渐变速度

        • 可选gradient?: any

          热力渐变颜色配置,格式为{stop: 'color'},例如{0.4: 'blue', 0.65: 'lime', 1: 'red'}

        • 可选keepSize?: boolean

          是否保持大小(即按像素为单位绘制)

        • 可选maxValue?: number

          最大热力值

        • 可选minValue?: number

          最小热力值

        • 可选opacity?: number

          透明度整体系数

        • 可选radius?: number

          热力绘制半径

      返回 Heatmap

    属性

    animations: AnimationClip[]

    Array with object's animation clips.

    []

    castShadow: boolean

    Whether the object gets rendered into shadow map.

    false

    children: Object3D<Object3DEventMap>[]

    Array with object's children.

    THREE.Object3DGroup | Group for info on manually grouping objects.

    []

    customDepthMaterial?: Material

    Custom depth material to be used when rendering to the depth map.

    Can only be used in context of meshes. When shadow-casting with a THREE.DirectionalLight | DirectionalLight or THREE.SpotLight | SpotLight, if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows.

    undefined

    customDistanceMaterial?: Material

    Same as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.

    undefined

    DEFAULT_MATRIX_AUTO_UPDATE: boolean

    The default setting for matrixAutoUpdate for newly created Object3Ds.

    true

    DEFAULT_MATRIX_WORLD_AUTO_UPDATE: boolean

    The default setting for matrixWorldAutoUpdate for newly created Object3Ds.

    true

    DEFAULT_UP: Vector3

    The default up direction for objects, also used as the default position for THREE.DirectionalLight | DirectionalLight, THREE.HemisphereLight | HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).

    new THREE.Vector3( 0, 1, 0)

    id: number

    Unique number for this Object3D instance.

    Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object. Expects a Integer

    isGeoObject: true

    类型为GeoObject的标识

    isHeatmap: true

    是否为热力图

    isMesh: true

    类型为Mesh的标识

    isObject3D: true

    Flag to check if a given object is of type Object3D.

    This is a constant value

    true

    layers: Layers

    The layer membership of the object.

    The object is only visible if it has at least one layer in common with the THREE.Object3DCamera | Camera in use. This property can also be used to filter out unwanted objects in ray-intersection tests when using THREE.Raycaster | Raycaster.

    new THREE.Layers()

    matrix: Matrix4

    The local transform matrix.

    new THREE.Matrix4()

    matrixAutoUpdate: boolean

    When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.

    DEFAULT_MATRIX_AUTO_UPDATE - that is (true).

    matrixWorld: Matrix4

    The global transform of the object.

    If the Object3D has no parent, then it's identical to the local transform THREE.Object3D.matrix | .matrix.

    new THREE.Matrix4()

    matrixWorldAutoUpdate: boolean

    If set, then the renderer checks every frame if the object and its children need matrix updates. When it isn't, then you have to maintain all matrices in the object and its children yourself.

    DEFAULT_MATRIX_WORLD_AUTO_UPDATE - that is (true).

    matrixWorldNeedsUpdate: boolean

    When this is set, it calculates the matrixWorld in that frame and resets this property to false.

    false

    modelViewMatrix: Matrix4

    new THREE.Matrix4()

    name: string

    Optional name of the object

    (doesn't need to be unique).

    ""

    normalMatrix: Matrix3

    new THREE.Matrix3()

    parent: Object3D<Object3DEventMap>

    Object's parent in the scene graph.

    An object can have at most one parent.

    null

    position: Vector3

    Object's local position.

    new THREE.Vector3() - that is (0, 0, 0).

    quaternion: Quaternion

    Object's local rotation as a THREE.Quaternion | Quaternion.

    new THREE.Quaternion() - that is (0, 0, 0, 1).

    receiveShadow: boolean

    Whether the material receives shadows.

    false

    renderOrder: number

    This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently.

    When this property is set for an instance of Group | Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder.

    0

    rotation: Euler

    Object's local rotation (Euler angles), in radians.

    new THREE.Euler() - that is (0, 0, 0, Euler.DEFAULT_ORDER).

    scale: Vector3

    The object's local scale.

    new THREE.Vector3( 1, 1, 1 )

    type: string

    A Read-only string to check this object type.

    This can be used to find a specific type of Object3D in a scene. Sub-classes will update this value.

    Object3D

    up: Vector3

    This is used by the lookAt method, for example, to determine the orientation of the result.

    Object3D.DEFAULT_UP - that is (0, 1, 0).

    userData: Record<string, any>

    An object that can be used to store custom data about the Object3D.

    It should not hold references to functions as these will not be cloned.

    {}

    uuid: string

    UUID of this object instance.

    This gets automatically assigned and shouldn't be edited.

    visible: boolean

    Object gets rendered if true.

    true

    方法

    • Adds another Object3D as child of this Object3D.

      参数

      • ...object: Object3D<Object3DEventMap>[]

      返回 this

      An arbitrary number of objects may be added Any current parent on an object passed in here will be removed, since an Object3D can have at most one parent.

      • attach
      • THREE.Group | Group for info on manually grouping objects.
    • 添加属性重命名

      参数

      • key: string

        原始属性名,该组件的属性名

      • value: string

        重命名后的属性名,数据源的属性名

      返回 void

    • Adds a listener to an event type.

      类型参数

      • T extends keyof Object3DEventMap

      参数

      • type: T

        The type of event to listen to.

      • listener: EventListener<Object3DEventMap[T], T, Heatmap>

        The function that gets called when the event is fired.

      返回 void

    • Applies the matrix transform to the object and updates the object's position, rotation and scale.

      参数

      • matrix: Matrix4

      返回 void

    • Applies the rotation represented by the quaternion to the object.

      参数

      • quaternion: Quaternion

      返回 this

    • Adds a Object3D as a child of this, while maintaining the object's world transform.

      参数

      • object: Object3D

      返回 this

      Note: This method does not support scene graphs having non-uniformly-scaled nodes(s).

      add

    • Removes all child objects.

      返回 this

    • 清空属性重命名

      返回 void

    • Returns a clone of this object and optionally all descendants.

      参数

      • 可选recursive: boolean

        If true, descendants of the object are also cloned. Default true

      返回 this

    • Copies the given object into this object.

      参数

      • object: Object3D
      • 可选recursive: boolean

        If set to true, descendants of the object are copied next to the existing ones. If set to false, descendants are left unchanged. Default is true.

      返回 this

      Event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.

    • Fire an event type.

      类型参数

      • T extends keyof Object3DEventMap

      参数

      • event: BaseEvent<T> & Object3DEventMap[T]

        The event that gets fired.

      返回 void

    • 释放资源

      返回 void

    • Searches through an object and its children, starting with the object itself, and returns the first with a matching id.

      参数

      • id: number

        Unique number of the object instance. Expects a Integer

      返回 Object3D<Object3DEventMap>

      Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

      id

    • Searches through an object and its children, starting with the object itself, and returns the first with a matching name.

      参数

      • name: string

        String to match to the children's Object3D.name property.

      返回 Object3D<Object3DEventMap>

      Note that for most objects the name is an empty string by default You will have to set it manually to make use of this method.

    • Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

      参数

      • name: string

        the property name to search for.

      • value: any

        value of the given property.

      返回 Object3D<Object3DEventMap>

    • Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

      参数

      • name: string

        The property name to search for.

      • value: any

        Value of the given property.

      • 可选optionalTarget: Object3D<Object3DEventMap>[]

        target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).

      返回 Object3D<Object3DEventMap>[]

    • Returns a vector representing the direction of object's positive z-axis in world space.

      参数

      • target: Vector3

        The result will be copied into this Vector3.

      返回 Vector3

    • Returns a vector representing the position of the object in world space.

      参数

      • target: Vector3

        The result will be copied into this Vector3.

      返回 Vector3

    • Returns a quaternion representing the rotation of the object in world space.

      参数

      • target: Quaternion

        The result will be copied into this Quaternion.

      返回 Quaternion

    • Returns a vector of the scaling factors applied to the object for each axis in world space.

      参数

      • target: Vector3

        The result will be copied into this Vector3.

      返回 Vector3

    • Checks if listener is added to an event type.

      类型参数

      • T extends keyof Object3DEventMap

      参数

      • type: T

        The type of event to listen to.

      • listener: EventListener<Object3DEventMap[T], T, Heatmap>

        The function that gets called when the event is fired.

      返回 boolean

    • Converts the vector from this object's local space to world space.

      参数

      • vector: Vector3

        A vector representing a position in this object's local space.

      返回 Vector3

    • Rotates the object to face a point in world space.

      参数

      • vector: Vector3

        A vector representing a position in world space to look at.

      返回 void

      This method does not support objects having non-uniformly-scaled parent(s).

    • Rotates the object to face a point in world space.

      参数

      • x: number

        Expects a Float

      • y: number

        Expects a Float

      • z: number

        Expects a Float

      返回 void

      This method does not support objects having non-uniformly-scaled parent(s).

    • An optional callback that is executed immediately after a 3D object is rendered.

      参数

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • geometry: BufferGeometry
      • material: Material
      • group: Group

      返回 void

      This function is called with the following parameters: renderer, scene, camera, geometry, material, group. Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

    • An optional callback that is executed immediately after a 3D object is rendered to a shadow map.

      参数

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • shadowCamera: Camera
      • geometry: BufferGeometry
      • depthMaterial: Material
      • group: Group

      返回 void

      This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry, depthMaterial, group. Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

    • An optional callback that is executed immediately before a 3D object is rendered.

      参数

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • geometry: BufferGeometry
      • material: Material
      • group: Group

      返回 void

      This function is called with the following parameters: renderer, scene, camera, geometry, material, group. Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

    • An optional callback that is executed immediately before a 3D object is rendered to a shadow map.

      参数

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • shadowCamera: Camera
      • geometry: BufferGeometry
      • depthMaterial: Material
      • group: Group

      返回 void

      This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry, depthMaterial, group. Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

    • Abstract (empty) method to get intersections between a casted ray and this object

      参数

      • raycaster: any
      • intersects: any

      返回 void

      Subclasses such as THREE.Mesh | Mesh, THREE.Line | Line, and THREE.Points | Points implement this method in order to use raycasting.

      THREE.Raycaster | Raycaster

      () => {}

    • Removes a Object3D as child of this Object3D.

      参数

      • ...object: Object3D<Object3DEventMap>[]

      返回 this

      An arbitrary number of objects may be removed.

      THREE.Group | Group for info on manually grouping objects.

    • 移除属性重命名

      参数

      • key: string

        原始属性名

      返回 void

    • Removes a listener from an event type.

      类型参数

      • T extends keyof Object3DEventMap

      参数

      • type: T

        The type of the listener that gets removed.

      • listener: EventListener<Object3DEventMap[T], T, Heatmap>

        The listener function that gets removed.

      返回 void

    • Removes this object from its current parent.

      返回 this

    • Rotate an object along an axis in object space.

      参数

      • axis: Vector3

        A normalized vector in object space.

      • angle: number

        The angle in radians. Expects a Float

      返回 this

      The axis is assumed to be normalized.

    • Rotate an object along an axis in world space.

      参数

      • axis: Vector3

        A normalized vector in world space.

      • angle: number

        The angle in radians. Expects a Float

      返回 this

      The axis is assumed to be normalized Method Assumes no rotated parent.

    • Rotates the object around x axis in local space.

      参数

      • angle: number

      返回 this

    • Rotates the object around y axis in local space.

      参数

      • angle: number

      返回 this

    • Rotates the object around z axis in local space.

      参数

      • angle: number

      返回 this

    • Calls THREE.Quaternion.setFromAxisAngle | setFromAxisAngle(axis, angle) on the .quaternion.

      参数

      • axis: Vector3

        A normalized vector in object space.

      • angle: number

        Angle in radians. Expects a Float

      返回 void

    • Calls THREE.Quaternion.setFromEuler | setFromEuler(euler) on the .quaternion.

      参数

      • euler: Euler

        Euler angle specifying rotation amount.

      返回 void

    • Calls THREE.Quaternion.setFromRotationMatrix | setFromRotationMatrix(m) on the .quaternion.

      参数

      • m: Matrix4

        Rotate the quaternion by the rotation component of the matrix.

      返回 void

      Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).

    • Copy the given THREE.Quaternion | Quaternion into .quaternion.

      参数

      • q: Quaternion

        Normalized Quaternion.

      返回 void

    • Convert the object to three.js JSON Object/Scene format.

      参数

      • 可选meta: JSONMeta

        Object containing metadata such as materials, textures or images for the object.

      返回 Object3DJSON

    • Translate an object by distance along an axis in object space

      参数

      • axis: Vector3

        A normalized vector in object space.

      • distance: number

        The distance to translate. Expects a Float

      返回 this

      The axis is assumed to be normalized.

    • Translates object along x axis in object space by distance units.

      参数

      • distance: number

        Expects a Float

      返回 this

    • Translates object along y axis in object space by distance units.

      参数

      • distance: number

        Expects a Float

      返回 this

    • Translates object along z axis in object space by distance units.

      参数

      • distance: number

        Expects a Float

      返回 this

    • Executes the callback on this object and all descendants.

      参数

      • callback: (object: Object3D) => any

        A function with as first argument an Object3D object.

      返回 void

      Note: Modifying the scene graph inside the callback is discouraged.

    • Executes the callback on all ancestors.

      参数

      • callback: (object: Object3D) => any

        A function with as first argument an Object3D object.

      返回 void

      Note: Modifying the scene graph inside the callback is discouraged.

    • Like traverse, but the callback will only be executed for visible objects

      参数

      • callback: (object: Object3D) => any

        A function with as first argument an Object3D object.

      返回 void

      Descendants of invisible objects are not traversed. Note: Modifying the scene graph inside the callback is discouraged.

    • Updates local transform.

      返回 void

    • Updates the global transform of the object. And will update the object descendants if .matrixWorldNeedsUpdate is set to true or if the force parameter is set to true.

      参数

      • 可选force: boolean

        A boolean that can be used to bypass .matrixWorldAutoUpdate, to recalculate the world matrix of the object and descendants on the current frame. Useful if you cannot wait for the renderer to update it on the next frame, assuming .matrixWorldAutoUpdate set to true.

      返回 void

    • Updates the global transform of the object.

      参数

      • updateParents: boolean

        Recursively updates global transform of ancestors.

      • updateChildren: boolean

        Recursively updates global transform of descendants.

      返回 void

    • Converts the vector from world space to this object's local space.

      参数

      • vector: Vector3

        A vector representing a position in world space.

      返回 Vector3

    访问器

    • set attenuateMValueFactor(value: any): void

      径向渐变速度

      参数

      • value: any

      返回 void

    • get dataSource(): DataSource

      获取数据源

      返回 DataSource

      数据源对象

    • set dataSource(dataSource: DataSource): void

      设置数据源

      参数

      • dataSource: DataSource

        数据源对象

      返回 void

    • set gradient(value: any): void

      热力渐变颜色配置,格式为{stop: 'color'},例如{0.4: 'blue', 0.65: 'lime', 1: 'red'}

      参数

      • value: any

      返回 void

    • get keepSize(): boolean

      获取是否保持大小(即按像素为单位绘制)

      返回 boolean

      是否保持大小

    • set keepSize(value: boolean): void

      设置是否保持大小(即按像素为单位绘制)

      参数

      • value: boolean

        是否保持大小

      返回 void

    • get maxValue(): number

      获取最大热力值

      返回 number

      最大热力值

    • set maxValue(value: number): void

      设置最大热力值

      参数

      • value: number

        最大热力值

      返回 void

    • get minValue(): number

      获取最小热力值

      返回 number

      最小热力值

    • set minValue(value: number): void

      设置最小热力值

      参数

      • value: number

        最小热力值

      返回 void

    • get needsUpdate(): boolean

      是否需要更新

      返回 boolean

    • set needsUpdate(value: boolean): void

      设置object是否在下一帧更新

      参数

      • value: boolean

        设置为true,则下一帧渲染前更新该object

      返回 void

    • get opacity(): number

      获取透明度

      返回 number

      透明度值

    • set opacity(value: number): void

      设置透明度

      参数

      • value: number

        透明度值

      返回 void

    • get radius(): number

      获取热力绘制半径

      返回 number

      半径值

    • set radius(value: number): void

      设置热力绘制半径

      参数

      • value: number

        半径值

      返回 void