JSAPI Three API Reference
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    类 Marker

    图片标注覆盖物,用于在地图上添加图片标记。继承自DOMOverlay

    // 创建一个图片标注
    const marker = engine.add(new mapvthree.Marker({
    point: [116.404, 39.915, 0],
    icon: 'path/to/icon.png',
    width: 32,
    height: 32,
    offset: [0, -16] // 将锚点设置到图片底部中心
    }));

    层级 (查看层级一览)

    索引

    构造函数

    • 创建图片标注

      参数

      • parameters: {
            enableDragging?: boolean;
            height?: number;
            icon?: string;
            offset?: number[];
            point?: any;
            width?: number;
        } = {}

        配置参数

        • 可选enableDragging?: boolean

          是否可拖拽, 默认值:false

        • 可选height?: number

          图标高度, 默认值:25

        • 可选icon?: string

          图标URL

        • 可选offset?: number[]

          像素偏移量, 默认值:[0,0]

        • 可选point?: any

          位置坐标 [经度,纬度,高度] 或 THREE.Vector2/Vector3 对象, 默认值:[0,0,0]

        • 可选width?: number

          图标宽度, 默认值:25

      返回 Marker

    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)

    frustumCulled: boolean

    When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to false the object gets rendered every frame even if it is not in the frustum of the camera.

    true

    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

    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.

    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.
    • 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, Marker>

        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

    • 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

    • 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, Marker>

        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: Raycaster
      • intersects: Intersection<Object3D<Object3DEventMap>>[]

      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.

    • 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, Marker>

        The listener function that gets removed.

      返回 void

    • 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.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).

    • 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 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

    • get className(): string

      CSS类名

      返回 string

    • set className(className: string): void

      设置CSS类名

      参数

      • className: string

        CSS类名

      返回 void

      overlay.className = 'custom-overlay';
      
    • get dom(): HTMLElement

      获取DOM元素

      返回 HTMLElement

    • set dom(value: string | HTMLElement): void

      设置DOM元素

      参数

      • value: string | HTMLElement

        DOM元素或HTML字符串

      返回 void

      const dom = document.createElement('div');
      dom.className = 'custom-overlay';
      dom.innerHTML = 'Hello World';
      overlay.dom = dom;
      const domString = `
      <div class="dom-overlay-custom">
      <div class="overlay-body">
      <div class="overlay-title">Hello World</div>
      </div>
      </div>
      `
      overlay.dom = domString
    • get enableDragging(): boolean

      是否启用拖拽,默认值:false

      返回 boolean

    • set enableDragging(value: boolean): void

      设置是否启用拖拽

      参数

      • value: boolean

        是否启用拖拽

      返回 void

      overlay.enableDragging = true;
      
    • get height(): number

      获取图片高度

      返回 number

      图片高度

    • set height(value: number): void

      设置图片高度

      参数

      • value: number

        图片高度

      返回 void

    • get icon(): string

      获取图片路径

      返回 string

      图片路径

    • set icon(value: string): void

      设置图片路径

      参数

      • value: string

        图片路径

      返回 void

      marker.icon = 'path/to/icon.png';
      
    • get offset(): number[]

      像素偏移量 [x, y],默认值:[0, 0]

      返回 number[]

    • set offset(value: number[]): void

      设置像素偏移量

      参数

      • value: number[]

        像素偏移量 [x, y]

      返回 void

      overlay.offset = [10, 10];
      
    • get point(): number[]

      坐标位置 [经度, 纬度, 高度]

      返回 number[]

    • set point(value: any): void

      设置坐标位置

      参数

      • value: any

        坐标位置 [经度, 纬度, 高度] 或 THREE.Vector2/Vector3 对象

      返回 void

      // 使用数组
      overlay.point = [116.404, 39.915, 0];

      // 使用 THREE.Vector2
      overlay.point = new THREE.Vector2(116.404, 39.915);

      // 使用 THREE.Vector3
      overlay.point = new THREE.Vector3(116.404, 39.915, 0);
    • get stopPropagation(): boolean

      是否阻止事件冒泡,默认值:false

      返回 boolean

    • set stopPropagation(value: boolean): void

      设置是否阻止事件冒泡

      参数

      • value: boolean

        是否阻止事件冒泡

      返回 void

      overlay.stopPropagation = true;
      
    • get visible(): boolean

      是否可见,默认值:true

      返回 boolean

    • set visible(value: boolean): void

      设置是否可见

      参数

      • value: boolean

        是否可见

      返回 void

      overlay.visible = false;
      
    • get width(): number

      获取图片宽度

      返回 number

      图片宽度

    • set width(value: number): void

      设置图片宽度

      参数

      • value: number

        图片宽度

      返回 void