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add default mouse event

tags/2.4.1
Caven Chen 4 年前
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4d7da22dd1

+ 4
- 0
modules/event/EventType.js 查看文件

} }


const MouseEventType = { const MouseEventType = {
LEFT_DOWN: Cesium.ScreenSpaceEventType.LEFT_DOWN,
LEFT_UP: Cesium.ScreenSpaceEventType.LEFT_UP,
CLICK: Cesium.ScreenSpaceEventType.LEFT_CLICK, CLICK: Cesium.ScreenSpaceEventType.LEFT_CLICK,
RIGHT_DOWN: Cesium.ScreenSpaceEventType.RIGHT_DOWN,
RIGHT_UP: Cesium.ScreenSpaceEventType.RIGHT_UP,
RIGHT_CLICK: Cesium.ScreenSpaceEventType.RIGHT_CLICK, RIGHT_CLICK: Cesium.ScreenSpaceEventType.RIGHT_CLICK,
DB_CLICK: Cesium.ScreenSpaceEventType.LEFT_DOUBLE_CLICK, DB_CLICK: Cesium.ScreenSpaceEventType.LEFT_DOUBLE_CLICK,
MOUSE_MOVE: Cesium.ScreenSpaceEventType.MOUSE_MOVE, MOUSE_MOVE: Cesium.ScreenSpaceEventType.MOUSE_MOVE,

+ 52
- 4
modules/event/type/MouseEvent.js 查看文件

this._viewer = viewer this._viewer = viewer
this._selected = undefined this._selected = undefined
this._setInputAction() this._setInputAction()
this.on(MouseEventType.LEFT_DOWN, this._leftDownHandler, this)
this.on(MouseEventType.LEFT_UP, this._leftUpHandler, this)
this.on(MouseEventType.CLICK, this._clickHandler, this) this.on(MouseEventType.CLICK, this._clickHandler, this)
this.on(MouseEventType.DB_CLICK, this._dbClickHandler, this) this.on(MouseEventType.DB_CLICK, this._dbClickHandler, this)
this.on(MouseEventType.RIGHT_DOWN, this._rightDownHandler, this)
this.on(MouseEventType.RIGHT_UP, this._rightUpHandler, this)
this.on(MouseEventType.RIGHT_CLICK, this._rightClickHandler, this) this.on(MouseEventType.RIGHT_CLICK, this._rightClickHandler, this)
this.on(MouseEventType.MOUSE_MOVE, this._mouseMoveHandler, this) this.on(MouseEventType.MOUSE_MOVE, this._mouseMoveHandler, this)
this.on(MouseEventType.WHEEL, this._mouseWheelHandler, this) this.on(MouseEventType.WHEEL, this._mouseWheelHandler, this)
* @private * @private
*/ */
_clickHandler(movement) { _clickHandler(movement) {
if (!movement || !movement.position) {
if (!movement?.position) {
return false return false
} }
let mouseInfo = this._getMouseInfo(movement.position) let mouseInfo = this._getMouseInfo(movement.position)
* @private * @private
*/ */
_dbClickHandler(movement) { _dbClickHandler(movement) {
if (!movement || !movement.position) {
if (!movement?.position) {
return false return false
} }
let mouseInfo = this._getMouseInfo(movement.position) let mouseInfo = this._getMouseInfo(movement.position)
* @private * @private
*/ */
_rightClickHandler(movement) { _rightClickHandler(movement) {
if (!movement || !movement.position) {
if (!movement?.position) {
return false return false
} }
let mouseInfo = this._getMouseInfo(movement.position) let mouseInfo = this._getMouseInfo(movement.position)
* @private * @private
*/ */
_mouseMoveHandler(movement) { _mouseMoveHandler(movement) {
if (!movement || !movement.endPosition) {
if (!movement?.endPosition) {
return false return false
} }
let mouseInfo = this._getMouseInfo(movement.endPosition) let mouseInfo = this._getMouseInfo(movement.endPosition)
} }
} }


/**
* Default mouse left down event handler
* @param movement
* @private
*/
_leftDownHandler(movement) {
if (!movement?.position) {
return false
}
let mouseInfo = this._getMouseInfo(movement.position)
this._raiseEvent(MouseEventType.LEFT_DOWN, mouseInfo)
}

/**
* Default mouse left up event handler
* @param movement
* @private
*/
_leftUpHandler(movement) {
this._raiseEvent(MouseEventType.LEFT_UP, { movement })
}

/**
* Default mouse right down event handler
* @param movement
* @private
*/
_rightDownHandler(movement) {
if (!movement?.position) {
return false
}
let mouseInfo = this._getMouseInfo(movement.position)
this._raiseEvent(MouseEventType.RIGHT_DOWN, mouseInfo)
}

/**
* Default mouse right up event handler
* @param movement
* @private
*/
_rightUpHandler(movement) {
this._raiseEvent(MouseEventType.RIGHT_UP, { movement })
}

/** /**
* Default mouse wheel event handler * Default mouse wheel event handler
* @param movement * @param movement

+ 3
- 0
modules/material/shader/polyline/PolylineImageTrailMaterial.glsl 查看文件

float time = fract(czm_frameNumber * speed / 1000.0); float time = fract(czm_frameNumber * speed / 1000.0);
vec4 colorImage = texture2D(image, vec2(fract(st.s - time), st.t)); vec4 colorImage = texture2D(image, vec2(fract(st.s - time), st.t));
if(color.a == 0.0){ if(color.a == 0.0){
if(colorImage.rgb == vec3(1.0) || colorImage.rgb == vec3(0.0)){
discard;
}
material.alpha = colorImage.a; material.alpha = colorImage.a;
material.diffuse = colorImage.rgb; material.diffuse = colorImage.rgb;
}else{ }else{

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