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b=this,c=this.config.interact.doubleClick.crossFade,d=c.duration,e=c.show;e&&(this.postprocessor.crossFadePass.start(),window.clearTimeout(this.transitionAnimationTimer),this.transitionAnimationTimer=window.setTimeout(function(){b.refHTMLObjectRoot&&(b.refHTMLObjectRoot.style.opacity='1',b.refHTMLObjectRoot.style.transitionDuration='0.2s')},1e3*d))}},{key:'onBMapRenderInited',value:function a(){this.startTransitionAnimation(),this.hideLoading()}},{key:'reduceGeojsonRes',value:function b(a){var c=this.geoJsonUrlGetter.isCustom&&0ta&&(e%=ta),a.children.forEach(function(a){a.rotation.set(0,e,0)}),this.cur=e}}}]),a}();return a.exports={BorderMap3d:ra},a.exports});", "requires": [ "pandav:/src/core/MapMaterialPool.js", "pandav:/src/core/TopSurfaceTextureSet.js", "pandav:/src/core/BorderMap3dAction.js", "pandav:/src/core/BorderMap3dPostprocessor.js", "pandav:/src/core/TilemapClippedTextureMgr.js", "pandav:/src/core/MapShadowMgr.js", "pandav:/src/core/BMap.js", "pandav:/src/core/MapPool.js", 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b(a){this.crossFadePass.easeRatio=a.easeRatio,this.crossFadePass.duration=a.duration,this.crossFadePass.enabled=a.show,this.crossFadePass.setType(+a.type)}},{key:'dispose',value:function a(){o(q(b.prototype),'dispose',this).call(this),this.crossFadePass.dispose()}}]),b}(u);return a.exports={BorderMap3dPostprocessor:x},a.exports});", "requires": [ "pandav:/src/lib/CrossFadePass.js" ], "buildLevel": 6, "outputDir": "/com/border-3dmap/1.0.1/src/core", "outputPath": "/com/border-3dmap/1.0.1/src/core/BorderMap3dPostprocessor.js", "fileName": "/src/core/BorderMap3dPostprocessor.js" }, "pandav:/src/core/MapShadowMgr.js": { "cubeCode": "Cube('pandav:/com/border-3dmap/1.0.1/src/core/MapShadowMgr',['pandav:/com/three/0.145.0','pandav:/com/three-common/0.0.2','pandav:/com/three-common/0.0.2'],function(a,b,c){function d(a){\"@babel/helpers - typeof\";return d='function'==typeof Symbol&&'symbol'==typeof Symbol.iterator?function(a){return typeof a}:function(a){return a&&'function'==typeof 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a.dispose()}),this.removeEvent(),this.context.remove(this),this.riser.dispose(),this.faceCameraLabel.dispose(),this.notFaceCameraLabel.dispose()}},{key:'refresh',value:function b(a){var c=this,d=a.context,e=a.coordTransform,f=a.feature,g=f.geometry;if(g){this.feature=f,this.context=d;var h=d.context;this.config=h.config,this.borderMap3d=d.context,this.eventLayer=h.eventLayer,this.coordTransform=e,this.adcode=f.properties.adcode+'',this.hook.do('createMesh',function(){c.createMesh(),c.borderMap3d.geojsonPropertiesCaches.set(c.adcode,f.properties)},[]),this.refreshGeometry();var i=this.config.mapStyle.areaName,j=this.getLabelPosition();this.label=i.faceCamera?this.faceCameraLabel:this.notFaceCameraLabel,this.faceCameraLabel.refresh(j),this.notFaceCameraLabel.refresh(j);var k=this.config.mapStyle.model.topLine.color;this.hook.do('refreshTopLine',function(){c.topSurfaceMaterial.setTopLine(c.context.topLineTexture,k)},void 0,[this.context.topLineTexture,k]);var l=this.config.interact,m=l.clickFocus,n=l.hover,o=l.doubleClick;this.hook.do('refreshEvent',function(){c.removeEvent(),c.bindEvent()},[m,n,o])}}},{key:'getLabelPosition',value:function a(){var b=new Map;Object.values(this.config.mapStyle.areaName.textOffsetList).forEach(function(a){return b.set(a.content,a.offset)});var c=this.feature.properties.name,d=b.get(c),e=new v.Vector3(this.geometryCenter[0],0,this.geometryCenter[1]);return d&&(e.x+=d.x,e.z+=d.y),e}},{key:'refreshGeometry',value:function a(){var b=this,c=this.context.context.config,d=c.chart.dataSrc.projectionMode,e=c.mapStyle.model.height;this.hook.do('refreshGeometry',function(){b.removeEvent(),b.collider&&b.mainMesh.removeComponent(b.collider);var a=1/0,c=1/0,d=-Infinity,f=-Infinity,g=[],h=b.coordTransform,j=function k(b){for(var l=new v.Vector3,m=0;md&&(d=l.x),l.xf&&(f=l.z),l.zh&&(h=b[0]),b[0]o&&(o=b[1]),b[1]=a.length?{done:!0}:{done:!1,value:a[e++]}},e:function b(a){throw a},f:f}}throw new TypeError('Invalid attempt to iterate non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.')}var g,h=!0,j=!1;return{s:function b(){c=c.call(a)},n:function a(){var b=c.next();return h=b.done,b},e:function b(a){j=!0,g=a},f:function a(){try{h||null==c.return||c.return()}finally{if(j)throw g}}}}function d(a,b){if(a){if('string'==typeof a)return e(a,b);var c=Object.prototype.toString.call(a).slice(8,-1);return'Object'===c&&a.constructor&&(c=a.constructor.name),'Map'===c||'Set'===c?Array.from(a):'Arguments'===c||/^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(c)?e(a,b):void 0}}function e(a,b){(null==b||b>a.length)&&(b=a.length);for(var c=0,d=Array(b);carguments.length?a:c):f.value}},o.apply(this,arguments)}function p(a,b){for(;!Object.prototype.hasOwnProperty.call(a,b)&&(a=x(a),null!==a););return a}function q(a,b){if('function'!=typeof b&&null!==b)throw new TypeError('Super expression must either be null or a function');a.prototype=Object.create(b&&b.prototype,{constructor:{value:a,writable:!0,configurable:!0}}),Object.defineProperty(a,'prototype',{writable:!1}),b&&w(a,b)}function r(a){var b='function'==typeof Map?new Map:void 0;return r=function c(a){function d(){return s(a,arguments,x(this).constructor)}if(null===a||!v(a))return a;if('function'!=typeof a)throw new TypeError('Super expression must either be null or a function');if('undefined'!=typeof b){if(b.has(a))return b.get(a);b.set(a,d)}return d.prototype=Object.create(a.prototype,{constructor:{value:d,enumerable:!1,writable:!0,configurable:!0}}),w(d,a)},r(a)}function s(a,b,c){if(u())return Reflect.construct.apply(null,arguments);var d=[null];d.push.apply(d,b);var e=new(a.bind.apply(a,d));return c&&w(e,c.prototype),e}function u(){try{var a=!Boolean.prototype.valueOf.call(Reflect.construct(Boolean,[],function(){}))}catch(a){}return(u=function b(){return!!a})()}function v(a){try{return-1!==Function.toString.call(a).indexOf('[native code]')}catch(b){return'function'==typeof a}}function w(a,b){return w=Object.setPrototypeOf?Object.setPrototypeOf.bind():function c(a,b){return a.__proto__=b,a},w(a,b)}function x(a){return x=Object.setPrototypeOf?Object.getPrototypeOf.bind():function b(a){return a.__proto__||Object.getPrototypeOf(a)},x(a)}var y=function(a){function b(a){var c;return f(this,b),c=l(this,b),c.mapGroup=a,c}return q(b,a),h(b,[{key:'clear',value:function a(){var d,e=c(this.values());try{for(e.s();!(d=e.n()).done;){var f=d.value;f.destroy(),this.mapGroup.remove(f)}}catch(a){e.e(a)}finally{e.f()}o(x(b.prototype),'clear',this).call(this)}}]),b}(r(Map));return a.exports={MapPool:y},a.exports});", "requires": [], "buildLevel": 10, "outputDir": "/com/border-3dmap/1.0.1/src/core", "outputPath": "/com/border-3dmap/1.0.1/src/core/MapPool.js", "fileName": "/src/core/MapPool.js" }, "pandav:/src/core/TopSurfaceTextureSet.js": { "cubeCode": "Cube('pandav:/com/border-3dmap/1.0.1/src/core/TopSurfaceTextureSet',['pandav:/com/three/0.145.0','pandav:/com/submodule-three-3d/1.0.0'],function(a,b,c){function d(a){\"@babel/helpers - typeof\";return d='function'==typeof Symbol&&'symbol'==typeof Symbol.iterator?function(a){return typeof a}:function(a){return a&&'function'==typeof Symbol&&a.constructor===Symbol&&a!==Symbol.prototype?'symbol':typeof a},d(a)}function e(a,b){if(!(a instanceof b))throw new TypeError('Cannot call a class as a function')}function f(a,b){for(var c,d=0;d=this.duration&&(this.timer=0,this.status='disable')}}]),b}(x);return a.exports={CrossFadeStage:z,CrossFadeType:A,CrossFadePass:B},a.exports});", "requires": [ "pandav:/src/lib/ShaderSource.js" ], "buildLevel": 7, "outputDir": "/com/border-3dmap/1.0.1/src/lib", "outputPath": "/com/border-3dmap/1.0.1/src/lib/CrossFadePass.js", "fileName": "/src/lib/CrossFadePass.js" }, "pandav:/src/lib/mergeGroupGeometries.js": { "cubeCode": "Cube('pandav:/com/border-3dmap/1.0.1/src/lib/mergeGroupGeometries',['pandav:/com/three/0.145.0'],function(a,b,c){var d=c('pandav:/com/three/0.145.0');return a.exports={mergeGroupGeometries:function(a){var b=a[0];if(!b)return new d.BufferGeometry;for(var c,e=0,f=new d.BufferGeometry,g={},h=new WeakMap,j=0;ji/4&&a<=i/2?l*(a-i/4)+g-1:a>i/2&&ai/4&&a<=i/2?-(h-1)/2:a>i/2&&a\\n\\n// #include \\nvarying vec2 vUv;\\nuniform mat3 uvTransform;\\n\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n\\nvoid main() {\\n\\n\\t// #include \\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\tvViewPosition = - mvPosition.xyz;\\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n#ifdef USE_TRANSMISSION\\n\\n\\tvWorldPosition = worldPosition.xyz;\\n\\n#endif\\n}\\n',c.fragmentShader='\\n#define STANDARD\\n\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define SPECULAR\\n#endif\\n\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n\\n#ifdef SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\n\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n\\n\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n#endif\\n\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\n\\nvarying vec3 vViewPosition;\\n\\n#include \\n#include \\n#include \\n#include \\n#include \\n\\n// #include \\nvarying vec2 vUv;\\n\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n\\nuniform float bottomLineWidth;\\nuniform vec4 bottomLineColor;\\n\\nvoid main() {\\n\\n\\t#include \\n\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\n\\t#include \\n\\t#include \\n\\t\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\t// accumulation\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\t// modulation\\n\\t#include \\n\\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\n\\t#include \\n\\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\n\\t#ifdef USE_SHEEN\\n\\n\\t\\t// Sheen energy compensation approximation calculation can be found at the end of\\n\\t\\t// https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\\n\\n\\t#endif\\n\\n\\t#ifdef USE_CLEARCOAT\\n\\n\\t\\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\\n\\n\\t#endif\\n\\n\\t#include \\n\\tconst float transitionWidth = 0.02;\\n\\tgl_FragColor = mix( gl_FragColor, bottomLineColor, min( 1.0 - smoothstep(bottomLineWidth - transitionWidth, bottomLineWidth, vUv.y), bottomLineColor.a ) );\\n\\n\\t#include \\n\\t#include \\n\\t// #include \\n\\t#include \\n\\t// #include \\n\\t#include \\n}\\n',c.uniforms=s.UniformsUtils.merge([s.UniformsLib.common,s.UniformsLib.envmap,s.UniformsLib.aomap,s.UniformsLib.lightmap,s.UniformsLib.emissivemap,s.UniformsLib.bumpmap,s.UniformsLib.normalmap,s.UniformsLib.displacementmap,s.UniformsLib.roughnessmap,s.UniformsLib.metalnessmap,s.UniformsLib.fog,s.UniformsLib.lights,{emissive:{value:new s.Color(0)},roughness:{value:1},metalness:{value:0},reflectivityDecay:{value:0},envMapIntensity:{value:1},bottomLineWidth:{value:.01},bottomLineColor:{value:new s.AlphaColor(1,1,1,1)}}]),c.type='SideSurfaceMaterial',c.toneMapped=!1,c}return q(b,a),g(b,[{key:'setBottomLine',value:function c(a,b){this.uniforms.bottomLineWidth.value=b,this.uniforms.bottomLineColor.value=new s.AlphaColor().set(a)}}]),b}(s.MeshStandardMaterial);return a.exports={SideSurfaceMaterial:t},a.exports});", "requires": [], "buildLevel": 4, "outputDir": "/com/border-3dmap/1.0.1/src/material", "outputPath": "/com/border-3dmap/1.0.1/src/material/SideSurfaceMaterial.js", "fileName": "/src/material/SideSurfaceMaterial.js" }, "pandav:/src/lib/ShaderSource.js": { "cubeCode": "Cube('pandav:/com/border-3dmap/1.0.1/src/lib/ShaderSource',[],function(a){return a.exports={vertexShader:'\\nvarying vec2 vUv;\\n\\nvoid main() {\\n\\n vUv = uv;\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n\\n}\\n',fragmentShader_scale:'\\n#define PI 3.141592653589793\\nuniform sampler2D tDiffuse;\\nuniform float t;\\nuniform sampler2D lastFrame;\\nuniform int type;\\nuniform float easeRatio;\\nuniform vec2 resolution;\\n\\nvarying vec2 vUv;\\n\\nfloat getT(float start, float end, float ease){\\n float x = min( max( (t - start) / (end - start), 0.0 ), 1.0 );\\n return pow(x, ease);\\n}\\n\\nfloat getVelocity(float start, float end, float ease){\\n float x = min( max( (t - start) / (end - start), 0.0 ), 1.0 );\\n return ease * pow( x, ease - 1.0 );\\n}\\n\\nvec2 getComeUv( const in float _t, bool reverse, const in vec2 uv ){\\n float sx = _t;\\n mat4 scale = mat4(\\n sx, 0.0, 0.0, 0.0,\\n 0.0, sx, 0.0, 0.0,\\n 0.0, 0.0, 1.0, 0.0,\\n 0.0, 0.0, 0.0, 1.0\\n );\\n\\n float tx = 0.5 * (1.0-_t);\\n mat4 translate = mat4(\\n 1.0, 0.0, 0.0, 0.0,\\n 0.0, 1.0, 0.0, 0.0,\\n 0.0, 0.0, 1.0, 0.0,\\n tx, tx, 0.0, 1.0\\n );\\n\\n mat4 matrix = translate * scale;\\n if( !reverse ) {\\n matrix = inverse(matrix);\\n }\\n\\n return (matrix * vec4(uv, 0.0, 1.0)).xy;\\n}\\n\\nvec2 getGoUv( const in float _t, bool reverse, const in vec2 uv ){\\n const float scaleValue = 15.0;\\n float sx = 1.0 + _t * scaleValue;\\n mat4 scale = mat4(\\n sx, 0.0, 0.0, 0.0,\\n 0.0, sx, 0.0, 0.0,\\n 0.0, 0.0, 1.0, 0.0,\\n 0.0, 0.0, 0.0, 1.0\\n );\\n\\n float tx = -(sx*1.0-1.0)/2.0;\\n mat4 translate = mat4(\\n 1.0, 0.0, 0.0, 0.0,\\n 0.0, 1.0, 0.0, 0.0,\\n 0.0, 0.0, 1.0, 0.0,\\n tx, tx, 0.0, 1.0\\n );\\n\\n mat4 matrix = translate * scale;\\n if( !reverse ) {\\n matrix = inverse(matrix);\\n }\\n\\n return ( matrix * vec4(uv, 0.0, 1.0)).xy;\\n}\\n\\nvec4 getCurFrameTexel( const in vec2 uv ) {\\n float _t = getT(0.0, 1.0, easeRatio);\\n vec2 _uv = getComeUv(_t, type == 3, uv);\\n\\n if ( _uv.x < 0.0 || _uv.x > 1.0 || _uv.y < 0.0 || _uv.y > 1.0 ) {\\n return vec4(0.0);\\n } \\n\\n return texture2D(tDiffuse, _uv) * _t;\\n}\\n\\nvec4 getLastFrameTexel( const in vec2 uv ) {\\n float _t = getT(0.0, 1.0, easeRatio);\\n vec2 _uv = getGoUv(_t, type == 3, uv);\\n\\n if ( _uv.x < 0.0 || _uv.x > 1.0 || _uv.y < 0.0 || _uv.y > 1.0 ) {\\n return vec4(0.0);\\n }\\n\\n vec4 c = texture2D(lastFrame, _uv);\\n c *= (1.0 - _t);\\n return c;\\n}\\n\\nvec4 test( const in vec2 uv ) {\\n vec4 last = getLastFrameTexel(uv);\\n vec4 cur = getCurFrameTexel(uv);\\n return mix(last, cur, cur.a);\\n}\\n\\nvec4 radialBlur() {\\n vec2 center = vec2(0.5);\\n vec2 dir = center - vUv;\\n\\n float blur = length(dir) * 0.018;\\n\\n if ( blur == 0.0 ) {\\n return test(vUv);\\n }\\n\\n float v = getVelocity(0.0, 1.0, 1.0);\\n\\n dir = normalize( dir );\\n\\n float loop = 10.0;\\n\\n vec2 perPixel = 1.0 / resolution;\\n\\n vec4 total;\\n for ( float i = 0.0; i < loop; i++ ) {\\n\\n total += test( vUv + dir * blur * i * v );\\n }\\n\\n return total / loop;\\n}\\n\\nvec4 radialBlur2() {\\n vec2 center = vec2(0.5);\\n vec2 dir = center - vUv;\\n\\n float blur = length(dir) * 0.018;\\n\\n if ( blur == 0.0 ) {\\n return texture(tDiffuse,vUv);\\n }\\n\\n float v = getVelocity(0.0, 0.5, easeRatio);\\n\\n dir = normalize( dir );\\n\\n float loop = 10.0;\\n\\n vec2 perPixel = 1.0 / resolution;\\n\\n vec4 total;\\n for ( float i = 0.0; i < loop; i++ ) {\\n\\n total += texture(tDiffuse, vUv + dir * blur * i * v );\\n }\\n\\n return total / loop;\\n}\\n\\nvoid main() {\\n\\n gl_FragColor = getLastFrameTexel(vUv) + getCurFrameTexel(vUv);\\n\\n}',fragmentShader_opacity:'\\n#define PI 3.141592653589793\\n\\nuniform sampler2D tDiffuse;\\nuniform float t;\\nuniform sampler2D lastFrame;\\nuniform int type;\\nuniform float easeRatio;\\n\\nvarying vec2 vUv;\\n\\nvec4 getCurFrameTexel() {\\n vec4 color = texture2D(tDiffuse, vUv);\\n color *= pow( smoothstep( 0.25, 1.0, t ), easeRatio );\\n return color;\\n}\\n\\nvec4 getLastFrameTexel() {\\n vec4 color = texture2D(lastFrame, vUv);\\n color *= pow( 1.0 - smoothstep( 0.0, 0.75, t ), easeRatio );\\n return color;\\n}\\n\\nvoid main() {\\n\\n gl_FragColor = getLastFrameTexel() + getCurFrameTexel();\\n\\n}\\n'},a.exports});", "requires": [], "buildLevel": 8, "outputDir": "/com/border-3dmap/1.0.1/src/lib", "outputPath": "/com/border-3dmap/1.0.1/src/lib/ShaderSource.js", "fileName": "/src/lib/ShaderSource.js" }, "pandav:/src/UI/UIReactComponent.js": { "cubeCode": "Cube('pandav:/com/border-3dmap/1.0.1/src/UI/UIReactComponent',['pandav:/com/submodule-three-3d/1.0.0','pandav:/npm/react/17.0.2'],function(a,b,c){function d(a){\"@babel/helpers - typeof\";return d='function'==typeof Symbol&&'symbol'==typeof Symbol.iterator?function(a){return typeof a}:function(a){return a&&'function'==typeof Symbol&&a.constructor===Symbol&&a!==Symbol.prototype?'symbol':typeof a},d(a)}function e(a,b){if(!(a instanceof b))throw new TypeError('Cannot call a class as a function')}function f(a,b){for(var c,d=0;darguments.length?a:c):f.value}},o.apply(this,arguments)}function p(a,b){for(;!Object.prototype.hasOwnProperty.call(a,b)&&(a=q(a),null!==a););return a}function q(a){return q=Object.setPrototypeOf?Object.getPrototypeOf.bind():function b(a){return a.__proto__||Object.getPrototypeOf(a)},q(a)}function r(a,b){if('function'!=typeof b&&null!==b)throw new TypeError('Super expression must either be null or a function');a.prototype=Object.create(b&&b.prototype,{constructor:{value:a,writable:!0,configurable:!0}}),Object.defineProperty(a,'prototype',{writable:!1}),b&&s(a,b)}function s(a,b){return s=Object.setPrototypeOf?Object.setPrototypeOf.bind():function c(a,b){return a.__proto__=b,a},s(a,b)}var t=c('pandav:/com/three/0.145.0'),u=c('pandav:/com/tween-animation/2.0.0'),v=u.Tween,w=u.EaseType,x=function(a){function b(a){var c;return e(this,b),c=k(this,b,[a]),c.vertexShader='\\n#define STANDARD\\n\\n#ifndef USE_UV\\n #define USE_UV\\n#endif\\n\\nvarying vec3 vViewPosition;\\n\\n#ifdef USE_TRANSMISSION\\n\\n\\tvarying vec3 vWorldPosition;\\n\\n#endif\\n\\n#include \\n\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n\\nvoid main() {\\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\tvViewPosition = - mvPosition.xyz;\\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n#ifdef USE_TRANSMISSION\\n\\n\\tvWorldPosition = worldPosition.xyz;\\n\\n#endif\\n}\\n',c.fragmentShader='\\n#define STANDARD\\n\\n#ifndef USE_UV\\n #define USE_UV\\n#endif\\n\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define SPECULAR\\n#endif\\n\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\nuniform float reflectivityDecay;\\n\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n\\n#ifdef SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\n\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n\\n\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n#endif\\n\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\n\\nvarying vec3 vViewPosition;\\n\\n#include \\n#include \\n#include \\n#include \\n#include \\n\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n\\n#ifndef DEFERRED_RENDER\\n#include \\n#include \\n#include \\n#include \\n#endif\\n\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n\\n#include \\n#ifndef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n\\nuniform vec4 highlightColor;\\nuniform vec4 areaHeatColor;\\n\\nuniform sampler2D tTopLine;\\nuniform vec4 topLineColor;\\nuniform vec4 topLineHighlightColor;\\nuniform vec4 topLineAreaHeatColor;\\nuniform sampler2D clusteringHeatMap;\\nuniform sampler2D innerShadowMap;\\nuniform sampler2D outlineMap;\\nuniform sampler2D blockShadowMap;\\nuniform sampler2D patternMap;\\nuniform vec2 patternTiling;\\nuniform mat3 mapUvTransform;\\nuniform mat3 normalUvTransform;\\n\\n#ifdef USE_AREA_HEAT_MAP\\n uniform sampler2D areaHeatMap;\\n uniform mat3 areaHeatMapTransform;\\n#endif\\n\\nuniform sampler2D pbrHydrologyMap;\\nuniform sampler2D pureHydrologyMap;\\n\\nvec2 transformUv( const in vec2 uv, const in mat3 matrix ) {\\n return ( matrix * vec3( uv, 1 ) ).xy;\\n}\\n\\nvoid main() {\\n\\n\\t#include \\n\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\n #ifndef DEFERRED_RENDER\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n #endif\\n\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\n\\t#include \\n\\n\\t// #include \\n #ifdef USE_MAP\\n vec4 sampledDiffuseColor = texture2D( map, transformUv( vUv, mapUvTransform ) );\\n hsvColorCorrectionFunc(sampledDiffuseColor, hsvColorCorrection);\\n brightnessContrastFunc(sampledDiffuseColor, brightnessContrast); \\n diffuseColor *= sampledDiffuseColor;\\n #endif\\n\\n\\n #ifdef USE_PATTERN_MAP\\n vec4 patternColor = texture( patternMap, vUv * patternTiling );\\n diffuseColor.rgb = mix( diffuseColor.rgb, patternColor.rgb, patternColor.a );\\n #endif\\n\\n\\n #ifdef USE_INNER_SHADOW_MAP\\n vec4 innerShadowColor = texture( innerShadowMap, vUv );\\n diffuseColor.rgb = mix( diffuseColor.rgb, innerShadowColor.rgb, innerShadowColor.a );\\n #endif\\n\\n\\n\\t#ifdef PURE_HYDROLOGY_MAP\\n\\tvec4 pureHydrologyColor = texture2D(pureHydrologyMap, vUv);\\n\\tdiffuseColor = mix( diffuseColor, pureHydrologyColor, pureHydrologyColor.a);\\n\\t#endif\\n\\t\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\n\\t// #include \\n #ifdef OBJECTSPACE_NORMALMAP\\n normal = texture2D( normalMap, transformUv( vUv, normalUvTransform ) ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\\n #ifdef FLIP_SIDED\\n normal = - normal;\\n #endif\\n #ifdef DOUBLE_SIDED\\n normal = normal * faceDirection;\\n #endif\\n normal = normalize( normalMatrix * normal );\\n #elif defined( TANGENTSPACE_NORMALMAP )\\n vec3 mapN = texture2D( normalMap, transformUv( vUv, normalUvTransform ) ).xyz * 2.0 - 1.0;\\n mapN.xy *= normalScale;\\n #ifdef USE_TANGENT\\n normal = normalize( vTBN * mapN );\\n #else\\n normal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\\n #endif\\n #elif defined( USE_BUMPMAP )\\n normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n #endif\\n\\n\\n\\t#ifdef PBR_HYDROLOGY_MAP\\n\\tfloat hydrologyRoughness = 1.0 - texture2D(pbrHydrologyMap, vUv).r;\\n\\n\\tif(hydrologyRoughness < 0.05) {\\n\\t\\thydrologyRoughness = 0.3;\\n\\n\\t\\tif( hydrologyRoughness < 0.5 ) {\\n\\t\\t\\tnormal = vec3(0.0, 0.0, -1.0);\\n\\t\\t\\tnormal = normalize( normalMatrix * normal );\\n\\t\\t}\\n\\t}\\n\\troughnessFactor = hydrologyRoughness;\\n\\t#endif\\n\\n\\t#include \\n\\t#include \\n\\t#include \\n\\n #ifndef DEFERRED_RENDER\\n\\n // accumulation\\n #include \\n #include \\n #include \\n #include \\n\\n // modulation\\n #include \\n\\n vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\n #include \\n\\n vec3 outgoingLight = totalDiffuse + totalSpecular * 0.0 + totalEmissiveRadiance; //\\u53BB\\u9664\\u53CD\\u5C04\\u6210\\u5206\\n\\n #ifdef USE_SHEEN\\n\\n // Sheen energy compensation approximation calculation can be found at the end of\\n // https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing\\n float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\n outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\\n\\n #endif\\n\\n #ifdef USE_CLEARCOAT\\n\\n float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\n vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\n outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\\n\\n #endif\\n\\n #else\\n\\n\\t\\t#include \\n\\t\\t#include \\n\\n\\t\\tvec3 outgoingLight = material.diffuseColor;\\n\\n\\t#endif\\n\\n\\t#include \\n\\n\\t#include \\n\\n\\tvec4 topLine = texture2D(tTopLine, vUv);\\n\\tfloat topLineAlpha = topLine.a;\\n\\n\\n vec4 areaHeatDiffuse = areaHeatColor;\\n\\n #ifdef USE_AREA_HEAT_MAP\\n areaHeatDiffuse *= texture2D( areaHeatMap, transformUv(vUv, areaHeatMapTransform) );\\n #endif\\n\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, areaHeatDiffuse.rgb, areaHeatDiffuse.a );\\n\\n #ifdef USE_BLOCK_SHADOW_MAP\\n vec4 blockShadowColor = texture( blockShadowMap, vUv );\\n gl_FragColor.rgb = gl_FragColor.rgb * (1.0 - blockShadowColor.a) + blockShadowColor.rgb; // blockShadowMap\\u662Falpha\\u9884\\u4E58\\u7684\\n #endif\\n\\n\\n\\tgl_FragColor = mix( gl_FragColor, highlightColor, highlightColor.a );\\n\\n\\n\\tgl_FragColor = mix( gl_FragColor, topLineColor, topLineColor.a * topLineAlpha );\\n\\n\\tgl_FragColor = mix( gl_FragColor, topLineAreaHeatColor, topLineAreaHeatColor.a * topLineAlpha );\\n\\n\\tgl_FragColor = mix( gl_FragColor, topLineHighlightColor, topLineHighlightColor.a * topLineAlpha );\\n\\n\\tvec4 clusteringHeatTexel = texture(clusteringHeatMap, vUv);\\n\\tgl_FragColor = mix( gl_FragColor, clusteringHeatTexel, clusteringHeatTexel.a );\\n\\n #ifdef USE_OUTLINE_MAP\\n vec4 outlineColor = texture( outlineMap, vUv );\\n gl_FragColor.rgb = mix( gl_FragColor.rgb, outlineColor.rgb, outlineColor.a );\\n #endif\\n\\n\\t#include \\n\\t// #include \\n\\t#include \\n\\t// #include \\n\\t#include \\n}\\n',c.uniforms=t.UniformsUtils.merge([t.UniformsLib.common,t.UniformsLib.envmap,t.UniformsLib.aomap,t.UniformsLib.lightmap,t.UniformsLib.emissivemap,t.UniformsLib.bumpmap,t.UniformsLib.normalmap,t.UniformsLib.displacementmap,t.UniformsLib.roughnessmap,t.UniformsLib.metalnessmap,t.UniformsLib.fog,t.UniformsLib.lights,{emissive:{value:new t.Color(0)},roughness:{value:1},metalness:{value:0},reflectivityDecay:{value:0},envMapIntensity:{value:1},highlightColor:{value:new t.AlphaColor(1,1,1,0)},areaHeatColor:{value:new t.AlphaColor(1,1,1,0)},areaHeatMap:{value:null},areaHeatMapTransform:{value:new t.Matrix3},tTopLine:{value:null},topLineColor:{value:new t.AlphaColor(1,1,1,1)},topLineHighlightColor:{value:new t.AlphaColor(1,1,1,0)},topLineAreaHeatColor:{value:new t.AlphaColor(1,1,1,0)},clusteringHeatMap:{value:null},pbrHydrologyMap:{value:null},pureHydrologyMap:{value:null},innerShadowMap:{value:null},outlineMap:{value:null},blockShadowMap:{value:null},patternMap:{value:null},patternTiling:{value:new t.Vector2(1,1)},mapUvTransform:{value:new t.Matrix3},normalUvTransform:{value:new t.Matrix3}}]),c.transitionTween=null,c.type='TopSurfaceMaterial',c.toneMapped=!1,c}return r(b,a),g(b,[{key:'recycle',value:function a(){this.map=null,this.color.setStyle('#fff'),this.transparent=!1,this.depthWrite=!0,this.transitionTween=null,this.uniforms.highlightColor.value=new t.AlphaColor(1,1,1,0),this.uniforms.areaHeatColor.value=new t.AlphaColor(1,1,1,0),this.uniforms.areaHeatMap.value=null,this.uniforms.areaHeatMapTransform.value.identity(),this.uniforms.tTopLine.value=null,this.uniforms.topLineColor.value=new t.AlphaColor(1,1,1,1),this.uniforms.topLineHighlightColor.value=new t.AlphaColor(1,1,1,0),this.uniforms.topLineAreaHeatColor.value=new t.AlphaColor(1,1,1,0),this.uniforms.clusteringHeatMap.value=null,this.uniforms.innerShadowMap.value=null,this.uniforms.outlineMap.value=null,this.uniforms.blockShadowMap.value=null,this.uniforms.patternMap.value=null,this.uniforms.patternTiling.value.set(1,1),this.uniforms.mapUvTransform.value.identity(),this.uniforms.normalUvTransform.value.identity(),this.defines={STANDARD:''}}},{key:'setBaseColor',value:function b(a){var d=new t.AlphaColor(a);this.opacity=d.a,this.color.copy(d),this.needsUpdate=!0}},{key:'setBaseMap',value:function b(a){this.map=a,this.needsUpdate=!0}},{key:'setTransparent',value:function b(a){var c=a;this.setValues({transparent:c,depthWrite:!c}),this.needsUpdate=!0}},{key:'setHighlightColor',value:function c(a,b){var d=this.uniforms,e=d.highlightColor,f=d.topLineHighlightColor;this.transitionTween&&this.transitionTween.destroy();var g=new t.AlphaColor,h=new t.AlphaColor;null===a?(g.copy(e.value),h.copy(g),h.a=0):(g.copy(e.value),h.set(a));var i=new t.AlphaColor,j=new t.AlphaColor;null===b?(i.copy(f.value),j.copy(i),j.a=0):(i.copy(f.value),j.set(b)),this.transitionTween=new v({t:0}).to({t:1},800,w.EaseInOut,1.8),this.transitionTween.onUpdate(function(a){var b=a.t;g.lerp(h,b),e.value.copy(g),i.lerp(j,b),f.value.copy(i)})}},{key:'setAreaHeatColor',value:function c(a,b){var d=new t.AlphaColor;d.set(a);var e=new t.AlphaColor;e.copy(d),e.a=b,this.uniforms.areaHeatColor.value.copy(d),this.uniforms.topLineAreaHeatColor.value.copy(e)}},{key:'setClusteringHeatMap',value:function b(a){this.uniforms.clusteringHeatMap.value=a}},{key:'removeAreaHeatColor',value:function a(){this.uniforms.areaHeatColor.value.a=0,this.uniforms.topLineAreaHeatColor.value.a=0}},{key:'setInnerShadowMap',value:function b(a){var c=!!a;this.uniforms.innerShadowMap.value=a,this.defines.USE_INNER_SHADOW_MAP!=c&&(this.defines.USE_INNER_SHADOW_MAP=c,this.needsUpdate=!0)}},{key:'setOutlineMap',value:function b(a){var c=!!a;this.uniforms.outlineMap.value=a,this.defines.USE_OUTLINE_MAP!=c&&(this.defines.USE_OUTLINE_MAP=c,this.needsUpdate=!0)}},{key:'setBlockShadowMap',value:function b(a){var c=!!a;this.uniforms.blockShadowMap.value=a,this.defines.USE_BLOCK_SHADOW_MAP!==c&&(this.defines.USE_BLOCK_SHADOW_MAP=c,this.needsUpdate=!0)}},{key:'setPatternMap',value:function c(a,b){var d=!!a;this.uniforms.patternMap.value=a,b&&this.uniforms.patternTiling.value.copy(b),this.defines.USE_PATTERN_MAP!=d&&(this.defines.USE_PATTERN_MAP=d,this.needsUpdate=!0)}},{key:'dispose',value:function a(){o(q(b.prototype),'dispose',this).call(this),this.transitionTween&&this.transitionTween.destroy()}},{key:'setTopLine',value:function c(a,b){this.uniforms.tTopLine.value=a,this.uniforms.topLineColor.value.set(b)}},{key:'setPRBHydrologyMap',value:function b(a){a?(a.wrapS=t.RepeatWrapping,a.wrapT=t.RepeatWrapping,this.defines.PBR_HYDROLOGY_MAP=!0):delete this.defines.PBR_HYDROLOGY_MAP,this.defines.PBR_HYDROLOGY_MAP=!!a,this.uniforms.pbrHydrologyMap.value=a,this.needsUpdate=!0}},{key:'setPureHydrologyMap',value:function b(a){a?(a.wrapS=t.RepeatWrapping,a.wrapT=t.RepeatWrapping,this.defines.PURE_HYDROLOGY_MAP=!0):delete this.defines.PURE_HYDROLOGY_MAP,this.uniforms.pureHydrologyMap.value=a,this.needsUpdate=!0}},{key:'copy',value:function c(a){return o(q(b.prototype),'copy',this).call(this,a),this.uniforms.highlightColor.value.copy(a.uniforms.highlightColor.value),this.uniforms.areaHeatColor.value.copy(a.uniforms.areaHeatColor.value),this.uniforms.areaHeatMap.value=a.uniforms.areaHeatMap.value,this.uniforms.areaHeatMapTransform.value.copy(a.uniforms.areaHeatMapTransform.value),this.uniforms.tTopLine.value=a.uniforms.tTopLine.value,this.uniforms.topLineColor.value.copy(a.uniforms.topLineColor.value),this.uniforms.topLineHighlightColor.value.copy(a.uniforms.topLineHighlightColor.value),this.uniforms.topLineAreaHeatColor.value.copy(a.uniforms.topLineAreaHeatColor.value),this.uniforms.clusteringHeatMap.value=a.uniforms.clusteringHeatMap.value,this.uniforms.innerShadowMap.value=a.uniforms.innerShadowMap.value,this.uniforms.outlineMap.value=a.uniforms.outlineMap.value,this.uniforms.blockShadowMap.value=a.uniforms.blockShadowMap.value,this.uniforms.patternMap.value=a.uniforms.patternMap.value,this.uniforms.patternTiling.value.copy(a.uniforms.patternTiling.value),this.uniforms.mapUvTransform.value.copy(a.uniforms.mapUvTransform.value),this.uniforms.normalUvTransform.value.copy(a.uniforms.normalUvTransform.value),Object.assign(this.defines,a.defines),this.needsUpdate=!0,this}}]),b}(t.MeshStandardMaterial);return a.exports={TopSurfaceMaterial:x},a.exports});", "requires": [], "buildLevel": 5, "outputDir": "/com/border-3dmap/1.0.1/src/material", "outputPath": "/com/border-3dmap/1.0.1/src/material/TopSurfaceMaterial.js", "fileName": "/src/material/TopSurfaceMaterial.js" } }