@antv/l7-layers 2.16.0 → 2.16.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/es/Geometry/index.js +31 -9
- package/es/Geometry/models/billboard.js +89 -51
- package/es/Geometry/models/plane.js +143 -81
- package/es/Geometry/models/sprite.js +118 -60
- package/es/canvas/index.js +33 -10
- package/es/canvas/models/canvas.js +97 -41
- package/es/citybuliding/building.js +27 -8
- package/es/citybuliding/models/build.js +82 -57
- package/es/core/BaseLayer.js +485 -321
- package/es/core/BaseModel.js +126 -97
- package/es/core/LayerPickService.js +32 -21
- package/es/core/TextureService.js +13 -0
- package/es/core/interface.js +24 -17
- package/es/core/shape/Path.js +20 -13
- package/es/core/shape/extrude.js +31 -10
- package/es/core/triangulation.js +114 -54
- package/es/earth/index.js +33 -9
- package/es/earth/models/atmosphere.js +54 -30
- package/es/earth/models/base.js +85 -47
- package/es/earth/models/bloomsphere.js +54 -30
- package/es/earth/utils.js +13 -9
- package/es/heatmap/index.js +40 -10
- package/es/heatmap/models/grid.js +52 -28
- package/es/heatmap/models/grid3d.js +52 -28
- package/es/heatmap/models/heatmap.js +146 -91
- package/es/heatmap/models/hexagon.js +52 -28
- package/es/heatmap/triangulation.js +4 -0
- package/es/image/index.js +28 -9
- package/es/image/models/image.js +100 -66
- package/es/index.js +17 -9
- package/es/line/index.js +34 -9
- package/es/line/models/arc.js +118 -66
- package/es/line/models/arc_3d.js +108 -60
- package/es/line/models/earthArc_3d.js +111 -63
- package/es/line/models/great_circle.js +100 -56
- package/es/line/models/half.js +77 -46
- package/es/line/models/line.js +148 -94
- package/es/line/models/linearline.js +80 -45
- package/es/line/models/simpleLine.js +74 -41
- package/es/line/models/wall.js +92 -52
- package/es/mask/index.js +28 -9
- package/es/mask/models/fill.js +54 -29
- package/es/plugins/DataMappingPlugin.js +117 -80
- package/es/plugins/DataSourcePlugin.js +68 -45
- package/es/plugins/FeatureScalePlugin.js +122 -67
- package/es/plugins/LayerAnimateStylePlugin.js +5 -0
- package/es/plugins/LayerMaskPlugin.js +11 -3
- package/es/plugins/LayerModelPlugin.js +104 -67
- package/es/plugins/LayerStylePlugin.js +9 -3
- package/es/plugins/LightingPlugin.js +18 -12
- package/es/plugins/MultiPassRendererPlugin.js +16 -11
- package/es/plugins/PixelPickingPlugin.js +21 -12
- package/es/plugins/RegisterStyleAttributePlugin.js +12 -5
- package/es/plugins/ShaderUniformPlugin.js +27 -13
- package/es/plugins/UpdateModelPlugin.js +5 -0
- package/es/plugins/UpdateStyleAttributePlugin.js +11 -5
- package/es/point/index.js +77 -26
- package/es/point/models/earthExtrude.js +102 -61
- package/es/point/models/earthFill.js +87 -57
- package/es/point/models/extrude.js +101 -60
- package/es/point/models/fill.js +100 -70
- package/es/point/models/fillmage.js +107 -63
- package/es/point/models/image.js +88 -48
- package/es/point/models/index.js +2 -2
- package/es/point/models/normal.js +54 -30
- package/es/point/models/radar.js +64 -40
- package/es/point/models/simplePoint.js +69 -41
- package/es/point/models/text.js +301 -198
- package/es/point/shape/extrude.js +13 -4
- package/es/polygon/index.js +40 -11
- package/es/polygon/models/extrude.js +92 -48
- package/es/polygon/models/fill.js +88 -54
- package/es/polygon/models/index.js +2 -3
- package/es/polygon/models/ocean.js +76 -42
- package/es/polygon/models/water.js +71 -37
- package/es/raster/buffers/triangulation.js +4 -2
- package/es/raster/index.js +32 -9
- package/es/raster/models/raster.js +116 -80
- package/es/raster/models/rasterRgb.js +127 -84
- package/es/raster/models/rasterTerrainRgb.js +84 -56
- package/es/tile/interaction/getRasterData.js +20 -14
- package/es/tile/interaction/utils.js +9 -7
- package/es/tile/manager/base.js +96 -63
- package/es/tile/service/TileLayerService.js +55 -33
- package/es/tile/service/TilePickService.js +40 -26
- package/es/tile/service/TileSourceService.js +7 -3
- package/es/tile/tileFactory/DebugTile.js +46 -29
- package/es/tile/tileFactory/ImageTile.js +38 -20
- package/es/tile/tileFactory/MaskTile.js +43 -22
- package/es/tile/tileFactory/RasterRGBTile.js +42 -22
- package/es/tile/tileFactory/RasterTerrainRGBTile.js +38 -20
- package/es/tile/tileFactory/RasterTile.js +53 -30
- package/es/tile/tileFactory/Tile.js +97 -63
- package/es/tile/tileFactory/VectorTile.js +68 -41
- package/es/tile/tileFactory/index.js +11 -0
- package/es/tile/tileFactory/layers/TileDebugLayer.js +27 -6
- package/es/tile/tileFactory/util.js +3 -0
- package/es/tile/tileLayer/BaseLayer.js +146 -105
- package/es/tile/utils.js +1 -1
- package/es/utils/blend.js +2 -0
- package/es/utils/collision-index.js +16 -9
- package/es/utils/dataMappingStyle.js +18 -8
- package/es/utils/extrude_polyline.js +149 -101
- package/es/utils/grid-index.js +27 -2
- package/es/utils/identityScale.js +8 -0
- package/es/utils/layerData.js +44 -30
- package/es/utils/multiPassRender.js +13 -11
- package/es/utils/polylineNormal.js +37 -31
- package/es/utils/simpleLine.js +16 -2
- package/es/utils/stencil.js +3 -2
- package/es/utils/symbol-layout.js +53 -27
- package/es/wind/index.js +29 -9
- package/es/wind/models/utils.js +51 -26
- package/es/wind/models/wind.js +147 -101
- package/es/wind/models/windRender.js +66 -53
- package/lib/Geometry/index.js +38 -9
- package/lib/Geometry/models/billboard.js +97 -51
- package/lib/Geometry/models/index.js +5 -0
- package/lib/Geometry/models/plane.js +151 -79
- package/lib/Geometry/models/sprite.js +127 -60
- package/lib/canvas/index.js +40 -10
- package/lib/canvas/models/canvas.js +101 -41
- package/lib/canvas/models/index.js +3 -0
- package/lib/citybuliding/building.js +35 -8
- package/lib/citybuliding/models/build.js +92 -57
- package/lib/core/BaseLayer.js +479 -321
- package/lib/core/BaseModel.js +139 -97
- package/lib/core/LayerPickService.js +37 -21
- package/lib/core/TextureService.js +16 -0
- package/lib/core/interface.js +31 -21
- package/lib/core/schema.js +1 -0
- package/lib/core/shape/Path.js +31 -14
- package/lib/core/shape/extrude.js +54 -10
- package/lib/core/triangulation.js +153 -53
- package/lib/earth/index.js +43 -9
- package/lib/earth/models/atmosphere.js +63 -30
- package/lib/earth/models/base.js +90 -47
- package/lib/earth/models/bloomsphere.js +63 -30
- package/lib/earth/utils.js +31 -7
- package/lib/heatmap/index.js +48 -10
- package/lib/heatmap/models/grid.js +60 -28
- package/lib/heatmap/models/grid3d.js +60 -28
- package/lib/heatmap/models/heatmap.js +162 -91
- package/lib/heatmap/models/hexagon.js +60 -28
- package/lib/heatmap/models/index.js +6 -0
- package/lib/heatmap/triangulation.js +5 -0
- package/lib/image/index.js +36 -9
- package/lib/image/models/image.js +109 -66
- package/lib/image/models/index.js +3 -0
- package/lib/index.js +61 -7
- package/lib/line/index.js +40 -9
- package/lib/line/models/arc.js +128 -64
- package/lib/line/models/arc_3d.js +119 -58
- package/lib/line/models/earthArc_3d.js +122 -61
- package/lib/line/models/great_circle.js +111 -56
- package/lib/line/models/half.js +87 -46
- package/lib/line/models/index.js +11 -0
- package/lib/line/models/line.js +156 -92
- package/lib/line/models/linearline.js +92 -45
- package/lib/line/models/simpleLine.js +84 -41
- package/lib/line/models/wall.js +103 -52
- package/lib/mask/index.js +36 -9
- package/lib/mask/models/fill.js +63 -29
- package/lib/mask/models/index.js +3 -0
- package/lib/plugins/DataMappingPlugin.js +128 -80
- package/lib/plugins/DataSourcePlugin.js +76 -45
- package/lib/plugins/FeatureScalePlugin.js +138 -67
- package/lib/plugins/LayerAnimateStylePlugin.js +10 -0
- package/lib/plugins/LayerMaskPlugin.js +17 -4
- package/lib/plugins/LayerModelPlugin.js +113 -68
- package/lib/plugins/LayerStylePlugin.js +14 -4
- package/lib/plugins/LightingPlugin.js +25 -12
- package/lib/plugins/MultiPassRendererPlugin.js +22 -11
- package/lib/plugins/PixelPickingPlugin.js +27 -12
- package/lib/plugins/RegisterStyleAttributePlugin.js +19 -5
- package/lib/plugins/ShaderUniformPlugin.js +34 -13
- package/lib/plugins/UpdateModelPlugin.js +10 -1
- package/lib/plugins/UpdateStyleAttributePlugin.js +16 -5
- package/lib/point/index.js +83 -26
- package/lib/point/models/earthExtrude.js +113 -61
- package/lib/point/models/earthFill.js +117 -57
- package/lib/point/models/extrude.js +111 -60
- package/lib/point/models/fill.js +109 -68
- package/lib/point/models/fillmage.js +115 -61
- package/lib/point/models/image.js +98 -48
- package/lib/point/models/index.js +12 -1
- package/lib/point/models/normal.js +64 -30
- package/lib/point/models/radar.js +74 -40
- package/lib/point/models/simplePoint.js +79 -41
- package/lib/point/models/text.js +309 -198
- package/lib/point/shape/extrude.js +20 -4
- package/lib/polygon/index.js +48 -11
- package/lib/polygon/models/extrude.js +103 -48
- package/lib/polygon/models/fill.js +98 -54
- package/lib/polygon/models/index.js +14 -2
- package/lib/polygon/models/ocean.js +88 -42
- package/lib/polygon/models/water.js +82 -37
- package/lib/raster/buffers/triangulation.js +7 -3
- package/lib/raster/index.js +40 -9
- package/lib/raster/models/index.js +5 -0
- package/lib/raster/models/raster.js +125 -80
- package/lib/raster/models/rasterRgb.js +139 -84
- package/lib/raster/models/rasterTerrainRgb.js +93 -56
- package/lib/tile/interaction/getRasterData.js +25 -14
- package/lib/tile/interaction/utils.js +19 -7
- package/lib/tile/manager/base.js +104 -63
- package/lib/tile/service/TileLayerService.js +60 -33
- package/lib/tile/service/TilePickService.js +48 -26
- package/lib/tile/service/TileSourceService.js +16 -2
- package/lib/tile/style/utils.js +3 -0
- package/lib/tile/tileFactory/DebugTile.js +54 -29
- package/lib/tile/tileFactory/ImageTile.js +46 -20
- package/lib/tile/tileFactory/MaskTile.js +51 -22
- package/lib/tile/tileFactory/RasterRGBTile.js +50 -22
- package/lib/tile/tileFactory/RasterTerrainRGBTile.js +46 -20
- package/lib/tile/tileFactory/RasterTile.js +63 -30
- package/lib/tile/tileFactory/Tile.js +102 -63
- package/lib/tile/tileFactory/VectorTile.js +76 -41
- package/lib/tile/tileFactory/index.js +25 -0
- package/lib/tile/tileFactory/layers/TileDebugLayer.js +32 -6
- package/lib/tile/tileFactory/util.js +9 -0
- package/lib/tile/tileLayer/BaseLayer.js +153 -105
- package/lib/tile/utils.js +5 -1
- package/lib/utils/blend.js +5 -0
- package/lib/utils/collision-index.js +25 -9
- package/lib/utils/dataMappingStyle.js +19 -8
- package/lib/utils/extrude_polyline.js +181 -101
- package/lib/utils/grid-index.js +28 -2
- package/lib/utils/identityScale.js +9 -0
- package/lib/utils/layerData.js +49 -30
- package/lib/utils/multiPassRender.js +16 -11
- package/lib/utils/polylineNormal.js +66 -31
- package/lib/utils/simpleLine.js +21 -2
- package/lib/utils/stencil.js +4 -0
- package/lib/utils/symbol-layout.js +55 -27
- package/lib/wind/index.js +37 -9
- package/lib/wind/models/index.js +3 -0
- package/lib/wind/models/utils.js +62 -26
- package/lib/wind/models/wind.js +157 -101
- package/lib/wind/models/windRender.js +71 -53
- package/lib/wind/models/windShader.js +1 -0
- package/package.json +7 -7
package/es/line/models/arc.js
CHANGED
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@@ -7,49 +7,68 @@ import _possibleConstructorReturn from "@babel/runtime/helpers/esm/possibleConst
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import _getPrototypeOf from "@babel/runtime/helpers/esm/getPrototypeOf";
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import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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import _regeneratorRuntime from "@babel/runtime/regenerator";
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function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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import { AttributeType, gl } from '@antv/l7-core';
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import { rgb2arr } from '@antv/l7-utils';
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import { isNumber } from 'lodash';
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import BaseModel from "../../core/BaseModel";
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import { LineArcTriangulation } from "../../core/triangulation";
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import { LineArcTriangulation } from "../../core/triangulation"; // arc dash line
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/* babel-plugin-inline-import '../shaders/dash/arc_dash_frag.glsl' */
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var arc_dash_frag = "\nuniform float u_opacity;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float segmentNumber;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity;\n\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n };\n gl_FragColor.a *=flag;\n \n gl_FragColor = filterColor(gl_FragColor);\n}";
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/* babel-plugin-inline-import '../shaders/dash/arc_dash_vert.glsl' */
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var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\n\nuniform float u_thetaOffset: 0.314;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n\n styleMappingMat[3].b = segmentIndex / segmentNumber;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n gl_PointSize = 5.0;\n setPickingColor(a_PickingColor);\n}\n"; // arc normal line
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/* babel-plugin-inline-import '../shaders/line_arc_frag.glsl' */
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var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n \n gl_FragColor.a *= opacity;\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = styleMappingMat[3].g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = styleMappingMat[3].a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n \n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}";
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/* babel-plugin-inline-import '../shaders/line_arc_vert.glsl' */
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var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n // return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n float arcThetaOffset = styleMappingMat[0][1];\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, arcThetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, arcThetaOffset), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n styleMappingMat[3].g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n"; // arc linear line
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/* babel-plugin-inline-import '../shaders/linear/arc_linear_frag.glsl' */
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var arc_linear_frag = "#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}";
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/* babel-plugin-inline-import '../shaders/linear/arc_linear_vert.glsl' */
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var arc_linear_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // dataset \u6570\u636E\u96C6\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
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_this$getShaders = this.getShaders(), frag = _this$getShaders.frag, vert = _this$getShaders.vert, type = _this$getShaders.type; //
|
|
279
|
+
|
|
280
|
+
_context2.next = 4;
|
|
281
|
+
return this.layer.buildLayerModel({
|
|
282
|
+
moduleName: 'lineArc2d' + type,
|
|
283
|
+
vertexShader: vert,
|
|
284
|
+
fragmentShader: frag,
|
|
285
|
+
triangulation: LineArcTriangulation,
|
|
286
|
+
depth: {
|
|
287
|
+
enable: false
|
|
288
|
+
},
|
|
289
|
+
segmentNumber: segmentNumber
|
|
290
|
+
});
|
|
291
|
+
|
|
292
|
+
case 4:
|
|
293
|
+
model = _context2.sent;
|
|
294
|
+
return _context2.abrupt("return", [model]);
|
|
295
|
+
|
|
296
|
+
case 6:
|
|
297
|
+
case "end":
|
|
298
|
+
return _context2.stop();
|
|
299
|
+
}
|
|
256
300
|
}
|
|
257
301
|
}, _callee2, this);
|
|
258
302
|
}));
|
|
303
|
+
|
|
259
304
|
function buildModels() {
|
|
260
305
|
return _buildModels.apply(this, arguments);
|
|
261
306
|
}
|
|
307
|
+
|
|
262
308
|
return buildModels;
|
|
263
309
|
}()
|
|
264
310
|
}, {
|
|
265
311
|
key: "registerBuiltinAttributes",
|
|
266
312
|
value: function registerBuiltinAttributes() {
|
|
267
313
|
var _this2 = this;
|
|
314
|
+
|
|
268
315
|
this.styleAttributeService.registerStyleAttribute({
|
|
269
316
|
name: 'size',
|
|
270
317
|
type: AttributeType.Attribute,
|
|
@@ -279,7 +326,7 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
279
326
|
size: 1,
|
|
280
327
|
update: function update(feature) {
|
|
281
328
|
var _feature$size = feature.size,
|
|
282
|
-
|
|
329
|
+
size = _feature$size === void 0 ? 1 : _feature$size;
|
|
283
330
|
return Array.isArray(size) ? [size[0]] : [size];
|
|
284
331
|
}
|
|
285
332
|
}
|
|
@@ -315,19 +362,24 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
|
|
|
315
362
|
size: 2,
|
|
316
363
|
update: function update(feature) {
|
|
317
364
|
var iconMap = _this2.iconService.getIconMap();
|
|
365
|
+
|
|
318
366
|
var texture = feature.texture;
|
|
367
|
+
|
|
319
368
|
var _ref5 = iconMap[texture] || {
|
|
320
|
-
|
|
321
|
-
|
|
322
|
-
|
|
323
|
-
|
|
324
|
-
|
|
369
|
+
x: 0,
|
|
370
|
+
y: 0
|
|
371
|
+
},
|
|
372
|
+
x = _ref5.x,
|
|
373
|
+
y = _ref5.y;
|
|
374
|
+
|
|
325
375
|
return [x, y];
|
|
326
376
|
}
|
|
327
377
|
}
|
|
328
378
|
});
|
|
329
379
|
}
|
|
330
380
|
}]);
|
|
381
|
+
|
|
331
382
|
return ArcModel;
|
|
332
383
|
}(BaseModel);
|
|
384
|
+
|
|
333
385
|
export { ArcModel as default };
|