@antv/l7-layers 2.16.0 → 2.16.2
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/core/BaseLayer.d.ts +3 -0
- package/es/core/BaseLayer.js +76 -80
- package/es/core/BaseModel.d.ts +9 -71
- package/es/core/BaseModel.js +75 -357
- package/es/core/CommonStyleAttribute.d.ts +2 -0
- package/es/core/CommonStyleAttribute.js +66 -0
- package/es/core/interface.d.ts +13 -3
- package/es/core/shape/extrude.js +18 -6
- package/es/core/triangulation.d.ts +12 -0
- package/es/core/triangulation.js +70 -0
- package/es/heatmap/models/grid.js +1 -1
- package/es/heatmap/models/grid3d.js +1 -1
- package/es/heatmap/models/heatmap.d.ts +1 -0
- package/es/heatmap/models/heatmap.js +17 -13
- package/es/heatmap/models/hexagon.js +1 -1
- package/es/heatmap/shaders/grid_vert.glsl +2 -2
- package/es/heatmap/shaders/hexagon_3d_vert.glsl +2 -2
- package/es/heatmap/shaders/hexagon_vert.glsl +2 -2
- package/es/line/index.d.ts +1 -0
- package/es/line/index.js +3 -2
- package/es/line/models/arc.js +9 -45
- package/es/line/models/arc_3d.js +12 -45
- package/es/line/models/earthArc_3d.js +6 -40
- package/es/line/models/{half.d.ts → flow.d.ts} +1 -11
- package/es/line/models/flow.js +167 -0
- package/es/line/models/great_circle.js +4 -38
- package/es/line/models/index.d.ts +1 -1
- package/es/line/models/index.js +3 -3
- package/es/line/models/line.js +7 -41
- package/es/line/models/linearline.js +4 -38
- package/es/line/models/simpleLine.d.ts +0 -1
- package/es/line/models/simpleLine.js +4 -43
- package/es/line/shaders/dash/arc_dash_frag.glsl +3 -6
- package/es/line/shaders/dash/arc_dash_vert.glsl +6 -46
- package/es/line/shaders/dash/line_dash_frag.glsl +4 -7
- package/es/line/shaders/dash/line_dash_vert.glsl +3 -33
- package/es/line/shaders/flow/flow_line_frag.glsl +13 -0
- package/es/line/shaders/flow/flow_line_vert.glsl +83 -0
- package/es/line/shaders/line_arc_3d_frag.glsl +6 -6
- package/es/line/shaders/line_arc_3d_vert.glsl +4 -34
- package/es/line/shaders/line_arc_frag.glsl +7 -11
- package/es/line/shaders/line_arc_great_circle_frag.glsl +5 -6
- package/es/line/shaders/line_arc_great_circle_vert.glsl +4 -32
- package/es/line/shaders/line_arc_vert.glsl +9 -45
- package/es/line/shaders/line_frag.glsl +15 -17
- package/es/line/shaders/line_vert.glsl +3 -34
- package/es/line/shaders/linear/arc3d_linear_frag.glsl +5 -19
- package/es/line/shaders/linear/arc3d_linear_vert.glsl +9 -48
- package/es/line/shaders/linear/arc_linear_frag.glsl +2 -30
- package/es/line/shaders/linear/arc_linear_vert.glsl +9 -45
- package/es/line/shaders/linear/line_linear_frag.glsl +5 -6
- package/es/line/shaders/linearLine/line_linear_frag.glsl +2 -14
- package/es/line/shaders/linearLine/line_linear_vert.glsl +14 -32
- package/es/line/shaders/simple/simpleline_frag.glsl +1 -5
- package/es/line/shaders/simple/simpleline_linear_frag.glsl +2 -6
- package/es/line/shaders/simple/simpleline_vert.glsl +7 -33
- package/es/plugins/DataMappingPlugin.js +20 -34
- package/es/plugins/LayerModelPlugin.js +13 -1
- package/es/plugins/ShaderUniformPlugin.js +3 -3
- package/es/point/index.d.ts +1 -0
- package/es/point/index.js +1 -0
- package/es/point/models/earthExtrude.d.ts +0 -3
- package/es/point/models/earthExtrude.js +2 -40
- package/es/point/models/earthFill.d.ts +0 -1
- package/es/point/models/earthFill.js +9 -60
- package/es/point/models/extrude.d.ts +0 -3
- package/es/point/models/extrude.js +3 -42
- package/es/point/models/fill.d.ts +0 -1
- package/es/point/models/fill.js +15 -76
- package/es/point/models/fillmage.js +6 -43
- package/es/point/models/image.js +7 -41
- package/es/point/models/normal.js +2 -2
- package/es/point/models/radar.d.ts +0 -1
- package/es/point/models/radar.js +4 -13
- package/es/point/models/simplePoint.d.ts +0 -1
- package/es/point/models/simplePoint.js +8 -49
- package/es/point/models/text.js +17 -47
- package/es/point/shaders/animate/wave_frag.glsl +1 -11
- package/es/point/shaders/earth/extrude_frag.glsl +5 -17
- package/es/point/shaders/earth/extrude_vert.glsl +14 -29
- package/es/point/shaders/earth/fill_frag.glsl +5 -14
- package/es/point/shaders/earth/fill_vert.glsl +1 -75
- package/es/point/shaders/extrude/extrude_frag.glsl +3 -29
- package/es/point/shaders/extrude/extrude_vert.glsl +27 -35
- package/es/point/shaders/fill_frag.glsl +9 -20
- package/es/point/shaders/fill_vert.glsl +16 -101
- package/es/point/shaders/image/fillImage_frag.glsl +2 -5
- package/es/point/shaders/image/fillImage_vert.glsl +4 -47
- package/es/point/shaders/image_frag.glsl +1 -5
- package/es/point/shaders/image_vert.glsl +1 -44
- package/es/point/shaders/normal_frag.glsl +0 -2
- package/es/point/shaders/normal_vert.glsl +2 -1
- package/es/point/shaders/radar/radar_vert.glsl +2 -2
- package/es/point/shaders/simplePoint_frag.glsl +0 -7
- package/es/point/shaders/simplePoint_vert.glsl +3 -45
- package/es/point/shaders/text_frag.glsl +6 -19
- package/es/point/shaders/text_vert.glsl +5 -66
- package/es/polygon/index.d.ts +1 -0
- package/es/polygon/index.js +1 -0
- package/es/polygon/models/extrude.d.ts +0 -3
- package/es/polygon/models/extrude.js +86 -82
- package/es/polygon/models/fill.d.ts +0 -4
- package/es/polygon/models/fill.js +8 -47
- package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +2 -23
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +7 -5
- package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +7 -32
- package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +33 -38
- package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +12 -9
- package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +16 -44
- package/es/polygon/shaders/polygon_frag.glsl +0 -5
- package/es/polygon/shaders/polygon_linear_frag.glsl +0 -8
- package/es/polygon/shaders/polygon_linear_vert.glsl +0 -32
- package/es/polygon/shaders/polygon_vert.glsl +1 -27
- package/es/utils/layerData.js +2 -2
- package/lib/core/BaseLayer.js +74 -78
- package/lib/core/BaseModel.js +74 -356
- package/lib/core/CommonStyleAttribute.js +72 -0
- package/lib/core/shape/extrude.js +18 -6
- package/lib/core/triangulation.js +72 -0
- package/lib/heatmap/models/grid.js +1 -1
- package/lib/heatmap/models/grid3d.js +1 -1
- package/lib/heatmap/models/heatmap.js +17 -13
- package/lib/heatmap/models/hexagon.js +1 -1
- package/lib/heatmap/shaders/grid_vert.glsl +2 -2
- package/lib/heatmap/shaders/hexagon_3d_vert.glsl +2 -2
- package/lib/heatmap/shaders/hexagon_vert.glsl +2 -2
- package/lib/line/index.js +3 -2
- package/lib/line/models/arc.js +9 -45
- package/lib/line/models/arc_3d.js +12 -45
- package/lib/line/models/earthArc_3d.js +6 -40
- package/lib/line/models/flow.js +174 -0
- package/lib/line/models/great_circle.js +4 -38
- package/lib/line/models/index.js +3 -3
- package/lib/line/models/line.js +7 -41
- package/lib/line/models/linearline.js +4 -38
- package/lib/line/models/simpleLine.js +4 -43
- package/lib/line/shaders/dash/arc_dash_frag.glsl +3 -6
- package/lib/line/shaders/dash/arc_dash_vert.glsl +6 -46
- package/lib/line/shaders/dash/line_dash_frag.glsl +4 -7
- package/lib/line/shaders/dash/line_dash_vert.glsl +3 -33
- package/lib/line/shaders/flow/flow_line_frag.glsl +13 -0
- package/lib/line/shaders/flow/flow_line_vert.glsl +83 -0
- package/lib/line/shaders/line_arc_3d_frag.glsl +6 -6
- package/lib/line/shaders/line_arc_3d_vert.glsl +4 -34
- package/lib/line/shaders/line_arc_frag.glsl +7 -11
- package/lib/line/shaders/line_arc_great_circle_frag.glsl +5 -6
- package/lib/line/shaders/line_arc_great_circle_vert.glsl +4 -32
- package/lib/line/shaders/line_arc_vert.glsl +9 -45
- package/lib/line/shaders/line_frag.glsl +15 -17
- package/lib/line/shaders/line_vert.glsl +3 -34
- package/lib/line/shaders/linear/arc3d_linear_frag.glsl +5 -19
- package/lib/line/shaders/linear/arc3d_linear_vert.glsl +9 -48
- package/lib/line/shaders/linear/arc_linear_frag.glsl +2 -30
- package/lib/line/shaders/linear/arc_linear_vert.glsl +9 -45
- package/lib/line/shaders/linear/line_linear_frag.glsl +5 -6
- package/lib/line/shaders/linearLine/line_linear_frag.glsl +2 -14
- package/lib/line/shaders/linearLine/line_linear_vert.glsl +14 -32
- package/lib/line/shaders/simple/simpleline_frag.glsl +1 -5
- package/lib/line/shaders/simple/simpleline_linear_frag.glsl +2 -6
- package/lib/line/shaders/simple/simpleline_vert.glsl +7 -33
- package/lib/plugins/DataMappingPlugin.js +20 -34
- package/lib/plugins/LayerModelPlugin.js +13 -1
- package/lib/plugins/ShaderUniformPlugin.js +3 -3
- package/lib/point/index.js +1 -0
- package/lib/point/models/earthExtrude.js +2 -40
- package/lib/point/models/earthFill.js +9 -60
- package/lib/point/models/extrude.js +3 -42
- package/lib/point/models/fill.js +15 -76
- package/lib/point/models/fillmage.js +6 -43
- package/lib/point/models/image.js +7 -41
- package/lib/point/models/normal.js +2 -2
- package/lib/point/models/radar.js +4 -13
- package/lib/point/models/simplePoint.js +8 -49
- package/lib/point/models/text.js +15 -45
- package/lib/point/shaders/animate/wave_frag.glsl +1 -11
- package/lib/point/shaders/earth/extrude_frag.glsl +5 -17
- package/lib/point/shaders/earth/extrude_vert.glsl +14 -29
- package/lib/point/shaders/earth/fill_frag.glsl +5 -14
- package/lib/point/shaders/earth/fill_vert.glsl +1 -75
- package/lib/point/shaders/extrude/extrude_frag.glsl +3 -29
- package/lib/point/shaders/extrude/extrude_vert.glsl +27 -35
- package/lib/point/shaders/fill_frag.glsl +9 -20
- package/lib/point/shaders/fill_vert.glsl +16 -101
- package/lib/point/shaders/image/fillImage_frag.glsl +2 -5
- package/lib/point/shaders/image/fillImage_vert.glsl +4 -47
- package/lib/point/shaders/image_frag.glsl +1 -5
- package/lib/point/shaders/image_vert.glsl +1 -44
- package/lib/point/shaders/normal_frag.glsl +0 -2
- package/lib/point/shaders/normal_vert.glsl +2 -1
- package/lib/point/shaders/radar/radar_vert.glsl +2 -2
- package/lib/point/shaders/simplePoint_frag.glsl +0 -7
- package/lib/point/shaders/simplePoint_vert.glsl +3 -45
- package/lib/point/shaders/text_frag.glsl +6 -19
- package/lib/point/shaders/text_vert.glsl +5 -66
- package/lib/polygon/index.js +1 -0
- package/lib/polygon/models/extrude.js +86 -82
- package/lib/polygon/models/fill.js +8 -47
- package/lib/polygon/shaders/extrude/polygon_extrude_frag.glsl +2 -23
- package/lib/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +7 -5
- package/lib/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +7 -32
- package/lib/polygon/shaders/extrude/polygon_extrude_vert.glsl +33 -38
- package/lib/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +12 -9
- package/lib/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +16 -44
- package/lib/polygon/shaders/polygon_frag.glsl +0 -5
- package/lib/polygon/shaders/polygon_linear_frag.glsl +0 -8
- package/lib/polygon/shaders/polygon_linear_vert.glsl +0 -32
- package/lib/polygon/shaders/polygon_vert.glsl +1 -27
- package/lib/utils/layerData.js +2 -2
- package/package.json +7 -7
- package/es/line/models/half.js +0 -267
- package/es/line/shaders/half/line_half_frag.glsl +0 -53
- package/es/line/shaders/half/line_half_vert.glsl +0 -169
- package/es/utils/dataMappingStyle.d.ts +0 -31
- package/es/utils/dataMappingStyle.js +0 -137
- package/lib/line/models/half.js +0 -274
- package/lib/line/shaders/half/line_half_frag.glsl +0 -53
- package/lib/line/shaders/half/line_half_vert.glsl +0 -169
- package/lib/utils/dataMappingStyle.js +0 -140
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uniform float u_arrowWidth: 2.0;
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uniform float u_tailWidth: 1.0;
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varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
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#pragma include "styleMapping"
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#pragma include "styleMappingCalOpacity"
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varying vec4 v_texture_data;
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vec2 calculateArrow(vec2 offset) {
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/*
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void main() {
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// cal style mapping - 数据纹理映射部分的计算
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styleMappingMat = mat4(
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0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
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0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
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0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
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0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
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);
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float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
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float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
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float columnWidth = 1.0/columnCount; // 列宽
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float rowHeight = 1.0/rowCount; // 行高
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float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
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float id = a_vertexId; // 第n个顶点
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float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
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float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
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// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
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// 按顺序从 cell 中取值、若没有则自动往下取值
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float textureOffset = 0.0; // 在 cell 中取值的偏移量
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vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
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styleMappingMat[0][0] = opacityAndOffset.r;
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textureOffset = opacityAndOffset.g;
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// cal style mapping - 数据纹理映射部分的计算
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float d_texPixelLen; // 贴图的像素长度,根据地图层级缩放
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v_iconMapUV = a_iconMapUV;
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float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // 线横向偏移的距离(向两侧偏移的和)
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float linePixelSize = project_pixel(a_Size.x) * 2.0; // 定点位置偏移,按地图等级缩放后的距离 单侧 * 2
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float texV = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
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v_texture_data = vec4(currentLinePointRatio, lineDistance, d_texPixelLen, texV);
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styleMappingMat[3][0] = currentLinePointRatio; // 当前点位距离占线总长的比例
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styleMappingMat[3][1] = lineDistance; // 当前顶点的距离
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styleMappingMat[3][2] = d_texPixelLen; // 贴图的像素长度,根据地图层级缩放
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styleMappingMat[3][3] = texV; // 线图层贴图部分的 v 坐标值
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vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
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#define Animate 0.0
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uniform float u_opacity;
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uniform float u_blur : 0.9;
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varying float v_segmentIndex;
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varying vec4 v_Color;
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float alpha =1.0 - fract( mod(1.0-
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uniform mat4 u_Mvp;
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uniform float segmentNumber;
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uniform vec4 u_sourceColor;
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uniform vec4 u_dash_array: [10.0, 5., 0, 0];
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uniform float u_icon_step: 100;
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varying float v_distance_ratio;
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varying vec4 v_dash_array;
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varying vec4 v_color;
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varying float v_segmentIndex;
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varying
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#pragma include "styleMapping"
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#pragma include "styleMappingCalOpacity"
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varying vec4 v_Color;
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void main() {
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// cal style mapping - 数据纹理映射部分的计算
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styleMappingMat = mat4(
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0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
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0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
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0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
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0.0, 0.0, 0.0, 0.0 // dataset 数据集
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);
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float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
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float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
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float columnWidth = 1.0/columnCount; // 列宽
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float rowHeight = 1.0/rowCount; // 行高
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float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
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float id = a_vertexId; // 第n个顶点
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float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
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float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
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// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
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// 按顺序从 cell 中取值、若没有则自动往下取值
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float textureOffset = 0.0; // 在 cell 中取值的偏移量
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vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
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styleMappingMat[0][0] = opacityAndOffset.r;
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textureOffset = opacityAndOffset.g;
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// cal style mapping - 数据纹理映射部分的计算
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v_color = a_Color;
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v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
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}
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if(u_animate.x == Animate) {
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}
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float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
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vec3 curr = getPos(source, target, segmentRatio);
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vec3 next = getPos(source, target, nextSegmentRatio);
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vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);
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// v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
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float animateSpeed = 0.0; // 运动速度
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v_Color = mix(u_sourceColor, u_targetColor, a_Position.x/segmentNumber);
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float pixelLen = project_pixel_texture(u_icon_step);
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styleMappingMat[3].b = floor(arcDistrance/pixelLen); // 贴图在弧线上重复的数量
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v_Color.a *= opacity;
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vec2 projectOffset = project_pixel(offset);
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float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // 线横向偏移的距离
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float linePixelSize = project_pixel(a_Size); // 定点位置偏移,按地图等级缩放后的距离
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styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
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v_iconMapUV = a_iconMapUV;
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}
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// gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));
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if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
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@@ -1,38 +1,10 @@
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1
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-
#define Animate 0.0
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2
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-
#define LineTexture 1.0
|
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3
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|
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4
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uniform float u_opacity;
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uniform float u_textureBlend;
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6
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uniform float u_blur : 0.9;
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7
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uniform float u_line_type: 0.0;
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8
|
-
// varying vec2 v_normal;
|
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9
|
-
varying vec4 v_dash_array;
|
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10
1
|
varying vec4 v_color;
|
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11
2
|
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12
|
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uniform float u_time;
|
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13
|
-
uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
|
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|
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15
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uniform float u_line_texture;
|
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uniform sampler2D u_texture;
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uniform vec2 u_textSize;
|
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|
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uniform float segmentNumber;
|
|
20
|
-
varying vec2 v_iconMapUV;
|
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21
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-
|
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22
|
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varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
|
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23
|
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|
|
24
|
-
uniform float u_linearColor: 0;
|
|
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|
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uniform vec4 u_sourceColor;
|
|
26
|
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uniform vec4 u_targetColor;
|
|
27
|
-
|
|
28
3
|
#pragma include "picking"
|
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29
4
|
|
|
30
5
|
void main() {
|
|
31
|
-
|
|
32
|
-
float d_segmentIndex = styleMappingMat[3].r; // 当前顶点在弧线中所处的分段位置
|
|
6
|
+
// 当前顶点在弧线中所处的分段位置
|
|
33
7
|
|
|
34
|
-
|
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35
|
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gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);
|
|
36
|
-
gl_FragColor.a *= opacity;
|
|
8
|
+
gl_FragColor = v_Color;
|
|
37
9
|
gl_FragColor = filterColor(gl_FragColor);
|
|
38
10
|
}
|
|
@@ -7,17 +7,16 @@ uniform mat4 u_ModelMatrix;
|
|
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7
7
|
uniform mat4 u_Mvp;
|
|
8
8
|
uniform float segmentNumber;
|
|
9
9
|
varying vec4 v_color;
|
|
10
|
+
varying float v_segmentIndex;
|
|
10
11
|
|
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11
12
|
uniform float u_lineDir: 1.0;
|
|
12
13
|
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13
14
|
uniform float u_thetaOffset: 0.314;
|
|
15
|
+
uniform vec4 u_sourceColor;
|
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16
|
+
uniform vec4 u_targetColor;
|
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17
|
+
|
|
14
18
|
|
|
15
|
-
uniform float u_opacity: 1.0;
|
|
16
|
-
varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
|
|
17
19
|
|
|
18
|
-
#pragma include "styleMapping"
|
|
19
|
-
#pragma include "styleMappingCalOpacity"
|
|
20
|
-
#pragma include "styleMappingCalThetaOffset"
|
|
21
20
|
|
|
22
21
|
#pragma include "projection"
|
|
23
22
|
#pragma include "project"
|
|
@@ -73,37 +72,6 @@ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
|
|
|
73
72
|
void main() {
|
|
74
73
|
v_color = a_Color;
|
|
75
74
|
|
|
76
|
-
// cal style mapping - 数据纹理映射部分的计算
|
|
77
|
-
styleMappingMat = mat4(
|
|
78
|
-
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
|
|
79
|
-
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
|
80
|
-
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
|
81
|
-
0.0, 0.0, 0.0, 0.0 // dataset 数据集
|
|
82
|
-
);
|
|
83
|
-
|
|
84
|
-
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
|
85
|
-
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
|
86
|
-
float columnWidth = 1.0/columnCount; // 列宽
|
|
87
|
-
float rowHeight = 1.0/rowCount; // 行高
|
|
88
|
-
float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
|
|
89
|
-
float id = a_vertexId; // 第n个顶点
|
|
90
|
-
float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
|
|
91
|
-
float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
|
|
92
|
-
|
|
93
|
-
// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke -> thetaOffset...
|
|
94
|
-
// 按顺序从 cell 中取值、若没有则自动往下取值
|
|
95
|
-
float textureOffset = 0.0; // 在 cell 中取值的偏移量
|
|
96
|
-
|
|
97
|
-
vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
|
98
|
-
styleMappingMat[0][0] = opacityAndOffset.r;
|
|
99
|
-
textureOffset = opacityAndOffset.g;
|
|
100
|
-
|
|
101
|
-
vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
|
102
|
-
styleMappingMat[0][1] = thetaOffsetAndOffset.r;
|
|
103
|
-
textureOffset = thetaOffsetAndOffset.g;
|
|
104
|
-
// cal style mapping - 数据纹理映射部分的计算
|
|
105
|
-
|
|
106
|
-
|
|
107
75
|
vec2 source = a_Instance.rg; // 起始点
|
|
108
76
|
vec2 target = a_Instance.ba; // 终点
|
|
109
77
|
float segmentIndex = a_Position.x;
|
|
@@ -112,12 +80,8 @@ void main() {
|
|
|
112
80
|
float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
|
|
113
81
|
float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
|
|
114
82
|
float d_distance_ratio;
|
|
115
|
-
|
|
116
|
-
|
|
117
|
-
|
|
118
|
-
// styleMappingMat[0][1] - arcThetaOffset
|
|
119
|
-
vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
|
|
120
|
-
vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));
|
|
83
|
+
vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset, 0.0, 1.0));
|
|
84
|
+
vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 0.0, 1.0));
|
|
121
85
|
// v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
|
|
122
86
|
//unProjCustomCoord
|
|
123
87
|
|
|
@@ -125,11 +89,11 @@ void main() {
|
|
|
125
89
|
|
|
126
90
|
|
|
127
91
|
float d_segmentIndex = a_Position.x + 1.0; // 当前顶点在弧线中所处的分段位置
|
|
128
|
-
styleMappingMat[3].r = d_segmentIndex;
|
|
129
92
|
|
|
130
|
-
|
|
93
|
+
v_Color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);
|
|
94
|
+
v_Color.a *= u_opacity;
|
|
95
|
+
|
|
131
96
|
if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
|
|
132
|
-
// gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
|
|
133
97
|
gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));
|
|
134
98
|
} else {
|
|
135
99
|
gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
|
|
@@ -1,19 +1,18 @@
|
|
|
1
1
|
varying vec4 v_color;
|
|
2
|
+
varying vec4 v_texture_data;
|
|
2
3
|
uniform float u_linearDir: 1.0;
|
|
3
4
|
uniform float u_linearColor: 0;
|
|
4
5
|
uniform vec4 u_sourceColor;
|
|
5
6
|
uniform vec4 u_targetColor;
|
|
7
|
+
uniform float u_opacity: 1.0;
|
|
6
8
|
|
|
7
9
|
#pragma include "picking"
|
|
8
10
|
|
|
9
11
|
|
|
10
|
-
varying mat4 styleMappingMat;
|
|
11
|
-
|
|
12
12
|
void main() {
|
|
13
|
-
float
|
|
14
|
-
float linearRadio = styleMappingMat[3][0]; // 当前点位距离占线总长的比例
|
|
13
|
+
float linearRadio = v_texture_data.r; // 当前点位距离占线总长的比例
|
|
15
14
|
if(u_linearDir < 1.0) {
|
|
16
|
-
linearRadio =
|
|
15
|
+
linearRadio = v_texture_data.a;
|
|
17
16
|
}
|
|
18
17
|
|
|
19
18
|
if(u_linearColor == 1.0) { // 使用渐变颜色
|
|
@@ -22,6 +21,6 @@ void main() {
|
|
|
22
21
|
gl_FragColor = v_color;
|
|
23
22
|
}
|
|
24
23
|
|
|
25
|
-
gl_FragColor.a *=
|
|
24
|
+
gl_FragColor.a *= u_opacity; // 全局透明度
|
|
26
25
|
gl_FragColor = filterColor(gl_FragColor);
|
|
27
26
|
}
|
|
@@ -1,20 +1,8 @@
|
|
|
1
|
-
uniform float u_opacity : 1.0;
|
|
2
|
-
uniform sampler2D u_texture;
|
|
3
|
-
uniform float u_linearDir: 1.0;
|
|
4
1
|
|
|
2
|
+
varying vec4 v_Color;
|
|
5
3
|
#pragma include "picking"
|
|
6
|
-
|
|
7
|
-
varying mat4 styleMappingMat;
|
|
8
|
-
|
|
9
4
|
void main() {
|
|
10
|
-
float opacity = styleMappingMat[0][0];
|
|
11
|
-
float linearRadio = styleMappingMat[3].r; // 当前点位距离占线总长的比例
|
|
12
|
-
if(u_linearDir < 1.0) {
|
|
13
|
-
linearRadio = styleMappingMat[3][3];
|
|
14
|
-
}
|
|
15
|
-
|
|
16
|
-
gl_FragColor = texture2D(u_texture, vec2(linearRadio, 0.5));
|
|
17
5
|
|
|
18
|
-
gl_FragColor
|
|
6
|
+
gl_FragColor = v_Color; // 全局透明度
|
|
19
7
|
gl_FragColor = filterColor(gl_FragColor);
|
|
20
8
|
}
|
|
@@ -14,43 +14,18 @@ uniform mat4 u_Mvp;
|
|
|
14
14
|
uniform float u_heightfixed: 0.0;
|
|
15
15
|
uniform float u_vertexScale: 1.0;
|
|
16
16
|
uniform float u_raisingHeight: 0.0;
|
|
17
|
+
uniform float u_opacity : 1.0;
|
|
18
|
+
uniform sampler2D u_texture;
|
|
19
|
+
uniform float u_linearDir: 1.0;
|
|
20
|
+
varying vec4 v_Color;
|
|
17
21
|
|
|
18
|
-
uniform float u_opacity: 1.0;
|
|
19
22
|
|
|
20
23
|
#pragma include "projection"
|
|
21
24
|
#pragma include "picking"
|
|
22
25
|
|
|
23
|
-
varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
|
|
24
|
-
|
|
25
|
-
#pragma include "styleMapping"
|
|
26
|
-
#pragma include "styleMappingCalOpacity"
|
|
27
26
|
|
|
28
27
|
void main() {
|
|
29
|
-
// cal style mapping - 数据纹理映射部分的计算
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styleMappingMat = mat4(
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0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
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0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
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0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
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0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
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);
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-
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-
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
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float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
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float columnWidth = 1.0/columnCount; // 列宽
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float rowHeight = 1.0/rowCount; // 行高
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float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
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float id = a_vertexId; // 第n个顶点
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float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
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float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
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-
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// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
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// 按顺序从 cell 中取值、若没有则自动往下取值
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float textureOffset = 0.0; // 在 cell 中取值的偏移量
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vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
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styleMappingMat[0][0] = opacityAndOffset.r;
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textureOffset = opacityAndOffset.g;
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// cal style mapping - 数据纹理映射部分的计算
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vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);
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@@ -64,9 +39,16 @@ void main() {
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float linePixelSize = project_pixel(a_Size.x) * 2.0; // 定点位置偏移,按地图等级缩放后的距离 单侧 * 2
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float texV = lineOffsetWidth/linePixelSize; // 线图层贴图部分的 v 坐标值
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//
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-
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-
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float linearRadio =currentLinePointRatio; // 当前点位距离占线总长的比例
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if(u_linearDir < 1.0) {
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linearRadio = texV;
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+
}
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+
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+
v_Color = texture2D(u_texture, vec2(linearRadio, 0.5));
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+
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v_Color.a *= u_opacity; // 全局透明度
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+
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+
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vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
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@@ -1,11 +1,7 @@
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1
1
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uniform vec4 u_sourceColor;
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2
2
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uniform vec4 u_targetColor;
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3
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-
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4
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-
varying mat4 styleMappingMat;
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3
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+
uniform float opacity;
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5
4
|
void main() {
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6
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-
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7
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-
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8
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// styleMappingMat[3][0] 当前点位距离占线总长的比例
|
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9
|
-
gl_FragColor = mix(u_sourceColor, u_targetColor, styleMappingMat[3][0]);
|
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5
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+
gl_FragColor = mix(u_sourceColor, u_targetColor, v_distanceScale);
|
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10
6
|
gl_FragColor.a *= opacity; // 全局透明度
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11
7
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}
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@@ -10,47 +10,21 @@ uniform mat4 u_Mvp;
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10
10
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11
11
|
uniform float u_opacity: 1.0;
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12
12
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uniform float u_vertexScale: 1.0;
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13
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+
uniform vec4 u_sourceColor;
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14
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+
uniform vec4 u_targetColor;
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13
15
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14
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-
#pragma include "projection"
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16
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-
varying vec4 v_color;
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-
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18
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+
#pragma include "projection"
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20
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-
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21
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-
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20
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+
varying vec4 v_color;
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+
varying float v_distanceScale;
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22
22
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|
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23
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|
void main() {
|
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-
// cal style mapping - 数据纹理映射部分的计算
|
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25
|
-
styleMappingMat = mat4(
|
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26
|
-
0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
|
|
27
|
-
0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
|
|
28
|
-
0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
|
|
29
|
-
0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV
|
|
30
|
-
);
|
|
31
24
|
|
|
32
|
-
float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
|
|
33
|
-
float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
|
|
34
|
-
float columnWidth = 1.0/columnCount; // 列宽
|
|
35
|
-
float rowHeight = 1.0/rowCount; // 行高
|
|
36
|
-
float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
|
|
37
|
-
float id = a_vertexId; // 第n个顶点
|
|
38
|
-
float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
|
|
39
|
-
float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
|
|
40
|
-
|
|
41
|
-
// cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
|
|
42
|
-
// 按顺序从 cell 中取值、若没有则自动往下取值
|
|
43
|
-
float textureOffset = 0.0; // 在 cell 中取值的偏移量
|
|
44
|
-
|
|
45
|
-
vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
|
|
46
|
-
styleMappingMat[0][0] = opacityAndOffset.r;
|
|
47
|
-
textureOffset = opacityAndOffset.g;
|
|
48
|
-
// cal style mapping - 数据纹理映射部分的计算
|
|
49
|
-
|
|
50
|
-
|
|
51
25
|
v_color = a_Color;
|
|
52
|
-
|
|
53
|
-
|
|
26
|
+
v_distanceScale = a_Distance / a_Total_Distance;
|
|
27
|
+
v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
|
|
54
28
|
vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
|
|
55
29
|
|
|
56
30
|
float h = float(a_Position.z) * u_vertexScale; // 线顶点的高度 - 兼容不存在第三个数值的情况
|
|
@@ -98,7 +98,9 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
|
|
|
98
98
|
}
|
|
99
99
|
if (attributesToRemapping.length) {
|
|
100
100
|
// 过滤数据
|
|
101
|
-
var encodeData = _this.mapping(layer, attributesToRemapping, filterData, layer.getEncodedData()
|
|
101
|
+
var encodeData = _this.mapping(layer, attributesToRemapping, filterData, layer.getEncodedData() // TODO 优化
|
|
102
|
+
);
|
|
103
|
+
|
|
102
104
|
layer.setEncodedData(encodeData);
|
|
103
105
|
}
|
|
104
106
|
|
|
@@ -125,7 +127,7 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
|
|
|
125
127
|
// 数据处理 在数据进行 mapping 生成 encodeData 之前对数据进行处理
|
|
126
128
|
// 在各个 layer 中继承
|
|
127
129
|
|
|
128
|
-
filterData = layer.processData(filterData);
|
|
130
|
+
filterData = layer.processData(filterData); // 目前只有简单线需要处理
|
|
129
131
|
var encodeData = this.mapping(layer, attributes, filterData, undefined);
|
|
130
132
|
layer.setEncodedData(encodeData);
|
|
131
133
|
if (dataArray.length === 0 && layer.encodeDataLength === 0) {
|
|
@@ -157,8 +159,8 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
|
|
|
157
159
|
}, preRecord);
|
|
158
160
|
usedAttributes.forEach(function (attribute) {
|
|
159
161
|
var values = _this3.applyAttributeMapping(attribute, record);
|
|
160
|
-
// TODO: 支持每个属性配置 postprocess
|
|
161
|
-
if (attribute.name === 'color') {
|
|
162
|
+
// TODO: 支持每个属性配置 postprocess}
|
|
163
|
+
if (attribute.name === 'color' || attribute.name === 'stroke') {
|
|
162
164
|
values = values.map(function (c) {
|
|
163
165
|
return rgb2arr(c);
|
|
164
166
|
});
|
|
@@ -171,7 +173,7 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
|
|
|
171
173
|
encodeRecord.shape = _this3.fontService.getIconFontKey(encodeRecord[attribute.name]);
|
|
172
174
|
}
|
|
173
175
|
});
|
|
174
|
-
if (arrow.enable &&
|
|
176
|
+
if (arrow.enable && encodeRecord.shape === 'line') {
|
|
175
177
|
// 只有在线图层且支持配置箭头的时候进行插入顶点的处理
|
|
176
178
|
var coords = encodeRecord.coordinates;
|
|
177
179
|
// @ts-ignore
|
|
@@ -202,36 +204,20 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
|
|
|
202
204
|
// 根据地图的类型判断是否需要对点位数据进行处理, 若是高德2.0则需要对坐标进行相对偏移
|
|
203
205
|
if (mappedData.length > 0 && this.mapService.version === Version['GAODE2.x']) {
|
|
204
206
|
var layerCenter = layer.coordCenter || layer.getSource().center;
|
|
205
|
-
|
|
206
|
-
|
|
207
|
+
// 单个的点数据
|
|
208
|
+
// @ts-ignore
|
|
209
|
+
mappedData
|
|
210
|
+
// TODO: 避免经纬度被重复计算导致坐标位置偏移
|
|
211
|
+
.filter(function (d) {
|
|
212
|
+
return !d.originCoordinates;
|
|
213
|
+
}).map(function (d) {
|
|
214
|
+
d.version = Version['GAODE2.x'];
|
|
207
215
|
// @ts-ignore
|
|
208
|
-
|
|
209
|
-
//
|
|
210
|
-
.
|
|
211
|
-
|
|
212
|
-
|
|
213
|
-
d.version = Version['GAODE2.x'];
|
|
214
|
-
// @ts-ignore
|
|
215
|
-
d.originCoordinates = cloneDeep(d.coordinates); // 为了兼容高德1.x 需要保存一份原始的经纬度坐标数据(许多上层逻辑依赖经纬度数据)
|
|
216
|
-
// @ts-ignore
|
|
217
|
-
// d.coordinates = this.mapService.lngLatToCoord(d.coordinates);
|
|
218
|
-
d.coordinates = _this4.mapService.lngLatToCoordByLayer(d.coordinates, layerCenter);
|
|
219
|
-
});
|
|
220
|
-
} else {
|
|
221
|
-
// 连续的线、面数据
|
|
222
|
-
mappedData
|
|
223
|
-
// TODO: 避免经纬度被重复计算导致坐标位置偏移
|
|
224
|
-
.filter(function (d) {
|
|
225
|
-
return !d.originCoordinates;
|
|
226
|
-
}).map(function (d) {
|
|
227
|
-
d.version = Version['GAODE2.x'];
|
|
228
|
-
// @ts-ignore
|
|
229
|
-
d.originCoordinates = cloneDeep(d.coordinates); // 为了兼容高德1.x 需要保存一份原始的经纬度坐标数据(许多上层逻辑依赖经纬度数据)
|
|
230
|
-
// @ts-ignore
|
|
231
|
-
// d.coordinates = this.mapService.lngLatToCoords(d.coordinates);
|
|
232
|
-
d.coordinates = _this4.mapService.lngLatToCoordsByLayer(d.coordinates, layerCenter);
|
|
233
|
-
});
|
|
234
|
-
}
|
|
216
|
+
d.originCoordinates = cloneDeep(d.coordinates); // 为了兼容高德1.x 需要保存一份原始的经纬度坐标数据(许多上层逻辑依赖经纬度数据)
|
|
217
|
+
// @ts-ignore
|
|
218
|
+
// d.coordinates = this.mapService.lngLatToCoord(d.coordinates);
|
|
219
|
+
d.coordinates = _this4.mapService.coordToAMap2RelativeCoordinates(d.coordinates, layerCenter);
|
|
220
|
+
});
|
|
235
221
|
}
|
|
236
222
|
}
|
|
237
223
|
}, {
|
|
@@ -21,7 +21,7 @@ var LayerModelPlugin = (_dec = injectable(), _dec(_class = /*#__PURE__*/function
|
|
|
21
21
|
return _regeneratorRuntime.wrap(function _callee$(_context) {
|
|
22
22
|
while (1) switch (_context.prev = _context.next) {
|
|
23
23
|
case 0:
|
|
24
|
-
// 更新Model 配置项
|
|
24
|
+
// 更新Model 配置项 style options
|
|
25
25
|
layer.prepareBuildModel();
|
|
26
26
|
// 初始化 Model
|
|
27
27
|
_context.next = 3;
|
|
@@ -69,6 +69,8 @@ var LayerModelPlugin = (_dec = injectable(), _dec(_class = /*#__PURE__*/function
|
|
|
69
69
|
_context3.next = 2;
|
|
70
70
|
return this.build(layer);
|
|
71
71
|
case 2:
|
|
72
|
+
layer.styleNeedUpdate = false;
|
|
73
|
+
case 3:
|
|
72
74
|
case "end":
|
|
73
75
|
return _context3.stop();
|
|
74
76
|
}
|
|
@@ -140,6 +142,16 @@ var LayerModelPlugin = (_dec = injectable(), _dec(_class = /*#__PURE__*/function
|
|
|
140
142
|
return _ref2.apply(this, arguments);
|
|
141
143
|
};
|
|
142
144
|
}());
|
|
145
|
+
layer.hooks.beforeRender.tap('LayerModelPlugin', function () {
|
|
146
|
+
// 判断数据映射是否需要更新
|
|
147
|
+
if (layer.styleNeedUpdate) {
|
|
148
|
+
_this.prepareLayerModel(layer).then(function () {
|
|
149
|
+
layer.styleNeedUpdate = false;
|
|
150
|
+
layer.renderLayers();
|
|
151
|
+
});
|
|
152
|
+
}
|
|
153
|
+
layer.styleNeedUpdate = false;
|
|
154
|
+
});
|
|
143
155
|
}
|
|
144
156
|
}]);
|
|
145
157
|
return LayerModelPlugin;
|