@antv/l7-layers 2.19.10 → 2.19.11

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.
@@ -13,9 +13,6 @@ uniform vec4 u_dash_array: [10.0, 5., 0, 0];
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  uniform float u_lineDir: 1.0;
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  varying vec4 v_dash_array;
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  varying float v_distance_ratio;
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-
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- uniform float u_thetaOffset: 0.314;
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-
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  #pragma include "projection"
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  #pragma include "project"
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  #pragma include "picking"
@@ -92,8 +89,8 @@ void main() {
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  v_distance_ratio = segmentIndex / segmentNumber;
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- vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset), 0.0, 1.0));
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- vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 0.0, 1.0));
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+ vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));
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+ vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 0.0, 1.0));
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  vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
@@ -8,29 +8,59 @@ uniform mat4 u_ModelMatrix;
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  #pragma include "projection"
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+ #pragma include "project"
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  #pragma include "picking"
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  varying vec4 v_color;
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  uniform float u_gap_width: 1.0;
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  uniform float u_stroke_width: 1.0;
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  uniform float u_stroke_opacity: 1.0;
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+ vec2 project_pixel_offset(vec2 offsets) {
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+
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+ vec2 data = project_pixel(offsets);
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+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
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+ // P20_2 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减3
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+ return data;
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+ }
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+
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+ return vec2(data.x, -data.y);;
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+ }
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+
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+ vec2 line_dir(vec2 target, vec2 source) {
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+
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+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
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+ // P20_2 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减3
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+ return normalize(target - source);
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+ }
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+ return normalize(ProjectFlat(target) - ProjectFlat(source));
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+ }
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+
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+ float flag_gap() {
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+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {
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+ // P20_2 坐标系下,为了和 Web 墨卡托坐标系统一,zoom 默认减3
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+ return 1.;
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+ }
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+ return -1.;
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+
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+ }
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+
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  void main() {
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  // 透明度计算
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  vec2 source = a_Instance.rg; // 起始点
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  vec2 target = a_Instance.ba; // 终点
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- vec2 flowlineDir = normalize(target - source);
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- vec2 perpendicularDir = vec2(-flowlineDir.y, flowlineDir.x);
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+ vec2 flowlineDir = line_dir(target,source);
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+ vec2 perpendicularDir = vec2(flowlineDir.y, flowlineDir.x); // mapbox || 高德
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  vec2 position = mix(source, target, a_Position.x);
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  float lengthCommon = length(project_position(vec4(target,0,1)) - project_position(vec4(source,0,1))); //
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- vec2 offsetDistances = a_Size.x * project_pixel(a_Position.yz);
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+ vec2 offsetDistances = a_Size.x * project_pixel_offset(vec2(a_Position.y, a_Position.z)); // Mapbox || 高德
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  vec2 limitedOffsetDistances = clamp(
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  offsetDistances,
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- project_pixel(-lengthCommon*.8), project_pixel(lengthCommon*.8)
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+ project_pixel(-lengthCommon*.2), project_pixel(lengthCommon*.2)
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  );
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@@ -42,9 +72,9 @@ void main() {
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  a_Position.x
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  );
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- vec2 normalsCommon = u_stroke_width * project_pixel(a_Normal.xy);
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+ vec2 normalsCommon = u_stroke_width * project_pixel_offset(vec2(a_Normal.x, a_Normal.y)); // mapbox || 高德
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- float gapCommon = project_pixel(u_gap_width);
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+ float gapCommon = flag_gap() * project_pixel(u_gap_width);
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  vec3 offsetCommon = vec3(
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  flowlineDir * (limitedOffsetDistances[1] + normalsCommon.y + endpointOffset * 1.05) -
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  perpendicularDir * (limitedOffsetDistances[0] + gapCommon + normalsCommon.x),
@@ -11,7 +11,6 @@ varying float v_segmentIndex;
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  uniform float u_lineDir: 1.0;
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- uniform float u_thetaOffset: 0.314;
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  uniform vec4 u_sourceColor;
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  uniform vec4 u_targetColor;
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@@ -80,8 +79,8 @@ void main() {
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  float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
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  float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
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  float d_distance_ratio;
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- vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset), 0.0, 1.0));
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- vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 0.0, 1.0));
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+ vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));
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+ vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 0.0, 1.0));
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  // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
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  //unProjCustomCoord
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@@ -140,11 +140,6 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
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  key: "mapping",
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  value: function mapping(layer, attributes, data, predata) {
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  var _this3 = this;
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- var _ref5 = layer.getLayerConfig(),
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- _ref5$arrow = _ref5.arrow,
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- arrow = _ref5$arrow === void 0 ? {
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- enable: false
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- } : _ref5$arrow;
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  var usedAttributes = attributes.filter(function (attribute) {
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  return attribute.scale !== undefined;
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  }).filter(function (attribute) {
@@ -172,18 +167,6 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
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  encodeRecord.shape = _this3.fontService.getIconFontKey(encodeRecord[attribute.name]);
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  }
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  });
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- if (arrow.enable && encodeRecord.shape === 'line') {
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- // 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
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- var coords = encodeRecord.coordinates;
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- // @ts-ignore
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- if (layer.arrowInsertCount < layer.encodeDataLength) {
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- // Tip: arrowInsert 的判断用于确保每一条线数据 arrow 的属性点只会被植入一次
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- var arrowPoint = _this3.getArrowPoints(coords[0], coords[1]);
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- encodeRecord.coordinates.splice(1, 0, arrowPoint, arrowPoint);
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- // @ts-ignore
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- layer.arrowInsertCount++;
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- }
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- }
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  return encodeRecord;
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  });
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  attributes.forEach(function (attribute) {
@@ -273,9 +256,9 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
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  }
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  var scalers = (attribute === null || attribute === void 0 ? void 0 : (_attribute$scale = attribute.scale) === null || _attribute$scale === void 0 ? void 0 : _attribute$scale.scalers) || [];
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  var params = [];
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- scalers.forEach(function (_ref6) {
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+ scalers.forEach(function (_ref5) {
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  var _attribute$scale2;
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- var field = _ref6.field;
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+ var field = _ref5.field;
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  if (record.hasOwnProperty(field) || ((_attribute$scale2 = attribute.scale) === null || _attribute$scale2 === void 0 ? void 0 : _attribute$scale2.type) === 'variable') {
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  // TODO:多字段,常量
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  params.push(record[field]);
@@ -58,7 +58,6 @@ export default abstract class Tile extends EventEmitter implements ITile {
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  cursorEnabled?: boolean | undefined;
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  cursor?: string | undefined;
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  forward?: boolean | undefined;
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- usage?: string | undefined;
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  enableMask?: boolean | undefined;
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  enablePicking?: boolean | undefined;
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  enableHighlight?: boolean | undefined;
@@ -30,7 +30,7 @@ var _multiPassRender = require("../utils/multiPassRender");
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  var _LayerPickService = _interopRequireDefault(require("./LayerPickService"));
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  var _TextureService = _interopRequireDefault(require("./TextureService"));
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  var _excluded = ["passes"],
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- _excluded2 = ["moduleName", "vertexShader", "fragmentShader", "inject", "triangulation", "segmentNumber"];
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+ _excluded2 = ["moduleName", "vertexShader", "fragmentShader", "inject", "triangulation", "styleOption"];
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  var _dec, _class, _descriptor; // @ts-ignore
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  function _createForOfIteratorHelper(o, allowArrayLike) { var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"]; if (!it) { if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === "number") { if (it) o = it; var i = 0; var F = function F() {}; return { s: F, n: function n() { if (i >= o.length) return { done: true }; return { done: false, value: o[i++] }; }, e: function e(_e) { throw _e; }, 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 normalCompletion = true, didErr = false, err; return { s: function s() { it = it.call(o); }, n: function n() { var step = it.next(); normalCompletion = step.done; return step; }, e: function e(_e2) { didErr = true; err = _e2; }, f: function f() { try { if (!normalCompletion && it.return != null) it.return(); } finally { if (didErr) throw err; } } }; }
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  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === "string") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === "Object" && o.constructor) n = o.constructor.name; if (n === "Map" || n === "Set") return Array.from(o); if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }
@@ -1163,11 +1163,11 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
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  value: function () {
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  var _buildLayerModel = (0, _asyncToGenerator2.default)( /*#__PURE__*/_regenerator.default.mark(function _callee3(options) {
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  var _this10 = this;
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- var moduleName, vertexShader, fragmentShader, inject, triangulation, segmentNumber, rest, _this$shaderModuleSer, vs, fs, uniforms, createModel;
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+ var moduleName, vertexShader, fragmentShader, inject, triangulation, styleOption, rest, _this$shaderModuleSer, vs, fs, uniforms, createModel;
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  return _regenerator.default.wrap(function _callee3$(_context3) {
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  while (1) switch (_context3.prev = _context3.next) {
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  case 0:
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- moduleName = options.moduleName, vertexShader = options.vertexShader, fragmentShader = options.fragmentShader, inject = options.inject, triangulation = options.triangulation, segmentNumber = options.segmentNumber, rest = (0, _objectWithoutProperties2.default)(options, _excluded2);
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+ moduleName = options.moduleName, vertexShader = options.vertexShader, fragmentShader = options.fragmentShader, inject = options.inject, triangulation = options.triangulation, styleOption = options.styleOption, rest = (0, _objectWithoutProperties2.default)(options, _excluded2);
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  this.shaderModuleService.registerModule(moduleName, {
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  vs: vertexShader,
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  fs: fragmentShader,
@@ -1177,7 +1177,7 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
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  createModel = this.rendererService.createModel;
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  return _context3.abrupt("return", new Promise(function (resolve) {
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  // console.log(this.encodedData)
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- var _this10$styleAttribut = _this10.styleAttributeService.createAttributesAndIndices(_this10.encodedData, triangulation, segmentNumber),
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+ var _this10$styleAttribut = _this10.styleAttributeService.createAttributesAndIndices(_this10.encodedData, triangulation, styleOption),
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  attributes = _this10$styleAttribut.attributes,
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  elements = _this10$styleAttribut.elements,
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  count = _this10$styleAttribut.count;
@@ -0,0 +1,99 @@
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+ "use strict";
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+
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+ var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
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+ Object.defineProperty(exports, "__esModule", {
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+ value: true
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+ });
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+ exports.ArrowLineTriangulation = ArrowLineTriangulation;
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+ exports.FlowHalfArrowFillTriangulation = FlowHalfArrowFillTriangulation;
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+ exports.FlowLineTriangulation = FlowLineTriangulation;
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+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
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+ var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
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+ var _arrow = require("./shape/arrow");
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+ // list all arrow shape
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+
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+ // Half Edge
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+ function FlowHalfArrowFillTriangulation(feature) {
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+ // @ts-ignore
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+ var coord = feature.coordinates.flat();
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+ var tin = 1;
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+ var tout = 1.0;
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+ return {
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+ vertices: [1, 0, 0].concat((0, _toConsumableArray2.default)(coord), [
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+ // 0
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+ 1, 2, -3], (0, _toConsumableArray2.default)(coord), [
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+ // 1
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+ 1, 1, -3], (0, _toConsumableArray2.default)(coord), [
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+ // 2
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+ 0, 1, 0], (0, _toConsumableArray2.default)(coord), [
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+ // 3
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+ 0, 0, 0], (0, _toConsumableArray2.default)(coord), [
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+ // 4
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+ 1, 0, 0], (0, _toConsumableArray2.default)(coord), [
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+ // 0
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+ 1, 2, -3], (0, _toConsumableArray2.default)(coord), [
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+ // 1
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+ 1, 1, -3], (0, _toConsumableArray2.default)(coord), [
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+ // 2
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+ 0, 1, 0], (0, _toConsumableArray2.default)(coord), [
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+ // 3
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+ 0, 0, 0], (0, _toConsumableArray2.default)(coord)),
41
+ normals: [-tin, 2 * tout, 1,
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+ // 0
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+ 2 * tout, -tout, 1,
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+ // 1
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+ tout, -tout, 1,
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+ // 2
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+ tout, -tout, 1,
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+ // 3
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+ -tin, -tout, 1,
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+ // 4
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+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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+ indices: [0, 1, 2, 0, 2, 3, 0, 3, 4, 5, 6, 7, 5, 7, 8, 5, 8, 9],
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+ size: 7
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+ };
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+ }
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+ function FlowLineTriangulation(feature, symbolOption) {
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+ return symbolOption ? ArrowLineTriangulation(feature, symbolOption) : FlowHalfArrowFillTriangulation(feature);
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+ }
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+ function ArrowLineTriangulation(feature, symbolOption) {
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+ // @ts-ignore
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+ var coord = feature.coordinates.flat();
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+ var _ref = symbolOption,
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+ _ref$target = _ref.target,
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+ target = _ref$target === void 0 ? 'classic' : _ref$target,
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+ _ref$source = _ref.source,
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+ source = _ref$source === void 0 ? 'circle' : _ref$source;
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+ var startSymbol = shape2Vertices((0, _arrow.getSymbol)(source, 'source'), coord, 0, 0);
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+ var linePath = (0, _arrow.lineArrowPath)(coord, startSymbol.vertices.length / 7, symbolOption);
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+ var endSymbol = shape2Vertices((0, _arrow.getSymbol)(target, 'target'), coord, 1, startSymbol.vertices.length / 7 + linePath.vertices.length / 7);
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+ var data = {
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+ vertices: [].concat((0, _toConsumableArray2.default)(startSymbol.vertices), (0, _toConsumableArray2.default)(linePath.vertices), (0, _toConsumableArray2.default)(endSymbol.vertices)),
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+ indices: [].concat((0, _toConsumableArray2.default)(startSymbol.outLineIndices), (0, _toConsumableArray2.default)(linePath.outLineIndices), (0, _toConsumableArray2.default)(endSymbol.outLineIndices), (0, _toConsumableArray2.default)(startSymbol.indices), (0, _toConsumableArray2.default)(linePath.indices), (0, _toConsumableArray2.default)(endSymbol.indices)),
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+ normals: [].concat((0, _toConsumableArray2.default)(startSymbol.normals), (0, _toConsumableArray2.default)(linePath.normals), (0, _toConsumableArray2.default)(endSymbol.normals)),
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+ size: 7
75
+ };
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+ return data;
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+ }
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+ // start 0,end 1;
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+ function shape2Vertices(shape, coord) {
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+ var type = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;
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+ var indexOffset = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
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+ var shapeVertices = [];
83
+ var vertices = shape.vertices,
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+ indices = shape.indices,
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+ dimensions = shape.dimensions,
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+ outLineIndices = shape.outLineIndices;
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+ for (var i = 0; i < vertices.length; i += dimensions) {
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+ shapeVertices.push.apply(shapeVertices, [type, vertices[i + 1], vertices[i]].concat((0, _toConsumableArray2.default)(coord)));
89
+ }
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+ return (0, _objectSpread2.default)((0, _objectSpread2.default)({}, shape), {}, {
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+ vertices: shapeVertices,
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+ indices: indices.map(function (i) {
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+ return i + indexOffset;
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+ }),
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+ outLineIndices: outLineIndices.map(function (i) {
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+ return i + indexOffset;
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+ })
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+ });
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+ }
@@ -0,0 +1,174 @@
1
+ "use strict";
2
+
3
+ var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
+ Object.defineProperty(exports, "__esModule", {
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+ value: true
6
+ });
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+ exports.circleArraw = circleArraw;
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+ exports.classicArrow = classicArrow;
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+ exports.diamondArrow = diamondArrow;
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+ exports.getSymbol = getSymbol;
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+ exports.halfTriangleArrow = halfTriangleArrow;
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+ exports.lineArrowPath = lineArrowPath;
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+ exports.rectArrow = rectArrow;
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+ exports.triangleArrow = triangleArrow;
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+ var _typeof2 = _interopRequireDefault(require("@babel/runtime/helpers/typeof"));
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+ var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
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+ var _Path = require("./Path");
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+ var _earcut = _interopRequireDefault(require("earcut"));
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+ var maxArrowWidthMap = {
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+ circle: 2,
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+ triangle: 2,
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+ diamond: 4,
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+ rect: 2,
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+ classic: 3,
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+ halfTriangle: 2,
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+ 'none': 0
27
+ };
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+ var PathHeight = 1 / 2;
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+ function halfTriangleArrow(dir, options) {
30
+ var _options$width = options.width,
31
+ width = _options$width === void 0 ? 2 : _options$width,
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+ _options$height = options.height,
33
+ height = _options$height === void 0 ? 1 : _options$height;
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+ return {
35
+ vertices: [0, PathHeight * dir, 1 * dir * width, -(height + PathHeight) * dir, 1 * dir * width, (height - PathHeight) * dir, 0, PathHeight * dir, 1 * dir * width, -(height + PathHeight) * dir, 1 * dir * width, (height - PathHeight) * dir],
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+ indices: [3, 4, 5],
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+ outLineIndices: [0, 1, 2],
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+ normals: [1 * dir, -2 * dir, 1,
39
+ // y,x
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+ -2 * dir, 1.5 * dir, 1, 1 * dir, 1.5 * dir, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0],
41
+ dimensions: 2
42
+ };
43
+ }
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+ function triangleArrow(dir, options) {
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+ var _options$width2 = options.width,
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+ width = _options$width2 === void 0 ? 2 : _options$width2,
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+ _options$height2 = options.height,
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+ height = _options$height2 === void 0 ? 3 : _options$height2;
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+ return {
50
+ vertices: [0, 0, 1 * dir * width, 1 * height, 1 * dir * width, -1 * height, 0, 0, 1 * dir * width, 1 * height, 1 * dir * width, -1 * height],
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+ outLineIndices: [0, 1, 2],
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+ indices: [3, 4, 5],
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+ normals: [0, -1.5 * dir, 1, 2, 1 * dir, 1, -2, 1 * dir, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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+ dimensions: 2
55
+ };
56
+ }
57
+ function rectArrow(dir, options) {
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+ var _options$width3 = options.width,
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+ width = _options$width3 === void 0 ? 2 : _options$width3,
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+ _options$height3 = options.height,
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+ height = _options$height3 === void 0 ? 2 : _options$height3;
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+ return {
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+ vertices: [0, height / 2, dir * width * 1, height / 2, dir * width * 1, -height / 2, 0, -height / 2, 0, height / 2, dir * width * 1, height / 2, dir * width * 1, -height / 2, 0, -height / 2],
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+ dimensions: 2,
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+ indices: [4, 5, 6, 4, 6, 7],
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+ outLineIndices: [0, 1, 2, 0, 2, 3],
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+ normals: [0, -dir, 1, 1, 0, 1, 0, -dir, 1, -1, -0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
68
+ };
69
+ }
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+ function diamondArrow(dir, options) {
71
+ var _options$width4 = options.width,
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+ width = _options$width4 === void 0 ? 2 : _options$width4,
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+ _options$height4 = options.height,
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+ height = _options$height4 === void 0 ? 3 : _options$height4;
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+ return {
76
+ vertices: [0, 0, 1 * width * dir, 0.5 * height, 2 * width * dir, 0, 1 * width * dir, -0.5 * height, 0, 0, 1 * width * dir, 0.5 * height, 2 * width * dir, 0, 1 * width * dir, -0.5 * height],
77
+ dimensions: 2,
78
+ indices: [4, 5, 6, 4, 6, 7],
79
+ outLineIndices: [0, 1, 2, 0, 2, 3],
80
+ normals: [0, -dir, 1, 1, 0, 1, 0, -dir, 1, -1, -0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
81
+ };
82
+ }
83
+ function classicArrow(dir, options) {
84
+ var _options$width5 = options.width,
85
+ width = _options$width5 === void 0 ? 2 : _options$width5,
86
+ _options$height5 = options.height,
87
+ height = _options$height5 === void 0 ? 3 : _options$height5;
88
+ return {
89
+ vertices: [0, 0, 2 * dir * width, 1 * height, 1.5 * dir * width, 0, 2 * dir * width, -1 * height, 0, 0, 2 * dir * width, 1 * height, 1.5 * dir * width, 0, 2 * dir * width, -1 * height],
90
+ dimensions: 2,
91
+ indices: [4, 5, 6, 4, 6, 7],
92
+ outLineIndices: [0, 1, 2, 0, 2, 3],
93
+ normals: [0, -dir, 1, 1, 0, 1, 0, -dir, 1, -1, -0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
94
+ };
95
+ }
96
+ function circleArraw(dir, options) {
97
+ var _options$width6 = options.width,
98
+ width = _options$width6 === void 0 ? 2 : _options$width6,
99
+ _options$height6 = options.height,
100
+ height = _options$height6 === void 0 ? 2 : _options$height6;
101
+ var path = (0, _Path.circle)();
102
+ var flattengeo = _earcut.default.flatten([path]);
103
+ var triangles = (0, _earcut.default)(flattengeo.vertices, flattengeo.holes, flattengeo.dimensions);
104
+ // @ts-ignore
105
+ var vertice = path.map(function (t) {
106
+ return [t[0] * width * dir, t[1] * height];
107
+ }).flat();
108
+ return {
109
+ vertices: [].concat((0, _toConsumableArray2.default)(vertice), (0, _toConsumableArray2.default)(vertice)),
110
+ dimensions: 2,
111
+ indices: triangles.map(function (v) {
112
+ return v + path.length;
113
+ }),
114
+ outLineIndices: triangles,
115
+ normals: [].concat((0, _toConsumableArray2.default)(path.map(function (t) {
116
+ return [t[1] * height, t[0] * width * dir, 1];
117
+ }).flat()), (0, _toConsumableArray2.default)(new Array(path.length * 3).fill(0)))
118
+ };
119
+ }
120
+ function lineArrowPath(coord) {
121
+ var indexOffset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
122
+ var symbol = arguments.length > 2 ? arguments[2] : undefined;
123
+ var sourceType = (0, _typeof2.default)(symbol['source']) === 'object' ? symbol['source'].type : symbol['source'];
124
+ var targetType = (0, _typeof2.default)(symbol['target']) === 'object' ? symbol['target'].type : symbol['target'];
125
+ var _ref = (0, _typeof2.default)(symbol['source']) === 'object' ? symbol['source'] : {},
126
+ _ref$width = _ref.width,
127
+ sourceWidth = _ref$width === void 0 ? sourceType ? maxArrowWidthMap[sourceType] : 0 : _ref$width,
128
+ _ref$height = _ref.height,
129
+ sourceHeight = _ref$height === void 0 ? 2 : _ref$height;
130
+ var _ref2 = (0, _typeof2.default)(symbol['target']) === 'object' ? symbol['target'] : {},
131
+ _ref2$width = _ref2.width,
132
+ targetWidth = _ref2$width === void 0 ? targetType ? maxArrowWidthMap[targetType] : 0 : _ref2$width,
133
+ _ref2$height = _ref2.height,
134
+ targetHeight = _ref2$height === void 0 ? 2 : _ref2$height;
135
+ return {
136
+ vertices: [0, PathHeight, 1 * sourceWidth].concat((0, _toConsumableArray2.default)(coord), [1, PathHeight, -1 * targetWidth], (0, _toConsumableArray2.default)(coord), [1, -PathHeight, -1 * targetWidth], (0, _toConsumableArray2.default)(coord), [0, -PathHeight, 1 * sourceWidth], (0, _toConsumableArray2.default)(coord), [0, PathHeight, 1 * sourceWidth], (0, _toConsumableArray2.default)(coord), [1, PathHeight, -1 * targetWidth], (0, _toConsumableArray2.default)(coord), [1, -PathHeight, -1 * targetWidth], (0, _toConsumableArray2.default)(coord), [0, -PathHeight, 1 * sourceWidth], (0, _toConsumableArray2.default)(coord)),
137
+ outLineIndices: [0, 1, 2, 0, 2, 3].map(function (t) {
138
+ return t + indexOffset;
139
+ }),
140
+ indices: [4, 5, 6, 4, 6, 7].map(function (t) {
141
+ return t + indexOffset;
142
+ }),
143
+ normals: [1, -1, 1, 1, 1, 1, -1, 0, 1, -1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
144
+ dimensions: 2
145
+ };
146
+ }
147
+ function getSymbol(type, position) {
148
+ var shape = (0, _typeof2.default)(type) === 'object' ? type.type : type;
149
+ var dir = position === 'source' ? 1 : -1;
150
+ var option = (0, _typeof2.default)(type) === 'object' ? type : {};
151
+ switch (shape) {
152
+ case 'circle':
153
+ return circleArraw(dir, option);
154
+ case 'triangle':
155
+ return triangleArrow(dir, option);
156
+ case 'diamond':
157
+ return diamondArrow(dir, option);
158
+ case 'rect':
159
+ return rectArrow(dir, option);
160
+ case 'classic':
161
+ return classicArrow(dir, option);
162
+ case 'halfTriangle':
163
+ return halfTriangleArrow(dir, option);
164
+ default:
165
+ return {
166
+ vertices: [],
167
+ indices: [],
168
+ normals: [],
169
+ dimensions: 2,
170
+ outLineIndices: [],
171
+ outLineNormals: []
172
+ };
173
+ }
174
+ }
@@ -6,7 +6,6 @@ Object.defineProperty(exports, "__esModule", {
6
6
  value: true
7
7
  });
8
8
  exports.FlowLineFillTriangulation = FlowLineFillTriangulation;
9
- exports.FlowLineStrokeTriangulation = FlowLineStrokeTriangulation;
10
9
  exports.GlobelPointFillTriangulation = GlobelPointFillTriangulation;
11
10
  exports.HeatmapGridTriangulation = HeatmapGridTriangulation;
12
11
  exports.HeatmapTriangulation = HeatmapTriangulation;
@@ -191,36 +190,6 @@ function FlowLineFillTriangulation(feature) {
191
190
  size: 7
192
191
  };
193
192
  }
194
- function FlowLineStrokeTriangulation(feature) {
195
- // @ts-ignore
196
- var coord = feature.coordinates.flat();
197
- var tin = 1;
198
- var tout = 1;
199
- return {
200
- vertices: [1, 0, 0].concat((0, _toConsumableArray2.default)(coord), [
201
- // 0
202
- 1, 2, -3], (0, _toConsumableArray2.default)(coord), [
203
- // 1
204
- 1, 1, -3], (0, _toConsumableArray2.default)(coord), [
205
- // 2
206
- 0, 1, 0], (0, _toConsumableArray2.default)(coord), [
207
- // 3
208
- 0, 0, 0], (0, _toConsumableArray2.default)(coord)),
209
- normals: [-tin, 2 * tout, 1,
210
- // 0
211
- 2 * tout, -tout, 1,
212
- // 1
213
- tout, -tout, 1,
214
- // 2
215
- tout, -tout, 1,
216
- // 3
217
- -tin, -tout, 1 // 4
218
- ],
219
-
220
- indices: [0, 1, 1, 2, 2, 3, 3, 4, 4, 0],
221
- size: 7
222
- };
223
- }
224
193
  function SimpleLineTriangulation(feature) {
225
194
  var coordinates = feature.coordinates;
226
195
  var pos = [];
@@ -422,8 +391,10 @@ function RasterImageTriangulation(feature) {
422
391
  * @param feature 映射数据
423
392
  * @param segNum 弧线线段数
424
393
  */
425
- function LineArcTriangulation(feature, segmentNumber) {
426
- var segNum = segmentNumber ? segmentNumber : 30;
394
+ function LineArcTriangulation(feature, styleOption) {
395
+ // @ts-ignore
396
+ var _styleOption$segmentN = styleOption.segmentNumber,
397
+ segmentNumber = _styleOption$segmentN === void 0 ? 30 : _styleOption$segmentN;
427
398
  var coordinates = feature.coordinates;
428
399
  var positions = [];
429
400
  var indexArray = [];
@@ -431,13 +402,13 @@ function LineArcTriangulation(feature, segmentNumber) {
431
402
  // 上线两个顶点
432
403
  // [ x, y, z, sx,sy, tx,ty]
433
404
  positions.push(i, 1, i, coordinates[0][0], coordinates[0][1], coordinates[1][0], coordinates[1][1], i, -1, i, coordinates[0][0], coordinates[0][1], coordinates[1][0], coordinates[1][1]);
434
- if (i !== segNum - 1) {
405
+ if (i !== segmentNumber - 1) {
435
406
  indexArray.push.apply(indexArray, (0, _toConsumableArray2.default)([0, 1, 2, 1, 3, 2].map(function (v) {
436
407
  return i * 2 + v;
437
408
  })));
438
409
  }
439
410
  };
440
- for (var i = 0; i < segNum; i++) {
411
+ for (var i = 0; i < segmentNumber; i++) {
441
412
  _loop(i);
442
413
  }
443
414
  return {
package/lib/line/index.js CHANGED
@@ -94,7 +94,8 @@ var LineLayer = /*#__PURE__*/function (_BaseLayer) {
94
94
  },
95
95
  tileLine: {},
96
96
  earthArc3d: {},
97
- flowline: {}
97
+ flowline: {},
98
+ arrow: {}
98
99
  };
99
100
  return defaultConfig[type];
100
101
  }
@@ -25,7 +25,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
25
25
  // arc dash line
26
26
  var arc_dash_frag = "varying vec4 v_dash_array;\nvarying vec4 v_color;\nvarying float v_distance_ratio;\n\nuniform float segmentNumber;\n\n\n#pragma include \"picking\"\n\nvoid main() {\n gl_FragColor = v_color;\n\n float flag = 0.;\n float dashLength = mod(v_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}";
27
27
  /* babel-plugin-inline-import '../shaders/dash/arc_dash_vert.glsl' */
28
- var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\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;\nvarying float v_distance_ratio;\n\nuniform float u_thetaOffset: 0.314;\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 = vec4(a_Color.xyz, a_Color.w * opacity);\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 v_distance_ratio = segmentIndex / segmentNumber;\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 0.0, 1.0));\n \n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n gl_PointSize = 5.0;\n setPickingColor(a_PickingColor);\n}\n"; // arc normal line
28
+ var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\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;\nvarying float v_distance_ratio;\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 = vec4(a_Color.xyz, a_Color.w * opacity);\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 v_distance_ratio = segmentIndex / segmentNumber;\n\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 0.0, 1.0));\n \n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n gl_PointSize = 5.0;\n setPickingColor(a_PickingColor);\n}\n"; // arc normal line
29
29
  /* babel-plugin-inline-import '../shaders/line_arc_frag.glsl' */
30
30
  var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\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;\nvarying vec4 v_lineData;\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n gl_FragColor = v_color;\n \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- v_lineData.b, 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, (v_lineData.r / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = v_lineData.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 = v_lineData.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 *= v_color.a;\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}";
31
31
  /* babel-plugin-inline-import '../shaders/line_arc_vert.glsl' */
@@ -33,7 +33,7 @@ var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute v
33
33
  /* babel-plugin-inline-import '../shaders/linear/arc_linear_frag.glsl' */
34
34
  var arc_linear_frag = "varying vec4 v_color;\n\n#pragma include \"picking\"\n\nvoid main() {\n// \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n gl_FragColor = v_color;\n gl_FragColor = filterColor(gl_FragColor);\n}";
35
35
  /* babel-plugin-inline-import '../shaders/linear/arc_linear_vert.glsl' */
36
- var arc_linear_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nvarying vec4 v_color;\nvarying float v_segmentIndex;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n\n\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 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 vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, u_thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, u_thetaOffset), 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\n v_color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n v_color.a *= opacity;\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
36
+ var arc_linear_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nvarying vec4 v_color;\nvarying float v_segmentIndex;\n\nuniform float u_lineDir: 1.0;\n\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n\n\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 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 vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, thetaOffset), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, thetaOffset), 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\n v_color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n v_color.a *= opacity;\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n";
37
37
  var lineStyleObj = {
38
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  solid: 0.0,
39
39
  dash: 1.0
@@ -214,7 +214,9 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
214
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  depth: {
215
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  enable: false
216
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  },
217
- segmentNumber: segmentNumber
217
+ styleOption: {
218
+ segmentNumber: segmentNumber
219
+ }
218
220
  });
219
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  case 4:
220
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  model = _context2.sent;
@@ -201,7 +201,9 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
201
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  fragmentShader: frag,
202
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  inject: this.getInject(),
203
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  triangulation: _triangulation.LineArcTriangulation,
204
- segmentNumber: segmentNumber
204
+ styleOption: {
205
+ segmentNumber: segmentNumber
206
+ }
205
207
  });
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  case 4:
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  model = _context2.sent;
@@ -203,7 +203,9 @@ var Arc3DModel = /*#__PURE__*/function (_BaseModel) {
203
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  depth: {
204
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  enable: true
205
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  },
206
- segmentNumber: segmentNumber
206
+ styleOption: {
207
+ segmentNumber: segmentNumber
208
+ }
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  });
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  case 4:
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  model = _context2.sent;