@antv/l7-layers 2.19.9 → 2.19.10

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.
Files changed (75) hide show
  1. package/es/core/BaseLayer.d.ts +0 -2
  2. package/es/core/BaseLayer.js +15 -34
  3. package/es/core/BaseModel.js +4 -19
  4. package/es/core/CommonStyleAttribute.js +20 -0
  5. package/es/core/constant.d.ts +6 -0
  6. package/es/core/constant.js +19 -0
  7. package/es/core/interface.d.ts +2 -0
  8. package/es/geometry/models/plane.js +1 -2
  9. package/es/geometry/models/sprite.js +1 -2
  10. package/es/line/index.js +1 -1
  11. package/es/line/models/arc.js +10 -13
  12. package/es/line/models/arc_3d.js +2 -2
  13. package/es/line/models/earthArc_3d.js +2 -2
  14. package/es/line/models/great_circle.js +6 -7
  15. package/es/line/models/line.js +7 -10
  16. package/es/line/models/linearline.js +5 -4
  17. package/es/line/models/simpleLine.js +6 -5
  18. package/es/line/models/wall.js +4 -5
  19. package/es/line/shaders/dash/arc_dash_frag.glsl +0 -4
  20. package/es/line/shaders/dash/arc_dash_vert.glsl +1 -3
  21. package/es/line/shaders/dash/line_dash_frag.glsl +0 -1
  22. package/es/line/shaders/line_arc_3d_frag.glsl +2 -4
  23. package/es/line/shaders/line_arc_3d_vert.glsl +2 -1
  24. package/es/line/shaders/line_arc_frag.glsl +1 -4
  25. package/es/line/shaders/line_arc_great_circle_frag.glsl +4 -5
  26. package/es/line/shaders/line_arc_great_circle_vert.glsl +1 -2
  27. package/es/line/shaders/line_arc_vert.glsl +3 -5
  28. package/es/line/shaders/line_frag.glsl +12 -12
  29. package/es/line/shaders/line_vert.glsl +2 -0
  30. package/es/line/shaders/linear/arc_linear_vert.glsl +1 -2
  31. package/es/line/shaders/linear/line_linear_frag.glsl +0 -1
  32. package/es/line/shaders/linearLine/line_linear_vert.glsl +1 -2
  33. package/es/line/shaders/simple/simpleline_linear_frag.glsl +2 -2
  34. package/es/line/shaders/simple/simpleline_vert.glsl +1 -2
  35. package/es/plugins/DataMappingPlugin.js +3 -4
  36. package/es/polygon/models/ocean.js +1 -2
  37. package/es/polygon/models/water.js +1 -2
  38. package/lib/core/BaseLayer.js +15 -34
  39. package/lib/core/BaseModel.js +4 -19
  40. package/lib/core/CommonStyleAttribute.js +20 -0
  41. package/lib/core/constant.js +27 -0
  42. package/lib/geometry/models/plane.js +1 -2
  43. package/lib/geometry/models/sprite.js +1 -2
  44. package/lib/line/index.js +1 -1
  45. package/lib/line/models/arc.js +10 -13
  46. package/lib/line/models/arc_3d.js +2 -2
  47. package/lib/line/models/earthArc_3d.js +2 -2
  48. package/lib/line/models/great_circle.js +6 -7
  49. package/lib/line/models/line.js +7 -10
  50. package/lib/line/models/linearline.js +5 -4
  51. package/lib/line/models/simpleLine.js +6 -5
  52. package/lib/line/models/wall.js +4 -5
  53. package/lib/line/shaders/dash/arc_dash_frag.glsl +0 -4
  54. package/lib/line/shaders/dash/arc_dash_vert.glsl +1 -3
  55. package/lib/line/shaders/dash/line_dash_frag.glsl +0 -1
  56. package/lib/line/shaders/line_arc_3d_frag.glsl +2 -4
  57. package/lib/line/shaders/line_arc_3d_vert.glsl +2 -1
  58. package/lib/line/shaders/line_arc_frag.glsl +1 -4
  59. package/lib/line/shaders/line_arc_great_circle_frag.glsl +4 -5
  60. package/lib/line/shaders/line_arc_great_circle_vert.glsl +1 -2
  61. package/lib/line/shaders/line_arc_vert.glsl +3 -5
  62. package/lib/line/shaders/line_frag.glsl +12 -12
  63. package/lib/line/shaders/line_vert.glsl +2 -0
  64. package/lib/line/shaders/linear/arc_linear_vert.glsl +1 -2
  65. package/lib/line/shaders/linear/line_linear_frag.glsl +0 -1
  66. package/lib/line/shaders/linearLine/line_linear_vert.glsl +1 -2
  67. package/lib/line/shaders/simple/simpleline_linear_frag.glsl +2 -2
  68. package/lib/line/shaders/simple/simpleline_vert.glsl +1 -2
  69. package/lib/plugins/DataMappingPlugin.js +3 -4
  70. package/lib/polygon/models/ocean.js +1 -2
  71. package/lib/polygon/models/water.js +1 -2
  72. package/package.json +7 -7
  73. package/es/utils/layerData.d.ts +0 -2
  74. package/es/utils/layerData.js +0 -159
  75. package/lib/utils/layerData.js +0 -166
@@ -10,7 +10,6 @@ varying vec4 v_color;
10
10
  varying float v_segmentIndex;
11
11
 
12
12
  uniform float u_lineDir: 1.0;
13
- uniform float u_opacity: 1.0;
14
13
 
15
14
  uniform float u_thetaOffset: 0.314;
16
15
  uniform vec4 u_sourceColor;
@@ -92,7 +91,7 @@ void main() {
92
91
  float d_segmentIndex = a_Position.x + 1.0; // 当前顶点在弧线中所处的分段位置
93
92
 
94
93
  v_color = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);
95
- v_color.a *= u_opacity;
94
+ v_color.a *= opacity;
96
95
 
97
96
  gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));
98
97
 
@@ -4,7 +4,6 @@ uniform float u_linearDir: 1.0;
4
4
  uniform float u_linearColor: 0;
5
5
  uniform vec4 u_sourceColor;
6
6
  uniform vec4 u_targetColor;
7
- uniform float u_opacity: 1.0;
8
7
 
9
8
  #pragma include "picking"
10
9
 
@@ -14,7 +14,6 @@ uniform mat4 u_ModelMatrix;
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
17
  uniform sampler2D u_texture;
19
18
  uniform float u_linearDir: 1.0;
20
19
  varying vec4 v_Color;
@@ -46,7 +45,7 @@ void main() {
46
45
 
47
46
  v_Color = texture2D(u_texture, vec2(linearRadio, 0.5));
48
47
 
49
- v_Color.a *= u_opacity; // 全局透明度
48
+ v_Color.a *= opacity; // 全局透明度
50
49
 
51
50
 
52
51
 
@@ -1,8 +1,8 @@
1
1
  uniform vec4 u_sourceColor;
2
2
  uniform vec4 u_targetColor;
3
3
  varying float v_distanceScale;
4
- uniform float u_opacity: 1.0;
4
+ varying vec4 v_color;
5
5
  void main() {
6
6
  gl_FragColor = mix(u_sourceColor, u_targetColor, v_distanceScale);
7
- gl_FragColor.a *= u_opacity; // 全局透明度
7
+ gl_FragColor.a *= v_color.a; // 全局透明度
8
8
  }
@@ -8,7 +8,6 @@ attribute float a_Distance;
8
8
  uniform mat4 u_ModelMatrix;
9
9
 
10
10
 
11
- uniform float u_opacity: 1.0;
12
11
  uniform float u_vertexScale: 1.0;
13
12
  uniform vec4 u_sourceColor;
14
13
  uniform vec4 u_targetColor;
@@ -24,7 +23,7 @@ void main() {
24
23
 
25
24
  v_color = a_Color;
26
25
  v_distanceScale = a_Distance / a_Total_Distance;
27
- v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
26
+ v_color.a = v_color.a * opacity;
28
27
  vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));
29
28
 
30
29
  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
@@ -9,7 +9,6 @@ import _initializerWarningHelper from "@babel/runtime/helpers/esm/initializerWar
9
9
  var _dec, _dec2, _dec3, _class, _class2, _descriptor, _descriptor2;
10
10
  import _regeneratorRuntime from "@babel/runtime/regenerator";
11
11
  import { IDebugLog, ILayerStage, TYPES } from '@antv/l7-core';
12
- import { Version } from '@antv/l7-maps';
13
12
  import { lodashUtil, normalize, rgb2arr } from '@antv/l7-utils';
14
13
  import { inject, injectable } from 'inversify';
15
14
  import 'reflect-metadata';
@@ -202,7 +201,7 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
202
201
  value: function adjustData2Amap2Coordinates(mappedData, layer) {
203
202
  var _this4 = this;
204
203
  // 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
205
- if (mappedData.length > 0 && this.mapService.version === Version['GAODE2.x']) {
204
+ if (mappedData.length > 0 && this.mapService.version === 'GAODE2.x') {
206
205
  var layerCenter = layer.coordCenter || layer.getSource().center;
207
206
  // 单个的点数据
208
207
  // @ts-ignore
@@ -211,7 +210,7 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
211
210
  .filter(function (d) {
212
211
  return !d.originCoordinates;
213
212
  }).map(function (d) {
214
- d.version = Version['GAODE2.x'];
213
+ d.version = 'GAODE2.x';
215
214
  // @ts-ignore
216
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)
217
216
  // @ts-ignore
@@ -224,7 +223,7 @@ var DataMappingPlugin = (_dec = injectable(), _dec2 = inject(TYPES.IMapService),
224
223
  key: "adjustData2SimpleCoordinates",
225
224
  value: function adjustData2SimpleCoordinates(mappedData) {
226
225
  var _this5 = this;
227
- if (mappedData.length > 0 && this.mapService.version === Version.SIMPLE) {
226
+ if (mappedData.length > 0 && this.mapService.version === 'SIMPLE') {
228
227
  mappedData.map(function (d) {
229
228
  if (!d.simpleCoordinate) {
230
229
  d.coordinates = _this5.unProjectCoordinates(d.coordinates);
@@ -9,7 +9,6 @@ import _regeneratorRuntime from "@babel/runtime/regenerator";
9
9
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
10
10
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
11
11
  import { AttributeType, gl } from '@antv/l7-core';
12
- import { Version } from '@antv/l7-maps';
13
12
  import { lodashUtil, rgb2arr } from '@antv/l7-utils';
14
13
  import BaseModel from "../../core/BaseModel";
15
14
  import { polygonTriangulation } from "../../core/triangulation";
@@ -136,7 +135,7 @@ var OceanModel = /*#__PURE__*/function (_BaseModel) {
136
135
  },
137
136
  size: 2,
138
137
  update: function update(feature, featureIdx, vertex, attributeIdx) {
139
- var v = feature.version === Version['GAODE2.x'] ? feature.originCoordinates[0][attributeIdx] : vertex;
138
+ var v = feature.version === 'GAODE2.x' ? feature.originCoordinates[0][attributeIdx] : vertex;
140
139
  var _v = _slicedToArray(v, 2),
141
140
  lng = _v[0],
142
141
  lat = _v[1];
@@ -9,7 +9,6 @@ import _regeneratorRuntime from "@babel/runtime/regenerator";
9
9
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
10
10
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
11
11
  import { AttributeType, gl } from '@antv/l7-core';
12
- import { Version } from '@antv/l7-maps';
13
12
  import { lodashUtil } from '@antv/l7-utils';
14
13
  import BaseModel from "../../core/BaseModel";
15
14
  import { polygonTriangulation } from "../../core/triangulation";
@@ -129,7 +128,7 @@ var WaterModel = /*#__PURE__*/function (_BaseModel) {
129
128
  },
130
129
  size: 2,
131
130
  update: function update(feature, featureIdx, vertex, attributeIdx) {
132
- var v = feature.version === Version['GAODE2.x'] ? feature.originCoordinates[0][attributeIdx] : vertex;
131
+ var v = feature.version === 'GAODE2.x' ? feature.originCoordinates[0][attributeIdx] : vertex;
133
132
  var _v = _slicedToArray(v, 2),
134
133
  lng = _v[0],
135
134
  lat = _v[1];
@@ -26,7 +26,6 @@ var _l7Source = _interopRequireDefault(require("@antv/l7-source"));
26
26
  var _l7Utils = require("@antv/l7-utils");
27
27
  var _eventemitter = require("eventemitter3");
28
28
  var _blend = require("../utils/blend");
29
- var _layerData = require("../utils/layerData");
30
29
  var _multiPassRender = require("../utils/multiPassRender");
31
30
  var _LayerPickService = _interopRequireDefault(require("./LayerPickService"));
32
31
  var _TextureService = _interopRequireDefault(require("./TextureService"));
@@ -395,40 +394,11 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
395
394
  console.warn('data error');
396
395
  }
397
396
  }
398
- }, {
399
- key: "createModelData",
400
- value: function createModelData(data, option) {
401
- var _this$layerModel;
402
- if ((_this$layerModel = this.layerModel) !== null && _this$layerModel !== void 0 && _this$layerModel.createModelData) {
403
- // 在某些特殊图层中单独构建 attribute & elements
404
- return this.layerModel.createModelData(option);
405
- }
406
- var calEncodeData = this.calculateEncodeData(data, option);
407
- var triangulation = this.triangulation;
408
- if (calEncodeData && triangulation) {
409
- return this.styleAttributeService.createAttributesAndIndices(calEncodeData, triangulation);
410
- } else {
411
- return {
412
- attributes: undefined,
413
- elements: undefined
414
- };
415
- }
416
- }
417
397
  }, {
418
398
  key: "setLayerPickService",
419
399
  value: function setLayerPickService(layerPickService) {
420
400
  this.layerPickService = layerPickService;
421
401
  }
422
- }, {
423
- key: "calculateEncodeData",
424
- value: function calculateEncodeData(data, option) {
425
- if (this.inited) {
426
- return (0, _layerData.calculateData)(this, this.fontService, this.mapService, this.styleAttributeService, data, option);
427
- } else {
428
- console.warn('layer not inited!');
429
- return null;
430
- }
431
- }
432
402
  /**
433
403
  * Model初始化前需要更新Model样式
434
404
  */
@@ -574,6 +544,17 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
574
544
  }
575
545
  });
576
546
  }
547
+ // 兼容 borderColor borderWidth
548
+ // @ts-ignore
549
+ if (rest.borderColor) {
550
+ // @ts-ignore
551
+ rest.stroke = rest.borderColor;
552
+ }
553
+ // @ts-ignore
554
+ if (rest.borderWidth) {
555
+ // @ts-ignore
556
+ rest.strokeWidth = rest.borderWidth;
557
+ }
577
558
 
578
559
  // 兼容老版本的写法 ['field, 'value']
579
560
  var newOption = rest;
@@ -971,7 +952,7 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
971
952
  }, {
972
953
  key: "destroy",
973
954
  value: function destroy() {
974
- var _this$multiPassRender, _this$layerModel2, _this$tileLayer, _this$debugService2;
955
+ var _this$multiPassRender, _this$layerModel, _this$tileLayer, _this$debugService2;
975
956
  var refresh = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : true;
976
957
  if (this.isDestroyed) {
977
958
  return;
@@ -1004,7 +985,7 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
1004
985
 
1005
986
  this.hooks.afterDestroy.call();
1006
987
  // Tip: 清除各个图层自定义的 models 资源
1007
- (_this$layerModel2 = this.layerModel) === null || _this$layerModel2 === void 0 ? void 0 : _this$layerModel2.clearModels(refresh);
988
+ (_this$layerModel = this.layerModel) === null || _this$layerModel === void 0 ? void 0 : _this$layerModel.clearModels(refresh);
1008
989
  (_this$tileLayer = this.tileLayer) === null || _this$tileLayer === void 0 ? void 0 : _this$tileLayer.destroy();
1009
990
  this.models = [];
1010
991
  // 清除图层日志(如果有的话:非瓦片相关)
@@ -1031,11 +1012,11 @@ var BaseLayer = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
1031
1012
  }, {
1032
1013
  key: "clearModels",
1033
1014
  value: function clearModels() {
1034
- var _this$layerModel3;
1015
+ var _this$layerModel2;
1035
1016
  this.models.forEach(function (model) {
1036
1017
  return model.destroy();
1037
1018
  });
1038
- (_this$layerModel3 = this.layerModel) === null || _this$layerModel3 === void 0 ? void 0 : _this$layerModel3.clearModels();
1019
+ (_this$layerModel2 = this.layerModel) === null || _this$layerModel2 === void 0 ? void 0 : _this$layerModel2.clearModels();
1039
1020
  this.models = [];
1040
1021
  }
1041
1022
  }, {
@@ -19,6 +19,7 @@ var _l7Utils = require("@antv/l7-utils");
19
19
  var _blend = require("../utils/blend");
20
20
  var _stencil = require("../utils/stencil");
21
21
  var _CommonStyleAttribute = require("./CommonStyleAttribute");
22
+ var _constant = require("./constant");
22
23
  var _dec, _class, _descriptor;
23
24
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
24
25
  var BaseModel = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigService), (_class = /*#__PURE__*/function () {
@@ -214,23 +215,15 @@ var BaseModel = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
214
215
  value: function getInject() {
215
216
  var encodeStyleAttribute = this.layer.encodeStyleAttribute;
216
217
  var str = '';
217
- var attrType = {
218
- opacity: 'float',
219
- stroke: 'vec4',
220
- offsets: 'vec2',
221
- textOffset: 'vec2',
222
- rotation: 'float',
223
- extrusionBase: 'float'
224
- };
225
218
  this.layer.enableShaderEncodeStyles.forEach(function (key) {
226
219
  if (encodeStyleAttribute[key]) {
227
220
  str += "#define USE_ATTRIBUTE_".concat(key.toUpperCase(), " 0.0; \n\n");
228
221
  }
229
- str += "\n #ifdef USE_ATTRIBUTE_".concat(key.toUpperCase(), "\n attribute ").concat(attrType[key], " a_").concat(key.charAt(0).toUpperCase() + key.slice(1), ";\n #else\n uniform ").concat(attrType[key], " u_").concat(key, ";\n #endif\n\n ");
222
+ str += "\n #ifdef USE_ATTRIBUTE_".concat(key.toUpperCase(), "\n attribute ").concat(_constant.DefaultUniformStyleType[key], " a_").concat(key.charAt(0).toUpperCase() + key.slice(1), ";\n #else\n uniform ").concat(_constant.DefaultUniformStyleType[key], " u_").concat(key, ";\n #endif\n\n ");
230
223
  });
231
224
  var innerStr = '';
232
225
  this.layer.enableShaderEncodeStyles.forEach(function (key) {
233
- innerStr += "\n\n#ifdef USE_ATTRIBUTE_".concat(key.toUpperCase(), "\n ").concat(attrType[key], " ").concat(key, " = a_").concat(key.charAt(0).toUpperCase() + key.slice(1), ";\n#else\n ").concat(attrType[key], " ").concat(key, " = u_").concat(key, ";\n#endif\n\n");
226
+ innerStr += "\n\n#ifdef USE_ATTRIBUTE_".concat(key.toUpperCase(), "\n ").concat(_constant.DefaultUniformStyleType[key], " ").concat(key, " = a_").concat(key.charAt(0).toUpperCase() + key.slice(1), ";\n#else\n ").concat(_constant.DefaultUniformStyleType[key], " ").concat(key, " = u_").concat(key, ";\n#endif\n\n");
234
227
  });
235
228
  return {
236
229
  'vs:#decl': str,
@@ -245,20 +238,12 @@ var BaseModel = (_dec = (0, _l7Core.lazyInject)(_l7Core.TYPES.IGlobalConfigServi
245
238
  var _this = this;
246
239
  var options = {};
247
240
  // TODO: 优化
248
-
249
- var defualtValue = {
250
- opacity: 1,
251
- stroke: [1, 0, 0, 1],
252
- offsets: [0, 0],
253
- rotation: 0,
254
- extrusionBase: 0
255
- };
256
241
  this.layer.enableShaderEncodeStyles.forEach(function (key) {
257
242
  if (!_this.layer.encodeStyleAttribute[key]) {
258
243
  // 没有设置样式映射
259
244
  // @ts-ignore
260
245
  var keyValue = _this.layer.getLayerConfig()[key];
261
- var value = typeof keyValue === 'undefined' ? defualtValue[key] : keyValue;
246
+ var value = typeof keyValue === 'undefined' ? _constant.DefaultUniformStyleValue[key] : keyValue;
262
247
  if (key === 'stroke') {
263
248
  value = (0, _l7Utils.rgb2arr)(value);
264
249
  }
@@ -106,6 +106,26 @@ function getCommonStyleAttributeOptions(name) {
106
106
  }
107
107
  }
108
108
  };
109
+ case 'thetaOffset':
110
+ return {
111
+ name: 'thetaOffset',
112
+ type: _l7Core.AttributeType.Attribute,
113
+ descriptor: {
114
+ name: 'a_ThetaOffset',
115
+ buffer: {
116
+ // give the WebGL driver a hint that this buffer may change
117
+ usage: _l7Core.gl.STATIC_DRAW,
118
+ data: [],
119
+ type: _l7Core.gl.FLOAT
120
+ },
121
+ size: 1,
122
+ update: function update(feature) {
123
+ var _feature$thetaOffset = feature.thetaOffset,
124
+ op = _feature$thetaOffset === void 0 ? 1 : _feature$thetaOffset;
125
+ return [op];
126
+ }
127
+ }
128
+ };
109
129
  default:
110
130
  return undefined;
111
131
  }
@@ -0,0 +1,27 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: true
5
+ });
6
+ exports.DefaultUniformStyleValue = exports.DefaultUniformStyleType = void 0;
7
+ var DefaultUniformStyleValue = {
8
+ opacity: 1,
9
+ stroke: [1, 0, 0, 1],
10
+ offsets: [0, 0],
11
+ rotation: 0,
12
+ extrusionBase: 0,
13
+ strokeOpacity: 1,
14
+ thetaOffset: 0.314
15
+ };
16
+ exports.DefaultUniformStyleValue = DefaultUniformStyleValue;
17
+ var DefaultUniformStyleType = {
18
+ opacity: 'float',
19
+ stroke: 'vec4',
20
+ offsets: 'vec2',
21
+ textOffset: 'vec2',
22
+ rotation: 'float',
23
+ extrusionBase: 'float',
24
+ strokeOpacity: 'float',
25
+ thetaOffset: 'float'
26
+ };
27
+ exports.DefaultUniformStyleType = DefaultUniformStyleType;
@@ -17,7 +17,6 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
17
17
  var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
18
18
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
19
19
  var _l7Core = require("@antv/l7-core");
20
- var _l7Maps = require("@antv/l7-maps");
21
20
  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
22
21
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
23
22
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } } // import { mat4, vec3 } from 'gl-matrix';
@@ -89,7 +88,7 @@ var PlaneModel = /*#__PURE__*/function (_BaseModel) {
89
88
  var y = iy * segmentHeight - heightHalf;
90
89
  for (var ix = 0; ix < gridX1; ix++) {
91
90
  var x = ix * segmentWidth - widthHalf;
92
- if (this.mapService.version === _l7Maps.Version['GAODE2.x']) {
91
+ if (this.mapService.version === 'GAODE2.x') {
93
92
  // @ts-ignore
94
93
  var _ref2 = this.mapService.lngLatToCoord([x + lng, -y + lat]),
95
94
  _ref3 = (0, _slicedToArray2.default)(_ref2, 2),
@@ -17,7 +17,6 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
17
17
  var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
18
18
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
19
19
  var _l7Core = require("@antv/l7-core");
20
- var _l7Maps = require("@antv/l7-maps");
21
20
  var _BaseModel2 = _interopRequireDefault(require("../../core/BaseModel"));
22
21
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
23
22
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
@@ -122,7 +121,7 @@ var SpriteModel = /*#__PURE__*/function (_BaseModel) {
122
121
  var randomY = radius * Math.random();
123
122
  var x = -radius / 2 + randomX;
124
123
  var y = -radius / 2 + randomY;
125
- if (mapService.version === _l7Maps.Version['GAODE2.x']) {
124
+ if (mapService.version === 'GAODE2.x') {
126
125
  // @ts-ignore
127
126
  var _ref3 = mapService.lngLatToCoord([x + lng, -y + lat]),
128
127
  _ref4 = (0, _slicedToArray2.default)(_ref3, 2),
package/lib/line/index.js CHANGED
@@ -30,7 +30,7 @@ var LineLayer = /*#__PURE__*/function (_BaseLayer) {
30
30
  }
31
31
  _this = _super.call.apply(_super, [this].concat(args));
32
32
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "type", 'LineLayer');
33
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "enableShaderEncodeStyles", ['opacity', 'offsets', 'stroke']);
33
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "enableShaderEncodeStyles", ['opacity', 'offsets', 'stroke', 'thetaOffset']);
34
34
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "arrowInsertCount", 0);
35
35
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "defaultSourceConfig", {
36
36
  data: [{
@@ -7,6 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  exports.default = void 0;
8
8
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
9
9
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
10
+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
11
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
12
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
12
13
  var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
@@ -22,17 +23,17 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
22
23
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
23
24
  /* babel-plugin-inline-import '../shaders/dash/arc_dash_frag.glsl' */
24
25
  // arc dash line
25
- var arc_dash_frag = "\nuniform float u_opacity;\n\nvarying 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\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}";
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}";
26
27
  /* babel-plugin-inline-import '../shaders/dash/arc_dash_vert.glsl' */
27
- 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\nuniform float u_opacity: 1.0;\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 * u_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\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
29
  /* babel-plugin-inline-import '../shaders/line_arc_frag.glsl' */
29
- var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\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 gl_FragColor.a *= u_opacity;\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- 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 *= u_opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n \n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}";
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}";
30
31
  /* babel-plugin-inline-import '../shaders/line_arc_vert.glsl' */
31
- var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_lineData;\nvarying vec2 v_distance_ratio;\n\nuniform float u_opacity: 1.0;\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 // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n // return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n v_lineData.b = d_distance_ratio;\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\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 v_lineData.r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n v_lineData.g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n v_lineData.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n"; // arc linear line
32
+ var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_lineData;\nvarying vec2 v_distance_ratio;\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 // dash: index / (segmentNumber - 1.);\n // normal: smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n // return index / (segmentNumber - 1.);\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n v_color.a = v_color.a * 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 float d_distance_ratio;\n \n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n v_lineData.b = d_distance_ratio;\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\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 v_lineData.r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n v_lineData.g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n v_lineData.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n\n setPickingColor(a_PickingColor);\n}\n"; // arc linear line
32
33
  /* babel-plugin-inline-import '../shaders/linear/arc_linear_frag.glsl' */
33
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}";
34
35
  /* babel-plugin-inline-import '../shaders/linear/arc_linear_vert.glsl' */
35
- 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;\nuniform float u_opacity: 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 *= u_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 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
37
  var lineStyleObj = {
37
38
  solid: 0.0,
38
39
  dash: 1.0
@@ -89,9 +90,7 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
89
90
  _ref$iconStep = _ref.iconStep,
90
91
  iconStep = _ref$iconStep === void 0 ? 100 : _ref$iconStep,
91
92
  _ref$segmentNumber = _ref.segmentNumber,
92
- segmentNumber = _ref$segmentNumber === void 0 ? 30 : _ref$segmentNumber,
93
- _ref$thetaOffset = _ref.thetaOffset,
94
- thetaOffset = _ref$thetaOffset === void 0 ? 0.314 : _ref$thetaOffset;
93
+ segmentNumber = _ref$segmentNumber === void 0 ? 30 : _ref$segmentNumber;
95
94
  if (dashArray.length === 2) {
96
95
  dashArray.push(0, 0);
97
96
  }
@@ -108,10 +107,7 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
108
107
  if (this.rendererService.getDirty()) {
109
108
  this.texture.bind();
110
109
  }
111
- return {
112
- u_thetaOffset: thetaOffset,
113
- // u_thetaOffset: 0.0,
114
- u_opacity: isNumber(opacity) ? opacity : 1,
110
+ return (0, _objectSpread2.default)({
115
111
  u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
116
112
  segmentNumber: segmentNumber,
117
113
  u_line_type: lineStyleObj[lineType || 'solid'],
@@ -129,7 +125,7 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
129
125
  u_linearColor: useLinearColor,
130
126
  u_sourceColor: sourceColorArr,
131
127
  u_targetColor: targetColorArr
132
- };
128
+ }, this.getStyleAttribute());
133
129
  }
134
130
  }, {
135
131
  key: "getAnimateUniforms",
@@ -213,6 +209,7 @@ var ArcModel = /*#__PURE__*/function (_BaseModel) {
213
209
  moduleName: 'lineArc2d' + type,
214
210
  vertexShader: vert,
215
211
  fragmentShader: frag,
212
+ inject: this.getInject(),
216
213
  triangulation: _triangulation.LineArcTriangulation,
217
214
  depth: {
218
215
  enable: false
@@ -24,9 +24,9 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
24
24
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
25
25
  /* babel-plugin-inline-import '../shaders/line_arc_3d_frag.glsl' */
26
26
  // arc3d line layer
27
- var arc3d_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\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;\nvarying vec4 v_line_data;\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\nuniform float u_opacity;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = u_opacity;\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_line_data.g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\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 // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));\n float arcRadio = v_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // // \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\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n discard;\n } else {\n gl_FragColor = filterColor(pattern);\n }\n }\n\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
27
+ var arc3d_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\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;\nvarying vec4 v_line_data;\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\n\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_line_data.g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\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 // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));\n float arcRadio = v_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // // \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\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\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 discard;\n } else {\n gl_FragColor = filterColor(pattern);\n }\n }\n\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
28
28
  /* babel-plugin-inline-import '../shaders/line_arc_3d_vert.glsl' */
29
- var arc3d_line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_segmentIndex;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_line_data;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\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\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\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\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\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 / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n v_line_data.g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n v_line_data.b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n v_line_data.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n"; // arc3d linear layer
29
+ var arc3d_line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_segmentIndex;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_line_data;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\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\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\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\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n\n v_color = a_Color;\n v_color.a = v_color.a * opacity;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\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 / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n v_line_data.g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n v_line_data.b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n v_line_data.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z * thetaOffset, 1.0));\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n"; // arc3d linear layer
30
30
  /* babel-plugin-inline-import '../shaders/linear/arc3d_linear_frag.glsl' */
31
31
  var arc3d_linear_frag = "\n#define Animate 0.0\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_Color;\n\nvarying float v_distance_ratio;\n#pragma include \"picking\"\n\nvoid main() {\n\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n gl_FragColor = v_Color;\n\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\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 // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
32
32
  /* babel-plugin-inline-import '../shaders/linear/arc3d_linear_vert.glsl' */