@antv/l7-layers 2.5.51 → 2.5.56

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.
@@ -16,4 +16,5 @@ export interface ILineLayerStyleOptions {
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  targetColor?: string;
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  thetaOffset?: number;
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  globalArcHeight?: number;
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+ vertexHeightScale?: number;
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  }
@@ -1 +1 @@
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- {"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType"],"mappings":"AACA,WAAYA,aAAZ;;WAAYA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,KAAAA,a","sourcesContent":["import { styleSingle } from '../core/BaseModel';\nexport enum lineStyleType {\n 'solid' = 0.0,\n 'dash' = 1.0,\n}\n\nexport interface ILineLayerStyleOptions {\n opacity: styleSingle;\n lineType?: keyof typeof lineStyleType; // 可选参数、线类型(all - dash/solid)\n dashArray?: [number, number]; // 可选参数、虚线间隔\n segmentNumber?: number;\n\n forward?: boolean; // 可选参数、是否反向(arcLine)\n lineTexture?: boolean; // 可选参数、是否开启纹理贴图功能(all)\n iconStep?: number; // 可选参数、纹理贴图步长(all)\n textureBlend?: string; // 可选参数、供给纹理贴图使用(all)\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n thetaOffset?: number; // 可选参数、设置弧线的偏移量\n\n globalArcHeight?: number; // 可选参数、地球模式下 3D 弧线的高度\n}\n"],"file":"interface.js"}
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+ {"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType"],"mappings":"AACA,WAAYA,aAAZ;;WAAYA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,KAAAA,a","sourcesContent":["import { styleSingle } from '../core/BaseModel';\nexport enum lineStyleType {\n 'solid' = 0.0,\n 'dash' = 1.0,\n}\n\nexport interface ILineLayerStyleOptions {\n opacity: styleSingle;\n lineType?: keyof typeof lineStyleType; // 可选参数、线类型(all - dash/solid)\n dashArray?: [number, number]; // 可选参数、虚线间隔\n segmentNumber?: number;\n\n forward?: boolean; // 可选参数、是否反向(arcLine)\n lineTexture?: boolean; // 可选参数、是否开启纹理贴图功能(all)\n iconStep?: number; // 可选参数、纹理贴图步长(all)\n textureBlend?: string; // 可选参数、供给纹理贴图使用(all)\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n thetaOffset?: number; // 可选参数、设置弧线的偏移量\n\n globalArcHeight?: number; // 可选参数、地球模式下 3D 弧线的高度\n vertexHeightScale?: number; // 可选参数、lineLayer vertex height scale\n}\n"],"file":"interface.js"}
@@ -281,7 +281,6 @@ var Tile = function () {
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  this.layer.layerChildren.splice(layerIndex, 1);
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  }
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- tile.imageLayer.emit('remove', null);
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  tile.imageLayer.destroy();
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  this.layerService.updateLayerRenderList();
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  this.layerService.renderLayers();
@@ -306,7 +305,6 @@ var Tile = function () {
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  key: "removeTiles",
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  value: function removeTiles() {
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  this.layer.layerChildren.forEach(function (layer) {
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- layer.emit('remove', null);
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  layer.destroy();
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  });
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  this.layer.layerChildren = [];
@@ -1 +1 @@
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- 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GeoCoordinates.default({\n start: { x: 0, y: 0 },\n end: { x: 0, y: 0 },\n projection: this.crstype,\n }).crs as any;\n\n this.destroyTile = this.destroyTile.bind(this);\n this.tileCache = new TileCache(CacheLimit, this.destroyTile);\n\n this.updateTileList = [];\n\n this.removeTiles = this.removeTiles.bind(this);\n }\n\n public calCurrentTiles(oprions: any) {\n const {\n NE,\n SW,\n tileCenter,\n currentZoom,\n minSourceZoom,\n minZoom,\n maxZoom,\n } = oprions;\n // TODO: 当前瓦片的层级要比地图底图的层级低\n if (currentZoom >= this.maxSourceZoom) {\n return;\n }\n const zoom = Math.floor(currentZoom) + this.resolution;\n\n this.tileZoom = zoom > this.maxSourceZoom ? this.maxSourceZoom : zoom;\n\n if (\n currentZoom < minZoom ||\n currentZoom >= maxZoom ||\n currentZoom < minSourceZoom\n ) {\n this.removeTiles();\n return;\n }\n\n this.updateTileList = [];\n\n // 计算瓦片中心\n const centerPoint = this.currentCrs.lngLatToPoint(\n toLngLat(tileCenter.lng, tileCenter.lat),\n this.tileZoom,\n );\n const centerXY = centerPoint.divideBy(256).floor();\n\n const pixelBounds = this.getPixelBounds(\n NE,\n SW,\n tileCenter,\n this.tileZoom,\n this.currentCrs,\n ); // 计算像素范围\n const tileRange = this.pxBoundsToTileRange(pixelBounds); // 计算瓦片范围\n\n const margin = 4;\n\n this.noPruneRange = new Bounds(\n tileRange.getBottomLeft().subtract([margin, -margin]),\n tileRange.getTopRight().add([margin, -margin]),\n );\n\n // T: isFinite(n: number) 用于检测 n 是否无穷大\n if (\n !(\n isFinite(tileRange.min.x) &&\n isFinite(tileRange.min.y) &&\n isFinite(tileRange.max.x) &&\n isFinite(tileRange.max.y)\n )\n ) {\n throw new Error('Attempted to load an infinite number of tiles');\n }\n\n // 根据视野判断新增的瓦片索引\n for (let j = tileRange.min.y; j <= tileRange.max.y; j++) {\n for (let i = tileRange.min.x; i <= tileRange.max.x; i++) {\n const coords = [i, j, this.tileZoom];\n const tile = this.tileList[coords.join('_')];\n if (tile) {\n tile.current = true;\n } else {\n this.tileList[coords.join('_')] = {\n current: true,\n coords,\n };\n this.updateTileList.push(coords);\n }\n }\n }\n\n // 瓦片列表排序\n this.updateTileList.sort((a: any, b: any) => {\n const tile1 = a;\n const tile2 = b;\n const d1 =\n Math.pow(tile1[0] * 1 - centerXY.x, 2) +\n Math.pow(tile1[1] * 1 - centerXY.y, 2);\n const d2 =\n Math.pow(tile2[0] * 1 - centerXY.x, 2) +\n Math.pow(tile2[1] * 1 - centerXY.y, 2);\n return d1 - d2;\n });\n\n this.pruneTiles();\n this.updateTileList.forEach((coords: any) => {\n const key = coords.join('_');\n if (this.tileList[key].current) {\n this.requestTile(key);\n }\n });\n }\n\n public pxBoundsToTileRange(pixelBounds: any) {\n return new Bounds(\n pixelBounds.min.divideBy(256).floor(),\n pixelBounds.max\n .divideBy(256)\n .ceil()\n .subtract([1, 1]),\n );\n }\n\n public getPixelBounds(\n NE: ILngLat,\n SW: ILngLat,\n tileCenter: ILngLat,\n tileZoom: number,\n crs: any,\n ) {\n const zoom = tileZoom;\n const NEPoint = crs.lngLatToPoint(toLngLat(NE.lng, NE.lat), zoom);\n const SWPoint = crs.lngLatToPoint(toLngLat(SW.lng, SW.lat), zoom);\n const centerPoint = crs.lngLatToPoint(\n toLngLat(tileCenter.lng, tileCenter.lat),\n zoom,\n );\n const topHeight = centerPoint.y - NEPoint.y;\n const bottomHeight = SWPoint.y - centerPoint.y;\n // 跨日界线的情况\n let leftWidth;\n let rightWidth;\n if (tileCenter.lng - NE.lng > 0 || tileCenter.lng - SW.lng < 0) {\n const width =\n ((Math.pow(2, zoom) * 256) / 360) * (180 - NE.lng) +\n ((Math.pow(2, zoom) * 256) / 360) * (SW.lng + 180);\n if (tileCenter.lng - NE.lng > 0) {\n // 日界线在右侧\n leftWidth =\n ((Math.pow(2, zoom) * 256) / 360) * (tileCenter.lng - NE.lng);\n rightWidth = width - leftWidth;\n } else {\n rightWidth =\n ((Math.pow(2, zoom) * 256) / 360) * (SW.lng - tileCenter.lng);\n leftWidth = width - rightWidth;\n }\n } else {\n // 不跨日界线\n leftWidth = ((Math.pow(2, zoom) * 256) / 360) * (tileCenter.lng - SW.lng);\n rightWidth =\n ((Math.pow(2, zoom) * 256) / 360) * (NE.lng - tileCenter.lng);\n }\n const pixelBounds = new Bounds(\n centerPoint.subtract(leftWidth, topHeight),\n centerPoint.add(rightWidth, bottomHeight),\n );\n return pixelBounds;\n }\n\n public pruneTiles() {\n Object.keys(this.tileList).map((key) => {\n const c = this.tileList[key].coords;\n // 如果不是同一个缩放层级,则将瓦片设为不显示\n if (\n c[2] !== this.tileZoom ||\n !this.noPruneRange.contains(new Point(c[0], c[1]))\n ) {\n this.tileList[key].current = false;\n }\n });\n\n Object.keys(this.tileList).map((key) => {\n const tile = this.tileList[key];\n tile.retain = tile.current;\n });\n\n Object.keys(this.tileList).map((key) => {\n const tile = this.tileList[key];\n if (tile.current && !tile.active) {\n const [x, y, z] = key.split('_').map((v) => Number(v));\n\n if (!this.retainParent(x, y, z, z - 5)) {\n this.retainChildren(x, y, z, z + 2);\n }\n }\n });\n\n this.removeOutTiles();\n }\n\n public requestTile(key: string) {\n const t = this.tileList[key];\n if (!t) {\n return;\n }\n let tile = this.tileCache.getTile(key);\n if (!tile) {\n const container = createLayerContainer(\n this.layer.sceneContainer as Container,\n );\n tile = new ImageTile(\n key,\n this.url,\n container,\n this.layer.sceneContainer as Container,\n );\n tile.name = key;\n\n t.current = true;\n t.retain = true;\n t.active = true;\n\n // 往 imageTileLayer 中添加子图层\n this.layer.layerChildren.push(tile.imageLayer);\n\n this.tileCache.setTile(tile, key);\n\n this.pruneTiles();\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n } else {\n // Tip: show 方法就是将相应的瓦片图片添加到渲染队列\n tile.imageLayer.show();\n t.current = true;\n t.retain = true;\n t.active = true;\n\n this.pruneTiles();\n }\n }\n\n public retainParent(x: number, y: number, z: number, minZoom: number): any {\n const x2 = Math.floor(x / 2);\n const y2 = Math.floor(y / 2);\n const z2 = z - 1;\n const tile = this.tileList[[x2, y2, z2].join('_')];\n if (tile && tile.active) {\n tile.retain = true;\n return true;\n } else if (tile && tile.loaded) {\n tile.retain = true;\n }\n if (z2 > minZoom) {\n return this.retainParent(x2, y2, z2, minZoom);\n }\n return false;\n }\n\n public retainChildren(x: number, y: number, z: number, maxZoom: number) {\n for (let i = 2 * x; i < 2 * x + 2; i++) {\n for (let j = 2 * y; j < 2 * y + 2; j++) {\n const key = [i, j, z + 1].join('_');\n const tile = this.tileList[key];\n if (tile && tile.active) {\n tile.retain = true;\n continue;\n } else if (tile && tile.loaded) {\n tile.retain = true;\n }\n\n if (z + 1 < maxZoom) {\n this.retainChildren(i, j, z + 1, maxZoom);\n }\n }\n }\n }\n\n public destroyTile(tile: any) {\n const layerIndex = this.layer.layerChildren.indexOf(tile.imageLayer);\n if (layerIndex > -1) {\n this.layer.layerChildren.splice(layerIndex, 1);\n }\n\n tile.imageLayer.emit('remove', null);\n tile.imageLayer.destroy();\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n\n // 清除 tileCache 中的存储 相当于 tileCache.setTile(tile, null)\n tile = null;\n }\n\n public removeOutTiles() {\n for (const key in this.tileList) {\n if (!this.tileList[key].retain) {\n // Tip: 不需要显示的瓦片对象\n const tile = this.tileCache.getTile(key);\n // Tip: 若是网格对象存在\n if (tile) {\n // Tip: hide 方法就是将相应的瓦片图片从渲染队列中剔除\n tile.imageLayer.hide();\n }\n delete this.tileList[key];\n }\n }\n }\n\n public removeTiles() {\n this.layer.layerChildren.forEach((layer: any) => {\n layer.emit('remove', null);\n layer.destroy();\n });\n\n this.layer.layerChildren = [];\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n this.tileList = {};\n this.tileCache.destory();\n }\n}\n"],"file":"Tile.js"}
1
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{ Bounds, GeoCoordinates, Point, toLngLat } from '@antv/geo-coord';\nimport {\n createLayerContainer,\n ILayer,\n ILayerService,\n ILngLat,\n} from '@antv/l7-core';\nimport { Container } from 'inversify';\n\nimport ImageTile from './ImageTile';\nimport TileCache from './tileCache';\n\n// Tip: 瓦片地图的存储上限\nconst CacheLimit = 30;\n\nexport default class Tile {\n public tileList: any = {};\n public tileCache: any;\n\n public updateTileList: any[];\n public tileZoom: number;\n public noPruneRange: any;\n public url: string;\n public resolution: number;\n public maxSourceZoom: number;\n public crstype: string;\n public currentCrs: any;\n\n public layerService: ILayerService;\n public layer: ILayer;\n constructor(props: any) {\n this.layerService = props.layerService;\n this.layer = props.layer;\n this.url = props.url;\n this.resolution = props.resolution === 'low' ? -1 : 0;\n this.maxSourceZoom = props.maxSourceZoom;\n this.crstype = props.crstype;\n\n this.currentCrs = new GeoCoordinates.default({\n start: { x: 0, y: 0 },\n end: { x: 0, y: 0 },\n projection: this.crstype,\n }).crs as any;\n\n this.destroyTile = this.destroyTile.bind(this);\n this.tileCache = new TileCache(CacheLimit, this.destroyTile);\n\n this.updateTileList = [];\n\n this.removeTiles = this.removeTiles.bind(this);\n }\n\n public calCurrentTiles(oprions: any) {\n const {\n NE,\n SW,\n tileCenter,\n currentZoom,\n minSourceZoom,\n minZoom,\n maxZoom,\n } = oprions;\n // TODO: 当前瓦片的层级要比地图底图的层级低\n if (currentZoom >= this.maxSourceZoom) {\n return;\n }\n const zoom = Math.floor(currentZoom) + this.resolution;\n\n this.tileZoom = zoom > this.maxSourceZoom ? this.maxSourceZoom : zoom;\n\n if (\n currentZoom < minZoom ||\n currentZoom >= maxZoom ||\n currentZoom < minSourceZoom\n ) {\n this.removeTiles();\n return;\n }\n\n this.updateTileList = [];\n\n // 计算瓦片中心\n const centerPoint = this.currentCrs.lngLatToPoint(\n toLngLat(tileCenter.lng, tileCenter.lat),\n this.tileZoom,\n );\n const centerXY = centerPoint.divideBy(256).floor();\n\n const pixelBounds = this.getPixelBounds(\n NE,\n SW,\n tileCenter,\n this.tileZoom,\n this.currentCrs,\n ); // 计算像素范围\n const tileRange = this.pxBoundsToTileRange(pixelBounds); // 计算瓦片范围\n\n const margin = 4;\n\n this.noPruneRange = new Bounds(\n tileRange.getBottomLeft().subtract([margin, -margin]),\n tileRange.getTopRight().add([margin, -margin]),\n );\n\n // T: isFinite(n: number) 用于检测 n 是否无穷大\n if (\n !(\n isFinite(tileRange.min.x) &&\n isFinite(tileRange.min.y) &&\n isFinite(tileRange.max.x) &&\n isFinite(tileRange.max.y)\n )\n ) {\n throw new Error('Attempted to load an infinite number of tiles');\n }\n\n // 根据视野判断新增的瓦片索引\n for (let j = tileRange.min.y; j <= tileRange.max.y; j++) {\n for (let i = tileRange.min.x; i <= tileRange.max.x; i++) {\n const coords = [i, j, this.tileZoom];\n const tile = this.tileList[coords.join('_')];\n if (tile) {\n tile.current = true;\n } else {\n this.tileList[coords.join('_')] = {\n current: true,\n coords,\n };\n this.updateTileList.push(coords);\n }\n }\n }\n\n // 瓦片列表排序\n this.updateTileList.sort((a: any, b: any) => {\n const tile1 = a;\n const tile2 = b;\n const d1 =\n Math.pow(tile1[0] * 1 - centerXY.x, 2) +\n Math.pow(tile1[1] * 1 - centerXY.y, 2);\n const d2 =\n Math.pow(tile2[0] * 1 - centerXY.x, 2) +\n Math.pow(tile2[1] * 1 - centerXY.y, 2);\n return d1 - d2;\n });\n\n this.pruneTiles();\n this.updateTileList.forEach((coords: any) => {\n const key = coords.join('_');\n if (this.tileList[key].current) {\n this.requestTile(key);\n }\n });\n }\n\n public pxBoundsToTileRange(pixelBounds: any) {\n return new Bounds(\n pixelBounds.min.divideBy(256).floor(),\n pixelBounds.max\n .divideBy(256)\n .ceil()\n .subtract([1, 1]),\n );\n }\n\n public getPixelBounds(\n NE: ILngLat,\n SW: ILngLat,\n tileCenter: ILngLat,\n tileZoom: number,\n crs: any,\n ) {\n const zoom = tileZoom;\n const NEPoint = crs.lngLatToPoint(toLngLat(NE.lng, NE.lat), zoom);\n const SWPoint = crs.lngLatToPoint(toLngLat(SW.lng, SW.lat), zoom);\n const centerPoint = crs.lngLatToPoint(\n toLngLat(tileCenter.lng, tileCenter.lat),\n zoom,\n );\n const topHeight = centerPoint.y - NEPoint.y;\n const bottomHeight = SWPoint.y - centerPoint.y;\n // 跨日界线的情况\n let leftWidth;\n let rightWidth;\n if (tileCenter.lng - NE.lng > 0 || tileCenter.lng - SW.lng < 0) {\n const width =\n ((Math.pow(2, zoom) * 256) / 360) * (180 - NE.lng) +\n ((Math.pow(2, zoom) * 256) / 360) * (SW.lng + 180);\n if (tileCenter.lng - NE.lng > 0) {\n // 日界线在右侧\n leftWidth =\n ((Math.pow(2, zoom) * 256) / 360) * (tileCenter.lng - NE.lng);\n rightWidth = width - leftWidth;\n } else {\n rightWidth =\n ((Math.pow(2, zoom) * 256) / 360) * (SW.lng - tileCenter.lng);\n leftWidth = width - rightWidth;\n }\n } else {\n // 不跨日界线\n leftWidth = ((Math.pow(2, zoom) * 256) / 360) * (tileCenter.lng - SW.lng);\n rightWidth =\n ((Math.pow(2, zoom) * 256) / 360) * (NE.lng - tileCenter.lng);\n }\n const pixelBounds = new Bounds(\n centerPoint.subtract(leftWidth, topHeight),\n centerPoint.add(rightWidth, bottomHeight),\n );\n return pixelBounds;\n }\n\n public pruneTiles() {\n Object.keys(this.tileList).map((key) => {\n const c = this.tileList[key].coords;\n // 如果不是同一个缩放层级,则将瓦片设为不显示\n if (\n c[2] !== this.tileZoom ||\n !this.noPruneRange.contains(new Point(c[0], c[1]))\n ) {\n this.tileList[key].current = false;\n }\n });\n\n Object.keys(this.tileList).map((key) => {\n const tile = this.tileList[key];\n tile.retain = tile.current;\n });\n\n Object.keys(this.tileList).map((key) => {\n const tile = this.tileList[key];\n if (tile.current && !tile.active) {\n const [x, y, z] = key.split('_').map((v) => Number(v));\n\n if (!this.retainParent(x, y, z, z - 5)) {\n this.retainChildren(x, y, z, z + 2);\n }\n }\n });\n\n this.removeOutTiles();\n }\n\n public requestTile(key: string) {\n const t = this.tileList[key];\n if (!t) {\n return;\n }\n let tile = this.tileCache.getTile(key);\n if (!tile) {\n const container = createLayerContainer(\n this.layer.sceneContainer as Container,\n );\n tile = new ImageTile(\n key,\n this.url,\n container,\n this.layer.sceneContainer as Container,\n );\n tile.name = key;\n\n t.current = true;\n t.retain = true;\n t.active = true;\n\n // 往 imageTileLayer 中添加子图层\n this.layer.layerChildren.push(tile.imageLayer);\n\n this.tileCache.setTile(tile, key);\n\n this.pruneTiles();\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n } else {\n // Tip: show 方法就是将相应的瓦片图片添加到渲染队列\n tile.imageLayer.show();\n t.current = true;\n t.retain = true;\n t.active = true;\n\n this.pruneTiles();\n }\n }\n\n public retainParent(x: number, y: number, z: number, minZoom: number): any {\n const x2 = Math.floor(x / 2);\n const y2 = Math.floor(y / 2);\n const z2 = z - 1;\n const tile = this.tileList[[x2, y2, z2].join('_')];\n if (tile && tile.active) {\n tile.retain = true;\n return true;\n } else if (tile && tile.loaded) {\n tile.retain = true;\n }\n if (z2 > minZoom) {\n return this.retainParent(x2, y2, z2, minZoom);\n }\n return false;\n }\n\n public retainChildren(x: number, y: number, z: number, maxZoom: number) {\n for (let i = 2 * x; i < 2 * x + 2; i++) {\n for (let j = 2 * y; j < 2 * y + 2; j++) {\n const key = [i, j, z + 1].join('_');\n const tile = this.tileList[key];\n if (tile && tile.active) {\n tile.retain = true;\n continue;\n } else if (tile && tile.loaded) {\n tile.retain = true;\n }\n\n if (z + 1 < maxZoom) {\n this.retainChildren(i, j, z + 1, maxZoom);\n }\n }\n }\n }\n\n public destroyTile(tile: any) {\n const layerIndex = this.layer.layerChildren.indexOf(tile.imageLayer);\n if (layerIndex > -1) {\n this.layer.layerChildren.splice(layerIndex, 1);\n }\n\n tile.imageLayer.destroy();\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n\n // 清除 tileCache 中的存储 相当于 tileCache.setTile(tile, null)\n tile = null;\n }\n\n public removeOutTiles() {\n for (const key in this.tileList) {\n if (!this.tileList[key].retain) {\n // Tip: 不需要显示的瓦片对象\n const tile = this.tileCache.getTile(key);\n // Tip: 若是网格对象存在\n if (tile) {\n // Tip: hide 方法就是将相应的瓦片图片从渲染队列中剔除\n tile.imageLayer.hide();\n }\n delete this.tileList[key];\n }\n }\n }\n\n public removeTiles() {\n this.layer.layerChildren.forEach((layer: any) => {\n layer.destroy();\n });\n\n this.layer.layerChildren = [];\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n this.tileList = {};\n this.tileCache.destory();\n }\n}\n"],"file":"Tile.js"}
@@ -16,7 +16,7 @@ import { rgb2arr } from '@antv/l7-utils';
16
16
  import BaseModel from '../../core/BaseModel';
17
17
  import { LineTriangulation } from '../../core/triangulation';
18
18
  var line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_blur : 0.99;\nuniform float u_line_type: 0.0;\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\nvarying vec4 v_color;\n// varying vec2 v_normal;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\n// dash\nuniform float u_dash_offset : 0.0;\nuniform float u_dash_ratio : 0.1;\nvarying vec4 v_dash_array;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying mat4 styleMappingMat;\n// [animate, duration, interval, trailLength],\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = styleMappingMat[3].r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_distance_ratio);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n if(u_aimate.x == Animate) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n // dash line\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_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n float aDistance = styleMappingMat[3].g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = styleMappingMat[3].b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n \n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, vec2(u, v)));\n // gl_FragColor = filterColor(gl_FragColor + texture2D(u_texture, uv));\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n // gl_FragColor = (vec4(1.0, 0.0, 0.0, 1.0));\n \n // if(rV < r || rV > 1.0 - r) {\n // gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n // } \n // if(v > 0.9) {\n // gl_FragColor = vec4(0.17647, 0.43921568, 0.2, 1.0);\n // } else if(v < 0.1) {\n // gl_FragColor = vec4(0.17647, 0.43921568, 0.2, 1.0);\n // }\n\n // gl_FragColor = filterColor(gl_FragColor);\n}\n";
19
- var line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\nvarying vec2 v_normal;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n }\n if(u_aimate.x == Animate || u_linearColor == 1.0) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n }\n v_normal = vec2(reverse_offset_normal(a_Normal) * sign(a_Miter));\n\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n\n vec2 offset = project_pixel(size.xy);\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_Distance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n styleMappingMat[3][2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n styleMappingMat[3][3] = texV; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xy + offset, a_Size.y, 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, a_Size.y / 8.0, 1.0)); // \u989D\u5916\u9664 8.0 \u662F\u4E3A\u4E86\u548Cgaode1.x\u7684\u9AD8\u5EA6\u517C\u5BB9\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n lineHeight = lineHeight*2.0/pow(2.0, 20.0 - u_Zoom);\n }\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
19
+ var line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\nvarying vec2 v_normal;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\n\nuniform float u_opacity: 1.0;\nvarying mat4 styleMappingMat; // \u7528\u4E8E\u5C06\u5728\u9876\u70B9\u7740\u8272\u5668\u4E2D\u8BA1\u7B97\u597D\u7684\u6837\u5F0F\u503C\u4F20\u9012\u7ED9\u7247\u5143\n\n#pragma include \"styleMapping\"\n#pragma include \"styleMappingCalOpacity\"\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // distance_ratio/distance/pixelLen/texV\n );\n\n float rowCount = u_cellTypeLayout[0][0]; // \u5F53\u524D\u7684\u6570\u636E\u7EB9\u7406\u6709\u51E0\u884C\n float columnCount = u_cellTypeLayout[0][1]; // \u5F53\u770B\u5230\u6570\u636E\u7EB9\u7406\u6709\u51E0\u5217\n float columnWidth = 1.0/columnCount; // \u5217\u5BBD\n float rowHeight = 1.0/rowCount; // \u884C\u9AD8\n float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets\n float id = a_vertexId; // \u7B2Cn\u4E2A\u9876\u70B9\n float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u884C\n float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // \u8D77\u59CB\u70B9\u5728\u7B2C\u51E0\u5217\n \n // cell \u56FA\u5B9A\u987A\u5E8F opacity -> strokeOpacity -> strokeWidth -> stroke ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n }\n if(u_aimate.x == Animate || u_linearColor == 1.0) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n }\n v_normal = vec2(reverse_offset_normal(a_Normal) * sign(a_Miter));\n\n v_color = a_Color;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n\n vec2 offset = project_pixel(size.xy);\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n styleMappingMat[3][0] = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n styleMappingMat[3][1] = a_Distance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n styleMappingMat[3][2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n styleMappingMat[3][3] = texV; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float((a_Position.z)) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(project_pos.xy + offset, a_Size.y, 1.0));\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, a_Size.y / 8.0 + h, 1.0)); // \u989D\u5916\u9664 8.0 \u662F\u4E3A\u4E86\u548Cgaode1.x\u7684\u9AD8\u5EA6\u517C\u5BB9\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n lineHeight = lineHeight*2.0/pow(2.0, 20.0 - u_Zoom);\n }\n \n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
20
20
  var lineStyleObj = {
21
21
  solid: 0.0,
22
22
  dash: 1.0
@@ -82,7 +82,9 @@ var LineModel = function (_BaseModel) {
82
82
  _ref$lineTexture = _ref.lineTexture,
83
83
  lineTexture = _ref$lineTexture === void 0 ? false : _ref$lineTexture,
84
84
  _ref$iconStep = _ref.iconStep,
85
- iconStep = _ref$iconStep === void 0 ? 100 : _ref$iconStep;
85
+ iconStep = _ref$iconStep === void 0 ? 100 : _ref$iconStep,
86
+ _ref$vertexHeightScal = _ref.vertexHeightScale,
87
+ vertexHeightScale = _ref$vertexHeightScal === void 0 ? 20.0 : _ref$vertexHeightScal;
86
88
 
87
89
  if (dashArray.length === 2) {
88
90
  dashArray.push(0, 0);
@@ -146,7 +148,8 @@ var LineModel = function (_BaseModel) {
146
148
  u_textSize: [1024, this.iconService.canvasHeight || 128],
147
149
  u_linearColor: useLinearColor,
148
150
  u_sourceColor: sourceColorArr,
149
- u_targetColor: targetColorArr
151
+ u_targetColor: targetColorArr,
152
+ u_vertexScale: vertexHeightScale
150
153
  };
151
154
  }
152
155
  }, {
@@ -1 +1 @@
1
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feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n // }\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? 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URL.createObjectURL(url) : url;\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"line.js"}
1
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n IImage,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineTriangulation } from '../../core/triangulation';\nimport line_frag from '../shaders/line_frag.glsl';\nimport line_vert from '../shaders/line_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class LineModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5, 0, 0],\n lineTexture = false,\n iconStep = 100,\n vertexHeightScale = 20.0,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n // u_opacity: opacity === undefined ? 1 : opacity,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n u_line_type: lineStyleObj[lineType],\n u_dash_array: dashArray,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // 顶点高度 scale\n u_vertexScale: vertexHeightScale,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n return [\n this.layer.buildLayerModel({\n moduleName: 'line',\n vertexShader: line_vert,\n fragmentShader: line_frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: false },\n }),\n ];\n }\n protected registerBuiltinAttributes() {\n // const lineType = this\n // point layer size;\n const {\n lineType = 'solid',\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n // if (lineType === 'dash') {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3]];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'total_distance',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Total_Distance',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[5]];\n },\n },\n });\n // }\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n // @ts-ignore\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private loadImage(url: IImage) {\n return new Promise((resolve, reject) => {\n if (url instanceof HTMLImageElement) {\n resolve(url);\n return;\n }\n const image = new Image();\n image.crossOrigin = 'anonymous';\n image.onload = () => {\n resolve(image);\n };\n image.onerror = () => {\n reject(new Error('Could not load image at ' + url));\n };\n image.src = url instanceof File ? URL.createObjectURL(url) : url;\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"line.js"}
@@ -400,7 +400,7 @@ var TextModel = function (_BaseModel) {
400
400
  size = _feature$size2 === void 0 ? 1 : _feature$size2,
401
401
  _feature$textOffset = feature.textOffset,
402
402
  textOffset = _feature$textOffset === void 0 ? [0, 0] : _feature$textOffset;
403
- var shaping = shapeText(shape.toString(), mapping, size, textAnchor, 'center', spacing, textOffset, iconfont);
403
+ var shaping = shapeText(shape.toString(), mapping, size, textAnchor, 'left', spacing, textOffset, iconfont);
404
404
  var glyphQuads = getGlyphQuads(shaping, textOffset, false);
405
405
  feature.shaping = shaping;
406
406
  feature.glyphQuads = glyphQuads;
@@ -1 +1 @@
1
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{\n AttributeType,\n BlendType,\n gl,\n IEncodeFeature,\n ILayer,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { boundsContains, padBounds, rgb2arr } from '@antv/l7-utils';\nimport { isNumber, isString } from 'lodash';\nimport BaseModel, {\n styleColor,\n styleOffset,\n styleSingle,\n} from '../../core/BaseModel';\nimport CollisionIndex from '../../utils/collision-index';\nimport { calculateCentroid } from '../../utils/geo';\nimport {\n anchorType,\n getGlyphQuads,\n IGlyphQuad,\n shapeText,\n} from '../../utils/symbol-layout';\nimport textFrag from '../shaders/text_frag.glsl';\nimport textVert from '../shaders/text_vert.glsl';\ninterface IPointTextLayerStyleOptions {\n opacity: styleSingle;\n strokeWidth: styleSingle;\n stroke: styleColor;\n textOffset: [number, number];\n\n textAnchor: anchorType;\n spacing: number;\n padding: [number, number];\n halo: number;\n gamma: number;\n fontWeight: string;\n fontFamily: string;\n textAllowOverlap: boolean;\n}\nexport function TextTriangulation(feature: IEncodeFeature) {\n // @ts-ignore\n const that = this as TextModel;\n const id = feature.id as number;\n const vertices: number[] = [];\n const indices: number[] = [];\n\n if (!that.glyphInfoMap || !that.glyphInfoMap[id]) {\n return {\n vertices: [], // [ x, y, z, tex.x,tex.y, offset.x. offset.y]\n indices: [],\n size: 7,\n };\n }\n const centroid = that.glyphInfoMap[id].centroid as number[]; // 计算中心点\n const coord =\n centroid.length === 2 ? [centroid[0], centroid[1], 0] : centroid;\n that.glyphInfoMap[id].glyphQuads.forEach(\n (quad: IGlyphQuad, index: number) => {\n vertices.push(\n ...coord,\n quad.tex.x,\n quad.tex.y + quad.tex.height,\n quad.tl.x,\n quad.tl.y,\n ...coord,\n quad.tex.x + quad.tex.width,\n quad.tex.y + quad.tex.height,\n quad.tr.x,\n quad.tr.y,\n ...coord,\n quad.tex.x + quad.tex.width,\n quad.tex.y,\n quad.br.x,\n quad.br.y,\n ...coord,\n quad.tex.x,\n quad.tex.y,\n quad.bl.x,\n quad.bl.y,\n );\n indices.push(\n 0 + index * 4,\n 1 + index * 4,\n 2 + index * 4,\n 2 + index * 4,\n 3 + index * 4,\n 0 + index * 4,\n );\n },\n );\n return {\n vertices, // [ x, y, z, tex.x,tex.y, offset.x. offset.y]\n indices,\n size: 7,\n };\n}\n\nexport default class TextModel extends BaseModel {\n public glyphInfo: IEncodeFeature[];\n public glyphInfoMap: {\n [key: string]: {\n shaping: any;\n glyphQuads: IGlyphQuad[];\n centroid: number[];\n };\n } = {};\n private texture: ITexture2D;\n private currentZoom: number = -1;\n private extent: [[number, number], [number, number]];\n private textureHeight: number = 0;\n private textCount: number = 0;\n private preTextStyle: Partial<IPointTextLayerStyleOptions> = {};\n public getUninforms(): IModelUniform {\n const {\n opacity = 1.0,\n stroke = '#fff',\n strokeWidth = 0,\n textAnchor = 'center',\n textAllowOverlap = false,\n halo = 0.5,\n gamma = 2.0,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n const { canvas, mapping } = this.fontService;\n if (Object.keys(mapping).length !== this.textCount) {\n this.updateTexture();\n this.textCount = Object.keys(mapping).length;\n }\n this.preTextStyle = {\n textAnchor,\n textAllowOverlap,\n };\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeWidth,\n stroke,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\n strokeWidth,\n stroke,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n\n u_sdf_map: this.texture,\n u_halo_blur: halo,\n u_gamma_scale: gamma,\n u_sdf_map_size: [canvas.width, canvas.height],\n };\n }\n\n public initModels(): IModel[] {\n this.layer.on('remapping', this.buildModels);\n this.extent = this.textExtent();\n const {\n textAnchor = 'center',\n textAllowOverlap = true,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n this.preTextStyle = {\n textAnchor,\n textAllowOverlap,\n };\n return this.buildModels();\n }\n\n public buildModels = () => {\n this.initGlyph();\n this.updateTexture();\n this.filterGlyphs();\n this.reBuildModel();\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointText',\n vertexShader: textVert,\n fragmentShader: textFrag,\n triangulation: TextTriangulation.bind(this),\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n };\n public needUpdate() {\n const {\n textAllowOverlap = false,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n // textAllowOverlap 发生改变\n const zoom = this.mapService.getZoom();\n const extent = this.mapService.getBounds();\n const flag = boundsContains(this.extent, extent);\n // 文本不能压盖则进行过滤\n if (\n (!textAllowOverlap && (Math.abs(this.currentZoom - zoom) > 1 || !flag)) ||\n textAllowOverlap !== this.preTextStyle.textAllowOverlap\n ) {\n this.reBuildModel();\n return true;\n }\n return false;\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n this.layer.off('remapping', this.buildModels);\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'rotate',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Rotate',\n buffer: {\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { rotate = 0 } = feature;\n return Array.isArray(rotate) ? [rotate[0]] : [rotate as number];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'textOffsets',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_textOffsets',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n // console.log([vertex[5], vertex[6]])\n return [vertex[5], vertex[6]];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 12 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'textUv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_tex',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n private textExtent(): [[number, number], [number, number]] {\n const bounds = this.mapService.getBounds();\n return padBounds(bounds, 0.5);\n }\n /**\n * 生成文字纹理(生成文字纹理字典)\n */\n private initTextFont() {\n const {\n fontWeight = '400',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = shape.toString();\n for (const char of shape) {\n // 去重\n if (characterSet.indexOf(char) === -1) {\n characterSet.push(char);\n }\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n iconfont: false,\n });\n }\n\n /**\n * 生成 iconfont 纹理字典\n */\n private initIconFontTex() {\n const {\n fontWeight = '400',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = `${shape}`;\n if (characterSet.indexOf(shape) === -1) {\n characterSet.push(shape);\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n iconfont: true,\n });\n }\n\n /**\n * 生成文字布局(对照文字纹理字典提取对应文字的位置很好信息)\n */\n private generateGlyphLayout(iconfont: boolean) {\n // TODO:更新文字布局\n const { mapping } = this.fontService;\n const {\n spacing = 2,\n textAnchor = 'center',\n // textOffset,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n const data = this.layer.getEncodedData();\n\n this.glyphInfo = data.map((feature: IEncodeFeature) => {\n const { shape = '', id, size = 1, textOffset = [0, 0] } = feature;\n\n const shaping = shapeText(\n shape.toString(),\n mapping,\n // @ts-ignore\n size,\n textAnchor,\n 'center',\n spacing,\n textOffset,\n iconfont,\n );\n const glyphQuads = getGlyphQuads(shaping, textOffset, false);\n feature.shaping = shaping;\n feature.glyphQuads = glyphQuads;\n // feature.centroid = calculteCentroid(coordinates);\n\n feature.centroid = calculateCentroid(feature.coordinates);\n\n // 此时地图高德2.0 originCentroid == centroid\n feature.originCentroid =\n feature.version === 'GAODE2.x'\n ? calculateCentroid(feature.originCoordinates)\n : (feature.originCentroid = feature.centroid);\n\n this.glyphInfoMap[id as number] = {\n shaping,\n glyphQuads,\n centroid: calculateCentroid(feature.coordinates),\n };\n return feature;\n });\n }\n /**\n * 文字避让 depend on originCentorid\n */\n private filterGlyphs() {\n const {\n padding = [4, 4],\n textAllowOverlap = false,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n if (textAllowOverlap) {\n // 如果允许文本覆盖\n // this.layer.setEncodedData(this.glyphInfo);\n return;\n }\n this.glyphInfoMap = {};\n this.currentZoom = this.mapService.getZoom();\n this.extent = this.textExtent();\n const { width, height } = this.rendererService.getViewportSize();\n const collisionIndex = new CollisionIndex(width, height);\n const filterData = this.glyphInfo.filter((feature: IEncodeFeature) => {\n const { shaping, id = 0 } = feature;\n // const centroid = feature.centroid as [number, number];\n // const centroid = feature.originCentroid as [number, number];\n const centroid = (feature.version === 'GAODE2.x'\n ? feature.originCentroid\n : feature.centroid) as [number, number];\n const size = feature.size as number;\n const fontScale: number = size / 24;\n const pixels = this.mapService.lngLatToContainer(centroid);\n const { box } = collisionIndex.placeCollisionBox({\n x1: shaping.left * fontScale - padding[0],\n x2: shaping.right * fontScale + padding[0],\n y1: shaping.top * fontScale - padding[1],\n y2: shaping.bottom * fontScale + padding[1],\n anchorPointX: pixels.x,\n anchorPointY: pixels.y,\n });\n if (box && box.length) {\n // TODO:featureIndex\n collisionIndex.insertCollisionBox(box, id);\n return true;\n } else {\n return false;\n }\n });\n filterData.forEach((item) => {\n // @ts-ignore\n this.glyphInfoMap[item.id as number] = item;\n });\n // this.layer.setEncodedData(filterData);\n }\n /**\n * 初始化文字布局\n */\n private initGlyph() {\n const { iconfont = false } = this.layer.getLayerConfig();\n // 1.生成文字纹理(或是生成 iconfont)\n iconfont ? this.initIconFontTex() : this.initTextFont();\n // this.initTextFont();\n\n // 2.生成文字布局\n this.generateGlyphLayout(iconfont);\n }\n /**\n * 更新文字纹理\n */\n private updateTexture() {\n const { createTexture2D } = this.rendererService;\n const { canvas } = this.fontService;\n this.textureHeight = canvas.height;\n if (this.texture) {\n this.texture.destroy();\n }\n\n this.texture = createTexture2D({\n data: canvas,\n mag: gl.LINEAR,\n min: gl.LINEAR,\n width: canvas.width,\n height: canvas.height,\n });\n }\n\n private reBuildModel() {\n this.filterGlyphs();\n this.layer.models = [\n this.layer.buildLayerModel({\n moduleName: 'pointText',\n vertexShader: textVert,\n fragmentShader: textFrag,\n triangulation: TextTriangulation.bind(this),\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n}\n"],"file":"text.js"}
1
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{\n AttributeType,\n BlendType,\n gl,\n IEncodeFeature,\n ILayer,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\nimport { boundsContains, padBounds, rgb2arr } from '@antv/l7-utils';\nimport { isNumber, isString } from 'lodash';\nimport BaseModel, {\n styleColor,\n styleOffset,\n styleSingle,\n} from '../../core/BaseModel';\nimport CollisionIndex from '../../utils/collision-index';\nimport { calculateCentroid } from '../../utils/geo';\nimport {\n anchorType,\n getGlyphQuads,\n IGlyphQuad,\n shapeText,\n} from '../../utils/symbol-layout';\nimport textFrag from '../shaders/text_frag.glsl';\nimport textVert from '../shaders/text_vert.glsl';\ninterface IPointTextLayerStyleOptions {\n opacity: styleSingle;\n strokeWidth: styleSingle;\n stroke: styleColor;\n textOffset: [number, number];\n\n textAnchor: anchorType;\n spacing: number;\n padding: [number, number];\n halo: number;\n gamma: number;\n fontWeight: string;\n fontFamily: string;\n textAllowOverlap: boolean;\n}\nexport function TextTriangulation(feature: IEncodeFeature) {\n // @ts-ignore\n const that = this as TextModel;\n const id = feature.id as number;\n const vertices: number[] = [];\n const indices: number[] = [];\n\n if (!that.glyphInfoMap || !that.glyphInfoMap[id]) {\n return {\n vertices: [], // [ x, y, z, tex.x,tex.y, offset.x. offset.y]\n indices: [],\n size: 7,\n };\n }\n const centroid = that.glyphInfoMap[id].centroid as number[]; // 计算中心点\n const coord =\n centroid.length === 2 ? [centroid[0], centroid[1], 0] : centroid;\n that.glyphInfoMap[id].glyphQuads.forEach(\n (quad: IGlyphQuad, index: number) => {\n vertices.push(\n ...coord,\n quad.tex.x,\n quad.tex.y + quad.tex.height,\n quad.tl.x,\n quad.tl.y,\n ...coord,\n quad.tex.x + quad.tex.width,\n quad.tex.y + quad.tex.height,\n quad.tr.x,\n quad.tr.y,\n ...coord,\n quad.tex.x + quad.tex.width,\n quad.tex.y,\n quad.br.x,\n quad.br.y,\n ...coord,\n quad.tex.x,\n quad.tex.y,\n quad.bl.x,\n quad.bl.y,\n );\n indices.push(\n 0 + index * 4,\n 1 + index * 4,\n 2 + index * 4,\n 2 + index * 4,\n 3 + index * 4,\n 0 + index * 4,\n );\n },\n );\n return {\n vertices, // [ x, y, z, tex.x,tex.y, offset.x. offset.y]\n indices,\n size: 7,\n };\n}\n\nexport default class TextModel extends BaseModel {\n public glyphInfo: IEncodeFeature[];\n public glyphInfoMap: {\n [key: string]: {\n shaping: any;\n glyphQuads: IGlyphQuad[];\n centroid: number[];\n };\n } = {};\n private texture: ITexture2D;\n private currentZoom: number = -1;\n private extent: [[number, number], [number, number]];\n private textureHeight: number = 0;\n private textCount: number = 0;\n private preTextStyle: Partial<IPointTextLayerStyleOptions> = {};\n public getUninforms(): IModelUniform {\n const {\n opacity = 1.0,\n stroke = '#fff',\n strokeWidth = 0,\n textAnchor = 'center',\n textAllowOverlap = false,\n halo = 0.5,\n gamma = 2.0,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n const { canvas, mapping } = this.fontService;\n if (Object.keys(mapping).length !== this.textCount) {\n this.updateTexture();\n this.textCount = Object.keys(mapping).length;\n }\n this.preTextStyle = {\n textAnchor,\n textAllowOverlap,\n };\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({\n opacity,\n strokeWidth,\n stroke,\n })\n ) {\n this.judgeStyleAttributes({\n opacity,\n strokeWidth,\n stroke,\n });\n\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_stroke_width: isNumber(strokeWidth) ? strokeWidth : 0.0,\n u_stroke_color: this.getStrokeColor(stroke),\n\n u_sdf_map: this.texture,\n u_halo_blur: halo,\n u_gamma_scale: gamma,\n u_sdf_map_size: [canvas.width, canvas.height],\n };\n }\n\n public initModels(): IModel[] {\n this.layer.on('remapping', this.buildModels);\n this.extent = this.textExtent();\n const {\n textAnchor = 'center',\n textAllowOverlap = true,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n this.preTextStyle = {\n textAnchor,\n textAllowOverlap,\n };\n return this.buildModels();\n }\n\n public buildModels = () => {\n this.initGlyph();\n this.updateTexture();\n this.filterGlyphs();\n this.reBuildModel();\n return [\n this.layer.buildLayerModel({\n moduleName: 'pointText',\n vertexShader: textVert,\n fragmentShader: textFrag,\n triangulation: TextTriangulation.bind(this),\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n };\n public needUpdate() {\n const {\n textAllowOverlap = false,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n // textAllowOverlap 发生改变\n const zoom = this.mapService.getZoom();\n const extent = this.mapService.getBounds();\n const flag = boundsContains(this.extent, extent);\n // 文本不能压盖则进行过滤\n if (\n (!textAllowOverlap && (Math.abs(this.currentZoom - zoom) > 1 || !flag)) ||\n textAllowOverlap !== this.preTextStyle.textAllowOverlap\n ) {\n this.reBuildModel();\n return true;\n }\n return false;\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n this.layer.off('remapping', this.buildModels);\n }\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'rotate',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Rotate',\n buffer: {\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { rotate = 0 } = feature;\n return Array.isArray(rotate) ? [rotate[0]] : [rotate as number];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'textOffsets',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_textOffsets',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n // console.log([vertex[5], vertex[6]])\n return [vertex[5], vertex[6]];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 12 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'textUv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_tex',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n private textExtent(): [[number, number], [number, number]] {\n const bounds = this.mapService.getBounds();\n return padBounds(bounds, 0.5);\n }\n /**\n * 生成文字纹理(生成文字纹理字典)\n */\n private initTextFont() {\n const {\n fontWeight = '400',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = shape.toString();\n for (const char of shape) {\n // 去重\n if (characterSet.indexOf(char) === -1) {\n characterSet.push(char);\n }\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n iconfont: false,\n });\n }\n\n /**\n * 生成 iconfont 纹理字典\n */\n private initIconFontTex() {\n const {\n fontWeight = '400',\n fontFamily = 'sans-serif',\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n const data = this.layer.getEncodedData();\n const characterSet: string[] = [];\n data.forEach((item: IEncodeFeature) => {\n let { shape = '' } = item;\n shape = `${shape}`;\n if (characterSet.indexOf(shape) === -1) {\n characterSet.push(shape);\n }\n });\n this.fontService.setFontOptions({\n characterSet,\n fontWeight,\n fontFamily,\n iconfont: true,\n });\n }\n\n /**\n * 生成文字布局(对照文字纹理字典提取对应文字的位置很好信息)\n */\n private generateGlyphLayout(iconfont: boolean) {\n // TODO:更新文字布局\n const { mapping } = this.fontService;\n const {\n spacing = 2,\n textAnchor = 'center',\n // textOffset,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n const data = this.layer.getEncodedData();\n\n this.glyphInfo = data.map((feature: IEncodeFeature) => {\n const { shape = '', id, size = 1, textOffset = [0, 0] } = feature;\n\n const shaping = shapeText(\n shape.toString(),\n mapping,\n // @ts-ignore\n size,\n textAnchor,\n 'left',\n spacing,\n textOffset,\n iconfont,\n );\n const glyphQuads = getGlyphQuads(shaping, textOffset, false);\n feature.shaping = shaping;\n feature.glyphQuads = glyphQuads;\n // feature.centroid = calculteCentroid(coordinates);\n\n feature.centroid = calculateCentroid(feature.coordinates);\n\n // 此时地图高德2.0 originCentroid == centroid\n feature.originCentroid =\n feature.version === 'GAODE2.x'\n ? calculateCentroid(feature.originCoordinates)\n : (feature.originCentroid = feature.centroid);\n\n this.glyphInfoMap[id as number] = {\n shaping,\n glyphQuads,\n centroid: calculateCentroid(feature.coordinates),\n };\n return feature;\n });\n }\n /**\n * 文字避让 depend on originCentorid\n */\n private filterGlyphs() {\n const {\n padding = [4, 4],\n textAllowOverlap = false,\n } = this.layer.getLayerConfig() as IPointTextLayerStyleOptions;\n if (textAllowOverlap) {\n // 如果允许文本覆盖\n // this.layer.setEncodedData(this.glyphInfo);\n return;\n }\n this.glyphInfoMap = {};\n this.currentZoom = this.mapService.getZoom();\n this.extent = this.textExtent();\n const { width, height } = this.rendererService.getViewportSize();\n const collisionIndex = new CollisionIndex(width, height);\n const filterData = this.glyphInfo.filter((feature: IEncodeFeature) => {\n const { shaping, id = 0 } = feature;\n // const centroid = feature.centroid as [number, number];\n // const centroid = feature.originCentroid as [number, number];\n const centroid = (feature.version === 'GAODE2.x'\n ? feature.originCentroid\n : feature.centroid) as [number, number];\n const size = feature.size as number;\n const fontScale: number = size / 24;\n const pixels = this.mapService.lngLatToContainer(centroid);\n const { box } = collisionIndex.placeCollisionBox({\n x1: shaping.left * fontScale - padding[0],\n x2: shaping.right * fontScale + padding[0],\n y1: shaping.top * fontScale - padding[1],\n y2: shaping.bottom * fontScale + padding[1],\n anchorPointX: pixels.x,\n anchorPointY: pixels.y,\n });\n if (box && box.length) {\n // TODO:featureIndex\n collisionIndex.insertCollisionBox(box, id);\n return true;\n } else {\n return false;\n }\n });\n filterData.forEach((item) => {\n // @ts-ignore\n this.glyphInfoMap[item.id as number] = item;\n });\n // this.layer.setEncodedData(filterData);\n }\n /**\n * 初始化文字布局\n */\n private initGlyph() {\n const { iconfont = false } = this.layer.getLayerConfig();\n // 1.生成文字纹理(或是生成 iconfont)\n iconfont ? this.initIconFontTex() : this.initTextFont();\n // this.initTextFont();\n\n // 2.生成文字布局\n this.generateGlyphLayout(iconfont);\n }\n /**\n * 更新文字纹理\n */\n private updateTexture() {\n const { createTexture2D } = this.rendererService;\n const { canvas } = this.fontService;\n this.textureHeight = canvas.height;\n if (this.texture) {\n this.texture.destroy();\n }\n\n this.texture = createTexture2D({\n data: canvas,\n mag: gl.LINEAR,\n min: gl.LINEAR,\n width: canvas.width,\n height: canvas.height,\n });\n }\n\n private reBuildModel() {\n this.filterGlyphs();\n this.layer.models = [\n this.layer.buildLayerModel({\n moduleName: 'pointText',\n vertexShader: textVert,\n fragmentShader: textFrag,\n triangulation: TextTriangulation.bind(this),\n depth: { enable: false },\n blend: this.getBlend(),\n }),\n ];\n }\n}\n"],"file":"text.js"}
@@ -191,8 +191,8 @@ var ExtrudePolyline = function () {
191
191
  vec2.add(out2, this.normal, lineA);
192
192
  normals.push(out2[0], out2[1], 0);
193
193
  normals.push(out1[0], out1[1], 0);
194
- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, -this.thickness, 0);
195
- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, this.thickness, 0);
194
+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, -this.thickness, last[2] | 0);
195
+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, this.thickness, last[2] | 0);
196
196
  } else {
197
197
  this.extrusions(positions, normals, last, this.normal, this.thickness, this.totalDistance - segmentDistance);
198
198
  }
@@ -212,8 +212,8 @@ var ExtrudePolyline = function () {
212
212
  vec2.add(_out, lineA, this.normal);
213
213
  normals.push(_out2[0], _out2[1], 0);
214
214
  normals.push(_out[0], _out[1], 0);
215
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
216
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
215
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
216
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
217
217
  } else {
218
218
  this.extrusions(positions, normals, cur, this.normal, this.thickness, this.totalDistance);
219
219
  }
@@ -246,14 +246,14 @@ var ExtrudePolyline = function () {
246
246
  if (bevel) {
247
247
  normals.push(this.normal[0], this.normal[1], 0);
248
248
  normals.push(miter[0], miter[1], 0);
249
- positions.push(cur[0], cur[1], 0, this.totalDistance, -this.thickness * flip, 0);
250
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness * flip, 0);
249
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
250
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness * flip, cur[2] | 0);
251
251
  indices.push.apply(indices, _toConsumableArray(this.lastFlip !== -flip ? [index, index + 2, index + 3] : [index + 2, index + 1, index + 3]));
252
252
  indices.push(index + 2, index + 3, index + 4);
253
253
  computeNormal(tmp, lineB);
254
254
  vec2.copy(this.normal, tmp);
255
255
  normals.push(this.normal[0], this.normal[1], 0);
256
- positions.push(cur[0], cur[1], 0, this.totalDistance, -this.thickness * flip, 0);
256
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
257
257
  count += 3;
258
258
  } else {
259
259
  this.extrusions(positions, normals, cur, miter, miterLen, this.totalDistance);
@@ -302,8 +302,8 @@ var ExtrudePolyline = function () {
302
302
  vec2.add(out2, this.normal, lineA);
303
303
  normals.push(out2[0], out2[1], 0);
304
304
  normals.push(out1[0], out1[1], 0);
305
- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, -this.thickness, 0);
306
- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, this.thickness, 0);
305
+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, -this.thickness, last[2] | 0);
306
+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, this.thickness, last[2] | 0);
307
307
  } else {
308
308
  this.extrusions(positions, normals, last, this.normal, this.thickness, this.totalDistance - segmentDistance);
309
309
  }
@@ -323,8 +323,8 @@ var ExtrudePolyline = function () {
323
323
  vec2.add(_out3, lineA, this.normal);
324
324
  normals.push(_out4[0], _out4[1], 0);
325
325
  normals.push(_out3[0], _out3[1], 0);
326
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
327
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
326
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
327
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
328
328
  } else {
329
329
  this.extrusions(positions, normals, cur, this.normal, this.thickness, this.totalDistance);
330
330
  }
@@ -359,14 +359,14 @@ var ExtrudePolyline = function () {
359
359
  if (bevel) {
360
360
  normals.push(this.normal[0], this.normal[1], 0);
361
361
  normals.push(miter[0], miter[1], 0);
362
- positions.push(cur[0], cur[1], 0, this.totalDistance, -this.thickness * flip, 0);
363
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness * flip, 0);
362
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
363
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness * flip, cur[2] | 0);
364
364
  indices.push.apply(indices, _toConsumableArray(this.lastFlip !== -flip ? [index, index + 2, index + 3] : [index + 2, index + 1, index + 3]));
365
365
  indices.push(index + 2, index + 3, index + 4);
366
366
  computeNormal(tmp, lineB);
367
367
  vec2.copy(this.normal, tmp);
368
368
  normals.push(this.normal[0], this.normal[1], 0);
369
- positions.push(cur[0], cur[1], 0, this.totalDistance, -this.thickness * flip, 0);
369
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
370
370
  count += 3;
371
371
  } else {
372
372
  this.extrusions(positions, normals, cur, miter, miterLen, this.totalDistance);
@@ -386,8 +386,8 @@ var ExtrudePolyline = function () {
386
386
  value: function extrusions(positions, normals, point, normal, thickness, distanceRadio) {
387
387
  normals.push(normal[0], normal[1], 0);
388
388
  normals.push(normal[0], normal[1], 0);
389
- positions.push(point[0], point[1], 0, distanceRadio, -thickness, 0);
390
- positions.push(point[0], point[1], 0, distanceRadio, thickness, 0);
389
+ positions.push(point[0], point[1], point[2] | 0, distanceRadio, -thickness, point[2] | 0);
390
+ positions.push(point[0], point[1], point[2] | 0, distanceRadio, thickness, point[2] | 0);
391
391
  }
392
392
  }, {
393
393
  key: "lineSegmentDistance",