@antv/l7-layers 2.5.54 → 2.5.55

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.
@@ -16,7 +16,7 @@ import { rgb2arr } from '@antv/l7-utils';
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  import BaseModel from '../../core/BaseModel';
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  import { LineTriangulation } from '../../core/triangulation';
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  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";
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- 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";
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+ 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 float h = float((a_Position.z)); // \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, 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 * 20.0, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
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  var lineStyleObj = {
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  solid: 0.0,
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  dash: 1.0
@@ -191,8 +191,8 @@ var ExtrudePolyline = function () {
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  vec2.add(out2, this.normal, lineA);
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  normals.push(out2[0], out2[1], 0);
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  normals.push(out1[0], out1[1], 0);
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- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, -this.thickness, 0);
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- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, this.thickness, 0);
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+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, -this.thickness, last[2] | 0);
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+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, this.thickness, last[2] | 0);
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  } else {
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  this.extrusions(positions, normals, last, this.normal, this.thickness, this.totalDistance - segmentDistance);
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  }
@@ -212,8 +212,8 @@ var ExtrudePolyline = function () {
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  vec2.add(_out, lineA, this.normal);
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  normals.push(_out2[0], _out2[1], 0);
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  normals.push(_out[0], _out[1], 0);
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- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
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- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
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+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
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+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
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  } else {
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  this.extrusions(positions, normals, cur, this.normal, this.thickness, this.totalDistance);
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  }
@@ -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",
@@ -1 +1 @@
1
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{ aProjectFlat } from '@antv/l7-utils';\nimport { vec2 } from 'gl-matrix';\nconst tmp = vec2.create();\nconst capEnd = vec2.create();\nconst lineA = vec2.create();\nconst lineB = vec2.create();\nconst tangent = vec2.create();\n\nexport function computeMiter(\n lineTangent: vec2,\n miter: vec2,\n start: vec2,\n end: vec2,\n halfThick: number,\n): [number, vec2] {\n vec2.add(lineTangent, start, end);\n vec2.normalize(lineTangent, lineTangent);\n miter = vec2.fromValues(-lineTangent[1], lineTangent[0]);\n const tmpvec = vec2.fromValues(-start[1], start[0]);\n return [halfThick / vec2.dot(miter, tmpvec), miter];\n}\nexport function computeNormal(out: vec2, dir: vec2) {\n return vec2.set(out, -dir[1], dir[0]);\n}\n\nexport function direction(out: vec2, a: vec2, b: vec2) {\n vec2.sub(out, a, b);\n vec2.normalize(out, out);\n return out;\n}\n\nfunction isPointEqual(a: vec2, b: vec2) {\n return a[0] === b[0] && a[1] === b[1];\n}\n\nfunction getArrayUnique(matrix: number[][]) {\n const map = new Map();\n for (let i = 0; i < matrix.length; i++) {\n const key = matrix[0].toString() + '-' + matrix[1].toString();\n if (map.get(key)) {\n matrix.splice(i, 1);\n i++;\n } else {\n map.set(key, key);\n }\n }\n return matrix;\n}\n\nexport interface IExtrudeLineOption {\n join: string;\n cap: string;\n dash: boolean;\n closed: boolean;\n indexOffset: number;\n miterLimit: number;\n thickness: number;\n}\nexport default class ExtrudePolyline {\n public complex: {\n positions: number[];\n indices: number[];\n normals: number[];\n startIndex: number;\n };\n private join: string;\n private cap: string;\n private miterLimit: number;\n private thickness: number;\n private normal: vec2 | null;\n private lastFlip: number = -1;\n private miter: vec2 = vec2.fromValues(0, 0);\n private started: boolean = false;\n private dash: boolean = false;\n private totalDistance: number = 0;\n\n constructor(opts: Partial<IExtrudeLineOption> = {}) {\n this.join = opts.join || 'miter';\n this.cap = opts.cap || 'butt';\n this.miterLimit = opts.miterLimit || 10;\n this.thickness = opts.thickness || 1;\n this.dash = opts.dash || false;\n this.complex = {\n positions: [],\n indices: [],\n normals: [],\n startIndex: 0,\n };\n }\n\n public extrude_gaode2(points: number[][], originPoints: number[][]) {\n const complex = this.complex;\n if (points.length <= 1) {\n return complex;\n }\n this.lastFlip = -1;\n this.started = false;\n this.normal = null;\n this.totalDistance = 0;\n // 去除数组里重复的点\n // points = getArrayUnique(points);\n const total = points.length;\n let count = complex.startIndex;\n for (let i = 1; i < total; i++) {\n const last = points[i - 1] as vec2;\n const originLast = originPoints[i - 1] as vec2;\n\n const cur = points[i] as vec2;\n const originCur = originPoints[i] as vec2;\n\n const next = i < points.length - 1 ? points[i + 1] : null;\n const originNext =\n i < originPoints.length - 1 ? originPoints[i + 1] : null;\n\n const amt = this.segment_gaode2(\n complex,\n count,\n last,\n cur,\n next as vec2,\n originLast,\n originCur,\n originNext as vec2,\n );\n count += amt;\n }\n if (this.dash) {\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n }\n complex.startIndex = complex.positions.length / 6;\n return complex;\n }\n public extrude(points: number[][]) {\n const complex = this.complex;\n if (points.length <= 1) {\n return complex;\n }\n this.lastFlip = -1;\n this.started = false;\n this.normal = null;\n this.totalDistance = 0;\n // 去除数组里重复的点\n // points = getArrayUnique(points);\n const total = points.length;\n let count = complex.startIndex;\n for (let i = 1; i < total; i++) {\n const last = points[i - 1] as vec2;\n const cur = points[i] as vec2;\n const next = i < points.length - 1 ? points[i + 1] : null;\n const amt = this.segment(complex, count, last, cur, next as vec2);\n count += amt;\n }\n if (this.dash) {\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n }\n complex.startIndex = complex.positions.length / 6;\n return complex;\n }\n private segment_gaode2(\n complex: any,\n index: number,\n last: vec2,\n cur: vec2,\n next: vec2,\n originLast: vec2,\n originCur: vec2,\n originNext: vec2,\n ) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const normals = complex.normals;\n const capSquare = this.cap === 'square';\n const joinBevel = this.join === 'bevel';\n const flatCur = aProjectFlat([originCur[0], originCur[1]]) as [\n number,\n number,\n ];\n const flatLast = aProjectFlat([originLast[0], originLast[1]]) as [\n number,\n number,\n ];\n direction(lineA, cur, last);\n let segmentDistance = 0;\n if (this.dash) {\n segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n }\n\n if (!this.normal) {\n this.normal = vec2.create();\n computeNormal(this.normal, lineA);\n }\n if (!this.started) {\n this.started = true;\n\n // if the end cap is type square, we can just push the verts out a bit\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.add(out1, this.normal, lineA);\n vec2.add(out2, this.normal, lineA);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n last[0],\n last[1],\n 0,\n this.totalDistance - segmentDistance,\n -this.thickness,\n 0,\n );\n positions.push(\n last[0],\n last[1],\n 0,\n this.totalDistance - segmentDistance,\n this.thickness,\n 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n last,\n this.normal,\n this.thickness,\n this.totalDistance - segmentDistance,\n );\n }\n }\n\n indices.push(index + 0, index + 1, index + 2);\n\n if (!next) {\n computeNormal(this.normal, lineA);\n if (capSquare) {\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.sub(out2, lineA, this.normal);\n 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[index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n count += 2;\n } else {\n if (isPointEqual(cur, next)) {\n vec2.add(\n next,\n cur,\n vec2.normalize(next, vec2.subtract(next, cur, last)),\n );\n }\n direction(lineB, next, cur);\n // stores tangent & miter\n\n const [miterLen, miter] = computeMiter(\n tangent,\n vec2.create(),\n lineA,\n lineB,\n this.thickness,\n );\n // normal(tmp, lineA)\n\n // get orientation\n let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;\n let bevel = joinBevel;\n if (!bevel && this.join === 'miter') {\n const limit = miterLen;\n if (limit > this.miterLimit) {\n bevel = true;\n }\n }\n\n if (bevel) {\n normals.push(this.normal[0], this.normal[1], 0);\n normals.push(miter[0], miter[1], 0);\n\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n -this.thickness * flip,\n 0,\n );\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n this.thickness * flip,\n 0,\n );\n indices.push(\n ...(this.lastFlip !== -flip\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n // now add the bevel triangle\n indices.push(index + 2, index + 3, index + 4);\n\n computeNormal(tmp, lineB);\n vec2.copy(this.normal, tmp); // store normal for next round\n normals.push(this.normal[0], this.normal[1], 0);\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n -this.thickness * flip,\n 0,\n );\n count += 3;\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n miter,\n miterLen,\n this.totalDistance,\n );\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n flip = -1;\n\n // the miter is now the normal for our next join\n vec2.copy(this.normal, miter);\n count += 2;\n }\n this.lastFlip = flip;\n }\n return count;\n }\n private segment(\n complex: any,\n index: number,\n last: vec2,\n cur: vec2,\n next: vec2,\n ) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const normals = complex.normals;\n const capSquare = this.cap === 'square';\n const joinBevel = this.join === 'bevel';\n const flatCur = aProjectFlat([cur[0], cur[1]]) as [number, number];\n const flatLast = aProjectFlat([last[0], last[1]]) as [number, number];\n direction(lineA, flatCur, flatLast);\n let segmentDistance = 0;\n if (this.dash) {\n segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n }\n\n if (!this.normal) {\n this.normal = vec2.create();\n computeNormal(this.normal, lineA);\n }\n if (!this.started) {\n this.started = true;\n\n // if the end cap is type square, we can just push the verts out a bit\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.add(out1, this.normal, lineA);\n vec2.add(out2, this.normal, lineA);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n last[0],\n last[1],\n 0,\n this.totalDistance - segmentDistance,\n -this.thickness,\n 0,\n );\n positions.push(\n last[0],\n last[1],\n 0,\n this.totalDistance - segmentDistance,\n this.thickness,\n 0,\n );\n\n // this.extrusions(positions, normals, last, out, this.thickness);\n // last = capEnd;\n } else {\n this.extrusions(\n positions,\n normals,\n last,\n this.normal,\n this.thickness,\n this.totalDistance - segmentDistance,\n );\n }\n }\n\n indices.push(index + 0, index + 1, index + 2);\n\n if (!next) {\n computeNormal(this.normal, lineA);\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, cur, lineA, this.thickness);\n // cur = capEnd;\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.sub(out2, lineA, this.normal);\n vec2.add(out1, lineA, this.normal);\n // this.extrusions(positions, normals, cur, out, this.thickness);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n this.thickness,\n 0,\n );\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n this.thickness,\n 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n this.normal,\n this.thickness,\n this.totalDistance,\n );\n }\n\n // this.extrusions(positions, normals, cur, this.normal, this.thickness);\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n count += 2;\n } else {\n const flatNext = aProjectFlat([next[0], next[1]]) as [number, number];\n if (isPointEqual(flatCur, flatNext)) {\n vec2.add(\n flatNext,\n flatCur,\n vec2.normalize(flatNext, vec2.subtract(flatNext, flatCur, flatLast)),\n );\n }\n direction(lineB, flatNext, flatCur);\n\n // stores tangent & miter\n\n const [miterLen, miter] = computeMiter(\n tangent,\n vec2.create(),\n lineA,\n lineB,\n this.thickness,\n );\n // normal(tmp, lineA)\n\n // get orientation\n let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;\n let bevel = joinBevel;\n if (!bevel && this.join === 'miter') {\n const limit = miterLen;\n if (limit > this.miterLimit) {\n bevel = true;\n }\n }\n\n if (bevel) {\n normals.push(this.normal[0], this.normal[1], 0);\n normals.push(miter[0], miter[1], 0);\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n -this.thickness * flip,\n 0,\n );\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n this.thickness * flip,\n 0,\n );\n indices.push(\n ...(this.lastFlip !== -flip\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n // now add the bevel triangle\n indices.push(index + 2, index + 3, index + 4);\n\n computeNormal(tmp, lineB);\n vec2.copy(this.normal, tmp); // store normal for next round\n normals.push(this.normal[0], this.normal[1], 0);\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n -this.thickness * flip,\n 0,\n );\n count += 3;\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n miter,\n miterLen,\n this.totalDistance,\n );\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n flip = -1;\n\n // the miter is now the normal for our next join\n vec2.copy(this.normal, miter);\n count += 2;\n }\n this.lastFlip = flip;\n }\n return count;\n }\n private extrusions(\n positions: number[],\n normals: number[],\n point: vec2, // 顶点\n normal: vec2, // 法向量\n thickness: number, // 高度\n distanceRadio: number,\n ) {\n normals.push(normal[0], normal[1], 0);\n normals.push(normal[0], normal[1], 0);\n positions.push(point[0], point[1], 0, distanceRadio, -thickness, 0);\n positions.push(point[0], point[1], 0, distanceRadio, thickness, 0);\n }\n private lineSegmentDistance(b1: vec2, a1: vec2) {\n const dx = a1[0] - b1[0];\n const dy = a1[1] - b1[1];\n return Math.sqrt(dx * dx + dy * dy);\n }\n}\n"],"file":"extrude_polyline.js"}
1
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map = new Map();\n for (let i = 0; i < matrix.length; i++) {\n const key = matrix[0].toString() + '-' + matrix[1].toString();\n if (map.get(key)) {\n matrix.splice(i, 1);\n i++;\n } else {\n map.set(key, key);\n }\n }\n return matrix;\n}\n\nexport interface IExtrudeLineOption {\n join: string;\n cap: string;\n dash: boolean;\n closed: boolean;\n indexOffset: number;\n miterLimit: number;\n thickness: number;\n}\nexport default class ExtrudePolyline {\n public complex: {\n positions: number[];\n indices: number[];\n normals: number[];\n startIndex: number;\n };\n private join: string;\n private cap: string;\n private miterLimit: number;\n private thickness: number;\n private normal: vec2 | null;\n private lastFlip: number = -1;\n private miter: vec2 = vec2.fromValues(0, 0);\n private started: boolean = false;\n private dash: boolean = false;\n private totalDistance: number = 0;\n\n constructor(opts: Partial<IExtrudeLineOption> = {}) {\n this.join = opts.join || 'miter';\n this.cap = 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count,\n last,\n cur,\n next as vec3,\n originLast,\n originCur,\n originNext as vec2,\n );\n count += amt;\n }\n if (this.dash) {\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n }\n complex.startIndex = complex.positions.length / 6;\n return complex;\n }\n public extrude(points: number[][]) {\n const complex = this.complex;\n if (points.length <= 1) {\n return complex;\n }\n this.lastFlip = -1;\n this.started = false;\n this.normal = null;\n this.totalDistance = 0;\n // 去除数组里重复的点\n // points = getArrayUnique(points);\n const total = points.length;\n let count = complex.startIndex;\n for (let i = 1; i < total; i++) {\n const last = points[i - 1] as vec3;\n const cur = points[i] as vec3;\n const next = i < points.length - 1 ? points[i + 1] : null;\n const amt = this.segment(complex, count, last, cur, next as vec3);\n count += amt;\n }\n if (this.dash) {\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n }\n complex.startIndex = complex.positions.length / 6;\n return complex;\n }\n private segment_gaode2(\n complex: any,\n index: number,\n last: vec3,\n cur: vec3,\n next: vec3,\n originLast: vec2,\n originCur: vec2,\n originNext: vec2,\n ) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const normals = complex.normals;\n const capSquare = this.cap === 'square';\n const joinBevel = this.join === 'bevel';\n const flatCur = aProjectFlat([originCur[0], originCur[1]]) as [\n number,\n number,\n ];\n const flatLast = aProjectFlat([originLast[0], originLast[1]]) as [\n number,\n number,\n ];\n direction(lineA, cur as vec2, last as vec2);\n let segmentDistance = 0;\n if (this.dash) {\n segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n }\n\n if (!this.normal) {\n this.normal = vec2.create();\n computeNormal(this.normal, lineA);\n }\n if (!this.started) {\n this.started = true;\n\n // if the end cap is type square, we can just push the verts out a bit\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.add(out1, this.normal, lineA);\n vec2.add(out2, this.normal, lineA);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n last[0],\n last[1],\n last[2] | 0,\n this.totalDistance - segmentDistance,\n -this.thickness,\n last[2] | 0,\n );\n positions.push(\n last[0],\n last[1],\n last[2] | 0,\n this.totalDistance - segmentDistance,\n this.thickness,\n last[2] | 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n last,\n this.normal,\n this.thickness,\n this.totalDistance - segmentDistance,\n );\n }\n }\n\n indices.push(index + 0, index + 1, index + 2);\n\n if (!next) {\n computeNormal(this.normal, lineA);\n if (capSquare) {\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.sub(out2, lineA, this.normal);\n vec2.add(out1, lineA, this.normal);\n\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness,\n cur[2] | 0,\n );\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness,\n cur[2] | 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n this.normal,\n this.thickness,\n this.totalDistance,\n );\n }\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n count += 2;\n } else {\n if (isPointEqual(cur as vec2, next as vec2)) {\n vec2.add(\n next as vec2,\n cur as vec2,\n vec2.normalize(\n next as vec2,\n vec2.subtract(next as vec2, cur as vec2, last as vec2),\n ),\n );\n }\n direction(lineB, next as vec2, cur as vec2);\n // stores tangent & miter\n\n const [miterLen, miter] = computeMiter(\n tangent,\n vec2.create(),\n lineA,\n lineB,\n this.thickness,\n );\n // normal(tmp, lineA)\n\n // get orientation\n let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;\n let bevel = joinBevel;\n if (!bevel && this.join === 'miter') {\n const limit = miterLen;\n if (limit > this.miterLimit) {\n bevel = true;\n }\n }\n\n if (bevel) {\n normals.push(this.normal[0], this.normal[1], 0);\n normals.push(miter[0], miter[1], 0);\n\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n -this.thickness * flip,\n cur[2] | 0,\n );\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness * flip,\n cur[2] | 0,\n );\n indices.push(\n ...(this.lastFlip !== -flip\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n // now add the bevel triangle\n indices.push(index + 2, index + 3, index + 4);\n\n computeNormal(tmp, lineB);\n vec2.copy(this.normal, tmp); // store normal for next round\n normals.push(this.normal[0], this.normal[1], 0);\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n -this.thickness * flip,\n cur[2] | 0,\n );\n count += 3;\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n miter,\n miterLen,\n this.totalDistance,\n );\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n flip = -1;\n\n // the miter is now the normal for our next join\n vec2.copy(this.normal, miter);\n count += 2;\n }\n this.lastFlip = flip;\n }\n return count;\n }\n private segment(\n complex: any,\n index: number,\n last: vec3,\n cur: vec3,\n next: vec3,\n ) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const normals = complex.normals;\n const capSquare = this.cap === 'square';\n const joinBevel = this.join === 'bevel';\n const flatCur = aProjectFlat([cur[0], cur[1]]) as [number, number];\n const flatLast = aProjectFlat([last[0], last[1]]) as [number, number];\n direction(lineA, flatCur, flatLast);\n let segmentDistance = 0;\n if (this.dash) {\n segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n }\n\n if (!this.normal) {\n this.normal = vec2.create();\n computeNormal(this.normal, lineA);\n }\n if (!this.started) {\n this.started = true;\n\n // if the end cap is type square, we can just push the verts out a bit\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.add(out1, this.normal, lineA);\n vec2.add(out2, this.normal, lineA);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n last[0],\n last[1],\n last[2] | 0,\n this.totalDistance - segmentDistance,\n -this.thickness,\n last[2] | 0,\n );\n positions.push(\n last[0],\n last[1],\n last[2] | 0,\n this.totalDistance - segmentDistance,\n this.thickness,\n last[2] | 0,\n );\n\n // this.extrusions(positions, normals, last, out, this.thickness);\n // last = capEnd;\n } else {\n this.extrusions(\n positions,\n normals,\n last,\n this.normal,\n this.thickness,\n this.totalDistance - segmentDistance,\n );\n }\n }\n\n indices.push(index + 0, index + 1, index + 2);\n\n if (!next) {\n computeNormal(this.normal, lineA);\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, cur, lineA, this.thickness);\n // cur = capEnd;\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.sub(out2, lineA, this.normal);\n vec2.add(out1, lineA, this.normal);\n // this.extrusions(positions, normals, cur, out, this.thickness);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness,\n cur[2] | 0,\n );\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness,\n cur[2] | 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n this.normal,\n this.thickness,\n this.totalDistance,\n );\n }\n\n // this.extrusions(positions, normals, cur, this.normal, this.thickness);\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n count += 2;\n } else {\n const flatNext = aProjectFlat([next[0], next[1]]) as [number, number];\n if (isPointEqual(flatCur, flatNext)) {\n vec2.add(\n flatNext,\n flatCur,\n vec2.normalize(flatNext, vec2.subtract(flatNext, flatCur, flatLast)),\n );\n }\n direction(lineB, flatNext, flatCur);\n\n // stores tangent & miter\n\n const [miterLen, miter] = computeMiter(\n tangent,\n vec2.create(),\n lineA,\n lineB,\n this.thickness,\n );\n // normal(tmp, lineA)\n\n // get orientation\n let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;\n let bevel = joinBevel;\n if (!bevel && this.join === 'miter') {\n const limit = miterLen;\n if (limit > this.miterLimit) {\n bevel = true;\n }\n }\n\n if (bevel) {\n normals.push(this.normal[0], this.normal[1], 0);\n normals.push(miter[0], miter[1], 0);\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n -this.thickness * flip,\n cur[2] | 0,\n );\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness * flip,\n cur[2] | 0,\n );\n indices.push(\n ...(this.lastFlip !== -flip\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n // now add the bevel triangle\n indices.push(index + 2, index + 3, index + 4);\n\n computeNormal(tmp, lineB);\n vec2.copy(this.normal, tmp); // store normal for next round\n normals.push(this.normal[0], this.normal[1], 0);\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n -this.thickness * flip,\n cur[2] | 0,\n );\n count += 3;\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n miter,\n miterLen,\n this.totalDistance,\n );\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n flip = -1;\n\n // the miter is now the normal for our next join\n vec2.copy(this.normal, miter);\n count += 2;\n }\n this.lastFlip = flip;\n }\n return count;\n }\n private extrusions(\n positions: number[],\n normals: number[],\n point: vec3, // 顶点\n normal: vec2, // 法向量\n thickness: number, // 高度\n distanceRadio: number,\n ) {\n normals.push(normal[0], normal[1], 0);\n normals.push(normal[0], normal[1], 0);\n positions.push(\n point[0],\n point[1],\n point[2] | 0,\n distanceRadio,\n -thickness,\n point[2] | 0,\n );\n positions.push(\n point[0],\n point[1],\n point[2] | 0,\n distanceRadio,\n thickness,\n point[2] | 0,\n );\n }\n private lineSegmentDistance(b1: vec2, a1: vec2) {\n const dx = a1[0] - b1[0];\n const dy = a1[1] - b1[1];\n return Math.sqrt(dx * dx + dy * dy);\n }\n}\n"],"file":"extrude_polyline.js"}
@@ -36,7 +36,7 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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  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";
39
- 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";
39
+ 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 float h = float((a_Position.z)); // \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, 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 * 20.0, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
40
40
  var lineStyleObj = {
41
41
  solid: 0.0,
42
42
  dash: 1.0
@@ -214,8 +214,8 @@ var ExtrudePolyline = function () {
214
214
 
215
215
  normals.push(out2[0], out2[1], 0);
216
216
  normals.push(out1[0], out1[1], 0);
217
- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, -this.thickness, 0);
218
- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, this.thickness, 0);
217
+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, -this.thickness, last[2] | 0);
218
+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, this.thickness, last[2] | 0);
219
219
  } else {
220
220
  this.extrusions(positions, normals, last, this.normal, this.thickness, this.totalDistance - segmentDistance);
221
221
  }
@@ -237,8 +237,8 @@ var ExtrudePolyline = function () {
237
237
 
238
238
  normals.push(_out2[0], _out2[1], 0);
239
239
  normals.push(_out[0], _out[1], 0);
240
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
241
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
240
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
241
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
242
242
  } else {
243
243
  this.extrusions(positions, normals, cur, this.normal, this.thickness, this.totalDistance);
244
244
  }
@@ -271,8 +271,8 @@ var ExtrudePolyline = function () {
271
271
  if (bevel) {
272
272
  normals.push(this.normal[0], this.normal[1], 0);
273
273
  normals.push(miter[0], miter[1], 0);
274
- positions.push(cur[0], cur[1], 0, this.totalDistance, -this.thickness * flip, 0);
275
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness * flip, 0);
274
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
275
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness * flip, cur[2] | 0);
276
276
  indices.push.apply(indices, (0, _toConsumableArray2.default)(this.lastFlip !== -flip ? [index, index + 2, index + 3] : [index + 2, index + 1, index + 3]));
277
277
  indices.push(index + 2, index + 3, index + 4);
278
278
  computeNormal(tmp, lineB);
@@ -280,7 +280,7 @@ var ExtrudePolyline = function () {
280
280
  _glMatrix.vec2.copy(this.normal, tmp);
281
281
 
282
282
  normals.push(this.normal[0], this.normal[1], 0);
283
- positions.push(cur[0], cur[1], 0, this.totalDistance, -this.thickness * flip, 0);
283
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
284
284
  count += 3;
285
285
  } else {
286
286
  this.extrusions(positions, normals, cur, miter, miterLen, this.totalDistance);
@@ -335,8 +335,8 @@ var ExtrudePolyline = function () {
335
335
 
336
336
  normals.push(out2[0], out2[1], 0);
337
337
  normals.push(out1[0], out1[1], 0);
338
- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, -this.thickness, 0);
339
- positions.push(last[0], last[1], 0, this.totalDistance - segmentDistance, this.thickness, 0);
338
+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, -this.thickness, last[2] | 0);
339
+ positions.push(last[0], last[1], last[2] | 0, this.totalDistance - segmentDistance, this.thickness, last[2] | 0);
340
340
  } else {
341
341
  this.extrusions(positions, normals, last, this.normal, this.thickness, this.totalDistance - segmentDistance);
342
342
  }
@@ -358,8 +358,8 @@ var ExtrudePolyline = function () {
358
358
 
359
359
  normals.push(_out4[0], _out4[1], 0);
360
360
  normals.push(_out3[0], _out3[1], 0);
361
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
362
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness, 0);
361
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
362
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness, cur[2] | 0);
363
363
  } else {
364
364
  this.extrusions(positions, normals, cur, this.normal, this.thickness, this.totalDistance);
365
365
  }
@@ -394,8 +394,8 @@ var ExtrudePolyline = function () {
394
394
  if (bevel) {
395
395
  normals.push(this.normal[0], this.normal[1], 0);
396
396
  normals.push(miter[0], miter[1], 0);
397
- positions.push(cur[0], cur[1], 0, this.totalDistance, -this.thickness * flip, 0);
398
- positions.push(cur[0], cur[1], 0, this.totalDistance, this.thickness * flip, 0);
397
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
398
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, this.thickness * flip, cur[2] | 0);
399
399
  indices.push.apply(indices, (0, _toConsumableArray2.default)(this.lastFlip !== -flip ? [index, index + 2, index + 3] : [index + 2, index + 1, index + 3]));
400
400
  indices.push(index + 2, index + 3, index + 4);
401
401
  computeNormal(tmp, lineB);
@@ -403,7 +403,7 @@ var ExtrudePolyline = function () {
403
403
  _glMatrix.vec2.copy(this.normal, tmp);
404
404
 
405
405
  normals.push(this.normal[0], this.normal[1], 0);
406
- positions.push(cur[0], cur[1], 0, this.totalDistance, -this.thickness * flip, 0);
406
+ positions.push(cur[0], cur[1], cur[2] | 0, this.totalDistance, -this.thickness * flip, cur[2] | 0);
407
407
  count += 3;
408
408
  } else {
409
409
  this.extrusions(positions, normals, cur, miter, miterLen, this.totalDistance);
@@ -425,8 +425,8 @@ var ExtrudePolyline = function () {
425
425
  value: function extrusions(positions, normals, point, normal, thickness, distanceRadio) {
426
426
  normals.push(normal[0], normal[1], 0);
427
427
  normals.push(normal[0], normal[1], 0);
428
- positions.push(point[0], point[1], 0, distanceRadio, -thickness, 0);
429
- positions.push(point[0], point[1], 0, distanceRadio, thickness, 0);
428
+ positions.push(point[0], point[1], point[2] | 0, distanceRadio, -thickness, point[2] | 0);
429
+ positions.push(point[0], point[1], point[2] | 0, distanceRadio, thickness, point[2] | 0);
430
430
  }
431
431
  }, {
432
432
  key: "lineSegmentDistance",
@@ -1 +1 @@
1
- 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{ aProjectFlat } from '@antv/l7-utils';\nimport { vec2 } from 'gl-matrix';\nconst tmp = vec2.create();\nconst capEnd = vec2.create();\nconst lineA = vec2.create();\nconst lineB = vec2.create();\nconst tangent = vec2.create();\n\nexport function computeMiter(\n lineTangent: vec2,\n miter: vec2,\n start: vec2,\n end: vec2,\n halfThick: number,\n): [number, vec2] {\n vec2.add(lineTangent, start, end);\n vec2.normalize(lineTangent, lineTangent);\n miter = vec2.fromValues(-lineTangent[1], lineTangent[0]);\n const tmpvec = vec2.fromValues(-start[1], start[0]);\n return [halfThick / vec2.dot(miter, tmpvec), miter];\n}\nexport function computeNormal(out: vec2, dir: vec2) {\n return vec2.set(out, -dir[1], dir[0]);\n}\n\nexport function direction(out: vec2, a: vec2, b: vec2) {\n vec2.sub(out, a, b);\n vec2.normalize(out, out);\n return out;\n}\n\nfunction isPointEqual(a: vec2, b: vec2) {\n return a[0] === b[0] && a[1] === b[1];\n}\n\nfunction getArrayUnique(matrix: number[][]) {\n const map = 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last,\n cur,\n next as vec2,\n originLast,\n originCur,\n originNext as vec2,\n );\n count += amt;\n }\n if (this.dash) {\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n }\n complex.startIndex = complex.positions.length / 6;\n return complex;\n }\n public extrude(points: number[][]) {\n const complex = this.complex;\n if (points.length <= 1) {\n return complex;\n }\n this.lastFlip = -1;\n this.started = false;\n this.normal = null;\n this.totalDistance = 0;\n // 去除数组里重复的点\n // points = getArrayUnique(points);\n const total = points.length;\n let count = complex.startIndex;\n for (let i = 1; i < total; i++) {\n const last = points[i - 1] as vec2;\n const cur = points[i] as vec2;\n const next = i < points.length - 1 ? points[i + 1] : null;\n const amt = this.segment(complex, count, last, cur, next as vec2);\n count += amt;\n }\n if (this.dash) {\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n }\n complex.startIndex = complex.positions.length / 6;\n return complex;\n }\n private segment_gaode2(\n complex: any,\n index: number,\n last: vec2,\n cur: vec2,\n next: vec2,\n originLast: vec2,\n originCur: vec2,\n originNext: vec2,\n ) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const normals = complex.normals;\n const capSquare = this.cap === 'square';\n const joinBevel = this.join === 'bevel';\n const flatCur = aProjectFlat([originCur[0], originCur[1]]) as [\n number,\n number,\n ];\n const flatLast = aProjectFlat([originLast[0], originLast[1]]) as [\n number,\n number,\n ];\n direction(lineA, cur, last);\n let segmentDistance = 0;\n if (this.dash) {\n segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n }\n\n if (!this.normal) {\n this.normal = vec2.create();\n computeNormal(this.normal, lineA);\n }\n if (!this.started) {\n this.started = true;\n\n // if the end cap is type square, we can just push the verts out a bit\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.add(out1, this.normal, lineA);\n vec2.add(out2, this.normal, lineA);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n last[0],\n last[1],\n 0,\n this.totalDistance - segmentDistance,\n -this.thickness,\n 0,\n );\n positions.push(\n last[0],\n last[1],\n 0,\n this.totalDistance - segmentDistance,\n this.thickness,\n 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n last,\n this.normal,\n this.thickness,\n this.totalDistance - segmentDistance,\n );\n }\n }\n\n indices.push(index + 0, index + 1, index + 2);\n\n if (!next) {\n computeNormal(this.normal, lineA);\n if (capSquare) {\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.sub(out2, lineA, this.normal);\n 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[index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n count += 2;\n } else {\n if (isPointEqual(cur, next)) {\n vec2.add(\n next,\n cur,\n vec2.normalize(next, vec2.subtract(next, cur, last)),\n );\n }\n direction(lineB, next, cur);\n // stores tangent & miter\n\n const [miterLen, miter] = computeMiter(\n tangent,\n vec2.create(),\n lineA,\n lineB,\n this.thickness,\n );\n // normal(tmp, lineA)\n\n // get orientation\n let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;\n let bevel = joinBevel;\n if (!bevel && this.join === 'miter') {\n const limit = miterLen;\n if (limit > this.miterLimit) {\n bevel = true;\n }\n }\n\n if (bevel) {\n normals.push(this.normal[0], this.normal[1], 0);\n normals.push(miter[0], miter[1], 0);\n\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n -this.thickness * flip,\n 0,\n );\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n this.thickness * flip,\n 0,\n );\n indices.push(\n ...(this.lastFlip !== -flip\n ? 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[index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n flip = -1;\n\n // the miter is now the normal for our next join\n vec2.copy(this.normal, miter);\n count += 2;\n }\n this.lastFlip = flip;\n }\n return count;\n }\n private segment(\n complex: any,\n index: number,\n last: vec2,\n cur: vec2,\n next: vec2,\n ) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const normals = complex.normals;\n const capSquare = this.cap === 'square';\n const joinBevel = this.join === 'bevel';\n const flatCur = aProjectFlat([cur[0], cur[1]]) as [number, number];\n const flatLast = aProjectFlat([last[0], last[1]]) as [number, number];\n direction(lineA, flatCur, flatLast);\n let segmentDistance = 0;\n if (this.dash) {\n segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n }\n\n if (!this.normal) {\n this.normal = vec2.create();\n computeNormal(this.normal, lineA);\n }\n if (!this.started) {\n this.started = true;\n\n // if the end cap is type square, we can just push the verts out a bit\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.add(out1, this.normal, lineA);\n vec2.add(out2, this.normal, lineA);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n last[0],\n last[1],\n 0,\n this.totalDistance - segmentDistance,\n -this.thickness,\n 0,\n );\n positions.push(\n last[0],\n last[1],\n 0,\n this.totalDistance - segmentDistance,\n this.thickness,\n 0,\n );\n\n // this.extrusions(positions, normals, last, out, this.thickness);\n // last = capEnd;\n } else {\n this.extrusions(\n positions,\n normals,\n last,\n this.normal,\n this.thickness,\n this.totalDistance - segmentDistance,\n );\n }\n }\n\n indices.push(index + 0, index + 1, index + 2);\n\n if (!next) {\n computeNormal(this.normal, lineA);\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, cur, lineA, this.thickness);\n // cur = capEnd;\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.sub(out2, lineA, this.normal);\n vec2.add(out1, lineA, this.normal);\n // this.extrusions(positions, normals, cur, out, this.thickness);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n this.thickness,\n 0,\n );\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n this.thickness,\n 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n this.normal,\n this.thickness,\n this.totalDistance,\n );\n }\n\n // this.extrusions(positions, normals, cur, this.normal, this.thickness);\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n count += 2;\n } else {\n const flatNext = aProjectFlat([next[0], next[1]]) as [number, number];\n if (isPointEqual(flatCur, flatNext)) {\n vec2.add(\n flatNext,\n flatCur,\n vec2.normalize(flatNext, vec2.subtract(flatNext, flatCur, flatLast)),\n );\n }\n direction(lineB, flatNext, flatCur);\n\n // stores tangent & miter\n\n const [miterLen, miter] = computeMiter(\n tangent,\n vec2.create(),\n lineA,\n lineB,\n this.thickness,\n );\n // normal(tmp, lineA)\n\n // get orientation\n let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;\n let bevel = joinBevel;\n if (!bevel && this.join === 'miter') {\n const limit = miterLen;\n if (limit > this.miterLimit) {\n bevel = true;\n }\n }\n\n if (bevel) {\n normals.push(this.normal[0], this.normal[1], 0);\n normals.push(miter[0], miter[1], 0);\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n -this.thickness * flip,\n 0,\n );\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n this.thickness * flip,\n 0,\n );\n indices.push(\n ...(this.lastFlip !== -flip\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n // now add the bevel triangle\n indices.push(index + 2, index + 3, index + 4);\n\n computeNormal(tmp, lineB);\n vec2.copy(this.normal, tmp); // store normal for next round\n normals.push(this.normal[0], this.normal[1], 0);\n positions.push(\n cur[0],\n cur[1],\n 0,\n this.totalDistance,\n -this.thickness * flip,\n 0,\n );\n count += 3;\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n miter,\n miterLen,\n this.totalDistance,\n );\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n flip = -1;\n\n // the miter is now the normal for our next join\n vec2.copy(this.normal, miter);\n count += 2;\n }\n this.lastFlip = flip;\n }\n return count;\n }\n private extrusions(\n positions: number[],\n normals: number[],\n point: vec2, // 顶点\n normal: vec2, // 法向量\n thickness: number, // 高度\n distanceRadio: number,\n ) {\n normals.push(normal[0], normal[1], 0);\n normals.push(normal[0], normal[1], 0);\n positions.push(point[0], point[1], 0, distanceRadio, -thickness, 0);\n positions.push(point[0], point[1], 0, distanceRadio, thickness, 0);\n }\n private lineSegmentDistance(b1: vec2, a1: vec2) {\n const dx = a1[0] - b1[0];\n const dy = a1[1] - b1[1];\n return Math.sqrt(dx * dx + dy * dy);\n }\n}\n"],"file":"extrude_polyline.js"}
1
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{ aProjectFlat } from '@antv/l7-utils';\nimport { vec2, vec3 } from 'gl-matrix';\nconst tmp = vec2.create();\nconst capEnd = vec2.create();\nconst lineA = vec2.create();\nconst lineB = vec2.create();\nconst tangent = vec2.create();\n\nexport function computeMiter(\n lineTangent: vec2,\n miter: vec2,\n start: vec2,\n end: vec2,\n halfThick: number,\n): [number, vec2] {\n vec2.add(lineTangent, start, end);\n vec2.normalize(lineTangent, lineTangent);\n miter = vec2.fromValues(-lineTangent[1], lineTangent[0]);\n const tmpvec = vec2.fromValues(-start[1], start[0]);\n return [halfThick / vec2.dot(miter, tmpvec), miter];\n}\nexport function computeNormal(out: vec2, dir: vec2) {\n return vec2.set(out, -dir[1], dir[0]);\n}\n\nexport function direction(out: vec2, a: vec2, b: vec2) {\n vec2.sub(out, a, b);\n vec2.normalize(out, out);\n return out;\n}\n\nfunction isPointEqual(a: vec2, b: vec2) {\n return a[0] === b[0] && a[1] === b[1];\n}\n\nfunction getArrayUnique(matrix: number[][]) {\n const map = new Map();\n for (let i = 0; i < matrix.length; i++) {\n const key = matrix[0].toString() + '-' + matrix[1].toString();\n if (map.get(key)) {\n matrix.splice(i, 1);\n i++;\n } else {\n map.set(key, key);\n }\n }\n return matrix;\n}\n\nexport interface IExtrudeLineOption {\n join: string;\n cap: string;\n dash: boolean;\n closed: boolean;\n indexOffset: number;\n miterLimit: number;\n thickness: number;\n}\nexport default class ExtrudePolyline {\n public complex: {\n positions: number[];\n indices: number[];\n normals: number[];\n startIndex: number;\n };\n private join: string;\n private cap: string;\n private miterLimit: number;\n private thickness: number;\n private normal: vec2 | null;\n private lastFlip: number = -1;\n private miter: vec2 = vec2.fromValues(0, 0);\n private started: boolean = false;\n private dash: boolean = false;\n private totalDistance: number = 0;\n\n constructor(opts: Partial<IExtrudeLineOption> = {}) {\n this.join = opts.join || 'miter';\n this.cap = 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count,\n last,\n cur,\n next as vec3,\n originLast,\n originCur,\n originNext as vec2,\n );\n count += amt;\n }\n if (this.dash) {\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n }\n complex.startIndex = complex.positions.length / 6;\n return complex;\n }\n public extrude(points: number[][]) {\n const complex = this.complex;\n if (points.length <= 1) {\n return complex;\n }\n this.lastFlip = -1;\n this.started = false;\n this.normal = null;\n this.totalDistance = 0;\n // 去除数组里重复的点\n // points = getArrayUnique(points);\n const total = points.length;\n let count = complex.startIndex;\n for (let i = 1; i < total; i++) {\n const last = points[i - 1] as vec3;\n const cur = points[i] as vec3;\n const next = i < points.length - 1 ? points[i + 1] : null;\n const amt = this.segment(complex, count, last, cur, next as vec3);\n count += amt;\n }\n if (this.dash) {\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n }\n complex.startIndex = complex.positions.length / 6;\n return complex;\n }\n private segment_gaode2(\n complex: any,\n index: number,\n last: vec3,\n cur: vec3,\n next: vec3,\n originLast: vec2,\n originCur: vec2,\n originNext: vec2,\n ) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const normals = complex.normals;\n const capSquare = this.cap === 'square';\n const joinBevel = this.join === 'bevel';\n const flatCur = aProjectFlat([originCur[0], originCur[1]]) as [\n number,\n number,\n ];\n const flatLast = aProjectFlat([originLast[0], originLast[1]]) as [\n number,\n number,\n ];\n direction(lineA, cur as vec2, last as vec2);\n let segmentDistance = 0;\n if (this.dash) {\n segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n }\n\n if (!this.normal) {\n this.normal = vec2.create();\n computeNormal(this.normal, lineA);\n }\n if (!this.started) {\n this.started = true;\n\n // if the end cap is type square, we can just push the verts out a bit\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.add(out1, this.normal, lineA);\n vec2.add(out2, this.normal, lineA);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n last[0],\n last[1],\n last[2] | 0,\n this.totalDistance - segmentDistance,\n -this.thickness,\n last[2] | 0,\n );\n positions.push(\n last[0],\n last[1],\n last[2] | 0,\n this.totalDistance - segmentDistance,\n this.thickness,\n last[2] | 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n last,\n this.normal,\n this.thickness,\n this.totalDistance - segmentDistance,\n );\n }\n }\n\n indices.push(index + 0, index + 1, index + 2);\n\n if (!next) {\n computeNormal(this.normal, lineA);\n if (capSquare) {\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.sub(out2, lineA, this.normal);\n vec2.add(out1, lineA, this.normal);\n\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness,\n cur[2] | 0,\n );\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness,\n cur[2] | 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n this.normal,\n this.thickness,\n this.totalDistance,\n );\n }\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n count += 2;\n } else {\n if (isPointEqual(cur as vec2, next as vec2)) {\n vec2.add(\n next as vec2,\n cur as vec2,\n vec2.normalize(\n next as vec2,\n vec2.subtract(next as vec2, cur as vec2, last as vec2),\n ),\n );\n }\n direction(lineB, next as vec2, cur as vec2);\n // stores tangent & miter\n\n const [miterLen, miter] = computeMiter(\n tangent,\n vec2.create(),\n lineA,\n lineB,\n this.thickness,\n );\n // normal(tmp, lineA)\n\n // get orientation\n let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;\n let bevel = joinBevel;\n if (!bevel && this.join === 'miter') {\n const limit = miterLen;\n if (limit > this.miterLimit) {\n bevel = true;\n }\n }\n\n if (bevel) {\n normals.push(this.normal[0], this.normal[1], 0);\n normals.push(miter[0], miter[1], 0);\n\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n -this.thickness * flip,\n cur[2] | 0,\n );\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness * flip,\n cur[2] | 0,\n );\n indices.push(\n ...(this.lastFlip !== -flip\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n // now add the bevel triangle\n indices.push(index + 2, index + 3, index + 4);\n\n computeNormal(tmp, lineB);\n vec2.copy(this.normal, tmp); // store normal for next round\n normals.push(this.normal[0], this.normal[1], 0);\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n -this.thickness * flip,\n cur[2] | 0,\n );\n count += 3;\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n miter,\n miterLen,\n this.totalDistance,\n );\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n flip = -1;\n\n // the miter is now the normal for our next join\n vec2.copy(this.normal, miter);\n count += 2;\n }\n this.lastFlip = flip;\n }\n return count;\n }\n private segment(\n complex: any,\n index: number,\n last: vec3,\n cur: vec3,\n next: vec3,\n ) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const normals = complex.normals;\n const capSquare = this.cap === 'square';\n const joinBevel = this.join === 'bevel';\n const flatCur = aProjectFlat([cur[0], cur[1]]) as [number, number];\n const flatLast = aProjectFlat([last[0], last[1]]) as [number, number];\n direction(lineA, flatCur, flatLast);\n let segmentDistance = 0;\n if (this.dash) {\n segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n }\n\n if (!this.normal) {\n this.normal = vec2.create();\n computeNormal(this.normal, lineA);\n }\n if (!this.started) {\n this.started = true;\n\n // if the end cap is type square, we can just push the verts out a bit\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, last, lineA, -this.thickness);\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.add(out1, this.normal, lineA);\n vec2.add(out2, this.normal, lineA);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n last[0],\n last[1],\n last[2] | 0,\n this.totalDistance - segmentDistance,\n -this.thickness,\n last[2] | 0,\n );\n positions.push(\n last[0],\n last[1],\n last[2] | 0,\n this.totalDistance - segmentDistance,\n this.thickness,\n last[2] | 0,\n );\n\n // this.extrusions(positions, normals, last, out, this.thickness);\n // last = capEnd;\n } else {\n this.extrusions(\n positions,\n normals,\n last,\n this.normal,\n this.thickness,\n this.totalDistance - segmentDistance,\n );\n }\n }\n\n indices.push(index + 0, index + 1, index + 2);\n\n if (!next) {\n computeNormal(this.normal, lineA);\n if (capSquare) {\n // vec2.scaleAndAdd(capEnd, cur, lineA, this.thickness);\n // cur = capEnd;\n const out1 = vec2.create();\n const out2 = vec2.create();\n vec2.sub(out2, lineA, this.normal);\n vec2.add(out1, lineA, this.normal);\n // this.extrusions(positions, normals, cur, out, this.thickness);\n normals.push(out2[0], out2[1], 0);\n normals.push(out1[0], out1[1], 0);\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness,\n cur[2] | 0,\n );\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness,\n cur[2] | 0,\n );\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n this.normal,\n this.thickness,\n this.totalDistance,\n );\n }\n\n // this.extrusions(positions, normals, cur, this.normal, this.thickness);\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n count += 2;\n } else {\n const flatNext = aProjectFlat([next[0], next[1]]) as [number, number];\n if (isPointEqual(flatCur, flatNext)) {\n vec2.add(\n flatNext,\n flatCur,\n vec2.normalize(flatNext, vec2.subtract(flatNext, flatCur, flatLast)),\n );\n }\n direction(lineB, flatNext, flatCur);\n\n // stores tangent & miter\n\n const [miterLen, miter] = computeMiter(\n tangent,\n vec2.create(),\n lineA,\n lineB,\n this.thickness,\n );\n // normal(tmp, lineA)\n\n // get orientation\n let flip = vec2.dot(tangent, this.normal) < 0 ? -1 : 1;\n let bevel = joinBevel;\n if (!bevel && this.join === 'miter') {\n const limit = miterLen;\n if (limit > this.miterLimit) {\n bevel = true;\n }\n }\n\n if (bevel) {\n normals.push(this.normal[0], this.normal[1], 0);\n normals.push(miter[0], miter[1], 0);\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n -this.thickness * flip,\n cur[2] | 0,\n );\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n this.thickness * flip,\n cur[2] | 0,\n );\n indices.push(\n ...(this.lastFlip !== -flip\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n // now add the bevel triangle\n indices.push(index + 2, index + 3, index + 4);\n\n computeNormal(tmp, lineB);\n vec2.copy(this.normal, tmp); // store normal for next round\n normals.push(this.normal[0], this.normal[1], 0);\n positions.push(\n cur[0],\n cur[1],\n cur[2] | 0,\n this.totalDistance,\n -this.thickness * flip,\n cur[2] | 0,\n );\n count += 3;\n } else {\n this.extrusions(\n positions,\n normals,\n cur,\n miter,\n miterLen,\n this.totalDistance,\n );\n indices.push(\n ...(this.lastFlip === 1\n ? [index, index + 2, index + 3]\n : [index + 2, index + 1, index + 3]),\n );\n\n flip = -1;\n\n // the miter is now the normal for our next join\n vec2.copy(this.normal, miter);\n count += 2;\n }\n this.lastFlip = flip;\n }\n return count;\n }\n private extrusions(\n positions: number[],\n normals: number[],\n point: vec3, // 顶点\n normal: vec2, // 法向量\n thickness: number, // 高度\n distanceRadio: number,\n ) {\n normals.push(normal[0], normal[1], 0);\n normals.push(normal[0], normal[1], 0);\n positions.push(\n point[0],\n point[1],\n point[2] | 0,\n distanceRadio,\n -thickness,\n point[2] | 0,\n );\n positions.push(\n point[0],\n point[1],\n point[2] | 0,\n distanceRadio,\n thickness,\n point[2] | 0,\n );\n }\n private lineSegmentDistance(b1: vec2, a1: vec2) {\n const dx = a1[0] - b1[0];\n const dy = a1[1] - b1[1];\n return Math.sqrt(dx * dx + dy * dy);\n }\n}\n"],"file":"extrude_polyline.js"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@antv/l7-layers",
3
- "version": "2.5.54",
3
+ "version": "2.5.55",
4
4
  "description": "L7's collection of built-in layers",
5
5
  "main": "lib/index.js",
6
6
  "module": "es/index.js",
@@ -24,9 +24,9 @@
24
24
  "license": "ISC",
25
25
  "dependencies": {
26
26
  "@antv/geo-coord": "^1.0.8",
27
- "@antv/l7-core": "^2.5.54",
28
- "@antv/l7-source": "^2.5.54",
29
- "@antv/l7-utils": "^2.5.54",
27
+ "@antv/l7-core": "^2.5.55",
28
+ "@antv/l7-source": "^2.5.55",
29
+ "@antv/l7-utils": "^2.5.55",
30
30
  "@babel/runtime": "^7.7.7",
31
31
  "@mapbox/martini": "^0.2.0",
32
32
  "@turf/meta": "^6.0.2",
@@ -52,7 +52,7 @@
52
52
  "@types/gl-matrix": "^2.4.5",
53
53
  "@types/lodash": "^4.14.138"
54
54
  },
55
- "gitHead": "bf9c8eeb9d0d9dd4ccead4a778148a3c92d47882",
55
+ "gitHead": "a64556a22fe1b54c1aec969329a183791464a7a3",
56
56
  "publishConfig": {
57
57
  "access": "public"
58
58
  }