@antv/l7-layers 2.7.12 → 2.7.18
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/es/core/BaseLayer.d.ts +1 -0
- package/es/core/BaseLayer.js +5 -0
- package/es/core/BaseLayer.js.map +1 -1
- package/es/line/models/arc.d.ts +5 -0
- package/es/line/models/arc.js +54 -15
- package/es/line/models/arc.js.map +1 -1
- package/es/line/models/arc_3d.d.ts +5 -0
- package/es/line/models/arc_3d.js +44 -15
- package/es/line/models/arc_3d.js.map +1 -1
- package/es/line/models/line.js +3 -4
- package/es/line/models/line.js.map +1 -1
- package/es/line/models/simpleLine.d.ts +5 -0
- package/es/line/models/simpleLine.js +37 -10
- package/es/line/models/simpleLine.js.map +1 -1
- package/es/plugins/PixelPickingPlugin.js +6 -18
- package/es/plugins/PixelPickingPlugin.js.map +1 -1
- package/lib/core/BaseLayer.js +5 -0
- package/lib/core/BaseLayer.js.map +1 -1
- package/lib/line/models/arc.js +54 -15
- package/lib/line/models/arc.js.map +1 -1
- package/lib/line/models/arc_3d.js +44 -15
- package/lib/line/models/arc_3d.js.map +1 -1
- package/lib/line/models/line.js +3 -4
- package/lib/line/models/line.js.map +1 -1
- package/lib/line/models/simpleLine.js +37 -10
- package/lib/line/models/simpleLine.js.map +1 -1
- package/lib/plugins/PixelPickingPlugin.js +6 -18
- package/lib/plugins/PixelPickingPlugin.js.map +1 -1
- package/package.json +5 -5
package/es/core/BaseLayer.d.ts
CHANGED
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@@ -155,6 +155,7 @@ export default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter
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155
155
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getScaleOptions(): IScaleOptions;
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156
156
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setEncodedData(encodedData: IEncodeFeature[]): void;
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157
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getEncodedData(): IEncodeFeature[];
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158
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+
getScale(name: string): any;
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158
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getLegendItems(name: string): any;
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159
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pick({ x, y }: {
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160
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x: number;
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package/es/core/BaseLayer.js
CHANGED
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@@ -848,6 +848,11 @@ var BaseLayer = (_dec = lazyInject(TYPES.IGlobalConfigService), (_class = functi
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848
848
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value: function getEncodedData() {
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849
849
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return this.encodedData;
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850
850
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}
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851
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+
}, {
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852
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+
key: "getScale",
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853
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+
value: function getScale(name) {
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854
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+
return this.styleAttributeService.getLayerAttributeScale(name);
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855
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+
}
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851
856
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}, {
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852
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key: "getLegendItems",
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853
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value: function getLegendItems(name) {
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package/es/core/BaseLayer.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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EventEmitter } from 'eventemitter3';\nimport { Container } from 'inversify';\nimport { isFunction, isObject } from 'lodash';\nimport { normalizePasses } from '../plugins/MultiPassRendererPlugin';\nimport { BlendTypes } from '../utils/blend';\nimport { handleStyleDataMapping } from '../utils/dataMappingStyle';\nimport { updateShape } from '../utils/updateShape';\n/**\n * 分配 layer id\n */\nlet layerIdCounter = 0;\n\nexport default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter\n implements ILayer {\n public id: string = `${layerIdCounter++}`;\n public name: string = `${layerIdCounter}`;\n public type: string;\n public visible: boolean = true;\n public zIndex: number = 0;\n public minZoom: number;\n public maxZoom: number;\n public inited: boolean = false;\n public layerModelNeedUpdate: boolean = false;\n public pickedFeatureID: number | null = null;\n public selectedFeatureID: number | null = null;\n public styleNeedUpdate: boolean = false;\n public rendering: boolean;\n public clusterZoom: number = 0; // 聚合等级标记\n\n public dataState: IDataState = {\n dataSourceNeedUpdate: false,\n dataMappingNeedUpdate: false,\n filterNeedUpdate: false,\n featureScaleNeedUpdate: false,\n StyleAttrNeedUpdate: false,\n };\n // 生命周期钩子\n public hooks = {\n init: new SyncBailHook(),\n afterInit: new SyncBailHook(),\n beforeRender: new SyncBailHook(),\n beforeRenderData: new SyncWaterfallHook(),\n afterRender: new SyncHook(),\n beforePickingEncode: new SyncHook(),\n afterPickingEncode: new SyncHook(),\n beforeHighlight: new SyncHook(['pickedColor']),\n afterHighlight: new SyncHook(),\n beforeSelect: new SyncHook(['pickedColor']),\n afterSelect: new SyncHook(),\n beforeDestroy: new SyncHook(),\n afterDestroy: new SyncHook(),\n };\n\n // 待渲染 model 列表\n public models: IModel[] = [];\n\n // 每个 Layer 都有一个\n public multiPassRenderer: IMultiPassRenderer;\n\n // 注入插件集\n public plugins: ILayerPlugin[];\n\n public sourceOption: {\n data: any;\n options?: ISourceCFG;\n };\n\n public layerModel: ILayerModel;\n\n // TODO: 记录 sceneContainer 供创建子图层的时候使用 如 imageTileLayer\n public sceneContainer: Container | undefined;\n // TODO: 用于保存子图层对象\n public layerChildren: ILayer[] = [];\n\n @lazyInject(TYPES.IGlobalConfigService)\n protected readonly configService: IGlobalConfigService;\n\n // @lazyInject(TYPES.IShaderModuleService)\n // protected readonly shaderModuleService: IShaderModuleService;\n\n protected shaderModuleService: IShaderModuleService;\n protected cameraService: ICameraService;\n\n protected coordinateService: ICoordinateSystemService;\n\n protected iconService: IIconService;\n\n protected fontService: IFontService;\n\n protected pickingService: IPickingService;\n\n protected rendererService: IRendererService;\n\n protected layerService: ILayerService;\n\n protected interactionService: IInteractionService;\n\n protected mapService: IMapService;\n\n protected styleAttributeService: IStyleAttributeService;\n\n protected layerSource: Source;\n\n protected postProcessingPassFactory: (\n name: string,\n ) => IPostProcessingPass<unknown>;\n protected normalPassFactory: (name: string) => IPass<unknown>;\n\n protected animateOptions: IAnimateOption = { enable: false };\n\n /**\n * 图层容器\n */\n private container: Container;\n\n private encodedData: IEncodeFeature[];\n\n private configSchema: object;\n\n private currentPickId: number | null = null;\n\n private rawConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n private needUpdateConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n /**\n * 待更新样式属性,在初始化阶段完成注册\n */\n private pendingStyleAttributes: Array<{\n attributeName: string;\n attributeField: StyleAttributeField;\n attributeValues?: StyleAttributeOption;\n defaultName?: string;\n updateOptions?: Partial<IStyleAttributeUpdateOptions>;\n }> = [];\n\n private scaleOptions: IScaleOptions = {};\n\n private animateStartTime: number;\n\n private aniamateStatus: boolean = false;\n\n // TODO: layer 保底颜色\n private bottomColor = 'rgba(0, 0, 0, 0)';\n\n private isDestroied: boolean = false;\n\n // private pickingPassRender: IPass<'pixelPicking'>;\n\n constructor(config: Partial<ILayerConfig & ChildLayerStyleOptions> = {}) {\n super();\n this.name = config.name || this.id;\n this.zIndex = config.zIndex || 0;\n this.rawConfig = config;\n }\n\n public getLayerConfig() {\n return this.configService.getLayerConfig<ChildLayerStyleOptions>(this.id);\n }\n\n public updateLayerConfig(\n configToUpdate: Partial<ILayerConfig | ChildLayerStyleOptions>,\n ) {\n if (!this.inited) {\n this.needUpdateConfig = {\n ...this.needUpdateConfig,\n ...configToUpdate,\n };\n } else {\n const sceneId = this.container.get<string>(TYPES.SceneID);\n\n // @ts-ignore\n handleStyleDataMapping(configToUpdate, this); // 处理 style 中进行数据映射的属性字段\n\n this.configService.setLayerConfig(sceneId, this.id, {\n ...this.configService.getLayerConfig(this.id),\n ...this.needUpdateConfig,\n ...configToUpdate,\n });\n this.needUpdateConfig = {};\n }\n }\n\n /**\n * 注入图层容器,父容器为场景容器\n * RootContainer 1\n * -> SceneContainer 1.*\n * -> LayerContainer 1.*\n */\n public setContainer(container: Container, sceneContainer: Container) {\n this.container = container;\n this.sceneContainer = sceneContainer;\n }\n\n public getContainer() {\n return this.container;\n }\n\n public setBottomColor(color: string) {\n this.bottomColor = color;\n }\n\n public getBottomColor() {\n return this.bottomColor;\n }\n\n public addPlugin(plugin: ILayerPlugin): ILayer {\n // TODO: 控制插件注册顺序\n // @example:\n // pointLayer.addPlugin(new MyCustomPlugin(), {\n // before: 'L7BuiltinPlugin'\n // });\n this.plugins.push(plugin);\n return this;\n }\n\n public init() {\n // 设置配置项\n const sceneId = this.container.get<string>(TYPES.SceneID);\n // 初始化图层配置项\n // const { enableMultiPassRenderer = false } = this.rawConfig;\n // this.configService.setLayerConfig(sceneId, this.id, {\n // enableMultiPassRenderer,\n // });\n this.configService.setLayerConfig(sceneId, this.id, this.rawConfig);\n\n // 全局容器服务\n\n // 场景容器服务\n this.iconService = this.container.get<IIconService>(TYPES.IIconService);\n this.fontService = this.container.get<IFontService>(TYPES.IFontService);\n\n this.rendererService = this.container.get<IRendererService>(\n TYPES.IRendererService,\n );\n this.layerService = this.container.get<ILayerService>(TYPES.ILayerService);\n this.interactionService = this.container.get<IInteractionService>(\n TYPES.IInteractionService,\n );\n\n this.pickingService = this.container.get<IPickingService>(\n TYPES.IPickingService,\n );\n this.mapService = this.container.get<IMapService>(TYPES.IMapService);\n this.cameraService = this.container.get<ICameraService>(\n TYPES.ICameraService,\n );\n this.coordinateService = this.container.get<ICoordinateSystemService>(\n TYPES.ICoordinateSystemService,\n );\n this.shaderModuleService = this.container.get<IShaderModuleService>(\n TYPES.IShaderModuleService,\n );\n this.postProcessingPassFactory = this.container.get(\n TYPES.IFactoryPostProcessingPass,\n );\n this.normalPassFactory = this.container.get(TYPES.IFactoryNormalPass);\n\n // 图层容器服务\n this.styleAttributeService = this.container.get<IStyleAttributeService>(\n TYPES.IStyleAttributeService,\n );\n this.multiPassRenderer = this.container.get<IMultiPassRenderer>(\n TYPES.IMultiPassRenderer,\n );\n this.multiPassRenderer.setLayer(this);\n\n // 完成样式服务注册完成前添加的属性\n this.pendingStyleAttributes.forEach(\n ({ attributeName, attributeField, attributeValues, updateOptions }) => {\n this.styleAttributeService.updateStyleAttribute(\n attributeName,\n {\n // @ts-ignore\n scale: {\n field: attributeField,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n attributeValues,\n // @ts-ignore\n this.getLayerConfig()[attributeName],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n },\n );\n this.pendingStyleAttributes = [];\n\n // 获取插件集\n this.plugins = this.container.getAll<ILayerPlugin>(TYPES.ILayerPlugin);\n // 完成插件注册,传入场景和图层容器内的服务\n for (const plugin of this.plugins) {\n plugin.apply(this, {\n rendererService: this.rendererService,\n mapService: this.mapService,\n styleAttributeService: this.styleAttributeService,\n normalPassFactory: this.normalPassFactory,\n postProcessingPassFactory: this.postProcessingPassFactory,\n });\n }\n\n // 触发 init 生命周期插件\n this.hooks.init.call();\n // this.pickingPassRender = this.normalPassFactory('pixelPicking');\n // this.pickingPassRender.init(this);\n this.hooks.afterInit.call();\n\n // 触发初始化完成事件;\n this.emit('inited', {\n target: this,\n type: 'inited',\n });\n this.emit('add', {\n target: this,\n type: 'add',\n });\n return this;\n }\n /**\n * Model初始化前需要更新Model样式\n */\n public prepareBuildModel() {\n this.inited = true;\n this.updateLayerConfig({\n ...(this.getDefaultConfig() as object),\n ...this.rawConfig,\n });\n\n // 启动动画\n const { animateOption } = this.getLayerConfig();\n if (animateOption?.enable) {\n this.layerService.startAnimate();\n this.aniamateStatus = true;\n }\n }\n public color(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n // 设置 color、size、shape、style 时由于场景服务尚未完成(并没有调用 scene.addLayer),因此暂时加入待更新属性列表\n this.updateStyleAttribute('color', field, values, updateOptions);\n\n // this.pendingStyleAttributes.push({\n // attributeName: 'color',\n // attributeField: field,\n // attributeValues: values,\n // defaultName: 'colors',\n // updateOptions,\n // });\n return this;\n }\n\n // 为对应的图层传入纹理的编号名称(point/image 在 shape 方法中传入纹理名称的方法并不通用)\n public texture(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('texture', field, values, updateOptions);\n return this;\n }\n\n public rotate(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('rotate', field, values, updateOptions);\n return this;\n }\n public size(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('size', field, values, updateOptions);\n return this;\n }\n // 对mapping后的数据过滤,scale保持不变\n public filter(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('filter', field, values, updateOptions);\n return this;\n }\n\n public shape(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n const lastShape = this.styleAttributeService?.getLayerStyleAttribute(\n 'shape',\n )?.scale?.field;\n const currentShape = field;\n this.updateStyleAttribute('shape', field, values, updateOptions);\n // TODO: 根据 shape 判断是否需要更新 model\n updateShape(this, lastShape, currentShape);\n return this;\n }\n public label(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.pendingStyleAttributes.push({\n attributeName: 'label',\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n return this;\n }\n public animate(options: IAnimateOption | boolean) {\n let rawAnimate: Partial<IAnimateOption> = {};\n if (isObject(options)) {\n rawAnimate.enable = true;\n rawAnimate = {\n ...rawAnimate,\n ...options,\n };\n } else {\n rawAnimate.enable = options;\n }\n this.updateLayerConfig({\n animateOption: rawAnimate,\n });\n // this.animateOptions = options;\n return this;\n }\n\n public source(data: any, options?: ISourceCFG): ILayer {\n if (data?.data) {\n // 判断是否为source\n this.setSource(data);\n return this;\n }\n this.sourceOption = {\n data,\n options,\n };\n this.clusterZoom = 0;\n return this;\n }\n public setData(data: any, options?: ISourceCFG) {\n if (this.inited) {\n this.layerSource.setData(data, options);\n } else {\n this.on('inited', () => {\n this.layerSource.setData(data, options);\n });\n }\n\n return this;\n }\n public style(\n options: Partial<ChildLayerStyleOptions> & Partial<ILayerConfig>,\n ): ILayer {\n const { passes, ...rest } = options;\n\n // passes 特殊处理\n if (passes) {\n normalizePasses(passes).forEach(\n (pass: [string, { [key: string]: unknown }]) => {\n const postProcessingPass = this.multiPassRenderer\n .getPostProcessor()\n .getPostProcessingPassByName(pass[0]);\n if (postProcessingPass) {\n postProcessingPass.updateOptions(pass[1]);\n }\n },\n );\n }\n\n this.rawConfig = {\n ...this.rawConfig,\n ...rest,\n };\n if (this.container) {\n this.updateLayerConfig(this.rawConfig);\n this.styleNeedUpdate = true;\n }\n return this;\n }\n public scale(field: string | number | IScaleOptions, cfg?: IScale) {\n if (isObject(field)) {\n this.scaleOptions = {\n ...this.scaleOptions,\n ...field,\n };\n } else {\n this.scaleOptions[field] = cfg;\n }\n return this;\n }\n\n /**\n * 渲染所有的图层\n */\n public renderLayers(): void {\n this.rendering = true;\n\n this.layerService.renderLayers();\n\n this.rendering = false;\n }\n\n public render(): ILayer {\n // TODO: this.getEncodedData().length !== 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData().length !== 0) {\n this.renderModels();\n }\n return this;\n }\n\n /**\n * renderMultiPass 专门用于渲染支持 multipass 的 layer\n */\n public async renderMultiPass() {\n if (this.getEncodedData().length !== 0) {\n if (this.multiPassRenderer && this.multiPassRenderer.getRenderFlag()) {\n // multi render 开始执行 multiPassRender 的渲染流程\n await this.multiPassRenderer.render();\n } else if (this.multiPassRenderer) {\n // renderPass 触发的渲染\n this.renderModels();\n } else {\n this.renderModels();\n }\n }\n }\n\n public active(options: IActiveOption | boolean) {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableHighlight = isObject(options) ? true : options;\n if (isObject(options)) {\n activeOption.enableHighlight = true;\n if (options.color) {\n activeOption.highlightColor = options.color;\n }\n if (options.mix) {\n activeOption.activeMix = options.mix;\n }\n } else {\n activeOption.enableHighlight = !!options;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n public setActive(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n\n public select(option: IActiveOption | boolean): ILayer {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableSelect = isObject(option) ? true : option;\n if (isObject(option)) {\n activeOption.enableSelect = true;\n if (option.color) {\n activeOption.selectColor = option.color;\n }\n if (option.mix) {\n activeOption.selectMix = option.mix;\n }\n } else {\n activeOption.enableSelect = !!option;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n\n public setSelect(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n public setBlend(type: keyof typeof BlendType): void {\n this.updateLayerConfig({\n blend: type,\n });\n this.layerModelNeedUpdate = true;\n this.reRender();\n }\n public show(): ILayer {\n this.updateLayerConfig({\n visible: true,\n });\n this.reRender();\n return this;\n }\n\n public hide(): ILayer {\n this.updateLayerConfig({\n visible: false,\n });\n this.reRender();\n return this;\n }\n public setIndex(index: number): ILayer {\n this.zIndex = index;\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n return this;\n }\n\n public setCurrentPickId(id: number) {\n this.currentPickId = id;\n }\n\n public getCurrentPickId(): number | null {\n return this.currentPickId;\n }\n\n public setCurrentSelectedId(id: number) {\n this.selectedFeatureID = id;\n }\n\n public getCurrentSelectedId(): number | null {\n return this.selectedFeatureID;\n }\n public isVisible(): boolean {\n const zoom = this.mapService.getZoom();\n const {\n visible,\n minZoom = -Infinity,\n maxZoom = Infinity,\n } = this.getLayerConfig();\n return !!visible && zoom >= minZoom && zoom <= maxZoom;\n }\n\n public setMinZoom(minZoom: number): ILayer {\n this.updateLayerConfig({\n minZoom,\n });\n return this;\n }\n\n public getMinZoom(): number {\n const { minZoom } = this.getLayerConfig();\n return minZoom as number;\n }\n\n public getMaxZoom(): number {\n const { maxZoom } = this.getLayerConfig();\n return maxZoom as number;\n }\n\n public get(name: string) {\n const cfg = this.getLayerConfig();\n // @ts-ignore\n return cfg[name];\n }\n\n public setMaxZoom(maxZoom: number): ILayer {\n this.updateLayerConfig({\n maxZoom,\n });\n return this;\n }\n /**\n * zoom to layer Bounds\n */\n public fitBounds(fitBoundsOptions?: unknown): ILayer {\n if (!this.inited) {\n this.updateLayerConfig({\n autoFit: true,\n });\n return this;\n }\n const source = this.getSource();\n const extent = source.extent;\n const isValid = extent.some((v) => Math.abs(v) === Infinity);\n if (isValid) {\n return this;\n }\n this.mapService.fitBounds(\n [\n [extent[0], extent[1]],\n [extent[2], extent[3]],\n ],\n fitBoundsOptions,\n );\n return this;\n }\n\n public destroy() {\n // debugger\n if (this.isDestroied) {\n return;\n }\n this.hooks.beforeDestroy.call();\n // 清除sources事件\n this.layerSource.off('update', this.sourceEvent);\n\n this.multiPassRenderer.destroy();\n // console.log(this.styleAttributeService.getAttributes())\n // 清除所有属性以及关联的 vao == 销毁所有 => model this.models.forEach((model) => model.destroy());\n this.styleAttributeService.clearAllAttributes();\n\n // 执行每个图层单独的 clearModels 方法 (清除一些额外的 texture、program、buffer 等)\n\n this.hooks.afterDestroy.call();\n\n // TODO: 清除各个图层自定义的 models 资源\n // this.layerModel?.clearModels();\n\n this.models = [];\n\n this.layerService.cleanRemove(this);\n\n this.emit('remove', {\n target: this,\n type: 'remove',\n });\n\n this.emit('destroy', {\n target: this,\n type: 'destroy',\n });\n\n this.removeAllListeners();\n // 解绑图层容器中的服务\n // this.container.unbind(TYPES.IStyleAttributeService);\n\n this.isDestroied = true;\n }\n public clear() {\n this.styleAttributeService.clearAllAttributes();\n // 销毁所有 model\n }\n public clearModels() {\n this.models.forEach((model) => model.destroy());\n this.layerModel.clearModels();\n }\n\n public isDirty() {\n return !!(\n this.styleAttributeService.getLayerStyleAttributes() || []\n ).filter(\n (attribute) =>\n attribute.needRescale ||\n attribute.needRemapping ||\n attribute.needRegenerateVertices,\n ).length;\n }\n\n public setSource(source: Source) {\n // 清除旧 sources 事件\n if (this.layerSource) {\n this.layerSource.off('update', this.sourceEvent);\n }\n\n this.layerSource = source;\n this.clusterZoom = 0;\n\n // 已 inited 且启用聚合进行更新聚合数据\n if (this.inited && this.layerSource.cluster) {\n const zoom = this.mapService.getZoom();\n this.layerSource.updateClusterData(zoom);\n }\n // source 可能会复用,会在其它layer被修改\n this.layerSource.on('update', this.sourceEvent);\n }\n public getSource() {\n return this.layerSource;\n }\n\n public getScaleOptions() {\n return this.scaleOptions;\n }\n\n public setEncodedData(encodedData: IEncodeFeature[]) {\n this.encodedData = encodedData;\n }\n public getEncodedData() {\n return this.encodedData;\n }\n public getLegendItems(name: string): any {\n const scale = this.styleAttributeService.getLayerAttributeScale(name);\n if (scale) {\n if (scale.ticks) {\n // 连续分段类型\n const items = scale.ticks().map((item: any) => {\n return {\n value: item,\n [name]: scale(item),\n };\n });\n return items;\n } else if (scale.invertExtent) {\n // 连续类型\n const items = scale.range().map((item: any) => {\n return {\n value: scale.invertExtent(item),\n [name]: item,\n };\n });\n return items;\n } else if (scale?.domain) {\n // 枚举类型\n const items = scale.domain().map((item: string | number) => {\n return {\n // @ts-ignore\n value: item || '无',\n color: scale(item),\n };\n });\n return items;\n }\n } else {\n return [];\n }\n }\n\n public pick({ x, y }: { x: number; y: number }) {\n this.interactionService.triggerHover({ x, y });\n }\n\n public boxSelect(\n box: [number, number, number, number],\n cb: (...args: any[]) => void,\n ) {\n this.pickingService.boxPickLayer(this, box, cb);\n }\n\n public buildLayerModel(\n options: ILayerModelInitializationOptions &\n Partial<IModelInitializationOptions>,\n ): IModel {\n const {\n moduleName,\n vertexShader,\n fragmentShader,\n triangulation,\n segmentNumber,\n ...rest\n } = options;\n this.shaderModuleService.registerModule(moduleName, {\n vs: vertexShader,\n fs: fragmentShader,\n });\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(moduleName);\n const { createModel } = this.rendererService;\n const {\n attributes,\n elements,\n } = this.styleAttributeService.createAttributesAndIndices(\n this.encodedData,\n triangulation,\n segmentNumber,\n );\n return createModel({\n attributes,\n uniforms,\n fs,\n vs,\n elements,\n blend: BlendTypes[BlendType.normal],\n ...rest,\n });\n }\n\n public getTime() {\n return this.layerService.clock.getDelta();\n }\n public setAnimateStartTime() {\n this.animateStartTime = this.layerService.clock.getElapsedTime();\n }\n public stopAnimate() {\n if (this.aniamateStatus) {\n this.layerService.stopAnimate();\n this.aniamateStatus = false;\n this.updateLayerConfig({\n animateOption: {\n enable: false,\n },\n });\n }\n }\n public getLayerAnimateTime(): number {\n return this.layerService.clock.getElapsedTime() - this.animateStartTime;\n }\n\n public needPick(type: string): boolean {\n const {\n enableHighlight = true,\n enableSelect = true,\n } = this.getLayerConfig();\n // 判断layer是否监听事件;\n let isPick =\n this.eventNames().indexOf(type) !== -1 ||\n this.eventNames().indexOf('un' + type) !== -1;\n if ((type === 'click' || type === 'dblclick') && enableSelect) {\n isPick = true;\n }\n if (\n type === 'mousemove' &&\n (enableHighlight ||\n this.eventNames().indexOf('mouseenter') !== -1 ||\n this.eventNames().indexOf('unmousemove') !== -1 ||\n this.eventNames().indexOf('mouseout') !== -1)\n ) {\n isPick = true;\n }\n return this.isVisible() && isPick;\n }\n\n public buildModels() {\n throw new Error('Method not implemented.');\n }\n public rebuildModels() {\n throw new Error('Method not implemented.');\n }\n\n public async renderMulPass(multiPassRenderer: IMultiPassRenderer) {\n await multiPassRenderer.render();\n }\n\n public renderModels(isPicking?: boolean) {\n // TODO: this.getEncodedData().length > 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData().length > 0) {\n if (this.layerModelNeedUpdate && this.layerModel) {\n this.models = this.layerModel.buildModels();\n this.hooks.beforeRender.call();\n this.layerModelNeedUpdate = false;\n }\n this.models.forEach((model) => {\n model.draw(\n {\n uniforms: this.layerModel.getUninforms(),\n },\n isPicking,\n );\n });\n }\n return this;\n }\n\n public updateStyleAttribute(\n type: string,\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n if (!this.inited) {\n this.pendingStyleAttributes.push({\n attributeName: type,\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n } else {\n this.styleAttributeService.updateStyleAttribute(\n type,\n {\n // @ts-ignore\n scale: {\n field,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n values,\n // @ts-ignore\n this.getLayerConfig()[field],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n }\n }\n\n public getShaderPickStat() {\n return this.layerService.getShaderPickStat();\n }\n\n /**\n * 继承空方法\n * @param time\n */\n public setEarthTime(time: number) {\n console.warn('empty fn');\n }\n\n protected getConfigSchema() {\n throw new Error('Method not implemented.');\n }\n\n protected getModelType(): unknown {\n throw new Error('Method not implemented.');\n }\n protected getDefaultConfig() {\n return {};\n }\n\n private sourceEvent = () => {\n this.dataState.dataSourceNeedUpdate = true;\n const { autoFit, fitBoundsOptions } = this.getLayerConfig();\n if (autoFit) {\n this.fitBounds(fitBoundsOptions);\n }\n // 对外暴露事件\n this.emit('dataUpdate');\n this.reRender();\n };\n\n private reRender() {\n if (this.inited) {\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n }\n }\n private splitValuesAndCallbackInAttribute(\n valuesOrCallback?: unknown[],\n defaultValues?: unknown[],\n ) {\n return {\n values: isFunction(valuesOrCallback)\n ? undefined\n : valuesOrCallback || defaultValues,\n callback: isFunction(valuesOrCallback) ? valuesOrCallback : undefined,\n };\n }\n}\n"],"file":"BaseLayer.js"}
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1
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+
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EventEmitter } from 'eventemitter3';\nimport { Container } from 'inversify';\nimport { isFunction, isObject } from 'lodash';\nimport { normalizePasses } from '../plugins/MultiPassRendererPlugin';\nimport { BlendTypes } from '../utils/blend';\nimport { handleStyleDataMapping } from '../utils/dataMappingStyle';\nimport { updateShape } from '../utils/updateShape';\n/**\n * 分配 layer id\n */\nlet layerIdCounter = 0;\n\nexport default class BaseLayer<ChildLayerStyleOptions = {}> extends EventEmitter\n implements ILayer {\n public id: string = `${layerIdCounter++}`;\n public name: string = `${layerIdCounter}`;\n public type: string;\n public visible: boolean = true;\n public zIndex: number = 0;\n public minZoom: number;\n public maxZoom: number;\n public inited: boolean = false;\n public layerModelNeedUpdate: boolean = false;\n public pickedFeatureID: number | null = null;\n public selectedFeatureID: number | null = null;\n public styleNeedUpdate: boolean = false;\n public rendering: boolean;\n public clusterZoom: number = 0; // 聚合等级标记\n\n public dataState: IDataState = {\n dataSourceNeedUpdate: false,\n dataMappingNeedUpdate: false,\n filterNeedUpdate: false,\n featureScaleNeedUpdate: false,\n StyleAttrNeedUpdate: false,\n };\n // 生命周期钩子\n public hooks = {\n init: new SyncBailHook(),\n afterInit: new SyncBailHook(),\n beforeRender: new SyncBailHook(),\n beforeRenderData: new SyncWaterfallHook(),\n afterRender: new SyncHook(),\n beforePickingEncode: new SyncHook(),\n afterPickingEncode: new SyncHook(),\n beforeHighlight: new SyncHook(['pickedColor']),\n afterHighlight: new SyncHook(),\n beforeSelect: new SyncHook(['pickedColor']),\n afterSelect: new SyncHook(),\n beforeDestroy: new SyncHook(),\n afterDestroy: new SyncHook(),\n };\n\n // 待渲染 model 列表\n public models: IModel[] = [];\n\n // 每个 Layer 都有一个\n public multiPassRenderer: IMultiPassRenderer;\n\n // 注入插件集\n public plugins: ILayerPlugin[];\n\n public sourceOption: {\n data: any;\n options?: ISourceCFG;\n };\n\n public layerModel: ILayerModel;\n\n // TODO: 记录 sceneContainer 供创建子图层的时候使用 如 imageTileLayer\n public sceneContainer: Container | undefined;\n // TODO: 用于保存子图层对象\n public layerChildren: ILayer[] = [];\n\n @lazyInject(TYPES.IGlobalConfigService)\n protected readonly configService: IGlobalConfigService;\n\n // @lazyInject(TYPES.IShaderModuleService)\n // protected readonly shaderModuleService: IShaderModuleService;\n\n protected shaderModuleService: IShaderModuleService;\n protected cameraService: ICameraService;\n\n protected coordinateService: ICoordinateSystemService;\n\n protected iconService: IIconService;\n\n protected fontService: IFontService;\n\n protected pickingService: IPickingService;\n\n protected rendererService: IRendererService;\n\n protected layerService: ILayerService;\n\n protected interactionService: IInteractionService;\n\n protected mapService: IMapService;\n\n protected styleAttributeService: IStyleAttributeService;\n\n protected layerSource: Source;\n\n protected postProcessingPassFactory: (\n name: string,\n ) => IPostProcessingPass<unknown>;\n protected normalPassFactory: (name: string) => IPass<unknown>;\n\n protected animateOptions: IAnimateOption = { enable: false };\n\n /**\n * 图层容器\n */\n private container: Container;\n\n private encodedData: IEncodeFeature[];\n\n private configSchema: object;\n\n private currentPickId: number | null = null;\n\n private rawConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n private needUpdateConfig: Partial<ILayerConfig & ChildLayerStyleOptions>;\n\n /**\n * 待更新样式属性,在初始化阶段完成注册\n */\n private pendingStyleAttributes: Array<{\n attributeName: string;\n attributeField: StyleAttributeField;\n attributeValues?: StyleAttributeOption;\n defaultName?: string;\n updateOptions?: Partial<IStyleAttributeUpdateOptions>;\n }> = [];\n\n private scaleOptions: IScaleOptions = {};\n\n private animateStartTime: number;\n\n private aniamateStatus: boolean = false;\n\n // TODO: layer 保底颜色\n private bottomColor = 'rgba(0, 0, 0, 0)';\n\n private isDestroied: boolean = false;\n\n // private pickingPassRender: IPass<'pixelPicking'>;\n\n constructor(config: Partial<ILayerConfig & ChildLayerStyleOptions> = {}) {\n super();\n this.name = config.name || this.id;\n this.zIndex = config.zIndex || 0;\n this.rawConfig = config;\n }\n\n public getLayerConfig() {\n return this.configService.getLayerConfig<ChildLayerStyleOptions>(this.id);\n }\n\n public updateLayerConfig(\n configToUpdate: Partial<ILayerConfig | ChildLayerStyleOptions>,\n ) {\n if (!this.inited) {\n this.needUpdateConfig = {\n ...this.needUpdateConfig,\n ...configToUpdate,\n };\n } else {\n const sceneId = this.container.get<string>(TYPES.SceneID);\n\n // @ts-ignore\n handleStyleDataMapping(configToUpdate, this); // 处理 style 中进行数据映射的属性字段\n\n this.configService.setLayerConfig(sceneId, this.id, {\n ...this.configService.getLayerConfig(this.id),\n ...this.needUpdateConfig,\n ...configToUpdate,\n });\n this.needUpdateConfig = {};\n }\n }\n\n /**\n * 注入图层容器,父容器为场景容器\n * RootContainer 1\n * -> SceneContainer 1.*\n * -> LayerContainer 1.*\n */\n public setContainer(container: Container, sceneContainer: Container) {\n this.container = container;\n this.sceneContainer = sceneContainer;\n }\n\n public getContainer() {\n return this.container;\n }\n\n public setBottomColor(color: string) {\n this.bottomColor = color;\n }\n\n public getBottomColor() {\n return this.bottomColor;\n }\n\n public addPlugin(plugin: ILayerPlugin): ILayer {\n // TODO: 控制插件注册顺序\n // @example:\n // pointLayer.addPlugin(new MyCustomPlugin(), {\n // before: 'L7BuiltinPlugin'\n // });\n this.plugins.push(plugin);\n return this;\n }\n\n public init() {\n // 设置配置项\n const sceneId = this.container.get<string>(TYPES.SceneID);\n // 初始化图层配置项\n // const { enableMultiPassRenderer = false } = this.rawConfig;\n // this.configService.setLayerConfig(sceneId, this.id, {\n // enableMultiPassRenderer,\n // });\n this.configService.setLayerConfig(sceneId, this.id, this.rawConfig);\n\n // 全局容器服务\n\n // 场景容器服务\n this.iconService = this.container.get<IIconService>(TYPES.IIconService);\n this.fontService = this.container.get<IFontService>(TYPES.IFontService);\n\n this.rendererService = this.container.get<IRendererService>(\n TYPES.IRendererService,\n );\n this.layerService = this.container.get<ILayerService>(TYPES.ILayerService);\n this.interactionService = this.container.get<IInteractionService>(\n TYPES.IInteractionService,\n );\n\n this.pickingService = this.container.get<IPickingService>(\n TYPES.IPickingService,\n );\n this.mapService = this.container.get<IMapService>(TYPES.IMapService);\n this.cameraService = this.container.get<ICameraService>(\n TYPES.ICameraService,\n );\n this.coordinateService = this.container.get<ICoordinateSystemService>(\n TYPES.ICoordinateSystemService,\n );\n this.shaderModuleService = this.container.get<IShaderModuleService>(\n TYPES.IShaderModuleService,\n );\n this.postProcessingPassFactory = this.container.get(\n TYPES.IFactoryPostProcessingPass,\n );\n this.normalPassFactory = this.container.get(TYPES.IFactoryNormalPass);\n\n // 图层容器服务\n this.styleAttributeService = this.container.get<IStyleAttributeService>(\n TYPES.IStyleAttributeService,\n );\n this.multiPassRenderer = this.container.get<IMultiPassRenderer>(\n TYPES.IMultiPassRenderer,\n );\n this.multiPassRenderer.setLayer(this);\n\n // 完成样式服务注册完成前添加的属性\n this.pendingStyleAttributes.forEach(\n ({ attributeName, attributeField, attributeValues, updateOptions }) => {\n this.styleAttributeService.updateStyleAttribute(\n attributeName,\n {\n // @ts-ignore\n scale: {\n field: attributeField,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n attributeValues,\n // @ts-ignore\n this.getLayerConfig()[attributeName],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n },\n );\n this.pendingStyleAttributes = [];\n\n // 获取插件集\n this.plugins = this.container.getAll<ILayerPlugin>(TYPES.ILayerPlugin);\n // 完成插件注册,传入场景和图层容器内的服务\n for (const plugin of this.plugins) {\n plugin.apply(this, {\n rendererService: this.rendererService,\n mapService: this.mapService,\n styleAttributeService: this.styleAttributeService,\n normalPassFactory: this.normalPassFactory,\n postProcessingPassFactory: this.postProcessingPassFactory,\n });\n }\n\n // 触发 init 生命周期插件\n this.hooks.init.call();\n // this.pickingPassRender = this.normalPassFactory('pixelPicking');\n // this.pickingPassRender.init(this);\n this.hooks.afterInit.call();\n\n // 触发初始化完成事件;\n this.emit('inited', {\n target: this,\n type: 'inited',\n });\n this.emit('add', {\n target: this,\n type: 'add',\n });\n return this;\n }\n /**\n * Model初始化前需要更新Model样式\n */\n public prepareBuildModel() {\n this.inited = true;\n this.updateLayerConfig({\n ...(this.getDefaultConfig() as object),\n ...this.rawConfig,\n });\n\n // 启动动画\n const { animateOption } = this.getLayerConfig();\n if (animateOption?.enable) {\n this.layerService.startAnimate();\n this.aniamateStatus = true;\n }\n }\n public color(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n // 设置 color、size、shape、style 时由于场景服务尚未完成(并没有调用 scene.addLayer),因此暂时加入待更新属性列表\n this.updateStyleAttribute('color', field, values, updateOptions);\n\n // this.pendingStyleAttributes.push({\n // attributeName: 'color',\n // attributeField: field,\n // attributeValues: values,\n // defaultName: 'colors',\n // updateOptions,\n // });\n return this;\n }\n\n // 为对应的图层传入纹理的编号名称(point/image 在 shape 方法中传入纹理名称的方法并不通用)\n public texture(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('texture', field, values, updateOptions);\n return this;\n }\n\n public rotate(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('rotate', field, values, updateOptions);\n return this;\n }\n public size(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('size', field, values, updateOptions);\n return this;\n }\n // 对mapping后的数据过滤,scale保持不变\n public filter(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.updateStyleAttribute('filter', field, values, updateOptions);\n return this;\n }\n\n public shape(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n const lastShape = this.styleAttributeService?.getLayerStyleAttribute(\n 'shape',\n )?.scale?.field;\n const currentShape = field;\n this.updateStyleAttribute('shape', field, values, updateOptions);\n // TODO: 根据 shape 判断是否需要更新 model\n updateShape(this, lastShape, currentShape);\n return this;\n }\n public label(\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n this.pendingStyleAttributes.push({\n attributeName: 'label',\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n return this;\n }\n public animate(options: IAnimateOption | boolean) {\n let rawAnimate: Partial<IAnimateOption> = {};\n if (isObject(options)) {\n rawAnimate.enable = true;\n rawAnimate = {\n ...rawAnimate,\n ...options,\n };\n } else {\n rawAnimate.enable = options;\n }\n this.updateLayerConfig({\n animateOption: rawAnimate,\n });\n // this.animateOptions = options;\n return this;\n }\n\n public source(data: any, options?: ISourceCFG): ILayer {\n if (data?.data) {\n // 判断是否为source\n this.setSource(data);\n return this;\n }\n this.sourceOption = {\n data,\n options,\n };\n this.clusterZoom = 0;\n return this;\n }\n public setData(data: any, options?: ISourceCFG) {\n if (this.inited) {\n this.layerSource.setData(data, options);\n } else {\n this.on('inited', () => {\n this.layerSource.setData(data, options);\n });\n }\n\n return this;\n }\n public style(\n options: Partial<ChildLayerStyleOptions> & Partial<ILayerConfig>,\n ): ILayer {\n const { passes, ...rest } = options;\n\n // passes 特殊处理\n if (passes) {\n normalizePasses(passes).forEach(\n (pass: [string, { [key: string]: unknown }]) => {\n const postProcessingPass = this.multiPassRenderer\n .getPostProcessor()\n .getPostProcessingPassByName(pass[0]);\n if (postProcessingPass) {\n postProcessingPass.updateOptions(pass[1]);\n }\n },\n );\n }\n\n this.rawConfig = {\n ...this.rawConfig,\n ...rest,\n };\n if (this.container) {\n this.updateLayerConfig(this.rawConfig);\n this.styleNeedUpdate = true;\n }\n return this;\n }\n public scale(field: string | number | IScaleOptions, cfg?: IScale) {\n if (isObject(field)) {\n this.scaleOptions = {\n ...this.scaleOptions,\n ...field,\n };\n } else {\n this.scaleOptions[field] = cfg;\n }\n return this;\n }\n\n /**\n * 渲染所有的图层\n */\n public renderLayers(): void {\n this.rendering = true;\n\n this.layerService.renderLayers();\n\n this.rendering = false;\n }\n\n public render(): ILayer {\n // TODO: this.getEncodedData().length !== 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData().length !== 0) {\n this.renderModels();\n }\n return this;\n }\n\n /**\n * renderMultiPass 专门用于渲染支持 multipass 的 layer\n */\n public async renderMultiPass() {\n if (this.getEncodedData().length !== 0) {\n if (this.multiPassRenderer && this.multiPassRenderer.getRenderFlag()) {\n // multi render 开始执行 multiPassRender 的渲染流程\n await this.multiPassRenderer.render();\n } else if (this.multiPassRenderer) {\n // renderPass 触发的渲染\n this.renderModels();\n } else {\n this.renderModels();\n }\n }\n }\n\n public active(options: IActiveOption | boolean) {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableHighlight = isObject(options) ? true : options;\n if (isObject(options)) {\n activeOption.enableHighlight = true;\n if (options.color) {\n activeOption.highlightColor = options.color;\n }\n if (options.mix) {\n activeOption.activeMix = options.mix;\n }\n } else {\n activeOption.enableHighlight = !!options;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n public setActive(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n highlightColor: isObject(options)\n ? options.color\n : this.getLayerConfig().highlightColor,\n activeMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().activeMix,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n\n public select(option: IActiveOption | boolean): ILayer {\n const activeOption: Partial<ILayerConfig> = {};\n activeOption.enableSelect = isObject(option) ? true : option;\n if (isObject(option)) {\n activeOption.enableSelect = true;\n if (option.color) {\n activeOption.selectColor = option.color;\n }\n if (option.mix) {\n activeOption.selectMix = option.mix;\n }\n } else {\n activeOption.enableSelect = !!option;\n }\n this.updateLayerConfig(activeOption);\n return this;\n }\n\n public setSelect(\n id: number | { x: number; y: number },\n options?: IActiveOption,\n ): void {\n if (isObject(id)) {\n const { x = 0, y = 0 } = id;\n this.updateLayerConfig({\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\n });\n this.pick({ x, y });\n } else {\n this.updateLayerConfig({\n pickedFeatureID: id,\n selectColor: isObject(options)\n ? options.color\n : this.getLayerConfig().selectColor,\n selectMix: isObject(options)\n ? options.mix\n : this.getLayerConfig().selectMix,\n });\n this.hooks.beforeSelect\n .call(encodePickingColor(id as number) as number[])\n // @ts-ignore\n .then(() => {\n setTimeout(() => {\n this.reRender();\n }, 1);\n });\n }\n }\n public setBlend(type: keyof typeof BlendType): void {\n this.updateLayerConfig({\n blend: type,\n });\n this.layerModelNeedUpdate = true;\n this.reRender();\n }\n public show(): ILayer {\n this.updateLayerConfig({\n visible: true,\n });\n this.reRender();\n return this;\n }\n\n public hide(): ILayer {\n this.updateLayerConfig({\n visible: false,\n });\n this.reRender();\n return this;\n }\n public setIndex(index: number): ILayer {\n this.zIndex = index;\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n return this;\n }\n\n public setCurrentPickId(id: number) {\n this.currentPickId = id;\n }\n\n public getCurrentPickId(): number | null {\n return this.currentPickId;\n }\n\n public setCurrentSelectedId(id: number) {\n this.selectedFeatureID = id;\n }\n\n public getCurrentSelectedId(): number | null {\n return this.selectedFeatureID;\n }\n public isVisible(): boolean {\n const zoom = this.mapService.getZoom();\n const {\n visible,\n minZoom = -Infinity,\n maxZoom = Infinity,\n } = this.getLayerConfig();\n return !!visible && zoom >= minZoom && zoom <= maxZoom;\n }\n\n public setMinZoom(minZoom: number): ILayer {\n this.updateLayerConfig({\n minZoom,\n });\n return this;\n }\n\n public getMinZoom(): number {\n const { minZoom } = this.getLayerConfig();\n return minZoom as number;\n }\n\n public getMaxZoom(): number {\n const { maxZoom } = this.getLayerConfig();\n return maxZoom as number;\n }\n\n public get(name: string) {\n const cfg = this.getLayerConfig();\n // @ts-ignore\n return cfg[name];\n }\n\n public setMaxZoom(maxZoom: number): ILayer {\n this.updateLayerConfig({\n maxZoom,\n });\n return this;\n }\n /**\n * zoom to layer Bounds\n */\n public fitBounds(fitBoundsOptions?: unknown): ILayer {\n if (!this.inited) {\n this.updateLayerConfig({\n autoFit: true,\n });\n return this;\n }\n const source = this.getSource();\n const extent = source.extent;\n const isValid = extent.some((v) => Math.abs(v) === Infinity);\n if (isValid) {\n return this;\n }\n this.mapService.fitBounds(\n [\n [extent[0], extent[1]],\n [extent[2], extent[3]],\n ],\n fitBoundsOptions,\n );\n return this;\n }\n\n public destroy() {\n // debugger\n if (this.isDestroied) {\n return;\n }\n this.hooks.beforeDestroy.call();\n // 清除sources事件\n this.layerSource.off('update', this.sourceEvent);\n\n this.multiPassRenderer.destroy();\n // console.log(this.styleAttributeService.getAttributes())\n // 清除所有属性以及关联的 vao == 销毁所有 => model this.models.forEach((model) => model.destroy());\n this.styleAttributeService.clearAllAttributes();\n\n // 执行每个图层单独的 clearModels 方法 (清除一些额外的 texture、program、buffer 等)\n\n this.hooks.afterDestroy.call();\n\n // TODO: 清除各个图层自定义的 models 资源\n // this.layerModel?.clearModels();\n\n this.models = [];\n\n this.layerService.cleanRemove(this);\n\n this.emit('remove', {\n target: this,\n type: 'remove',\n });\n\n this.emit('destroy', {\n target: this,\n type: 'destroy',\n });\n\n this.removeAllListeners();\n // 解绑图层容器中的服务\n // this.container.unbind(TYPES.IStyleAttributeService);\n\n this.isDestroied = true;\n }\n public clear() {\n this.styleAttributeService.clearAllAttributes();\n // 销毁所有 model\n }\n public clearModels() {\n this.models.forEach((model) => model.destroy());\n this.layerModel.clearModels();\n }\n\n public isDirty() {\n return !!(\n this.styleAttributeService.getLayerStyleAttributes() || []\n ).filter(\n (attribute) =>\n attribute.needRescale ||\n attribute.needRemapping ||\n attribute.needRegenerateVertices,\n ).length;\n }\n\n public setSource(source: Source) {\n // 清除旧 sources 事件\n if (this.layerSource) {\n this.layerSource.off('update', this.sourceEvent);\n }\n\n this.layerSource = source;\n this.clusterZoom = 0;\n\n // 已 inited 且启用聚合进行更新聚合数据\n if (this.inited && this.layerSource.cluster) {\n const zoom = this.mapService.getZoom();\n this.layerSource.updateClusterData(zoom);\n }\n // source 可能会复用,会在其它layer被修改\n this.layerSource.on('update', this.sourceEvent);\n }\n public getSource() {\n return this.layerSource;\n }\n\n public getScaleOptions() {\n return this.scaleOptions;\n }\n\n public setEncodedData(encodedData: IEncodeFeature[]) {\n this.encodedData = encodedData;\n }\n public getEncodedData() {\n return this.encodedData;\n }\n\n public getScale(name: string): any {\n return this.styleAttributeService.getLayerAttributeScale(name);\n }\n\n public getLegendItems(name: string): any {\n const scale = this.styleAttributeService.getLayerAttributeScale(name);\n if (scale) {\n if (scale.ticks) {\n // 连续分段类型\n const items = scale.ticks().map((item: any) => {\n return {\n value: item,\n [name]: scale(item),\n };\n });\n return items;\n } else if (scale.invertExtent) {\n // 连续类型\n const items = scale.range().map((item: any) => {\n return {\n value: scale.invertExtent(item),\n [name]: item,\n };\n });\n return items;\n } else if (scale?.domain) {\n // 枚举类型\n const items = scale.domain().map((item: string | number) => {\n return {\n // @ts-ignore\n value: item || '无',\n color: scale(item),\n };\n });\n return items;\n }\n } else {\n return [];\n }\n }\n\n public pick({ x, y }: { x: number; y: number }) {\n this.interactionService.triggerHover({ x, y });\n }\n\n public boxSelect(\n box: [number, number, number, number],\n cb: (...args: any[]) => void,\n ) {\n this.pickingService.boxPickLayer(this, box, cb);\n }\n\n public buildLayerModel(\n options: ILayerModelInitializationOptions &\n Partial<IModelInitializationOptions>,\n ): IModel {\n const {\n moduleName,\n vertexShader,\n fragmentShader,\n triangulation,\n segmentNumber,\n ...rest\n } = options;\n this.shaderModuleService.registerModule(moduleName, {\n vs: vertexShader,\n fs: fragmentShader,\n });\n const { vs, fs, uniforms } = this.shaderModuleService.getModule(moduleName);\n const { createModel } = this.rendererService;\n const {\n attributes,\n elements,\n } = this.styleAttributeService.createAttributesAndIndices(\n this.encodedData,\n triangulation,\n segmentNumber,\n );\n return createModel({\n attributes,\n uniforms,\n fs,\n vs,\n elements,\n blend: BlendTypes[BlendType.normal],\n ...rest,\n });\n }\n\n public getTime() {\n return this.layerService.clock.getDelta();\n }\n public setAnimateStartTime() {\n this.animateStartTime = this.layerService.clock.getElapsedTime();\n }\n public stopAnimate() {\n if (this.aniamateStatus) {\n this.layerService.stopAnimate();\n this.aniamateStatus = false;\n this.updateLayerConfig({\n animateOption: {\n enable: false,\n },\n });\n }\n }\n public getLayerAnimateTime(): number {\n return this.layerService.clock.getElapsedTime() - this.animateStartTime;\n }\n\n public needPick(type: string): boolean {\n const {\n enableHighlight = true,\n enableSelect = true,\n } = this.getLayerConfig();\n // 判断layer是否监听事件;\n let isPick =\n this.eventNames().indexOf(type) !== -1 ||\n this.eventNames().indexOf('un' + type) !== -1;\n if ((type === 'click' || type === 'dblclick') && enableSelect) {\n isPick = true;\n }\n if (\n type === 'mousemove' &&\n (enableHighlight ||\n this.eventNames().indexOf('mouseenter') !== -1 ||\n this.eventNames().indexOf('unmousemove') !== -1 ||\n this.eventNames().indexOf('mouseout') !== -1)\n ) {\n isPick = true;\n }\n return this.isVisible() && isPick;\n }\n\n public buildModels() {\n throw new Error('Method not implemented.');\n }\n public rebuildModels() {\n throw new Error('Method not implemented.');\n }\n\n public async renderMulPass(multiPassRenderer: IMultiPassRenderer) {\n await multiPassRenderer.render();\n }\n\n public renderModels(isPicking?: boolean) {\n // TODO: this.getEncodedData().length > 0 这个判断是为了解决在 2.5.x 引入数据纹理后产生的 空数据渲染导致 texture 超出上限问题\n if (this.getEncodedData().length > 0) {\n if (this.layerModelNeedUpdate && this.layerModel) {\n this.models = this.layerModel.buildModels();\n this.hooks.beforeRender.call();\n this.layerModelNeedUpdate = false;\n }\n this.models.forEach((model) => {\n model.draw(\n {\n uniforms: this.layerModel.getUninforms(),\n },\n isPicking,\n );\n });\n }\n return this;\n }\n\n public updateStyleAttribute(\n type: string,\n field: StyleAttributeField,\n values?: StyleAttributeOption,\n updateOptions?: Partial<IStyleAttributeUpdateOptions>,\n ) {\n if (!this.inited) {\n this.pendingStyleAttributes.push({\n attributeName: type,\n attributeField: field,\n attributeValues: values,\n updateOptions,\n });\n } else {\n this.styleAttributeService.updateStyleAttribute(\n type,\n {\n // @ts-ignore\n scale: {\n field,\n ...this.splitValuesAndCallbackInAttribute(\n // @ts-ignore\n values,\n // @ts-ignore\n this.getLayerConfig()[field],\n ),\n },\n },\n // @ts-ignore\n updateOptions,\n );\n }\n }\n\n public getShaderPickStat() {\n return this.layerService.getShaderPickStat();\n }\n\n /**\n * 继承空方法\n * @param time\n */\n public setEarthTime(time: number) {\n console.warn('empty fn');\n }\n\n protected getConfigSchema() {\n throw new Error('Method not implemented.');\n }\n\n protected getModelType(): unknown {\n throw new Error('Method not implemented.');\n }\n protected getDefaultConfig() {\n return {};\n }\n\n private sourceEvent = () => {\n this.dataState.dataSourceNeedUpdate = true;\n const { autoFit, fitBoundsOptions } = this.getLayerConfig();\n if (autoFit) {\n this.fitBounds(fitBoundsOptions);\n }\n // 对外暴露事件\n this.emit('dataUpdate');\n this.reRender();\n };\n\n private reRender() {\n if (this.inited) {\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n }\n }\n private splitValuesAndCallbackInAttribute(\n valuesOrCallback?: unknown[],\n defaultValues?: unknown[],\n ) {\n return {\n values: isFunction(valuesOrCallback)\n ? undefined\n : valuesOrCallback || defaultValues,\n callback: isFunction(valuesOrCallback) ? valuesOrCallback : undefined,\n };\n }\n}\n"],"file":"BaseLayer.js"}
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package/es/line/models/arc.d.ts
CHANGED
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@@ -6,6 +6,11 @@ export default class ArcModel extends BaseModel {
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6
6
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getAnimateUniforms(): IModelUniform;
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7
7
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initModels(): IModel[];
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8
8
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clearModels(): void;
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9
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+
getShaders(): {
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10
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+
frag: string;
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11
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+
vert: string;
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12
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type: string;
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13
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+
};
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9
14
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buildModels(): IModel[];
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10
15
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protected registerBuiltinAttributes(): void;
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11
16
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private updateTexture;
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package/es/line/models/arc.js
CHANGED
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@@ -15,8 +15,12 @@ import { AttributeType, gl } from '@antv/l7-core';
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15
15
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import { getMask, rgb2arr } from '@antv/l7-utils';
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16
16
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import BaseModel from '../../core/BaseModel';
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17
17
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import { LineArcTriangulation } from '../../core/triangulation';
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18
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-
var
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19
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-
var
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18
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+
var arc_dash_frag = "\nuniform float u_opacity;\n\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float segmentNumber;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n gl_FragColor.a *= opacity;\n\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 gl_FragColor = filterColor(gl_FragColor);\n}";
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19
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+
var arc_dash_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nuniform float u_lineDir: 1.0;\nvarying vec4 v_dash_array;\n\nuniform float u_thetaOffset: 0.314;\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#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // 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 // dataset \u6570\u636E\u96C6\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 -> thetaOffset... \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\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n \n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n \n\n styleMappingMat[3].b = segmentIndex / segmentNumber;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
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20
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+
var arc_line_frag = "\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n float d_distance_ratio = styleMappingMat[3].b; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u6BD4\u4F8B\n\n gl_FragColor = v_color;\n \n gl_FragColor.a *= opacity;\n\n if(u_aimate.x == Animate && u_line_texture != LineTexture) {\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) + u_time / u_aimate.y);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n }\n\n // \u5F53\u5B58\u5728\u8D34\u56FE\u65F6\u5728\u5E95\u8272\u4E0A\u8D34\u4E0A\u8D34\u56FE\n if(u_line_texture == LineTexture) { // while load texture\n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / segmentNumber));\n // float arcRadio = smoothstep( 0.0, 1.0, d_distance_ratio);\n\n float count = styleMappingMat[3].g; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_aimate.x == Animate) {\n time = u_time / u_aimate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n float v = styleMappingMat[3].a; // \u6A2A\u5411 v\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_aimate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_aimate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n \n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n // gl_FragColor = filterColor(gl_FragColor);\n}";
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21
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+
var arc_line_vert = "#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\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#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // 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 // dataset \u6570\u636E\u96C6\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 -> thetaOffset... \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\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n \n if(u_aimate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n if(u_lineDir != 1.0) {\n d_distance_ratio = 1.0 - d_distance_ratio;\n }\n }\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F\n\n float arcDistrance = length(source - target); // \u8D77\u59CB\u70B9\u548C\u7EC8\u70B9\u7684\u8DDD\u79BB\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n arcDistrance *= 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n // arcDistrance *= 8.0;\n arcDistrance = project_pixel_allmap(arcDistrance);\n }\n v_iconMapUV = a_iconMapUV;\n\n float pixelLen = project_pixel_texture(u_icon_step); // \u8D34\u56FE\u6CBF\u5F27\u7EBF\u65B9\u5411\u7684\u957F\u5EA6 - \u968F\u5730\u56FE\u7F29\u653E\u6539\u53D8\n float texCount = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n styleMappingMat[3].g = texCount;\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n }\n \n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n";
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var arc_linear_frag = "#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];\n\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\n\nuniform float segmentNumber;\nvarying vec2 v_iconMapUV;\n\nvarying mat4 styleMappingMat; // \u4F20\u9012\u4ECE\u7247\u5143\u4E2D\u4F20\u9012\u7684\u6620\u5C04\u6570\u636E\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float d_segmentIndex = styleMappingMat[3].r; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n gl_FragColor.a *= opacity;\n gl_FragColor = filterColor(gl_FragColor);\n}";
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var arc_linear_vert = "\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform float segmentNumber;\nvarying vec4 v_color;\n\nuniform float u_lineDir: 1.0;\n\nuniform float u_thetaOffset: 0.314;\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#pragma include \"styleMappingCalThetaOffset\"\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\nvec2 midPoint(vec2 source, vec2 target, float arcThetaOffset) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = arcThetaOffset;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n if(u_lineDir == 1.0) { // \u6B63\u5411\n return mid;\n } else { // \u9006\u5411\n // (mid + vmin)/2 = (s + t)/2\n vec2 vmid = source + target - mid;\n return vmid;\n }\n // return mid;\n}\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\nvec2 interpolate (vec2 source, vec2 target, float t, float arcThetaOffset) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n vec2 mid = midPoint(source, target, arcThetaOffset);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nvoid main() {\n v_color = a_Color;\n\n // 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 // dataset \u6570\u636E\u96C6\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 -> thetaOffset... \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\n vec2 thetaOffsetAndOffset = calThetaOffsetAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][1] = thetaOffsetAndOffset.r;\n textureOffset = thetaOffsetAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n vec2 source = a_Instance.rg; // \u8D77\u59CB\u70B9\n vec2 target = a_Instance.ba; // \u7EC8\u70B9\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n float d_distance_ratio;\n\n styleMappingMat[3].b = d_distance_ratio;\n\n // styleMappingMat[0][1] - arcThetaOffset\n vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio, styleMappingMat[0][1]), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n //unProjCustomCoord\n \n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n\n\n float d_segmentIndex = a_Position.x + 1.0; // \u5F53\u524D\u9876\u70B9\u5728\u5F27\u7EBF\u4E2D\u6240\u5904\u7684\u5206\u6BB5\u4F4D\u7F6E\n styleMappingMat[3].r = d_segmentIndex;\n\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n // gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n gl_Position = u_Mvp * (vec4(curr.xy + offset, 0, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));\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
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@@ -188,21 +192,56 @@ var ArcModel = function (_BaseModel) {
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(_this$dataTexture = this.dataTexture) === null || _this$dataTexture === void 0 ? void 0 : _this$dataTexture.destroy();
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value: function getShaders() {
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return {
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frag: arc_dash_frag,
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vert: arc_dash_vert,
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type: 'dash'
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};
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}
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if (sourceColor && targetColor) {
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return {
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frag: arc_linear_frag,
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vert: arc_linear_vert,
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type: 'linear'
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};
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} else {
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return {
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frag: arc_line_frag,
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vert: arc_line_vert,
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type: 'normal'
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};
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}
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}
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value: function buildModels() {
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var
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segmentNumber =
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mask =
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maskInside =
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var _ref4 = this.layer.getLayerConfig(),
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_ref4$segmentNumber = _ref4.segmentNumber,
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segmentNumber = _ref4$segmentNumber === void 0 ? 30 : _ref4$segmentNumber,
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_ref4$mask = _ref4.mask,
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mask = _ref4$mask === void 0 ? false : _ref4$mask,
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_ref4$maskInside = _ref4.maskInside,
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+
maskInside = _ref4$maskInside === void 0 ? true : _ref4$maskInside;
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+
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var _this$getShaders = this.getShaders(),
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frag = _this$getShaders.frag,
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vert = _this$getShaders.vert,
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type = _this$getShaders.type;
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return [this.layer.buildLayerModel({
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moduleName: 'arc2dline',
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vertexShader:
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fragmentShader:
|
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moduleName: 'arc2dline' + type,
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vertexShader: vert,
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fragmentShader: frag,
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triangulation: LineArcTriangulation,
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|
depth: {
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enable: false
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@@ -267,12 +306,12 @@ var ArcModel = function (_BaseModel) {
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var texture = feature.texture;
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var
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var _ref5 = iconMap[texture] || {
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},
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x =
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y =
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y = _ref5.y;
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return [x, y];
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}
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@@ -1 +1 @@
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1
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-
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\nimport line_arc_frag from '../shaders/line_arc_frag.glsl';\nimport line_arc2d_vert from '../shaders/line_arc_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class ArcModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n forward = true,\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n thetaOffset = 0.314,\n } = 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= rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_thetaOffset: isNumber(thetaOffset) ? thetaOffset : 0.0,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType || 'solid'],\n u_dash_array: dashArray,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n // console.log('animateOption', animateOption)\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n return [\n this.layer.buildLayerModel({\n moduleName: 'arc2dline',\n vertexShader: line_arc2d_vert,\n fragmentShader: line_arc_frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"arc.js"}
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{\n AttributeType,\n gl,\n IAnimateOption,\n IEncodeFeature,\n ILayerConfig,\n IModel,\n IModelUniform,\n ITexture2D,\n} from '@antv/l7-core';\n\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';\nimport { LineArcTriangulation } from '../../core/triangulation';\n// arc dash line\nimport arc_dash_frag from '../shaders/dash/arc_dash_frag.glsl';\nimport arc_dash_vert from '../shaders/dash/arc_dash_vert.glsl';\n// arc normal line\nimport arc_line_frag from '../shaders/line_arc_frag.glsl';\nimport arc_line_vert from '../shaders/line_arc_vert.glsl';\n// arc linear line\nimport arc_linear_frag from '../shaders/linear/arc_linear_frag.glsl';\nimport arc_linear_vert from '../shaders/linear/arc_linear_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\nexport default class ArcModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n forward = true,\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n thetaOffset = 0.314,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (\n this.dataTextureTest &&\n this.dataTextureNeedUpdate({ opacity, thetaOffset })\n ) {\n this.judgeStyleAttributes({ opacity, thetaOffset });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\n u_thetaOffset: isNumber(thetaOffset) ? thetaOffset : 0.0,\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType || 'solid'],\n u_dash_array: dashArray,\n u_blur: 0.9,\n u_lineDir: forward ? 1 : -1,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public getShaders(): { frag: string; vert: string; type: string } {\n const {\n sourceColor,\n targetColor,\n lineType,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n if (lineType === 'dash') {\n return {\n frag: arc_dash_frag,\n vert: arc_dash_vert,\n type: 'dash',\n };\n }\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: arc_linear_frag,\n vert: arc_linear_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: arc_line_frag,\n vert: arc_line_vert,\n type: 'normal',\n };\n }\n }\n\n public buildModels(): IModel[] {\n const {\n segmentNumber = 30,\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert, type } = this.getShaders();\n return [\n this.layer.buildLayerModel({\n moduleName: 'arc2dline' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n segmentNumber,\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0]] : [size as number];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'instance', // 弧线起始点信息\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Instance',\n buffer: {\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4], vertex[5], vertex[6]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_iconMapUV',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const iconMap = this.iconService.getIconMap();\n const { texture } = feature;\n const { x, y } = iconMap[texture as string] || { x: 0, y: 0 };\n return [x, y];\n },\n },\n });\n }\n\n private updateTexture = () => {\n const { createTexture2D } = this.rendererService;\n if (this.texture) {\n this.texture.update({\n data: this.iconService.getCanvas(),\n });\n this.layer.render();\n return;\n }\n this.texture = createTexture2D({\n data: this.iconService.getCanvas(),\n mag: gl.NEAREST,\n min: gl.NEAREST,\n premultiplyAlpha: false,\n width: 1024,\n height: this.iconService.canvasHeight || 128,\n });\n };\n}\n"],"file":"arc.js"}
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@@ -6,6 +6,11 @@ export default class Arc3DModel extends BaseModel {
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6
6
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getAnimateUniforms(): IModelUniform;
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7
7
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initModels(): IModel[];
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8
8
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clearModels(): void;
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9
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+
getShaders(): {
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10
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+
frag: string;
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11
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+
vert: string;
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12
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+
type: string;
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13
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+
};
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9
14
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buildModels(): IModel[];
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10
15
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protected registerBuiltinAttributes(): void;
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11
16
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private updateTexture;
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