@antv/l7-layers 2.9.16 → 2.9.18

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.
Files changed (60) hide show
  1. package/es/core/interface.d.ts +13 -0
  2. package/es/core/interface.js.map +1 -1
  3. package/es/core/triangulation.d.ts +0 -1
  4. package/es/core/triangulation.js +9 -36
  5. package/es/core/triangulation.js.map +1 -1
  6. package/es/image/index.d.ts +1 -1
  7. package/es/image/index.js +14 -2
  8. package/es/image/index.js.map +1 -1
  9. package/es/image/models/dataImage.d.ts +22 -0
  10. package/es/image/models/dataImage.js +230 -0
  11. package/es/image/models/dataImage.js.map +1 -0
  12. package/es/image/models/image.d.ts +1 -0
  13. package/es/image/models/image.js +7 -0
  14. package/es/image/models/image.js.map +1 -1
  15. package/es/image/models/index.d.ts +1 -1
  16. package/es/image/models/index.js +3 -1
  17. package/es/image/models/index.js.map +1 -1
  18. package/es/line/models/arc.js +2 -2
  19. package/es/line/models/arc.js.map +1 -1
  20. package/es/line/models/great_circle.js +2 -2
  21. package/es/line/models/line.js +1 -1
  22. package/es/line/models/simpleLine.d.ts +0 -1
  23. package/es/line/models/simpleLine.js +10 -53
  24. package/es/line/models/simpleLine.js.map +1 -1
  25. package/es/tile/manager/tileLayerManager.js +22 -2
  26. package/es/tile/manager/tileLayerManager.js.map +1 -1
  27. package/es/utils/extrude_polyline.d.ts +0 -15
  28. package/es/utils/extrude_polyline.js +6 -138
  29. package/es/utils/extrude_polyline.js.map +1 -1
  30. package/es/utils/simpleLine.d.ts +23 -0
  31. package/es/utils/simpleLine.js +105 -0
  32. package/es/utils/simpleLine.js.map +1 -0
  33. package/es/wind/models/wind.js +26 -22
  34. package/es/wind/models/wind.js.map +1 -1
  35. package/lib/core/interface.js.map +1 -1
  36. package/lib/core/triangulation.js +10 -36
  37. package/lib/core/triangulation.js.map +1 -1
  38. package/lib/image/index.js +14 -2
  39. package/lib/image/index.js.map +1 -1
  40. package/lib/image/models/dataImage.js +245 -0
  41. package/lib/image/models/dataImage.js.map +1 -0
  42. package/lib/image/models/image.js +7 -0
  43. package/lib/image/models/image.js.map +1 -1
  44. package/lib/image/models/index.js +4 -1
  45. package/lib/image/models/index.js.map +1 -1
  46. package/lib/line/models/arc.js +2 -2
  47. package/lib/line/models/arc.js.map +1 -1
  48. package/lib/line/models/great_circle.js +2 -2
  49. package/lib/line/models/line.js +1 -1
  50. package/lib/line/models/simpleLine.js +10 -53
  51. package/lib/line/models/simpleLine.js.map +1 -1
  52. package/lib/tile/manager/tileLayerManager.js +22 -2
  53. package/lib/tile/manager/tileLayerManager.js.map +1 -1
  54. package/lib/utils/extrude_polyline.js +6 -140
  55. package/lib/utils/extrude_polyline.js.map +1 -1
  56. package/lib/utils/simpleLine.js +117 -0
  57. package/lib/utils/simpleLine.js.map +1 -0
  58. package/lib/wind/models/wind.js +26 -22
  59. package/lib/wind/models/wind.js.map +1 -1
  60. package/package.json +5 -5
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../src/utils/simpleLine.ts"],"names":["aProjectFlat","vec2","lineA","create","direction","out","a","b","sub","normalize","ExtrudePolyline","complex","positions","indices","startIndex","indexes","points","length","started","totalDistance","total","count","i","last","cur","amt","simpleSegment","index","flatCur","flatLast","segmentDistance","lineSegmentDistance","extrusions","push","point","distanceRadio","currentIndex","b1","a1","dx","dy","Math","sqrt"],"mappings":";;;AAAA,SAASA,YAAT,QAA6B,gBAA7B;AACA,SAASC,IAAT,QAA2B,WAA3B;AAEA,IAAMC,KAAK,GAAGD,IAAI,CAACE,MAAL,EAAd;AAEA,OAAO,SAASC,SAAT,CAAmBC,GAAnB,EAA8BC,CAA9B,EAAuCC,CAAvC,EAAgD;AACrDN,EAAAA,IAAI,CAACO,GAAL,CAASH,GAAT,EAAcC,CAAd,EAAiBC,CAAjB;AACAN,EAAAA,IAAI,CAACQ,SAAL,CAAeJ,GAAf,EAAoBA,GAApB;AACA,SAAOA,GAAP;AACD;;IAEoBK,e;AAanB,6BAAc;AAAA;;AAAA;;AAAA,qCALa,KAKb;;AAAA,2CAHkB,CAGlB;;AAAA,0CAFiB,CAEjB;;AACZ,SAAKC,OAAL,GAAe;AACbC,MAAAA,SAAS,EAAE,EADE;AAEbC,MAAAA,OAAO,EAAE,EAFI;AAGbC,MAAAA,UAAU,EAAE,CAHC;AAIbC,MAAAA,OAAO,EAAE;AAJI,KAAf;AAMD;;;;WAED,uBAAqBC,MAArB,EAAyC;AACvC,UAAML,OAAO,GAAG,KAAKA,OAArB;;AACA,UAAIK,MAAM,CAACC,MAAP,IAAiB,CAArB,EAAwB;AACtB,eAAON,OAAP;AACD;;AAED,WAAKO,OAAL,GAAe,KAAf;AAEA,WAAKC,aAAL,GAAqB,CAArB;AAEA,UAAMC,KAAK,GAAGJ,MAAM,CAACC,MAArB;AACA,UAAII,KAAK,GAAGV,OAAO,CAACG,UAApB;;AACA,WAAK,IAAIQ,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGF,KAApB,EAA2BE,CAAC,EAA5B,EAAgC;AAC9B,YAAMC,IAAI,GAAGP,MAAM,CAACM,CAAC,GAAG,CAAL,CAAnB;AACA,YAAME,GAAG,GAAGR,MAAM,CAACM,CAAD,CAAlB;AACA,YAAMG,GAAG,GAAG,KAAKC,aAAL,CAAmBf,OAAnB,EAA4BU,KAA5B,EAAmCE,IAAnC,EAAyCC,GAAzC,CAAZ;AACAH,QAAAA,KAAK,IAAII,GAAT;AACD;;AAED,WAAK,IAAIH,EAAC,GAAG,CAAb,EAAgBA,EAAC,GAAGX,OAAO,CAACC,SAAR,CAAkBK,MAAlB,GAA2B,CAA/C,EAAkDK,EAAC,EAAnD,EAAuD;AACrDX,QAAAA,OAAO,CAACC,SAAR,CAAkBU,EAAC,GAAG,CAAJ,GAAQ,CAA1B,IAA+B,KAAKH,aAApC;AACD;;AACD,aAAOR,OAAP;AACD;;;WACD,uBAAsBA,OAAtB,EAAoCgB,KAApC,EAAmDJ,IAAnD,EAA+DC,GAA/D,EAA0E;AACxE,UAAIH,KAAK,GAAG,CAAZ;AACA,UAAMR,OAAO,GAAGF,OAAO,CAACE,OAAxB;AACA,UAAMD,SAAS,GAAGD,OAAO,CAACC,SAA1B;AACA,UAAMgB,OAAO,GAAG5B,YAAY,CAAC,CAACwB,GAAG,CAAC,CAAD,CAAJ,EAASA,GAAG,CAAC,CAAD,CAAZ,CAAD,CAA5B;AACA,UAAMK,QAAQ,GAAG7B,YAAY,CAAC,CAACuB,IAAI,CAAC,CAAD,CAAL,EAAUA,IAAI,CAAC,CAAD,CAAd,CAAD,CAA7B;AAEAnB,MAAAA,SAAS,CAACF,KAAD,EAAQ0B,OAAR,EAAiBC,QAAjB,CAAT;AAEA,UAAMC,eAAe,GAAG,KAAKC,mBAAL,CAAyBH,OAAzB,EAAkCC,QAAlC,CAAxB;AACA,WAAKV,aAAL,IAAsBW,eAAtB;;AAEA,UAAI,CAAC,KAAKZ,OAAV,EAAmB;AACjB,aAAKA,OAAL,GAAe,IAAf;AACA,aAAKc,UAAL,CAAgBpB,SAAhB,EAA2BW,IAA3B,EAAiC,KAAKJ,aAAL,GAAqBW,eAAtD;AACD;;AAED,WAAKE,UAAL,CAAgBpB,SAAhB,EAA2BY,GAA3B,EAAgC,KAAKL,aAArC;AACAN,MAAAA,OAAO,CAACoB,IAAR,CAAaN,KAAK,GAAG,CAArB,EAAwBA,KAAK,GAAG,CAAhC,EAAmCA,KAAK,GAAG,CAA3C;AACAd,MAAAA,OAAO,CAACoB,IAAR,CAAaN,KAAK,GAAG,CAArB,EAAwBA,KAAK,GAAG,CAAhC,EAAmCA,KAAK,GAAG,CAA3C;AACAN,MAAAA,KAAK,IAAI,CAAT;AAEA,aAAOA,KAAP;AACD;;;WACD,oBACET,SADF,EAEEsB,KAFF,EAGEC,aAHF,EAIE;AACAvB,MAAAA,SAAS,CAACqB,IAAV,CACEC,KAAK,CAAC,CAAD,CADP,EAEEA,KAAK,CAAC,CAAD,CAFP,EAGEA,KAAK,CAAC,CAAD,CAAL,GAAW,CAHb,EAIEC,aAJF,EAKE,CALF,EAMED,KAAK,CAAC,CAAD,CAAL,GAAW,CANb;AAQA,WAAKvB,OAAL,CAAaI,OAAb,CAAqBkB,IAArB,CAA0B,KAAKG,YAA/B;AACAxB,MAAAA,SAAS,CAACqB,IAAV,CACEC,KAAK,CAAC,CAAD,CADP,EAEEA,KAAK,CAAC,CAAD,CAFP,EAGEA,KAAK,CAAC,CAAD,CAAL,GAAW,CAHb,EAIEC,aAJF,EAKE,CALF,EAMED,KAAK,CAAC,CAAD,CAAL,GAAW,CANb;AAQA,WAAKvB,OAAL,CAAaI,OAAb,CAAqBkB,IAArB,CAA0B,KAAKG,YAA/B;AACA,WAAKA,YAAL;AACD;;;WACD,6BAA4BC,EAA5B,EAAkDC,EAAlD,EAAwE;AACtE,UAAMC,EAAE,GAAGD,EAAE,CAAC,CAAD,CAAF,GAAQD,EAAE,CAAC,CAAD,CAArB;AACA,UAAMG,EAAE,GAAGF,EAAE,CAAC,CAAD,CAAF,GAAQD,EAAE,CAAC,CAAD,CAArB;AACA,aAAOI,IAAI,CAACC,IAAL,CAAUH,EAAE,GAAGA,EAAL,GAAUC,EAAE,GAAGA,EAAzB,CAAP;AACD;;;;;;SAnGkB9B,e","sourcesContent":["import { aProjectFlat } from '@antv/l7-utils';\nimport { vec2, vec3 } from 'gl-matrix';\n\nconst lineA = vec2.create();\n\nexport function direction(out: vec2, a: vec2, b: vec2) {\n vec2.sub(out, a, b);\n vec2.normalize(out, out);\n return out;\n}\n\nexport default class ExtrudePolyline {\n public complex: {\n positions: number[];\n indices: number[];\n startIndex: number;\n indexes: number[];\n };\n\n private started: boolean = false;\n\n private totalDistance: number = 0;\n private currentIndex: number = 0;\n\n constructor() {\n this.complex = {\n positions: [],\n indices: [],\n startIndex: 0,\n indexes: [],\n };\n }\n\n public simpleExtrude(points: number[][]) {\n const complex = this.complex;\n if (points.length <= 1) {\n return complex;\n }\n\n this.started = false;\n\n this.totalDistance = 0;\n\n const total = points.length;\n let count = complex.startIndex;\n for (let i = 1; i < total; i++) {\n const last = points[i - 1] as vec3;\n const cur = points[i] as vec3;\n const amt = this.simpleSegment(complex, count, last, cur);\n count += amt;\n }\n\n for (let i = 0; i < complex.positions.length / 6; i++) {\n complex.positions[i * 6 + 5] = this.totalDistance;\n }\n return complex;\n }\n private simpleSegment(complex: any, index: number, last: vec3, cur: vec3) {\n let count = 0;\n const indices = complex.indices;\n const positions = complex.positions;\n const flatCur = aProjectFlat([cur[0], cur[1]]) as [number, number];\n const flatLast = aProjectFlat([last[0], last[1]]) as [number, number];\n\n direction(lineA, flatCur, flatLast);\n\n const segmentDistance = this.lineSegmentDistance(flatCur, flatLast);\n this.totalDistance += segmentDistance;\n\n if (!this.started) {\n this.started = true;\n this.extrusions(positions, last, this.totalDistance - segmentDistance);\n }\n\n this.extrusions(positions, cur, this.totalDistance);\n indices.push(index + 0, index + 1, index + 2);\n indices.push(index + 2, index + 1, index + 3);\n count += 2;\n\n return count;\n }\n private extrusions(\n positions: number[],\n point: vec3, // 顶点\n distanceRadio: number,\n ) {\n positions.push(\n point[0],\n point[1],\n point[2] | 0,\n distanceRadio,\n 0,\n point[2] | 0,\n );\n this.complex.indexes.push(this.currentIndex);\n positions.push(\n point[0],\n point[1],\n point[2] | 0,\n distanceRadio,\n 0,\n point[2] | 0,\n );\n this.complex.indexes.push(this.currentIndex);\n this.currentIndex++;\n }\n private lineSegmentDistance(b1: [number, number], a1: [number, number]) {\n const dx = a1[0] - b1[0];\n const dy = a1[1] - b1[1];\n return Math.sqrt(dx * dx + dy * dy);\n }\n}\n"],"file":"simpleLine.js"}
@@ -79,6 +79,32 @@ var WindModel = function (_BaseModel) {
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  value: function initModels() {
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  var _this3 = this;
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+ var _ref = this.layer.getLayerConfig(),
83
+ _ref$uMin = _ref.uMin,
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+ uMin = _ref$uMin === void 0 ? -21.32 : _ref$uMin,
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+ _ref$uMax = _ref.uMax,
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+ uMax = _ref$uMax === void 0 ? 26.8 : _ref$uMax,
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+ _ref$vMin = _ref.vMin,
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+ vMin = _ref$vMin === void 0 ? -21.57 : _ref$vMin,
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+ _ref$vMax = _ref.vMax,
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+ vMax = _ref$vMax === void 0 ? 21.42 : _ref$vMax,
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+ _ref$fadeOpacity = _ref.fadeOpacity,
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+ fadeOpacity = _ref$fadeOpacity === void 0 ? 0.996 : _ref$fadeOpacity,
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+ _ref$speedFactor = _ref.speedFactor,
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+ speedFactor = _ref$speedFactor === void 0 ? 0.25 : _ref$speedFactor,
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+ _ref$dropRate = _ref.dropRate,
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+ dropRate = _ref$dropRate === void 0 ? 0.003 : _ref$dropRate,
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+ _ref$dropRateBump = _ref.dropRateBump,
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+ dropRateBump = _ref$dropRateBump === void 0 ? 0.01 : _ref$dropRateBump,
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+ _ref$rampColors = _ref.rampColors,
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+ rampColors = _ref$rampColors === void 0 ? defaultRampColors : _ref$rampColors,
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+ _ref$sizeScale = _ref.sizeScale,
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+ sizeScale = _ref$sizeScale === void 0 ? 0.5 : _ref$sizeScale,
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+ _ref$mask = _ref.mask,
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+ mask = _ref$mask === void 0 ? false : _ref$mask,
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+ _ref$maskInside = _ref.maskInside,
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+ maskInside = _ref$maskInside === void 0 ? true : _ref$maskInside;
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+
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  var createTexture2D = this.rendererService.createTexture2D;
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  var source = this.layer.getSource();
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  this.texture = createTexture2D({
@@ -88,28 +114,6 @@ var WindModel = function (_BaseModel) {
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  var glContext = this.rendererService.getGLContext();
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  this.imageCoords = source.data.dataArray[0].coordinates;
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  source.data.images.then(function (imageData) {
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- var _ref = _this3.layer.getLayerConfig(),
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- _ref$uMin = _ref.uMin,
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- uMin = _ref$uMin === void 0 ? -21.32 : _ref$uMin,
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- _ref$uMax = _ref.uMax,
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- uMax = _ref$uMax === void 0 ? 26.8 : _ref$uMax,
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- _ref$vMin = _ref.vMin,
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- vMin = _ref$vMin === void 0 ? -21.57 : _ref$vMin,
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- _ref$vMax = _ref.vMax,
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- vMax = _ref$vMax === void 0 ? 21.42 : _ref$vMax,
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- _ref$fadeOpacity = _ref.fadeOpacity,
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- fadeOpacity = _ref$fadeOpacity === void 0 ? 0.996 : _ref$fadeOpacity,
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- _ref$speedFactor = _ref.speedFactor,
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- speedFactor = _ref$speedFactor === void 0 ? 0.25 : _ref$speedFactor,
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- _ref$dropRate = _ref.dropRate,
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- dropRate = _ref$dropRate === void 0 ? 0.003 : _ref$dropRate,
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- _ref$dropRateBump = _ref.dropRateBump,
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- dropRateBump = _ref$dropRateBump === void 0 ? 0.01 : _ref$dropRateBump,
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- _ref$rampColors = _ref.rampColors,
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- rampColors = _ref$rampColors === void 0 ? defaultRampColors : _ref$rampColors,
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- _ref$sizeScale = _ref.sizeScale,
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- sizeScale = _ref$sizeScale === void 0 ? 0.5 : _ref$sizeScale;
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-
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  _this3.sizeScale = sizeScale;
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  var _this3$getWindSize = _this3.getWindSize(),
@@ -1 +1 @@
1
- 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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n ITexture2D,\n Point,\n} from '@antv/l7-core';\nimport { FrequencyController } from '@antv/l7-utils';\nimport BaseModel from '../../core/BaseModel';\nimport { IWindLayerStyleOptions } from '../../core/interface';\nimport { RasterImageTriangulation } from '../../core/triangulation';\nimport WindFrag from '../shaders/wind_frag.glsl';\nimport WindVert from '../shaders/wind_vert.glsl';\nimport { IWind, IWindProps, Wind } from './windRender';\n\nconst defaultRampColors = {\n 0.0: '#3288bd',\n 0.1: '#66c2a5',\n 0.2: '#abdda4',\n 0.3: '#e6f598',\n 0.4: '#fee08b',\n 0.5: '#fdae61',\n 0.6: '#f46d43',\n 1.0: '#d53e4f',\n};\n\nexport default class WindModel extends BaseModel {\n protected texture: ITexture2D;\n\n private colorModel: IModel;\n private wind: IWind;\n private imageCoords: [Point, Point];\n private sizeScale: number = 0.5;\n // https://mapbox.github.io/webgl-wind/demo/\n // source: 'http://nomads.ncep.noaa.gov',\n\n private frequency = new FrequencyController(7.2);\n\n public render() {\n // TODO: 控制风场的平均更新频率\n this.frequency.run(() => {\n this.drawWind();\n });\n this.drawColorMode();\n }\n\n public getUninforms(): IModelUniform {\n throw new Error('Method not implemented.');\n }\n\n public initModels() {\n const { createTexture2D } = this.rendererService;\n\n const source = this.layer.getSource();\n this.texture = createTexture2D({\n height: 0,\n width: 0,\n });\n\n const glContext = this.rendererService.getGLContext();\n this.imageCoords = source.data.dataArray[0].coordinates as [Point, Point];\n\n source.data.images.then((imageData: HTMLImageElement[]) => {\n const {\n uMin = -21.32,\n uMax = 26.8,\n vMin = -21.57,\n vMax = 21.42,\n fadeOpacity = 0.996,\n speedFactor = 0.25,\n dropRate = 0.003,\n dropRateBump = 0.01,\n rampColors = defaultRampColors,\n sizeScale = 0.5,\n } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n this.sizeScale = sizeScale;\n\n const { imageWidth, imageHeight } = this.getWindSize();\n\n const options: IWindProps = {\n glContext,\n imageWidth,\n imageHeight,\n fadeOpacity,\n speedFactor,\n dropRate,\n dropRateBump,\n rampColors,\n };\n\n this.wind = new Wind(options);\n\n // imageData[0] 风场图\n this.wind.setWind({\n uMin,\n uMax,\n vMin,\n vMax,\n image: imageData[0],\n });\n\n this.texture = createTexture2D({\n data: imageData[0],\n width: imageData[0].width,\n height: imageData[0].height,\n });\n\n this.layerService.updateLayerRenderList();\n this.layerService.renderLayers();\n });\n\n this.colorModel = this.layer.buildLayerModel({\n moduleName: 'WindLayer',\n vertexShader: WindVert,\n fragmentShader: WindFrag,\n triangulation: RasterImageTriangulation,\n primitive: gl.TRIANGLES,\n depth: { enable: false },\n blend: this.getBlend(),\n });\n\n return [this.colorModel];\n }\n\n public getWindSize() {\n const p1 = this.mapService.lngLatToPixel(this.imageCoords[0]);\n const p2 = this.mapService.lngLatToPixel(this.imageCoords[1]);\n\n const imageWidth = Math.floor((p2.x - p1.x) * this.sizeScale);\n const imageHeight = Math.floor((p1.y - p2.y) * this.sizeScale);\n return { imageWidth, imageHeight };\n }\n\n public buildModels() {\n return this.initModels();\n }\n\n public clearModels(): void {\n this.texture?.destroy();\n this.wind?.destroy();\n }\n\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n\n protected registerBuiltinAttributes() {\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'uv',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Uv',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n\n private drawWind() {\n if (this.wind) {\n const {\n uMin = -21.32,\n uMax = 26.8,\n vMin = -21.57,\n vMax = 21.42,\n numParticles = 65535,\n fadeOpacity = 0.996,\n speedFactor = 0.25,\n dropRate = 0.003,\n dropRateBump = 0.01,\n rampColors = defaultRampColors,\n sizeScale = 0.5,\n } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n if (typeof sizeScale === 'number' && sizeScale !== this.sizeScale) {\n this.sizeScale = sizeScale;\n const { imageWidth, imageHeight } = this.getWindSize();\n this.wind.reSize(imageWidth, imageHeight);\n }\n\n this.wind.updateWindDir(uMin, uMax, vMin, vMax);\n\n this.wind.updateParticelNum(numParticles);\n\n this.wind.updateColorRampTexture(rampColors);\n\n this.wind.fadeOpacity = fadeOpacity;\n this.wind.speedFactor = speedFactor;\n this.wind.dropRate = dropRate;\n this.wind.dropRateBump = dropRateBump;\n\n const { d, w, h } = this.wind.draw();\n // TODO: 恢复 L7 渲染流程中 gl 状态\n this.rendererService.setBaseState();\n this.texture.update({\n data: d,\n width: w,\n height: h,\n });\n }\n }\n\n private drawColorMode() {\n const { opacity } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n this.colorModel.draw({\n uniforms: {\n u_opacity: opacity || 1.0,\n u_texture: this.texture,\n },\n });\n }\n}\n"],"file":"wind.js"}
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number[],\n attributeIdx: number,\n ) => {\n return [vertex[3], vertex[4]];\n },\n },\n });\n }\n\n private drawWind() {\n if (this.wind) {\n const {\n uMin = -21.32,\n uMax = 26.8,\n vMin = -21.57,\n vMax = 21.42,\n numParticles = 65535,\n fadeOpacity = 0.996,\n speedFactor = 0.25,\n dropRate = 0.003,\n dropRateBump = 0.01,\n rampColors = defaultRampColors,\n sizeScale = 0.5,\n } = this.layer.getLayerConfig() as IWindLayerStyleOptions;\n if (typeof sizeScale === 'number' && sizeScale !== this.sizeScale) {\n this.sizeScale = sizeScale;\n const { imageWidth, imageHeight } = this.getWindSize();\n this.wind.reSize(imageWidth, imageHeight);\n }\n\n this.wind.updateWindDir(uMin, uMax, vMin, vMax);\n\n this.wind.updateParticelNum(numParticles);\n\n this.wind.updateColorRampTexture(rampColors);\n\n this.wind.fadeOpacity = fadeOpacity;\n this.wind.speedFactor = speedFactor;\n this.wind.dropRate = dropRate;\n this.wind.dropRateBump = dropRateBump;\n\n const { d, w, h } = this.wind.draw();\n // 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@@ -1 +1 @@
1
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// 可选参数、是否反向(arcLine)\n lineTexture?: boolean; // 可选参数、是否开启纹理贴图功能(all)\n iconStep?: number; // 可选参数、纹理贴图步长(all)\n iconStepCount?: number; // 可选参数、纹理贴图间隔\n textureBlend?: string; // 可选参数、供给纹理贴图使用(all)\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n thetaOffset?: number; // 可选参数、设置弧线的偏移量\n\n globalArcHeight?: number; // 可选参数、地球模式下 3D 弧线的高度\n vertexHeightScale?: number; // 可选参数、lineLayer vertex height scale\n\n borderWidth?: number; // 可选参数 线边框宽度\n borderColor?: string; // 可选参数 线边框颜色\n\n heightfixed?: boolean; // 可选参数 高度是否固定\n raisingHeight?: number; // 线图层抬升高度\n\n mask?: boolean; // 可选参数 时候允许蒙层\n maskInside?: boolean; // 可选参数 控制图层是否显示在蒙层的内部\n\n arrow?: ILineArrow;\n\n rampColors?: IColorRamp;\n featureId?: string;\n sourceLayer?: string;\n}\n\nexport interface IPointLayerStyleOptions {\n tileOrigin?: number[];\n coord?: string;\n opacity: number;\n strokeOpacity: number;\n strokeWidth: number;\n stroke: string;\n\n blur?: number;\n\n // text\n textOffset?: [number, number];\n textAnchor?: anchorType;\n spacing?: number;\n padding?: [number, number];\n halo?: number;\n gamma?: number;\n fontWeight?: string;\n fontFamily?: string;\n textAllowOverlap?: boolean;\n\n raisingHeight?: number; // 线图层抬升高度\n\n // cylinder\n pickLight?: boolean;\n depth?: boolean;\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n lightEnable: boolean;\n heightfixed?: boolean; // 圆柱体高度是否固定(不随 zoom 发生变化)\n\n offsets?: styleOffset;\n blend?: string;\n unit?: string;\n mask?: boolean;\n maskInside?: boolean;\n\n rotation?: number; // angle\n speed?: number;\n featureId?: string;\n sourceLayer?: string;\n}\n\nexport interface IPolygonLayerStyleOptions {\n tileOrigin?: number[];\n coord?: string;\n opacity?: number;\n\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n\n topsurface?: boolean;\n sidesurface?: boolean;\n\n mapTexture?: string; // 挤出几何体顶面贴图\n raisingHeight?: number; // 挤出几何体抬升高度\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n heightfixed?: boolean; // 挤出几何体高度是否固定(不随 zoom 发生变化)\n\n pickLight: boolean;\n mask?: boolean;\n maskInside?: boolean;\n\n // water\n waterTexture?: string;\n speed?: number;\n // ocean\n watercolor?: string;\n watercolor2?: string;\n\n featureId?: string;\n sourceLayer?: string;\n}\n\n// 栅格瓦片图层\nexport interface IRasterTileLayerStyleOptions {\n // TODO: define\n zIndex?: number;\n opacity?: number;\n}\nexport interface IMaskLayerStyleOptions {\n opacity: styleSingle;\n}\n\nexport interface IWindLayerStyleOptions {\n uMin?: number;\n uMax?: number;\n vMin?: number;\n vMax?: number;\n fadeOpacity?: number;\n speedFactor?: number;\n dropRate?: number;\n dropRateBump?: number;\n opacity?: number;\n numParticles?: number;\n rampColors?: {\n [key: number]: string;\n };\n sizeScale?: number;\n}\n\nexport interface IImageLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n}\n\nexport interface IGeometryLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n\n mapTexture?: string;\n terrainTexture?: string;\n\n // planeGeometry\n center?: [number, number];\n width?: number;\n height?: number;\n\n widthSegments?: number;\n heightSegments?: number;\n\n terrainClipHeight?: number;\n rgb2height?: (r: number, g: number, b: number) => number;\n\n // billboard\n raisingHeight?: number; // 抬升高度\n canvasWidth?: number;\n canvasHeight?: number;\n drawCanvas?: (canvas: HTMLCanvasElement) => void;\n\n // sprite\n spriteAnimate?: string;\n spriteRadius?: number;\n spriteCount?: number;\n spriteSpeed?: number;\n spriteTop?: number;\n spriteBottom?: number;\n spriteUpdate?: number;\n spriteScale?: number;\n\n animateOption?: IAnimateOption;\n}\n\nexport enum CanvasUpdateType {\n 'ALWAYS' = 'always',\n 'DRAGEND' = 'dragend',\n}\n\nexport interface IDrawingOnCanvas {\n canvas: HTMLCanvasElement;\n ctx: CanvasRenderingContext2D;\n mapService: IMapService;\n size: [number, number];\n}\nexport interface ICanvasLayerStyleOptions {\n zIndex: number;\n update: CanvasUpdateType | string;\n drawingOnCanvas: (option: IDrawingOnCanvas) => void;\n}\n\nexport interface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n\n coverage?: number;\n}\n\nexport interface IRasterLayerStyleOptions {\n opacity: number;\n domain: [number, number];\n noDataValue: number;\n clampLow: boolean;\n clampHigh: boolean;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n rampColorsData?: ImageData | IImagedata;\n}\n"],"file":"interface.js"}
1
+ {"version":3,"sources":["../../src/core/interface.ts"],"names":["lineStyleType","CanvasUpdateType"],"mappings":";;;;;;IAIYA,a;;;WAAAA,a;AAAAA,EAAAA,a,CAAAA,a;AAAAA,EAAAA,a,CAAAA,a;GAAAA,a,6BAAAA,a;;IAyNAC,gB;;;WAAAA,gB;AAAAA,EAAAA,gB;AAAAA,EAAAA,gB;GAAAA,gB,gCAAAA,gB","sourcesContent":["import { IAnimateOption, IMapService } from '@antv/l7-core';\nimport { IColorRamp, IImagedata } from '@antv/l7-utils';\nimport { styleOffset, styleSingle } from '../core/BaseModel';\nimport { anchorType } from '../utils/symbol-layout';\nexport enum lineStyleType {\n 'solid' = 0.0,\n 'dash' = 1.0,\n}\n\ninterface ILineArrow {\n enable: boolean;\n arrowWidth: number;\n arrowHeight: number;\n tailWidth: number;\n}\n\nexport interface ILineLayerStyleOptions {\n tileOrigin?: number[];\n coord?: string;\n\n opacity: styleSingle;\n lineType?: keyof typeof lineStyleType; // 可选参数、线类型(all - dash/solid)\n dashArray?: [number, number]; // 可选参数、虚线间隔\n segmentNumber?: number;\n\n depth?: boolean;\n forward?: boolean; // 可选参数、是否反向(arcLine)\n lineTexture?: boolean; // 可选参数、是否开启纹理贴图功能(all)\n iconStep?: number; // 可选参数、纹理贴图步长(all)\n iconStepCount?: number; // 可选参数、纹理贴图间隔\n textureBlend?: string; // 可选参数、供给纹理贴图使用(all)\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n thetaOffset?: number; // 可选参数、设置弧线的偏移量\n\n globalArcHeight?: number; // 可选参数、地球模式下 3D 弧线的高度\n vertexHeightScale?: number; // 可选参数、lineLayer vertex height scale\n\n borderWidth?: number; // 可选参数 线边框宽度\n borderColor?: string; // 可选参数 线边框颜色\n\n heightfixed?: boolean; // 可选参数 高度是否固定\n raisingHeight?: number; // 线图层抬升高度\n\n mask?: boolean; // 可选参数 时候允许蒙层\n maskInside?: boolean; // 可选参数 控制图层是否显示在蒙层的内部\n\n arrow?: ILineArrow;\n\n rampColors?: IColorRamp;\n featureId?: string;\n sourceLayer?: string;\n}\n\nexport interface IPointLayerStyleOptions {\n tileOrigin?: number[];\n coord?: string;\n opacity: number;\n strokeOpacity: number;\n strokeWidth: number;\n stroke: string;\n\n blur?: number;\n\n // text\n textOffset?: [number, number];\n textAnchor?: anchorType;\n spacing?: number;\n padding?: [number, number];\n halo?: number;\n gamma?: number;\n fontWeight?: string;\n fontFamily?: string;\n textAllowOverlap?: boolean;\n\n raisingHeight?: number; // 线图层抬升高度\n\n // cylinder\n pickLight?: boolean;\n depth?: boolean;\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n lightEnable: boolean;\n heightfixed?: boolean; // 圆柱体高度是否固定(不随 zoom 发生变化)\n\n offsets?: styleOffset;\n blend?: string;\n unit?: string;\n mask?: boolean;\n maskInside?: boolean;\n\n rotation?: number; // angle\n speed?: number;\n featureId?: string;\n sourceLayer?: string;\n}\n\nexport interface IPolygonLayerStyleOptions {\n tileOrigin?: number[];\n coord?: string;\n opacity?: number;\n\n opacityLinear?: {\n enable: boolean;\n dir: string;\n };\n\n topsurface?: boolean;\n sidesurface?: boolean;\n\n mapTexture?: string; // 挤出几何体顶面贴图\n raisingHeight?: number; // 挤出几何体抬升高度\n sourceColor?: string; // 可选参数、设置渐变色的起始颜色(all)\n targetColor?: string; // 可选参数、设置渐变色的终点颜色(all)\n heightfixed?: boolean; // 挤出几何体高度是否固定(不随 zoom 发生变化)\n\n pickLight: boolean;\n mask?: boolean;\n maskInside?: boolean;\n\n // water\n waterTexture?: string;\n speed?: number;\n // ocean\n watercolor?: string;\n watercolor2?: string;\n\n featureId?: string;\n sourceLayer?: string;\n}\n\n// 栅格瓦片图层\nexport interface IRasterTileLayerStyleOptions {\n // TODO: define\n zIndex?: number;\n opacity?: number;\n}\nexport interface IMaskLayerStyleOptions {\n opacity: styleSingle;\n}\n\nexport interface IWindLayerStyleOptions {\n uMin?: number;\n uMax?: number;\n vMin?: number;\n vMax?: number;\n fadeOpacity?: number;\n speedFactor?: number;\n dropRate?: number;\n dropRateBump?: number;\n opacity?: number;\n numParticles?: number;\n rampColors?: {\n [key: number]: string;\n };\n sizeScale?: number;\n\n mask?: boolean;\n maskInside?: boolean;\n}\n\nexport interface IImageLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n\n domain?: [number, number];\n noDataValue?: number;\n clampLow?: boolean;\n clampHigh?: boolean;\n rampColors?: IColorRamp;\n rampColorsData?: ImageData | IImagedata;\n pixelConstant?: number;\n pixelConstantR?: number;\n pixelConstantG?: number;\n pixelConstantB?: number;\n pixelConstantRGB?: number;\n}\n\nexport interface IGeometryLayerStyleOptions {\n opacity: number;\n mask?: boolean;\n maskInside?: boolean;\n\n mapTexture?: string;\n terrainTexture?: string;\n\n // planeGeometry\n center?: [number, number];\n width?: number;\n height?: number;\n\n widthSegments?: number;\n heightSegments?: number;\n\n terrainClipHeight?: number;\n rgb2height?: (r: number, g: number, b: number) => number;\n\n // billboard\n raisingHeight?: number; // 抬升高度\n canvasWidth?: number;\n canvasHeight?: number;\n drawCanvas?: (canvas: HTMLCanvasElement) => void;\n\n // sprite\n spriteAnimate?: string;\n spriteRadius?: number;\n spriteCount?: number;\n spriteSpeed?: number;\n spriteTop?: number;\n spriteBottom?: number;\n spriteUpdate?: number;\n spriteScale?: number;\n\n animateOption?: IAnimateOption;\n}\n\nexport enum CanvasUpdateType {\n 'ALWAYS' = 'always',\n 'DRAGEND' = 'dragend',\n}\n\nexport interface IDrawingOnCanvas {\n canvas: HTMLCanvasElement;\n ctx: CanvasRenderingContext2D;\n mapService: IMapService;\n size: [number, number];\n}\nexport interface ICanvasLayerStyleOptions {\n zIndex: number;\n update: CanvasUpdateType | string;\n drawingOnCanvas: (option: IDrawingOnCanvas) => void;\n}\n\nexport interface IHeatMapLayerStyleOptions {\n opacity: number;\n intensity: number;\n radius: number;\n angle: number;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n\n coverage?: number;\n}\n\nexport interface IRasterLayerStyleOptions {\n opacity: number;\n domain: [number, number];\n noDataValue: number;\n clampLow: boolean;\n clampHigh: boolean;\n rampColors: IColorRamp;\n mask?: boolean;\n maskInside?: boolean;\n rampColorsData?: ImageData | IImagedata;\n}\n"],"file":"interface.js"}
@@ -39,6 +39,8 @@ var _extrude_polyline = _interopRequireDefault(require("../utils/extrude_polylin
39
39
 
40
40
  var _geo = require("../utils/geo");
41
41
 
42
+ var _simpleLine = _interopRequireDefault(require("../utils/simpleLine"));
43
+
42
44
  var _extrude = _interopRequireWildcard(require("./shape/extrude"));
43
45
 
44
46
  var _Path = require("./shape/Path");
@@ -143,49 +145,21 @@ function LineTriangulation(feature) {
143
145
  }
144
146
 
145
147
  function SimpleLineTriangulation(feature) {
146
- var coordinates = feature.coordinates,
147
- originCoordinates = feature.originCoordinates,
148
- version = feature.version;
149
- var line = new _extrude_polyline.default({
150
- dash: true,
151
- join: 'bevel'
152
- });
153
-
154
- if (version === 'GAODE2.x') {
155
- var path1 = coordinates;
156
-
157
- if (!Array.isArray(path1[0][0])) {
158
- path1 = [coordinates];
159
- }
160
-
161
- var path2 = originCoordinates;
162
-
163
- if (!Array.isArray(path2[0][0])) {
164
- path2 = [originCoordinates];
165
- }
166
-
167
- for (var i = 0; i < path1.length; i++) {
168
- var item1 = path1[i];
169
- var item2 = path2[i];
170
- line.simpleExtrude_gaode2(item1, item2);
171
- }
172
- } else {
173
- var path = coordinates;
174
-
175
- if (path[0] && !Array.isArray(path[0][0])) {
176
- path = [coordinates];
177
- }
148
+ var coordinates = feature.coordinates;
149
+ var line = new _simpleLine.default();
150
+ var path = coordinates;
178
151
 
179
- path.forEach(function (item) {
180
- line.simpleExtrude(item);
181
- });
152
+ if (path[0] && !Array.isArray(path[0][0])) {
153
+ path = [coordinates];
182
154
  }
183
155
 
156
+ path.forEach(function (item) {
157
+ line.simpleExtrude(item);
158
+ });
184
159
  var linebuffer = line.complex;
185
160
  return {
186
161
  vertices: linebuffer.positions,
187
162
  indices: linebuffer.indices,
188
- normals: linebuffer.normals,
189
163
  size: 6
190
164
  };
191
165
  }
@@ -1 +1 @@
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{ IEncodeFeature } from '@antv/l7-core';\nimport { aProjectFlat, lngLatToMeters } from '@antv/l7-utils';\nimport earcut from 'earcut';\n// @ts-ignore\nimport { mat4, vec3 } from 'gl-matrix';\nimport {\n EARTH_RADIUS,\n EARTH_RADIUS_OUTER,\n EARTH_SEGMENTS,\n lglt2xyz,\n primitiveSphere,\n} from '../earth/utils';\nimport ExtrudePolyline from '../utils/extrude_polyline';\nimport {\n calculateCentroid,\n calculatePointsCenterAndRadius,\n} from '../utils/geo';\nimport extrudePolygon, {\n extrude_PolygonNormal,\n fillPolygon,\n IExtrudeGeomety,\n} from './shape/extrude';\nimport {\n geometryShape,\n IPosition,\n ShapeType2D,\n ShapeType3D,\n} from './shape/Path';\ntype IShape = ShapeType2D & ShapeType3D;\ninterface IGeometryCache {\n [key: string]: IExtrudeGeomety;\n}\nconst GeometryCache: IGeometryCache = {};\n\n/**\n * 计算2D 填充点图顶点\n * @param feature 映射feature\n */\n\nexport function PointFillTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates, ...coordinates, ...coordinates, ...coordinates],\n indices: [0, 1, 2, 2, 3, 0],\n size: coordinates.length,\n };\n}\n/**\n * 计算2D 填充点图顶点 (地球模式)\n * @param feature 映射feature\n */\nexport function GlobelPointFillTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n const xyz = lglt2xyz(coordinates as [number, number]);\n return {\n vertices: [...xyz, ...xyz, ...xyz, ...xyz],\n indices: [0, 1, 2, 2, 3, 0],\n size: xyz.length,\n };\n}\n\n/**\n * 计算3D 拉伸点图\n * @param feature 映射feature\n */\nexport function PointExtrudeTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n const { positions, index, normals } = getGeometry(\n shape as ShapeType3D,\n false,\n );\n return {\n vertices: positions,\n indices: index,\n normals,\n size: 5,\n };\n}\n\n/**\n * 计算图片标注\n * @param feature 映射feature\n */\nexport function PointImageTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates],\n indices: [0],\n size: coordinates.length,\n };\n}\n\n/**\n * 线三角化\n * @param feature 映射feature\n */\nexport function LineTriangulation(feature: IEncodeFeature) {\n const { coordinates, originCoordinates, version } = feature;\n // let path = coordinates as number[][][] | number[][];\n // if (!Array.isArray(path[0][0])) {\n // path = [coordinates] as number[][][];\n // }\n\n const line = new ExtrudePolyline({\n dash: true,\n join: 'bevel',\n });\n\n if (version === 'GAODE2.x') {\n // 处理高德2.0几何体构建\n let path1 = coordinates as number[][][] | number[][]; // 计算位置\n if (!Array.isArray(path1[0][0])) {\n path1 = [coordinates] as number[][][];\n }\n let path2 = originCoordinates as number[][][] | number[][]; // 计算法线\n if (!Array.isArray(path2[0][0])) {\n path2 = [originCoordinates] as number[][][];\n }\n\n for (let i = 0; i < path1.length; i++) {\n // 高德2.0在计算线时,需要使用经纬度计算发现,使用 customCoords.lnglatToCoords 计算的数据来计算顶点的位置\n const item1 = path1[i];\n const item2 = path2[i];\n line.extrude_gaode2(item1 as number[][], item2 as number[][]);\n }\n } else {\n // 处理非高德2.0的几何体构建\n let path = coordinates as number[][][] | number[][];\n if (path[0] && !Array.isArray(path[0][0])) {\n path = [coordinates] as number[][][];\n }\n path.forEach((item: any) => {\n line.extrude(item as number[][]);\n });\n }\n\n const linebuffer = line.complex;\n return {\n vertices: linebuffer.positions, // [ x,y,z, distance, miter,total ]\n indices: linebuffer.indices,\n normals: linebuffer.normals,\n indexes: linebuffer.indexes,\n size: 6,\n };\n}\n\nexport function SimpleLineTriangulation(feature: IEncodeFeature) {\n const { coordinates, originCoordinates, version } = feature;\n\n const line = new ExtrudePolyline({\n dash: true,\n join: 'bevel',\n });\n\n if (version === 'GAODE2.x') {\n // 处理高德2.0几何体构建\n let path1 = coordinates as number[][][] | number[][]; // 计算位置\n if (!Array.isArray(path1[0][0])) {\n path1 = [coordinates] as number[][][];\n }\n let path2 = originCoordinates as number[][][] | number[][]; // 计算法线\n if (!Array.isArray(path2[0][0])) {\n path2 = [originCoordinates] as number[][][];\n }\n\n for (let i = 0; i < path1.length; i++) {\n // 高德2.0在计算线时,需要使用经纬度计算发现,使用 customCoords.lnglatToCoords 计算的数据来计算顶点的位置\n const item1 = path1[i];\n const item2 = path2[i];\n line.simpleExtrude_gaode2(item1 as number[][], item2 as number[][]);\n }\n } else {\n // 处理非高德2.0的几何体构建\n let path = coordinates as number[][][] | number[][];\n if (path[0] && !Array.isArray(path[0][0])) {\n path = [coordinates] as number[][][];\n }\n path.forEach((item: any) => {\n line.simpleExtrude(item as number[][]);\n });\n }\n\n const linebuffer = line.complex;\n return {\n vertices: linebuffer.positions, // [ x,y,z, distance, miter,total ]\n indices: linebuffer.indices,\n normals: linebuffer.normals,\n size: 6,\n };\n}\n\nexport function polygonTriangulation(feature: IEncodeFeature) {\n const { coordinates } = feature;\n const flattengeo = earcut.flatten(coordinates as number[][][]);\n const { vertices, dimensions, holes } = flattengeo;\n return {\n indices: earcut(vertices, holes, dimensions),\n vertices,\n size: dimensions,\n };\n}\n\n// TODO:构建几何图形(带有中心点和大小)\nexport function polygonTriangulationWithCenter(feature: IEncodeFeature) {\n const { coordinates } = feature;\n const flattengeo = earcut.flatten(coordinates as number[][][]);\n const { vertices, dimensions, holes } = flattengeo;\n\n return {\n indices: earcut(vertices, holes, dimensions),\n vertices: getVerticesWithCenter(vertices),\n size: dimensions + 4,\n };\n}\n\nfunction getVerticesWithCenter(vertices: number[]) {\n const verticesWithCenter = [];\n const { center, radius } = calculatePointsCenterAndRadius(vertices);\n for (let i = 0; i < vertices.length; i += 2) {\n const lng = vertices[i];\n const lat = vertices[i + 1];\n verticesWithCenter.push(lng, lat, 0, ...center, radius);\n }\n return verticesWithCenter;\n}\n\nexport function PolygonExtrudeTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[][];\n const { positions, index, normals } = extrude_PolygonNormal(\n coordinates,\n true,\n );\n return {\n vertices: positions, // [ x, y, z, uv.x,uv.y ]\n indices: index,\n normals,\n size: 5,\n };\n}\n\nexport function HeatmapGridTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n const { positions, index } = getHeatmapGeometry(shape as IShape);\n return {\n vertices: positions, // [ x, y, z ] 多边形顶点\n indices: index,\n size: 3,\n };\n}\n\n/**\n * 图片图层顶点构造\n * @param feature 数据\n */\nexport function RasterImageTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[];\n // [ x, y, z. uv.x, uv.y]\n const positions: number[] = [\n ...coordinates[0],\n 0,\n 0,\n 1,\n coordinates[1][0],\n coordinates[0][1],\n 0,\n 1,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n ...coordinates[0],\n 0,\n 0,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n coordinates[0][0],\n coordinates[1][1],\n 0,\n 0,\n 0,\n ];\n const indexs = [0, 1, 2, 3, 4, 5];\n return {\n vertices: positions,\n indices: indexs,\n size: 5,\n };\n}\n\n/**\n * 计算3D弧线顶点\n * @param feature 映射数据\n * @param segNum 弧线线段数\n */\nexport function LineArcTriangulation(\n feature: IEncodeFeature,\n segmentNumber?: number,\n) {\n const segNum = segmentNumber ? segmentNumber : 30;\n const coordinates = feature.coordinates as IPosition[];\n const positions = [];\n const indexArray = [];\n for (let i = 0; i < segNum; i++) {\n // 上线两个顶点\n // [ x, y, z, sx,sy, tx,ty]\n positions.push(\n i,\n 1,\n i,\n coordinates[0][0],\n coordinates[0][1],\n coordinates[1][0],\n coordinates[1][1],\n i,\n -1,\n i,\n coordinates[0][0],\n coordinates[0][1],\n coordinates[1][0],\n coordinates[1][1],\n );\n\n if (i !== segNum - 1) {\n indexArray.push(\n ...[0, 1, 2, 1, 3, 2].map((v) => {\n return i * 2 + v;\n }),\n );\n }\n }\n return {\n vertices: positions,\n indices: indexArray,\n size: 7,\n };\n}\n\n/**\n * 构建热力图密度图的顶点\n * @param feature\n * @returns\n */\nexport function HeatmapTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as number[];\n if (coordinates.length === 2) {\n coordinates.push(0);\n }\n const size = feature.size as number;\n const dir = addDir(-1, 1);\n const dir1 = addDir(1, 1);\n const dir2 = addDir(-1, -1);\n const dir3 = addDir(1, -1);\n // [x,y,z, dirx ,diry, weight]\n const positions = [\n ...coordinates,\n ...dir,\n ...coordinates,\n ...dir2,\n ...coordinates,\n ...dir3,\n ...coordinates,\n ...dir1,\n ];\n const indexArray = [0, 1, 2, 3, 0, 2];\n return {\n vertices: positions,\n indices: indexArray,\n size: 5,\n };\n}\n\n/**\n * 点图层3d geomerty\n * @param shape 3D形状\n */\nfunction getGeometry(shape: ShapeType3D, needFlat = false): IExtrudeGeomety {\n if (GeometryCache && GeometryCache[shape]) {\n return GeometryCache[shape];\n }\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.cylinder();\n const geometry = extrude_PolygonNormal([path], needFlat);\n GeometryCache[shape] = geometry;\n return geometry;\n}\n\nfunction computeVertexNormals(\n positions: number[],\n indexArray: number[],\n dim: number = 3,\n needFlat: boolean = false,\n) {\n const normals = new Float32Array((positions.length / dim) * 3);\n let vA: number;\n let vB: number;\n let vC: number;\n const cb = vec3.create();\n const ab = vec3.create();\n const normal = vec3.create();\n for (let i = 0, li = indexArray.length; i < li; i += 3) {\n vA = indexArray[i + 0] * 3;\n vB = indexArray[i + 1] * 3;\n vC = indexArray[i + 2] * 3;\n let p1 = [positions[vA], positions[vA + 1]];\n let p2 = [positions[vB], positions[vB + 1]];\n let p3 = [positions[vC], positions[vC + 1]];\n if (needFlat) {\n p1 = lngLatToMeters(p1);\n p2 = lngLatToMeters(p2);\n p3 = lngLatToMeters(p3);\n }\n const [ax, ay] = p1;\n const pA = vec3.fromValues(ax, ay, positions[vA + 2]);\n const [bx, by] = p2;\n const pB = vec3.fromValues(bx, by, positions[vB + 2]);\n const [cx, cy] = p3;\n const pC = vec3.fromValues(cx, cy, positions[vC + 2]);\n vec3.sub(cb, pC, pB);\n vec3.sub(ab, pA, pB);\n vec3.cross(normal, cb, ab);\n normals[vA] += cb[0];\n normals[vA + 1] += cb[1];\n normals[vA + 2] += cb[2];\n normals[vB] += cb[0];\n normals[vB + 1] += cb[1];\n normals[vB + 2] += cb[2];\n normals[vC] += cb[0];\n normals[vC + 1] += cb[1];\n normals[vC + 2] += cb[2];\n }\n normalizeNormals(normals);\n return normals;\n}\n\nfunction normalizeNormals(normals: Float32Array) {\n for (let i = 0, li = normals.length; i < li; i += 3) {\n const normal = vec3.fromValues(normals[i], normals[i + 1], normals[i + 2]);\n const newNormal = vec3.create();\n vec3.normalize(newNormal, normal);\n normals.set(newNormal, i);\n }\n}\n\nfunction checkIsClosed(points: number[][][]) {\n const p1 = points[0][0];\n const p2 = points[0][points[0].length - 1];\n return p1[0] === p2[0] && p1[1] === p2[1];\n}\n\nfunction getHeatmapGeometry(shape: ShapeType2D | ShapeType3D): IExtrudeGeomety {\n const shape3d = [\n 'cylinder',\n 'triangleColumn',\n 'hexagonColumn',\n 'squareColumn',\n ];\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.circle();\n const geometry =\n shape3d.indexOf(shape) === -1\n ? fillPolygon([path])\n : extrudePolygon([path]);\n // const geometry = fillPolygon([path]);\n return geometry;\n}\n// 热力图计算范围\nfunction addDir(dirX: number, dirY: number) {\n const x = (dirX + 1) / 2;\n const y = (dirY + 1) / 2;\n return [x, y];\n}\n\n/**\n * 构建地球三角网格\n * @returns\n */\nexport function earthTriangulation() {\n const earthmesh = primitiveSphere(EARTH_RADIUS, { segments: EARTH_SEGMENTS });\n const { positionsArr, indicesArr, normalArr } = earthmesh;\n return {\n vertices: positionsArr,\n indices: indicesArr,\n size: 5,\n normals: normalArr,\n };\n}\n\nexport function earthOuterTriangulation() {\n const earthmesh = primitiveSphere(EARTH_RADIUS + EARTH_RADIUS_OUTER, {\n segments: EARTH_SEGMENTS,\n });\n const { positionsArr, indicesArr, normalArr } = earthmesh;\n return {\n vertices: positionsArr,\n indices: indicesArr,\n size: 5,\n normals: normalArr,\n };\n}\n"],"file":"triangulation.js"}
1
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coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates, ...coordinates, ...coordinates, ...coordinates],\n indices: [0, 1, 2, 2, 3, 0],\n size: coordinates.length,\n };\n}\n/**\n * 计算2D 填充点图顶点 (地球模式)\n * @param feature 映射feature\n */\nexport function GlobelPointFillTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n const xyz = lglt2xyz(coordinates as [number, number]);\n return {\n vertices: [...xyz, ...xyz, ...xyz, ...xyz],\n indices: [0, 1, 2, 2, 3, 0],\n size: xyz.length,\n };\n}\n\n/**\n * 计算3D 拉伸点图\n * @param feature 映射feature\n */\nexport function PointExtrudeTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n const { positions, index, normals } = getGeometry(\n shape as ShapeType3D,\n false,\n );\n return {\n vertices: positions,\n indices: index,\n normals,\n size: 5,\n };\n}\n\n/**\n * 计算图片标注\n * @param feature 映射feature\n */\nexport function PointImageTriangulation(feature: IEncodeFeature) {\n const coordinates = calculateCentroid(feature.coordinates);\n return {\n vertices: [...coordinates],\n indices: [0],\n size: coordinates.length,\n };\n}\n\n/**\n * 线三角化\n * @param feature 映射feature\n */\nexport function LineTriangulation(feature: IEncodeFeature) {\n const { coordinates, originCoordinates, version } = feature;\n // let path = coordinates as number[][][] | number[][];\n // if (!Array.isArray(path[0][0])) {\n // path = [coordinates] as number[][][];\n // }\n\n const line = new ExtrudePolyline({\n dash: true,\n join: 'bevel',\n });\n\n if (version === 'GAODE2.x') {\n // 处理高德2.0几何体构建\n let path1 = coordinates as number[][][] | number[][]; // 计算位置\n if (!Array.isArray(path1[0][0])) {\n path1 = [coordinates] as number[][][];\n }\n let path2 = originCoordinates as number[][][] | number[][]; // 计算法线\n if (!Array.isArray(path2[0][0])) {\n path2 = [originCoordinates] as number[][][];\n }\n\n for (let i = 0; i < path1.length; i++) {\n // 高德2.0在计算线时,需要使用经纬度计算发现,使用 customCoords.lnglatToCoords 计算的数据来计算顶点的位置\n const item1 = path1[i];\n const item2 = path2[i];\n line.extrude_gaode2(item1 as number[][], item2 as number[][]);\n }\n } else {\n // 处理非高德2.0的几何体构建\n let path = coordinates as number[][][] | number[][];\n if (path[0] && !Array.isArray(path[0][0])) {\n path = [coordinates] as number[][][];\n }\n path.forEach((item: any) => {\n line.extrude(item as number[][]);\n });\n }\n\n const linebuffer = line.complex;\n return {\n vertices: linebuffer.positions, // [ x,y,z, distance, miter,total ]\n indices: linebuffer.indices,\n normals: linebuffer.normals,\n indexes: linebuffer.indexes,\n size: 6,\n };\n}\n\nexport function SimpleLineTriangulation(feature: IEncodeFeature) {\n const { coordinates } = feature;\n\n const line = new SimpleLine();\n let path = coordinates as number[][][] | number[][];\n if (path[0] && !Array.isArray(path[0][0])) {\n path = [coordinates] as number[][][];\n }\n path.forEach((item: any) => {\n line.simpleExtrude(item as number[][]);\n });\n\n const linebuffer = line.complex;\n return {\n vertices: linebuffer.positions, // [ x,y,z, distance, miter, total ]\n indices: linebuffer.indices,\n size: 6,\n };\n}\n\nexport function polygonTriangulation(feature: IEncodeFeature) {\n const { coordinates } = feature;\n const flattengeo = earcut.flatten(coordinates as number[][][]);\n const { vertices, dimensions, holes } = flattengeo;\n return {\n indices: earcut(vertices, holes, dimensions),\n vertices,\n size: dimensions,\n };\n}\n\n// TODO:构建几何图形(带有中心点和大小)\nexport function polygonTriangulationWithCenter(feature: IEncodeFeature) {\n const { coordinates } = feature;\n const flattengeo = earcut.flatten(coordinates as number[][][]);\n const { vertices, dimensions, holes } = flattengeo;\n\n return {\n indices: earcut(vertices, holes, dimensions),\n vertices: getVerticesWithCenter(vertices),\n size: dimensions + 4,\n };\n}\n\nfunction getVerticesWithCenter(vertices: number[]) {\n const verticesWithCenter = [];\n const { center, radius } = calculatePointsCenterAndRadius(vertices);\n for (let i = 0; i < vertices.length; i += 2) {\n const lng = vertices[i];\n const lat = vertices[i + 1];\n verticesWithCenter.push(lng, lat, 0, ...center, radius);\n }\n return verticesWithCenter;\n}\n\nexport function PolygonExtrudeTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[][];\n const { positions, index, normals } = extrude_PolygonNormal(\n coordinates,\n true,\n );\n return {\n vertices: positions, // [ x, y, z, uv.x,uv.y ]\n indices: index,\n normals,\n size: 5,\n };\n}\n\nexport function HeatmapGridTriangulation(feature: IEncodeFeature) {\n const { shape } = feature;\n const { positions, index } = getHeatmapGeometry(shape as IShape);\n return {\n vertices: positions, // [ x, y, z ] 多边形顶点\n indices: index,\n size: 3,\n };\n}\n\n/**\n * 图片图层顶点构造\n * @param feature 数据\n */\nexport function RasterImageTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as IPosition[];\n // [ x, y, z. uv.x, uv.y]\n const positions: number[] = [\n ...coordinates[0],\n 0,\n 0,\n 1,\n coordinates[1][0],\n coordinates[0][1],\n 0,\n 1,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n ...coordinates[0],\n 0,\n 0,\n 1,\n ...coordinates[1],\n 0,\n 1,\n 0,\n coordinates[0][0],\n coordinates[1][1],\n 0,\n 0,\n 0,\n ];\n const indexs = [0, 1, 2, 3, 4, 5];\n return {\n vertices: positions,\n indices: indexs,\n size: 5,\n };\n}\n\n/**\n * 计算3D弧线顶点\n * @param feature 映射数据\n * @param segNum 弧线线段数\n */\nexport function LineArcTriangulation(\n feature: IEncodeFeature,\n segmentNumber?: number,\n) {\n const segNum = segmentNumber ? segmentNumber : 30;\n const coordinates = feature.coordinates as IPosition[];\n const positions = [];\n const indexArray = [];\n for (let i = 0; i < segNum; i++) {\n // 上线两个顶点\n // [ x, y, z, sx,sy, tx,ty]\n positions.push(\n i,\n 1,\n i,\n coordinates[0][0],\n coordinates[0][1],\n coordinates[1][0],\n coordinates[1][1],\n i,\n -1,\n i,\n coordinates[0][0],\n coordinates[0][1],\n coordinates[1][0],\n coordinates[1][1],\n );\n\n if (i !== segNum - 1) {\n indexArray.push(\n ...[0, 1, 2, 1, 3, 2].map((v) => {\n return i * 2 + v;\n }),\n );\n }\n }\n return {\n vertices: positions,\n indices: indexArray,\n size: 7,\n };\n}\n\n/**\n * 构建热力图密度图的顶点\n * @param feature\n * @returns\n */\nexport function HeatmapTriangulation(feature: IEncodeFeature) {\n const coordinates = feature.coordinates as number[];\n if (coordinates.length === 2) {\n coordinates.push(0);\n }\n const size = feature.size as number;\n const dir = addDir(-1, 1);\n const dir1 = addDir(1, 1);\n const dir2 = addDir(-1, -1);\n const dir3 = addDir(1, -1);\n // [x,y,z, dirx ,diry, weight]\n const positions = [\n ...coordinates,\n ...dir,\n ...coordinates,\n ...dir2,\n ...coordinates,\n ...dir3,\n ...coordinates,\n ...dir1,\n ];\n const indexArray = [0, 1, 2, 3, 0, 2];\n return {\n vertices: positions,\n indices: indexArray,\n size: 5,\n };\n}\n\n/**\n * 点图层3d geomerty\n * @param shape 3D形状\n */\nfunction getGeometry(shape: ShapeType3D, needFlat = false): IExtrudeGeomety {\n if (GeometryCache && GeometryCache[shape]) {\n return GeometryCache[shape];\n }\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.cylinder();\n const geometry = extrude_PolygonNormal([path], needFlat);\n GeometryCache[shape] = geometry;\n return geometry;\n}\n\nfunction computeVertexNormals(\n positions: number[],\n indexArray: number[],\n dim: number = 3,\n needFlat: boolean = false,\n) {\n const normals = new Float32Array((positions.length / dim) * 3);\n let vA: number;\n let vB: number;\n let vC: number;\n const cb = vec3.create();\n const ab = vec3.create();\n const normal = vec3.create();\n for (let i = 0, li = indexArray.length; i < li; i += 3) {\n vA = indexArray[i + 0] * 3;\n vB = indexArray[i + 1] * 3;\n vC = indexArray[i + 2] * 3;\n let p1 = [positions[vA], positions[vA + 1]];\n let p2 = [positions[vB], positions[vB + 1]];\n let p3 = [positions[vC], positions[vC + 1]];\n if (needFlat) {\n p1 = lngLatToMeters(p1);\n p2 = lngLatToMeters(p2);\n p3 = lngLatToMeters(p3);\n }\n const [ax, ay] = p1;\n const pA = vec3.fromValues(ax, ay, positions[vA + 2]);\n const [bx, by] = p2;\n const pB = vec3.fromValues(bx, by, positions[vB + 2]);\n const [cx, cy] = p3;\n const pC = vec3.fromValues(cx, cy, positions[vC + 2]);\n vec3.sub(cb, pC, pB);\n vec3.sub(ab, pA, pB);\n vec3.cross(normal, cb, ab);\n normals[vA] += cb[0];\n normals[vA + 1] += cb[1];\n normals[vA + 2] += cb[2];\n normals[vB] += cb[0];\n normals[vB + 1] += cb[1];\n normals[vB + 2] += cb[2];\n normals[vC] += cb[0];\n normals[vC + 1] += cb[1];\n normals[vC + 2] += cb[2];\n }\n normalizeNormals(normals);\n return normals;\n}\n\nfunction normalizeNormals(normals: Float32Array) {\n for (let i = 0, li = normals.length; i < li; i += 3) {\n const normal = vec3.fromValues(normals[i], normals[i + 1], normals[i + 2]);\n const newNormal = vec3.create();\n vec3.normalize(newNormal, normal);\n normals.set(newNormal, i);\n }\n}\n\nfunction checkIsClosed(points: number[][][]) {\n const p1 = points[0][0];\n const p2 = points[0][points[0].length - 1];\n return p1[0] === p2[0] && p1[1] === p2[1];\n}\n\nfunction getHeatmapGeometry(shape: ShapeType2D | ShapeType3D): IExtrudeGeomety {\n const shape3d = [\n 'cylinder',\n 'triangleColumn',\n 'hexagonColumn',\n 'squareColumn',\n ];\n const path = geometryShape[shape]\n ? geometryShape[shape]()\n : geometryShape.circle();\n const geometry =\n shape3d.indexOf(shape) === -1\n ? fillPolygon([path])\n : extrudePolygon([path]);\n // const geometry = fillPolygon([path]);\n return geometry;\n}\n// 热力图计算范围\nfunction addDir(dirX: number, dirY: number) {\n const x = (dirX + 1) / 2;\n const y = (dirY + 1) / 2;\n return [x, y];\n}\n\n/**\n * 构建地球三角网格\n * @returns\n */\nexport function earthTriangulation() {\n const earthmesh = primitiveSphere(EARTH_RADIUS, { segments: EARTH_SEGMENTS });\n const { positionsArr, indicesArr, normalArr } = earthmesh;\n return {\n vertices: positionsArr,\n indices: indicesArr,\n size: 5,\n normals: normalArr,\n };\n}\n\nexport function earthOuterTriangulation() {\n const earthmesh = primitiveSphere(EARTH_RADIUS + EARTH_RADIUS_OUTER, {\n segments: EARTH_SEGMENTS,\n });\n const { positionsArr, indicesArr, normalArr } = earthmesh;\n return {\n vertices: positionsArr,\n indices: indicesArr,\n size: 5,\n normals: normalArr,\n };\n}\n"],"file":"triangulation.js"}
@@ -78,14 +78,26 @@ var ImageLayer = function (_BaseLayer) {
78
78
  value: function getDefaultConfig() {
79
79
  var type = this.getModelType();
80
80
  var defaultConfig = {
81
- image: {}
81
+ image: {},
82
+ dataImage: {}
82
83
  };
83
84
  return defaultConfig[type];
84
85
  }
85
86
  }, {
86
87
  key: "getModelType",
87
88
  value: function getModelType() {
88
- return 'image';
89
+ var _shapeAttribute$scale;
90
+
91
+ var shapeAttribute = this.styleAttributeService.getLayerStyleAttribute('shape');
92
+ var shape = shapeAttribute === null || shapeAttribute === void 0 ? void 0 : (_shapeAttribute$scale = shapeAttribute.scale) === null || _shapeAttribute$scale === void 0 ? void 0 : _shapeAttribute$scale.field;
93
+
94
+ if (shape === 'dataImage') {
95
+ return 'dataImage';
96
+ } else if (shape === 'image') {
97
+ return 'image';
98
+ } else {
99
+ return 'image';
100
+ }
89
101
  }
90
102
  }]);
91
103
  return ImageLayer;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/image/index.ts"],"names":["ImageLayer","modelType","getModelType","layerModel","ImageModels","models","initModels","buildModels","properties","opacity","type","minimum","maximum","defaultConfig","image","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AAAA;;AAEA;;;;;;IACqBA,U;;;;;;;;;;;;;;;uFACG,Y;;;;;;WACtB,uBAAqB;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIC,eAAYH,SAAZ,CAAJ,CAA2B,IAA3B,CAAlB;AACA,WAAKI,MAAL,GAAc,KAAKF,UAAL,CAAgBG,UAAhB,EAAd;AACD;;;WACD,yBAAuB;AACrB,WAAKD,MAAL,GAAc,KAAKF,UAAL,CAAgBI,WAAhB,EAAd;AACD;;;WACD,2BAA4B;AAC1B,aAAO;AACLC,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WACD,4BAA6B;AAC3B,UAAMF,IAAI,GAAG,KAAKR,YAAL,EAAb;AACA,UAAMW,aAAa,GAAG;AACpBC,QAAAA,KAAK,EAAE;AADa,OAAtB;AAGA,aAAOD,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAAyC;AACvC,aAAO,OAAP;AACD;;;EA/BqCK,mB","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport { IImageLayerStyleOptions } from '../core/interface';\nimport ImageModels, { ImageModelType } from './models/index';\nexport default class ImageLayer extends BaseLayer<IImageLayerStyleOptions> {\n public type: string = 'ImageLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new ImageModels[modelType](this);\n this.models = this.layerModel.initModels();\n }\n public rebuildModels() {\n this.models = this.layerModel.buildModels();\n }\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n protected getDefaultConfig() {\n const type = this.getModelType();\n const defaultConfig = {\n image: {},\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): ImageModelType {\n return 'image';\n }\n}\n"],"file":"index.js"}
1
+ {"version":3,"sources":["../../src/image/index.ts"],"names":["ImageLayer","modelType","getModelType","layerModel","ImageModels","models","initModels","buildModels","properties","opacity","type","minimum","maximum","defaultConfig","image","dataImage","shapeAttribute","styleAttributeService","getLayerStyleAttribute","shape","scale","field","BaseLayer"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AAAA;;AAEA;;;;;;IACqBA,U;;;;;;;;;;;;;;;uFACG,Y;;;;;;WACtB,uBAAqB;AACnB,UAAMC,SAAS,GAAG,KAAKC,YAAL,EAAlB;AACA,WAAKC,UAAL,GAAkB,IAAIC,eAAYH,SAAZ,CAAJ,CAA2B,IAA3B,CAAlB;AACA,WAAKI,MAAL,GAAc,KAAKF,UAAL,CAAgBG,UAAhB,EAAd;AACD;;;WACD,yBAAuB;AACrB,WAAKD,MAAL,GAAc,KAAKF,UAAL,CAAgBI,WAAhB,EAAd;AACD;;;WACD,2BAA4B;AAC1B,aAAO;AACLC,QAAAA,UAAU,EAAE;AACVC,UAAAA,OAAO,EAAE;AACPC,YAAAA,IAAI,EAAE,QADC;AAEPC,YAAAA,OAAO,EAAE,CAFF;AAGPC,YAAAA,OAAO,EAAE;AAHF;AADC;AADP,OAAP;AASD;;;WACD,4BAA6B;AAC3B,UAAMF,IAAI,GAAG,KAAKR,YAAL,EAAb;AACA,UAAMW,aAAa,GAAG;AACpBC,QAAAA,KAAK,EAAE,EADa;AAEpBC,QAAAA,SAAS,EAAE;AAFS,OAAtB;AAIA,aAAOF,aAAa,CAACH,IAAD,CAApB;AACD;;;WAED,wBAAyC;AAAA;;AACvC,UAAMM,cAAc,GAAG,KAAKC,qBAAL,CAA2BC,sBAA3B,CACrB,OADqB,CAAvB;AAGA,UAAMC,KAAK,GAAGH,cAAH,aAAGA,cAAH,gDAAGA,cAAc,CAAEI,KAAnB,0DAAG,sBAAuBC,KAArC;;AACA,UAAIF,KAAK,KAAK,WAAd,EAA2B;AACzB,eAAO,WAAP;AACD,OAFD,MAEO,IAAIA,KAAK,KAAK,OAAd,EAAuB;AAC5B,eAAO,OAAP;AACD,OAFM,MAEA;AACL,eAAO,OAAP;AACD;AACF;;;EA1CqCG,mB","sourcesContent":["import BaseLayer from '../core/BaseLayer';\nimport { IImageLayerStyleOptions } from '../core/interface';\nimport ImageModels, { ImageModelType } from './models/index';\nexport default class ImageLayer extends BaseLayer<IImageLayerStyleOptions> {\n public type: string = 'ImageLayer';\n public buildModels() {\n const modelType = this.getModelType();\n this.layerModel = new ImageModels[modelType](this);\n this.models = this.layerModel.initModels();\n }\n public rebuildModels() {\n this.models = this.layerModel.buildModels();\n }\n protected getConfigSchema() {\n return {\n properties: {\n opacity: {\n type: 'number',\n minimum: 0,\n maximum: 1,\n },\n },\n };\n }\n protected getDefaultConfig() {\n const type = this.getModelType();\n const defaultConfig = {\n image: {},\n dataImage: {},\n };\n return defaultConfig[type];\n }\n\n protected getModelType(): ImageModelType {\n const shapeAttribute = this.styleAttributeService.getLayerStyleAttribute(\n 'shape',\n );\n const shape = shapeAttribute?.scale?.field as ImageModelType;\n if (shape === 'dataImage') {\n return 'dataImage';\n } else if (shape === 'image') {\n return 'image';\n } else {\n return 'image';\n }\n }\n}\n"],"file":"index.js"}