@antv/l7-layers 2.9.17-alpha.0 → 2.9.17

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 (367) hide show
  1. package/es/Geometry/index.js +2 -12
  2. package/es/Geometry/index.js.map +1 -1
  3. package/es/Geometry/models/billboard.d.ts +3 -3
  4. package/es/Geometry/models/billboard.js +6 -11
  5. package/es/Geometry/models/billboard.js.map +1 -1
  6. package/es/Geometry/models/plane.d.ts +3 -3
  7. package/es/Geometry/models/plane.js +7 -12
  8. package/es/Geometry/models/plane.js.map +1 -1
  9. package/es/Geometry/models/sprite.d.ts +3 -3
  10. package/es/Geometry/models/sprite.js +6 -11
  11. package/es/Geometry/models/sprite.js.map +1 -1
  12. package/es/canvas/index.js +2 -12
  13. package/es/canvas/index.js.map +1 -1
  14. package/es/citybuliding/building.js +2 -12
  15. package/es/citybuliding/building.js.map +1 -1
  16. package/es/citybuliding/models/build.d.ts +1 -2
  17. package/es/citybuliding/models/build.js +3 -16
  18. package/es/citybuliding/models/build.js.map +1 -1
  19. package/es/core/BaseLayer.d.ts +1 -1
  20. package/es/core/BaseLayer.js +58 -97
  21. package/es/core/BaseLayer.js.map +1 -1
  22. package/es/core/BaseModel.d.ts +2 -2
  23. package/es/core/BaseModel.js +2 -2
  24. package/es/core/BaseModel.js.map +1 -1
  25. package/es/core/interface.d.ts +13 -2
  26. package/es/core/interface.js.map +1 -1
  27. package/es/core/triangulation.d.ts +0 -1
  28. package/es/core/triangulation.js +11 -37
  29. package/es/core/triangulation.js.map +1 -1
  30. package/es/earth/index.js +2 -8
  31. package/es/earth/index.js.map +1 -1
  32. package/es/earth/models/atmosphere.d.ts +2 -2
  33. package/es/earth/models/atmosphere.js +6 -11
  34. package/es/earth/models/atmosphere.js.map +1 -1
  35. package/es/earth/models/base.d.ts +2 -2
  36. package/es/earth/models/base.js +6 -11
  37. package/es/earth/models/base.js.map +1 -1
  38. package/es/earth/models/bloomsphere.d.ts +2 -2
  39. package/es/earth/models/bloomsphere.js +6 -11
  40. package/es/earth/models/bloomsphere.js.map +1 -1
  41. package/es/heatmap/index.js +5 -17
  42. package/es/heatmap/index.js.map +1 -1
  43. package/es/heatmap/models/grid.d.ts +2 -2
  44. package/es/heatmap/models/grid.js +8 -12
  45. package/es/heatmap/models/grid.js.map +1 -1
  46. package/es/heatmap/models/grid3d.d.ts +2 -2
  47. package/es/heatmap/models/grid3d.js +6 -12
  48. package/es/heatmap/models/grid3d.js.map +1 -1
  49. package/es/heatmap/models/heatmap.d.ts +2 -2
  50. package/es/heatmap/models/heatmap.js +62 -112
  51. package/es/heatmap/models/heatmap.js.map +1 -1
  52. package/es/heatmap/models/hexagon.d.ts +2 -2
  53. package/es/heatmap/models/hexagon.js +6 -11
  54. package/es/heatmap/models/hexagon.js.map +1 -1
  55. package/es/image/index.d.ts +1 -1
  56. package/es/image/index.js +16 -14
  57. package/es/image/index.js.map +1 -1
  58. package/es/image/models/dataImage.d.ts +22 -0
  59. package/es/image/models/dataImage.js +230 -0
  60. package/es/image/models/dataImage.js.map +1 -0
  61. package/es/image/models/image.d.ts +4 -3
  62. package/es/image/models/image.js +14 -11
  63. package/es/image/models/image.js.map +1 -1
  64. package/es/image/models/index.d.ts +1 -1
  65. package/es/image/models/index.js +3 -1
  66. package/es/image/models/index.js.map +1 -1
  67. package/es/line/index.d.ts +2 -0
  68. package/es/line/index.js +5 -12
  69. package/es/line/index.js.map +1 -1
  70. package/es/line/models/arc.d.ts +2 -2
  71. package/es/line/models/arc.js +10 -15
  72. package/es/line/models/arc.js.map +1 -1
  73. package/es/line/models/arc_3d.d.ts +2 -2
  74. package/es/line/models/arc_3d.js +8 -13
  75. package/es/line/models/arc_3d.js.map +1 -1
  76. package/es/line/models/arcmini.d.ts +9 -0
  77. package/es/line/models/arcmini.js +145 -0
  78. package/es/line/models/arcmini.js.map +1 -0
  79. package/es/line/models/earthArc_3d.d.ts +2 -2
  80. package/es/line/models/earthArc_3d.js +9 -17
  81. package/es/line/models/earthArc_3d.js.map +1 -1
  82. package/es/line/models/great_circle.d.ts +2 -2
  83. package/es/line/models/great_circle.js +8 -13
  84. package/es/line/models/great_circle.js.map +1 -1
  85. package/es/line/models/half.d.ts +2 -2
  86. package/es/line/models/half.js +29 -46
  87. package/es/line/models/half.js.map +1 -1
  88. package/es/line/models/index.d.ts +1 -1
  89. package/es/line/models/index.js +2 -0
  90. package/es/line/models/index.js.map +1 -1
  91. package/es/line/models/line.d.ts +2 -2
  92. package/es/line/models/line.js +16 -28
  93. package/es/line/models/line.js.map +1 -1
  94. package/es/line/models/linearline.d.ts +11 -2
  95. package/es/line/models/linearline.js +24 -14
  96. package/es/line/models/linearline.js.map +1 -1
  97. package/es/line/models/simpleLine.d.ts +2 -3
  98. package/es/line/models/simpleLine.js +18 -66
  99. package/es/line/models/simpleLine.js.map +1 -1
  100. package/es/line/models/tile.d.ts +11 -2
  101. package/es/line/models/tile.js +39 -45
  102. package/es/line/models/tile.js.map +1 -1
  103. package/es/line/models/wall.d.ts +2 -2
  104. package/es/line/models/wall.js +9 -13
  105. package/es/line/models/wall.js.map +1 -1
  106. package/es/mask/index.js +2 -12
  107. package/es/mask/index.js.map +1 -1
  108. package/es/mask/models/fill.d.ts +2 -2
  109. package/es/mask/models/fill.js +27 -53
  110. package/es/mask/models/fill.js.map +1 -1
  111. package/es/plugins/DataMappingPlugin.js +8 -29
  112. package/es/plugins/DataMappingPlugin.js.map +1 -1
  113. package/es/plugins/DataSourcePlugin.js +5 -14
  114. package/es/plugins/DataSourcePlugin.js.map +1 -1
  115. package/es/plugins/LayerModelPlugin.d.ts +0 -2
  116. package/es/plugins/LayerModelPlugin.js +7 -33
  117. package/es/plugins/LayerModelPlugin.js.map +1 -1
  118. package/es/plugins/PixelPickingPlugin.js +13 -16
  119. package/es/plugins/PixelPickingPlugin.js.map +1 -1
  120. package/es/point/index.d.ts +1 -1
  121. package/es/point/index.js +8 -15
  122. package/es/point/index.js.map +1 -1
  123. package/es/point/models/earthExtrude.d.ts +2 -2
  124. package/es/point/models/earthExtrude.js +14 -16
  125. package/es/point/models/earthExtrude.js.map +1 -1
  126. package/es/point/models/earthFill.d.ts +11 -2
  127. package/es/point/models/earthFill.js +22 -13
  128. package/es/point/models/earthFill.js.map +1 -1
  129. package/es/point/models/extrude.d.ts +2 -2
  130. package/es/point/models/extrude.js +27 -49
  131. package/es/point/models/extrude.js.map +1 -1
  132. package/es/point/models/fill.d.ts +2 -2
  133. package/es/point/models/fill.js +41 -59
  134. package/es/point/models/fill.js.map +1 -1
  135. package/es/point/models/fillmage.d.ts +7 -2
  136. package/es/point/models/fillmage.js +22 -13
  137. package/es/point/models/fillmage.js.map +1 -1
  138. package/es/point/models/icon-font.d.ts +11 -0
  139. package/es/point/models/icon-font.js +181 -0
  140. package/es/point/models/icon-font.js.map +1 -0
  141. package/es/point/models/image.d.ts +2 -2
  142. package/es/point/models/image.js +6 -11
  143. package/es/point/models/image.js.map +1 -1
  144. package/es/point/models/index.d.ts +1 -1
  145. package/es/point/models/index.js +2 -0
  146. package/es/point/models/index.js.map +1 -1
  147. package/es/point/models/normal.d.ts +2 -2
  148. package/es/point/models/normal.js +6 -11
  149. package/es/point/models/normal.js.map +1 -1
  150. package/es/point/models/radar.d.ts +11 -2
  151. package/es/point/models/radar.js +22 -13
  152. package/es/point/models/radar.js.map +1 -1
  153. package/es/point/models/simplePoint.d.ts +2 -2
  154. package/es/point/models/simplePoint.js +6 -11
  155. package/es/point/models/simplePoint.js.map +1 -1
  156. package/es/point/models/text.d.ts +2 -3
  157. package/es/point/models/text.js +75 -108
  158. package/es/point/models/text.js.map +1 -1
  159. package/es/point/models/tile.d.ts +11 -2
  160. package/es/point/models/tile.js +25 -22
  161. package/es/point/models/tile.js.map +1 -1
  162. package/es/polygon/index.js +2 -12
  163. package/es/polygon/index.js.map +1 -1
  164. package/es/polygon/models/extrude.d.ts +2 -2
  165. package/es/polygon/models/extrude.js +5 -10
  166. package/es/polygon/models/extrude.js.map +1 -1
  167. package/es/polygon/models/fill.d.ts +2 -2
  168. package/es/polygon/models/fill.js +13 -27
  169. package/es/polygon/models/fill.js.map +1 -1
  170. package/es/polygon/models/ocean.d.ts +2 -2
  171. package/es/polygon/models/ocean.js +6 -12
  172. package/es/polygon/models/ocean.js.map +1 -1
  173. package/es/polygon/models/tile.d.ts +3 -2
  174. package/es/polygon/models/tile.js +27 -17
  175. package/es/polygon/models/tile.js.map +1 -1
  176. package/es/polygon/models/water.d.ts +2 -2
  177. package/es/polygon/models/water.js +6 -12
  178. package/es/polygon/models/water.js.map +1 -1
  179. package/es/raster/image.d.ts +0 -0
  180. package/es/raster/image.js +2 -0
  181. package/es/raster/image.js.map +1 -0
  182. package/es/raster/index.js +2 -12
  183. package/es/raster/index.js.map +1 -1
  184. package/es/raster/models/raster.d.ts +3 -3
  185. package/es/raster/models/raster.js +7 -11
  186. package/es/raster/models/raster.js.map +1 -1
  187. package/es/raster/raster2d.d.ts +27 -0
  188. package/es/raster/raster2d.js +158 -0
  189. package/es/raster/raster2d.js.map +1 -0
  190. package/es/tile/manager/tileLayerManager.js +21 -4
  191. package/es/tile/manager/tileLayerManager.js.map +1 -1
  192. package/es/tile/manager/tilePickerManager.js +0 -1
  193. package/es/tile/manager/tilePickerManager.js.map +1 -1
  194. package/es/tile/tileFactory/base.js.map +1 -1
  195. package/es/tile/tileFactory/point.js.map +1 -1
  196. package/es/tile/tileFactory/rasterDataLayer.js +2 -12
  197. package/es/tile/tileFactory/rasterDataLayer.js.map +1 -1
  198. package/es/tile/tileFactory/vectorLayer.js +2 -12
  199. package/es/tile/tileFactory/vectorLayer.js.map +1 -1
  200. package/es/utils/extrude_polyline.d.ts +0 -15
  201. package/es/utils/extrude_polyline.js +6 -138
  202. package/es/utils/extrude_polyline.js.map +1 -1
  203. package/es/utils/geo.d.ts +12 -0
  204. package/es/utils/geo.js +53 -0
  205. package/es/utils/geo.js.map +1 -0
  206. package/es/utils/simpleLine.d.ts +23 -0
  207. package/es/utils/simpleLine.js +105 -0
  208. package/es/utils/simpleLine.js.map +1 -0
  209. package/es/wind/index.js +2 -12
  210. package/es/wind/index.js.map +1 -1
  211. package/es/wind/models/wind.d.ts +2 -2
  212. package/es/wind/models/wind.js +33 -36
  213. package/es/wind/models/wind.js.map +1 -1
  214. package/lib/Geometry/index.js +2 -12
  215. package/lib/Geometry/index.js.map +1 -1
  216. package/lib/Geometry/models/billboard.js +6 -11
  217. package/lib/Geometry/models/billboard.js.map +1 -1
  218. package/lib/Geometry/models/plane.js +7 -12
  219. package/lib/Geometry/models/plane.js.map +1 -1
  220. package/lib/Geometry/models/sprite.js +6 -11
  221. package/lib/Geometry/models/sprite.js.map +1 -1
  222. package/lib/canvas/index.js +2 -12
  223. package/lib/canvas/index.js.map +1 -1
  224. package/lib/citybuliding/building.js +2 -12
  225. package/lib/citybuliding/building.js.map +1 -1
  226. package/lib/citybuliding/models/build.js +3 -16
  227. package/lib/citybuliding/models/build.js.map +1 -1
  228. package/lib/core/BaseLayer.js +57 -96
  229. package/lib/core/BaseLayer.js.map +1 -1
  230. package/lib/core/BaseModel.js +2 -2
  231. package/lib/core/BaseModel.js.map +1 -1
  232. package/lib/core/interface.js.map +1 -1
  233. package/lib/core/triangulation.js +16 -40
  234. package/lib/core/triangulation.js.map +1 -1
  235. package/lib/earth/index.js +2 -8
  236. package/lib/earth/index.js.map +1 -1
  237. package/lib/earth/models/atmosphere.js +6 -11
  238. package/lib/earth/models/atmosphere.js.map +1 -1
  239. package/lib/earth/models/base.js +6 -11
  240. package/lib/earth/models/base.js.map +1 -1
  241. package/lib/earth/models/bloomsphere.js +6 -11
  242. package/lib/earth/models/bloomsphere.js.map +1 -1
  243. package/lib/heatmap/index.js +5 -17
  244. package/lib/heatmap/index.js.map +1 -1
  245. package/lib/heatmap/models/grid.js +8 -12
  246. package/lib/heatmap/models/grid.js.map +1 -1
  247. package/lib/heatmap/models/grid3d.js +6 -12
  248. package/lib/heatmap/models/grid3d.js.map +1 -1
  249. package/lib/heatmap/models/heatmap.js +62 -113
  250. package/lib/heatmap/models/heatmap.js.map +1 -1
  251. package/lib/heatmap/models/hexagon.js +6 -11
  252. package/lib/heatmap/models/hexagon.js.map +1 -1
  253. package/lib/image/index.js +16 -14
  254. package/lib/image/index.js.map +1 -1
  255. package/lib/image/models/dataImage.js +245 -0
  256. package/lib/image/models/dataImage.js.map +1 -0
  257. package/lib/image/models/image.js +14 -11
  258. package/lib/image/models/image.js.map +1 -1
  259. package/lib/image/models/index.js +4 -1
  260. package/lib/image/models/index.js.map +1 -1
  261. package/lib/line/index.js +5 -12
  262. package/lib/line/index.js.map +1 -1
  263. package/lib/line/models/arc.js +10 -15
  264. package/lib/line/models/arc.js.map +1 -1
  265. package/lib/line/models/arc_3d.js +8 -13
  266. package/lib/line/models/arc_3d.js.map +1 -1
  267. package/lib/line/models/arcmini.js +161 -0
  268. package/lib/line/models/arcmini.js.map +1 -0
  269. package/lib/line/models/earthArc_3d.js +9 -17
  270. package/lib/line/models/earthArc_3d.js.map +1 -1
  271. package/lib/line/models/great_circle.js +8 -13
  272. package/lib/line/models/great_circle.js.map +1 -1
  273. package/lib/line/models/half.js +29 -48
  274. package/lib/line/models/half.js.map +1 -1
  275. package/lib/line/models/index.js +3 -0
  276. package/lib/line/models/index.js.map +1 -1
  277. package/lib/line/models/line.js +18 -29
  278. package/lib/line/models/line.js.map +1 -1
  279. package/lib/line/models/linearline.js +24 -14
  280. package/lib/line/models/linearline.js.map +1 -1
  281. package/lib/line/models/simpleLine.js +18 -66
  282. package/lib/line/models/simpleLine.js.map +1 -1
  283. package/lib/line/models/tile.js +39 -47
  284. package/lib/line/models/tile.js.map +1 -1
  285. package/lib/line/models/wall.js +9 -13
  286. package/lib/line/models/wall.js.map +1 -1
  287. package/lib/mask/index.js +2 -12
  288. package/lib/mask/index.js.map +1 -1
  289. package/lib/mask/models/fill.js +27 -55
  290. package/lib/mask/models/fill.js.map +1 -1
  291. package/lib/plugins/DataMappingPlugin.js +8 -29
  292. package/lib/plugins/DataMappingPlugin.js.map +1 -1
  293. package/lib/plugins/DataSourcePlugin.js +4 -13
  294. package/lib/plugins/DataSourcePlugin.js.map +1 -1
  295. package/lib/plugins/LayerModelPlugin.js +7 -33
  296. package/lib/plugins/LayerModelPlugin.js.map +1 -1
  297. package/lib/plugins/PixelPickingPlugin.js +13 -16
  298. package/lib/plugins/PixelPickingPlugin.js.map +1 -1
  299. package/lib/point/index.js +8 -15
  300. package/lib/point/index.js.map +1 -1
  301. package/lib/point/models/earthExtrude.js +15 -16
  302. package/lib/point/models/earthExtrude.js.map +1 -1
  303. package/lib/point/models/earthFill.js +22 -13
  304. package/lib/point/models/earthFill.js.map +1 -1
  305. package/lib/point/models/extrude.js +28 -51
  306. package/lib/point/models/extrude.js.map +1 -1
  307. package/lib/point/models/fill.js +42 -61
  308. package/lib/point/models/fill.js.map +1 -1
  309. package/lib/point/models/fillmage.js +22 -13
  310. package/lib/point/models/fillmage.js.map +1 -1
  311. package/lib/point/models/icon-font.js +196 -0
  312. package/lib/point/models/icon-font.js.map +1 -0
  313. package/lib/point/models/image.js +6 -11
  314. package/lib/point/models/image.js.map +1 -1
  315. package/lib/point/models/index.js +3 -0
  316. package/lib/point/models/index.js.map +1 -1
  317. package/lib/point/models/normal.js +6 -11
  318. package/lib/point/models/normal.js.map +1 -1
  319. package/lib/point/models/radar.js +22 -13
  320. package/lib/point/models/radar.js.map +1 -1
  321. package/lib/point/models/simplePoint.js +6 -11
  322. package/lib/point/models/simplePoint.js.map +1 -1
  323. package/lib/point/models/text.js +78 -110
  324. package/lib/point/models/text.js.map +1 -1
  325. package/lib/point/models/tile.js +25 -22
  326. package/lib/point/models/tile.js.map +1 -1
  327. package/lib/polygon/index.js +2 -12
  328. package/lib/polygon/index.js.map +1 -1
  329. package/lib/polygon/models/extrude.js +5 -10
  330. package/lib/polygon/models/extrude.js.map +1 -1
  331. package/lib/polygon/models/fill.js +11 -25
  332. package/lib/polygon/models/fill.js.map +1 -1
  333. package/lib/polygon/models/ocean.js +6 -12
  334. package/lib/polygon/models/ocean.js.map +1 -1
  335. package/lib/polygon/models/tile.js +27 -17
  336. package/lib/polygon/models/tile.js.map +1 -1
  337. package/lib/polygon/models/water.js +6 -12
  338. package/lib/polygon/models/water.js.map +1 -1
  339. package/lib/raster/image.js +2 -0
  340. package/lib/raster/image.js.map +1 -0
  341. package/lib/raster/index.js +2 -12
  342. package/lib/raster/index.js.map +1 -1
  343. package/lib/raster/models/raster.js +7 -11
  344. package/lib/raster/models/raster.js.map +1 -1
  345. package/lib/raster/raster2d.js +172 -0
  346. package/lib/raster/raster2d.js.map +1 -0
  347. package/lib/tile/manager/tileLayerManager.js +21 -4
  348. package/lib/tile/manager/tileLayerManager.js.map +1 -1
  349. package/lib/tile/manager/tilePickerManager.js +0 -1
  350. package/lib/tile/manager/tilePickerManager.js.map +1 -1
  351. package/lib/tile/tileFactory/base.js.map +1 -1
  352. package/lib/tile/tileFactory/point.js.map +1 -1
  353. package/lib/tile/tileFactory/rasterDataLayer.js +2 -12
  354. package/lib/tile/tileFactory/rasterDataLayer.js.map +1 -1
  355. package/lib/tile/tileFactory/vectorLayer.js +2 -12
  356. package/lib/tile/tileFactory/vectorLayer.js.map +1 -1
  357. package/lib/utils/extrude_polyline.js +6 -140
  358. package/lib/utils/extrude_polyline.js.map +1 -1
  359. package/lib/utils/geo.js +65 -0
  360. package/lib/utils/geo.js.map +1 -0
  361. package/lib/utils/simpleLine.js +117 -0
  362. package/lib/utils/simpleLine.js.map +1 -0
  363. package/lib/wind/index.js +2 -12
  364. package/lib/wind/index.js.map +1 -1
  365. package/lib/wind/models/wind.js +33 -36
  366. package/lib/wind/models/wind.js.map +1 -1
  367. package/package.json +8 -9
@@ -4,14 +4,14 @@ export default class Arc3DModel extends BaseModel {
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  protected texture: ITexture2D;
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  getUninforms(): IModelUniform;
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  getAnimateUniforms(): IModelUniform;
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- initModels(callbackModel: (models: IModel[]) => void): void;
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+ initModels(): IModel[];
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  clearModels(): void;
9
9
  getShaders(): {
10
10
  frag: string;
11
11
  vert: string;
12
12
  type: string;
13
13
  };
14
- buildModels(callbackModel: (models: IModel[]) => void): void;
14
+ buildModels(): IModel[];
15
15
  protected registerBuiltinAttributes(): void;
16
16
  private updateTexture;
17
17
  }
@@ -142,7 +142,7 @@ var Arc3DModel = function (_BaseModel) {
142
142
  }
143
143
 
144
144
  return {
145
- u_globel: 1,
145
+ u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,
146
146
  u_globel_radius: EARTH_RADIUS,
147
147
  u_global_height: globalArcHeight,
148
148
  u_dataTexture: this.dataTexture,
@@ -174,10 +174,10 @@ var Arc3DModel = function (_BaseModel) {
174
174
  }
175
175
  }, {
176
176
  key: "initModels",
177
- value: function initModels(callbackModel) {
177
+ value: function initModels() {
178
178
  this.updateTexture();
179
179
  this.iconService.on('imageUpdate', this.updateTexture);
180
- this.buildModels(callbackModel);
180
+ return this.buildModels();
181
181
  }
182
182
  }, {
183
183
  key: "clearModels",
@@ -199,19 +199,19 @@ var Arc3DModel = function (_BaseModel) {
199
199
  return {
200
200
  frag: arc3d_linear_frag,
201
201
  vert: arc3d_linear_vert,
202
- type: 'Linear'
202
+ type: 'linear'
203
203
  };
204
204
  } else {
205
205
  return {
206
206
  frag: arc3d_line_frag,
207
207
  vert: arc3d_line_vert,
208
- type: ''
208
+ type: 'normal'
209
209
  };
210
210
  }
211
211
  }
212
212
  }, {
213
213
  key: "buildModels",
214
- value: function buildModels(callbackModel) {
214
+ value: function buildModels() {
215
215
  var _ref4 = this.layer.getLayerConfig(),
216
216
  _ref4$segmentNumber = _ref4.segmentNumber,
217
217
  segmentNumber = _ref4$segmentNumber === void 0 ? 30 : _ref4$segmentNumber,
@@ -225,23 +225,15 @@ var Arc3DModel = function (_BaseModel) {
225
225
  vert = _this$getShaders.vert,
226
226
  type = _this$getShaders.type;
227
227
 
228
- this.layer.buildLayerModel({
229
- moduleName: 'lineEarthArc3d' + type,
228
+ return [this.layer.buildLayerModel({
229
+ moduleName: 'arc3Dline' + type,
230
230
  vertexShader: vert,
231
231
  fragmentShader: frag,
232
232
  triangulation: LineArcTriangulation,
233
- depth: {
234
- enable: true
235
- },
236
233
  blend: this.getBlend(),
237
234
  segmentNumber: segmentNumber,
238
235
  stencil: getMask(mask, maskInside)
239
- }).then(function (model) {
240
- callbackModel([model]);
241
- }).catch(function (err) {
242
- console.warn(err);
243
- callbackModel([]);
244
- });
236
+ })];
245
237
  }
246
238
  }, {
247
239
  key: "registerBuiltinAttributes",
@@ -1 +1 @@
1
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const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n globalArcHeight = 10,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\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 if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n 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1
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const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n globalArcHeight = 10,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\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 if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_globel: this.mapService.version === 'GLOBEL' ? 1 : 0,\n u_globel_radius: EARTH_RADIUS, // 地球半径\n u_global_height: globalArcHeight,\n\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,\n segmentNumber,\n u_line_type: lineStyleObj[lineType as string] || 0.0,\n u_dash_array: dashArray,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\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 } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n if (sourceColor && targetColor) {\n // 分离 linear 功能\n return {\n frag: arc3d_linear_frag,\n vert: arc3d_linear_vert,\n type: 'linear',\n };\n } else {\n return {\n frag: arc3d_line_frag,\n vert: arc3d_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: 'arc3Dline' + type,\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineArcTriangulation,\n blend: this.getBlend(),\n segmentNumber,\n // primitive: gl.POINTS,\n stencil: getMask(mask, maskInside),\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":"earthArc_3d.js"}
@@ -4,9 +4,9 @@ export default class GreatCircleModel extends BaseModel {
4
4
  protected texture: ITexture2D;
5
5
  getUninforms(): IModelUniform;
6
6
  getAnimateUniforms(): IModelUniform;
7
- initModels(callbackModel: (models: IModel[]) => void): void;
7
+ initModels(): IModel[];
8
8
  clearModels(): void;
9
- buildModels(callbackModel: (models: IModel[]) => void): void;
9
+ buildModels(): IModel[];
10
10
  protected registerBuiltinAttributes(): void;
11
11
  private updateTexture;
12
12
  }
@@ -15,8 +15,8 @@ import { AttributeType, gl } from '@antv/l7-core';
15
15
  import { getMask, rgb2arr } from '@antv/l7-utils';
16
16
  import BaseModel from '../../core/BaseModel';
17
17
  import { LineArcTriangulation } from '../../core/triangulation';
18
- var line_arc_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\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 float v_distance_ratio;\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: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nuniform float segmentNumber;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nvarying mat4 styleMappingMat;\n\n#pragma include \"picking\"\n#pragma include \"project\"\n#pragma include \"projection\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0;\n float d_segmentIndex = styleMappingMat[3].g;\n \n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));\n // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u52A8\u753B\u6A21\u5F0F\n if(u_aimate.x == Animate) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- smoothstep(0.0, 1.0, v_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 gl_FragColor.a *= alpha;\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u8D34\u56FE\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { \n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0)));\n // float arcRadio = d_segmentIndex / (segmentNumber - 1.0);\n float count = styleMappingMat[3].b; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n float u = fract(arcRadio * count - animateSpeed * count);\n // float u = fract(arcRadio * count - animateSpeed);\n if(u_aimate.x == Animate) {\n u = gl_FragColor.a/opacity;\n }\n\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n \n // \u8BBE\u7F6E\u8D34\u56FE\u548C\u5E95\u8272\u7684\u53E0\u52A0\u6A21\u5F0F\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n // gl_FragColor = filterColor(gl_FragColor);\n}";
19
- var line_arc2d_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#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// varying vec2 v_normal;\n\nvarying float v_distance_ratio;\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\n\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\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n 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}\nfloat getAngularDist (vec2 source, vec2 target) {\n vec2 delta = source - target;\n vec2 sin_half_delta = sin(delta / 2.0);\n float a =\n sin_half_delta.y * sin_half_delta.y +\n cos(source.y) * cos(target.y) *\n sin_half_delta.x * sin_half_delta.x;\n return 2.0 * atan(sqrt(a), sqrt(1.0 - a));\n}\n\nvec2 midPoint(vec2 source, vec2 target) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = 0.314;\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 return mid;\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}\n\nvec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n vec2 mid = midPoint(source, target);\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 }else {\n if(abs(angularDist - PI) < 0.001) {\n return (1.0 - t) * source + t * target;\n }\n float a = sin((1.0 - t) * angularDist) / sin(angularDist);\n float b = sin(t * angularDist) / sin(angularDist);\n vec2 sin_source = sin(source);\n vec2 cos_source = cos(source);\n vec2 sin_target = sin(target);\n vec2 cos_target = cos(target);\n float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;\n float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;\n float z = a * sin_source.y + b * sin_target.y;\n return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));\n }\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // 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 ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = a_Color;\n vec2 source = radians(a_Instance.rg);\n vec2 target = radians(a_Instance.ba);\n float angularDist = getAngularDist(source, target);\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n if(u_line_type == LineTypeDash) {\n v_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n total_Distance = total_Distance*8.0;\n // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba);\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_aimate.x == Animate) {\n v_distance_ratio = segmentIndex / segmentNumber;\n }\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n v_distance_ratio = segmentIndex / segmentNumber;\n vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));\n vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));\n\n styleMappingMat[3].g = a_Position.x; // \u8BE5\u9876\u70B9\u5728\u5F27\u7EBF\u4E0A\u7684\u5206\u6BB5\u6392\u5E8F\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n // float mapZoomScale = u_CoordinateSystem !== COORDINATE_SYSTEM_P20_2?10000000.0:1.0;\n float d_arcDistrance = length(source - target);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n d_arcDistrance = d_arcDistrance * 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n d_arcDistrance = project_pixel_allmap(d_arcDistrance);\n }\n float d_pixelLen = project_pixel(u_icon_step)/8.0;\n styleMappingMat[3].b = floor(d_arcDistrance/d_pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\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\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + offset, curr.z, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n\n";
18
+ var line_arc_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\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 float v_distance_ratio;\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: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nuniform float segmentNumber;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\nvarying mat4 styleMappingMat;\n\n#pragma include \"picking\"\n#pragma include \"project\"\n#pragma include \"projection\"\n\nvoid main() {\n float opacity = styleMappingMat[0][0];\n float animateSpeed = 0.0;\n float d_segmentIndex = styleMappingMat[3].g;\n \n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));\n // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n }\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u52A8\u753B\u6A21\u5F0F\n if(u_aimate.x == Animate) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- v_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 gl_FragColor.a *= alpha;\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u8D34\u56FE\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { \n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0)));\n // float arcRadio = d_segmentIndex / (segmentNumber - 1.0);\n float count = styleMappingMat[3].b; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n float u = fract(arcRadio * count - animateSpeed * count);\n // float u = fract(arcRadio * count - animateSpeed);\n if(u_aimate.x == Animate) {\n u = gl_FragColor.a/opacity;\n }\n\n float v = styleMappingMat[3].a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n \n // \u8BBE\u7F6E\u8D34\u56FE\u548C\u5E95\u8272\u7684\u53E0\u52A0\u6A21\u5F0F\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n // gl_FragColor = filterColor(gl_FragColor);\n}";
19
+ var line_arc2d_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#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// varying vec2 v_normal;\n\nvarying float v_distance_ratio;\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\n\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\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return index / (segmentNumber - 1.);\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n 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}\nfloat getAngularDist (vec2 source, vec2 target) {\n vec2 delta = source - target;\n vec2 sin_half_delta = sin(delta / 2.0);\n float a =\n sin_half_delta.y * sin_half_delta.y +\n cos(source.y) * cos(target.y) *\n sin_half_delta.x * sin_half_delta.x;\n return 2.0 * atan(sqrt(a), sqrt(1.0 - a));\n}\n\nvec2 midPoint(vec2 source, vec2 target) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = 0.314;\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 return mid;\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}\n\nvec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n vec2 mid = midPoint(source, target);\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 }else {\n if(abs(angularDist - PI) < 0.001) {\n return (1.0 - t) * source + t * target;\n }\n float a = sin((1.0 - t) * angularDist) / sin(angularDist);\n float b = sin(t * angularDist) / sin(angularDist);\n vec2 sin_source = sin(source);\n vec2 cos_source = cos(source);\n vec2 sin_target = sin(target);\n vec2 cos_target = cos(target);\n float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;\n float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;\n float z = a * sin_source.y + b * sin_target.y;\n return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));\n }\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n styleMappingMat = mat4(\n 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty\n 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA\n 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]\n 0.0, 0.0, 0.0, 0.0 // 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 ... \n // \u6309\u987A\u5E8F\u4ECE cell \u4E2D\u53D6\u503C\u3001\u82E5\u6CA1\u6709\u5219\u81EA\u52A8\u5F80\u4E0B\u53D6\u503C\n float textureOffset = 0.0; // \u5728 cell \u4E2D\u53D6\u503C\u7684\u504F\u79FB\u91CF\n\n vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);\n styleMappingMat[0][0] = opacityAndOffset.r;\n textureOffset = opacityAndOffset.g;\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n v_color = a_Color;\n vec2 source = radians(a_Instance.rg);\n vec2 target = radians(a_Instance.ba);\n float angularDist = getAngularDist(source, target);\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n if(u_line_type == LineTypeDash) {\n v_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n total_Distance = total_Distance*16.0; // total_Distance*16.0 \u8C03\u6574\u9ED8\u8BA4\u7684\u6548\u679C\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n }\n\n if(u_aimate.x == Animate) {\n v_distance_ratio = segmentIndex / segmentNumber;\n }\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n v_distance_ratio = segmentIndex / segmentNumber;\n vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));\n vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));\n\n styleMappingMat[3].g = a_Position.x; // \u8BE5\u9876\u70B9\u5728\u5F27\u7EBF\u4E0A\u7684\u5206\u6BB5\u6392\u5E8F\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n // float mapZoomScale = u_CoordinateSystem !== COORDINATE_SYSTEM_P20_2?10000000.0:1.0;\n float d_arcDistrance = length(source - target);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n d_arcDistrance = d_arcDistrance * 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n d_arcDistrance = project_pixel_allmap(d_arcDistrance);\n }\n float d_pixelLen = project_pixel(u_icon_step)/8.0;\n styleMappingMat[3].b = floor(d_arcDistrance/d_pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\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\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n styleMappingMat[3].a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(curr.xy + offset, curr.z, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));\n }\n setPickingColor(a_PickingColor);\n}\n\n";
20
20
  var lineStyleObj = {
21
21
  solid: 0.0,
22
22
  dash: 1.0
@@ -166,10 +166,10 @@ var GreatCircleModel = function (_BaseModel) {
166
166
  }
167
167
  }, {
168
168
  key: "initModels",
169
- value: function initModels(callbackModel) {
169
+ value: function initModels() {
170
170
  this.updateTexture();
171
171
  this.iconService.on('imageUpdate', this.updateTexture);
172
- this.buildModels(callbackModel);
172
+ return this.buildModels();
173
173
  }
174
174
  }, {
175
175
  key: "clearModels",
@@ -182,15 +182,15 @@ var GreatCircleModel = function (_BaseModel) {
182
182
  }
183
183
  }, {
184
184
  key: "buildModels",
185
- value: function buildModels(callbackModel) {
185
+ value: function buildModels() {
186
186
  var _ref3 = this.layer.getLayerConfig(),
187
187
  _ref3$mask = _ref3.mask,
188
188
  mask = _ref3$mask === void 0 ? false : _ref3$mask,
189
189
  _ref3$maskInside = _ref3.maskInside,
190
190
  maskInside = _ref3$maskInside === void 0 ? true : _ref3$maskInside;
191
191
 
192
- this.layer.buildLayerModel({
193
- moduleName: 'lineGreatCircle',
192
+ return [this.layer.buildLayerModel({
193
+ moduleName: 'greatcircleline',
194
194
  vertexShader: line_arc2d_vert,
195
195
  fragmentShader: line_arc_frag,
196
196
  triangulation: LineArcTriangulation,
@@ -199,12 +199,7 @@ var GreatCircleModel = function (_BaseModel) {
199
199
  },
200
200
  blend: this.getBlend(),
201
201
  stencil: getMask(mask, maskInside)
202
- }).then(function (model) {
203
- callbackModel([model]);
204
- }).catch(function (err) {
205
- console.warn(err);
206
- callbackModel([]);
207
- });
202
+ })];
208
203
  }
209
204
  }, {
210
205
  key: "registerBuiltinAttributes",
@@ -1 +1 @@
1
- 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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';\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_great_circle_frag.glsl';\nimport line_arc2d_vert from '../shaders/line_arc_great_circle_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\n\nexport default class GreatCircleModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n } = this.layer.getLayerConfig() as Partial<ILineLayerStyleOptions>;\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\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 as string] || 0.0,\n u_dash_array: dashArray,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\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(callbackModel: (models: IModel[]) => void) {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n this.buildModels(callbackModel);\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(callbackModel: (models: IModel[]) => void) {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n this.layer\n .buildLayerModel({\n moduleName: 'lineGreatCircle',\n vertexShader: line_arc2d_vert,\n fragmentShader: line_arc_frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n })\n .then((model) => {\n callbackModel([model]);\n })\n .catch((err) => {\n console.warn(err);\n callbackModel([]);\n });\n }\n protected registerBuiltinAttributes() {\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 // console.log('icon feature', 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":"great_circle.js"}
1
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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';\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_great_circle_frag.glsl';\nimport line_arc2d_vert from '../shaders/line_arc_great_circle_vert.glsl';\nconst lineStyleObj: { [key: string]: number } = {\n solid: 0.0,\n dash: 1.0,\n};\n\nexport default class GreatCircleModel extends BaseModel {\n protected texture: ITexture2D;\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n textureBlend = 'normal',\n lineType = 'solid',\n dashArray = [10, 5],\n lineTexture = false,\n iconStep = 100,\n segmentNumber = 30,\n } = this.layer.getLayerConfig() as Partial<ILineLayerStyleOptions>;\n if (dashArray.length === 2) {\n dashArray.push(0, 0);\n }\n\n if (this.rendererService.getDirty()) {\n this.texture.bind();\n }\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n\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 as string] || 0.0,\n u_dash_array: dashArray,\n\n // 纹理支持参数\n u_texture: this.texture, // 贴图\n u_line_texture: lineTexture ? 1.0 : 0.0, // 传入线的标识\n u_icon_step: iconStep,\n u_textSize: [1024, this.iconService.canvasHeight || 128],\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n };\n }\n public getAnimateUniforms(): IModelUniform {\n const { animateOption } = this.layer.getLayerConfig() as ILayerConfig;\n return {\n u_aimate: this.animateOption2Array(animateOption as IAnimateOption),\n u_time: this.layer.getLayerAnimateTime(),\n };\n }\n\n public initModels(): IModel[] {\n this.updateTexture();\n this.iconService.on('imageUpdate', this.updateTexture);\n\n return this.buildModels();\n }\n\n public clearModels() {\n this.texture?.destroy();\n this.dataTexture?.destroy();\n this.iconService.off('imageUpdate', this.updateTexture);\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n return [\n this.layer.buildLayerModel({\n moduleName: 'greatcircleline',\n vertexShader: line_arc2d_vert,\n fragmentShader: line_arc_frag,\n triangulation: LineArcTriangulation,\n depth: { enable: false },\n blend: this.getBlend(),\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n protected registerBuiltinAttributes() {\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 // console.log('icon feature', 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":"great_circle.js"}
@@ -2,9 +2,9 @@ import { IModel, IModelUniform } from '@antv/l7-core';
2
2
  import BaseModel from '../../core/BaseModel';
3
3
  export default class LineModel extends BaseModel {
4
4
  getUninforms(): IModelUniform;
5
- initModels(callbackModel: (models: IModel[]) => void): void;
5
+ initModels(): IModel[];
6
6
  clearModels(): void;
7
- buildModels(callbackModel: (models: IModel[]) => void): Promise<void>;
7
+ buildModels(): IModel[];
8
8
  /**
9
9
  * 根据参数获取不同的 shader 代码
10
10
  * @returns
@@ -1,11 +1,9 @@
1
- import _asyncToGenerator from "@babel/runtime/helpers/asyncToGenerator";
2
1
  import _classCallCheck from "@babel/runtime/helpers/classCallCheck";
3
2
  import _createClass from "@babel/runtime/helpers/createClass";
4
3
  import _inherits from "@babel/runtime/helpers/inherits";
5
4
  import _possibleConstructorReturn from "@babel/runtime/helpers/possibleConstructorReturn";
6
5
  import _getPrototypeOf from "@babel/runtime/helpers/getPrototypeOf";
7
6
  import _isNumber from "lodash/isNumber";
8
- import _regeneratorRuntime from "@babel/runtime/regenerator";
9
7
 
10
8
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
11
9
 
@@ -101,8 +99,8 @@ var LineModel = function (_BaseModel) {
101
99
  }
102
100
  }, {
103
101
  key: "initModels",
104
- value: function initModels(callbackModel) {
105
- this.buildModels(callbackModel);
102
+ value: function initModels() {
103
+ return this.buildModels();
106
104
  }
107
105
  }, {
108
106
  key: "clearModels",
@@ -113,48 +111,33 @@ var LineModel = function (_BaseModel) {
113
111
  }
114
112
  }, {
115
113
  key: "buildModels",
116
- value: function () {
117
- var _buildModels = _asyncToGenerator(_regeneratorRuntime.mark(function _callee(callbackModel) {
118
- var _ref2, _ref2$mask, mask, _ref2$maskInside, maskInside, _ref2$depth, depth, _this$getShaders, frag, vert;
119
-
120
- return _regeneratorRuntime.wrap(function _callee$(_context) {
121
- while (1) {
122
- switch (_context.prev = _context.next) {
123
- case 0:
124
- _ref2 = this.layer.getLayerConfig(), _ref2$mask = _ref2.mask, mask = _ref2$mask === void 0 ? false : _ref2$mask, _ref2$maskInside = _ref2.maskInside, maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside, _ref2$depth = _ref2.depth, depth = _ref2$depth === void 0 ? false : _ref2$depth;
125
- _this$getShaders = this.getShaders(), frag = _this$getShaders.frag, vert = _this$getShaders.vert;
126
- this.layer.triangulation = LineTriangulation;
127
- this.layer.buildLayerModel({
128
- moduleName: 'lineHalf',
129
- vertexShader: vert,
130
- fragmentShader: frag,
131
- triangulation: LineTriangulation,
132
- depth: {
133
- enable: depth
134
- },
135
- blend: this.getBlend(),
136
- stencil: getMask(mask, maskInside)
137
- }).then(function (model) {
138
- callbackModel([model]);
139
- }).catch(function (err) {
140
- console.warn(err);
141
- callbackModel([]);
142
- });
143
-
144
- case 4:
145
- case "end":
146
- return _context.stop();
147
- }
148
- }
149
- }, _callee, this);
150
- }));
151
-
152
- function buildModels(_x) {
153
- return _buildModels.apply(this, arguments);
154
- }
155
-
156
- return buildModels;
157
- }()
114
+ value: function buildModels() {
115
+ var _ref2 = this.layer.getLayerConfig(),
116
+ _ref2$mask = _ref2.mask,
117
+ mask = _ref2$mask === void 0 ? false : _ref2$mask,
118
+ _ref2$maskInside = _ref2.maskInside,
119
+ maskInside = _ref2$maskInside === void 0 ? true : _ref2$maskInside,
120
+ _ref2$depth = _ref2.depth,
121
+ depth = _ref2$depth === void 0 ? false : _ref2$depth;
122
+
123
+ var _this$getShaders = this.getShaders(),
124
+ frag = _this$getShaders.frag,
125
+ vert = _this$getShaders.vert;
126
+
127
+ this.layer.triangulation = LineTriangulation;
128
+ return [this.layer.buildLayerModel({
129
+ moduleName: 'line_half',
130
+ vertexShader: vert,
131
+ fragmentShader: frag,
132
+ triangulation: LineTriangulation,
133
+ primitive: gl.TRIANGLES,
134
+ blend: this.getBlend(),
135
+ depth: {
136
+ enable: depth
137
+ },
138
+ stencil: getMask(mask, maskInside)
139
+ })];
140
+ }
158
141
  }, {
159
142
  key: "getShaders",
160
143
  value: function getShaders() {
@@ -1 +1 @@
1
- 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callbackModel([]);\n });\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n return {\n frag: line_half_frag,\n vert: line_half_vert,\n type: 'normal',\n };\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10, vertex[5]]\n : [vertex[3], vertexIndex, vertex[5]];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'dirPoints',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_dirPoints',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n // console.log(feature)\n const startPoint = (feature.coordinates[0] || [0, 0]) as number[];\n const endPoint = (feature.coordinates[3] || [0, 0]) as number[];\n\n return [startPoint[0], startPoint[1], endPoint[0], endPoint[1]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? 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1
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{\n AttributeType,\n gl,\n IEncodeFeature,\n IModel,\n IModelUniform,\n} from '@antv/l7-core';\nimport { getMask, rgb2arr } from '@antv/l7-utils';\nimport { isNumber } from 'lodash';\nimport BaseModel from '../../core/BaseModel';\nimport { ILineLayerStyleOptions } from '../../core/interface';\nimport { LineTriangulation } from '../../core/triangulation';\nimport line_half_frag from '../shaders/half/line_half_frag.glsl';\nimport line_half_vert from '../shaders/half/line_half_vert.glsl';\n\nexport default class LineModel extends BaseModel {\n public getUninforms(): IModelUniform {\n const {\n opacity = 1,\n sourceColor,\n targetColor,\n arrow = {\n enable: false,\n arrowWidth: 2,\n arrowHeight: 3,\n tailWidth: 1,\n },\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n\n // 转化渐变色\n let useLinearColor = 0; // 默认不生效\n let sourceColorArr = [0, 0, 0, 0];\n let targetColorArr = [0, 0, 0, 0];\n if (sourceColor && targetColor) {\n sourceColorArr = rgb2arr(sourceColor);\n targetColorArr = rgb2arr(targetColor);\n useLinearColor = 1;\n }\n\n if (this.dataTextureTest && this.dataTextureNeedUpdate({ opacity })) {\n this.judgeStyleAttributes({ opacity });\n const encodeData = this.layer.getEncodedData();\n const { data, width, height } = this.calDataFrame(\n this.cellLength,\n encodeData,\n this.cellProperties,\n );\n this.rowCount = height; // 当前数据纹理有多少行\n\n this.dataTexture =\n this.cellLength > 0 && data.length > 0\n ? this.createTexture2D({\n flipY: true,\n data,\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width,\n height,\n })\n : this.createTexture2D({\n flipY: true,\n data: [1],\n format: gl.LUMINANCE,\n type: gl.FLOAT,\n width: 1,\n height: 1,\n });\n }\n return {\n u_dataTexture: this.dataTexture, // 数据纹理 - 有数据映射的时候纹理中带数据,若没有任何数据映射时纹理是 [1]\n u_cellTypeLayout: this.getCellTypeLayout(),\n u_opacity: isNumber(opacity) ? opacity : 1.0,\n\n // 渐变色支持参数\n u_linearColor: useLinearColor,\n u_sourceColor: sourceColorArr,\n u_targetColor: targetColorArr,\n\n // arrow\n u_arrow: Number(arrow.enable),\n u_arrowHeight: arrow.arrowHeight || 3,\n u_arrowWidth: arrow.arrowWidth || 2,\n u_tailWidth: arrow.tailWidth === undefined ? 1 : arrow.tailWidth,\n };\n }\n\n public initModels(): IModel[] {\n return this.buildModels();\n }\n\n public clearModels() {\n this.dataTexture?.destroy();\n }\n\n public buildModels(): IModel[] {\n const {\n mask = false,\n maskInside = true,\n depth = false,\n } = this.layer.getLayerConfig() as ILineLayerStyleOptions;\n const { frag, vert } = this.getShaders();\n this.layer.triangulation = LineTriangulation;\n return [\n this.layer.buildLayerModel({\n moduleName: 'line_half',\n vertexShader: vert,\n fragmentShader: frag,\n triangulation: LineTriangulation,\n primitive: gl.TRIANGLES,\n blend: this.getBlend(),\n depth: { enable: depth },\n stencil: getMask(mask, maskInside),\n }),\n ];\n }\n\n /**\n * 根据参数获取不同的 shader 代码\n * @returns\n */\n public getShaders(): { frag: string; vert: string; type: string } {\n return {\n frag: line_half_frag,\n vert: line_half_vert,\n type: 'normal',\n };\n }\n\n protected registerBuiltinAttributes() {\n this.styleAttributeService.registerStyleAttribute({\n name: 'distanceAndIndex',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_DistanceAndIndex',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n vertexIndex?: number,\n ) => {\n return vertexIndex === undefined\n ? [vertex[3], 10, vertex[5]]\n : [vertex[3], vertexIndex, vertex[5]];\n },\n },\n });\n this.styleAttributeService.registerStyleAttribute({\n name: 'dirPoints',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_dirPoints',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 4,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n // console.log(feature)\n const startPoint = (feature.coordinates[0] || [0, 0]) as number[];\n const endPoint = (feature.coordinates[3] || [0, 0]) as number[];\n\n return [startPoint[0], startPoint[1], endPoint[0], endPoint[1]];\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'size',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Size',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.DYNAMIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 2,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n const { size = 1 } = feature;\n return Array.isArray(size) ? [size[0], size[1]] : [size as number, 0];\n },\n },\n });\n\n // point layer size;\n this.styleAttributeService.registerStyleAttribute({\n name: 'normal',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Normal',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 3,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n normal: number[],\n ) => {\n return normal;\n },\n },\n });\n\n this.styleAttributeService.registerStyleAttribute({\n name: 'miter',\n type: AttributeType.Attribute,\n descriptor: {\n name: 'a_Miter',\n buffer: {\n // give the WebGL driver a hint that this buffer may change\n usage: gl.STATIC_DRAW,\n data: [],\n type: gl.FLOAT,\n },\n size: 1,\n update: (\n feature: IEncodeFeature,\n featureIdx: number,\n vertex: number[],\n attributeIdx: number,\n ) => {\n return [vertex[4]];\n },\n },\n });\n }\n}\n"],"file":"half.js"}
@@ -1,4 +1,4 @@
1
- export declare type LineModelType = 'arc' | 'arc3d' | 'greatcircle' | 'wall' | 'simple' | 'line' | 'halfLine' | 'linearline' | 'vectorline' | 'tileLine' | 'earthArc3d';
1
+ export declare type LineModelType = 'arc' | 'arcmini' | 'arc3d' | 'greatcircle' | 'wall' | 'simple' | 'line' | 'halfLine' | 'linearline' | 'vectorline' | 'tileLine' | 'earthArc3d';
2
2
  declare const LineModels: {
3
3
  [key in LineModelType]: any;
4
4
  };
@@ -1,6 +1,7 @@
1
1
  import LineTileModel from '../../tile/models/tileModel';
2
2
  import ArcModel from './arc';
3
3
  import Arc3DModel from './arc_3d';
4
+ import ArcMiniModel from './arcmini';
4
5
  import EarthArc3DModel from './earthArc_3d';
5
6
  import GreatCircleModel from './great_circle';
6
7
  import LineHalfModel from './half';
@@ -11,6 +12,7 @@ import TileLineModel from './tile';
11
12
  import LineWallModel from './wall';
12
13
  var LineModels = {
13
14
  arc: ArcModel,
15
+ arcmini: ArcMiniModel,
14
16
  arc3d: Arc3DModel,
15
17
  greatcircle: GreatCircleModel,
16
18
  wall: LineWallModel,