@antv/l7-layers 2.9.27-alpha.3 → 2.9.27-alpha.4

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 (138) hide show
  1. package/es/Geometry/models/billboard.js +2 -5
  2. package/es/Geometry/models/plane.js +3 -3
  3. package/es/Geometry/models/sprite.js +2 -3
  4. package/es/core/BaseLayer.d.ts +5 -6
  5. package/es/core/BaseLayer.js +13 -19
  6. package/es/core/BaseModel.d.ts +1 -1
  7. package/es/core/BaseModel.js +15 -16
  8. package/es/core/interface.d.ts +2 -1
  9. package/es/earth/models/atmosphere.js +4 -7
  10. package/es/earth/models/base.js +10 -14
  11. package/es/earth/models/bloomsphere.js +4 -8
  12. package/es/heatmap/index.d.ts +2 -2
  13. package/es/heatmap/index.js +1 -3
  14. package/es/heatmap/models/grid.js +1 -3
  15. package/es/heatmap/models/grid3d.js +4 -11
  16. package/es/heatmap/models/heatmap.js +3 -6
  17. package/es/heatmap/models/hexagon.js +2 -6
  18. package/es/heatmap/triangulation.js +0 -1
  19. package/es/image/index.d.ts +1 -1
  20. package/es/image/index.js +4 -1
  21. package/es/image/models/dataImage.d.ts +1 -1
  22. package/es/image/models/dataImage.js +12 -34
  23. package/es/image/models/image.js +1 -3
  24. package/es/image/models/index.d.ts +1 -1
  25. package/es/image/models/index.js +3 -1
  26. package/es/image/models/tileDataImage.d.ts +19 -0
  27. package/es/image/models/tileDataImage.js +174 -0
  28. package/es/line/models/arc.js +7 -8
  29. package/es/line/models/arc_3d.js +8 -10
  30. package/es/line/models/earthArc_3d.js +8 -10
  31. package/es/line/models/great_circle.js +7 -7
  32. package/es/line/models/line.js +4 -4
  33. package/es/line/models/linearline.js +3 -4
  34. package/es/line/models/simpleLine.js +3 -3
  35. package/es/line/models/tile.js +1 -1
  36. package/es/line/models/wall.js +3 -3
  37. package/es/line/shaders/dash/line_dash_frag.glsl +1 -1
  38. package/es/line/shaders/line_arc2d_vert.glsl +2 -2
  39. package/es/line/shaders/line_arc_3d_frag.glsl +10 -10
  40. package/es/line/shaders/line_arc_3d_vert.glsl +3 -4
  41. package/es/line/shaders/line_arc_frag.glsl +9 -10
  42. package/es/line/shaders/line_arc_great_circle_frag.glsl +6 -6
  43. package/es/line/shaders/line_arc_great_circle_vert.glsl +2 -3
  44. package/es/line/shaders/line_arc_vert.glsl +2 -2
  45. package/es/line/shaders/line_bezier_vert.glsl +2 -2
  46. package/es/line/shaders/line_frag.glsl +5 -5
  47. package/es/line/shaders/line_vert.glsl +1 -1
  48. package/es/line/shaders/linear/arc3d_linear_frag.glsl +6 -7
  49. package/es/line/shaders/linear/arc3d_linear_vert.glsl +9 -10
  50. package/es/line/shaders/linear/arc_linear_frag.glsl +1 -1
  51. package/es/line/shaders/wall/wall_frag.glsl +5 -5
  52. package/es/line/shaders/wall/wall_vert.glsl +2 -2
  53. package/es/plugins/LayerAnimateStylePlugin.js +2 -2
  54. package/es/point/index.js +3 -4
  55. package/es/point/models/earthExtrude.d.ts +1 -1
  56. package/es/point/models/earthExtrude.js +9 -14
  57. package/es/point/models/earthFill.js +2 -2
  58. package/es/point/models/extrude.d.ts +1 -1
  59. package/es/point/models/extrude.js +9 -12
  60. package/es/point/models/fill.d.ts +1 -1
  61. package/es/point/models/fill.js +7 -8
  62. package/es/point/models/fillmage.js +4 -5
  63. package/es/point/models/image.js +2 -2
  64. package/es/point/models/index.d.ts +1 -1
  65. package/es/point/models/index.js +3 -3
  66. package/es/point/models/normal.js +0 -2
  67. package/es/point/models/radar.js +1 -1
  68. package/es/point/models/text.js +1 -3
  69. package/es/point/models/tile.js +2 -3
  70. package/es/point/models/tileText.js +3 -5
  71. package/es/point/shaders/animate/wave_frag.glsl +2 -2
  72. package/es/polygon/models/extrude.js +3 -5
  73. package/es/raster/models/raster.d.ts +1 -1
  74. package/es/raster/models/raster.js +3 -3
  75. package/es/tile/manager/tileLayerManager.js +10 -0
  76. package/lib/Geometry/models/billboard.js +2 -5
  77. package/lib/Geometry/models/plane.js +3 -3
  78. package/lib/Geometry/models/sprite.js +2 -3
  79. package/lib/core/BaseLayer.js +13 -19
  80. package/lib/core/BaseModel.js +15 -16
  81. package/lib/earth/models/atmosphere.js +4 -7
  82. package/lib/earth/models/base.js +10 -14
  83. package/lib/earth/models/bloomsphere.js +4 -8
  84. package/lib/heatmap/index.js +1 -3
  85. package/lib/heatmap/models/grid.js +1 -3
  86. package/lib/heatmap/models/grid3d.js +4 -11
  87. package/lib/heatmap/models/heatmap.js +3 -6
  88. package/lib/heatmap/models/hexagon.js +2 -6
  89. package/lib/heatmap/triangulation.js +0 -1
  90. package/lib/image/index.js +4 -1
  91. package/lib/image/models/dataImage.js +11 -33
  92. package/lib/image/models/image.js +1 -3
  93. package/lib/image/models/index.js +4 -1
  94. package/lib/image/models/tileDataImage.js +188 -0
  95. package/lib/line/models/arc.js +7 -8
  96. package/lib/line/models/arc_3d.js +8 -10
  97. package/lib/line/models/earthArc_3d.js +8 -10
  98. package/lib/line/models/great_circle.js +7 -7
  99. package/lib/line/models/line.js +4 -4
  100. package/lib/line/models/linearline.js +3 -4
  101. package/lib/line/models/simpleLine.js +3 -3
  102. package/lib/line/models/tile.js +1 -1
  103. package/lib/line/models/wall.js +3 -3
  104. package/lib/line/shaders/dash/line_dash_frag.glsl +1 -1
  105. package/lib/line/shaders/line_arc2d_vert.glsl +2 -2
  106. package/lib/line/shaders/line_arc_3d_frag.glsl +10 -10
  107. package/lib/line/shaders/line_arc_3d_vert.glsl +3 -4
  108. package/lib/line/shaders/line_arc_frag.glsl +9 -10
  109. package/lib/line/shaders/line_arc_great_circle_frag.glsl +6 -6
  110. package/lib/line/shaders/line_arc_great_circle_vert.glsl +2 -3
  111. package/lib/line/shaders/line_arc_vert.glsl +2 -2
  112. package/lib/line/shaders/line_bezier_vert.glsl +2 -2
  113. package/lib/line/shaders/line_frag.glsl +5 -5
  114. package/lib/line/shaders/line_vert.glsl +1 -1
  115. package/lib/line/shaders/linear/arc3d_linear_frag.glsl +6 -7
  116. package/lib/line/shaders/linear/arc3d_linear_vert.glsl +9 -10
  117. package/lib/line/shaders/linear/arc_linear_frag.glsl +1 -1
  118. package/lib/line/shaders/wall/wall_frag.glsl +5 -5
  119. package/lib/line/shaders/wall/wall_vert.glsl +2 -2
  120. package/lib/plugins/LayerAnimateStylePlugin.js +2 -2
  121. package/lib/point/index.js +3 -4
  122. package/lib/point/models/earthExtrude.js +9 -14
  123. package/lib/point/models/earthFill.js +2 -2
  124. package/lib/point/models/extrude.js +9 -12
  125. package/lib/point/models/fill.js +7 -8
  126. package/lib/point/models/fillmage.js +4 -5
  127. package/lib/point/models/image.js +2 -2
  128. package/lib/point/models/index.js +1 -1
  129. package/lib/point/models/normal.js +0 -2
  130. package/lib/point/models/radar.js +1 -1
  131. package/lib/point/models/text.js +1 -3
  132. package/lib/point/models/tile.js +2 -3
  133. package/lib/point/models/tileText.js +3 -5
  134. package/lib/point/shaders/animate/wave_frag.glsl +2 -2
  135. package/lib/polygon/models/extrude.js +3 -5
  136. package/lib/raster/models/raster.js +3 -3
  137. package/lib/tile/manager/tileLayerManager.js +10 -0
  138. package/package.json +6 -6
@@ -184,7 +184,7 @@ var SimpleLineModel = /*#__PURE__*/function (_BaseModel) {
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  type: gl.FLOAT
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  },
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  size: 1,
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- update: function update(feature, featureIdx, vertex, attributeIdx) {
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+ update: function update(feature, featureIdx, vertex) {
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  return [vertex[3]];
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  }
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  }
@@ -201,7 +201,7 @@ var SimpleLineModel = /*#__PURE__*/function (_BaseModel) {
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  type: gl.FLOAT
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  },
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  size: 1,
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- update: function update(feature, featureIdx, vertex, attributeIdx) {
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+ update: function update(feature, featureIdx, vertex) {
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  return [vertex[5]];
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  }
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  }
@@ -218,7 +218,7 @@ var SimpleLineModel = /*#__PURE__*/function (_BaseModel) {
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  type: gl.FLOAT
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  },
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  size: 2,
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- update: function update(feature, featureIdx, vertex, attributeIdx) {
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+ update: function update(feature) {
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  var _feature$size = feature.size,
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  size = _feature$size === void 0 ? 1 : _feature$size;
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  return Array.isArray(size) ? [size[0], size[1]] : [size, 0];
@@ -164,7 +164,7 @@ var LineModel = /*#__PURE__*/function (_BaseModel) {
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  type: gl.FLOAT
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  },
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  size: 1,
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- update: function update(feature, featureIdx, vertex, attributeIdx) {
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+ update: function update(feature, featureIdx, vertex) {
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  return [vertex[4]];
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  }
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  }
@@ -17,10 +17,10 @@ import BaseModel from "../../core/BaseModel";
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  import { LineTriangulation } from "../../core/triangulation";
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  /* babel-plugin-inline-import '../shaders/wall/wall_frag.glsl' */
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- var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\nuniform float u_iconStepCount;\nuniform float u_time;\nuniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying vec2 v_iconMapUV;\nvarying float v_blur;\nvarying float v_radio;\nvarying vec4 v_color;\nvarying vec4 v_dataset;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = u_opacity;\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_dataset.r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float v = v_dataset.a;\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, v);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n if(u_aimate.x == Animate) {\n animateSpeed = u_time / u_aimate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);\n alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = v_dataset.g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = v_dataset.b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = v_dataset.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BA1\u7B97\u7EB9\u7406\u95F4\u9694 start\n float flag = 0.0;\n if(u > 1.0/u_iconStepCount) {\n flag = 1.0;\n }\n u = fract(u*u_iconStepCount);\n // \u8BA1\u7B97\u7EB9\u7406\u95F4\u9694 end\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n // Tip: \u5224\u65AD\u7EB9\u7406\u95F4\u9694\n if(flag > 0.0) {\n pattern = vec4(0.0);\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n }\n \n\n // blur - AA\n if(v < v_blur) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/v_blur);\n } else if(v > 1.0 - v_blur) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - v_blur))/v_blur);\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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+ var line_frag = "#define Animate 0.0\n#define LineTexture 1.0\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_opacity : 1.0;\nuniform float u_textureBlend;\nuniform float u_iconStepCount;\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\nvarying vec2 v_iconMapUV;\nvarying float v_blur;\nvarying float v_radio;\nvarying vec4 v_color;\nvarying vec4 v_dataset;\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = u_opacity;\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_dataset.r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float v = v_dataset.a;\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, v);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n gl_FragColor.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + animateSpeed);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = v_dataset.g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = v_dataset.b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = v_dataset.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // \u8BA1\u7B97\u7EB9\u7406\u95F4\u9694 start\n float flag = 0.0;\n if(u > 1.0/u_iconStepCount) {\n flag = 1.0;\n }\n u = fract(u*u_iconStepCount);\n // \u8BA1\u7B97\u7EB9\u7406\u95F4\u9694 end\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n // Tip: \u5224\u65AD\u7EB9\u7406\u95F4\u9694\n if(flag > 0.0) {\n pattern = vec4(0.0);\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n }\n \n\n // blur - AA\n if(v < v_blur) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/v_blur);\n } else if(v > 1.0 - v_blur) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - v_blur))/v_blur);\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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  /* babel-plugin-inline-import '../shaders/wall/wall_vert.glsl' */
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- var line_vert = "#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\nattribute vec2 a_iconMapUV;\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\nuniform float u_heightfixed;\nuniform float u_linearColor: 0;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\nvarying vec4 v_color;\nvarying float v_blur;\nvarying float v_radio;\nvarying vec4 v_dataset;\n\nvoid main() {\n\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n d_texPixelLen = project_pixel(u_icon_step);\n } else {\n d_texPixelLen = u_icon_step;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n if(u_aimate.x == Animate || u_linearColor == 1.0) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n }\n\n float miter = (a_Miter + 1.0)/2.0;\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n v_dataset[0] = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n v_dataset[1] = a_Distance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n v_dataset[2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n v_dataset[3] = miter; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C 0 - 1\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float originSize = a_Size.x; // \u56FA\u5B9A\u9AD8\u5EA6\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n originSize = project_float_pixel(a_Size.x);\n }\n\n float wallHeight = originSize * miter;\n float lightWeight = calc_lighting(vec4(project_pos.xy, wallHeight, 1.0));\n\n v_blur = min(project_float_pixel(2.0) / originSize, 0.05);\n v_color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, wallHeight, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, wallHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
23
+ var line_vert = "#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\nattribute vec2 a_iconMapUV;\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\nuniform mat4 u_Mvp;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\nuniform float u_heightfixed;\nuniform float u_linearColor: 0;\n\n#pragma include \"projection\"\n#pragma include \"light\"\n#pragma include \"picking\"\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\nvarying vec4 v_color;\nvarying float v_blur;\nvarying float v_radio;\nvarying vec4 v_dataset;\n\nvoid main() {\n\n\n float d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n d_texPixelLen = project_pixel(u_icon_step);\n } else {\n d_texPixelLen = u_icon_step;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n if(u_animate.x == Animate || u_linearColor == 1.0) {\n d_distance_ratio = a_Distance / a_Total_Distance;\n }\n\n float miter = (a_Miter + 1.0)/2.0;\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n v_dataset[0] = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n v_dataset[1] = a_Distance; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n v_dataset[2] = d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n v_dataset[3] = miter; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C 0 - 1\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float originSize = a_Size.x; // \u56FA\u5B9A\u9AD8\u5EA6\n if(u_heightfixed < 1.0) { // \u9AD8\u5EA6\u968F zoom \u8C03\u6574\n originSize = project_float_pixel(a_Size.x);\n }\n\n float wallHeight = originSize * miter;\n float lightWeight = calc_lighting(vec4(project_pos.xy, wallHeight, 1.0));\n\n v_blur = min(project_float_pixel(2.0) / originSize, 0.05);\n v_color = vec4(a_Color.rgb * lightWeight, a_Color.w);\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, wallHeight, 1.0));\n } else {\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, wallHeight, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
24
24
 
25
25
  var LineWallModel = /*#__PURE__*/function (_BaseModel) {
26
26
  _inherits(LineWallModel, _BaseModel);
@@ -124,7 +124,7 @@ var LineWallModel = /*#__PURE__*/function (_BaseModel) {
124
124
  animateOption = _ref2.animateOption;
125
125
 
126
126
  return {
127
- u_aimate: this.animateOption2Array(animateOption),
127
+ u_animate: this.animateOption2Array(animateOption),
128
128
  u_time: this.layer.getLayerAnimateTime()
129
129
  };
130
130
  }
@@ -9,7 +9,7 @@ varying vec4 v_dash_array;
9
9
  #pragma include "picking"
10
10
 
11
11
  uniform float u_time;
12
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ]; // 控制运动
12
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ]; // 控制运动
13
13
 
14
14
  varying mat4 styleMappingMat;
15
15
  // [animate, duration, interval, trailLength],
@@ -7,7 +7,7 @@ attribute vec4 a_Instance;
7
7
  attribute float a_Size;
8
8
  uniform mat4 u_ModelMatrix;
9
9
  uniform float segmentNumber;
10
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
10
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
11
11
  varying vec4 v_color;
12
12
  varying vec2 v_normal;
13
13
 
@@ -98,7 +98,7 @@ void main() {
98
98
  float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba);
99
99
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
100
100
  }
101
- if(u_aimate.x == Animate) {
101
+ if(u_animate.x == Animate) {
102
102
  v_distance_ratio = segmentIndex / segmentNumber;
103
103
  }
104
104
  float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
@@ -20,7 +20,7 @@ uniform float segmentNumber;
20
20
  varying vec2 v_iconMapUV;
21
21
 
22
22
  uniform float u_time;
23
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
23
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
24
24
 
25
25
  varying mat4 styleMappingMat;
26
26
 
@@ -42,16 +42,16 @@ void main() {
42
42
  gl_FragColor.a *=flag;
43
43
  }
44
44
 
45
- if(u_aimate.x == Animate && u_line_texture != LineTexture) {
46
- animateSpeed = u_time / u_aimate.y;
47
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
45
+ if(u_animate.x == Animate && u_line_texture != LineTexture) {
46
+ animateSpeed = u_time / u_animate.y;
47
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);
48
48
 
49
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
49
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
50
50
  // alpha = smoothstep(0., 1., alpha);
51
51
  alpha = clamp(alpha, 0.0, 1.0);
52
52
  gl_FragColor.a *= alpha;
53
53
 
54
- // u_aimate
54
+ // u_animate
55
55
  // x enable
56
56
  // y duration
57
57
  // z interval
@@ -64,8 +64,8 @@ void main() {
64
64
  float count = styleMappingMat[3].b; // // 贴图在弧线上重复的数量
65
65
 
66
66
  float time = 0.0;
67
- if(u_aimate.x == Animate) {
68
- time = u_time / u_aimate.y;
67
+ if(u_animate.x == Animate) {
68
+ time = u_time / u_animate.y;
69
69
  }
70
70
  float redioCount = arcRadio * count;
71
71
 
@@ -75,9 +75,9 @@ void main() {
75
75
  vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;
76
76
  vec4 pattern = texture2D(u_texture, uv);
77
77
 
78
- if(u_aimate.x == Animate) {
78
+ if(u_animate.x == Animate) {
79
79
  float currentPlane = floor(redioCount - time);
80
- float textureStep = floor(count * u_aimate.z);
80
+ float textureStep = floor(count * u_animate.z);
81
81
  float a = mod(currentPlane, textureStep);
82
82
  if(a < textureStep - 1.0) {
83
83
  pattern = vec4(0.0);
@@ -13,9 +13,9 @@ uniform float u_global_height: 10;
13
13
  uniform mat4 u_ModelMatrix;
14
14
  uniform mat4 u_Mvp;
15
15
  uniform float segmentNumber;
16
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
16
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
17
17
  varying vec4 v_color;
18
- // varying vec2 v_normal;
18
+
19
19
  uniform float u_line_type: 0.0;
20
20
  uniform vec4 u_dash_array: [10.0, 5., 0, 0];
21
21
  varying vec4 v_dash_array;
@@ -135,7 +135,6 @@ void main() {
135
135
  float d_distance_ratio;
136
136
  if(u_line_type == LineTypeDash) {
137
137
  d_distance_ratio = segmentIndex / segmentNumber;
138
- // float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
139
138
  vec2 s = source;
140
139
  vec2 t = target;
141
140
 
@@ -146,7 +145,7 @@ void main() {
146
145
  float total_Distance = pixelDistance(s, t) / 2.0 * PI;
147
146
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
148
147
  }
149
- if(u_aimate.x == Animate) {
148
+ if(u_animate.x == Animate) {
150
149
  d_distance_ratio = segmentIndex / segmentNumber;
151
150
  }
152
151
  styleMappingMat[3].g = d_distance_ratio; // 当前点位距离占线总长的比例
@@ -11,7 +11,7 @@ varying vec4 v_dash_array;
11
11
  varying vec4 v_color;
12
12
 
13
13
  uniform float u_time;
14
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
14
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
15
15
 
16
16
  uniform float u_line_texture;
17
17
  uniform sampler2D u_texture;
@@ -34,10 +34,10 @@ void main() {
34
34
 
35
35
  gl_FragColor.a *= opacity;
36
36
 
37
- if(u_aimate.x == Animate && u_line_texture != LineTexture) {
38
- animateSpeed = u_time / u_aimate.y;
39
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
40
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
37
+ if(u_animate.x == Animate && u_line_texture != LineTexture) {
38
+ animateSpeed = u_time / u_animate.y;
39
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);
40
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
41
41
  // alpha = smoothstep(0., 1., alpha);
42
42
  alpha = clamp(alpha, 0.0, 1.0);
43
43
  gl_FragColor.a *= alpha;
@@ -51,8 +51,8 @@ void main() {
51
51
  float count = styleMappingMat[3].g; // 贴图在弧线上重复的数量
52
52
 
53
53
  float time = 0.0;
54
- if(u_aimate.x == Animate) {
55
- time = u_time / u_aimate.y;
54
+ if(u_animate.x == Animate) {
55
+ time = u_time / u_animate.y;
56
56
  }
57
57
  float redioCount = arcRadio * count;
58
58
 
@@ -62,9 +62,9 @@ void main() {
62
62
 
63
63
  vec4 pattern = texture2D(u_texture, uv);
64
64
 
65
- if(u_aimate.x == Animate) {
65
+ if(u_animate.x == Animate) {
66
66
  float currentPlane = floor(redioCount - time);
67
- float textureStep = floor(count * u_aimate.z);
67
+ float textureStep = floor(count * u_animate.z);
68
68
  float a = mod(currentPlane, textureStep);
69
69
  if(a < textureStep - 1.0) {
70
70
  pattern = vec4(0.0);
@@ -85,5 +85,4 @@ void main() {
85
85
  } else {
86
86
  gl_FragColor = filterColor(gl_FragColor);
87
87
  }
88
- // gl_FragColor = filterColor(gl_FragColor);
89
88
  }
@@ -13,7 +13,7 @@ varying float v_distance_ratio;
13
13
  varying vec4 v_color;
14
14
 
15
15
  uniform float u_time;
16
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
16
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
17
17
 
18
18
  uniform float u_line_texture: 0.0;
19
19
  uniform sampler2D u_texture;
@@ -58,10 +58,10 @@ void main() {
58
58
  }
59
59
 
60
60
  // 设置弧线的动画模式
61
- if(u_aimate.x == Animate) {
62
- animateSpeed = u_time / u_aimate.y;
63
- float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
64
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
61
+ if(u_animate.x == Animate) {
62
+ animateSpeed = u_time / u_animate.y;
63
+ float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);
64
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
65
65
  alpha = smoothstep(0., 1., alpha);
66
66
  gl_FragColor.a *= alpha;
67
67
  }
@@ -73,7 +73,7 @@ void main() {
73
73
  float count = styleMappingMat[3].b; // 贴图在弧线上重复的数量
74
74
  float u = fract(arcRadio * count - animateSpeed * count);
75
75
  // float u = fract(arcRadio * count - animateSpeed);
76
- if(u_aimate.x == Animate) {
76
+ if(u_animate.x == Animate) {
77
77
  u = gl_FragColor.a/opacity;
78
78
  }
79
79
 
@@ -10,9 +10,8 @@ attribute float a_Size;
10
10
  uniform mat4 u_ModelMatrix;
11
11
  uniform mat4 u_Mvp;
12
12
  uniform float segmentNumber;
13
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
13
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
14
14
  varying vec4 v_color;
15
- // varying vec2 v_normal;
16
15
 
17
16
  varying float v_distance_ratio;
18
17
  uniform float u_line_type: 0.0;
@@ -172,7 +171,7 @@ void main() {
172
171
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;
173
172
  }
174
173
 
175
- if(u_aimate.x == Animate) {
174
+ if(u_animate.x == Animate) {
176
175
  v_distance_ratio = segmentIndex / segmentNumber;
177
176
  }
178
177
 
@@ -8,7 +8,7 @@ attribute float a_Size;
8
8
  uniform mat4 u_ModelMatrix;
9
9
  uniform mat4 u_Mvp;
10
10
  uniform float segmentNumber;
11
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
11
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
12
12
  varying vec4 v_color;
13
13
 
14
14
  uniform float u_lineDir: 1.0;
@@ -123,7 +123,7 @@ void main() {
123
123
  float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
124
124
  float d_distance_ratio;
125
125
 
126
- if(u_aimate.x == Animate) {
126
+ if(u_animate.x == Animate) {
127
127
  d_distance_ratio = segmentIndex / segmentNumber;
128
128
  if(u_lineDir != 1.0) {
129
129
  d_distance_ratio = 1.0 - d_distance_ratio;
@@ -7,7 +7,7 @@ attribute vec4 a_Instance;
7
7
  attribute float a_Size;
8
8
  uniform mat4 u_ModelMatrix;
9
9
  uniform float segmentNumber;
10
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
10
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
11
11
  varying vec4 v_color;
12
12
  varying vec2 v_normal;
13
13
 
@@ -72,7 +72,7 @@ void main() {
72
72
  float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
73
73
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
74
74
  }
75
- if(u_aimate.x == Animate) {
75
+ if(u_animate.x == Animate) {
76
76
  v_distance_ratio = segmentIndex / segmentNumber;
77
77
  }
78
78
  vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));
@@ -19,7 +19,7 @@ varying vec2 v_iconMapUV;
19
19
  #pragma include "picking"
20
20
 
21
21
  uniform float u_time;
22
- uniform vec4 u_aimate: [ 1, 2., 1.0, 0.2 ]; // 控制运动
22
+ uniform vec4 u_animate: [ 1, 2., 1.0, 0.2 ]; // 控制运动
23
23
 
24
24
  varying mat4 styleMappingMat;
25
25
  // [animate, duration, interval, trailLength],
@@ -31,10 +31,10 @@ void main() {
31
31
  // anti-alias
32
32
  // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));
33
33
  gl_FragColor.a *= opacity; // 全局透明度
34
- if(u_aimate.x == Animate) {
35
- animateSpeed = u_time / u_aimate.y;
36
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);
37
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
34
+ if(u_animate.x == Animate) {
35
+ animateSpeed = u_time / u_animate.y;
36
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + animateSpeed);
37
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
38
38
  alpha = smoothstep(0., 1., alpha);
39
39
  gl_FragColor.a *= alpha;
40
40
  }
@@ -15,7 +15,7 @@ attribute vec2 a_DistanceAndIndex;
15
15
 
16
16
  uniform mat4 u_ModelMatrix;
17
17
  uniform mat4 u_Mvp;
18
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
18
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
19
19
  uniform float u_icon_step: 100;
20
20
 
21
21
  uniform float u_heightfixed: 0.0;
@@ -6,9 +6,8 @@ uniform float u_blur : 0.9;
6
6
  varying float v_segmentIndex;
7
7
  uniform float segmentNumber;
8
8
 
9
-
10
9
  uniform float u_time;
11
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
10
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
12
11
 
13
12
  uniform float u_linearColor: 0;
14
13
  uniform vec4 u_sourceColor;
@@ -27,16 +26,16 @@ void main() {
27
26
 
28
27
  gl_FragColor.a *= opacity;
29
28
 
30
- if(u_aimate.x == Animate) {
31
- animateSpeed = u_time / u_aimate.y;
32
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + u_time / u_aimate.y);
29
+ if(u_animate.x == Animate) {
30
+ animateSpeed = u_time / u_animate.y;
31
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);
33
32
 
34
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
33
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
35
34
  // alpha = smoothstep(0., 1., alpha);
36
35
  alpha = clamp(alpha, 0.0, 1.0);
37
36
  gl_FragColor.a *= alpha;
38
37
 
39
- // u_aimate
38
+ // u_animate
40
39
  // x enable
41
40
  // y duration
42
41
  // z interval
@@ -6,6 +6,7 @@ attribute vec3 a_Position;
6
6
  attribute vec4 a_Instance;
7
7
  attribute vec4 a_Color;
8
8
  attribute float a_Size;
9
+ attribute vec2 a_iconMapUV;
9
10
 
10
11
  uniform float u_globel;
11
12
  uniform float u_globel_radius;
@@ -13,23 +14,21 @@ uniform float u_global_height: 10;
13
14
  uniform mat4 u_ModelMatrix;
14
15
  uniform mat4 u_Mvp;
15
16
  uniform float segmentNumber;
16
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
17
- varying vec4 v_color;
18
- // varying vec2 v_normal;
17
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
18
+
19
19
  uniform float u_line_type: 0.0;
20
20
  uniform vec4 u_dash_array: [10.0, 5., 0, 0];
21
- varying vec4 v_dash_array;
22
-
23
21
  uniform float u_icon_step: 100;
24
22
  uniform float u_line_texture: 0.0;
25
- varying float v_segmentIndex;
23
+ uniform float u_opacity: 1.0;
26
24
 
27
- attribute vec2 a_iconMapUV;
25
+ varying vec4 v_dash_array;
26
+ varying vec4 v_color;
27
+ varying float v_segmentIndex;
28
28
  varying vec2 v_iconMapUV;
29
-
30
- uniform float u_opacity: 1.0;
31
29
  varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
32
30
 
31
+
33
32
  #pragma include "styleMapping"
34
33
  #pragma include "styleMappingCalOpacity"
35
34
 
@@ -146,7 +145,7 @@ void main() {
146
145
  float total_Distance = pixelDistance(s, t) / 2.0 * PI;
147
146
  v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
148
147
  }
149
- if(u_aimate.x == Animate) {
148
+ if(u_animate.x == Animate) {
150
149
  d_distance_ratio = segmentIndex / segmentNumber;
151
150
  }
152
151
  styleMappingMat[3].g = d_distance_ratio; // 当前点位距离占线总长的比例
@@ -10,7 +10,7 @@ varying vec4 v_dash_array;
10
10
  varying vec4 v_color;
11
11
 
12
12
  uniform float u_time;
13
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
13
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
14
14
 
15
15
  uniform float u_line_texture;
16
16
  uniform sampler2D u_texture;
@@ -12,7 +12,7 @@ uniform float u_opacity : 1.0;
12
12
  uniform float u_textureBlend;
13
13
  uniform float u_iconStepCount;
14
14
  uniform float u_time;
15
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ]; // 控制运动
15
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ]; // 控制运动
16
16
 
17
17
  varying vec2 v_iconMapUV;
18
18
  varying float v_blur;
@@ -35,10 +35,10 @@ void main() {
35
35
  }
36
36
 
37
37
  gl_FragColor.a *= opacity; // 全局透明度
38
- if(u_aimate.x == Animate) {
39
- animateSpeed = u_time / u_aimate.y;
40
- float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_aimate.z)* (1.0/ u_aimate.z) + animateSpeed);
41
- alpha = (alpha + u_aimate.w -1.0) / u_aimate.w;
38
+ if(u_animate.x == Animate) {
39
+ animateSpeed = u_time / u_animate.y;
40
+ float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + animateSpeed);
41
+ alpha = (alpha + u_animate.w -1.0) / u_animate.w;
42
42
  alpha = smoothstep(0., 1., alpha);
43
43
  gl_FragColor.a *= alpha;
44
44
  }
@@ -11,7 +11,7 @@ attribute float a_Distance;
11
11
 
12
12
  uniform mat4 u_ModelMatrix;
13
13
  uniform mat4 u_Mvp;
14
- uniform vec4 u_aimate: [ 1., 2., 1.0, 0.2 ];
14
+ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
15
15
  uniform float u_icon_step: 100;
16
16
  uniform float u_heightfixed;
17
17
  uniform float u_linearColor: 0;
@@ -43,7 +43,7 @@ void main() {
43
43
  d_texPixelLen *= 10.0;
44
44
  }
45
45
 
46
- if(u_aimate.x == Animate || u_linearColor == 1.0) {
46
+ if(u_animate.x == Animate || u_linearColor == 1.0) {
47
47
  d_distance_ratio = a_Distance / a_Total_Distance;
48
48
  }
49
49
 
@@ -16,8 +16,8 @@ var LayerAnimateStylePlugin = (_dec = injectable(), _dec(_class = /*#__PURE__*/f
16
16
  value: function apply(layer) {
17
17
  layer.hooks.beforeRender.tap('LayerAnimateStylePlugin', function () {
18
18
  // @ts-ignore
19
- var aniamateStatus = layer.aniamateStatus;
20
- aniamateStatus && layer.models.forEach(function (model) {
19
+ var animateStatus = layer.animateStatus;
20
+ animateStatus && layer.models.forEach(function (model) {
21
21
  model.addUniforms(_objectSpread({}, layer.layerModel.getAnimateUniforms()));
22
22
  });
23
23
  });
package/es/point/index.js CHANGED
@@ -156,7 +156,7 @@ var PointLayer = /*#__PURE__*/function (_BaseLayer) {
156
156
  text: {
157
157
  blend: 'normal'
158
158
  },
159
- vectorpoint: {},
159
+ vectorPoint: {},
160
160
  tile: {},
161
161
  tileText: {},
162
162
  earthFill: {},
@@ -170,9 +170,8 @@ var PointLayer = /*#__PURE__*/function (_BaseLayer) {
170
170
  var parserType = this.layerSource.getParserType();
171
171
 
172
172
  if (isVectorTile(parserType)) {
173
- return 'vectorpoint';
174
- } // pointlayer
175
- // 2D、 3d、 shape、image、text、normal、
173
+ return 'vectorPoint';
174
+ } // 2D、 3d、 shape、image、text、normal、
176
175
 
177
176
 
178
177
  var layerData = this.getEncodedData();
@@ -2,7 +2,7 @@ import { IModel } from '@antv/l7-core';
2
2
  import BaseModel from '../../core/BaseModel';
3
3
  export default class ExtrudeModel extends BaseModel {
4
4
  private raiseCount;
5
- private raiserepeat;
5
+ private raiseRepeat;
6
6
  getUninforms(): {
7
7
  u_pickLight: number;
8
8
  u_heightfixed: number;
@@ -41,7 +41,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
41
41
 
42
42
  _defineProperty(_assertThisInitialized(_this), "raiseCount", 0);
43
43
 
44
- _defineProperty(_assertThisInitialized(_this), "raiserepeat", 0);
44
+ _defineProperty(_assertThisInitialized(_this), "raiseRepeat", 0);
45
45
 
46
46
  return _this;
47
47
  }
@@ -116,18 +116,16 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
116
116
  useLinearColor = 1;
117
117
  }
118
118
 
119
- if (this.raiseCount < 1 && this.raiserepeat > 0) {
119
+ if (this.raiseCount < 1 && this.raiseRepeat > 0) {
120
120
  if (animateOption.enable) {
121
121
  var _animateOption$speed = animateOption.speed,
122
- speed = _animateOption$speed === void 0 ? 0.01 : _animateOption$speed,
123
- _animateOption$repeat = animateOption.repeat,
124
- repeat = _animateOption$repeat === void 0 ? false : _animateOption$repeat;
122
+ speed = _animateOption$speed === void 0 ? 0.01 : _animateOption$speed;
125
123
  this.raiseCount += speed;
126
124
 
127
125
  if (this.raiseCount >= 1) {
128
- if (this.raiserepeat > 1) {
126
+ if (this.raiseRepeat > 1) {
129
127
  this.raiseCount = 0;
130
- this.raiserepeat--;
128
+ this.raiseRepeat--;
131
129
  } else {
132
130
  this.raiseCount = 1;
133
131
  }
@@ -140,7 +138,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
140
138
  u_pickLight: Number(pickLight),
141
139
  // 圆柱体是否固定高度
142
140
  u_heightfixed: Number(heightfixed),
143
- u_r: animateOption.enable && this.raiserepeat > 0 ? this.raiseCount : 1.0,
141
+ u_r: animateOption.enable && this.raiseRepeat > 0 ? this.raiseCount : 1.0,
144
142
  u_dataTexture: this.dataTexture,
145
143
  // 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]
146
144
  u_cellTypeLayout: this.getCellTypeLayout(),
@@ -169,7 +167,7 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
169
167
  _ref2$animateOption$r = _ref2.animateOption.repeat,
170
168
  repeat = _ref2$animateOption$r === void 0 ? 1 : _ref2$animateOption$r;
171
169
 
172
- this.raiserepeat = repeat;
170
+ this.raiseRepeat = repeat;
173
171
  this.layer.buildLayerModel({
174
172
  moduleName: 'pointEarthExtrude',
175
173
  vertexShader: pointExtrudeVert,
@@ -200,20 +198,18 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
200
198
  }, {
201
199
  key: "registerBuiltinAttributes",
202
200
  value: function registerBuiltinAttributes() {
203
- // point layer size;
204
201
  this.styleAttributeService.registerStyleAttribute({
205
202
  name: 'size',
206
203
  type: AttributeType.Attribute,
207
204
  descriptor: {
208
205
  name: 'a_Size',
209
206
  buffer: {
210
- // give the WebGL driver a hint that this buffer may change
211
207
  usage: gl.DYNAMIC_DRAW,
212
208
  data: [],
213
209
  type: gl.FLOAT
214
210
  },
215
211
  size: 3,
216
- update: function update(feature, featureIdx, vertex, attributeIdx) {
212
+ update: function update(feature) {
217
213
  var size = feature.size;
218
214
 
219
215
  if (size) {
@@ -258,13 +254,12 @@ var ExtrudeModel = /*#__PURE__*/function (_BaseModel) {
258
254
  descriptor: {
259
255
  name: 'a_Pos',
260
256
  buffer: {
261
- // give the WebGL driver a hint that this buffer may change
262
257
  usage: gl.DYNAMIC_DRAW,
263
258
  data: [],
264
259
  type: gl.FLOAT
265
260
  },
266
261
  size: 3,
267
- update: function update(feature, featureIdx) {
262
+ update: function update(feature) {
268
263
  var coordinates = calculateCentroid(feature.coordinates);
269
264
  return lglt2xyz([coordinates[0], coordinates[1]]);
270
265
  }