mirror of https://gitee.com/antv-l7/antv-l7
feat(layer): add arc2d layer
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@ -136,7 +136,11 @@ export function RasterImageTriangulation(feature: IEncodeFeature) {
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size: 5,
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};
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}
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/**
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* 计算3D弧线顶点
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* @param feature 映射数据
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* @param segNum 弧线线段数
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*/
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export function LineArcTriangulation(feature: IEncodeFeature, segNum = 30) {
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const coordinates = feature.coordinates as IPosition[];
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const positions = [];
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@ -1,8 +1,9 @@
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import { container, ILayerPlugin, TYPES } from '@l7/core';
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import BaseLayer from './core/BaseLayer';
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import HeatMapGridLayer from './heatmap/grid';
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import LineLayer from './line/index';
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import ArcLineLayer from './line/arc';
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import Arc2DLineLayer from './line/arc2d';
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import LineLayer from './line/index';
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import Point3dLayer from './point/extrude';
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import PointImageLayer from './point/image';
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import PointLayer from './point/index';
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@ -74,6 +75,7 @@ export {
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ImageLayer,
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HeatMapGridLayer,
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ArcLineLayer,
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Arc2DLineLayer,
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// Line,
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// ImageLayer,
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// HeatMapLayer,
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@ -0,0 +1,108 @@
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import { AttributeType, gl, IEncodeFeature, ILayer } from '@l7/core';
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import BaseLayer from '../core/BaseLayer';
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import { LineArcTriangulation } from '../core/triangulation';
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import line_arc2d_vert from './shaders/line_arc2d_vert.glsl';
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import line_arc_frag from './shaders/line_arc_frag.glsl';
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interface IArcLayerStyleOptions {
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opacity: number;
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segmentNumber: number;
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}
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export default class Arc2DLineLayer extends BaseLayer<IArcLayerStyleOptions> {
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public name: string = 'LineLayer';
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protected getConfigSchema() {
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return {
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properties: {
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opacity: {
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type: 'number',
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minimum: 0,
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maximum: 1,
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},
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},
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};
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}
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protected renderModels() {
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const { opacity } = this.getStyleOptions();
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this.models.forEach((model) =>
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model.draw({
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uniforms: {
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u_Opacity: opacity || 1,
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segmentNumber: 30,
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},
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}),
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);
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return this;
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}
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protected buildModels() {
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this.registerBuiltinAttributes(this);
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this.models = [
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this.buildLayerModel({
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moduleName: 'arc2dline',
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vertexShader: line_arc2d_vert,
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fragmentShader: line_arc_frag,
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triangulation: LineArcTriangulation,
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depth: { enable: false },
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blend: {
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enable: true,
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func: {
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srcRGB: gl.ONE,
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srcAlpha: 1,
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dstRGB: gl.ONE,
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dstAlpha: 1,
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},
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},
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}),
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];
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}
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private registerBuiltinAttributes(layer: ILayer) {
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// point layer size;
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layer.styleAttributeService.registerStyleAttribute({
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name: 'size',
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Size',
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buffer: {
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// give the WebGL driver a hint that this buffer may change
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usage: gl.DYNAMIC_DRAW,
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data: [],
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type: gl.FLOAT,
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},
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size: 1,
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update: (
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feature: IEncodeFeature,
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featureIdx: number,
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vertex: number[],
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attributeIdx: number,
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) => {
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const { size } = feature;
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return Array.isArray(size) ? [size[0]] : [size as number];
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},
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},
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});
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layer.styleAttributeService.registerStyleAttribute({
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name: 'instance', // 弧线起始点信息
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type: AttributeType.Attribute,
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descriptor: {
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name: 'a_Instance',
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buffer: {
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usage: gl.STATIC_DRAW,
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data: [],
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type: gl.FLOAT,
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},
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size: 4,
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update: (
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feature: IEncodeFeature,
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featureIdx: number,
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vertex: number[],
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attributeIdx: number,
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) => {
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return [vertex[3], vertex[4], vertex[5], vertex[6]];
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},
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},
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});
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}
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}
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@ -0,0 +1,89 @@
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precision mediump float;
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attribute vec4 a_Color;
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attribute vec3 a_Position;
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attribute vec4 a_Instance;
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attribute float a_Size;
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uniform mat4 u_ModelMatrix;
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uniform float segmentNumber;
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varying vec4 v_color;
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#pragma include "projection"
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float maps (float value, float start1, float stop1, float start2, float stop2) {
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return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));
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}
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float getSegmentRatio(float index) {
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return smoothstep(0.0, 1.0, index / (segmentNumber - 1.));
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}
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float paraboloid(vec2 source, vec2 target, float ratio) {
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vec2 x = mix(source, target, ratio);
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vec2 center = mix(source, target, 0.5);
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float dSourceCenter = distance(source, center);
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float dXCenter = distance(x, center);
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return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);
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}
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vec3 getPos(vec2 source, vec2 target, float segmentRatio) {
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float vertex_height = paraboloid(source, target, segmentRatio);
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return vec3(
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mix(source, target, segmentRatio),
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sqrt(max(0.0, vertex_height))
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);
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}
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vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
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// normalized direction of the line
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vec2 dir_screenspace = normalize(line_clipspace);
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// rotate by 90 degrees
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dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
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vec2 offset = dir_screenspace * offset_direction * a_Size / 2.0;
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return offset;
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}
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float getAngularDist (vec2 source, vec2 target) {
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vec2 delta = source - target;
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vec2 sin_half_delta = sin(delta / 2.0);
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float a =
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sin_half_delta.y * sin_half_delta.y +
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cos(source.y) * cos(target.y) *
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sin_half_delta.x * sin_half_delta.x;
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return 2.0 * atan(sqrt(a), sqrt(1.0 - a));
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}
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vec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {
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// if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
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if(abs(angularDist - PI) < 0.001) {
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return (1.0 - t) * source + t * target;
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}
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float a = sin((1.0 - t) * angularDist) / sin(angularDist);
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float b = sin(t * angularDist) / sin(angularDist);
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vec2 sin_source = sin(source);
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vec2 cos_source = cos(source);
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vec2 sin_target = sin(target);
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vec2 cos_target = cos(target);
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float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;
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float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;
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float z = a * sin_source.y + b * sin_target.y;
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return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));
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}
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void main() {
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v_color = a_Color;
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vec2 source = radians(a_Instance.rg);
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vec2 target = radians(a_Instance.ba);
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float angularDist = getAngularDist(source, target);
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float segmentIndex = a_Position.x;
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float segmentRatio = getSegmentRatio(segmentIndex);
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float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
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float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
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vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));
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vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));
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vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);
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// vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));
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gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
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}
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@ -12,6 +12,7 @@ uniform mat4 u_ModelMatrix;
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varying vec4 v_color;
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varying float v_dash_array;
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varying vec3 v_normal;
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#pragma include "projection"
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void main() {
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v_normal = a_Normal;
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@ -1,5 +1,6 @@
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import { storiesOf } from '@storybook/react';
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import * as React from 'react';
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import Arc2DLineDemo from './components/Arc2DLine';
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import ArcLineDemo from './components/Arcline';
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import GridHeatMap from './components/heatMapgrid';
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import LineLayer from './components/Line';
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@ -16,6 +17,7 @@ storiesOf('图层', module)
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.add('图片标注', () => <PointImage />)
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.add('面3d图层', () => <Polygon3D />)
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.add('线图层', () => <LineLayer />)
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.add('弧线', () => <ArcLineDemo />)
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.add('3D弧线', () => <ArcLineDemo />)
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.add('2D弧线', () => <Arc2DLineDemo />)
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.add('网格热力图', () => <GridHeatMap />)
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.add('图片', () => <ImageLayerDemo />);
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@ -0,0 +1,56 @@
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import { Arc2DLineLayer } from '@l7/layers';
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import { Scene } from '@l7/scene';
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import * as React from 'react';
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export default class Arc2DLineDemo extends React.Component {
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private scene: Scene;
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public componentWillUnmount() {
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this.scene.destroy();
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}
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public async componentDidMount() {
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const response = await fetch(
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'https://gw.alipayobjects.com/os/rmsportal/UEXQMifxtkQlYfChpPwT.txt',
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);
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const scene = new Scene({
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center: [116.2825, 39.9],
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id: 'map',
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pitch: 0,
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type: 'mapbox',
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style: 'mapbox://styles/mapbox/dark-v9',
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zoom: 2,
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});
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const lineLayer = new Arc2DLineLayer({})
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.source(await response.text(), {
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parser: {
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type: 'csv',
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x: 'lng1',
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y: 'lat1',
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x1: 'lng2',
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y1: 'lat2',
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},
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})
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.size(0.5)
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.shape('arc')
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.color('rgb(13,64,140)');
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scene.addLayer(lineLayer);
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scene.render();
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this.scene = scene;
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}
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public render() {
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return (
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<div
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id="map"
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style={{
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position: 'absolute',
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top: 0,
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left: 0,
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right: 0,
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bottom: 0,
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}}
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/>
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);
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}
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}
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@ -2,7 +2,7 @@ import { ArcLineLayer } from '@l7/layers';
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import { Scene } from '@l7/scene';
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import * as React from 'react';
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export default class ArxLineDemo extends React.Component {
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export default class ArcLineDemo extends React.Component {
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private scene: Scene;
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public componentWillUnmount() {
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