mirror of https://gitee.com/antv-l7/antv-l7
commit
4534985571
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@ -1,5 +1,5 @@
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// tslint:disable-next-line:no-submodule-imports
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import '!style-loader!css-loader!sass-loader!./iframe.scss';
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// import '!style-loader!css-loader!sass-loader!./iframe.scss';
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import { addParameters, configure } from '@storybook/react';
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import { create } from '@storybook/theming';
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@ -27,8 +27,7 @@ fetch('https://gw.alipayobjects.com/os/rmsportal/UEXQMifxtkQlYfChpPwT.txt')
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.shape('greatcircle')
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.color('#8C1EB2')
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.style({
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opacity: 0.8,
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blur: 0.99
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opacity: 0.8
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});
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scene.addLayer(layer);
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});
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@ -119,7 +119,7 @@
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"scripts": {
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"start": "yarn run site:clean && yarn run site:develop",
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"site:develop": "cross-env BABEL_ENV=site gatsby develop --open -H 0.0.0.0",
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"site:build": "yarn run site:clean && cross-env BABEL_ENV=site gatsby build --prefix-paths --no-uglify",
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"site:build": "yarn run site:clean && cross-env BABEL_ENV=site gatsby build --prefix-paths",
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"site:clean": "gatsby clean",
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"site:deploy": "yarn run site:build && gh-pages -d public",
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"site:publish": "gh-pages -d public",
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@ -12,7 +12,7 @@ import BaseModel from '../../core/BaseModel';
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import { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';
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import { LineArcTriangulation } from '../../core/triangulation';
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import line_arc_frag from '../shaders/line_arc_frag.glsl';
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import line_arc2d_vert from '../shaders/line_bezier_vert.glsl';
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import line_arc2d_vert from '../shaders/line_arc_vert.glsl';
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const lineStyleObj: { [key: string]: number } = {
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solid: 0.0,
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dash: 1.0,
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@ -10,8 +10,8 @@ import {
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import BaseModel from '../../core/BaseModel';
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import { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';
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import { LineArcTriangulation } from '../../core/triangulation';
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import line_arc_vert from '../shaders/line_arc_3d_vert.glsl';
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import line_arc_frag from '../shaders/line_arc_frag.glsl';
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import line_arc_vert from '../shaders/line_arc_vert.glsl';
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const lineStyleObj: { [key: string]: number } = {
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solid: 0.0,
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dash: 1.0,
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@ -11,8 +11,8 @@ import {
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import BaseModel from '../../core/BaseModel';
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import { ILineLayerStyleOptions, lineStyleType } from '../../core/interface';
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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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import line_arc2d_vert from '../shaders/line_arc_great_circle_vert.glsl';
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const lineStyleObj: { [key: string]: number } = {
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solid: 0.0,
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dash: 1.0,
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@ -0,0 +1,91 @@
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#define LineTypeSolid 0.0
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#define LineTypeDash 1.0
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#define Animate 0.0
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attribute vec3 a_Position;
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attribute vec4 a_Instance;
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attribute vec4 a_Color;
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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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uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
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varying vec4 v_color;
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varying vec2 v_normal;
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varying float v_distance_ratio;
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uniform float u_line_type: 0.0;
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uniform vec2 u_dash_array: [10.0, 5.];
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varying vec2 v_dash_array;
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#pragma include "projection"
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#pragma include "project"
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#pragma include "picking"
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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 - 1.0));
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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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vec2 getNormal(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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return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
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}
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void main() {
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v_color = a_Color;
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vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;
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vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;
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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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if(u_line_type == LineTypeDash) {
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v_distance_ratio = segmentIndex / segmentNumber;
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float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
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v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
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}
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if(u_aimate.x == Animate) {
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v_distance_ratio = segmentIndex / segmentNumber;
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}
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float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
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vec3 curr = getPos(source, target, segmentRatio);
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vec3 next = getPos(source, target, nextSegmentRatio);
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vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);
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v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
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gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));
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setPickingColor(a_PickingColor);
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}
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@ -18,7 +18,7 @@ uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
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void main() {
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gl_FragColor = v_color;
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float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));
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gl_FragColor.a *= (blur * u_opacity);
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gl_FragColor.a *= u_opacity * blur;
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if(u_line_type == LineTypeDash) {
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gl_FragColor.a *= blur * (1.0- step(v_dash_array.x, mod(v_distance_ratio, v_dash_array.x +v_dash_array.y)));
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}
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@ -50,7 +50,7 @@ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
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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 * vec2(1.0, -1.0);
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return offset;
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}
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vec2 getNormal(vec2 line_clipspace, float offset_direction) {
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// normalized direction of the line
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@ -1,91 +1,85 @@
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#define LineTypeSolid 0.0
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#define LineTypeDash 1.0
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#define Animate 0.0
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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 vec4 a_Color;
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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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uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
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varying vec4 v_color;
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varying vec2 v_normal;
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varying float v_distance_ratio;
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uniform float u_line_type: 0.0;
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uniform vec2 u_dash_array: [10.0, 5.];
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varying vec2 v_dash_array;
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#pragma include "projection"
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#pragma include "project"
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#pragma include "picking"
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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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float bezier3(vec3 arr, float t) {
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float ut = 1. - t;
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return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
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}
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vec2 midPoint(vec2 source, vec2 target) {
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vec2 center = target - source;
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float r = length(center);
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float theta = atan(center.y, center.x);
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float thetaOffset = 0.314;
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float r2 = r / 2.0 / cos(thetaOffset);
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float theta2 = theta + thetaOffset;
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vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
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return mid;
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}
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float getSegmentRatio(float index) {
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return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));
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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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vec2 interpolate (vec2 source, vec2 target, float t) {
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// if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
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vec2 mid = midPoint(source, target);
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vec3 x = vec3(source.x, mid.x, target.x);
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vec3 y = vec3(source.y, mid.y, target.y);
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return vec2(bezier3(x ,t), bezier3(y,t));
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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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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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vec2 getNormal(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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return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
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dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
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return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
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}
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void main() {
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v_color = a_Color;
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vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;
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vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;
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vec2 source = a_Instance.rg;
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vec2 target = a_Instance.ba;
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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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if(u_line_type == LineTypeDash) {
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v_distance_ratio = segmentIndex / segmentNumber;
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float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
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v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
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}
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if(u_aimate.x == Animate) {
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float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
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if(u_line_type == LineTypeDash) {
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v_distance_ratio = segmentIndex / segmentNumber;
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float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
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v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
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}
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if(u_aimate.x == Animate) {
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v_distance_ratio = segmentIndex / segmentNumber;
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}
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float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);
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vec3 curr = getPos(source, target, segmentRatio);
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vec3 next = getPos(source, target, nextSegmentRatio);
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vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);
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vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));
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vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio), 0.0, 1.0));
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v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
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vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
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gl_Position = project_common_position_to_clipspace(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));
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gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
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setPickingColor(a_PickingColor);
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}
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|
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|
@ -1,85 +0,0 @@
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#define LineTypeSolid 0.0
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#define LineTypeDash 1.0
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#define Animate 0.0
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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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uniform vec4 u_aimate: [ 0, 2., 1.0, 0.2 ];
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varying vec4 v_color;
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varying vec2 v_normal;
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varying float v_distance_ratio;
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uniform float u_line_type: 0.0;
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uniform vec2 u_dash_array: [10.0, 5.];
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varying vec2 v_dash_array;
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#pragma include "projection"
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#pragma include "project"
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#pragma include "picking"
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float bezier3(vec3 arr, float t) {
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float ut = 1. - t;
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return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;
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}
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vec2 midPoint(vec2 source, vec2 target) {
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vec2 center = target - source;
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float r = length(center);
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float theta = atan(center.y, center.x);
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float thetaOffset = 0.314;
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float r2 = r / 2.0 / cos(thetaOffset);
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float theta2 = theta + thetaOffset;
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vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);
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return mid;
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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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vec2 interpolate (vec2 source, vec2 target, float t) {
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// if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
|
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vec2 mid = midPoint(source, target);
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vec3 x = vec3(source.x, mid.x, target.x);
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vec3 y = vec3(source.y, mid.y, target.y);
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return vec2(bezier3(x ,t), bezier3(y,t));
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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 * vec2(1.0, -1.0);
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}
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vec2 getNormal(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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return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);
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}
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void main() {
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v_color = a_Color;
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vec2 source = a_Instance.rg;
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vec2 target = a_Instance.ba;
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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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if(u_line_type == LineTypeDash) {
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v_distance_ratio = segmentIndex / segmentNumber;
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float total_Distance = pixelDistance(a_Instance.rg, a_Instance.ba) / 2.0 * PI;
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v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);
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}
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if(u_aimate.x == Animate) {
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v_distance_ratio = segmentIndex / segmentNumber;
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}
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vec4 curr = project_position(vec4(interpolate(source, target, segmentRatio), 0.0, 1.0));
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vec4 next = project_position(vec4(interpolate(source, target, nextSegmentRatio), 0.0, 1.0));
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v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);
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vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));
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|
||||
gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, 0, 1.0));
|
||||
setPickingColor(a_PickingColor);
|
||||
}
|
|
@ -23,28 +23,28 @@ export default class Arc2DLineDemo extends React.Component {
|
|||
zoom: 2,
|
||||
}),
|
||||
});
|
||||
const lineLayer = new LineLayer()
|
||||
const lineLayer = new LineLayer({
|
||||
blend: 'normal',
|
||||
})
|
||||
.source(await response.text(), {
|
||||
parser: {
|
||||
type: 'csv',
|
||||
x: 'lng1',
|
||||
y: 'lat1',
|
||||
x1: 'lng2',
|
||||
y1: 'lat2',
|
||||
x1: 'lng1',
|
||||
y1: 'lat1',
|
||||
x: 'lng2',
|
||||
y: 'lat2',
|
||||
},
|
||||
})
|
||||
.size(4)
|
||||
.shape('greatcircle')
|
||||
.color('rgb(13,64,140)')
|
||||
.animate({
|
||||
interval: 0.5,
|
||||
duration: 2,
|
||||
trailLength: 0.4,
|
||||
})
|
||||
.size(3)
|
||||
.shape('arc')
|
||||
.color('#8C1EB2')
|
||||
.style({
|
||||
opacity: 0.1,
|
||||
opacity: 1,
|
||||
});
|
||||
scene.addLayer(lineLayer);
|
||||
lineLayer.on('click', (e) => {
|
||||
console.log(e);
|
||||
});
|
||||
scene.render();
|
||||
this.scene = scene;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue