mirror of https://gitee.com/antv-l7/antv-l7
feat(line): greatCircle
This commit is contained in:
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3ed7ed4d25
commit
4977426645
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@ -0,0 +1,53 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<link rel="stylesheet" href="https://gw.alipayobjects.com/os/rmsportal/PqLCOJpqoOUfuPRacUzE.css" />
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<title>弧线图</title>
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<style> ::-webkit-scrollbar{display:none;}html,body{overflow:hidden;margin:0;}
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#map { position:absolute; top:0; bottom:0; width:100%; }
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</style>
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</head>
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<body>
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<div id="map"></div>
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<script>/*Fixing iframe window.innerHeight 0 issue in Safari*/ document.body.clientHeight; </script>
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<script src="https://webapi.amap.com/maps?v=1.4.8&key=15cd8a57710d40c9b7c0e3cc120f1200&plugin=Map3D"></script>
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<script src="https://gw.alipayobjects.com/os/antv/assets/lib/jquery-3.2.1.min.js"></script>
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<script src="../build/L7.js"></script>
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<script src="https://npmcdn.com/@turf/turf/turf.min.js"></script>
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<style>
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#map { position:absolute; top:0; bottom:0; width:100%; }
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</style>
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<script>
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var scene = new L7.Scene({
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id: 'map',
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mapStyle: 'dark', // 样式URL
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center: [116.2825, 39.9],
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pitch: 0,
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zoom: 4
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});
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scene.on('loaded', function() {
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$.get('https://gw.alipayobjects.com/os/rmsportal/UEXQMifxtkQlYfChpPwT.txt', function(data) {
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scene.LineLayer({
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zIndex: 2
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}).source(data, {
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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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).color('rgb(13,64,140)').style({
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opacity: 0.6
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})
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.shape('greatCircle')
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.size(1)
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.render();
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});
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});
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</script>
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</body>
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</html>
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@ -136,12 +136,6 @@ export default class Layer extends Base {
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cfg.mapType = this.scene.mapType;
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cfg.zoom = this.scene.getZoom();
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this.layerSource = new source(cfg);
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// this.scene.workerPool.runTask({
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// command: 'geojson',
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// data: cfg
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// }).then(data => {
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// console.log(data);
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// });
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return this;
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}
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color(field, values) {
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@ -25,8 +25,8 @@ export default class Scene extends Base {
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_initEngine(mapContainer) {
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this._engine = new Engine(mapContainer, this);
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this.registerMapEvent();
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// this._engine.run();
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// this.registerMapEvent();
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this._engine.run();
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// this.workerPool = new WorkerPool();
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compileBuiltinModules();
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}
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@ -3,11 +3,7 @@ import { lineShape } from '../shape';
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export default class LineBuffer extends BufferBase {
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geometryBuffer() {
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const layerData = this.get('layerData');
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const shapeType = this.shapeType = this.get('shapeType');
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const positions = [];
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const positionsIndex = [];
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const instances = [];
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if (shapeType === 'line') {
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this.attributes = this._getMeshLineAttributes();
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return;
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@ -15,22 +11,6 @@ export default class LineBuffer extends BufferBase {
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this.attributes = this._getArcLineAttributes();
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return;
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}
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layerData.forEach((item, index) => {
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const props = item;
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const attrData = this._getShape(item.coordinates, props, index);
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positions.push(...attrData.positions);
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positionsIndex.push(...attrData.indexes);
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if (attrData.hasOwnProperty('instances')) {
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instances.push(...attrData.instances);
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}
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});
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this.bufferStruct.style = layerData;
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this.bufferStruct.verts = positions;
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this.bufferStruct.indexs = positionsIndex;
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if (instances.length > 0) {
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this.bufferStruct.instances = instances;
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}
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this.attributes = this._toAttributes(this.bufferStruct);
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}
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_getShape(geo, props, index) {
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@ -55,6 +35,7 @@ export default class LineBuffer extends BufferBase {
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const indexArray = [];
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const sizes = [];
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const instances = [];
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const pickingIds = [];
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layerData.forEach(item => {
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const props = item;
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const positionCount = positions.length / 3;
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@ -64,8 +45,10 @@ export default class LineBuffer extends BufferBase {
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indexArray.push(...attrData.indexArray);
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instances.push(...attrData.instances);
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sizes.push(...attrData.sizes);
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pickingIds.push(...attrData.pickingIds);
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});
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return {
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pickingIds,
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positions,
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colors,
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indexArray,
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@ -111,38 +94,4 @@ export default class LineBuffer extends BufferBase {
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attrDashArray
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};
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}
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_toAttributes(bufferStruct) {
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const vertCount = bufferStruct.verts.length;
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const vertices = new Float32Array(vertCount * 3);
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const pickingIds = new Float32Array(vertCount);
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const inposs = new Float32Array(vertCount * 4);
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const colors = new Float32Array(vertCount * 4);
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for (let i = 0; i < vertCount; i++) {
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const index = bufferStruct.indexs[i];
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const color = bufferStruct.style[index].color;
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const id = bufferStruct.style[index].id;
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vertices[i * 3] = bufferStruct.verts[i][0];
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vertices[i * 3 + 1] = bufferStruct.verts[i][1];
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vertices[i * 3 + 2] = bufferStruct.verts[i][2];
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colors[i * 4] = color[0];
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pickingIds[i] = id;
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colors[i * 4 + 1] = color[1];
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colors[i * 4 + 2] = color[2];
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colors[i * 4 + 3] = color[3];
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if (bufferStruct.instances) { // 弧线
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inposs[i * 4] = bufferStruct.instances[i][0];
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inposs[i * 4 + 1] = bufferStruct.instances[i][1];
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inposs[i * 4 + 2] = bufferStruct.instances[i][2];
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inposs[i * 4 + 3] = bufferStruct.instances[i][3];
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}
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}
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return {
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pickingIds,
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vertices,
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colors,
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inposs
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};
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}
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}
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@ -1,8 +1,6 @@
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import * as THREE from '../../core/three';
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import Material from './material';
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import { getModule, wrapUniforms } from '../../util/shaderModule';
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import arcline_frag from '../shader/arcline_frag.glsl';
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import arcline_vert from '../shader/arcline_vert.glsl';
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import merge from '@antv/util/lib/deep-mix';
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export function LineMaterial(options) {
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return material;
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}
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export function ArcLineMaterial(options) {
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let moduleName = 'arcline';
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if (options.shapeType === 'greatCircle') {
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moduleName = 'greatcircle';
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}
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const { vs, fs } = getModule(moduleName);
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const material = new Material({
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uniforms: {
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u_opacity: { value: options.u_opacity || 1.0 },
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segmentNumber: { value: 49 },
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segmentNumber: { value: 29 },
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u_time: { value: 0 },
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u_zoom: { value: options.u_zoom || 10 },
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u_activeId: { value: options.activeId || 0 },
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u_activeColor: { value: options.activeColor || [ 1.0, 0, 0, 1.0 ] }
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},
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vertexShader: arcline_vert,
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fragmentShader: arcline_frag,
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vertexShader: vs,
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fragmentShader: fs,
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transparent: true,
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blending: THREE.AdditiveBlending
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});
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@ -4,6 +4,8 @@ attribute vec4 a_instance;
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attribute float a_size;
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uniform float u_zoom;
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uniform float u_time;
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uniform float u_activeId : 0;
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uniform vec4 u_activeColor : [ 1.0, 0, 0, 1.0 ];
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uniform mat4 matModelViewProjection;
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uniform float segmentNumber;
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varying vec4 v_color;
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@ -42,7 +44,6 @@ vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {
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void main() {
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float visindex =mod(u_time *10.,segmentNumber);
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mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
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vec2 source = a_instance.rg;
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vec2 target = a_instance.ba;
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vec3 next = getPos(source, target, nextSegmentRatio);
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vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, position.y);
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gl_Position =matModelViewProjection * vec4(vec3(curr + vec3(offset, 0.0)),1.0);
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// float apha = 0.;
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// if( position.x> 0. && position.x <visindex)
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// apha =1.0;
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// vec3 c1 = vec3(0.929,0.972,0.917);
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// vec3 c2 = vec3(0.062,0.325,0.603);
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// v_color = mix(c1, c2, segmentRatio);
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v_color = a_color;
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// picking
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if(pickingId == u_activeId) {
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v_color = u_activeColor;
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}
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worldId = id_toPickColor(pickingId);
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}
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#define PI 3.1415926535
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precision mediump float;
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attribute vec4 a_color;
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attribute vec4 a_instance;
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attribute float a_size;
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uniform float u_zoom;
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uniform float u_time;
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uniform float u_activeId : 0;
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uniform vec4 u_activeColor : [ 1.0, 0, 0, 1.0 ];
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uniform mat4 matModelViewProjection;
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uniform float segmentNumber;
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varying vec4 v_color;
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#pragma include "project"
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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 * pow(2.0,20.0-u_zoom) / 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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mat4 matModelViewProjection = projectionMatrix * modelViewMatrix;
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vec2 source = radians(unProjectFlat(a_instance.rg));
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vec2 target = radians(unProjectFlat(a_instance.ba));
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float angularDist = getAngularDist(source, target);
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float segmentIndex = 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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vec3 curr = vec3(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0);
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vec3 next = vec3(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0);
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vec2 offset = getExtrusionOffset((ProjectFlat(next.xy) - ProjectFlat(curr.xy)) * indexDir, position.y);
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gl_Position =matModelViewProjection * vec4(vec3(vec3(ProjectFlat(curr.xy),2.) + vec3(offset, 0.0)),1.0);
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v_color = a_color;
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// picking
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if(pickingId == u_activeId) {
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v_color = u_activeColor;
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}
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worldId = id_toPickColor(pickingId);
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}
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@ -17,6 +17,12 @@ import point_line_vert from '../shader/point_meshLine_vert.glsl';
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import mesh_line_frag from '../shader/meshline_frag.glsl';
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import mesh_line_vert from '../shader/meshline_vert.glsl';
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// arc line
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import arc_line_frag from '../shader/arcline_frag.glsl';
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import arc_line_vert from '../shader/arcline_vert.glsl';
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import great_circle_line_vert from '../shader/great_circle_line_vert.glsl';
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// 原生线
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import line_frag from '../shader/line_frag.glsl';
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import line_vert from '../shader/line_vert.glsl';
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@ -54,6 +60,7 @@ import pick_color from './shaderChunks/pick_color.glsl';
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import decode from './shaderChunks/decode.glsl';
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import lighting from './shaderChunks/lighting.glsl';
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import sdf_2d from './shaderChunks/sdf_2d.glsl';
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import project from './shaderChunks/project.glsl';
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export function compileBuiltinModules() {
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registerModule('point', { vs: point_vert, fs: point_frag });
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@ -61,6 +68,7 @@ export function compileBuiltinModules() {
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registerModule('decode', { vs: decode, fs: '' });
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registerModule('lighting', { vs: lighting, fs: '' });
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registerModule('sdf_2d', { vs: '', fs: sdf_2d });
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registerModule('project', { vs: project, fs: '' });
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registerModule('pick_color', { vs: pick_color, fs: pick_color });
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registerModule('circle', { vs: circle_vert, fs: circle_frag });
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registerModule('polygon', { vs: polygon_vert, fs: polygon_frag });
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@ -68,6 +76,8 @@ export function compileBuiltinModules() {
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registerModule('hexagon', { vs: hexagon_vert, fs: hexagon_frag });
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registerModule('pointline', { vs: point_line_vert, fs: point_line_frag });
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registerModule('meshline', { vs: mesh_line_vert, fs: mesh_line_frag });
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registerModule('arcline', { vs: arc_line_vert, fs: arc_line_frag });
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registerModule('greatcircle', { vs: great_circle_line_vert, fs: arc_line_frag });
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registerModule('line', { vs: line_vert, fs: line_frag });
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registerModule('heatmap_color', { vs: heatmap_color_vert, fs: heatmap_color_frag });
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registerModule('heatmap_intensity', { vs: heatmap_intensity_vert, fs: heatmap_intensity_frag });
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@ -20,7 +20,6 @@ uniform float u_duration : 2.0;
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uniform float u_interval : 1.0;
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uniform float u_trailLength : 0.2;
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#endif
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void main() {
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v_color = a_color;
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v_distance = a_distance;
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@ -0,0 +1,35 @@
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#define PI 3.1415926535
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#define E 2.718281828459045
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vec2 ProjectFlat(vec2 lnglat){
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float maxs=85.0511287798;
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float lat=max(min(maxs,lnglat.y),-maxs);
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float scale= 268435456.;
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float d=PI/180.;
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float x=lnglat.x*d;
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float y=lat*d;
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y=log(tan((PI/4.)+(y/2.)));
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float a=.5/PI,
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b=.5,
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c=-.5/PI;
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d=.5;
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x=scale*(a*x+b)-215440491.;
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y=scale*(c*y+d)-106744817.;
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return vec2(x,y);
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}
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vec2 unProjectFlat(vec2 px){
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float a=.5/PI;
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float b=.5;
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float c=-.5/PI;
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float d=.5;
|
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float scale = 268435456.;
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float x=((px.x+215440491.)/scale-b)/a;
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float y=((px.y+106744817.)/scale-d)/c;
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y=(atan(pow(E,y))-(PI/4.))*2.;
|
||||
d=PI/180.;
|
||||
float lat=y/d;
|
||||
float lng=x/d;
|
||||
return vec2(lng,lat);
|
||||
}
|
|
@ -9,12 +9,13 @@ import flatten from '@antv/util/lib/flatten';
|
|||
*/
|
||||
|
||||
export function arc(geo, props, positionsIndex) {
|
||||
const segNum = 50;
|
||||
const segNum = 30;
|
||||
const posArray = [];
|
||||
const instanceArray = [];
|
||||
const sizes = [];
|
||||
const colors = [];
|
||||
const { size, color } = props;
|
||||
const pickingIds = [];
|
||||
const { size, color, id } = props;
|
||||
const defaultInstance = [ geo[0][0], geo[0][1], geo[1][0], geo[1][1] ];
|
||||
const indexArray = [];
|
||||
let c = 0;
|
||||
|
@ -27,6 +28,8 @@ export function arc(geo, props, positionsIndex) {
|
|||
sizes.push(size, size);
|
||||
colors.push(...color);
|
||||
colors.push(...color);
|
||||
pickingIds.push(id);
|
||||
pickingIds.push(id);
|
||||
if (i !== segNum - 1) {
|
||||
indexArray[c++] = index + 0;
|
||||
indexArray[c++] = index + 1;
|
||||
|
@ -39,6 +42,7 @@ export function arc(geo, props, positionsIndex) {
|
|||
|
||||
}
|
||||
return {
|
||||
pickingIds,
|
||||
positions: posArray,
|
||||
indexArray,
|
||||
instances: instanceArray,
|
||||
|
|
|
@ -15,6 +15,7 @@ import DrawArcLine from './line/drawArc';
|
|||
|
||||
registerRender('line', 'line', DrawMeshLine);
|
||||
registerRender('line', 'arc', DrawArcLine);
|
||||
registerRender('line', 'greatCircle', DrawArcLine);
|
||||
|
||||
// point
|
||||
import DrawPointFill from './point/drawFill';
|
||||
|
|
|
@ -2,23 +2,26 @@ import * as THREE from '../../../core/three';
|
|||
import { LineBuffer } from '../../../geom/buffer/index';
|
||||
import { ArcLineMaterial } from '../../../geom/material/lineMaterial';
|
||||
export default function DrawArcLine(layerdata, layer) {
|
||||
const style = this.get('styleOptions');
|
||||
const style = layer.get('styleOptions');
|
||||
const activeOption = layer.get('activedOptions');
|
||||
const { attributes } = new LineBuffer({
|
||||
layerdata,
|
||||
layerData: layerdata,
|
||||
shapeType: 'arc',
|
||||
style
|
||||
});
|
||||
const geometry = new THREE.BufferGeometry();
|
||||
geometry.setIndex(attributes.indexArray);
|
||||
geometry.addAttribute('pickingId', new THREE.Float32BufferAttribute(attributes.pickingIds, 1));
|
||||
geometry.addAttribute('position', new THREE.Float32BufferAttribute(attributes.positions, 3));
|
||||
geometry.addAttribute('a_color', new THREE.Float32BufferAttribute(attributes.colors, 4));
|
||||
geometry.addAttribute('a_instance', new THREE.Float32BufferAttribute(attributes.instances, 4));
|
||||
geometry.addAttribute('a_size', new THREE.Float32BufferAttribute(attributes.sizes, 1));
|
||||
|
||||
const lineMaterial = new ArcLineMaterial({
|
||||
u_opacity: style.opacity,
|
||||
u_zoom: layer.scene.getZoom(),
|
||||
activeColor: activeOption.fill
|
||||
activeColor: activeOption.fill,
|
||||
shapeType: layer.shapeType
|
||||
}, {
|
||||
SHAPE: false
|
||||
});
|
||||
|
|
Loading…
Reference in New Issue