@deck.gl-community/layers
Version:
Add-on layers for deck.gl
66 lines (60 loc) • 1.52 kB
text/typescript
// deck.gl-community
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
import {Geometry} from '@luma.gl/engine';
export class Arrow2DGeometry extends Geometry {
constructor(opts = {}) {
super(
Object.assign({}, opts, {
attributes: getArrowAttributes(opts),
topology: 'triangle-list' as const
})
);
}
}
function getArrowAttributes({length = 1, headSize = 0.2, tailWidth = 0.05, tailStart = 0.05}) {
const texCoords = [
// HEAD
0.5,
1.0,
0,
0.5 - headSize / 2,
1.0 - headSize,
0,
0.5 + headSize / 2,
1.0 - headSize,
0,
0.5 - tailWidth / 2,
tailStart,
0,
0.5 + tailWidth / 2,
1.0 - headSize,
0,
0.5 + tailWidth / 2,
tailStart,
0,
0.5 - tailWidth / 2,
tailStart,
0,
0.5 - tailWidth / 2,
1.0 - headSize,
0,
0.5 + tailWidth / 2,
1.0 - headSize,
0
];
const normals = [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1];
// Center and scale
const positions = new Array(texCoords.length);
for (let i = 0; i < texCoords.length / 3; i++) {
const i3 = i * 3;
positions[i3 + 0] = (texCoords[i3 + 0] - 0.5) * length;
positions[i3 + 1] = (texCoords[i3 + 1] - 0.5) * length;
positions[i3 + 2] = 0;
}
return {
positions: {size: 3, value: new Float32Array(positions)},
normals: {size: 3, value: new Float32Array(normals)},
texCoords: {size: 2, value: new Float32Array(texCoords)}
};
}