@nebula.gl/layers
Version:
A suite of 3D-enabled data editing layers, suitable for deck.gl
61 lines (56 loc) • 1.34 kB
text/typescript
import { Geometry } from '@luma.gl/core';
export default class Arrow2DGeometry extends Geometry {
constructor(opts = {}) {
super(
Object.assign({}, opts, {
attributes: getArrowAttributes(opts),
})
);
}
}
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: new Float32Array(positions),
normals: new Float32Array(normals),
texCoords: new Float32Array(texCoords),
};
}