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gisviewer-vue3-arcgis

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在应用中引入私服的包, 项目根目录下 新建文件 .npmrc 在 .npmrc 中对包源进行配置:

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import R from "@arcgis/core/layers/GraphicsLayer"; import T from "@arcgis/core/views/2d/layers/BaseLayerViewGL2D"; import { mat3 as h, vec2 as v, vec3 as U } from "gl-matrix"; import * as B from "@arcgis/core/core/reactiveUtils"; const V = T.createSubclass({ // Locations of the two vertex attributes that we use. They // will be bound to the shader program before linking. aPosition: 0, aOffset: 1, aDistance: 2, aSide: 3, aColor: 4, constructor: function() { this.transform = h.create(), this.extrude = h.create(), this.translationToCenter = v.create(), this.screenTranslation = v.create(), this.display = h.fromValues(NaN, 0, 0, 0, NaN, 0, -1, 1, 1), this.screenScaling = U.fromValues(NaN, NaN, 1), this.needsUpdate = !1; }, // Called once a custom layer is added to the map.layers collection and this layer view is instantiated. attach: function() { const t = this.context, i = () => { this.needsUpdate = !0, this.requestRender(); }; this.watcher = B.on( () => this.layer.graphics, "change", i ); const s = ` precision highp float; uniform mat3 u_transform; uniform mat3 u_extrude; uniform mat3 u_display; attribute vec2 a_position; attribute vec2 a_offset; attribute float a_distance; attribute float a_side; attribute vec4 a_color; varying float v_distance; varying float v_side; varying vec4 v_color; void main(void) { gl_Position.xy = (u_display * (u_transform * vec3(a_position, 1.0) + u_extrude * vec3(a_offset, 0.0))).xy; gl_Position.zw = vec2(0.0, 1.0); v_distance = a_distance; v_side = a_side; v_color = a_color; }`, u = ` precision highp float; uniform float u_current_time; varying float v_distance; varying float v_side; varying vec4 v_color; const float TRAIL_SPEED = 90.0; const float TRAIL_LENGTH = 300.0; const float TRAIL_CYCLE = 500.0; void main(void) { float d = mod(v_distance - u_current_time * TRAIL_SPEED, TRAIL_CYCLE); float a1 = d < TRAIL_LENGTH ? mix(0.0, 1.0, d / TRAIL_LENGTH) : 0.0; float a2 = exp(-abs(v_side) * 3.0); float a = a1 * a2; gl_FragColor = v_color * a; }`, d = t.createShader(t.VERTEX_SHADER); t.shaderSource(d, s), t.compileShader(d); const m = t.createShader(t.FRAGMENT_SHADER); if (t.shaderSource(m, u), t.compileShader(m), this.program = t.createProgram(), t.attachShader(this.program, d), t.attachShader(this.program, m), t.bindAttribLocation(this.program, this.aPosition, "a_position"), t.bindAttribLocation(this.program, this.aOffset, "a_offset"), t.bindAttribLocation(this.program, this.aDistance, "a_distance"), t.bindAttribLocation(this.program, this.aSide, "a_side"), t.bindAttribLocation(this.program, this.aColor, "a_color"), t.linkProgram(this.program), t.deleteShader(d), t.deleteShader(m), this.uTransform = t.getUniformLocation(this.program, "u_transform"), this.uExtrude = t.getUniformLocation(this.program, "u_extrude"), this.uDisplay = t.getUniformLocation(this.program, "u_display"), this.uCurrentTime = t.getUniformLocation(this.program, "u_current_time"), this.vertexBuffer = t.createBuffer(), this.indexBuffer = t.createBuffer(), this.indexBufferSize = 0, t.getParameter(t.VERSION).startsWith("WebGL 2.0")) this.vao = t.createVertexArray(), this.bindVertexArray = (l) => t.bindVertexArray(l), this.deleteVertexArray = (l) => t.deleteVertexArray(l); else { const l = t.getExtension("OES_vertex_array_object"); this.vao = l.createVertexArrayOES(), this.bindVertexArray = (A) => l.bindVertexArrayOES(A), this.deleteVertexArray = (A) => l.deleteVertexArrayOES(A); } this.bindVertexArray(this.vao), t.bindBuffer(t.ARRAY_BUFFER, this.vertexBuffer), t.bindBuffer(t.ELEMENT_ARRAY_BUFFER, this.indexBuffer), t.enableVertexAttribArray(this.aPosition), t.enableVertexAttribArray(this.aOffset), t.enableVertexAttribArray(this.aDistance), t.enableVertexAttribArray(this.aSide), t.enableVertexAttribArray(this.aColor), t.vertexAttribPointer(this.aPosition, 2, t.FLOAT, !1, 28, 0), t.vertexAttribPointer(this.aOffset, 2, t.FLOAT, !1, 28, 8), t.vertexAttribPointer(this.aDistance, 1, t.FLOAT, !1, 28, 16), t.vertexAttribPointer(this.aSide, 1, t.FLOAT, !1, 28, 20), t.vertexAttribPointer(this.aColor, 4, t.UNSIGNED_BYTE, !0, 28, 24), this.bindVertexArray(null), this.centerAtLastUpdate = v.fromValues( this.view.state.center[0], this.view.state.center[1] ); }, // Called once a custom layer is removed from the map.layers collection and this layer view is destroyed. detach: function() { this.watcher.remove(); const t = this.context; t.deleteBuffer(this.vertexBuffer), t.deleteBuffer(this.indexBuffer), this.deleteVertexArray(this.vao), t.deleteProgram(this.program); }, // Called every time a frame is rendered. //@ts-ignore render: function(t) { const i = t.context, s = t.state; if (this.updatePositions(t), this.indexBufferSize === 0) return; h.identity(this.transform), this.screenTranslation[0] = s.pixelRatio * s.size[0] / 2, this.screenTranslation[1] = s.pixelRatio * s.size[1] / 2, h.translate(this.transform, this.transform, this.screenTranslation), h.rotate( this.transform, this.transform, Math.PI * s.rotation / 180 ), this.screenScaling[0] = s.pixelRatio / s.resolution, this.screenScaling[1] = -s.pixelRatio / s.resolution, h.scale(this.transform, this.transform, this.screenScaling), h.translate(this.transform, this.transform, this.translationToCenter), h.identity(this.extrude), h.rotate(this.extrude, this.extrude, Math.PI * s.rotation / 180); const u = 8; h.scale(this.extrude, this.extrude, [u, -u, 1]), this.display[0] = 2 / (s.pixelRatio * s.size[0]), this.display[4] = -2 / (s.pixelRatio * s.size[1]), i.useProgram(this.program), i.uniformMatrix3fv(this.uTransform, !1, this.transform), i.uniformMatrix3fv(this.uExtrude, !1, this.extrude), i.uniformMatrix3fv(this.uDisplay, !1, this.display), i.uniform1f(this.uCurrentTime, performance.now() / 1e3), this.bindVertexArray(this.vao), i.enable(i.BLEND), i.blendFunc(i.ONE, i.ONE_MINUS_SRC_ALPHA), i.drawElements(i.TRIANGLES, this.indexBufferSize, i.UNSIGNED_SHORT, 0), this.requestRender(); }, // Called internally from render(). //@ts-ignore updatePositions: function(t) { const i = t.context, s = t.stationary, u = t.state; if (!s) { v.sub(this.translationToCenter, this.centerAtLastUpdate, u.center), this.requestRender(); return; } if (!this.needsUpdate && this.translationToCenter[0] === 0 && this.translationToCenter[1] === 0) return; this.centerAtLastUpdate.set(u.center), this.translationToCenter[0] = 0, this.translationToCenter[1] = 0, this.needsUpdate = !1; const d = this.layer.graphics; let m = 0, l = 0; for (let p = 0; p < d.items.length; ++p) { const x = d.items[p].geometry.paths[0]; m += x.length * 2, l += (x.length - 1) * 6; } const A = new ArrayBuffer(7 * m * 4), a = new Float32Array(A), o = new Uint8Array(A), n = new Uint16Array(l); let r = 0, f = 0; for (let p = 0; p < d.items.length; ++p) { const y = d.items[p], x = y.geometry.paths[0], c = y.attributes.color, e = {}; for (let g = 0; g < x.length; ++g) { const b = x[g]; if (e.current) { e.delta = [b[0] - e.current[0], b[1] - e.current[1]]; const L = Math.sqrt( //@ts-ignore e.delta[0] * e.delta[0] + e.delta[1] * e.delta[1] ); e.direction = [e.delta[0] / L, e.delta[1] / L]; const _ = [-e.direction[1], e.direction[0]]; if (e.normal) { e.offset = [e.normal[0] + _[0], e.normal[1] + _[1]]; const E = Math.sqrt( //@ts-ignore e.offset[0] * e.offset[0] + e.offset[1] * e.offset[1] ); e.offset[0] /= E, e.offset[1] /= E; const S = e.normal[0] * e.offset[0] + e.normal[1] * e.offset[1]; e.offset[0] /= S, e.offset[1] /= S; } else e.offset = [_[0], _[1]]; a[r * 7 + 0] = //@ts-ignore e.current[0] - this.centerAtLastUpdate[0], a[r * 7 + 1] = //@ts-ignore e.current[1] - this.centerAtLastUpdate[1], a[r * 7 + 2] = e.offset[0], a[r * 7 + 3] = e.offset[1], a[r * 7 + 4] = e.distance, a[r * 7 + 5] = 1, o[4 * (r * 7 + 6) + 0] = c[0], o[4 * (r * 7 + 6) + 1] = c[1], o[4 * (r * 7 + 6) + 2] = c[2], o[4 * (r * 7 + 6) + 3] = 255, a[r * 7 + 7] = //@ts-ignore e.current[0] - this.centerAtLastUpdate[0], a[r * 7 + 8] = //@ts-ignore e.current[1] - this.centerAtLastUpdate[1], a[r * 7 + 9] = -e.offset[0], a[r * 7 + 10] = -e.offset[1], a[r * 7 + 11] = e.distance, a[r * 7 + 12] = -1, o[4 * (r * 7 + 13) + 0] = c[0], o[4 * (r * 7 + 13) + 1] = c[1], o[4 * (r * 7 + 13) + 2] = c[2], o[4 * (r * 7 + 13) + 3] = 255, r += 2, g >= 2 && (n[f + 0] = r - 4, n[f + 1] = r - 3, n[f + 2] = r - 2, n[f + 3] = r - 3, n[f + 4] = r - 1, n[f + 5] = r - 2, f += 6), e.normal = _, e.distance += L; } else e.distance = 0; e.current = b; } e.offset = [e.normal[0], e.normal[1]], a[r * 7 + 0] = e.current[0] - this.centerAtLastUpdate[0], a[r * 7 + 1] = e.current[1] - this.centerAtLastUpdate[1], a[r * 7 + 2] = e.offset[0], a[r * 7 + 3] = e.offset[1], a[r * 7 + 4] = e.distance, a[r * 7 + 5] = 1, o[4 * (r * 7 + 6) + 0] = c[0], o[4 * (r * 7 + 6) + 1] = c[1], o[4 * (r * 7 + 6) + 2] = c[2], o[4 * (r * 7 + 6) + 3] = 255, a[r * 7 + 7] = e.current[0] - this.centerAtLastUpdate[0], a[r * 7 + 8] = e.current[1] - this.centerAtLastUpdate[1], a[r * 7 + 9] = -e.offset[0], a[r * 7 + 10] = -e.offset[1], a[r * 7 + 11] = e.distance, a[r * 7 + 12] = -1, o[4 * (r * 7 + 13) + 0] = c[0], o[4 * (r * 7 + 13) + 1] = c[1], o[4 * (r * 7 + 13) + 2] = c[2], o[4 * (r * 7 + 13) + 3] = 255, r += 2, n[f + 0] = r - 4, n[f + 1] = r - 3, n[f + 2] = r - 2, n[f + 3] = r - 3, n[f + 4] = r - 1, n[f + 5] = r - 2, f += 6, e.current = null; } i.bindBuffer(i.ARRAY_BUFFER, this.vertexBuffer), i.bufferData(i.ARRAY_BUFFER, A, i.STATIC_DRAW), i.bindBuffer(i.ELEMENT_ARRAY_BUFFER, this.indexBuffer), i.bufferData(i.ELEMENT_ARRAY_BUFFER, n, i.STATIC_DRAW), this.indexBufferSize = n.length; } }), F = R.createSubclass({ //@ts-ignore createLayerView: function(t) { if (t.type === "2d") return new V({ view: t, layer: this }); } }); export { F as default };