这次我们用pixi.js和arcgis js结合
我们先定义一下 传入数据结构 symbol 暂时不做
let option = {
renderer: {
type: “simple”,
symbol: {
}
},
data: [
{
geometry: [12956152.73135875, 4855356.473704897],
attributes: {
name: “北京”
}
},
{
geometry: [12697872.012783196, 2577456.5937789795],
attributes: {
name: “深圳”
}
}
]
};
对于data 数据 ,
toScreen 方法参考链接提示
app 的构建参考 链接提示
let data = this.options.data;
for(let item of data){
//转换屏幕坐标,获取颜色,半径和线条粗细样式
let geo = item.geometry
let XY1 = toScreen(geo);
const geometry = new PIXI.Geometry()
.addAttribute(“position”, [100, 100, -100, 100, -100, -100, 100, -100, 200, 200], 2)
.addAttribute(‘uv’, // the attribute name
[0, 0, // u, v
1, 0, // u, v
1, 1,
0, 1], // u, v
2)
.addIndex([0, 1, 2, 0, 2, 3]);
const fragmentShader = `
precision highp float;
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
// Rand value between 0 and 1
float rand(vec2 p) {
return fract(sin(dot(p, vec2(12.543,514.123)))4732.12);
}
// Value noise
float noise(vec2 p) {
vec2 f = smoothstep(0.0, 1.0, fract§);
vec2 i = floor§;
float a = rand(i);
float b = rand(i+vec2(1.0,0.0));
float c = rand(i+vec2(0.0,1.0));
float d = rand(i+vec2(1.0,1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// Fractal noise
float fbm(vec2 p) {
float a = 0.5;
float r = 0.0;
for (int i = 0; i < 8; i++) {
r += anoise§;
a *= 0.5;
p *= 2.0;
}
return r;
}