@visactor/vrender-core 0.16.1-alpha.0 → 0.17.0-alpha.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/cjs/graphic/group.js.map
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type { AABBBounds, Matrix, OBBBounds } from '@visactor/vutils';\n// eslint-disable-next-line no-duplicate-imports\nimport { Point } from '@visactor/vutils';\nimport { application } from '../application';\nimport type {\n IStage,\n GraphicAttributeMap,\n INode,\n IGraphic,\n ITheme,\n IThemeSpec,\n ILayer,\n GraphicType\n} from '../interface';\nimport type { IGroup, IGroupGraphicAttribute } from '../interface/graphic/group';\nimport { Graphic, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme, Theme } from './theme';\nimport { parsePadding } from '../common/utils';\nimport { UpdateTag, IContainPointMode } from '../common/enums';\nimport { GROUP_NUMBER_TYPE } from './constants';\n\n// Group更新AABBBounds的策略\nexport enum GroupUpdateAABBBoundsMode {\n // Group较少的情况,不会批量设置所有父层的tag,而是每次都查找\n LESS_GROUP = 0,\n // Group较多的情况,每次都会设置tag到最顶层\n MORE_GROUP = 1\n}\n\nexport class Group extends Graphic<IGroupGraphicAttribute> implements IGroup {\n type: GraphicType = 'group';\n parent: any = null;\n isContainer: boolean = true;\n // 子元素的更新标记\n declare _childUpdateTag: number;\n\n declare theme?: ITheme;\n\n static NOWORK_ANIMATE_ATTR = NOWORK_ANIMATE_ATTR;\n\n constructor(params: IGroupGraphicAttribute) {\n super(params);\n this.numberType = GROUP_NUMBER_TYPE;\n this._childUpdateTag = UpdateTag.UPDATE_BOUNDS;\n // this.theme = new Theme();\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('3d');\n // });\n }\n set2dMode() {\n this.in3dMode = false;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('2d');\n // });\n }\n\n setTheme(t: IThemeSpec) {\n if (!this.theme) {\n this.theme = new Theme();\n }\n return this.theme.setTheme(t, this);\n }\n\n createTheme() {\n if (!this.theme) {\n this.theme = new Theme();\n }\n }\n\n hideAll() {\n this.setAttribute('visible', false);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).hideAll) {\n (item as any).hideAll();\n } else {\n item.setAttribute('visible', false);\n }\n });\n }\n\n showAll() {\n this.setAttribute('visible', true);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).showAll) {\n (item as any).showAll();\n } else {\n item.setAttribute('visible', true);\n }\n });\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * group containsPoint 只需要判断bounds\n * TODO: group的shape判断\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode): boolean {\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n return this.AABBBounds.contains(point.x, point.y);\n }\n return this.AABBBounds.contains(x, y);\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 检索自己是否需要更新\n if (super.shouldUpdateAABBBounds()) {\n return true;\n }\n // 检索叶子节点是否有更新(如果children是叶子节点的话)\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return true;\n }\n return false;\n // // 检索是否子group需要更新\n // let needUpdate = false;\n // this.forEachChildren((node: IGraphic) => {\n // // 只查找group层级\n // if (node.isContainer && (node as Group).shouldUpdateAABBBounds()) {\n // needUpdate = true;\n // return true;\n // }\n // return false;\n // });\n // return needUpdate;\n }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n application.graphicService.beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const selfChange = this.shouldSelfChangeUpdateAABBBounds();\n const bounds = this.doUpdateAABBBounds();\n this.addUpdateLayoutTag();\n application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, selfChange);\n return bounds;\n }\n\n protected doUpdateAABBBounds(): AABBBounds {\n const attribute = this.attribute;\n const groupTheme = getTheme(this).group;\n // debugger;\n this._AABBBounds.setValue(Infinity, Infinity, -Infinity, -Infinity);\n const bounds = application.graphicService.updateGroupAABBBounds(\n attribute,\n getTheme(this).group,\n this._AABBBounds,\n this\n ) as AABBBounds;\n\n const { boundsPadding = groupTheme.boundsPadding } = attribute;\n const paddingArray = parsePadding(boundsPadding);\n if (paddingArray) {\n bounds.expand(paddingArray);\n }\n // 更新bounds之后需要设置父节点,否则tag丢失\n this.parent && this.parent.addChildUpdateBoundTag();\n this.clearUpdateBoundTag();\n\n this._emitCustomEvent('AAABBBoundsChange');\n return bounds;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n this._childUpdateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n\n protected tryUpdateOBBBounds(): OBBBounds {\n throw new Error('暂不支持');\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n }\n\n addChildUpdateBoundTag() {\n // 如果已经设置过updateTag,那就不需要设置了\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return;\n }\n // 如果没有设置过,那么继续向上设置\n this._childUpdateTag |= UpdateTag.UPDATE_BOUNDS;\n this.parent && this.parent.addChildUpdateBoundTag();\n }\n\n getTheme() {\n return this.theme.getTheme(this);\n }\n\n // getDefaultAttribute(name: string) {\n // return DefaultGroupAttribute[name];\n // }\n\n /* 场景树结构 */\n incrementalAppendChild(node: INode): INode | null {\n const data = super.appendChild(node);\n if (this.stage && data) {\n (data as unknown as this).stage = this.stage;\n (data as unknown as this).layer = this.layer;\n }\n this.addUpdateBoundTag();\n application.graphicService.onAddIncremental(node as unknown as IGraphic, this, this.stage);\n return data;\n }\n incrementalClearChild(): void {\n super.removeAllChild();\n this.addUpdateBoundTag();\n application.graphicService.onClearIncremental(this, this.stage);\n return;\n }\n\n appendChild(node: INode, addStage: boolean = true): INode | null {\n const data = super.appendChild(node);\n if (addStage && this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertBefore(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertBefore(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertAfter(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertAfter(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertInto(newNode: INode, idx: number): INode | null {\n const data = super.insertInto(newNode, idx);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n\n removeChild(child: IGraphic): IGraphic {\n const data = super.removeChild(child);\n child.stage = null;\n application.graphicService.onRemove(child);\n this.addUpdateBoundTag();\n return data as IGraphic;\n }\n\n removeAllChild(): void {\n this.forEachChildren((child: IGraphic) => {\n application.graphicService.onRemove(child);\n });\n super.removeAllChild();\n this.addUpdateBoundTag();\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n this._onSetStage && this._onSetStage(this, stage, layer);\n application.graphicService.onSetStage(this, stage);\n this.forEachChildren(item => {\n (item as any).setStage(stage, this.layer);\n });\n }\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n super.addUpdatePositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n super.addUpdateGlobalPositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * group更新全局的transMatrix\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (this.shouldUpdateGlobalMatrix()) {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n this.doUpdateGlobalMatrix();\n clearTag && this.clearUpdateGlobalPositionTag();\n }\n return this._globalTransMatrix;\n }\n /**\n * 查找自身更新global的tag,如果存在,就更新\n * @returns\n */\n shouldUpdateGlobalMatrix(): boolean {\n const shouldUpdate = !!(this._updateTag & UpdateTag.UPDATE_GLOBAL_MATRIX);\n return shouldUpdate;\n }\n\n private _getChildByName<T extends INode = INode>(name: string, deep?: boolean): T | null {\n return this.find(node => node.name === name, deep);\n }\n\n /**\n * if graphic exist then update attributes, otherwise create a new instance\n * @param graphicName the name of graphic\n * @param attributes the attributes of graphic\n * @param graphicType the type of graphic\n * @returns the graphic instance\n */\n createOrUpdateChild<T extends keyof GraphicAttributeMap>(\n graphicName: string,\n attributes: GraphicAttributeMap[T],\n graphicType: T\n ): INode {\n let graphic = this._getChildByName(graphicName) as IGraphic;\n if (graphic) {\n graphic.setAttributes(attributes);\n } else {\n graphic = application.graphicService.creator[graphicType](attributes as any);\n graphic.name = graphicName;\n this.add(graphic);\n }\n\n return graphic;\n }\n\n clone() {\n return new Group({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Group.NOWORK_ANIMATE_ATTR;\n }\n}\n"]}
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1
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+
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type { AABBBounds, Matrix, OBBBounds } from '@visactor/vutils';\nimport { Point, transformBounds } from '@visactor/vutils';\nimport { application } from '../application';\nimport type {\n IStage,\n GraphicAttributeMap,\n INode,\n IGraphic,\n ITheme,\n IThemeSpec,\n ILayer,\n GraphicType\n} from '../interface';\nimport type { IGroup, IGroupGraphicAttribute } from '../interface/graphic/group';\nimport { Graphic, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme, Theme } from './theme';\nimport { parsePadding } from '../common/utils';\nimport { UpdateTag, IContainPointMode } from '../common/enums';\nimport { GROUP_NUMBER_TYPE } from './constants';\n\n// Group更新AABBBounds的策略\nexport enum GroupUpdateAABBBoundsMode {\n // Group较少的情况,不会批量设置所有父层的tag,而是每次都查找\n LESS_GROUP = 0,\n // Group较多的情况,每次都会设置tag到最顶层\n MORE_GROUP = 1\n}\n\nexport class Group extends Graphic<IGroupGraphicAttribute> implements IGroup {\n type: GraphicType = 'group';\n parent: any = null;\n isContainer: boolean = true;\n // 子元素的更新标记\n declare _childUpdateTag: number;\n\n declare theme?: ITheme;\n\n static NOWORK_ANIMATE_ATTR = NOWORK_ANIMATE_ATTR;\n\n constructor(params: IGroupGraphicAttribute) {\n super(params);\n this.numberType = GROUP_NUMBER_TYPE;\n this._childUpdateTag = UpdateTag.UPDATE_BOUNDS;\n // this.theme = new Theme();\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('3d');\n // });\n }\n set2dMode() {\n this.in3dMode = false;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('2d');\n // });\n }\n\n setTheme(t: IThemeSpec) {\n if (!this.theme) {\n this.theme = new Theme();\n }\n return this.theme.setTheme(t, this);\n }\n\n createTheme() {\n if (!this.theme) {\n this.theme = new Theme();\n }\n }\n\n hideAll() {\n this.setAttribute('visible', false);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).hideAll) {\n (item as any).hideAll();\n } else {\n item.setAttribute('visible', false);\n }\n });\n }\n\n showAll() {\n this.setAttribute('visible', true);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).showAll) {\n (item as any).showAll();\n } else {\n item.setAttribute('visible', true);\n }\n });\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * group containsPoint 只需要判断bounds\n * TODO: group的shape判断\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode): boolean {\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n return this.AABBBounds.contains(point.x, point.y);\n }\n return this.AABBBounds.contains(x, y);\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 检索自己是否需要更新\n if (super.shouldUpdateAABBBounds()) {\n return true;\n }\n // 检索叶子节点是否有更新(如果children是叶子节点的话)\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return true;\n }\n return false;\n // // 检索是否子group需要更新\n // let needUpdate = false;\n // this.forEachChildren((node: IGraphic) => {\n // // 只查找group层级\n // if (node.isContainer && (node as Group).shouldUpdateAABBBounds()) {\n // needUpdate = true;\n // return true;\n // }\n // return false;\n // });\n // return needUpdate;\n }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n application.graphicService.beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const selfChange = this.shouldSelfChangeUpdateAABBBounds();\n const bounds = this.doUpdateAABBBounds();\n this.addUpdateLayoutTag();\n application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, selfChange);\n return bounds;\n }\n\n protected doUpdateAABBBounds(): AABBBounds {\n const attribute = this.attribute;\n const groupTheme = getTheme(this).group;\n // debugger;\n this._AABBBounds.setValue(Infinity, Infinity, -Infinity, -Infinity);\n const bounds = application.graphicService.updateGroupAABBBounds(\n attribute,\n getTheme(this).group,\n this._AABBBounds,\n this\n ) as AABBBounds;\n\n const { boundsPadding = groupTheme.boundsPadding } = attribute;\n const paddingArray = parsePadding(boundsPadding);\n if (paddingArray) {\n bounds.expand(paddingArray);\n }\n // 更新bounds之后需要设置父节点,否则tag丢失\n this.parent && this.parent.addChildUpdateBoundTag();\n this.clearUpdateBoundTag();\n\n this._emitCustomEvent('AAABBBoundsChange');\n return bounds;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n this._childUpdateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n\n protected tryUpdateOBBBounds(): OBBBounds {\n throw new Error('暂不支持');\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n }\n\n addChildUpdateBoundTag() {\n // 如果已经设置过updateTag,那就不需要设置了\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return;\n }\n // 如果没有设置过,那么继续向上设置\n this._childUpdateTag |= UpdateTag.UPDATE_BOUNDS;\n this.parent && this.parent.addChildUpdateBoundTag();\n }\n\n getTheme() {\n return this.theme.getTheme(this);\n }\n\n // getDefaultAttribute(name: string) {\n // return DefaultGroupAttribute[name];\n // }\n\n /* 场景树结构 */\n incrementalAppendChild(node: INode): INode | null {\n const data = super.appendChild(node);\n if (this.stage && data) {\n (data as unknown as this).stage = this.stage;\n (data as unknown as this).layer = this.layer;\n }\n this.addUpdateBoundTag();\n application.graphicService.onAddIncremental(node as unknown as IGraphic, this, this.stage);\n return data;\n }\n incrementalClearChild(): void {\n super.removeAllChild();\n this.addUpdateBoundTag();\n application.graphicService.onClearIncremental(this, this.stage);\n return;\n }\n\n appendChild(node: INode, addStage: boolean = true): INode | null {\n const data = super.appendChild(node);\n if (addStage && this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertBefore(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertBefore(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertAfter(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertAfter(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertInto(newNode: INode, idx: number): INode | null {\n const data = super.insertInto(newNode, idx);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n\n removeChild(child: IGraphic): IGraphic {\n const data = super.removeChild(child);\n child.stage = null;\n application.graphicService.onRemove(child);\n this.addUpdateBoundTag();\n return data as IGraphic;\n }\n\n removeAllChild(): void {\n this.forEachChildren((child: IGraphic) => {\n application.graphicService.onRemove(child);\n });\n super.removeAllChild();\n this.addUpdateBoundTag();\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n this._onSetStage && this._onSetStage(this, stage, layer);\n application.graphicService.onSetStage(this, stage);\n this.forEachChildren(item => {\n (item as any).setStage(stage, this.layer);\n });\n }\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n super.addUpdatePositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n super.addUpdateGlobalPositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * group更新全局的transMatrix\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (this.shouldUpdateGlobalMatrix()) {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n this.doUpdateGlobalMatrix();\n clearTag && this.clearUpdateGlobalPositionTag();\n }\n return this._globalTransMatrix;\n }\n /**\n * 查找自身更新global的tag,如果存在,就更新\n * @returns\n */\n shouldUpdateGlobalMatrix(): boolean {\n const shouldUpdate = !!(this._updateTag & UpdateTag.UPDATE_GLOBAL_MATRIX);\n return shouldUpdate;\n }\n\n private _getChildByName<T extends INode = INode>(name: string, deep?: boolean): T | null {\n return this.find(node => node.name === name, deep);\n }\n\n /**\n * if graphic exist then update attributes, otherwise create a new instance\n * @param graphicName the name of graphic\n * @param attributes the attributes of graphic\n * @param graphicType the type of graphic\n * @returns the graphic instance\n */\n createOrUpdateChild<T extends keyof GraphicAttributeMap>(\n graphicName: string,\n attributes: GraphicAttributeMap[T],\n graphicType: T\n ): INode {\n let graphic = this._getChildByName(graphicName) as IGraphic;\n if (graphic) {\n graphic.setAttributes(attributes);\n } else {\n graphic = application.graphicService.creator[graphicType](attributes as any);\n graphic.name = graphicName;\n this.add(graphic);\n }\n\n return graphic;\n }\n\n clone() {\n return new Group({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Group.NOWORK_ANIMATE_ATTR;\n }\n}\n"]}
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package/es/graphic/group.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { AABBBounds, Matrix, OBBBounds } from '@visactor/vutils';\n// eslint-disable-next-line no-duplicate-imports\nimport { Point } from '@visactor/vutils';\nimport { application } from '../application';\nimport type {\n IStage,\n GraphicAttributeMap,\n INode,\n IGraphic,\n ITheme,\n IThemeSpec,\n ILayer,\n GraphicType\n} from '../interface';\nimport type { IGroup, IGroupGraphicAttribute } from '../interface/graphic/group';\nimport { Graphic, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme, Theme } from './theme';\nimport { parsePadding } from '../common/utils';\nimport { UpdateTag, IContainPointMode } from '../common/enums';\nimport { GROUP_NUMBER_TYPE } from './constants';\n\n// Group更新AABBBounds的策略\nexport enum GroupUpdateAABBBoundsMode {\n // Group较少的情况,不会批量设置所有父层的tag,而是每次都查找\n LESS_GROUP = 0,\n // Group较多的情况,每次都会设置tag到最顶层\n MORE_GROUP = 1\n}\n\nexport class Group extends Graphic<IGroupGraphicAttribute> implements IGroup {\n type: GraphicType = 'group';\n parent: any = null;\n isContainer: boolean = true;\n // 子元素的更新标记\n declare _childUpdateTag: number;\n\n declare theme?: ITheme;\n\n static NOWORK_ANIMATE_ATTR = NOWORK_ANIMATE_ATTR;\n\n constructor(params: IGroupGraphicAttribute) {\n super(params);\n this.numberType = GROUP_NUMBER_TYPE;\n this._childUpdateTag = UpdateTag.UPDATE_BOUNDS;\n // this.theme = new Theme();\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('3d');\n // });\n }\n set2dMode() {\n this.in3dMode = false;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('2d');\n // });\n }\n\n setTheme(t: IThemeSpec) {\n if (!this.theme) {\n this.theme = new Theme();\n }\n return this.theme.setTheme(t, this);\n }\n\n createTheme() {\n if (!this.theme) {\n this.theme = new Theme();\n }\n }\n\n hideAll() {\n this.setAttribute('visible', false);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).hideAll) {\n (item as any).hideAll();\n } else {\n item.setAttribute('visible', false);\n }\n });\n }\n\n showAll() {\n this.setAttribute('visible', true);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).showAll) {\n (item as any).showAll();\n } else {\n item.setAttribute('visible', true);\n }\n });\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * group containsPoint 只需要判断bounds\n * TODO: group的shape判断\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode): boolean {\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n return this.AABBBounds.contains(point.x, point.y);\n }\n return this.AABBBounds.contains(x, y);\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 检索自己是否需要更新\n if (super.shouldUpdateAABBBounds()) {\n return true;\n }\n // 检索叶子节点是否有更新(如果children是叶子节点的话)\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return true;\n }\n return false;\n // // 检索是否子group需要更新\n // let needUpdate = false;\n // this.forEachChildren((node: IGraphic) => {\n // // 只查找group层级\n // if (node.isContainer && (node as Group).shouldUpdateAABBBounds()) {\n // needUpdate = true;\n // return true;\n // }\n // return false;\n // });\n // return needUpdate;\n }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n application.graphicService.beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const selfChange = this.shouldSelfChangeUpdateAABBBounds();\n const bounds = this.doUpdateAABBBounds();\n this.addUpdateLayoutTag();\n application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, selfChange);\n return bounds;\n }\n\n protected doUpdateAABBBounds(): AABBBounds {\n const attribute = this.attribute;\n const groupTheme = getTheme(this).group;\n // debugger;\n this._AABBBounds.setValue(Infinity, Infinity, -Infinity, -Infinity);\n const bounds = application.graphicService.updateGroupAABBBounds(\n attribute,\n getTheme(this).group,\n this._AABBBounds,\n this\n ) as AABBBounds;\n\n const { boundsPadding = groupTheme.boundsPadding } = attribute;\n const paddingArray = parsePadding(boundsPadding);\n if (paddingArray) {\n bounds.expand(paddingArray);\n }\n // 更新bounds之后需要设置父节点,否则tag丢失\n this.parent && this.parent.addChildUpdateBoundTag();\n this.clearUpdateBoundTag();\n\n this._emitCustomEvent('AAABBBoundsChange');\n return bounds;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n this._childUpdateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n\n protected tryUpdateOBBBounds(): OBBBounds {\n throw new Error('暂不支持');\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n }\n\n addChildUpdateBoundTag() {\n // 如果已经设置过updateTag,那就不需要设置了\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return;\n }\n // 如果没有设置过,那么继续向上设置\n this._childUpdateTag |= UpdateTag.UPDATE_BOUNDS;\n this.parent && this.parent.addChildUpdateBoundTag();\n }\n\n getTheme() {\n return this.theme.getTheme(this);\n }\n\n // getDefaultAttribute(name: string) {\n // return DefaultGroupAttribute[name];\n // }\n\n /* 场景树结构 */\n incrementalAppendChild(node: INode): INode | null {\n const data = super.appendChild(node);\n if (this.stage && data) {\n (data as unknown as this).stage = this.stage;\n (data as unknown as this).layer = this.layer;\n }\n this.addUpdateBoundTag();\n application.graphicService.onAddIncremental(node as unknown as IGraphic, this, this.stage);\n return data;\n }\n incrementalClearChild(): void {\n super.removeAllChild();\n this.addUpdateBoundTag();\n application.graphicService.onClearIncremental(this, this.stage);\n return;\n }\n\n appendChild(node: INode, addStage: boolean = true): INode | null {\n const data = super.appendChild(node);\n if (addStage && this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertBefore(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertBefore(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertAfter(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertAfter(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertInto(newNode: INode, idx: number): INode | null {\n const data = super.insertInto(newNode, idx);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n\n removeChild(child: IGraphic): IGraphic {\n const data = super.removeChild(child);\n child.stage = null;\n application.graphicService.onRemove(child);\n this.addUpdateBoundTag();\n return data as IGraphic;\n }\n\n removeAllChild(): void {\n this.forEachChildren((child: IGraphic) => {\n application.graphicService.onRemove(child);\n });\n super.removeAllChild();\n this.addUpdateBoundTag();\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n this._onSetStage && this._onSetStage(this, stage, layer);\n application.graphicService.onSetStage(this, stage);\n this.forEachChildren(item => {\n (item as any).setStage(stage, this.layer);\n });\n }\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n super.addUpdatePositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n super.addUpdateGlobalPositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * group更新全局的transMatrix\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (this.shouldUpdateGlobalMatrix()) {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n this.doUpdateGlobalMatrix();\n clearTag && this.clearUpdateGlobalPositionTag();\n }\n return this._globalTransMatrix;\n }\n /**\n * 查找自身更新global的tag,如果存在,就更新\n * @returns\n */\n shouldUpdateGlobalMatrix(): boolean {\n const shouldUpdate = !!(this._updateTag & UpdateTag.UPDATE_GLOBAL_MATRIX);\n return shouldUpdate;\n }\n\n private _getChildByName<T extends INode = INode>(name: string, deep?: boolean): T | null {\n return this.find(node => node.name === name, deep);\n }\n\n /**\n * if graphic exist then update attributes, otherwise create a new instance\n * @param graphicName the name of graphic\n * @param attributes the attributes of graphic\n * @param graphicType the type of graphic\n * @returns the graphic instance\n */\n createOrUpdateChild<T extends keyof GraphicAttributeMap>(\n graphicName: string,\n attributes: GraphicAttributeMap[T],\n graphicType: T\n ): INode {\n let graphic = this._getChildByName(graphicName) as IGraphic;\n if (graphic) {\n graphic.setAttributes(attributes);\n } else {\n graphic = application.graphicService.creator[graphicType](attributes as any);\n graphic.name = graphicName;\n this.add(graphic);\n }\n\n return graphic;\n }\n\n clone() {\n return new Group({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Group.NOWORK_ANIMATE_ATTR;\n }\n}\n"]}
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|
1
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+
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type { AABBBounds, Matrix, OBBBounds } from '@visactor/vutils';\nimport { Point, transformBounds } from '@visactor/vutils';\nimport { application } from '../application';\nimport type {\n IStage,\n GraphicAttributeMap,\n INode,\n IGraphic,\n ITheme,\n IThemeSpec,\n ILayer,\n GraphicType\n} from '../interface';\nimport type { IGroup, IGroupGraphicAttribute } from '../interface/graphic/group';\nimport { Graphic, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme, Theme } from './theme';\nimport { parsePadding } from '../common/utils';\nimport { UpdateTag, IContainPointMode } from '../common/enums';\nimport { GROUP_NUMBER_TYPE } from './constants';\n\n// Group更新AABBBounds的策略\nexport enum GroupUpdateAABBBoundsMode {\n // Group较少的情况,不会批量设置所有父层的tag,而是每次都查找\n LESS_GROUP = 0,\n // Group较多的情况,每次都会设置tag到最顶层\n MORE_GROUP = 1\n}\n\nexport class Group extends Graphic<IGroupGraphicAttribute> implements IGroup {\n type: GraphicType = 'group';\n parent: any = null;\n isContainer: boolean = true;\n // 子元素的更新标记\n declare _childUpdateTag: number;\n\n declare theme?: ITheme;\n\n static NOWORK_ANIMATE_ATTR = NOWORK_ANIMATE_ATTR;\n\n constructor(params: IGroupGraphicAttribute) {\n super(params);\n this.numberType = GROUP_NUMBER_TYPE;\n this._childUpdateTag = UpdateTag.UPDATE_BOUNDS;\n // this.theme = new Theme();\n }\n\n setMode(mode: '2d' | '3d') {\n mode === '3d' ? this.set3dMode() : this.set2dMode();\n }\n\n set3dMode() {\n this.in3dMode = true;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('3d');\n // });\n }\n set2dMode() {\n this.in3dMode = false;\n // this.forEachChildren((c: IGraphic) => {\n // c.setMode('2d');\n // });\n }\n\n setTheme(t: IThemeSpec) {\n if (!this.theme) {\n this.theme = new Theme();\n }\n return this.theme.setTheme(t, this);\n }\n\n createTheme() {\n if (!this.theme) {\n this.theme = new Theme();\n }\n }\n\n hideAll() {\n this.setAttribute('visible', false);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).hideAll) {\n (item as any).hideAll();\n } else {\n item.setAttribute('visible', false);\n }\n });\n }\n\n showAll() {\n this.setAttribute('visible', true);\n this.forEachChildren((item: IGraphic) => {\n if (item.isContainer && (item as any).showAll) {\n (item as any).showAll();\n } else {\n item.setAttribute('visible', true);\n }\n });\n }\n\n /**\n * 是否包含某个点(点需要是全局坐标系)\n * group containsPoint 只需要判断bounds\n * TODO: group的shape判断\n * @param x\n * @param y\n * @param mode\n * @returns\n */\n containsPoint(x: number, y: number, mode: IContainPointMode): boolean {\n if (mode === IContainPointMode.GLOBAL) {\n // 转换x,y更精准\n const point = new Point(x, y);\n if (this.parent) {\n this.parent.globalTransMatrix.transformPoint(point, point);\n }\n return this.AABBBounds.contains(point.x, point.y);\n }\n return this.AABBBounds.contains(x, y);\n }\n\n shouldUpdateAABBBounds(): boolean {\n // 检索自己是否需要更新\n if (super.shouldUpdateAABBBounds()) {\n return true;\n }\n // 检索叶子节点是否有更新(如果children是叶子节点的话)\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return true;\n }\n return false;\n // // 检索是否子group需要更新\n // let needUpdate = false;\n // this.forEachChildren((node: IGraphic) => {\n // // 只查找group层级\n // if (node.isContainer && (node as Group).shouldUpdateAABBBounds()) {\n // needUpdate = true;\n // return true;\n // }\n // return false;\n // });\n // return needUpdate;\n }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n if (!this.shouldUpdateAABBBounds()) {\n return this._AABBBounds;\n }\n application.graphicService.beforeUpdateAABBBounds(this, this.stage, true, this._AABBBounds);\n const selfChange = this.shouldSelfChangeUpdateAABBBounds();\n const bounds = this.doUpdateAABBBounds();\n this.addUpdateLayoutTag();\n application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, selfChange);\n return bounds;\n }\n\n protected doUpdateAABBBounds(): AABBBounds {\n const attribute = this.attribute;\n const groupTheme = getTheme(this).group;\n // debugger;\n this._AABBBounds.setValue(Infinity, Infinity, -Infinity, -Infinity);\n const bounds = application.graphicService.updateGroupAABBBounds(\n attribute,\n getTheme(this).group,\n this._AABBBounds,\n this\n ) as AABBBounds;\n\n const { boundsPadding = groupTheme.boundsPadding } = attribute;\n const paddingArray = parsePadding(boundsPadding);\n if (paddingArray) {\n bounds.expand(paddingArray);\n }\n // 更新bounds之后需要设置父节点,否则tag丢失\n this.parent && this.parent.addChildUpdateBoundTag();\n this.clearUpdateBoundTag();\n\n this._emitCustomEvent('AAABBBoundsChange');\n return bounds;\n }\n\n protected clearUpdateBoundTag() {\n this._updateTag &= UpdateTag.CLEAR_BOUNDS;\n this._childUpdateTag &= UpdateTag.CLEAR_BOUNDS;\n }\n\n protected tryUpdateOBBBounds(): OBBBounds {\n throw new Error('暂不支持');\n }\n\n addUpdateBoundTag() {\n this._updateTag |= UpdateTag.UPDATE_BOUNDS; // for bounds\n if (this.parent) {\n this.parent.addChildUpdateBoundTag();\n }\n }\n\n addChildUpdateBoundTag() {\n // 如果已经设置过updateTag,那就不需要设置了\n if (this._childUpdateTag & UpdateTag.UPDATE_BOUNDS) {\n return;\n }\n // 如果没有设置过,那么继续向上设置\n this._childUpdateTag |= UpdateTag.UPDATE_BOUNDS;\n this.parent && this.parent.addChildUpdateBoundTag();\n }\n\n getTheme() {\n return this.theme.getTheme(this);\n }\n\n // getDefaultAttribute(name: string) {\n // return DefaultGroupAttribute[name];\n // }\n\n /* 场景树结构 */\n incrementalAppendChild(node: INode): INode | null {\n const data = super.appendChild(node);\n if (this.stage && data) {\n (data as unknown as this).stage = this.stage;\n (data as unknown as this).layer = this.layer;\n }\n this.addUpdateBoundTag();\n application.graphicService.onAddIncremental(node as unknown as IGraphic, this, this.stage);\n return data;\n }\n incrementalClearChild(): void {\n super.removeAllChild();\n this.addUpdateBoundTag();\n application.graphicService.onClearIncremental(this, this.stage);\n return;\n }\n\n appendChild(node: INode, addStage: boolean = true): INode | null {\n const data = super.appendChild(node);\n if (addStage && this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertBefore(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertBefore(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertAfter(newNode: INode, referenceNode: INode): INode | null {\n const data = super.insertAfter(newNode, referenceNode);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n insertInto(newNode: INode, idx: number): INode | null {\n const data = super.insertInto(newNode, idx);\n if (this.stage && data) {\n (data as unknown as this).setStage(this.stage, this.layer);\n }\n this.addUpdateBoundTag();\n return data;\n }\n\n removeChild(child: IGraphic): IGraphic {\n const data = super.removeChild(child);\n child.stage = null;\n application.graphicService.onRemove(child);\n this.addUpdateBoundTag();\n return data as IGraphic;\n }\n\n removeAllChild(): void {\n this.forEachChildren((child: IGraphic) => {\n application.graphicService.onRemove(child);\n });\n super.removeAllChild();\n this.addUpdateBoundTag();\n }\n\n setStage(stage?: IStage, layer?: ILayer) {\n if (this.stage !== stage) {\n this.stage = stage;\n this.layer = layer;\n this.setStageToShadowRoot(stage, layer);\n this._onSetStage && this._onSetStage(this, stage, layer);\n application.graphicService.onSetStage(this, stage);\n this.forEachChildren(item => {\n (item as any).setStage(stage, this.layer);\n });\n }\n }\n /**\n * 更新位置tag,包括全局tag和局部tag\n */\n addUpdatePositionTag() {\n super.addUpdatePositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * 更新全局位置tag\n */\n addUpdateGlobalPositionTag() {\n super.addUpdateGlobalPositionTag();\n // 批量设置底层group的global tag\n this.forEachChildren((g: Group) => {\n if (g.isContainer) {\n g.addUpdateGlobalPositionTag();\n }\n });\n }\n /**\n * group更新全局的transMatrix\n * @param clearTag\n * @returns\n */\n protected tryUpdateGlobalTransMatrix(clearTag: boolean = true): Matrix {\n if (this.shouldUpdateGlobalMatrix()) {\n if (!this._globalTransMatrix) {\n this._globalTransMatrix = this.parent\n ? (this.parent as IGroup).globalTransMatrix.clone()\n : this.transMatrix.clone();\n } else if (this.parent) {\n const m = (this.parent as IGroup).globalTransMatrix;\n this._globalTransMatrix.setValue(m.a, m.b, m.c, m.d, m.e, m.f);\n }\n this.doUpdateGlobalMatrix();\n clearTag && this.clearUpdateGlobalPositionTag();\n }\n return this._globalTransMatrix;\n }\n /**\n * 查找自身更新global的tag,如果存在,就更新\n * @returns\n */\n shouldUpdateGlobalMatrix(): boolean {\n const shouldUpdate = !!(this._updateTag & UpdateTag.UPDATE_GLOBAL_MATRIX);\n return shouldUpdate;\n }\n\n private _getChildByName<T extends INode = INode>(name: string, deep?: boolean): T | null {\n return this.find(node => node.name === name, deep);\n }\n\n /**\n * if graphic exist then update attributes, otherwise create a new instance\n * @param graphicName the name of graphic\n * @param attributes the attributes of graphic\n * @param graphicType the type of graphic\n * @returns the graphic instance\n */\n createOrUpdateChild<T extends keyof GraphicAttributeMap>(\n graphicName: string,\n attributes: GraphicAttributeMap[T],\n graphicType: T\n ): INode {\n let graphic = this._getChildByName(graphicName) as IGraphic;\n if (graphic) {\n graphic.setAttributes(attributes);\n } else {\n graphic = application.graphicService.creator[graphicType](attributes as any);\n graphic.name = graphicName;\n this.add(graphic);\n }\n\n return graphic;\n }\n\n clone() {\n return new Group({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Group.NOWORK_ANIMATE_ATTR;\n }\n}\n"]}
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