@visactor/vrender-core 0.17.15-alpha.2 → 0.17.16

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.
Files changed (73) hide show
  1. package/cjs/common/rect-utils.d.ts +7 -0
  2. package/cjs/common/rect-utils.js +27 -0
  3. package/cjs/common/rect-utils.js.map +1 -0
  4. package/cjs/common/render-utils.js +1 -2
  5. package/cjs/common/seg-context.js +2 -1
  6. package/cjs/common/split-path.js +2 -2
  7. package/cjs/common/split-path.js.map +1 -1
  8. package/cjs/core/camera.js +1 -1
  9. package/cjs/core/stage.js +2 -0
  10. package/cjs/core/stage.js.map +1 -1
  11. package/cjs/env-check.js +17 -17
  12. package/cjs/env-check.js.map +1 -1
  13. package/cjs/event/event-system.js +3 -3
  14. package/cjs/event/event-system.js.map +1 -1
  15. package/cjs/graphic/bounds.d.ts +2 -2
  16. package/cjs/graphic/bounds.js.map +1 -1
  17. package/cjs/graphic/graphic.js +2 -1
  18. package/cjs/graphic/graphic.js.map +1 -1
  19. package/cjs/graphic/rect.js +3 -6
  20. package/cjs/graphic/rect.js.map +1 -1
  21. package/cjs/interface/event.d.ts +2 -0
  22. package/cjs/interface/event.js.map +1 -1
  23. package/cjs/interface/graphic.d.ts +10 -1
  24. package/cjs/interface/graphic.js.map +1 -1
  25. package/cjs/interface/stage.d.ts +2 -0
  26. package/cjs/interface/stage.js.map +1 -1
  27. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +3 -5
  28. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  29. package/cjs/render/contributions/render/contributions/base-contribution-render.js +7 -7
  30. package/cjs/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
  31. package/cjs/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
  32. package/cjs/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
  33. package/cjs/render/contributions/render/contributions/text-contribution-render.js +19 -7
  34. package/cjs/render/contributions/render/contributions/text-contribution-render.js.map +1 -1
  35. package/cjs/render/contributions/render/utils.d.ts +1 -1
  36. package/cjs/render/contributions/render/utils.js.map +1 -1
  37. package/es/common/rect-utils.d.ts +7 -0
  38. package/es/common/rect-utils.js +20 -0
  39. package/es/common/rect-utils.js.map +1 -0
  40. package/es/common/render-utils.js +1 -2
  41. package/es/common/seg-context.js +2 -1
  42. package/es/common/split-path.js +3 -1
  43. package/es/common/split-path.js.map +1 -1
  44. package/es/core/camera.js +1 -1
  45. package/es/core/stage.js +2 -0
  46. package/es/core/stage.js.map +1 -1
  47. package/es/env-check.js +12 -13
  48. package/es/env-check.js.map +1 -1
  49. package/es/event/event-system.js +3 -3
  50. package/es/event/event-system.js.map +1 -1
  51. package/es/graphic/bounds.d.ts +2 -2
  52. package/es/graphic/bounds.js.map +1 -1
  53. package/es/graphic/graphic.js +2 -1
  54. package/es/graphic/graphic.js.map +1 -1
  55. package/es/graphic/rect.js +3 -6
  56. package/es/graphic/rect.js.map +1 -1
  57. package/es/interface/event.d.ts +2 -0
  58. package/es/interface/event.js.map +1 -1
  59. package/es/interface/graphic.d.ts +10 -1
  60. package/es/interface/graphic.js.map +1 -1
  61. package/es/interface/stage.d.ts +2 -0
  62. package/es/interface/stage.js.map +1 -1
  63. package/es/plugins/builtin-plugin/html-attribute-plugin.js +3 -5
  64. package/es/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  65. package/es/render/contributions/render/contributions/base-contribution-render.js +7 -7
  66. package/es/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
  67. package/es/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
  68. package/es/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
  69. package/es/render/contributions/render/contributions/text-contribution-render.js +22 -6
  70. package/es/render/contributions/render/contributions/text-contribution-render.js.map +1 -1
  71. package/es/render/contributions/render/utils.d.ts +1 -1
  72. package/es/render/contributions/render/utils.js.map +1 -1
  73. package/package.json +6 -4
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{ isArray, abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IMarkAttribute,\n IThemeAttribute,\n IFillType,\n IStrokeType,\n IArc,\n IPath2D,\n IGraphicRenderDrawParams,\n IDrawContext,\n IBackgroundConfig\n} from '../../../interface';\n\n/**\n * 是否需要执行fill逻辑\n * @param fill\n * @returns\n */\nexport function runFill(\n fill: IFillType,\n background?: string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig\n) {\n return !!(fill || background);\n}\n/**\n * 是否需要执行stroke逻辑\n * @param stroke\n * @returns\n */\nexport function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number) {\n let s: boolean | number;\n if (isArray(stroke)) {\n s = stroke.some(item => item || item === undefined);\n } else {\n s = !!stroke;\n }\n return s && lineWidth > 0;\n}\n\n/**\n * 是否fill部分可见\n * @param opacity\n * @param fillOpacity\n * @returns\n */\nexport function fillVisible(opacity: number, fillOpacity: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0;\n}\n\nexport function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0 && width !== 0 && height !== 0;\n}\n\n/**\n * 是否stroke部分可见\n * @param opacity\n * @param strokeOpacity\n * @param lineWidth\n * @returns\n */\nexport function strokeVisible(opacity: number, strokeOpacity: number) {\n return opacity * strokeOpacity > 0;\n}\n\nexport function rectStrokeVisible(opacity: number, strokeOpacity: number, width: number, height: number) {\n return opacity * strokeOpacity > 0 && width !== 0 && height !== 0;\n}\n\nexport function drawPathProxy(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = getTheme(graphic, params?.theme)[graphic.type];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.fill();\n }\n }\n return true;\n}\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function intersect(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number\n) {\n const x10 = x1 - x0;\n const y10 = y1 - y0;\n const x32 = x3 - x2;\n const y32 = y3 - y2;\n let t = y32 * x10 - x32 * y10;\n if (t * t < epsilon) {\n return [];\n }\n t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;\n\n return [x0 + t * x10, y0 + t * y10];\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\n// Compute perpendicular offset line of length rc.\n// http://mathworld.wolfram.com/Circle-LineIntersection.html\nexport function cornerTangents(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n r1: number,\n rc: number,\n clockwise: number\n) {\n const x01 = x0 - x1;\n const y01 = y0 - y1;\n const lo = (clockwise ? rc : -rc) / Math.sqrt(x01 * x01 + y01 * y01);\n const ox = lo * y01;\n const oy = -lo * x01;\n const x11 = x0 + ox;\n const y11 = y0 + oy;\n const x10 = x1 + ox;\n const y10 = y1 + oy;\n const x00 = (x11 + x10) / 2;\n const y00 = (y11 + y10) / 2;\n const dx = x10 - x11;\n const dy = y10 - y11;\n const d2 = dx * dx + dy * dy;\n const r = r1 - rc;\n const D = x11 * y10 - x10 * y11;\n const d = (dy < 0 ? -1 : 1) * Math.sqrt(Math.max(0, r * r * d2 - D * D));\n let cx0 = (D * dy - dx * d) / d2;\n let cy0 = (-D * dx - dy * d) / d2;\n const cx1 = (D * dy + dx * d) / d2;\n const cy1 = (-D * dx + dy * d) / d2;\n const dx0 = cx0 - x00;\n const dy0 = cy0 - y00;\n const dx1 = cx1 - x00;\n const dy1 = cy1 - y00;\n\n // Pick the closer of the two intersection points.\n // TODO Is there a faster way to determine which intersection to use?\n if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) {\n (cx0 = cx1), (cy0 = cy1);\n }\n\n return {\n cx: cx0,\n cy: cy0,\n x01: -ox,\n y01: -oy,\n x11: cx0 * (r1 / r - 1),\n y11: cy0 * (r1 / r - 1)\n };\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function drawArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n partStroke?: (boolean | string)[]\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n // Is it a point?\n if (outerRadius <= epsilon) {\n context.moveTo(cx, cy);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise);\n if (innerRadius > epsilon) {\n context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle));\n context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise);\n }\n } else {\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (outerDeltaAngle < 0.001) {\n // 如果有左右边的话\n if (partStroke && (partStroke[3] || partStroke[1])) {\n context.moveTo(cx + xors, cy + yors);\n }\n collapsedToLine = true;\n } else if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n context.moveTo(\n cx + t0.cx + limitedOcr * cos(atan2(t1.y01, t1.x01)),\n cy + t0.cy + limitedOcr * sin(atan2(t1.y01, t1.x01))\n );\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusStart,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n outerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n !clockwise\n );\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusEnd > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusEnd * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusEnd * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xore, cy + outerRadius * sin(outerEndAngle));\n }\n }\n }\n } else {\n // Or is the outer ring just a circular arc?\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + xors, cy + yors);\n context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n } else {\n context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + outerRadius * sin(outerEndAngle));\n }\n }\n // Is there no inner ring, and it’s a circular sector?\n // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n } else {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n }\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n if (!partStroke || partStroke[2]) {\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n context.moveTo(cx + t0.cx + cos(arcEndAngle), cy + t0.cy + sin(arcEndAngle));\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[2]) {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n innerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n clockwise\n );\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusStart,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusStart > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusStart * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusStart * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xirs, cy + yirs);\n }\n }\n }\n } else {\n // Or is the inner ring just a circular arc?\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n if (!partStroke || partStroke[2]) {\n context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise);\n } else {\n context.moveTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n }\n }\n\n if (!partStroke) {\n context.closePath();\n } else if (partStroke[3]) {\n context.lineTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n }\n\n return collapsedToLine;\n}\n"]}
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{ isArray, abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IMarkAttribute,\n IThemeAttribute,\n IFillType,\n IStrokeType,\n IArc,\n IPath2D,\n IGraphicRenderDrawParams,\n IDrawContext,\n IBackgroundConfig\n} from '../../../interface';\n\n/**\n * 是否需要执行fill逻辑\n * @param fill\n * @returns\n */\nexport function runFill(\n fill: IFillType,\n background?: string | any | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig\n) {\n return !!(fill || background);\n}\n/**\n * 是否需要执行stroke逻辑\n * @param stroke\n * @returns\n */\nexport function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number) {\n let s: boolean | number;\n if (isArray(stroke)) {\n s = stroke.some(item => item || item === undefined);\n } else {\n s = !!stroke;\n }\n return s && lineWidth > 0;\n}\n\n/**\n * 是否fill部分可见\n * @param opacity\n * @param fillOpacity\n * @returns\n */\nexport function fillVisible(opacity: number, fillOpacity: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0;\n}\n\nexport function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0 && width !== 0 && height !== 0;\n}\n\n/**\n * 是否stroke部分可见\n * @param opacity\n * @param strokeOpacity\n * @param lineWidth\n * @returns\n */\nexport function strokeVisible(opacity: number, strokeOpacity: number) {\n return opacity * strokeOpacity > 0;\n}\n\nexport function rectStrokeVisible(opacity: number, strokeOpacity: number, width: number, height: number) {\n return opacity * strokeOpacity > 0 && width !== 0 && height !== 0;\n}\n\nexport function drawPathProxy(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = getTheme(graphic, params?.theme)[graphic.type];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.fill();\n }\n }\n return true;\n}\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function intersect(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number\n) {\n const x10 = x1 - x0;\n const y10 = y1 - y0;\n const x32 = x3 - x2;\n const y32 = y3 - y2;\n let t = y32 * x10 - x32 * y10;\n if (t * t < epsilon) {\n return [];\n }\n t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;\n\n return [x0 + t * x10, y0 + t * y10];\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\n// Compute perpendicular offset line of length rc.\n// http://mathworld.wolfram.com/Circle-LineIntersection.html\nexport function cornerTangents(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n r1: number,\n rc: number,\n clockwise: number\n) {\n const x01 = x0 - x1;\n const y01 = y0 - y1;\n const lo = (clockwise ? rc : -rc) / Math.sqrt(x01 * x01 + y01 * y01);\n const ox = lo * y01;\n const oy = -lo * x01;\n const x11 = x0 + ox;\n const y11 = y0 + oy;\n const x10 = x1 + ox;\n const y10 = y1 + oy;\n const x00 = (x11 + x10) / 2;\n const y00 = (y11 + y10) / 2;\n const dx = x10 - x11;\n const dy = y10 - y11;\n const d2 = dx * dx + dy * dy;\n const r = r1 - rc;\n const D = x11 * y10 - x10 * y11;\n const d = (dy < 0 ? -1 : 1) * Math.sqrt(Math.max(0, r * r * d2 - D * D));\n let cx0 = (D * dy - dx * d) / d2;\n let cy0 = (-D * dx - dy * d) / d2;\n const cx1 = (D * dy + dx * d) / d2;\n const cy1 = (-D * dx + dy * d) / d2;\n const dx0 = cx0 - x00;\n const dy0 = cy0 - y00;\n const dx1 = cx1 - x00;\n const dy1 = cy1 - y00;\n\n // Pick the closer of the two intersection points.\n // TODO Is there a faster way to determine which intersection to use?\n if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) {\n (cx0 = cx1), (cy0 = cy1);\n }\n\n return {\n cx: cx0,\n cy: cy0,\n x01: -ox,\n y01: -oy,\n x11: cx0 * (r1 / r - 1),\n y11: cy0 * (r1 / r - 1)\n };\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function drawArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n partStroke?: (boolean | string)[]\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n // Is it a point?\n if (outerRadius <= epsilon) {\n context.moveTo(cx, cy);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise);\n if (innerRadius > epsilon) {\n context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle));\n context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise);\n }\n } else {\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (outerDeltaAngle < 0.001) {\n // 如果有左右边的话\n if (partStroke && (partStroke[3] || partStroke[1])) {\n context.moveTo(cx + xors, cy + yors);\n }\n collapsedToLine = true;\n } else if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n context.moveTo(\n cx + t0.cx + limitedOcr * cos(atan2(t1.y01, t1.x01)),\n cy + t0.cy + limitedOcr * sin(atan2(t1.y01, t1.x01))\n );\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusStart,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n outerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n !clockwise\n );\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusEnd > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusEnd * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusEnd * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xore, cy + outerRadius * sin(outerEndAngle));\n }\n }\n }\n } else {\n // Or is the outer ring just a circular arc?\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + xors, cy + yors);\n context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n } else {\n context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + outerRadius * sin(outerEndAngle));\n }\n }\n // Is there no inner ring, and it’s a circular sector?\n // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n } else {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n }\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n if (!partStroke || partStroke[2]) {\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n context.moveTo(cx + t0.cx + cos(arcEndAngle), cy + t0.cy + sin(arcEndAngle));\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[2]) {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n innerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n clockwise\n );\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusStart,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusStart > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusStart * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusStart * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xirs, cy + yirs);\n }\n }\n }\n } else {\n // Or is the inner ring just a circular arc?\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n if (!partStroke || partStroke[2]) {\n context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise);\n } else {\n context.moveTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n }\n }\n\n if (!partStroke) {\n context.closePath();\n } else if (partStroke[3]) {\n context.lineTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n }\n\n return collapsedToLine;\n}\n"]}
@@ -0,0 +1,7 @@
1
+ import type { IRectGraphicAttribute } from '../interface/graphic/rect';
2
+ export declare const normalizeRectAttributes: (attribute: IRectGraphicAttribute) => {
3
+ x: number;
4
+ y: number;
5
+ width: number;
6
+ height: number;
7
+ };
@@ -0,0 +1,20 @@
1
+ import { isNil } from "@visactor/vutils";
2
+
3
+ export const normalizeRectAttributes = attribute => {
4
+ if (!attribute) return {
5
+ x: 0,
6
+ y: 0,
7
+ width: 0,
8
+ height: 0
9
+ };
10
+ let width = isNil(attribute.width) ? attribute.x1 - attribute.x : attribute.width, height = isNil(attribute.height) ? attribute.y1 - attribute.y : attribute.height, x = 0, y = 0;
11
+ return width < 0 ? (x = width, width = -width) : Number.isNaN(width) && (width = 0),
12
+ height < 0 ? (y = height, height = -height) : Number.isNaN(height) && (height = 0),
13
+ {
14
+ x: x,
15
+ y: y,
16
+ width: width,
17
+ height: height
18
+ };
19
+ };
20
+ //# sourceMappingURL=rect-utils.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/common/rect-utils.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AAGzC,MAAM,CAAC,MAAM,uBAAuB,GAAG,CAAC,SAAgC,EAAE,EAAE;IAC1E,IAAI,CAAC,SAAS,EAAE;QACd,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;KAC5C;IAED,IAAI,KAAK,GAAG,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,EAAE,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,KAAK,CAAC;IAClF,IAAI,MAAM,GAAG,KAAK,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,EAAE,GAAG,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,MAAM,CAAC;IACrF,IAAI,CAAC,GAAG,CAAC,CAAC;IACV,IAAI,CAAC,GAAG,CAAC,CAAC;IAEV,IAAI,KAAK,GAAG,CAAC,EAAE;QACb,CAAC,GAAG,KAAK,CAAC;QACV,KAAK,GAAG,CAAC,KAAK,CAAC;KAChB;SAAM,IAAI,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC,EAAE;QAC9B,KAAK,GAAG,CAAC,CAAC;KACX;IAED,IAAI,MAAM,GAAG,CAAC,EAAE;QACd,CAAC,GAAG,MAAM,CAAC;QACX,MAAM,GAAG,CAAC,MAAM,CAAC;KAClB;SAAM,IAAI,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,EAAE;QAC/B,MAAM,GAAG,CAAC,CAAC;KACZ;IAED,OAAO,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;AACjC,CAAC,CAAC","file":"rect-utils.js","sourcesContent":["import { isNil } from '@visactor/vutils';\nimport type { IRectGraphicAttribute } from '../interface/graphic/rect';\n\nexport const normalizeRectAttributes = (attribute: IRectGraphicAttribute) => {\n if (!attribute) {\n return { x: 0, y: 0, width: 0, height: 0 };\n }\n\n let width = isNil(attribute.width) ? attribute.x1 - attribute.x : attribute.width;\n let height = isNil(attribute.height) ? attribute.y1 - attribute.y : attribute.height;\n let x = 0;\n let y = 0;\n\n if (width < 0) {\n x = width;\n width = -width;\n } else if (Number.isNaN(width)) {\n width = 0;\n }\n\n if (height < 0) {\n y = height;\n height = -height;\n } else if (Number.isNaN(height)) {\n height = 0;\n }\n\n return { x, y, width, height };\n};\n"]}
@@ -10,5 +10,4 @@ export function drawSegItem(ctx, curve, endPercent, params) {
10
10
  const p = curve.getPointAt(endPercent);
11
11
  ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);
12
12
  }
13
- }
14
- //# sourceMappingURL=render-utils.js.map
13
+ }
@@ -90,4 +90,5 @@ export class ReflectSegContext extends SegContext {
90
90
  clear() {
91
91
  return super.clear();
92
92
  }
93
- }
93
+ }
94
+ //# sourceMappingURL=seg-context.js.map
@@ -2,6 +2,8 @@ import { isNumber, Bounds, getIntersectPoint } from "@visactor/vutils";
2
2
 
3
3
  import { bezierCurversToPath, pathToBezierCurves } from "./morphing-utils";
4
4
 
5
+ import { normalizeRectAttributes } from "./rect-utils";
6
+
5
7
  export function splitToGrids(width, height, count) {
6
8
  const ratio = width / height;
7
9
  let rowCount, columnCount;
@@ -17,7 +19,7 @@ export function splitToGrids(width, height, count) {
17
19
  }
18
20
 
19
21
  export const splitRect = (rect, count) => {
20
- const width = rect.getComputedAttribute("width"), height = rect.getComputedAttribute("height"), grids = splitToGrids(width, height, count), res = [], gridHeight = height / grids.length;
22
+ const {width: width, height: height} = normalizeRectAttributes(rect.attribute), grids = splitToGrids(width, height, count), res = [], gridHeight = height / grids.length;
21
23
  for (let i = 0, rowCount = grids.length; i < rowCount; i++) {
22
24
  const columnCount = grids[i], gridWidth = width / columnCount;
23
25
  for (let j = 0; j < columnCount; j++) res.push({
@@ -1 +1 @@
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Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/dividePath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport type { ICustomPath2D } from './../interface/path';\nimport type { IPointLike } from '@visactor/vutils';\nimport { isNumber, Bounds, getIntersectPoint } from '@visactor/vutils';\nimport type { ILine, IRect, IArc, ICircle, IArea, IPolygon, IPath } from '../interface';\nimport { bezierCurversToPath, pathToBezierCurves } from './morphing-utils';\n/**\n * split a rect to grids\n */\nexport function splitToGrids(width: number, height: number, count: number) {\n const ratio = width / height;\n\n let rowCount: number;\n let columnCount: number;\n\n if (width >= height) {\n columnCount = Math.ceil(Math.sqrt(count * ratio));\n rowCount = Math.floor(count / columnCount);\n\n if (rowCount === 0) {\n rowCount = 1;\n columnCount = count;\n }\n } else {\n rowCount = Math.ceil(Math.sqrt(count / ratio));\n columnCount = Math.floor(count / rowCount);\n\n if (columnCount === 0) {\n columnCount = 1;\n rowCount = count;\n }\n }\n\n const grids: number[] = [];\n for (let i = 0; i < rowCount; i++) {\n grids.push(columnCount);\n }\n const sumCount = rowCount * columnCount;\n const remained = count - sumCount;\n\n if (remained > 0) {\n for (let i = 0; i < remained; i += columnCount) {\n if (i + columnCount < remained) {\n grids.push(columnCount);\n } else {\n grids.push(remained - i);\n }\n }\n }\n return grids;\n}\n\nexport const splitRect = (rect: IRect, count: number) => {\n const x = 0;\n const y = 0;\n const width = rect.getComputedAttribute('width');\n const height = rect.getComputedAttribute('height');\n const grids = splitToGrids(width, height, count);\n const res = [];\n const gridHeight = height / grids.length;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n const columnCount = grids[i];\n const gridWidth = width / columnCount;\n for (let j = 0; j < columnCount; j++) {\n res.push({\n x: x + j * gridWidth,\n y: y + i * gridHeight,\n width: gridWidth,\n height: gridHeight\n });\n }\n }\n\n return res;\n};\n\nexport const splitArc = (arc: IArc, count: number) => {\n const x = 0;\n const y = 0;\n const angles = arc.getParsedAngle();\n const startAngle = angles.startAngle;\n const endAngle = angles.endAngle;\n const innerRadius = arc.getComputedAttribute('innerRadius');\n const outerRadius = arc.getComputedAttribute('outerRadius');\n const angleDelta = Math.abs(startAngle - endAngle);\n const radiusDelta = Math.abs(outerRadius - innerRadius);\n\n const grids = splitToGrids((angleDelta * (innerRadius + outerRadius)) / 2, radiusDelta, count);\n const res = [];\n const gridRadius = radiusDelta / grids.length;\n const radiusSign = outerRadius >= innerRadius ? 1 : -1;\n const angleSign = endAngle >= startAngle ? 1 : -1;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n const columnCount = grids[i];\n const gridAngle = angleDelta / columnCount;\n for (let j = 0; j < columnCount; j++) {\n // from outter to inner\n res.push({\n innerRadius: outerRadius - gridRadius * i * radiusSign,\n outerRadius: outerRadius - gridRadius * (i + 1) * radiusSign,\n startAngle: startAngle + gridAngle * j * angleSign,\n endAngle: startAngle + gridAngle * (j + 1) * angleSign\n });\n }\n }\n\n return res;\n};\n\nexport const splitCircle = (arc: ICircle, count: number) => {\n const x = 0;\n const y = 0;\n const startAngle = arc.getComputedAttribute('startAngle');\n const endAngle = arc.getComputedAttribute('endAngle');\n const radius = arc.getComputedAttribute('radius');\n const angleDelta = Math.abs(startAngle - endAngle);\n\n const grids = splitToGrids(angleDelta * radius, radius, count);\n const res = [];\n const gridAngle = angleDelta / grids[0];\n const gridRadius = radius / grids.length;\n const angleSign = endAngle >= startAngle ? 1 : -1;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n for (let j = 0, columnCount = grids[i]; j < columnCount; j++) {\n res.push({\n innerRadius: gridRadius * i,\n outerRadius: gridRadius * (i + 1),\n startAngle: startAngle + gridAngle * j * angleSign,\n endAngle: startAngle + gridAngle * (j + 1) * angleSign\n });\n }\n }\n\n return res;\n};\n\nconst samplingPoints = (points: IPointLike[], count: number) => {\n const validatePoints = points.filter(point => point.defined !== false && isNumber(point.x) && isNumber(point.y));\n\n if (validatePoints.length === 0) {\n return [];\n }\n if (validatePoints.length === 1) {\n return new Array(count).fill(0).map(i => validatePoints[0]);\n }\n\n const res = [];\n if (count <= validatePoints.length) {\n const step = validatePoints.length / count;\n let i = 0;\n let cur = 0;\n\n while (i < count) {\n res.push(validatePoints[Math.floor(cur)]);\n\n cur += step;\n i++;\n }\n\n return res;\n }\n\n const insertCount = count - validatePoints.length;\n const insertStep = insertCount / (validatePoints.length - 1);\n const insetRatio = 1 / (insertStep + 1);\n let curCount = 0;\n\n for (let i = 0, len = points.length; i < len; i++) {\n res.push(points[i]);\n\n if (i < len - 1) {\n let cur = insetRatio;\n const xCur = points[i].x;\n const yCur = points[i].y;\n const xNext = points[i + 1].x;\n const yNext = points[i + 1].y;\n\n while (cur < 1 && curCount < insertCount) {\n res.push({\n x: xCur + (xNext - xCur) * cur,\n y: yCur + (yNext - yCur) * cur\n });\n cur += insetRatio;\n curCount += 1;\n }\n }\n }\n\n return res;\n};\n\nexport const splitArea = (area: IArea, count: number) => {\n const attribute = area.attribute;\n let points = attribute.points;\n const segements = attribute.segments;\n\n if (!points) {\n points = segements.reduce((res, seg) => {\n return res.concat(seg.points ?? []);\n }, []);\n }\n const validatePoints = points.filter(point => point.defined !== false && isNumber(point.x) && isNumber(point.y));\n\n if (!validatePoints.length) {\n return [];\n }\n\n const allPoints: IPointLike[] = [];\n\n validatePoints.forEach(point => {\n allPoints.push({ x: point.x, y: point.y });\n });\n\n for (let i = validatePoints.length - 1; i >= 0; i--) {\n const point = validatePoints[i];\n\n allPoints.push({ x: point.x1 ?? point.x, y: point.y1 ?? point.y });\n }\n\n const res: { points: IPointLike[] }[] = [];\n\n recursiveCallBinarySplit(points, count, res);\n\n return res;\n};\n\nexport const splitLine = (line: ILine, count: number) => {\n const attribute = line.attribute;\n const points = attribute.points;\n\n if (points) {\n return samplingPoints(points, count);\n } else if (attribute.segments) {\n const segs = attribute.segments;\n const allPoints = segs.reduce((res, seg) => {\n return res.concat(seg.points ?? []);\n }, []);\n\n return samplingPoints(allPoints, count);\n }\n return [];\n};\n\nfunction crossProduct(dir1: [number, number], dir2: [number, number]): number {\n return dir1[0] * dir2[1] - dir1[1] * dir2[0];\n}\n\nconst clonePoints = (points: IPointLike[]) => {\n return points.map(p => ({ x: p.x, y: p.y }));\n};\n\nconst splitPolygonByLine = (points: IPointLike[], p0: IPointLike, p1: IPointLike) => {\n const len = points.length;\n const intersections: { dot: number; point: IPointLike; edgeIndex: number }[] = [];\n\n for (let i = 0; i < len; i++) {\n const cur = points[i];\n const next = i === len - 1 ? points[0] : points[i + 1];\n\n const res = getIntersectPoint([p0.x, p0.y], [p1.x, p1.y], [cur.x, cur.y], [next.x, next.y]);\n\n if (res && typeof res !== 'boolean') {\n intersections.push({\n dot: crossProduct([res[0] - p0.x, res[1] - p0.x], [p1.x - p0.x, p1.y - p0.x]),\n point: { x: res[0], y: res[1] },\n edgeIndex: i\n });\n }\n }\n\n if (intersections.length < 2) {\n // 没有交点或者和某条边共线\n return [clonePoints(points), clonePoints(points)];\n }\n\n intersections.sort((a, b) => a.dot - b.dot);\n let is0 = intersections[0];\n let is1 = intersections[intersections.length - 1];\n\n if (is0.edgeIndex > is1.edgeIndex) {\n [is0, is1] = [is1, is0];\n }\n\n const newP0 = is0.point;\n const newP1 = is1.point;\n const newPointsA = [{ x: newP0.x, y: newP0.y }];\n\n for (let i = is0.edgeIndex + 1; i <= is1.edgeIndex; i++) {\n newPointsA.push({ x: points[i].x, y: points[i].y });\n }\n newPointsA.push({ x: newP1.x, y: newP1.y });\n\n const newPointsB = [{ x: newP1.x, y: newP1.y }];\n for (let i = is1.edgeIndex + 1, maxIndex = is0.edgeIndex + len; i <= maxIndex; i++) {\n const p = points[i % len];\n newPointsB.push({ x: p.x, y: p.y });\n }\n newPointsB.push({ x: newP0.x, y: newP0.y });\n\n return [newPointsA, newPointsB];\n};\n\nexport const binarySplitPolygon = (points: IPointLike[]) => {\n const box = new Bounds();\n\n points.forEach(point => {\n box.add(point.x, point.y);\n });\n const width = box.width();\n const height = box.height();\n\n if (width >= height) {\n // split horizontal\n const midX = box.x1 + width / 2;\n\n return splitPolygonByLine(\n points,\n {\n x: midX,\n y: box.y1\n },\n {\n x: midX,\n y: box.y2\n }\n );\n }\n // split vertical\n const midY = box.y1 + height / 2;\n\n return splitPolygonByLine(\n points,\n {\n x: box.x1,\n y: midY\n },\n {\n x: box.x2,\n y: midY\n }\n );\n};\n\nexport const recursiveCallBinarySplit = (points: IPointLike[], count: number, out: { points: IPointLike[] }[]) => {\n if (count === 1) {\n out.push({ points });\n } else {\n const half = Math.floor(count / 2);\n const res = binarySplitPolygon(points);\n\n recursiveCallBinarySplit(res[0], half, out);\n recursiveCallBinarySplit(res[1], count - half, out);\n }\n};\n\nexport const splitPolygon = (polygon: IPolygon, count: number) => {\n const points = polygon.attribute.points;\n\n if (!points || !points.length) {\n return [];\n }\n if (count === 1) {\n return [{ points: clonePoints(points) }];\n }\n const res: { points: IPointLike[] }[] = [];\n\n recursiveCallBinarySplit(points, count, res);\n\n return res;\n};\n\nexport const splitPath = (path: IPath, count: number) => {\n const pathShape = path.getParsedPathShape();\n const bezierCurves = pathToBezierCurves(pathShape);\n\n if (!bezierCurves.length || count < 0) {\n return [];\n }\n\n const subPathCnt = bezierCurves.length;\n\n if (bezierCurves.length >= count) {\n const res: { path: ICustomPath2D }[] = [];\n const stepCount = Math.floor(bezierCurves.length / count);\n\n for (let i = 0; i < count; i++) {\n const curves = bezierCurves.slice(i * stepCount, i === count - 1 ? subPathCnt : (i + 1) * stepCount);\n\n res.push({ path: bezierCurversToPath(curves) });\n }\n\n return res;\n }\n\n const res: { points: IPointLike[] }[] = [];\n const stepCount = Math.floor(count / subPathCnt);\n let remain = count;\n\n for (let c = 0; c < subPathCnt; c++) {\n const points: IPointLike[] = [];\n\n for (let i = 2, len = bezierCurves[c].length; i < len; i += 2) {\n points.push({ x: bezierCurves[0][i], y: bezierCurves[0][i + 1] });\n }\n recursiveCallBinarySplit(points, c === subPathCnt - 1 ? remain : stepCount, res);\n remain -= stepCount;\n }\n\n return res;\n};\n"]}
1
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Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/dividePath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport type { ICustomPath2D } from './../interface/path';\nimport type { IPointLike } from '@visactor/vutils';\nimport { isNumber, Bounds, getIntersectPoint } from '@visactor/vutils';\nimport type { ILine, IRect, IArc, ICircle, IArea, IPolygon, IPath } from '../interface';\nimport { bezierCurversToPath, pathToBezierCurves } from './morphing-utils';\nimport { normalizeRectAttributes } from './rect-utils';\n/**\n * split a rect to grids\n */\nexport function splitToGrids(width: number, height: number, count: number) {\n const ratio = width / height;\n\n let rowCount: number;\n let columnCount: number;\n\n if (width >= height) {\n columnCount = Math.ceil(Math.sqrt(count * ratio));\n rowCount = Math.floor(count / columnCount);\n\n if (rowCount === 0) {\n rowCount = 1;\n columnCount = count;\n }\n } else {\n rowCount = Math.ceil(Math.sqrt(count / ratio));\n columnCount = Math.floor(count / rowCount);\n\n if (columnCount === 0) {\n columnCount = 1;\n rowCount = count;\n }\n }\n\n const grids: number[] = [];\n for (let i = 0; i < rowCount; i++) {\n grids.push(columnCount);\n }\n const sumCount = rowCount * columnCount;\n const remained = count - sumCount;\n\n if (remained > 0) {\n for (let i = 0; i < remained; i += columnCount) {\n if (i + columnCount < remained) {\n grids.push(columnCount);\n } else {\n grids.push(remained - i);\n }\n }\n }\n return grids;\n}\n\nexport const splitRect = (rect: IRect, count: number) => {\n const { width, height } = normalizeRectAttributes(rect.attribute);\n\n const x = 0;\n const y = 0;\n const grids = splitToGrids(width, height, count);\n const res = [];\n const gridHeight = height / grids.length;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n const columnCount = grids[i];\n const gridWidth = width / columnCount;\n for (let j = 0; j < columnCount; j++) {\n res.push({\n x: x + j * gridWidth,\n y: y + i * gridHeight,\n width: gridWidth,\n height: gridHeight\n });\n }\n }\n\n return res;\n};\n\nexport const splitArc = (arc: IArc, count: number) => {\n const x = 0;\n const y = 0;\n const angles = arc.getParsedAngle();\n const startAngle = angles.startAngle;\n const endAngle = angles.endAngle;\n const innerRadius = arc.getComputedAttribute('innerRadius');\n const outerRadius = arc.getComputedAttribute('outerRadius');\n const angleDelta = Math.abs(startAngle - endAngle);\n const radiusDelta = Math.abs(outerRadius - innerRadius);\n\n const grids = splitToGrids((angleDelta * (innerRadius + outerRadius)) / 2, radiusDelta, count);\n const res = [];\n const gridRadius = radiusDelta / grids.length;\n const radiusSign = outerRadius >= innerRadius ? 1 : -1;\n const angleSign = endAngle >= startAngle ? 1 : -1;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n const columnCount = grids[i];\n const gridAngle = angleDelta / columnCount;\n for (let j = 0; j < columnCount; j++) {\n // from outter to inner\n res.push({\n innerRadius: outerRadius - gridRadius * i * radiusSign,\n outerRadius: outerRadius - gridRadius * (i + 1) * radiusSign,\n startAngle: startAngle + gridAngle * j * angleSign,\n endAngle: startAngle + gridAngle * (j + 1) * angleSign\n });\n }\n }\n\n return res;\n};\n\nexport const splitCircle = (arc: ICircle, count: number) => {\n const x = 0;\n const y = 0;\n const startAngle = arc.getComputedAttribute('startAngle');\n const endAngle = arc.getComputedAttribute('endAngle');\n const radius = arc.getComputedAttribute('radius');\n const angleDelta = Math.abs(startAngle - endAngle);\n\n const grids = splitToGrids(angleDelta * radius, radius, count);\n const res = [];\n const gridAngle = angleDelta / grids[0];\n const gridRadius = radius / grids.length;\n const angleSign = endAngle >= startAngle ? 1 : -1;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n for (let j = 0, columnCount = grids[i]; j < columnCount; j++) {\n res.push({\n innerRadius: gridRadius * i,\n outerRadius: gridRadius * (i + 1),\n startAngle: startAngle + gridAngle * j * angleSign,\n endAngle: startAngle + gridAngle * (j + 1) * angleSign\n });\n }\n }\n\n return res;\n};\n\nconst samplingPoints = (points: IPointLike[], count: number) => {\n const validatePoints = points.filter(point => point.defined !== false && isNumber(point.x) && isNumber(point.y));\n\n if (validatePoints.length === 0) {\n return [];\n }\n if (validatePoints.length === 1) {\n return new Array(count).fill(0).map(i => validatePoints[0]);\n }\n\n const res = [];\n if (count <= validatePoints.length) {\n const step = validatePoints.length / count;\n let i = 0;\n let cur = 0;\n\n while (i < count) {\n res.push(validatePoints[Math.floor(cur)]);\n\n cur += step;\n i++;\n }\n\n return res;\n }\n\n const insertCount = count - validatePoints.length;\n const insertStep = insertCount / (validatePoints.length - 1);\n const insetRatio = 1 / (insertStep + 1);\n let curCount = 0;\n\n for (let i = 0, len = points.length; i < len; i++) {\n res.push(points[i]);\n\n if (i < len - 1) {\n let cur = insetRatio;\n const xCur = points[i].x;\n const yCur = points[i].y;\n const xNext = points[i + 1].x;\n const yNext = points[i + 1].y;\n\n while (cur < 1 && curCount < insertCount) {\n res.push({\n x: xCur + (xNext - xCur) * cur,\n y: yCur + (yNext - yCur) * cur\n });\n cur += insetRatio;\n curCount += 1;\n }\n }\n }\n\n return res;\n};\n\nexport const splitArea = (area: IArea, count: number) => {\n const attribute = area.attribute;\n let points = attribute.points;\n const segements = attribute.segments;\n\n if (!points) {\n points = segements.reduce((res, seg) => {\n return res.concat(seg.points ?? []);\n }, []);\n }\n const validatePoints = points.filter(point => point.defined !== false && isNumber(point.x) && isNumber(point.y));\n\n if (!validatePoints.length) {\n return [];\n }\n\n const allPoints: IPointLike[] = [];\n\n validatePoints.forEach(point => {\n allPoints.push({ x: point.x, y: point.y });\n });\n\n for (let i = validatePoints.length - 1; i >= 0; i--) {\n const point = validatePoints[i];\n\n allPoints.push({ x: point.x1 ?? point.x, y: point.y1 ?? point.y });\n }\n\n const res: { points: IPointLike[] }[] = [];\n\n recursiveCallBinarySplit(points, count, res);\n\n return res;\n};\n\nexport const splitLine = (line: ILine, count: number) => {\n const attribute = line.attribute;\n const points = attribute.points;\n\n if (points) {\n return samplingPoints(points, count);\n } else if (attribute.segments) {\n const segs = attribute.segments;\n const allPoints = segs.reduce((res, seg) => {\n return res.concat(seg.points ?? []);\n }, []);\n\n return samplingPoints(allPoints, count);\n }\n return [];\n};\n\nfunction crossProduct(dir1: [number, number], dir2: [number, number]): number {\n return dir1[0] * dir2[1] - dir1[1] * dir2[0];\n}\n\nconst clonePoints = (points: IPointLike[]) => {\n return points.map(p => ({ x: p.x, y: p.y }));\n};\n\nconst splitPolygonByLine = (points: IPointLike[], p0: IPointLike, p1: IPointLike) => {\n const len = points.length;\n const intersections: { dot: number; point: IPointLike; edgeIndex: number }[] = [];\n\n for (let i = 0; i < len; i++) {\n const cur = points[i];\n const next = i === len - 1 ? points[0] : points[i + 1];\n\n const res = getIntersectPoint([p0.x, p0.y], [p1.x, p1.y], [cur.x, cur.y], [next.x, next.y]);\n\n if (res && typeof res !== 'boolean') {\n intersections.push({\n dot: crossProduct([res[0] - p0.x, res[1] - p0.x], [p1.x - p0.x, p1.y - p0.x]),\n point: { x: res[0], y: res[1] },\n edgeIndex: i\n });\n }\n }\n\n if (intersections.length < 2) {\n // 没有交点或者和某条边共线\n return [clonePoints(points), clonePoints(points)];\n }\n\n intersections.sort((a, b) => a.dot - b.dot);\n let is0 = intersections[0];\n let is1 = intersections[intersections.length - 1];\n\n if (is0.edgeIndex > is1.edgeIndex) {\n [is0, is1] = [is1, is0];\n }\n\n const newP0 = is0.point;\n const newP1 = is1.point;\n const newPointsA = [{ x: newP0.x, y: newP0.y }];\n\n for (let i = is0.edgeIndex + 1; i <= is1.edgeIndex; i++) {\n newPointsA.push({ x: points[i].x, y: points[i].y });\n }\n newPointsA.push({ x: newP1.x, y: newP1.y });\n\n const newPointsB = [{ x: newP1.x, y: newP1.y }];\n for (let i = is1.edgeIndex + 1, maxIndex = is0.edgeIndex + len; i <= maxIndex; i++) {\n const p = points[i % len];\n newPointsB.push({ x: p.x, y: p.y });\n }\n newPointsB.push({ x: newP0.x, y: newP0.y });\n\n return [newPointsA, newPointsB];\n};\n\nexport const binarySplitPolygon = (points: IPointLike[]) => {\n const box = new Bounds();\n\n points.forEach(point => {\n box.add(point.x, point.y);\n });\n const width = box.width();\n const height = box.height();\n\n if (width >= height) {\n // split horizontal\n const midX = box.x1 + width / 2;\n\n return splitPolygonByLine(\n points,\n {\n x: midX,\n y: box.y1\n },\n {\n x: midX,\n y: box.y2\n }\n );\n }\n // split vertical\n const midY = box.y1 + height / 2;\n\n return splitPolygonByLine(\n points,\n {\n x: box.x1,\n y: midY\n },\n {\n x: box.x2,\n y: midY\n }\n );\n};\n\nexport const recursiveCallBinarySplit = (points: IPointLike[], count: number, out: { points: IPointLike[] }[]) => {\n if (count === 1) {\n out.push({ points });\n } else {\n const half = Math.floor(count / 2);\n const res = binarySplitPolygon(points);\n\n recursiveCallBinarySplit(res[0], half, out);\n recursiveCallBinarySplit(res[1], count - half, out);\n }\n};\n\nexport const splitPolygon = (polygon: IPolygon, count: number) => {\n const points = polygon.attribute.points;\n\n if (!points || !points.length) {\n return [];\n }\n if (count === 1) {\n return [{ points: clonePoints(points) }];\n }\n const res: { points: IPointLike[] }[] = [];\n\n recursiveCallBinarySplit(points, count, res);\n\n return res;\n};\n\nexport const splitPath = (path: IPath, count: number) => {\n const pathShape = path.getParsedPathShape();\n const bezierCurves = pathToBezierCurves(pathShape);\n\n if (!bezierCurves.length || count < 0) {\n return [];\n }\n\n const subPathCnt = bezierCurves.length;\n\n if (bezierCurves.length >= count) {\n const res: { path: ICustomPath2D }[] = [];\n const stepCount = Math.floor(bezierCurves.length / count);\n\n for (let i = 0; i < count; i++) {\n const curves = bezierCurves.slice(i * stepCount, i === count - 1 ? subPathCnt : (i + 1) * stepCount);\n\n res.push({ path: bezierCurversToPath(curves) });\n }\n\n return res;\n }\n\n const res: { points: IPointLike[] }[] = [];\n const stepCount = Math.floor(count / subPathCnt);\n let remain = count;\n\n for (let c = 0; c < subPathCnt; c++) {\n const points: IPointLike[] = [];\n\n for (let i = 2, len = bezierCurves[c].length; i < len; i += 2) {\n points.push({ x: bezierCurves[0][i], y: bezierCurves[0][i + 1] });\n }\n recursiveCallBinarySplit(points, c === subPathCnt - 1 ? remain : stepCount, res);\n remain -= stepCount;\n }\n\n return res;\n};\n"]}
package/es/core/camera.js CHANGED
@@ -58,4 +58,4 @@ export class OrthoCamera {
58
58
  };
59
59
  }
60
60
  }
61
- //# sourceMappingURL=camera.js.map
61
+ //# sourceMappingURL=camera.js.map
package/es/core/stage.js CHANGED
@@ -159,6 +159,8 @@ export class Stage extends Group {
159
159
  resolution: this.window.dpr || this.global.devicePixelRatio,
160
160
  rootNode: this,
161
161
  global: this.global,
162
+ supportsPointerEvents: this.params.supportsPointerEvents,
163
+ supportsTouchEvents: this.params.supportsTouchEvents,
162
164
  viewport: {
163
165
  viewBox: this._viewBox,
164
166
  get x() {